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omelette

omelette

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  • @GentlemanFridge said:

    Luck only affects unhook attempts.

    What a shame.

  • @ReverseVelocity said:

    I think it could be reduced to 45 seconds without any issue. That'd be nice.

    Yes, please or make it 30 seconds or 40 seconds like Exhaustion perks.

  • @GentlemanFridge said:

    Nic Cage is a flop?? By what standard?

    nic cage is a meme bruh...

  • @[Deleted User] said:

    I don't know, survivor is getting pretty darn stale too. I'm just glad I can't play for the next month. Enjoying my time away from the game.

    facts. cant wait to get my hands on texas chainsaw massacre

  • @dbd900bach said:

    When The Trickster came out, I immediately mained him and got him to Prestige 3 and thankfully with mmr at the time, I started with relatively relaxed matches. His design, voice and laughing is one of my favorites in the entirety of dbd.

    However, after awhile the Tricksters VERY flawed power design began to show in the worst of ways. I stopped playing him altogether and hardly ever play him now.

    His power is rather unfun to not only play with, but also against. His slow speed also feels extremely exaggerated as he lacks any map pressure. Talking about him now, I already want to play him but I'm instantly discouraged because he's so unfun. Competent survivors roll over Trickster and as a console player I have to live with stupid recoil for throwing knives!

    Literally anything else, please change the Trickster and scrap this power. Just change him into the Dead by daylight version of Lucio from Overwatch or something and that would be a hundred times more interesting and fun than what we have now.

    Alas, I very much doubt Trickster is anywhere near the devs fix and I also very much doubt this post would make a difference like many others before it. Still, I wanted it to be said.

    Once a chapter is released, they only release 1 or 2 nerf or buff hotfixes and ignore it for the rest of their lives. Same thing happened with Forged in Fog and A Binding of Kin.

    Trickster is pretty much stuck where he is and you'll probably never see any changes made to him for years.

  • You can't SoloQ and expect to escape. You have to acknowledge that the killer isn't your worst enemy but your teammates is. I always use left behind or clairvoyance in my build. If you feel there is no hope, just hide until the hatch opens and keep your mmr intact.

  • @Roaroftime said:

    Above explained it perfectly, Wesker is fine it's just he's way too overplayed meaning his play style, voice lines, counter etc get so boring and irritating after the third/ fourth round in an hour of Wesker. When he was kill switched the variety was SO much better I'm going to miss it and I'm sure a lot of others will too...

    You would rather face skull merchants, knights, legions, camping bubbas, sweaty blights than wesker?

  • @About8Genjis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/380115/im-starting-to-think-about-it-a-little-more-now

    The problem with Wesker isn't his power. It's the fact that the majority of the games as surv are against Weskers.

    A killer could have the most balanced power and people would still complain if they are versing them 24/7, as it would get boring or even frustrating to play against the same killer over and over.

    I want to face Wesker more. More than half of the killer roster is not fun to go against.

  • @Crazewtboy said:

    We went from getting off the killer's shoulder and having our camera locked in place (effectively making it impossible to run away) to now hitting Decisive Strike and having it not work, but instead give the perk back and lock your wiggle. We officially have a perk that does nothing but give you a hard skill check with no reward. How in God's green earth did you manage to make the issue worse with your bugfix?

    I own dbd on nintendo switch and why is mario kart and zelda: tears of the kingdom running so smoothly with high fps while dead by daylight runs at 9fps a game from 2016?

    Every patch they release it makes it worse. They took weeks to bring a fix to merciless storm and when they removed the killswitch, the bug is back again, taking another week or two to fix but no killswitch this time. You get what I'm saying?

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453275#Comment_3453275

    It won´t carry you anymore?

    Pop never carried anyone. A killer who got a lot of use out of Pop is a killer who didn´t needed Pop in the first place. Simply because it requires hooks. Just because it now is slighly less bad than it was before its hard nerf, doesn´t mean its useful now.

    Pulsar has some weird takes nowadays.

  • @Nathan13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377164/the-anniversary-stream-mentioned-nothing-about-cheaters-and-game-optimizations

    At this point it’s not gonna happen, has me wondering if BHVR will stop supporting last gen console pretty soon.

    If they do then they should get a refund or bhvr should buy them a new console.

  • @Beatricks said:

    Funnily enough the stream DID mention something about cheaters, the open vulnerability disclosure initiative or whatever.

    I wouldn't put my hopes up though, from the way the person in charge was speaking, it's pretty much confirmed that BHVR has absolutely zero idea how to fix the DDOS issue. Oh, I'm sorry, there's no DDOSing in DBD only "random internet crashes that only happen when playing DBD and killer, not when playing anything else or survivor".

    The former dev also doesn't strike me as the kind of guy who would just send them an email and tell them what the vulnerability is out of the kindness of his heart. We are royally screwed.

    They're using big words to sound smart and to impress strangers. It's been years and cheaters are still not dealt with and it gets worse as time goes on. There was a cheater in one of my matches today and he was flying through every thing.]

    I laughed when they said there was no DDoS and asked us to check our internet connection. They received major backlash from that fiasco.

    I'm treating this game as a cosmetics clothing store because they put more focus on the store tab than anything else. This might sound crazy but I have a feeling these devs are selling the cheats online.

  • @tyantlmumagjiaonuha said:

    On top of that, because of Survivor's new perk, you won't know until the end of the match if you're using acceleration cheats, and all matched players will be left in a daze.

    The devs ran out of ideas on perks so they'll make something up as they go. That perk proves my theory.

  • @CamperSluggerVillain said:

    don't worry after these changes come out you'll have a new problem called survivor que times

    ill play killer but im not a hookcamper like you

  • @beefstew said:

    Yes, let's nerf the killers even further by freezing them in place and the only way to thaw out is when the survivors fully repair 2 generators. This will make the game fair and balanced!

    Strawman argument why arent the mods dealing with you trolls in my post?

  • I think it's that blue mineral attached to his shoulder.

  • @BuffDoctorClown said:

    He has so many voicelines I want to discover them all.

    All things will succumb to my design.

  • @GannTM said:

    I was the same way after my first match on Artist’s PTB. I’m currently still playing her a ton. Sometimes we just know right away if a killer is the right one for us.

    I love surveillancing areas and chasing. This killer is exactly what I wanted.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436339#Comment_3436339

    The keyword they put was “if”. They probably aren’t making a final judgement on the killer’s strength, just saying that they will main Singularity regardless if he’s strong or weak.

    I didn't needed to say anything you already said what I wanted to say oh well 😂

  • @Hawk81584 said:

    amazing, hes weak after being out for less than 12 hours lol. maybe take the time to learn before you call him weak?

    I'm not saying he's weak. There is a lot of people saying he is though "Another weak killer" "This killer is trash" "This killer is too difficult".

    I don't care if he's weak or strong, I will main him.

  • @dbd900bach said:

    Funnily enough from what I've seen he actually has quite a bit of potential, but also might be very intensive in terms of Ghostface

    You need to be hyperactive with this killer otherwise goodluck.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434650#Comment_3434650

    Most of the pallets in DBD now are "safe". This is not the same as having pallets that can be mind gamed (such as both of the pallet car loops around Badham).

    Once upon a time we had plentiful pallets and they were "unsafe". A perfect example was one loop from the old haddonfield that was a tree+ garbage can+ pallet. If you didn't get the stun you were getting a hit. The rock pallet in the corner of main on dead dog is a similar style of pallet to the old "unsafe" pallets but the loop was much shorter so the killer had a near guaranteed hit if you did not get the stun.

    Map design needs to be something like :

    1. For every god pallet there is one unsafe pallet that is almost completely unusable; do not add extra "unsafe" pallet spawns but instead replace some safe pallet loops with unsafe pallets. There should never be "lots" of god pallets (looking at you "the game"). Just pause to think for a minute if that map had like 80% unsafe pallets. Note : the car pallet loops around badham are "mindgamable" pallets not "unsafe". Almost every pallet on a map should be mindgamable if you want M1 killers to be viable.
    2. All maps should be ~9000m² or they should not be playable by killers without mobility powers.
    3. All maps need to have multiple viable 3 gen locations. The whole : 3 gens on one side +middle gen+ 3 gens on the other side needs to go away. Wreckers yard is a perfect example of a fair map.
    4. Main buildings need to not have broken time wasting events. Ironworks is a perfect example of how to make a fair main building. The breakable wall upstairs works exactly once and that loop is "done". The main building loop only works in one direction. There are NOT multiple vault windows out of the main building (reading that sentence should tell you Garden of Joy is trash). If the same person that made the Ironworks rework made the Badham rework then there would be a breakable "fence" wall next to the vault on the main building (on the inside wall not the outer wall).
    5. If you want to make large maps work then killers should be able to open up passages that survivors cannot use. The bathroom passage in Mid is a perfect example. Remove the corridor and make it an instant teleport only for the killer from one doorway to the other. Maybe you could add a survivor perk that lets them use such a door way once per game with some severe limitation - but only if they are injured and using the door gives them the broken status for the rest of the game.

    @[Deleted User] said:

    I think the filler tile philosophy needs to be:

    Low wall=somewhat unsafe but playable

    High wall=safer but LOS blocks to compensate

    Too many filler tiles have low walls or no walls at all like Shattered Borgo, but they're also 100% safe. It can't be both and be balanced.

    you're hired