1miko
1miko
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- 1miko
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Sweaty person experience to me mostly and almost all I've found had been rus/northern eu streamers so I couldn't really join into their streams. The few English speaking streamers I found happened to be really nice mostly. There was this Spanish streamer having Rin's sexual fanart on his steam profile playing spirit with stretch res and a stream title like "it's tunneling day".
TTV's mirror the playerbase variety in an exagerated way, like if they're mirror nice people they're usually extremely nice, if they're degens they're like that spanish streamer, if they're sweaty they're overly sweaty and tryhard.
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@cacatua00099 said:
https://forum.deadbydaylight.com/en/discussion/comment/2314176#Comment_2314176
¿Y por qué no pediríamos que nos avisen cuando sea una premade de 4 personas? ¿Tienes miedo que el killer pueda elegir a su mejor asesino? ¿Prefieres que agarrarlo justo cuando va con el asesino que no sabe usar para reirte de él?
Ese es tu punto de vista no el nuestro.
No hables de tu punto de vista como un punto de vista generalizado por killers porque ni de lejos todos los killers piensan de una forma tan débil. Y no te tomes este juego con tanta intensidad anda que no te tiene que doler tanto perder.
Mi punto de vista, como alguien que ha jugado y sigue jugando notablemente más de killer que de survi, es que los que pedís que os den la posiblidad permanente de no ir contra premades sois unos débiles, unos llorones y os duele muchisimo perder, tanto que antes que pensar en cómo mejorar, recurrís al foro para pedirle a los devs, si es que a alguno les da por leeros, una tontería tan grande como esta. Muchisimos killers super faltos de autoestima, que se les levanta abusando de gente en videojuegos, empezarían a llevar builds con el fin específico de abusar de gente de soloq, dodgeando a todas las premades, haciendo de soloq un absoluto infierno.
No pensáis en que la mayoría de survis juegan en premades y la inmensa mayoría no son gente con más de 1000 horas de gameplay, gente a la que es posible ganarles, que pecan de jugadas altruistas e individualmente no son ni buenos, y queréis meterles un handicap porque no sabéis manejar vuestras emociones de cara a que perdéis en un videojuego y no sois capaces de admitir de que hay gente MEJOR que vosotros en este juego y lo deriváis a que "es que tienen voicechat es que están en comms las premades están muy rotas" porque es muy dificil admitir lo anterior teniendo el ego que tenéis algunos. El problema no está en que haya premades.
¿No veis que en rangos rojos se incluye a gente desde ni 100 horas dedicadas a su rol hasta enfermos con 8000 horas que llevan sin ver la luz del sol semanas? El problema reside en que una persona que lleva echadas ni 100 horas de killer, que no sabe romper loops, que no sabe priorizar el si acometerse a una persecución o defender generadores llega al mismo rango en el que hay una persona que lleva 3000 horas, sabe darle vueltas al killer, sacar el máximo tiempo de cada loop, hacer generadores de forma eficiente, usar sigilo, al juego le da igual y no va a tener problema en juntarlos porque uno de ellos es rango 4 y otro es rango 3, a pesar de que la diferencia es abismal.
Además parece que u os da un poco igual o no prestáis mucha atención pero tanto en este foro como en el discord hay canales dedicados a buscar grupo o gente con la que jugar ¿De verdad creéis que BHVR va a meterles un handicap a las premades despues de promoverlas de esta manera?
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[d]
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@brokedownpalace said:
Good point. It's weird since they recently did some changes to rituals to make them more equal, both in effort and reward. So idk who the f came up with that.
You say weird I say BHVR's way of doing things, making sense and all that.
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This perk is amazing as it is and shouldn't be changed, it stuns and blinds the killer and also denies them the kick, forcing them kick again and securing any surv to lose who the possibilities of the killer tracking them since scratch marks take 10 seconds to dissappear. Still this will rarely work because killers don't risk on losing someone over kicking a gen unless they're running Pop or any other gen kicking perk, since there could be more survs in the area and deny any regression.
The strongest part about this perk is the global info part that tells everyone in your team that that gen is being worked on, so the average survivor won't bring the killer to that gen and help other people know they can stack in that area. This perk still is just useful and not necessarily game changing compared to exhaustion perks, ds, ub or bt. Honestly I feel the perks mentioned ,fixated, prove thyself, iron will are way more oppresive to go against than this, not sure why you're complaining about this one but it's one of the non #########-tier perks of the game yet it isn't even close to being broken.
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Asumes que la mayoria de swf juegan con un nivel increible cuando la mayoría solo entran a jugar a pasárselo bien y echar un rato en el dbd sin ser competitivos. Si te encuentras con un grupo de tryhards cada tanto no puedes reducir el conjunto que engloba al swf a que es una mecánica tóxica del juego.
Y por favor dejad de pedir de una vez que se dé una forma de diferenciarlos, todo el mundo con la más mínima intención de ganar dodgearían a los swf y las colas de survis han estado realmente mal hasta hace poco. Si te toca un grupo de tryhards y no estás jugando a lo tryhard te lo comes, sobretodo porque ya bhvr está viendo cómo implementar el mmr y cuando eso pase las partidas de killer van a ser una completa - para cualquiera que entre a jugar a este juego con la intención de relajarse después de un día de estudio/trabajo.
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there's some infinites that are really difficult to break on 115% already but with map/structure reworks and forced chase trigger to avoid looking down/moonwalking exploits this would be an actual good idea.
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If you feel there's a high amount of killers camping and tunneling now, try running builds focused on countering that kind of gameplay. If a killer camps and tunnel someone other than you, stuff like blast mine/better together+prove thyself will put a lot of pressure on the killer and force a depip on him, if you get tunneled and camped, think on frequently running stuff like DS, camaraderie, adrenaline, etc.
Honestly I feel the game hasn't changed that much, it felt like a 50% 50% before where killers would either focus on just one surv, even tanking a ds and stay on them for all 5 gens or facecamp the hook and killers playing the game efficiently getting as much pressure as they can afford. Mainly the difference to me right now is the frequency of purple/red rank survs that will last in chase from healthy to downed state around 15 seconds, but I don't really mind, the bigger this game gets and more revenue it receives the more resources will be put on fixing the current ######### and unacceptable state its on.
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Good visual change but the ways out of the house with the low amount of hooks near the house is pretty infuriating at times.
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Counterforce stacking speed for every totem you do used along small game is really good for denying totem builds even before the first gen pops, but its pretty much a gamble since even though it's not a rare thing, you won't get totem builds in the majority of your games. Detectives hunch will help you way more in the long run that counterforce if ran alone.
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@Aven_Fallen said:
Even smaller Maps? Ooof.
I mean, holding W should be fine, eh? Killer Mains did not like Looping and are telling Survivors to adapt. Now they did it, and it is wrong again?
Ooof indeed my fellow survivor! I miss infinites:( they should disable the window blocking mechanic like killers are just a bunch of crybabies, eh? These killer mains and their obnoxious complaints. Us survivors never really b¡tch about anything like what is wrong with these killer mains and their killer sided game? Ha, ha, am I right, eh?
@BenZ0 said:
I also feel that, survivors start to realize slowly by time that just running forward without looping is against most Killers just the smartest strategy. The problem with it is, it is a very boring strategy which removes all kind of skill play in the game but yet it is the most effective one.
But the big question is, how do you want to adress it? Scott Jund made the suggestion to just reduce the map size and reduce the basic M1 hit cooldown and ofc nerf Save the best for last to compensate that which is a good idea imo.
Dont know if that is really the best solution but I agree that this problem needs to be adressed before it is getting abused too often.
I mean this is a basic strategy, run in a straight line away into a zone where no gens are being done and find some decent connecting loops there. It's quite boring and ######### towards the killer but works better than nothing does in this game. Just pressing w doesn't really work for very long unless you get really good rng and once you're out of pallets wherever you ran into you don't really have a better choice than do the same to find another loop anywhere close or get into the edge of a map to make the killer lose time?
I see issues like grab cancelling and dedicated server things a bigger issue than a strat as basic as this, game's in a good spot regarding that changing this will mean having to rebalance loops, almost every map and a lot of high mobility killers.
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@schmuckles said:
https://forum.deadbydaylight.com/en/discussion/comment/2312152#Comment_2312152
That's not really an answer. I'm asking a licensing question. Btw Jason is the most hyped license by far
The Most Hyped License By Far.
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@Surginou said:
Noed is okay. I like running it on nurse. But simply do the totems and alas: the killer has only 3 perks now (2 if they run hex:undying). First off, if people cry about noed, they just don't do totems at all, just try to gen rush without doing any other objectives.
This.
NOED is the only perk atm that truly promotes doing other things than gens when in a team with 4 efficient coordinated survivors able to loop you optimally several times through shack and jungle gyms away from currently worked-on gens, where they will almost always get away with 4 maybe even 5 hooks and dip even if you play it good.
It's a ######### perk rarely found in high rank games but it's pretty useful to cuck a team of good survivors focusings only on gens, even ignoring other hexes and getting off the game if you as a killer slightly overcommit. On the other hand it's a pretty good perk to secure a kill or two out of altruism plays when you ######### up completely in a game, but there's no way to balance it to avoid this and still keep it an useful endgame perk, having what, 5 or 6 endgame perks as killer and 4 of them including noed being actually acceptable yet unreliable most of the time, or at least such a low number decent perks at all compared to the excessive amount of useless super situational perks in the game.
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@DragonMasterDarren said:
RPD is still disabled so i'm willing to bet very few people actually have this achievement
thats the point!
@some_guy1 said:
i got it after playing 4 matches on it before it got disabled, got the achivement on the last time i played on it
https://us.v-cdn.net/6030815/uploads/9NZJDYW451CU/3e3750d10afe5b2816029ddcfee69df7.png
good job! :D
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@SleepyWillo said:
Played as Jill and was going for adept. Last survivor alive and the killer was nice enough to let me escape. Got the two achievements. Love that guy...
oh same! you can check on the screenshot timestamps actually, but in my case I believe we all escaped that game.
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@GeneralV said:
If the map hadn't been disable I would've gotten it by now.
That's obvious, I was curious on anyone getting the achievement in the hour we had to play in it.
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I mean anyone playing Twins is pretty simple-minded and the killer is actually really overtuned to suit their playerbase, you might've just encountered or be just learning the stuff this killer can actually do, yet non deranged people don't really touch these ######### out of the love they have for this game and how this killer just brings despair and dcs on this game out of their completely obnoxious mechanics.
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I mean I agree but given that I've never crashed until this patch in which I crashed over 5 times I get why dc penalties are disabled.
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i think this path might work as well but you start it with surv challenges instead of killer, anyone correct me if there's a more optimized version. You end up saving 480k with this one too.
edit i did this for myself personally so it might look quite weird, if theres a yellow circle that challenge is to be saved, if there's red on it you gotta redeem it, first killer challenge i goofed.
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@whiteixal said:
https://forum.deadbydaylight.com/en/discussion/comment/2300136#Comment_2300136
oh yes, then tell me how the fixing work, because if they put in the effort to fix something that had no effect on gameplay over performance or other issues, will you even be slightly happy with that?
you have no right to criticize people for buying cosmetics expecting them to have fun with the glitch or whatever, and complain to bhvr for fixing something that benefits NOBODY (unless licensed, but surely they have the brain to unlink the originals?)
and don't you even dare say "hard pill to swallow" when it's not the pill none of wanted in the first place. if it was like a nerf or buff, then fine whatever, but a cosmetic fix? stop defending the devs for fixing an 'exploit' that motivated people to get cosmetic, cause what they did is dumb even from a business perspective.
uwu! i am mwaaad the dwevs fwixed a bug waaah uwu!!!!! Twhey awe wastinw twime on fwixing minor iwwues!!!! uwu!!! >:'(
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@Shirtless_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/2299292#Comment_2299292
Ah, yes. The game runs horribly on consoles and is prone to crashing, but let's spend time instead rewriting existing code that actually makes us money off people who originally would have never bought these cosmetics in the first place without it.
I mean it's clear you don't really understand how fixing this stuff works and how much time and people might take, but trust me not a 100% of the devs can dedicate themselves to it and some of them fixing minor bugs isn't a bad thing either. Linked cosmetics were not working as intended? They fixed it? Good for them!!!
I don't really understand people complaining that they bought sh¡tty looking linked cosmetics because they could - bug - the cosmetics to unlink them and expect this to not be fixed ever. If you want them to give you the option to unlink the cosmetics and all keep asking them via social media and maybe that will happen but you can't be so critical on them actually fixing a bug, while they've been so clear they're dedicating a lot of resources on fixing the mess of a game they have right now to deal with.
It's a hard pill to swallow but all that is left to do is either accept it as it is, b¡tch about it like a spoiled kid and/or be a sceptical d¡ck about any statement bhvr does and if it rustles your jimmies up to a point you're that frustated, move onto another game to show your discontent 👻
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@Shirtless_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/2299088#Comment_2299088
If the bug was in place for over a year and the company explicitly stated that they're fine with it, I'm sure many would follow through with buying it. The majority of these shouldn't even be linked in the first place as they're perfectly fine on any other outfit combination and aren't even licensed.
I believe they stated they were fine with people bugging the sets, not that it's an intended bug and something they want to happen, that's why they kept those sets linked. What they explicitly said is that they won't vanish your account into oblivion for breaking the sets.
Also people bitching about the hotfix, developing and fixing a game is really ######### hard, the game was poorly optimized and in a really bad state before 5.0.0, both in balance and performance. Devs are probably doing what they can afford to do to fix performance/crashing issues which might not be a lot compared to other big companies yet that doesn't invalidate the fact that they might pour some time over issues that might take 5 minutes of rewriting code, like automatically verifying a piece of a linked set isn't going alone itself with another set of cosmetics.
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You Now Done Did It Filthy Survivor Mains You Are Getting It Now, He, He, I Am Gonna Get You, Salty Pagliacci Is In The Queue Now You Really Should Be Scared!!!!
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c'mon dude! now that spirit and nurse are and have been completely overtuned for so long, it's time for you to be bitching about an average tier m1 killer!
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2296238#Comment_2296238
New Evil Dead Asymmetric game is coming out.... that complacency isn't gonna cut it for long.
This Evil Dead game looks closer to a L4D type of them but one can only hope it forces dbd to be better, like valorant did with csgo
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I mean this has been the situation for a while, devs are and have been clearly aware of the current state of the game but pretend everything is alright since the unplayable killers aren't the ones in newer chapters/aren't locked behind a paywall. There's more profit to them from having the game in a really poor state yet releasing new content that will bring a lot of new players in since most of the playerbase won't really quit the game unless it gets so frustrating it's utterly unplayable and that is still not the case. They're just careless and have bigger objectives than keeping the playerbase happy with a well developed and balanced game.
This might sound sad but most multiplayers go several times through phases like this, often die to a decent competition because of this. But BHVR knows there's no real good engaging competition atm in this genre.
Edit: I can't wait to have MMR in the current state of the game.
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@Devil_hit11 said:
well maybe otz should stop doing 50 kill streaks with trapper. It gives false impressions that trapper is good. Trapper can't compete so you either accept to play weak killer or do not play trapper at all. Its like that for vast majority of the cast.
There's no false impresion, Otzdarva insists on trapper being on the lowest tier along with myers and other unplayable against coordinated teams killers. He spent such a crazy amount of time on trapper and mastered what the killer can do and what he should do in each situation that he is able to handle and snowball those situations.
Trapper is okay if you're really experienced with him and you're not going against a team of experienced players on comms that can call out your traps, this is a ominous example of how bad it can be, reinforcing the point that this game is really far from being anything close to comp, don't put the blame on people who are doing challenges for content and make their streams go for something else than "open stream, queue up and play, end stream".
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You're either completely new to the game, refuse to play killer past green ranks or this is one great example of what a bait is.
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yeah and maybe they could add a tier 4 where he turns into the doggy version of him and can run over walls and flying kick you out of the map.
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Survivor
Fun: pallet/flashlight saves, long chases, altruistic plays.
Goal: make the most people besides me get out.
Killer
Fun: Show off Mad Grit.
Goal: RIRIRIRIRIRI
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"The nemesis debate is ridiculous"
Proceeds to add their opinion to the debate.
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Honestly I feel the speedboost is okay to be in there, the best thing the devs can do isn't to remove it, it's to apply the hindered for the full duration of the speedboost so survivors aren't running away at 150% but 130% which is still a lot and let survivors gain a lot of distance on nemesis since he's standing there at less than 50% for 2.5s.
Since you're applying a permanent debuff that can be removed only 4 times per match I feel it's reasonable for it to have some kind of downside appart from the default hit CD, you're making that person vulnerable to ranged attacks past pallets, windows and debris if misstimed crouching. Still having a healthstate removing like sprint burst is still way too obnoxious to deal with, chases become so long you might've lost 3 gens to efficient trying survs right after if not before you've downed anyone with your power.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2280076#Comment_2280076
You specifically said, in a very cogently-argued comment, "I'm happy the map ain't playable cuz it looks like it'll be a ######### map". You continued to debate me when I said that your comment was selfish. Now you're saying that you don't care one way or the other yet continue to insist that the map is trash (despite having admitted to never playing it) and act as if you speak for "the majority" of players, a number that you have no source for and cannot quantify, when you claim that they all hate indoor maps. You've made it abundantly clear that you don't want the map, and that decision appears to be informed by nothing more than the fact that it's indoors.
How hard is that to understand? Being that I'm not the one who was taking pleasure in other players being denied something that they might like, I'd say pretty hard.
Do I want the map? Yes, because I enjoyed it. Barring that, you may have noticed that my problem is with your attitude that other people, not myself, shouldn't have the things that you may not like. You've been making the argument that the map should stay deleted because you don't like it. I've been making the argument that whether the map is enjoyable is a decision that others should be allowed to make for themselves. You're seriously calling ME the selfish one?
It's actually startling how aggresive someone can be towards someone having a harmless different opinion to theirs.
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Basement trapper with either iron grip or corrupt with a stictched and fastening tools/iri stone is pretty good if you want to achieve it with trapper, throw mcmillan or red forest, he works amazingly good in those maps since theres a lot of grass and it will mostly always hide your traps. You can't really do anything if you get too invested on a chase and lose 3 gens before the first hook unless they get greedy and go down as a team trying to unhook someone. This challenge can't really be done playing fair unless you land with new/unskilled players.
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Okay I was able to just test it, item loses charges gradually proportional to the progress of the franklin's demise debuff and the total of the max charges the item has. So in 45s in a level 3 Franklin's Demise, being 90s the time it takes for the item to completely be depleted the item will lose 50% of its charges.
So in 6 seconds of a dropped 16 charges medkit doesn't fully heal unless a great skillcheck is achieved, since it loses a charge every 6s (rounding 5'625).
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Offered Hawkins and got Ruin, Thrill, PWYF and Insidious. Luckily got 3 of them before they did all the gens, looked for the hatch and waited in there, being so lucky it spawned in a room with only one entrance. It's still so hit or miss honestly.
