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jesterkind

jesterkind

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jesterkind
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  • Or at least, how to maybe do that. This is a bit of a hot-button topic right now, and I do agree in the broad strokes that there are situations where snuffing a totem is only partially beneficial to you. There are situations where it isn't beneficial at all, but since the solution in those situations is to just not snuff the totem, I'm focusing on the hypotheticals where a survivor goes to relig
    19 comments 111 views last activity
  • It's no secret that Myers is a pretty clunky and outdated Killer. While I don't agree with people who say that he's the worst in the game, I do personally put him at the top of the D tier, and that's more than enough reason to have a look at him to see what we can do to fix him. To condense my thoughts as much as possible: The core idea of his kit is not only solid gameplay wise, but an excell
    6 comments 31 views last activity
  • Ever since I saw Hellblazer on that one survey as an option for what licenses to bring into Dead By Daylight, I've been consumed with thoughts about exactly what John Constantine would look like as a survivor, and so I decided to whip up some perk ideas for how he'd function in the game. As a note, I am working from the Vertigo/Hellblazer version of the character, not the DC version- partially a
    1 comments 61 views last activity
  • I thought for sure it must be doing something funky in addition to normal hit validation function based on everyone's complaints, but I hopped into a few games of Killer to test it out and got hit with the DH hit validation twice; both times, I didn't even have to go through the basic attack weapon-wipe animation, it was literally just dealing with the missed-attack cooldown, which would be expec
    10 comments 331 views last activity
  • It's my opinion that Dead Man's Switch is an extremely underwhelming perk. Between the highly specific activation requirements and the honestly kinda mediocre effect you get for it, I think this perk is long overdue for a change. I like the idea of riffing on a real dead man's switch, and I like the idea behind the current perk- stay on the generator, or be punished for letting go. However, the
    0 comments 1 views last activity
  • I was also pretty bummed to hear about the noise notifications being removed from Thrill, and I also thought it was going to make that perk pretty damn worthless, but I had a game with it yesterday just to test it out and I realised something pretty important: it doesn't lose tokens when a totem is blessed, even temporarily. Here's what I think is the best way to approach new Thrill: it is no lo
    6 comments 161 views last activity
  • I'll put my position upfront so people know what angle I'm coming from: The current system is fundamentally fine and primarily suffering because the game itself has balance issues which need addressing rather than because it's not fit for purpose at all. That being said, I do think that the system would be improved with a little bit more nuance, and that's where I'm aiming to make my suggestion:
    2 comments 21 views last activity
  • 1 comments 31 views last activity
  • Forgive me if this rambles a little, I just want to be sure I'm conveying the topic I want to discuss properly, and I want to avoid overly-defensive responses from people who may justifiably assume this is a bad-faith jab about just wanting easy games. So. Since the introduction of MMR, I've seen quite a few people complain that the game isn't "casual" anymore, or that they want to play "casuall
    15 comments 121 views last activity
  • I'm of the mind that there's a trio of similar-to-one-another perks which are fun in theory, and even work halfway decently in certain niche builds, but just aren't good enough to ever warrant using otherwise and could do with some kind of buff. Those perks are Unnerving Presence, Overwhelming Presence, and Coulrophobia- all similar in that they give debuffs to survivors within your terror radius
    2 comments 11 views last activity
  • In my opinion, I think Surge would be in a much better spot and a much more viable pick for your main regression perk if it's range were increased by a little (probably only about 8 metres?) and it could proc on a special attack down as well. I'm open to arguments against this, but I really don't see a downside, and frankly I like the perk a lot so I'd love to see it as more of a legitimate pick
    11 comments 191 views last activity
  • Shockingly, it's not for the Iridescent Head; I think that one's mostly fine. I'm more interested in the Soldier's Puttee. While I think the effect is a nice one to have in the game - more for shaving off downtime whenever you need to reload than for being helpful in chase - I think it's really more suited to being a brown unique instead of her second iridescent. So, with that in mind, I would
    2 comments 31 views last activity
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