weirdkid5
weirdkid5
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- weirdkid5
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@Bithard said:
If a killer is potatoe enough you can run them around on most loops for the whole game. I imagine it's more frustrating than boring for the killer.
I find it funny when you actually throw the pallet, and then the Killer gets mad at you for "looping" it.
Like I can get being frustrated if they aren't throwing it and using them smaller hitboxes to their advantage, but when it actually gets thrown, just break the pallet lol
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Going around the same object is boring, unless there is a LoS obstruction to allow mindgames from either side.
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See like, it's weird cause stuff like Iridiscent Head + Ebony Mori is never unfun for me as Survivor, in fact, it actually makes me kind of excited cause this game is usually pretty boring.
But when Survivors do their all out with SWF comms breaking the balance, it really just kills the urge to play Killer at all. It sucks cause when I used to play Evolve, I would relish playing the Monster as there was a balance. At the start, you could get easily bodied by the Hunters, Stage 2 it was fairly even, and by Stage 3, it was you who got to put the hurting on the Hunters.
DbD needs some kind of "momentum" system I think.
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@OmegaXII said:
I really hope that one day they will open them up to buy with shards..
Probably not gonna happen tbh, even though they've probably made the money back on the licenses already.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/527012#Comment_527012
And that still has nothing to do with the devs wanting it to be "realistic."
I'm done debating with you.
Except the fact that the mechanic itself is realistic, because you can't fast vault from a standstill and you have to come at a window straight on?
Ok lol good
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@brokedownpalace said:
Nah, it's likely being changed because the devs feel it's too strong, not because they want it to be more realistic.
The devs already said it was unintentional. McLean said on his stream there are objects in the way of these specific windows in order to always force a medium vault no matter what. They intended for these windows to be less powerful when you loop them in a particular direction.
The issue is that there is a brief period where you can slam yourself into the wall and still get a fast vault despite the fact you are technically not moving. This is what is being addressed, not because it's "too powerful," but because it was never meant to happen in the first place.
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Also, unless the Killer has NOED, you know you can just run out anyway right? Yeah you'll get hit once, but unless you're already injured, you'll make it to the gate before he can even recover lmfao
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/526987#Comment_526987
It could be argued that the chainsaw can only move forward and the boots allow him to redirect it by giving him better traction. That doesn't mean it's him running.
As far as filling the user with determination, that could just mean he's able to get more out of the power of the chainsaw.
I admit I could be wrong but it's vague enough where it could go either way. Regardless, your basic premise that the Entity's realm must abide by the law of physics for survivors is nonsense.
No it isn't really vague but whatever, this is a pointless debate over what is very clearly simple sprinting.
And not really, considering I haven't really seen anything that breaks any laws that isn't supernatural. The Entity designs its realm based on reality, derived from the memories of those that it pulls into its realm.
It just makes sense it would also replicate the basic laws of physics, as it has shown to understanding replicating nature, like rocks, trees, and crows. However, it struggles to understand manmade structures, which is why within the lore, generators are extremely odd compared to standard machinery.
Either way, this mechanic is being rectified to be more realistic than it already was, which simply confirms my point in the first place. The window vaulting mechanic is supposed to be a realistic one.
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@brokedownpalace said:
"And because the Entity is trying to Kill the Survivors? I'm not really understanding why you think it would give them a bone to chew, outside of what it graces them in chests or Bloodwebs."
The Entity is not trying to kill the survivors. It pits the killers against them because it feeds on ALL of their hope and despair, survivor and killer alike. Your argument also makes no sense because you admit the Entity helps survivors with perks and items but then ask why the Entity would help them.
Your argument was shattered the moment you brought up Billy's addons. Try paying attention to descriptions and what the addon actually is.
Also do you have evidence and confirmation it feeds off of the Killers? It punishes them when it fails correct, but its primary source of food is the Survivors. Either way, the Entity only provides the bare minimum for a Survivor to actually survive. The act of doing that has to come from their own strength and drive, there is no where that ever says it gives them supernatural speed and agility.
That's headcanon.
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@brokedownpalace said:
Why would the Hillbilly need add ons to increase the chainsaw's steering if it was just him running? His add ons also say things like "slightly increases the Chainsaw's movement speed."
Ah yes, thank you for proving my point, I was just about to bring this up.
If you read the description of Doom Engravings, it very clearly says, "Fills the User with determination." Also the steering addons are BOOTS
This means Billy's speed is all his own. The chainsaw isn't carrying him forward.
Debate over
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/526966#Comment_526966
I think that because that's what's happening. Regardless, if your logic is that the Entity can give Hillbilly the power to run really fast, and the power to survivors to withstand killing blows, why would the Entity not be able to give survivors the power to vault faster than in real life?
Ok so just because you personally believe Billy's chainsaw is somehow pulling him forward doesn't mean that's what's happening. He is clearly sprinting full speed given by how his legs are moving. I'm not taking this as a case of breaking physics, because Billy still runs within human limits, he runs at 12m/s, or 26 MPH. He actually runs SLOWER than Usain Bolt, so he isn't doing anything unrealistic anyway.
And because the Entity is trying to Kill the Survivors? I'm not really understanding why you think it would give them a bone to chew, outside of what it graces them in chests or Bloodwebs. And besides, the whole mechanic of fast vaulting is grounded in realism anyway; you MUST be sprinting at the window, and you MUST be heading at it straight on. That's realistic, people can't vault windows from the side or at a standstill at that speed.
Just because some mechanics aren't realistic doesn't mean they all should be. Terrible argument.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/526870#Comment_526870
So a chainsaw moving you forward is according to our laws of physics? What?
What makes you think his chainsaw is moving him forward? Lol that's a weird way to look at it, considering he holds it above and behind him slightly.
Why can't he just, yknow, be sprinting full speed on his own? They are given supernatural strength by the Entity, you know that right? Billy is the only Killer that actually sprints. Normal movement for Killers is just a brisk walk.
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@Nikkiwhat said:
https://forum.deadbydaylight.com/en/discussion/comment/525592#Comment_525592
Playing "normally" is fine... Im,not demanding farms every game....but I'm talking about burning a BPS then super tunneling/face camping tactics...because a fair number of Killers have been doing that and if you're gonna do that to screw over others in this community, I consider that a major dick move
That is a normal game.
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@MasterUff said:
It is intended. A dev said, at least for hooked guys, it is to prevent camping.
It's for downed people as well. The whole thing is silly
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Do I even need to comment on this one?
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25, but I feel like I'm 74
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/526109#Comment_526109
You can't accept vaulting over a pallet but you can accept a chainsaw propelling a man forward at 20 mph from a standstill.
Don't be ridiculous, your complaint isn't with realism. I'm not sure why anyone even argues this point. Just say you think it's OP for survivors to be able to do that. I would respect an honest argument like that.
Correct, because as I just explained, the concept of death does not apply to the Entity's Realm, but the standard laws of physics seem to apply.
Not sure why this is hard to understand.
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@Victory said:
https://forum.deadbydaylight.com/en/discussion/comment/522203#Comment_522203
half your posts are pur e meotion complaining about bt of all things and adrenaline??
All I mentioned about BT was that the Killer doesn't need to camp for its affect to go off, he could be trying to leave the hook and a rusher gets the save before he can leave. The Killer didn't really camp.
And adrenaline, all I said was that I could maybe use a nerf. That's it.
I'm done with this thread. Please close it.
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/526067#Comment_526067
Head On only activates once in a locker for three whole seconds, it seems like everyone in this thread speaks of it as though the perk is instantaneous.
So in that scenario:
You Dodge the killers hit
He misses and there's a cooldown
You pop out of the locker.
Nothing happens he either grabs you or hits you.
Oh yeah.
Even less reason to use it then. Garbo perk is garbo, even with the Enduring nerf.
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@Awakey said:
I'm aware. But Spirit has the limitation of a duration. The pig can just crouch whenever. Would make her too strong with Amanda's Letter, or on maps like Léry's.
You can start her Spirit Walk outside of the TR and still get a grab relatively reliably.
God forbid you need to use the one thing no one uses to keep Pig off of you: your eyes.
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@Awakey said:
This would giver prayer beads all day, all the time. No thanks.
You do know she is slow while crouched, while Spirit isn't, right?
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/526114#Comment_526114
Sorry, just seemed like you had moved on to feedback for me at that point. @weirdkid5
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I also want to say, the Last Chance status only applies once they are used, and is not a nerf to the perks themselves, but rather the ability to chain them.
Also, for clarification, last chance counts down even in a chase, so if you keep the killer chasing you it can be used again in the same chase and the like.
No, I was actually siding with you against the baseless claims that you just want to nerf Survivor until nothing is viable.
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@AetherBytes said:
@weirdkid5 Killers already do have that energy; they have the hex system. and unlike the system I've proposed here, Totems have continuous perks that are permanently disabled once the totem is broken. The survivor has no such system except the exhaustion system, which is used for dodge perks way, way more then second chance perks.
I wasn't disagreeing with you buddy. Look who I was replying to, it wasn't you.
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There has to be some semblance of realism in anything, otherwise it goes too off the rails and becomes a joke
There is this concept called "suspension of disbelief" that has to happen with any given media source. This is necessary in order to ground whatever it may be into something believable.
Good example: JoJo's Bizzare Adventure constantly has completely unrealistic scenarios that occur, but it still takes the time to cut away and explain some science behind what is happening, like when Kars gets his Lava Shield, it stems from air bubbles protecting his body, similar to how pumice forms.
Case in point, just because some unrealistic stuff happens doesn't mean that there still shouldn't be some realism. You are in an otherworldly place that defies the laws of death, but otherwise physics still applies realistically as it does in our world
Thus, things like Survivors fast vaulting from a standstill breaks the suspension of disbelief, because while I can accept someone tanking a chainsaw in a supernatural world where death doesn't exist, I CANNOT accept someone defying the laws of physics and gaining momentum from something that never occured.
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@Paladin_Goo said:
This is just another "nerf everything survivors have until they have nothing". Soon you'll be demanding pallets and windows get removed completely.
Try staying on topic instead of strawmanning ######### that wasn't even brought up bro.
I agree DS is fine now.
BT doesn't always need a camper, you could be LEAVING the hook and someone who was already there rushes a save before you can walk away. That's not the Killers fault.
Deliverance is fine.
MoM nerf is fine.
Adrenaline could still probably use a nerf. By your logic, they don't deserve the Survivor if the gates are powered, yes? Apply that same logic to a Survivor, if you get hooked, you don't deserve to escape at all.
Have that same energy for both sides, otherwise you're just biased.
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@invira_zero said:
getting a four SWF destroyer lobby is pretty rare for me.
But, getting a full SWF is quite chalenging.
There are a lot of casual SWFs, that just came to play with each other,
I know, that getting SWF might be frustrating.
But there is a lot of counters for flashing, B-blocks and etc.
Simply drop a survivor if you see hard B-block, and go for blocking survivors
For flashlights, just face the wall.
Tbh, i play both sides)
Drop a survivor so you can go loop his buddies for more distraction from gens? Makes sense.
Also, pretty hard to face a wall if you down a survivor out in the open, away from anything you can face. Why do people act like you're always next to a wall?
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@Seanzu said:
They used to say something about it being too much work, but I can't see why they can't basically copy the plagues sickness overlay, turn it red and then you'd have it on each piece, maybe that's still a lot of work, idk.
I don't think it'd be difficult to put another texture over top of the model, they just don't know how to do it in their engine.
Warframe literally does this with separate pieces and Sigils. You think they made a model for every possible combination of cosmetics and sigils? Lol
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/526060#Comment_526060
The second hit will happen is less than 3 seconds. I don't think this would work
Then Head On is pretty much always useless. Even just sitting in a locker, you won't be able to gain distance properly after stunning the Killer.
And I meant if you get into the locker during his lunge, he will hit the locker and miss you, allowing you to then pop out and stun him for 3 seconds.
It's really only a situational perk that is only useful if there is a window or pallet right next to the locker, and if there is, you should just use one of those.
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@MrSunbro said:
It doesn't affect head on? Guess what isn't a gutter perk anymore!
Nah Head On is still pretty gutter. I could really only see it useful in clutch situations, like when the Killer is about to hit you and you pop into a locker to avoid the hit.
But is it better than something like Sprint Burst, which is also an exhaustion perk, and one in which you can control pretty much whenever you want? Doubt it.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/526054#Comment_526054
if the game were balanced, a lot of ######### wouldnt exist. i could imagine it's pretty rough balancing things in an asymmetrical game, as most people share differing opinions on what balance is.
It comes to a point where, if a company truly needs to make important decisions that overall help the balance of a game, they're going to need to upset players and become rock hard on some aspects and stances regarding balance.
Evolve, when it first came out, had a perfect balance. The way the game was structured was extremely intelligent and nothing ever felt unfair. There were clear advantages and disadvantages each side had during any given stage of the game.
The problem is when they began to cater too much to one side, and began to listen to the community a little too much, rather than remain steadfast on their vision for the balance. This directly contributed to the death of Evolve, as well as poor marketing to the wrong crowd.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/526019#Comment_526019
That's exactly what I was thinking, you put it way better than I could! I suppose that means the safest place to run from Ghost Face is your hooked teammate, which is pretty dumb. Ghost Face is from Scream and Scream is a movie about how characters can make all the right moves and know all the horror movie tropes and still die, it's about how a killer will always win, but this Ghost Face? Apparently, he always loses.
Gonna mention one thing, the license isnt coming from the movies, it's coming from the mask itself.
The movie had to get license from the mask company as well. That's why this isn't a "Scream" chapter.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/526044#Comment_526044
mom is broken. it isn't fair. im just telling u ur best option. would u rather risk borrowed, and ds or just mom (which wont be as frequent with next patch)
I would rather the game be balanced as a whole. I'm not choosing between unfair nonsense when neither of them should exist in the first place.
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@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/524920#Comment_524920
Reality..? LOL.. yeah show me how you can chainsaw sprint someone through a window if you wanna play that card bucko.
I mean you have arms don't you? You can't reach out through a window?
Also, latency isn't considered a part of the game because it's just that, latency.
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@artist said:
survivors have to earn adren by surviving until end game, and u rly dont have to deal with bt if u just go for the unhooker.
https://forum.deadbydaylight.com/en/discussion/comment/526015#Comment_526015
i dont see how these are comparable. adren only happens once at the end of the match, and a killer's addons benefits them for the entire game.
Except going for the unhooked isn't guaranteed considering they could still escape utilizing Sprint Burst/or the speed boost from a hit as well as DH and MoM stacks.
You still might have to swing on the saviour up to 4 times. How is this fair?
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/525980#Comment_525980
It isn't necessarily about camping, it's about anything that happens while someone is on the hook. If survivors rush to unhook like they usually do, you aren't allowed to punish them for it on GF, differently to EVERY OTHER KILLER who can still use their power around a hooked person.
You chase someone, and they go near the hook? Well you can't use your stealth to mindgame a jungle gym, because that dude over there is hooked. You down someone, and know an ally is on a gen nearby. Can you make a play by going for them in shroud? Nope, that guy you downed gets to permanently disable your power at 0 cost.
Exactly. This essentially turns the hooked person into a "detection turret."
It's pretty silly honestly. Now one of the safest places to run when being chased by GF is the hooked person, so they can pull him out of Shroud for you. Pretty lame.
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@tehshadowman33 said:
https://forum.deadbydaylight.com/en/discussion/comment/526009#Comment_526009
And all of it requires zero skill. Hell, it rewards you for being hooked right before your teammates finish the last generator. You just waltz on out the exit gate with both middle fingers sticking straight up. You don't see this kind of crap in Deathgarden.
The best part is the Survivors actually believe to be good when pulling off something like this.
The devs essentially hand them a win button.
@Peanits any possibility of considering broken synergies like this? If certain addons for Killer's powers shouldn't be stack, then certain Survivor perk combinations shouldn't stack.
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@Blueberry said:
It is pretty hilarious when I get saved off a hook for my Adrenaline to instantly full heal me, have a BT active on me, AND my DS ready...lol
Dude has to hit my FIVE times to stop me from getting away out the exit gates lmao
This is proof the devs don't really think about their balance fully
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No
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/525965#Comment_525965
You keep saying both sides like it's going to be SO MUCH FUN for a killer whose power, with a massive cooldown that can already be disabled, is also going to have their power rendered completely unusable any time they make a decent play.
This mechanic isn't 'fun,' it's a safety net for survivors who make bad decisions and still demand to win.
Friendly reminder Hag can still place 10+ traps around a hook, and Leatherface can use Insidious.
To crutch GF like this shows they really dont have any consistency when it comes to game design.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/525948#Comment_525948
The video isn't working
Works for me. Basically he said that people were getting fast vaults when they shouldn't have been by basically slamming themselves into the wall, even though at that point they were considered "standing still." There was debris around these vaults to intend to always force a medium vault, but people essentially found an exploit.
This removes that exploit. So basically, if you weren't doing this, it isn't going to affect your gameplay at all.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/525964#Comment_525964
I think it was 4 seconds. Would be nice to have that reverted back to the 4 seconds. But I do think this change is good, making DS more reliable against any killer.
Also, it's now slightly faster at pallets, so it's not just a nerf.
It also doesn't affect Head On anymore.
.10 seconds faster isn't really going to help out much.
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@Peanits wasn't DS buffed to compensate for Enduring? Now that Enduring doesn't affect DS stun times, DS should be reverted back to 3 seconds, correct?
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@Arroz said:
I agree with everyone except the pig.
Pig never was supossed to be a stealth killer, and devs made she like this.
Uh, have you never watched the movies? Whoever is wearing the Pig outfit always sneaks up on whoever they are kidnapping XD
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@anarchy753 said:
It's simply incorrect to say Ghostface has no limitation in camping, because it's a fundamental built in part of his power.
His power is disabled by looking at him. In order to counter him camping and exposing people, all the unhooker needs to do is look around before rushing out into the open to unhook someone and BAM, power on cooldown for a LONG duration. Half a hook stage of cooldown.
It is incredibly similar to Hag in the sense that his ability to camp is determined by survivor decisions to not rush to the hook without thinking about it.
Yeah, if survivors choose to ignore which killer they're up against and play poorly, they should be punished for it. The killer's power shouldn't be disabled as a safety net for poor decisions made by the other team.
On top of that, if it were only hooked survivors then it MAY be acceptable, but preventing power use around downed survivors destroys a lot of potential plays to be made when a survivor gets downed. Even recent perks like Infectious Fright could have been interesting on him, as you could down a survivor and use the reveal to mark a new target and down them as well. Instead, your power is disabled AGAIN as a safety net so survivors can't be downed for not reacting to a killer being right near them.
His power being disabled by mildly aware survivors is already enough to cover these situations. It is completely unrealistic to say that an unhook or a heal is a free mark when through this whole time, the unhooker and healer has the capacity to prevent that from occurring by simply playing well and turning their camera before making hasty decisions.
Exactly.
They artificially inhibit the skill ceiling for Survivors by literally holding their hands.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/525905#Comment_525905
Ohh that makes sense. Yeah is unfair that if the killer is lagging, it affects the survivor. Can't wait for the dedicated servers and see if there is a difference
Always double check the ping of the Killer you connect to. Anything above 60ms is going to have noticeable delay.
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/525906#Comment_525906
I remember, I was here lol. But the thing is I don't take those perks but they'll give me another perk that isn't good as well. Oh well...
If you don't take them, they stay on the table and have the same chance to reappear. Get rid of them and make the pool smaller
If there isn't a perk you want, there is 0 reason to not take one of the perks anyway. You're just shooting yourself in the foot by not doing that.
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@HavelmomDaS1 said:
This change also removed the skill of survivors a bit. The old vault tech was quite difficult on difficult windows, not everyone could pull that off. Not even some players with 1k hours. Sadly, it's getting more and more casual in terms of detailed skill, timing and tech performing
What? This is LESS casual.
Before, you can fast vault pallets from a standstill.
Now you actually have to run at the pallet, and/or move to a new position after a vault in order to gain distance/mindgame the Killer.
In other words, the game will now require MORE skill from the Survivor.
Thankfully, I never used these "features" anyway, so this will not affect my gameplay.
Hilarious when people act like unintended things should be considered skillful.
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You need to get the perks you DON'T use so they will be removed from the drop table. The less perks, the higher chance of you getting what you need. Take that Small Game so it stops appearing.
Also consider that when you get more teachables, you add to the pool and make the grind steeper.
You should have seen the game when it first came out smh
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It's latency. On the Killer's end, you're right in front of him. This is an inherent problem with the game being P2P.
These things shouldn't happen anymore when we finally get dedicated servers.
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@Janick said:
https://forum.deadbydaylight.com/en/discussion/comment/524880#Comment_524880
Hello
We believe it would be simply too easy for the killer and feel unfair on the survivors side. You would be looking at the incoming survivors simply to down them instantly. This is all based on what we have see from our playtest and on the PTB.
Pig crouch, you move slower. Wraith you cannot attack. Bubba (thats something we will be looking into on his review, and you are adding a Perk). Hag is limited by Survivor actions and your number of traps. Huntress is limited by the number of hatchets. Ghost face has no limitation, except his skill of staying Stealth. It makes him very different than our other killers. Or else his Power would have been time based, which is more pressure on the Killer, and not as fun. You can still camp by staying away from the view of the hooked survivor, we have seen it done. Just dont stay right next to the hook, use strategy and you will be fine.
Btw I will report post that i feel are just insulting and not contributing to the discussion. Even thugh you dont agree, please stay polite.
Thank you!
GF also moves slower when crouched my dude.