FablPlayz
FablPlayz
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/296083/gen-notifications-are-bugged
This has been happening for like 2 months and its actually a big deal if a gen pops while your hooking and don't notice your losing information on where the survivors where and the possibilities of where they are going.
I know i just thought i'd throw this in here cause it's happening more often to me then usual. Sad that it has become usual
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@GoshJosh said:
The only thing I can think of is Calm Spirit. Did you happen to check their perks post-game?
I went for the unhooker and didn't get a insta down so the perk just didn't want to activate even though i was far enough away
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@Jesya said:
When 1 person is left in the match.
Oh thx. I guess to nerv keys? And 4 man hatch escapes?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2466292#Comment_2466292
Or the Hit registration?
Or the sudden appearance of double pallets?
Or the current gen speeds?
Or...
There are just to many issues right now. So it would be nice if OP was more specific.
Yes that
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@TragicSolitude said:
It was inevitable this would get fixed, as it was definitely a bug.
The annoying part is that it got fixed before the game-breaking issues. They could have left it in as a little bonus until the game was in a better state, but they fix what's easiest first, even when it gives off the impression that all they're doing is taking things away from players without giving anything in return. Perception is everything, as is obvious from many forum posts, but BHVR does what's easiest.
Yeah why fix bugs when they can link cosmetics and take away BP
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@Laluzi said:
Same. It can be very difficult to spot temporary auras, like BBQ & Chili or a teammate going down before the killer picks them up. Auras were not created with daytime maps in mind.
Also, corn. Old corn doesn't hold a candle to the super mega ultra deluxe GMO corn they've got growing in Coldwind these days.
Tinkerer triggered and i went to where this circle is but when the circle was away i couldn't even see the gen even though i knew it was there
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@Hex_Ignored said:
Maybe a year if we are lucky but I doubt they'll be this quick
Maybe in the mid chapter patch for chapter 137
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2282481#Comment_2282481
Getting good with him isn't the issue. The sprint burst for infection is the issue. Other then that he's perfect.
That would actually be a good buff🤔 or at least make it not last as long
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@van9684 said:
I think most killer mains are used to op easy to play killers from the start. Maybe you’ll have to work at playing him to get good, like with nurse players. Give it a try.
It's not his power i actually like it a lot, the zombies could be a bit less completely useless, but what i tried to say was that it lags nearly every time you pull put his tentacle
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/257295/the-new-chapter-is-nearly-unplayable
This sounds like a YOU problem. I haven't suffered any lag whatsoever.
Mine is lagging to like crazy
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@Hex_Ignored said:
Because why not
Oh so you think it's fun getting tunneled?
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So i've started playing dbd again after a while and i was rank 5 and got reseted to rank 15. It was thinking it would send me back to rank 9 like it used to (1-4 to 5, 5-8 to 9 and so on)
Did they change that or is this a bug?
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Interessring thx
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@Northener1907 said:
They are working on it man, i hope new MMR will come soon.
Yeah but still how is it possible for a rank 10 to match with 4 red ranks?
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@Kirkylad said:
Its very rare to get any kind of game breaking bug so it sounds like you just want an excuse to be able to dc.
Oh yeah sorry cause dbd never had any sort of bugs
(They even made jokes on the 4 year anniversary that the game had 99 bugs and when they try to fix one the have 103)
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/235736/i-want-one-of-two-things
You could be making a sandwich while you wait for the game to end
Just saying.
If you're in pain, might as well not be hungry and in pain.
I'll keep that in mind
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@Mr_K said:
Could start with, Hello.
i rewrote it cause it deleted the pictute out of my Post
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@Mr_K said:
Could start with, Hello.
Hello there
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@poomanchu said:
https://forum.deadbydaylight.com/en/discussion/comment/1996548#Comment_1996548
Yea, but they run like they are in a hurry to find a bathroom
Exactly
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@aarongai said:
https://forum.deadbydaylight.com/en/discussion/comment/1823072#Comment_1823072
It does. In cases where there's only two survivors remaining, a Legion can just Frenzy hit one survivor, then use Killer Instinct to find the last one even if they're inside a locker.
I just came out of a game where this happened 5 times so the killer could get a 4k. It's pretty silly.
yes for survivors getting picked out of a locke 5 TIMES
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@aarongai said:
I know lockers only block auras, but why don't they also block Killer Instinct?
Like why should Legion be able to tell exactly which locker you're hiding in just because he stabbed a guy?
don´t hide in a locker then
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/1790645#Comment_1790645
I can agree to that. I'm not BAD on survivor, but im not great. These ques...are horrid....(Also i can't throw things....not nearly as satisfying throwing a pallet compared to a hatchet xD )
you can throw pebbles
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I can´t wait to experience a lot of bugs my self. It´s gonna be a lot of fun. (sarcastic)
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@[Deleted User] said:
Technically no, but the perk icon lights up when you look in their direction.
@BasementDweller said:
No, OoO can't see any killer who has the undetectable status effect.
@tomas11403 said:
The survivor can't see the wraith because he is undetectable, but the wraith can see the survivor when the perk is active. The survivor will still see the perk light up in the bottom right, which can almost be used as a makeshift spine chill.
@AChaoticKiller said:
no but as said it can still be used to know which direction the killer is. A good survivor uses this effect against stealth killers to spot them early or if they predict where the killer is they can go to a loop in anticipation.
Thanks guys
Good to know that he can´t see me but that it can be used to spot where he´s comming from
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i like nearly all maps as killer and survivor exept nurses map it´s to big and it takes to long to go to a loop or find patrol gens + swamp and yamayoka cause they have very little loops in it and to many bushes
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@exelse said:
Personally I think that rank should reset to level 20 each month. I know, I know. Unpopular opinion, especially for SWF.
I play as a killer a lot, hence my current rank - 12. However playing against survivors who are ranked 10 and up is not fun for me at all. I don't think I have enough skills to play against higher ranks yet game only resets me to level 17. I think it would be more fun (at least for me) if each month everyone started from the same level and then progressed if skills allowed it. At the end of the day, if you're a good player (both survivor and killer) you will get your high rank if you're playing well.
Sometimes it makes me not play for long just so I can get my rank reset. Just so I can enjoy the game more. It shouldn't be like that.
yes new legit rank 20 survs against a former rank 1 now rank 20 killer. seems fair
or to view it from the other side
4 man swf former rank 1 now rank 20 against a new legit rank 20.
there is a reason for the ranking system even if it´s not the best it has a purpose.
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@GoodBoyKaru said:
Look at this.
https://us.v-cdn.net/6030815/uploads/XDG2HTSJZ0GZ/image.png
Quick and Quiet.
It's so OP, it let me get 32,000 points by itself. Q&Q needs a nerf BHVR, the cooldown should be 80 seconds minimum! Honestly, these legacy perks like Bond, Empathy, and Calm Spirit really need nerfs, they're so OP compared to current day perks!
Forget OOO. Forget DS. BHVR, please nerf Quick and Quiet.
(for anyone wondering, btw, my name translates to "Useless Squirrel", you just can't see the last part of Eichhörnchen :p)
nutzloses oachkatzal xD
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I play on PS4 and I tried trough youtube videos (notifications on) and a few streams but i gave up cause it´s pointless. One Youtube video was 2 minutes out and all codes have been used cause it takes ages to type them in on PS4
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1764137#Comment_1764137
Saloon is a pseudo infinite vs 110s now. Car on Elementary may be an infinite for full speed killers, DEFINITELY is an infinite for slower ones.
https://forum.deadbydaylight.com/en/discussion/comment/1764842#Comment_1764842
This is my problem as well.
In 90% of situations as a killer, amping up bloodlust past 1 meant you made a mistake. If someone is looping in the shack, let them because it just isn't time efficient and that survivor needs to leave the shack corner of the map to actually do anything to threaten you.
In 10% of scenarios, it was vital to prevent the game from degenerating into utter nonsense because an area was so strong you couldn't lose out the chase in any reasonable timeframe and it was effectively a 'safe zone.' You got a kill, or a slug, and a survivor is just looping to kill time and the difference between closing that loop taking 1 minute and 3 is actually a real difference to the outcome of the game and there is nothing you can do to stop every survivor going to that loop.
The existence of Bloodlust and the removal of vacuum are pretty critical to making survivors never actually safe, which is important to the design: if the killer is willing to pay the time cost to get to Bloodlust 3, you SHOULD go down if you refuse to do a hard LOS break, and should be massively rewarded for making that break by getting that time 'free' and resetting the killer back to square 0. And then Bloodlust 1 just 'fixes' the game in a lot of ways outside of just loops (like rewarding a killer for chain chases which generally are high skill play).
A common misconception is that among equally skilled killers, bloodlust is an unfair advantage. But in reality Bloodlust is a pretty nuanced mechanic with a lot of use cases and which disproportionately affects matches with extremely skilled survivors. The assumption that low rank/skill killers will be affected hard kinda misses the problem with nerfing Bloodlust: Until you get to like... rank 5, odds are extremely good there are multiple survivors in your game that have no idea how to loop and thus you will often never hit Bloodlust 1 in normal chase because you either get the down fast or don't get it at all as they hard break LOS on you. Like a rank 10 killer up against a Claudette running in a straight line dropping every pallet immediately upon reaching it isn't going to need bloodlust. Those survivors already just get squashed or do silly things like run in to do a hook save eating a hit like a champ, just like they saw on stream, without BT or DH.
Bloodlust existed to solve major problems created by extremely skilled survivor play oriented around wasting as much time of the killer as possible and using the math of the killer's tempo oriented gameplay against them. As a rank 1 pig main when playing killer side it isn't unplayable per-say, but the loss of rank 1 bloodlust is VERY noticeable and makes every single chase way less rewarding, and the loss of 2 and 3 makes the 2v1 endgame kinda a huge pain in the ass.
I honestly wouldn't mind if this trial resulted in a general nerf to chain windows, which are the real core cause of this issue. Certain common tiles like L+T when they spawn next to each other are way too strong. Windows grow exponentially in power the more windows are near each other, especially when there are long walls on both sides of the window, and I think Bloodlust could go away if the anti-infinite window blocking was just 'smarter' and did things like count certain windows as 'the same window' so that multiple windows still have mindgame strength but aren't essentially different windows for the purpose of a loop resource. That still would let the killer 'force' the chase over a similar length of time to bloodlust ticking up, but removes the speed aspect of Bloodlust. That would still probably require shrinking the killer hitbox down to match the survivor though for the purpose of terrain collision for certain loops still.
https://forum.deadbydaylight.com/en/discussion/comment/1764690#Comment_1764690
Pseudoinfinites are as bad as infinite infinites. An 'infinite' doesn't actually need to hold up for any length of time. If a loop can sustain a survivor by itself for over a minute, it is functionally an infinite. The problem with these locations is they tend to allow the survivor to buy a disproportionate amount of chase time without spending resources (Pallets, blocked windows, ects) and killer play is extremely tempo oriented. This isn't terrible, strong areas of the map the killer is encouraged to just let the survivor loop in to go pressure other survivors are fine, the issue is when these strong loops become too common (again, a good example is side to side L+T spawns giving survivors easy access to 2 pallets and 4 windows) and centralized in a manner that makes it not realistic to end chases outside of these loops.
saloon is op for me as a surv. it´s so easy to loop and there is nothing the killer can do exept leave me or chase me and lose gens
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@Aldofer said:
The game is better without it and it is now10 time more fun to play as killer and survivor, it's an unecessary and outdated mechanic. I had more fair and balance matches and good killer donsen't need this mechanic at all so it's pretty fair to say the game is now more healthy beceause it's gone.
now desactivate mories.
yeah good killers don´t need it and bad killer who need it don´t get it. brilliant idea make new killers have a harder time.
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imagine a genderbender skin for legion. no that would be crazy right?
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I only dodge keys
I actually love when they bring flashight cause when I down someone everyone rushes and tries to flashlightsave which results in easy hits or sometimes downs.
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yeah me too it´s annoying when you go down when you press to throw pallet but he just stands there or getting hit over a window when you are already through
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Oni with ferral frency
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@BlackRabies said:
But how else am I suppose to farm survival points?
Sarcasm over, only way I know of getting survival points is escaping and self care. There any other ways?
head on, ds
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@HectorBrando said:
Nice table, quite informative, I would like to add that Autodidact with 5 stacks shaves 50% of any heal timer, on a regular non slow-down heal is 8 seconds, on Mangled is roughly 9,5 seconds.
I would say Autodidact against regular healing is not that great but is the hardest counter against heavy slowdown for it ignores healing speeds and the slowing effect feeds its power inmensely, against Mangled you can get 3 stacks easily and even 4 if you are lucky enough.
https://forum.deadbydaylight.com/en/discussion/comment/1679289#Comment_1679289
Yeah yeah, that is very broken but WHAT ABOUT THIS?!.
This was sarcastic. Killer perks can´t be to strong but surv perks are never considered as you see in those numbers + what you said about autodidact
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1679298#Comment_1679298
By this logic, then only one person will be injured, at most 2 (unhook + chased survivor) so survivors are dedicating 3 perks and don't even get maximum potential out of it. Your point?
And also the killer dedicates a perk slots as well if he wants you to heal slower so it´s not a big deal. That´s how perks work and if the killer decides to bring perks that reduce your healing speed of course you are gonna heal slower BUT you are gonna heal faster with your 3 healing perks than you would have without them.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1679298#Comment_1679298
By this logic, then only one person will be injured, at most 2 (unhook + chased survivor) so survivors are dedicating 3 perks and don't even get maximum potential out of it. Your point?
Well if a survivor is dedicating 3 perk slots to heal faster it´s their free will. And you do heal faster it´s not like thana completly negates the effect of three perk in case thana doesn´t even touch the healing speed.
My point was that the devs made thana 1% stronger (and took the healing decrease away) cause it would be to powerfull with dying light but the survs can easily counter thana by doing what they would do anyways, healing.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1679289#Comment_1679289
The survivors are dedicating 3 perks in their build to heal someone else 0.08s slower than We'll Make It, a single perk, does. I think it's pretty fair, considering new Thana at max stacks adds 20 seconds to a generator.
As you said at max.
The killer can only chase 1 surv so the other 3 can heal without any slowdown (from thana) which makes it that only 1 surv is injured.
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what the f is with BBQ?
What if the first surv kills himself on a hook?
Your BBQ Idea is just awful but the rest are good ideas to make some unused perks useable
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Yeah but don´t make thana to strong cause it can stack up with other perks
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@SnakeSound222 said:
This would hurt his viability a lot. All you have to do to counter it is vault. It would be nearly impossible to hit the Survivor at certain locations.
Either that or the surv can get hit everywhere at any time
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1679266#Comment_1679266
It's yet another thing survivors have to hold M1 for and it's not necessary at all. And if it's connected to by just... disconnect it? MoM gives the endurance effect like bt but doesn't also give deep wounds, it wouldn't be hard for them to also apply that to bt and other perks.
borrowed time is already a powerful perk and when the killer hits you after you get unhooked would you rather mend for 12 secounds or go back on the hook.
And when you´re the killer, wouldn´t you feel cheated if you hit a survivor and he just runs away without having to mend?
Just sit there and mend for 12s and everything will be fine. Of course it´s time that you "waste" but Killers often don´t have an easy time killing survs and this helps them create a tiny bit of preasure
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@crixus006 said:
i would like to know to enjoy tha last games with him jejje
I hope soon. It´s so annoying going against him and he stabs his stupid big knife in the ground and you know there is nothing you can do.
Jump through a window, he uses his range attack = hit
Just run away, he gets closer, cancelles his power and hits you immidiatly
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1679261#Comment_1679261
I'm saying remove deep wounds, I didn't mention borrowed time anywhere in my post. Perks that give endurance and killer abilities that give deep wounds stay as is but without deep wounds.
borrowed time is connected to deep wounds, And I don´t think it´s stupid. when you get saved and the Killer doesn´t hit you it´s great, but when he hits you mending is a small price to pay instead of going down. so i don´t understand what your problem with deep wounds is
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@daLenster said:
I would like to see "The Bloater" as a new killer and Joel as a new survivor.
you my guy, are a GENIUS
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@ALostPuppy said:
Un/popular opinion: deep wounds are a completely stupid mechanic, serve no real purpose other than to be arbitrary brainless ""stalling"" and should be removed from the game.
So you´re saying get rid of Borrowed time?
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With DS+unbreakable i don't think this needs a change
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Head on
Quick and quiet
Inner stengh
Iron will
cleanse a totem at the start of the game and distract the killer for as long as you can. If you get hit get in a locker. If he knows you´re in there head on and try to use inner strengh another time. if he leaves search for a new totem to cleanse and repeat.
(best lockers are at the jungle gyms, these are the best lockers from my expirience)