KelvSter02
KelvSter02
About
- Username
- KelvSter02
- Joined
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Comments
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@Phasmamain said:
Firstly paragraphs would be nice but secondly I do kinda agree. Nemesis’ cooldown is long enough and his reduced speed makes it kinda possible to avoid it but a good PH makes windows literally unplayable in most scenarios
You're right, it'd be much easier on the eyes. Thanks.
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I'm all for extra accessibility. They should change how wiggling works while they're at it, like they did with struggling on the hook.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2213449#Comment_2213449
I don't quite remember saying that. What I do remember saying is that having it so that one perk can pretty much invalidate another perk on the other side is not a good idea, since it robs you both of a perk slot and chips away at perk diversity.
It's not robbing you. You're getting exactly what you should out of that perk if you run it. Considering that not running that perk would put you at a disadvantage (since you're lacking the counter) I don't know why you consider it as being robbed if you do run the perk when you're getting a clear use out of it. Besides, at the end of the day it's your choice whether to run the perk or not.
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Why should a perk be able to be completely countered without having to sacrifice anything. That's just way too easy and ruins the perk. You're basically saying "Why don't they just make it so that strong perks that have counters no longer need counters because I don't like the idea of having to use a perk slot." That's the whole point of a counter. It's your decision to sacrifice a perk slot in order to give yourself a specific advantage in a certain area. If they just gave you the counter for free, not in the form of a perk, in a way it's basically just giving you free perks. (If the counter happened to be a perk, which small game is.)
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I enjoy it, gives the game a sense of completion rather than just repeatedly hopping into trial after trial.
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Puke has "bullet drop" because it's... puke. I wouldn't expect puke to just be a hit scan projectile that travels at bullet speed in a completely straight line. On the more practical side of things, puke has "bullet drop" for the same reason Deathslinger's harpoon has travel time. It's intended as an extra challenge to make the killer more skillful. Going from A to D depending on your platform isn't a dead by daylight exclusive problem. Imagine playing first person shooters against PC players as a console player. Games like call of duty worked around this problem by pairing you with other players using the same input device (i.e. Mouse and keyboard, Controller), but dead by daylight has no such real solution. If you find that survivors are mashing the joystick in different directions to avoid 80% of your spray, I'd suggest you either get closer to them before you spray, or maybe DECREASE your sensitivity since it seems like you cant track their movements well enough and you may be over compensating. Not holding the bar long enough to puke isn't a "problem." It's a mechanic. I'm not sure why you would want to do that anyways, using short bursts of puke generally isn't the best idea if you can help it. Plus, you're the one who said Plague's base infection rate "sucks" anyways, so surely a short burst of puke would be near pointless unless you're running infection rate addons.
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No one says "just bait it out" as a solution to dead harding for distance. People say it as a solution to whiffing your hit in the open due to the survivor dead harding. Obviously if a survivor dead hards into a window vault there is no point in baiting since they're getting that vault either way.