Desh
Desh
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They need to increase amount of deviousness points gained or increase the number of ways to get them. You can only get them via setting traps (you only get 4), or doing an ambush attack which just isn't viable at high MMR.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/301629/if-grades-are
when your role is named "the killer" I think its pretty reasonable for the devs to think you're gonna do your part
Your argument doesn't make sense because the role of the other side is named "the survivor". If you're not surviving yet you're still gaining (supposedly) double pips, then you're not really fulfilling your part yet still getting rewarded like you did.
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I've been called a PoS before for using LightBorn. But it's so infrequent that it's insignificant.
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@Leonardo1ita said:
After playing 2/3 matches Dbd as survivor, and getting facecamped by Leatherface, I wanted to try to facecamp as killer Leatherface, since he's my second main killer after Pyramid head, and see what would have happened:
I used this build: Deadlock, Corrupt, Bamboozle, Noed.
Every match, I always got a survivor within 60 seconds, and the moment I got them I started facecamping. Not in the obvious way, I did it in a way so survivors came to the hook, going away for a but and then coming back, so they wasted time.
Since survivors can be solo players, or teams but with no comms, there can be no coordination, and once more than 30/40 seconds have been wasted trying to go to the hook (as survivor) , there's no going back, especially with Deadlock.
I was with cross play off, and did more than 10 matches. Italy time, from 10pm to 1:30 am
Over, over and over there was nothing survivors could do to prevent me NOT getting at least 2 kills, especially with noed, and straight up facecamping EVERY TIME in every situation, completely no brainer, was simply the superior tactic over going for hooks. Just chill there at the hook, in the worst case scenario you know you'll have 2 kill guaranteed.
The worst thing? SBMM wasn't punishing me and giving me better survivors. Maybe it was because with cross off in that specific time there were no really strong teams, anyway I kept stomping different survivors over and over, literally survivors came at me when someone was to die on hook praying to me to chase them and don't be an #########.
Pls BHVR, as a person who believes that the game is highly unbalanced for most killers if survivors play well, this is not the right way to balance the game.
If you're getting at least 2 Killers, then it's not an issue of how you got them. It's an issue of MMR balancing you out. For all we know, your MMR could be extremely low due to your specific playstyle which is on par to a potato Survivor.
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DS is balanced. It's a lot better than its' previous iterations. Before the current DS we know now, its' previous iteration had absolutely no caveats. This means that as soon as you got removed from hook, for 60 you had DS, regardless of what you do or did. This allowed many Survivors to "bully" Killers. Removing the timer will revive if not worsen the issues it previously had.
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@botrax said:
I cant wait to get report because i camp and tunnel a lgbt survivor for descrimination when i just like to be an ass to the survivor when im killer
Some people already tunnel/camp people who rock Pride Flag charms.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2636059#Comment_2636059
I think it's important that we celebrate the accolades of the people, and not their fictional characters.
just because a character's creator is queer, doesn't mean they are, that's all.
Edit: anyways, everyone knows the villains are the main stars anyways.
I'm not stating that because a character's creator is queer, automatically means they are. What I did state though is that it's heavily hinted/implied in the movies/comics that Pinhead/Chatterer's past life before becoming Cenobites; they were gay. And even if they weren't, the characters were created by a LGBT director so there's still representation through their work being used and immortalized in a game. This applies to Ghostface as well. Scream obviously wasn't gay, or at the very least no evidence was given to support whether or not they were bi/gay.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2636050#Comment_2636050
I think lgbt representation in those cases is for the actual people, and not the characters.
What's the difference? We're taking work that became huge horror icons, specifically created from the LGBT community, and displaying it proudly. If people really want to have their sexuality represented in a murderer, idk how to respond that. It used to be a big deal (negatively), and still is, when the only gay representation in movies/games is when they're evil in some shape or form.
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@IlliterateGenocide said:
I prefer if they didn't token are community. I'm for one and hoping for a gay male, on the killer side. So if they do it right I'm all for.
Technically, Pinhead/Chatterer are gay. Or at the very least, were created by a gay Director. Ghostface (Scream) was also created by a gay Director. And if we ever get Chucky or Candyman, that's even more representaiton from Horror Icons created by the LGBT.
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Hmm.....
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@Holkapolka said:
I think the main problem is that nobody knows, what this game is balanced around. Is it balanced around SWFs, is it balanced around SoloQs or is balanced around Killerperfomance? It is lacking clear vision what it wants to be. SoloQs and SWFs are the mainproblem. If it is a causal grind experience, then sry you cant play with friends. You should play something else. Or is it designed around SWF, then many killers should be put on steroids, or survivers should get nerfed to the ground.
Just to compare it to another game Dota 2. Dotas gamedesign is balanced around the absolut top players, playing captains mode. If heros need changes, their weak areas get nerfed further to the ground. If they need buffs, the opposite happens. Thats a clear designphilosophie. Despite its ultratoxic community, nobody has the anger, frustation and almost desperation,that many players ,even streamers, in the dbd community have. Because they know what to expect.
It's balanced around Solos.
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I usually run an all Hex build on my Wraith but that's just because it's a meme build that is purposefully designed to allow Survivors control of what perks I can use. I've had games ranging from all of them going down in 2 minutes or less to all 4 being up which gave me complete dominance in the match. If you go in with all Hex, treat it as if you're just throwing the match and have fun.
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@Danyonetta said:
There already is one. Its called Thrill of the Hunt.
@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2635265#Comment_2635265
Hex: Undying shows survivors interacting with dull totems, so even that on it's own can give you good information as to where boons are being placed.
@Bennett_They1Them said:
undying and thrill are both really good.
ToTH does nothing. The slowdown is 50% which sounds great, but they removed notification of when a Survivor interacts with a totem so it does nothing in terms of anti-boon. More so used to slow down the match.
Undying IS useful when they are blessing/cleansing a dull totem. But that's the issue, it has to be a dull totem. If your Undying is the first thing that is taken out in the game, or they are blessing a hex totem, then Undying does absolutely nothing for you.
What he probably means by anti-boon is something that will negate allowing the Survivor to continuously bless a totem, such as destroying it overall. Another anti-boon method is getting notified when a survivor begins cleansing/blessing a totem, and not with a hex perk, but an actual perk.
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I love the titles that always contain the phrase, "Let's talk about 'X'". Could you word it anymore pompous?
And by your logic, then Survivors should never be grabbed when they vault or exit/enter lockers since they can't control their character until the end of the animation.
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It does exist, however I don't believe it's common. If I think back to all the times I ran into people with Dead Hard, the only time I for sure knew it was a hack was 1 time. Out of the hundreds/thousands of matches I played.
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DS is in a perfect spot. Especially when compared to old DS.
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Clown. Probably the Killer I'm ran into the most who camps.
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@dugman said:
I think you hit the main reasons survivors leave when you get there while Undetectable
- Spine Chill is probably the main culprit. I’ve been trying to develop a habit of not looking directly at the generator I’m approaching in order to get as close as possible to Spine Chill gamers and it works pretty well. Likewise in a chase I frequently do a 180 when I’m out of view of them to both hide my red stain and turn off the Spine Chill indicator since they sometimes use that to help beat mindgames at loops or tell if you’re still chasing them.
- Next up is SWF communication. They might not see you but their buddy does.
- Then of course there’s the possibility of stretched res and other graphical tomfoolery. Maybe someday DbD will put in restrictions in the game to not allow stretched res play, but until that happens it’s an unfortunate reality that it lets survivors see over obstacles they’re not supposed to be able to see over
- And finally there’s the off-chance of a hack of some kind, but who knows? 🤷♂️ I tend to assume it’s one of the other reasons versus an actual hack, but anything’s possible I guess.
Without a doubt. I don't immediately jump to "they're hacking" when they do something like that. In fact, the first thought that pops into my head is SpineChill. The second being is if anyone saw me coming on the way over. But if EG shows they don't have SC, and there was nobody around OR they were Solo Survivors, then it gets pretty suspicious. Nothing I can prove obviously, but it's one of those things in the back of your head where you're asking yourself how do they always know when to hide/move away if you're out of sight.
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@PanicSquid said:
Or
C) They have a friend calling you out
D) They heard you breathing or disturbing a crow
Those are also possibilities however, I already stated no one was nearby to see me so no information could've been passed. And it's not like it's a one-off thing either. This could happen multiple times with the specific player in the match. Crows I don't disturb or avoid as Killer if I'm stealthing unless it's a chase.
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The bleed out was intended to deny hostage situations. I typically let Survivors bleed out if they been toxic all game. I still remember clearly from a 1-2 years ago where I had 1 match against a 4-man SWF that all rocked perks and items specifically designed to deny hooking (Purple Sabo Toolboxes, Unbreakable, Flip-Flop, Tenacity, Buckle Up [this was clearly before Power Struggle which would've made things more miserable]). Their playstyle was probably funny to them, but it was scummy and toxic to me. And I gave up trying to hook them, so I slugged them all and let them bleed out on the floor.
It was the most satisfying comeback I'll ever have and it's something I never want to deal with again.
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@Whiffycow said:
I don't understand why SWF is an issue... if SWF groups are so tough then wouldn't their MMR be high and they'd be going against higher MMR killers? Isn't the goal for both parties to be playing better teams so there's always a challenge? Isn't the point that the MMR would naturally separate good SWF teams from killers that can't beat them, and vise versa? I would think, if your MMR was on point, you'd be loosing half your matches anyway. As to people dodging lobbies and/or DC'ing... doesn't that just mess up their MMR and continually pit them against players they're outclassed with? This whole game is a casual mode... loosing is how we learn from the match, and how the system tries to keep us playing in our current skill level, we shouldn't be concerned with it. If I was continuously loosing, or winning, matches then there would be concern that the MMR isn't ranking me properly, but I don't see a reason a surv team couldn't talk to eachother. On that note though.... it would be awesome if there were an immersed game mode with proximity chat! How immersive would it be for survs to have survs whispering to eachother, or trying to talk over generators, but so the killer can't hear them.... Or have the killer be calling their names while walking past them in the tall grass.... THAT would be dope!
Except that is the problem. A majority of high MMR killers don't want to go against high MMR SWFs. A lot of people prefer going against high MMR Solos. Nobody wants to come home from a long day of work/school just to be miserable during a match for the sake of a "challenge". Especially when you have to go balls-to-the-wall just to get a 2k.
And another tired argument I'm tired of hearing and seeing: No one finds joy in losing a match, whether it's 1 time or 7 times in a row. It's not fun, for anyone. People find joy in how fun the match itself is. And high MMR Killers, regardless of winning (though winning obviously does bring a small bit of satisfaction) or losing, don't want to be miserable the entire time as they play the match. There's been plenty of matches where I've 4ked and I was hating my life due to how skilled or toxic the team was. Even winning didn't make light of how horrid it usually is. And a lot of people can agree with that. Even as a Solo Survivor going up against toxic Killers or bad/toxic teammates.
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@Kaitsja said:
Can we not act like all SWFs are death squads that finish all gens and have the gates 99'd by time you have 1 hook?
Most commonly, SWFs are just average survivors playing together with comms. I play SWF and the best I manage are simple callouts like "Killer's on me", "Shack pallet's gone" or Killer's at some notable location like main building or shack. I can loop, but I'm not great at it. If you mindgame, I'll probably screw up and vault into you.
Correct, and that's fine. However, that additional information is a significant boost compared to what Solo Survivors are able to receive. A Solo isn't going to know Killer is on you until you get injured or they run some informational perk to track you. A Solo isn't going to know pallets are now gone or unusable unless they run informational perks. And a lot of those perks that they would need to compensate for what you get from simply using voice chat, isn't viable. You don't see most players run those perks at high level because meta is needed to have a good chance.
Not all SWFs are walking toxic death squads. But even the most average or unskilled SWF stands a much better chance than an average or unskilled solo. This issue compounds higher when you climb in MMR since you're no longer facing unskilled SWFs. You're now more likely to run into those very skilled or death squad SWFs.
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@Icaurs said:
lets say ranked for SWF, casual for solo survivors. The reason for this is that teams are competitive by their very design and swf will be able to trash killers way to easily. and then ban meta perks for survivors and killers in casual. Watch as killers say that both modes are unfair. SWF is not the issue, it's killer's reliant on bad players to win. I love when killers complain about swf, when they get looped for 2 minutes straight, that's not swf, that's just a good player. Killer's don't hate SWF, they hate versing good players.
Let's not ban perks. Now if there was some cool design idea where certain perks would unsuable in a "season" of a ranked play, sure. OW did something similar with their characters HOWEVER, it was not well liked and they scrapped that idea.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2631156#Comment_2631156
you can regulate this with amount of bonus bp. Just set numbers so it's enough to keep queues alive, but not big enough to make all killers play unranked
I don't believe that would be effective. Another possible (and probably bad) solution is just having 2 unseen queue pools, one for Solos and one for SWFs. Then allow Killers/Survivors to check a box that allows them to choose whether or not they want to play against SWFs like you would check a box to enable crossplay.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2631130#Comment_2631130
BHVR can make something like bonus bloodpoints if there is not enough killers in unranked and people will willingly go against swf because grind is unbearable
The boost would have to be enough to convince players to go Unranked since most Killers hate SWFs. Which would then mean they don't go ranked since farming on there would be terrible respectively. One side will have longer queue times then the other regardless.
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The only reason why MMR matters or is highly contested is because of the SWF's you face in the higher tiers. If you can't play SWF in ranked, then it wouldn't be as much of an issue.
@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2631117#Comment_2631117
No mmr means better games, so this will be like more killers in ranked at start of the season and then more in unranked in the end, when you already got r1 and don't want to sweat much
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@landromat said:
Yes, "casual" mode without mmr and grades where SWF is allowed. Ranked is for solos only
This would negatively affect queue times since more players would play one over the other. This would impact Survivors more harshly.
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Ok
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@HamOfJustice said:
So, the usual counter to the killer facecamping someone is to just let them die on first hook and do gens. Balanced as far as number of kills or the killer's score goes, terrible for that one person who barely got to play that game at all. So I'm just throwing this idea out there (I'm sure there are many), because there's always room for improvement:
What if you encouraged that counter by having the sacrifice meter go, let's say, 80% slower if the killer is facecamping and regain 20% every 6 meters away they are, back to normal speed at 24 meters (chosen to match Devour's activation range).
Doesn't take the option out of the game, but does give the killer a lot of time to consider if it's really a good idea as potential rescuers heal up and/or gens start popping. It would also be a useful indicator for teams without Kindred whether or not it's safe to approach (not that they need one, but it would be an unavoidable result of this idea).
I'd recommend only doing a change like this if killers were universally made better at chases or gen regression, though. Make them feel like playing "politely" is the way to go, and not that their options are all being taken away. But I think it would fit comfortably into the game's base mechanics without obsoleting existing perks (except Kinship/Camaraderie, I guess)
If Survivors are proxy camping around hooks to do a save as soon as you turn around, then no.
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When new content stops being created.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2595813#Comment_2595813
If you are the obsession you know the killer has rancor after the first gen pops because you see their aura too
Correct, but only the Obsession. And unless you're in a SWF, no one else knows until the last gen pops and they go down from the exposed status. Hell, the Obsession may not even know if the Killer is in the undetectable status.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2595813#Comment_2595813
Rancor causes the affected survivor to see the killers' aura at the same time their aura is revealed to the killer. This is a rather obvious tell.
Bamboozle causes black mist to emanate from the vault location until it is approached. This is a tell without even approaching the location. Additionally an observant survivor will note the increased vault speed and alter their tactics accordingly.
As far as the other aura reading perks? Yes, you have to be observant. That's a central conceit of the game. If the killer beelines toward you post-hook or gen, you know what they're running. Utilize inference. It's not hard.
You can tell when a killer has noed active because they move faster. Look at them with your eyes.
And yet for ALL OF those perks I mentioned, they have to activate later down the road. You don't know until it is utilized. And as for Rancor, only the obsession knows, not the rest of the team until they get downed from being exposed. So like DEAD HARD, you don't know they have it until they utilize the effects. As for the aura reading perks, I'm made plenty of "beelines" for players without having such perks because I continue on with my gen patrols and happen to run into them. The point is moot.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2595759#Comment_2595759
There's a lot of survivor features that are whack by default, DH being one , nice try though, this is coming from a killer who doesn't rely on regression perks as you say
There's also a lot of Killer features that are also "whack" by default. Need I remind you that until recently, Dead Hard has been bugged the entire time and only worked half the time.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2595759#Comment_2595759
Ah yes. The classic "BOTH SIDES!!!" argument. Pointless and ineloquent.
It's not equivalent because dead hard is in nearly every game and when it's not, you still have to behave as though it is. Killer perks have obvious tells. You don't know whether a survivor has dead hard until they use it to extend a chase. Even when it's not in the game you have to assume they do have it and behave accordingly because it is so powerful.
Like every other perk that you have to assume?
What's telling about Rancor? You don't know that Rancor is being utilized until the last Gen pops. Until then, Killer gets knowledge of Survivor locations.
Bitter murmur? BBQ and Chili? I'm All Ears? Nothing states it unless you REALLY pay attention and even then, it's only a guess unless you have Distortion.
Bamboozle? You don't know whether a Killer has Bamboozle or not until they use it mid chase.
NOED? You won't know until the last gen pops.
Blood Warden? Won't know until someone is hooked when the Exit Gate is open.
Should I keep going or do you still think that it's "pointless and ineloquent"?
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/290625/most-survivors-can-t-play-without-dead-hard
i created a folder for all the teams who crutch it, look at this crap it doesnt matter what rank they are.
https://us.v-cdn.net/6030815/uploads/VN7TWFDJTU3F/image.png
i even brought a cake and still have to deal with it
Ranks don't exist anymore and grades don't matter. We go off the MMR system. The grades just designate how many wins you accrued with no deduction through losses that grants you bonus BP at the end of the "season".
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@LeonxJiwoon said:
its a hold your kid by the hand perk that awards bad killers who failed at catching good loopers, but my god there like 1000 topics on this same thing, so here is my jist of noed
Its not a bad perk if at least the killer was doing some effort like even if it met they only caught and kill 1 person the whole game and downs the 3 ok fine no problem. When the killer got 0 hooks the whole game then downs people with it and have the nerves to t bag and things like that ofc its urking as a survivor, cause they were not even good to begin with.
Ofc the usual do bones things, I mean I do bones with full swf so noed is never an issue for me anymore cause we totem rush over gens. Noed honestly is more an issue in SOLO queue, even with mikaela being out you think randoms learn to focus more on totems, if noed pops as soon as gates open and am in random queue i pull them gates and leave immediately. Only time I risk noed pop is with swf and will die for my swf at that point.
Devour hope honestly gets a pass because you got to work and hook a few for it to activate and it happens early or mid game, I feel survivors or least me do not even poo on devour hope simply cause it takes hard work and because its early to mid game you can fix it or you can just meh lose early when the game is already been bad. End game collapse is just urking for any survivor vs a early or middle game one. Also I gotta wonder what sense it makes when a kill who has a instant down ability still brings noed? So far got myers/bubbas mostly guilty of it lol like whoa nelly.
Unless the Killer/perk build is centered around endgame plays. Plenty of Killers out there like DeathSlinger and Clown who have terrible map pressure who's designed around better 1v1's or endgame builds. You even have content creators and youtubers who do plays by pretending to suck or not play until the last gen pops before decimating the entire team.
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@VicThor said:
This is my personal opinion, but I think without Deadhard many survivors are just not that great.
If you mind game them they just have to press a button and they get away from being downed.
This is not just hurts the killer at that moment, but also limit the number of pallett drops, which means the survivors have more resources during the trial.
Based on my observation at least there 3-4 deadhards per game.
Many people says that you can trick them to use DH, which is true when you are on the open, but at a jungle gym it won’t help.
Many Killers are just not that great when they are without gen regression perks. Using these perks prolongs the game.
Many Survivors are just not that great without Items to enhance their plays. Using these items shortens the game.
Many Killers are just not that great when they are without tracking perks. Using these perks aids finding Survivors easier with little to no effort.
See how pointless it starts sounding?
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2584267#Comment_2584267
Completely irrelevant question, is it through Windows 11? That would explain why it looks so different.
As to your post, yeah, what do you expect? It's BHVR.
Windows 10; my PC isn't able to update to Windows 11 yet.
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@Chilli_man2400 said:
This doesn’t look like Steam what is this?
This is through steam
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@Nos37 said:
Simple fix: Pop Goes the Weasel can no be used on the same gen twice in a row within 40 seconds.
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Otherwise, give the perk a cooldown or change it to a Hex perk.
The perk has essentially 2 cooldowns:
Has to hook a Survivor to be active which can range from several seconds to 1-2 minutes
Only works on a Gen not currently regressing.
If you decided to Gen tap a gen that was popped while seeing another person in about to be picked up due to slugging, idk what to tell you.
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"New Killers"? You sure you don't live under a rock? Nor is there anything toxic about tunneling unless you're constantly BMing the player when you down/hook them.
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@Jasonisanicefella said:
I am so glad that all the negativity of the very small vocal minority did not hurt the game.
Dbd is close to an all time peak, thank you BHVR for many years of fun, the VAST MAJORITY still loves you <3
https://us.v-cdn.net/6030815/uploads/1CE1W7F54GCC/screenshot-2021-10-21-at-21-45-44.png
People can play the game and still boycott. You do realize that player activity doesn't correlate to revenue being generated from the latest chapter right?
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@graveyard_7777 said:
Since this update I've played about 20 games as killer today. There hasn't been a single game where my hex totem hasn't lasted more than 3 minutes. It's honestly very frustrating when you have 2 to 3 Mikaela's running around blessing totems every match. Even my undying is getting blessed. I honestly don't know what to do.
People are also testing the new perks. Naturally you're not going to have hex totems if you used them right after a new patch.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2574029#Comment_2574029
Med kits already made hit and switch targets hard now with super self care out there I think it's dead without a buff
I can't tell you how many times someone has said Sloppy was dead due to X perk. Let's go down the list of perks that counter Sloppy:
- Adrenaline
- Inner Strength
- We'll Make It
- Desperate Measures
- Botany Knowledge
- For the People
- Pharmacy
- Autodidact
- No Mither
- No One Left Behind
- Second Wind
Mind you, I didn't even list the perks that are situational that still go against Sloppy. A boon totem isn't going to change things. Especially when it can be snuffed out and they have to be within range to do it.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2573999#Comment_2573999
It's a huge time waster probably the best slowdown in the game now that circle of healing killed sloppy and if they cleanse not bless as a killer your winning in this patch
Circle of Healing didn't kill Sloppy. Sloppy is still a much viable perk.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2573251#Comment_2573251
I wish I could give you some words of comfort in regards this entire situation, but sadly I cannot, the best we can do is to keep sharing our thoughts and opinions on this thread, this is the kind of feedback we need to put out.
I understand people are upset and angry, don't blame them and they have the right to be, we still have to do our job here, because as much as we discuss, there are people whose life depends on the game and they cannot stop working on or with it, so let's try to be empathetic.
Except to show BHVR that this is unacceptable, we have to hit them where it hurts, their wallets. That is going to include hurting everyone who is working on or with the game. If the staff and mods are supposedly against this whole NFT business as they claim on Twitter, then they should understand and aid us through actions, not empty words on Twitter to appease the mob.
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@Meg_Survivor said:
Lobby times are taling super long since i started playing, when i played yesterday i was getting games instantly and now all of sudden where back to real slow queue times. There is also glitches in the game now i got my friend off the hook and for some reason he was still hooked? and then he fell to floor and got back up like idk whats going on with this update but they need a hotfix asap,
- New Survivor and Survivor perks = More players switching to Survivor side to try it out (Happens when a new Killer comes in too)
- Bugs and crashes due to this update so far as it always does.
- NFTs
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/287797/remember-kids
The selective speech squadron is at it again, you say?
Yeeep, you know how it goes. There itching for a reason to ban people I'm sure. They already just banned someone earlier.
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Even with the current controversy, this game will prevail because it's the only one of its kind that is successful. As much as I'd love to see BHVR burn to the ground, they're not going anywhere. If Blizzard/Activision can make it through the constant barrage of losses and sexual assault cases, BHVR can make it through a little bad PR.
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@MongolPSR said:
Yeah I was one of the people who got called out. I posted what I knew throughbky research and shared my concerns and was told off and treated like I was an idiot
Yep, I actually just saw your post. I feel so bad for Orion because they were vehemently defending them and then they officially confirmed it. That's honestly gotta suck.

