yandere777
yandere777
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@Actually_Jesus said:
The only real barrier besides the actual console manufacturers (Sony is notorious for denying cross play...or is it Nintendo? I don't remember), would be framerate.
The game itself, survivors playing on a controller are at no disadvantage when compared with mouse/keyboard survivors. They can literally do all the same stuff (aside from pointless things like moonwalking) at the same pace and speed. Which in turn makes it so console killers lives wouldn't change much beyond what they already deal with. That's one thing I commend BHVR on. They definitely created something where crossplay, balance wise, is more than workable.
The issue is the framerate. Most PC players are running at at LEAST 60FPS. As far as I have seen in my own experience on my PS4 Pro, DBD on consoles has a hard time maintaining even 30fps. Framerate differential is a huge issue.
It is not just framerate. Console has a sensitivity cap and it is immensely lower than pc. A pc survivor could 360 faster than any console killer can react too. That is also why 360s are easier to pull off on console.
Sadly that is not the only problem either. Pc players have sooooooo much more range with what they can customize, an example is widening up the view and changing brightness via game files and such. That alone gives pc an advantage over console.
If dbd ever does cross play it may only be done with ps4, xbox and switch. Unless dbd offers more settings and fixes the mentioned problems, dbd will not be able to do pc and console crossplay
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@dont_ask_me_again said:
https://forum.deadbydaylight.com/en/discussion/comment/981503#Comment_981503
Have you ever actually waited for a perk in the shrine of secrets? Back when freddy was bad I waited a year I think for vigil to show up... if it even had... I basically gave up.
Does that make the game ptw though? Waiting for vigil of all perks lol. I personally can't think of much meta killer perks that are locked behind a licence. The closest is maybe bbq but it's not even that good. Only consistent use is bbq. I guess myers has stbfl but most meta killer perks can easily be grinded for.
Even on the survivor side its less ptw because you bot perks like bt, unbreakable, adrenaline, iron will and a couple good exhaustion perks.
Sure the licence perks are cool and all but they are not that meta to call ptw
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@dont_ask_me_again said:
Killer:
Nemesis + PWYF = 2 DLCs
Ruin + Surveillance = 2 DLCs
Spirit Fury + Enduring = 1 DLC
Pop Goes the Weasel + Corrupt Intervention = 2 DLCs
Knock out + Infectious Fright = 2 DLCs
BBQ and Chilli = 1 DLC
Survivor:
Head On + Inner Strength = 2 DLCs
Decisive Strike = 1 DLC
For killer it’s like you need to have several DLCs for winnable combos.
For survivor it’s like you need a few DLCs to get some variety gameplay.
I just wanted to raise this issue because base game perks for killer don’t feel competitive at high ranks and I’m sure plenty of people agree on this... there’s just thanatophobia and sloppy butcher for a slowdown which is only good on a few killers.
Survivor’s not too bad for having some base gameplay but yeah variety is hard to come by still.
Now with Ruin out the picture which I bet many players would have got from the shrine I think the devs really need to consider buffing Ruin better and also buffing Huntress’s Lullaby.
I can guess this is unintended by the devs but it needs to be fixed.
Nemesis, ruin, spirit fury,pop, corrupt,knock out, infectious are all ftp. You can grind out the shards and buy the killers. Not to mention the shrine is also a decent way of getting licenced perks.
My point is that the game is not ptp because these systems exist.
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@jzinsky said:
Have they stopped the hex skill check on it? All the complaining makes it seem like they've taken away the skill check penalty too but there's nothing on that in the patch notes
Hex ruin only regresses gens that aren't being worked on. So no there is no skill check penalties
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@Aven_Fallen said:
Like I said - Dedicated Servers are live. This "test" was no test at all.
At least Console now gets this great experience. btw. if you figure out which animal I have to sacrifice to make Dead Hard work, let me know.
I think it's a wild legion. Watch out though, i hear he has a feral instinct and getting him mad will put him into a frenzy
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@Unicorn said:
I feel like I'm in a brutal food fight hiding under a cafeteria table while everyone tosses flaming food at each other. Anyone else under the table with me? I have pretzels 💜
I'm the guy who eats lunch in a whole different room cause console lmao
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@FriendlyGuerl said:
https://forum.deadbydaylight.com/en/discussion/comment/979678#Comment_979678
Nope. None of the mentioned killers are setup killers that rely completely on their trap placement for map pressure and chase potential.
Except freddy gets demolished by object.
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@vux_intruder said:
No other game has ever messed up so many controllers of mine, this game is unplayable for me now because it literally ruins any new controller. I just got this remote control and it’s already stuttering from pushing forward so much as killer or survivor. Who ever thought in a game that makes you hold forward constantly that there should be different speeds depending on how hard you push on the sticks?! So dumb. I can’t catch survivors or get away from killers because of these stupid implementations.
Who ever thought in a game that makes you hold forward constantly that there should be different speeds depending on how hard you push on the sticks?!
Thats legit in any game ever. Move the stick slightly? Your character Moves slightly. I have never heard of anybody's sticks breaking from playing dbd. Ever. I been playing for over a year and I'm still using the same remote.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/979600#Comment_979600
Feels bad, especially since it only affects some people and not others..
I was under the impression it was a universal problem. You're the first one I've seen say they don't get splinters lol.
As for the op, another reason why removing splinters would be bad is because it would make it so a killer will only get a mori or ultra rare add on. Survivors have like 6 ultra rares in their bloodweb and killers will have 3 while some will have 2 or only moris. Splinters were a good way at diluting the ultra rare pool
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If his red stain is right on you it'll connect. Try not being as greedy next time and you'll be fine.
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@Karltastisk said:
Why is there a pause between the shock and when you can hit. The survivor can drop a pallet on me (when shocked) before i im even allowed to attack this ######### is so ######### stupid man...
Peanits confirmed they will be changing the 3 second wait
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/976085#Comment_976085
Wait wait wait. Does it automatically regress as soon as they get off? I thought you had to kick it.
No need to kick. It regresses the moment a survivor stops working on it
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@HellDescent said:
For the first minute of the game lol
20 seconds*
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@PalletOrWhat said:
I cannot even describe how important this change is to me. He feels indescribably good again. First I had a bad feeling about the "hard cap" change, but he is just perfect. This change alone shows again that the devs can't be as survivor biased as many people here say. Sometimes you just have to say thanks. But honestly I didn't really care about the ruin change anyway.
Plot twist: The hard cap doesn't work as intended. Oni will be unfun again after the bug fix.
I'm glad to hear this. As a console player he felt so miserable to play as due to his turn being so damn slow. If the hard cap is the same as before this is a buff because he can turn fast and react but still stop where he should.
Now if only nurse had her sensitivity chamged on console when she blinks
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@Aura_babyy said:
What is the time it takes to shock someone in treatment, switch stances, then go for a hit?
Doesnt that ^ take longer, if not the same?
That is actually faster. The moment you let your shock out you change stances and go for the swing. It's faster and you can lunge and everything else. The 3 seconds just punishes the doctor
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@Mandy said:
I'd suggest trying it out on the PTB before writing off the changes, you might be pleasantly surprised by the changes.
This may just sound like entitlement but i feel that the whole community would love to see updated stats 2 weeks after ruin goes live. It just may be a way to see how much ruin affected high and low ranks
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@Mr_K said:
You're right OP. It's gutted. The point of the perk is to prevent three gens from popping after one chase. You can only chase one survivor at a time leaving three to hold M1. Since new Ruin only works if a survivor doesn't hold M1, well damn.
Bright side, Ruin will no longer mask the real issue if the game. Killer's power will be seen for what it always was and survivor escape rates will invert.
It does seem the live balancing team only understands the survivor side of the game at a low skill perspective. I based that on the rationel of their recent changes to killers.
Hopefully this means killers will get real 100% buffs. Not no fixes but buffs.
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@Deadeye said:
What is the change exactly? Just heard regression is faster. The problem in the game is the gen rush in the beginning, until you get the game running with your first down. How shall take ruin effect when the first gen is done before you get the chance to kick a gen?
They aimed for a late game idea. Ruin is gonna be weak early on but once you got the pressure up it'll be better. Gens regress twice as fast and effects all gens
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@Mandy said:
I'd suggest trying it out on the PTB before writing off the changes, you might be pleasantly surprised by the changes.
i hope so, I'm gonna see what happens with an open mind but so far ruin sounds like a gimmick not worth the trouble. Doesn't help I'm on console so yeah lol.
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@Peanits said:
https://us.v-cdn.net/6030815/uploads/409/320VJA64405N.png
Welcome to our Designer Notes, a series of blogposts presenting the fine details of upcoming design changes. Today, we’ll be going over the first update of 2020, which includes changes to The Doctor, the Gatekeeper Emblem, and Hex: Ruin.
DOCTOR UPDATE
In the next mid-chapter update, we will be changing core elements of The Doctor's gameplay. He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him. We will keep his core identity as a Killer who shocks people with electricity and causes them to go insane, suffering several different kinds of afflictions and hallucinations. Some of his abilities and most of his add-ons will get an update pass.
We identified a major source of irritation to be his Static Field. The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against. With that in mind, the update centers around removing Static Field and replacing it with another ability.
The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual.
While charging Static Blast, The Doctor's movement is significantly reduced, and the ability has a long cooldown. The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use.
As Shock Therapy and Static Blast are now linked to separate inputs, we've removed the different Treatment and Punishment stances to improve the gameplay flow. The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability.
One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II. After the update, missing a skill check during Snap Out Of It will cost the player 25% of their progress instead of resetting it entirely. Also, if they stop the interaction before it's complete, they will not lose their progress and will continue from where they left off on the next attempt.
HEX: RUIN AND GATEKEEPER UPDATE
The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games.
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible.
Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem.
Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match.
The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper.
The new Hex: Ruin is simple:
All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate.
The Hex effect persists as long as the related Hex Totem is standing.
This version of the perk has many benefits:
- Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks.
- Killers must be active in pushing Survivors off generators to get value from it.
- It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem.
The changes outlined above, along with the Lery’s Memorial Institute rework, are slated for the mid-chapter update and will be available to test on the Player Test Build (PTB) starting tomorrow. Please be sure to let us know what you think once you’ve had a chance to try them out!
They went more into what will change next chapter
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It sounds great at first but then you gotta remember this is bhvr we talking about. They'll just break 100 things.
Another thing is this just sounds like doing extra. The devs could just fix windows the same way they normally do. Blocking windows, opening them up as a normal walk way, adding openings near windows, forcing slow and medium vaults on one side and making fast vaults difficult.
Your method is cool on paper but it just overcomplicates things and is really just a bandaid fix. Reminds me a lot of bloodlust and look how people think of it now. It is only there because of mini infinites and it breaks some loops because of how braindead it is.
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how about no. The killer is meant to catch a survivor at the end of the day. If they spend too much time on one guy then they threw tbe game. Bloodlust is an obvious example on why killers are meant to catch a survivor.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/968227#Comment_968227
You don't mind if I add onto this?
CoD has a tactic for canceling a reload animation extremely fast by double pressing the weapon swap, this can also be used on some guns to reload even quicker, you can fire quickly after the swap ends
Actually theres a faster way. If you have it so when you run out cancels reloading all you gotta do is run and the rest of tbe animation is gone. Faster than the Y Y strat.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/962299#Comment_962299
I agree. I wish they would buff the Matchbox and Fuming Mixtape to be honest, hose are way weaker than they deserve to be.
I personally think the oni's ultra rares need buffs. both of em. Why do I want an infectious fright that only works when i miss and only effects 12 meters. Like how the ######### can I actually use that add on.
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@Raven014 said:
Most red addons, as @Marcus mentioned, are not making the killer more powerful, but changing the gameplay style of the killers they're used on. For example, Nurse has Torn Bookmark and Matchbox. These change how nurse plays, as the Bookmark gives nurse 3 blinks, but limits how they are used (line of sight only), and Matchbox makes Nurse default speed faster, at the cost at a single blink.
They are not designed to be overpowered, and require skill to be able to use effectively.
However, survivor items and addons are insanely strong (not as strong as when instaheals were a thing, but still very strong) one of which can guarantee an escape of any survivor in the game with its mere presence. Survivors do not need more broken items. I would like to see more items for them to use, but not with overly strong effects attached to them.
I wish we could get more c
Game changing effects instead of game breaking effects. I like the new ultra rare ideas but the devs are kinda making them too weak
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/961957#Comment_961957
Good to know.
That being said, though, I wouldn't be complaining if they were Green killers that I was facing, and it's more that 15 is pretty much the "tutorial over" of the ranking system.
I would also consider just ranking up, but matches are hard enough to find, and Red rank killers tend to be *cough* less favourable people to be around.
And another thing would be a lot of players who only play during bloodhunt are appearing. And since a couple rank resets happened this means they'll be around those ranks
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@Mr_K said:
Been seeing this a bit lately while playing killer. I don't know what streamer popularized this tech but it's stupid.
The basic concept, get between the hook and the hooked survivor and bait the killer into swinging. They aim assist into the hooked survivor giving enough time to unhook while they're in cool down.
The problem.
- You and the killer can have a staring contest while the hooked survivor dies.
Why is the tech stupid?
- The killer can still hit you.
Have a nice day. 🤗
Well it's pretty difficult to get the hit due to a hooked survivor having the circumference of clowns gut
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@Mr_K said:
Sure but to balance it, if the survivor crouches after getting hit the chain breaks causing a 5s killer stun.
Oh and a 60s cool down and 4.2m/s movement speed but the chain can be used for movement.
Balanced. 🙂
Dont forget about adding 100 game breaking bugs and glitches. Oh and nerf-oops- i mean hotfix the killer a week after release. Maybe nerf legion or pig again and we got ourselves a dbd patch
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Oni...
Shuddup i know he sucks on console
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/961664#Comment_961664
Yeah, that's the issue I have with ultra rares. They're just far too common in the bloodweb considering how easy it is to level up.
Probably the reason skeleton keys are less common than moris, though, is because killers only have 2-3 ultra rares that can spawn in their bloodweb (their own add-ons and ebony moris), whereas survivors have about five different options for ultra-rares. So it makes sense from a mathematical, RNG perspective.
Actually you forgot about the splinters I a killers bloodweb. Add 5 or so splinters and there are 8 possible ultra rares. 7 in some killers bloodweb. Oh wow what a coincidence, huntress is one of those killers with less ultra rares so that means she has a higher chance to get iri heads.
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@Accullla said:
Not really a grammatical error - more of a typo. The word "expire" is missing
Eh it's also grammatically incorrect lol. A typo is a type of grammatical error
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@FireHazard said:
Mistakes happen, we're only human!!! D:
I had to point it out. The AP english classes made me lmao
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@Liruliniel said:
This probably the first time I have been able to participate in a blood hunt for a full day. I had the day off for once and got lucky.
meanwhile my headphones broke yesterday...
Cries in broke lol.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/960204#Comment_960204
Certain perks like NOED half apply on their 'power' hits. Either a perk or status should 100% like react to an M1 or power hit, there shouldn't be a mixed middle ground which confuses players and makes certain combos obsolete.
The perks showing really only applies to noed and that's understandable. Survivors know noed is up the moment someone gets hit by anything. Nothing about that is unclear. Legions ff hits apply things and have a cooldown on him. Pig is part of a dash attack. Oni is his ability to just swap weapons lol. Chainsaws are pretty obvious and so is huntress with her hatchets. So far i see nothing unclear about anything. If anything the most unclear thing is oni using his normal swing while in oni mode but since he is I his power thats justifiable.
To your last sentence that should be a thing. It means that some perks are better on some killers and some perks are worse on some killers. Adds variety
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@Pepsidot said:
Also:
- Gentapper - When survivors go off and on a gen to avoid skillchecks however are still slowly repairing it
- Immersed - Typically a Claudette with Urban Evasion that evades the killer at all costs and doesn't really do anything but hide all game
- Jungle gym - Walls with windows.. I guess
- Baby - A nooby survivor/killer
- Slugger - A killer that leaves a survivor or survivors on the floor
- Gen jockey - Suggests the survivors have no skill and were simply rushing gens
- M1 killer - A killer that doesn't have a good ability and is kinda easy to play against. They aren't great when looped.
- Reverse pallet drop - Drop the pallet on the killers side and stun them
- Flashlight save - Saving a survivor with a flash (when they're being picked up)
- Bodyblock - Can be used the same way the sandbagging term is used, but is generally used as a way of signalling to body block the killer.
- 3 genning - When survivors have left the 3 gens too close together or when the killer is heavily patrolling 3 gens close together.
- Dedicated hit - When a survivor gets hit when they don't think they should have due to bad server ping.
- Pretty good job so far - Often used when something buggy is going on.
- Fake legacy - Used to refer to someone using hallowed blight cosmetics.
- Vacuum vault/pallet/hook/pickup - Not really used anymore but used to refer to mostly survivors being able to vault a window or drop a pallet despite being quite far away.
- Respecter - Survivors use this when describing the killer at pallets. If they back away from pallets when THEY think they're gonna be pulled down, they're 'respecting' the pallet. Survivors can use this info to perhaps get another loop around since they respect.
- 4% - When a survivor yeets off the hook by unhooking themselves. They may also want killers to 'respect the 4%'.
- Fake - Survivors may 'fake' window vaults in the hope the killer falls for the bait and lunges into nothingness. Survivors could also fake other things like unhooks, pallet vaults etc.
- ... then there's shack, cow tree, main building, bus, basement, tractor etc which are callouts to SWF teammates... but I'm not gonna list all of those and they don't really need an explanation anyway.
Forgot pallet gyms, t-walls, z-walls, infinites, safe pallets and unsafe pallets
Pallet gyms- has a window and 1 pallet with 2 possible spawns.
Z-walls - just stay away from them, they always have a window and are really bad. Good for an easy lithe but still bad.
Infinites - a spot on a map that takes minutes to hit a survivor.
Safe pallets - unmindgamable pallets that the killer is also normally forced to break. Can't be won with bloodlust
Unsafe pallets - very likely to get a hit in and are generally easy to mindgame. 9 times out of 10 you will be hit unless you stun and gtfo. Don't need to be broken
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Because i just want to win. That's how i get my fun from the game
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/957423#Comment_957423
I was verging on either Oni or Legion, and I though, meh, why not. I wish I could go back 5 hours and slap myself for it. Plus side: Yui, so at least some part of the DLC is getting use! But you're right on his power. I thought I was just bad at first, but after more attempts it's so damn hard to even try hit a survivor, especially when it stun locks at a wall
Or when his lunge goes 5 inches forward and lands right behind the survivor, thats just the worse feeling ever when you know you timed everything perfectly and outplayed them but you missed because oni didn't feel like hitting em
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/957324#Comment_957324
I was thinking about using some Myers perks. I'll keep practicing with the turning, and hopefully I'll master it. Thanks :)
After a while you will realize just how ######### his power is. missing feels horrible due to how long that animation is and how little you can turn. I thought the same thing of possibly sticking through it all but god damn does he feel so awful to use. He is honestly a fun concept and design but he is just so damn unrewarding to use that I regret loving the guy. Damn now I know how legion mains feel
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@Eninya said:
"Free" killer, guys. Like the default unlocks.
I like the Trapper, but I am god-awful at playing against them most of the time. I honestly feel like I'm running around with magnetic ankle braces.
Those killers are actually free depending on the edition they bought. Well everyone besides that oni guy lmao. But my fav is wraith. He was my first ever prestiged killer and my first ever p3. Such a fun killer to play as, especially when I'm sick of all the looping
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Wait why is the title Freddy Krueger?! I just had a whole brain aneurysm lmao. No offense
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951209#Comment_951209
Broken stuff is boring
Subjective. Having a hilariously broken game is kinda fun. You can do all kinds of wacky things and get away with it. Just depends on the genre of game though. Obviously a broken 4v1 won't be fun but a broken arpg or story game can be hilarious at times. Just look at day one mass effect andromeda.
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@Waffleyumboy said:
Um ok. Interesting to see a crying killer main that didn't play back in the broken days. To be fair, the broken days were not too long ago when BL created infinites and insta heals still existed.
Crying killer main? I just wanted to make a fun post and see what broken stuff people could think of. When was i crying and how did i sound like a killer main lol. Well to be fair i kinda am one but still lmao
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@Seanzu said:
All patches reverted would mean only nurse would be viable considering how OP Maps & Loops were especially given how many survivors now have with a lot less things to work with.
It would be awful.
Fair enough, i guess only map balance should not be changed. Now that i think about it, literally every tile was an infinite back then lol
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@TheChinCollector said:
Mad grit already completely removes any cool downs from missing a slash. I feel unrelenting would be completely ignored while carrying a survivor.
Would be hilarious if it made you recover faster somehow. Like maybe they used additive values and your recover speed is 130% lol.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/950823#Comment_950823
It's the best perk in the game and you don't even need to grind for it. You also can use it on killer or survivor 🤣
Nah legion doesnt get it. He gets deaf and blind just from existing lol. And not to mention demo and oni dont have ears due to their loud ass stomps. Also no killer has eyes on a corn map so theres that too
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@Steel_Eyed said:
I play console. OP is being dramatic.
Honestly. And half the other people who say console is #########. It honestly runs really well with only a few hiccups here and there sometimes. But all games have hiccups soooo
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/944131#Comment_944131
The problem is that survivor, if done right, can just stay inside the hooked survivor and pretty much be invincible because of this new 'tech'.
Even a Bubba with a chainsaw won't be able to hit the person inside the hooked survivor.
But now you have 2 survivors doing jack #########. Sure it sucks but it can also only be done with bt equipped
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@Infckingcredible said:
https://forum.deadbydaylight.com/en/discussion/comment/933593#Comment_933593
I understand their statement more like "we won't do new types of events with new objectives" like the halloween event with pustulas...
Readding old events really isn't too much to ask for
If they do that the community will just complain about "oh this event is so unoriginal, stop being lazy and give us more."
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@Dreamnomad said:
I play on the PS4 so I never got to use the "flick". He's still a solid killer. Don't get too caught up in the forum whining. Anyway, as far as actual tips go. It really pays off to have multiple bleeding survivors. So don't be afraid to switch targets. Personally, I don't like slug strategies. That has nothing to do with "being nice" to survivors. I just don't see the pay off.
So my preference when activating the rage mode is to do it after hooking a survivor then seeing where the other survivors are with BBQ. Dash over to the other side of the map and get a quick down. I don't bother trying to get multiple downs with rage unless survivors are standing right on top of each other. I would prefer to pick up the survivor and end rage mode so that survivors that are injured start dropping orbs again.
I like survivors to be injured and stay injured when playing Oni. So sloppy butcher is an excellent choice of perks. I mentioned BBQ. Ruin is good on all killers. Infectious fright can be good. Nurse's calling is nice. Tracking perks in general are good on Oni since you can dash over and one shot. Stuff like rancor, dark sense, and whispers are worth experimenting with.
The two main things I would tell someone new to playing Oni are this. When using the dash it is important to get used to using both joysticks on the controller. Oni doesn't get stunned like Hillbilly when he runs into things while running and can strafe. He actually has far greater control than Hillbilly while sprinting. The other important tip is when you are trying to land your club attacks the trick is to get right on their butt while chasing and to charge the attack the least amount needed to one shot. You only have to charge the attack a fraction of a second before it one hits. Also, don't be afraid to just get a regular hit if you need to with the club.
Another thing I'll add to what you said is its okay to charge up the attack. Basically treat it like huntress and be patient with the hits. But all your advice is wonderful because i also just picked him up
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@Boosted_Dwight said:
I assume it's because the holidays are coming so if anything were to go wrong with the test they wouldn't be able to fix it since they're all out.
I assumed that but i just can't see how anything can possibly break from just putting in the penalties