ShrekTheThird69
ShrekTheThird69
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- ShrekTheThird69
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Comments
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@brubli said:
I think deathslingers might have changed. I can't open dbd to look at it now but here is an older video with his prestige weapon
yeah they definitely did then blights also look different too.
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lot of fun here
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Just came back to dbd, and now I will never come back.
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@[Deleted User] said:
My biggest issue with him is his near instant ADS.
It'd be like if Huntress could instantly wind up and whip a hatchet at you. It's just a lose-lose situation. Either you zig-zag around to try and dodge and he just waddles up to you easily, or you run in a straighter line and he gets an easy shot off on you.
It baffles me how extreme these interpretations of countering his power are. you don't need to zig zag so much that it slows you down, a small wiggle while you're running is enough to encourage a miss and yes i say encourage because with enough skill he can hit you anyways that's just how fps games are.
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@Kira15233 said:
I personnaly see the perk as a whole minute of immunity and not anti-tunneling! I often grab fully healed survivor and get DS out of nowhere, it sincerly sucks that the perk is designed like so.
I thought it was fine but now that the devs are nerfing pop I think ds needs to be nerfed next.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1666447#Comment_1666447
I think I already know their reason if they were to comment on this. Would probably be because old Billy was able to clip his camera into lockers and thin walls at the end of a chainsaw so they changed his animations completely....even though they could've just made the camera not clip into objects. They coded the survivor camera to already do that couldn't they have done that to Billy's camera too? Like, b r u h.
you can still look through walls and lockers with the new animation
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Dbd no it's extremely hard to play for fun, when I want to play a game for fun I play team fortress 2. I now play dbd on occasion because it is so hard to have fun playing anymore.
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Dude I have already made a bunch of threads about this. Still zero bhvr read. the devs do not care and will not be changing his animations. sorry but if bhvr does not make money out of it just is not going to happen.
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@WalkedMoss92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1663943#Comment_1663943
How did it fail? What exactly did they do?
It just matched everyone up with new players
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@Heartbound said:
Honestly I think a lot of problems would be solved if they gave Deathslinger a red sniper dot. It'd let people know where he's aiming and let them know if now is the time to wiggle or juke.
Actually that wouldn't be that bad, kind of like how the sniper works in tf2. Would be much better than a straight up ADS slowdown as a nerf.
Although personally I think he is fine as he is.
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@LqF said:
https://forum.deadbydaylight.com/en/discussion/comment/1658106#Comment_1658106
the thing i always wanted to know though, what the nerf impacted him the most? loop curving? i heard so from a lot of other billy mains.
Yeah it did effect loop curving, even attempting to curve at every opportunity will result in your chainsaw overheating extremely quickly. Also curving is not a viable strategy against good survivors the main thing that made curving good was the old crack billy addon combo. So basically his addons were carrying him to the high teir killer status, without them I would consider him to be worse than demo.
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@LqF said:
https://forum.deadbydaylight.com/en/discussion/195823/hey-mod-dev-s-about-billy
I also barely see him in my survivor games, but the problem isn´t that he´s weak: he's not. The problem is that when when they said they were nerfing everybody panicked and started 'oh my god they killed billy' 'billy is dead' and etc. billy is in my opinion stronger than he previously was with the addon reworks(i´m probably really wrong about that though, lol)
No billy is really weak and that's coming from an old billy main. His mobility and instadown are great but if survivors are efficient he stands no chance. Even 3000+ hour legacy billies I have been able to loop for at least 4 gens, if you never fall for the mindgames then he simply cannot catch you. Thats why I believe only anti loop killers are viable against high skill survivors. It doesn't matter how fast you can go or if you can instadown survivors if you cannot catch them in the first place.
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@bm33 said:
I thought the perk rarity changes were to help ease the grind everyone hates until others pointed out it would actually make it worse.
Such a shame, I was hoping it would remove perk tiers altogether just make it so every perk is base level 3.
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If the overall time from the outline being on the ground to getting hit was shorter I would say it was a positive change. If not pyramid seems to be a way worse killer now, but hey i'm not complaining pyramid is super boring.
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@Customapple0 said:
What rewards do survivors get for completing gens that rival the power of PGTW, which gives the killer a huge reward for a hook?
Deja Vu? Nope
Dark sense? Nope
Detectives Hunch? Good perk but nope
Besides, PGTW only got reduced by 15s, it’s hardly a game changer. You just have to be more mindful of the timer now.
Why should survivors get rewarded for being hooked, That's what you are supposed to avoid. It makes more sense to me that survivors get rewarded for doing generators.
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I give them the o'l gg2ez
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I actually never thought of this. Such a shame too imagine a dallas mask for trapper, that would be awesome.
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@PigMainClaudette said:
For me there is one key difference.
I NEVER WANT TO USE DS WHEN I HAVE IT. As a killer, I want to use Pop whenever I can. The killers is also technically in control of when both perks are used as the killer has to A) Hook someone, B) Down the survivor again and C) Pick them up.
Really I usually go out of my way to ds the killer when it is active, especially when their chasing me or i'm on a gen.
It works every time too when you get chased with ds and its got maybe 15 sec left you purposefully make a bad play, go down, the killer picks you up because he assumes no more ds, boom free chase extension even better with 99'd sprint burst.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1643975#Comment_1643975
Kind of like Decisive Strike?
oh ######### you got him.
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All this pop nerf is gonna do is make more people use ruin and undying.
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Well now that pop is getting nerfed ruin undying are the only regression perks im gonna run.
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Well it honestly seems ok to me it's not like the addon where you can break on the first rush, you actually need to be in a leathal rush to do it.
Seems more like a way to destroy walls and dropped pallets while you are traversing the map, not very good for zoning either but still doable.
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Nice bait
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Definetly wired. I trailed a ethernet cable throughout so many rooms and walls just so I wouldn't need to use wifi.
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I have honestly gotten better with flashlights with the new changes somehow, I could never get saves before but now I can.
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I sure hope not.
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Blight is a very good killer.
but not competent against top tier survivors
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I never even noticed them as killer once I started to play survivor I finally heard it.
It's actually not that bad I kind of like it.
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Blight is a better billy
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@Sweet_Feng said:
https://forum.deadbydaylight.com/en/discussion/comment/1622854#Comment_1622854
I'm not talking about myself
I'm not talking about you i'm talking about every killer in general if it takes until bloodlust 3 to get a down it's probably a lost game
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all these blight op posts makin me not want to play him just in case he gets nerfed.
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if it takes you until bloodlust 3 to get a down you probably already lost
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no killer is perfect
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When the devs finally release hit validation things like this will be fixed. Also he hit you there because on his screen you were close enough to get the hit since his connection was bad.
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Pyramid is really annoying because of the guaranteed hits. deathslinger is much more fair because since the harpoon hitbox is so small you can juke the shots a lot easier and if you get shot you can break the chain even at a window. Deathslinger counterplay relies on not being afraid of being shot and gaining as much distance as possible you juke a bit to encourage him to miss but mostly try to make distance.
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baitposter
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rip pyramid and all the points I put into him for p3 all perks
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obvious bait, but doesn't he already have a coolodown in the form of getting his charges back.
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@BunnyTheHutt said:
Just saying it, he's really bad. His power is good for getting places but it's so incredibly easy too juke because he literally can't turn while Lethal Dashing. Even if he could any pallet or window completely counters him because he has too stop his power, then break the pallet, and in that time you've gone too another pallet. Even if they're in the open the actual dash will slide off most angled walls instead of colliding with them, so you loose the survivor because you can't turn. it also doesn't help his M1 is buggy and doesn't connect when it should half the time.
He needs his ultra rare addon where he breaks pallets on impact in order to be even close too good. If he broke pallets on Lethal Rush and had the ability to turn his attacks like Oni he would be an amazing killer, but ATM he's just too frustrating to play.
I think he is going to be a very strong killer, just not played by many because of how frustrating he is.
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This game can be fun, but it is a lot more rage inducing than any rage game.
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@SirCracken said:
I will be going through her add-ons in order of rarity. I will give a description of what the add-on does and my reasoning behind it.
- Coarse Stone - You see the trajectory of hatchets before throwing them.
This add-on is perfect for players who are just learning Huntress and can be useful for experienced players for learning what objects they can and cannot throw past.
- Berus Toxin *UNCHANGED* - Hit survivors are Exhausted for 30 seconds.
Since exhaustion doesn't deplete while a survivor is running, they are unable to use any exhaustion perks for the entire chase. This is a powerful effect and doesn't need changing.
- Bandaged Haft *UNCHANGED* - Cooldown between hatchet throws is decreased by 10%.
People severely underestimate how good Huntress's cooldown add-ons are. Stacking both of them allows you to recover faster than 8 stacks of STBFL and with much less of a speed penalty when recovering. This effect is very powerful and doesn't need changing.
- Amanita Toxin - Hit survivors are Deafened for 20 seconds.
Survivors who are hit in, or near, jungle gyms will be unable to tell if you're winding up a hatchet if they can't see you. Making anywhere with LoS breakers much less safe.
- Yew Seed Brew - Hit survivors are Hindered by 5% reduced movement speed for 20 seconds.
This is small buff, 5% and an extra 5 seconds from its current 3% and 15 second duration, but enough to make this add-on noticeable since it puts the speed difference between the survivor and the Huntress to that of a normal killer. This effect makes the add-on useful.
- Shiny Pin - Increases movement speed while winding up a hatchet by 10%.
Another add-on that just needs a small buff in order to be useful. 10% up from 5%. Not much else to say other than it might be worth picking now.
- Oak Haft *UNCHANGED* - Cooldown between hatchet throws is decreased by 20%.
Same reasoning as the Bandaged Haft. This effect is powerful and doesn't need changing.
- Manna Grass Braid - Hitting a generator with a fully charged hatchet will start regressing it.
This effect won't work with PGTW as to not make it too strong, but will act as a great map pressure tool paired with Surveillance. This effect is strong and more interesting than a flat increase to windup speed.
- Leather Loop *UNCHANGED* - Able to carry 1 more hunting hatchet.
A solid add-on that needs no changes.
- Fine Stone - Survivors hit by a fully charged hatchet will become Broken for 60 seconds.
This add-on rewards snipes, particularly when there's no hurry to go after the target you just hit, and encourages people to be more patient with their shots. It is much better than making people bleed a little bit more.
- Deerskin Gloves - Each hatchet you are missing increases your reload speed by 7.5%.
This effect encourages people to throw hatchets more often while still keeping the add-on useful.
- Yew Seed Concoction - Hit survivors cannot fast vault for 15 seconds.
In contrast to the Fine Stone, this add-on is extremely useful in chases and forces survivors to rely more on dodging and using cover once hit.
- Venomous Concoction - Hit survivors have their repair speed lowered by 10% until healed.
Before this add-on might as well have removed exhaustion perks from the game. Now it changes out the more direct benefits of the other add-ons for one that punishes survivors who don't heal.
- Rusty Head *UNCHANGED* - Hit survivors are Mangled for 120 seconds.
A solid add-on that can be run to save a perk slot if needed. No reason to change it.
- Pungent Phial - Hit survivors will loudly cough for 60 seconds.
Keeping in theme of the add-on being used for tracking, this change will make it harder to escape a Huntress after being hit and is an improvement over the old effect that was very redundant.
- Flower Babushka - After landing a basic attack or breaking a pallet, your next windup is 30% faster.
Keeping in mind that canceling a throw will also negate the buff, this add-on promotes memorizing the the corners of loops to get the most use out of it and is far more interesting than a flat increase to windup time.
- Infantry Belt *UNCHANGED* - Able to carry 2 more hunting hatchets.
A solid add-on that doesn't require any changes.
- Glowing Concoction - Hit survivors are revealed to you for 10 seconds.
A noticeable buff from 5 seconds up to 10, I believe this add-on will be more useful as survivors no longer have to be directly next to a LoS breaker so its effect isn't wasted.
- Begrimed Head - Hit survivors are Oblivious for 45 seconds.
Although they are still able to hear the lullaby, survivors will have no idea how close you are to them until you're right in their face. This effect rewards snipes, as you can approach your target more easily.
- *NEW* Child's finger painting - Fully charged hatchets will destroy pallets and breakable walls.
Since hatchets take 3 seconds to charge, compared to the base 2.7 seconds needed to destroy a pallet, this add-on cannot be used to save time at point blank range. But it is useful against survivors who pre-drop pallets or try to loop around an already dropped pallet. Plus I think it would be extremely fun to destroy walls from a distance.
- Iridescent Head - Survivors hit from at least 24 meters away will put them into the dying state.
The one that I'm sure a lot of you have been waiting for. This changes makes the add-on no longer too powerful and rewards well aimed snipes.
- *NEW* Iridescent Half - Maximum amount of carried hatchets is reduced by 4. Hitting a survivor with a hatchet will return it to your hand
Basically, boomerang hatchets. But only if you don't miss. This is the one I'd most love to see in the game.
Please tell me what you thought of the list!
your forgetting to add a unnecessary cooldown to her power, then its a proper addon pass.
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I have never been unfairly hit through a pallet before. but during and after they turned the hit validation off I always get hit unfairly through pallets. dbd just seems to be a lot more laggy than before
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@List_of_concerns said:
Is it possible or even likely that we may see a time extension for the current Rift that is connected to Tome IV?
When I was struggling to find a reason to keep playing, Rifts were announced. The idea of completing Tome Challenges, in the hopes of reaching Tier 70, presented me with a goal I was previously lacking. (I had already finished the Bloodpoint grind. I had all of the Perks on the characters I cared about.) So far, the Rifts have been a genuinely enjoyable aspect of the game that help me ignore many of the other unsatisfactory parts.
Prior the the Rifts, I never felt motivated to purchase Auric Cells. Other players have already discover that the Tome IV challenges don't grant nearly as much progress towards reaching Tier 70. This means that playing more matches to complete the Rift will be required. Sinking in more time for the same level of reward currently isn't an issue for me. Under normal circumstances I would happily spend the required amount of time.
Now, let me illustrate the issue I'm having and why I'm preemptively asking for a time extension on the current Rift. It's undeniable that many changes and tests have occurred during this Rift (Tome IV). You've added and removed new matchmaking on the live versions of the game. You've forced people to participate in cross-play. (In my personal experience, queue times are at least twice as long after cross-play.) Errors are running rampant. Now, you're testing Hit Validation on the live versions of the game. It's not my job to figure out why tests are being run on the live versions of the game when there is a test version of the game. Perhaps it's time to enable cross-play on the test version of the game.
Recap:
- It will absolutely require more time to complete the Rift because of unannounced Challenge and Rift Fragment changes
- Errors have been an extremely common occurrence for many players during this Rift
- Live testing has disrupted matchmaking and increased queue times
- Cross-play has noticeably increased queue times
- Loading times are increased with cross-play enabled
- Completing the Rift is the main reason I continue to play
- Increasing the time required to complete the Rift while inadvertently increasing the time between matches is, in my mind, unacceptable!
Honestly I agree, I finished the previous rift faster than this one. Don't know why the current rift is taking so long to finish
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here's mine
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@shelobster said:
Change my mind.
Lol but seriously. It's always the red rank killers who can't catch survivors during the actual game that have NOED as a safety net. Wonder how they'll manage get their kills if NOED gets nerfed.
I do love cleansing their Hex totems though. It's a wonderful way to get a high rank killer to disconnect.
I honestly dislike noed, except on wraith, trapper, and clown those guys just need it as a helping hand
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Well for a start I would say his bone clapper addon and yellow windstorm should be basekit.
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So instead of listening to others opinions and having a valid discussion OP just says that if you disagree your a killer main.
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Wait couldn't it still be a swf with a globe, might have a friend on console.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1559941#Comment_1559941
Well you shouldn't feel bullied if you're matched against competition that's your skill level. You can't really get bullied by a squad you're effectively pressuring. If you got matched with a team that's better than you and they're being really toxic, well, the first DC penalty is only like 5 minutes. It's probably worth taking 5 to cool down anyway if you're frustrated enough to DC. With good matchmaking that should almost never happen, and in the meantime if lots of games are making you rage quit it might be time to take a break for the day anyway.
As survivor, though, I don't have a lot of patience for DCs. If you suck it up and just chill on the hook, your team will get to finish gens and they might get out. If you #########, then your team is screwed and they're probably just going to get facecamped after you. Plus, in my experience as both survivor and killer, survivors usually aren't DCing because they're getting tunneled. They're DCing because:
- They made a bad play and are mad at themselves. This includes rage quitting for missing a DS skillcheck and other similar things.
- They tried to play toxic, got wrecked, and don't want to hang around to give the killer the satisfaction and BPs from hooking / killing them.
- They think they have no chance of surviving, even when some or all of their team members otherwise would have had a good chance to make it out.
- They got slugged and either have absolutely no patience or have decided that slugging is cheating and the killer deserves to be punished for doing it.
Even if you're DCing because the killer is tunnelling you, which I almost never see happen, there's an easy workaround: just ######### on the hook. There's no penalty for that and you keep your BPs. Easy peasy. That's still selfish imo because it does hurt your team even if the killer's playing toxic, like I said, but my point is that it's such an easy thing to do that there's no reason to DC.
Yeah that is a good way to put it.
ill definitely be thinking about this next time I feel like dcing.



