AetherBytes
AetherBytes
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@stvnhthr said:
What is the cause of the stutter on many actions? For instance if you start healing a survivor you will stop after a second and then have to start again. If you start a generator, you stop, wait a second and then you can start again. If you try to cleanse a totem, you stop, and have to start again. AND the most annoying is if you try to dehook a survivor you reach up, start to unhook, then your character stops and you have to start again. Generators now do a weird thing where if you start you get knocked back like you missed a skill check, but this may be a totally different problem.
The knockback is a known bug when you leave a gen after failing a skillcheck. Killer doesnt get alerted even tho you did the animation.
In the other cases it sounds like youre lagging, except healing is normal because people holding shift makes you unable to heal them and they hold it to run
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1878021#Comment_1878021
Since I don’t have many perks on them yet, I started using Discordance, so I down my first survivor and if I see discordance go off, I send Victor and get at least one injured. It’s been working out really well.
My main issues are with the pounce on Victor and like when to switch and not to switch, and I am slowly learning sometimes it’s better not to send him out.
I wish Charlotte got a speed boost kind of like when Wraith comes out of cloaking, she feels sluggish and slow right after switching. Lol
I just want to be able to look around freely, even when slowed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1877837#Comment_1877837
There are lots of players who either don't play with volume up enough to hear that, or that just wouldn't recognize it. I could see myself missing it too if there was a gen right there with lots of progress on it or something.
Really? Its quite distinct, its practically an infected warning from l4d2
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@EvilJoshy said:
His add ons are even weaker when you take in the fact that 1 of those spots is almost always reserved for a trapper bag. I can't go into a match without one. I would like there to be some sort of skill check required to disarm a trap. Certain add ons make it smaller like Unnerving Presence on an Overcharge. Failure results in being trapped.
This could actually be the buff he needs. Make the coils reduce the skillcheck size, and failing the skill check causes you to get trapped
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@NomiNomad said:
I mean, I didn't win, but I witness a Killer win because of Unrelenting. Demo missed a swing, I thought I could make another loop.
Unrelenting made sure I could not.
Unrelenting demo can be broken in some situations
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@cowens55554 said:
This has happened to me twice now, once with Meyers and once with Legion both cases were end game either last one in the game or last one alive. Got my first hook and instead of letting me attempt to escape it put me straight to the struggle phase and then instantly dead. I saved both games just to make sure I wasnt imagining that it was my first hook and it was both times.
Can we see the vids
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@Ghouled_Mojo said:
I love the descriptions of the sounds from other players. It’s a radiating sound to me. It radiates out with a void sound.
I always described it like it was as if the air was being sucked out of the trial.
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@[Deleted User] said:
No. Imagine the hook campers that would stand right next to the hook while cloaked, wait for someone to start the hook animation, and then get a free grab. Wraith's 100% invisible while not moving so the only counter would be running all around the area near the hook to try to bump into a potential invisible Wraith. That just seems dumb lol.
He could do the same for gens and exit gates too, but hooks are most egregious since someone needs to come for the save.
Edit: I see you only mentioned pallets and windows. That would be more balanced, but I don't like segmenting the grab mechanic like that; I think it's confusing to only let him grab while cloaked in some situations, but not others.
he may be 100% invisible, but hes loud as #########. Ive had quite a few times i knew to abandon a save before he moved or uncloaked because of his loud af growling.
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@ohheyitsbobcat said:
I've never read the books or anything but could you explain how Pennywise is too powerful to control when The Entity has time powers of some degree, reality creation, some kind of dimensional travel since it can visit various realities, some kind of life and death control since no one can perma die in it's realm, physical and mental corruption and I'm sure I've missed more.
The only thing really against it is that it's an embodiment of evil and doesn't appear to be sapient. The Entity honestly reminds of The Black Mass from Samurai Jack which required god's to defeat.
Again, I've never read the books so if Pennywise is some kind of godlike being then I'll stand corrected.
Entity is sapient and known to think. It lets vigo roam free, it was capable of understanding amd choosing Rin over her father, knows the hatch is needed in the trials, and is capable of waiting to take someone until no one will notice. It also manipulated the plague, huntress, and bubba into working for it.
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@Greatamygdala said:
If you're punishing dead hard users then that user was a Noob plain and simple. Most of the survivors doesn't actually know how to use the perk anyway. They think it's a reaction dodge perk when it's not.
It is a reaction dodge perk tho. It just happens to make distance better than what its meant to do
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@Righi said:
I don't know if it's a Spirit feature but it looks like my character grunts when injured although I see the icon active. Did you experience same issue?
They were running stridor. Youll hear yourself gruntinf even with iron will because stridor increases your grunts of pain above 0%
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Cant tell, clown keeps downing me before completing any loop because of how ######### being hindered while hes invigorated is.
Seriously, 40% speed over the survivor with no downsides...
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@Nazia said:
https://forum.deadbydaylight.com/en/discussion/comment/1875250#Comment_1875250
Of course one of these guys appear, trying to change the narrative. So, you think it's 100% fine that a guy does a last second key switch in the lobby or a survivor lucks out and finds a key and instantly escapes?
That is the problem. Keys open the hatch instantly and can let everyone get away and it's almost impossible to counter them. You can use Franklin's but survivors can just drop the item in a spot so other's can pick it up (and they will do that if they're SWF) or better yet they can just DC so the item will stay instead of you sacrificing them and it disappears (not unless they use an add-on so it stays).
This is very easy to understand but survivor mains refuse to listen just like the devs.
Hell, i usually drop the key in a hidden spot near killers shack so i dont get tunneled, and thats solo queue
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Payday 2 got an exception because the company honestly tried to move to completely free dlc but just didnt have the money, and even now release free dlc when they can afford it. Not only that, but dlc heists can be played with friends as long as one of them has the heist dlc.
BHVR is just greedy. They give us garbage then act surprised when we complain about the quality. They dont care about equality in game, and serve the survivor playerbase because ita larger and gives them more money. Some of the beat perks are locked behind licensed killers but they then have the audacity to go "We are trying not to be pay to win" while they casually nerf non-licensed perks and buff licensed perks now and then (though even then usually not enough to make it more useful). They dont deserve money. They should be paying killers for the ######### they have to go through because of stupid-exploitable survivor perks and are matched against people 5 ranks higher than them if not straight red ranks.
I know theyre different departments, but its obvious theres a lot more money flowing into design than there is flowing into simple bug fixing, so if i did give them $10, theyll use it to develop a skin that will cost me $15 extra, and not fix perks, balance the game, or even do basic testing and qa.
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@stvnhthr said:
https://forum.deadbydaylight.com/en/discussion/comment/1855823#Comment_1855823
Nope, not an issue on my end. Streaming audiobooks does not effect gameplay; that is not how the internet works.
@stvnhthr said:
https://forum.deadbydaylight.com/en/discussion/comment/1867295#Comment_1867295
Yes, if I had incredibly old internet from the 90's this would be relevant. I have high speed internet which never comes close to maxing out its limits. Audiobooks use very little for streaming, it would also effect other online apps all which maintain their connection. So I am sorry to imply you do not know how all internet works, you just do not know how big my bandwidth is. Since others are having the same problem we can assume it is not just on my end. My original point is since the dc penalties are effecting folks who do not DC the penalties should be adjusted. Right now they are punishing folks who do not rage quit but can do nothing to change the problem from a consumer level.
And more to quote
Bandwidth != speed. Your router may download at whatever speed, but a lot of things can change that. For example, bandwidth. Bandwidth is how much you can transfer before it gets limited at some point. For example, imagine a router with 3 devices connected and it has 3 bandwidth (which is not how it usually is measured but this is an example). 2 computers use 1 bandwidth, but the last one is trying to use 2. That one is slowed to 1 bandwidth because theres not enough bandwidth for it.
I have 5MB/s download, but i cant use 5MB/s because i have other programs, theres other devices, and even just being connected reduces it because of how wifi broadcasting works. Even just streaming music from spotify is capable of ping spiking me when buffering or a new song starts and i wouldnt be surprised if its something similar here
@stvnhthr said:
https://forum.deadbydaylight.com/en/discussion/comment/1870491#Comment_1870491
You have offered one possible problem which justifies my original post and illustrates the point I was making, thank you. DC penalties are for punishing players who intentionally disconnect. It should not penalize players who live in a world with an imperfect internet structure. It would be really easy to fix. To DC you have to select "leave current trial," this is disconnecting. A player who does not dc should not be penalized.
I can pull my ethernet (or power but why) cord and dc. I can use task manager to close the game and dc. I can open my wifi menu and click disconnect and dc. I could blacklist connecting to dbds servers and dc.
None of these are detectable from if theyre deliberate or an accident.
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@SaintDorks said:
https://forum.deadbydaylight.com/en/discussion/comment/1875428#Comment_1875428
(Stuff I notice as a Killer..and a bit of Survior exp)
Quentins all run Spine Chill cause they know If a Killer sees em they will tunnel them. They are Hyper Virtuous and will go out of their way to save you. But,otherwise they chicken as hell and their looping and a result of them having a panic attack.
Cheryl and the Nancy will always leave you to die...If they have a chance for Hatch they will always go for hatch..Also, their Virtue is super low..They will only save someone If It is 100% safe and even then they might not. They all are basically wannabe Lauries..But, with less Balls and more smugness...Usually needs a SWF to play otherwise will be wiped quickly.
Laurie-Every Laurie ever has a massive stick up her ass and tries to 1v1 the killer..I am assuming this is from her brother killing her in every map..Lauries are not scared of ######### will take a Noed to the back to save someone from a hook and usually are always running at the Killer..Lauries got balls of steel and is tried of the killer's #########.
Dwights-It is ironically, based on clothing..The brighter a Dwight is the more likely they are gonna give the killer a bad time..Unless, It is four pizza dwights then they summon some kind of ######### up demon on the map..I think It was the entity.
Ace- You don't play Ace for his perks..You play him for his class...All natural zero "Second chance" perks..100% skill..If two Aces are in the map Double down on the fact If you get hooked at end game they will come and save you with their Ace Hivemind Tactics. Seeing a Ace is race..Because, they fly solo But when they in a game get ready for some actual crazy plays.
Tapps- They are almost as Rare as Aces...They are not horrible players in fact they are rather good. Only downside is, Everyone seems to think he has a gun and lures the Killer to him..I don't know why but everyone sees Tapp trying to gen or break a NOED and they lure the Killer to him..Also, He much like another Survivor of darker skin ton have a habbit of memelords camping them to keep the "Black guy dies first" meme alive..I don't do that however because I just keep that for flashlight spamers and pallet tossers.
Jake Park-This guy tries to do everything..And he somehow does It. Mind you he will die, but he is gonna save you cleanse that totem,break 3 hooks while duck walking from one side of the map to the other..But,he gonna die...Note, a Good Jake Park is a nightmare because usually they are actually skilled and not easily reable in they are up to.
Ash-"God hates me."
Megs-They have too many to count, But usually hotty..like to try and pallet loop the Killer stuck on themselves..However, will say most Megs will try not to 100% snadbag and make sure they don't hit any gens spots while being chased. They are obnoxious..But, they seem to have a logic to It...
feng min-Terrible, horrible people..Always in a SWF team or deadweight... They wanna be Meg but they lure the Killer to you. Infact that sums It up best..They are usually Crapy Megs who wanna be Asian Wifu..THey run every "Second chance" perk possible and always try to flashlight spam..However, If they lose a chase they basically will have their SWF protect them from failure..######### FENG MIN!
Claudette-Claudette are good at hiding and at first glance they are helpful..But,once one person dies..Get ready to see her almost, hover around where ever the Hatch is at...You will then notice gens are getting repaired..shockingly slow..Turns out Claudette has no faith you 3 will survie so she is more or less sandbagging til she can hatch..Basically, as longas everything is prefect Claudette is fine once a person dies she has a deafeatist problem.
Fleix is a scumbag- And most of his players think they are better then they actually are...Truth is most of these guys are the Male version of Feng Min..(So,they are wannabe Jake Parks but trash) Contrast much like Min they need bailed out..Usually on teams with a Feng Min.
David King- Tries to be Laurie but fails..In his defense he actually is as Virtuous as he acts..David King will die for you If he is not sandbagging you with "We are gonna live forever"..Note, he will more then likely piss of the Killer mid game and either Die first or second.
Steve-Most likely to die first because of the Scoop ahoy outfit. So,many killers see that outfit in their eye's turn red..Reder.
Jeff and Jane- People avoid playing cause "THICC"er hitboxes..But,the few who play them are shockingly chill folk who are none toxic to either the Killer or teamates..They are virtuous but not like "Hurhur Borrowed time wins" they will not sandbag and If they ######### up a genny they take the hit and go away from you. They are usually nice folk.
Adam-You would think Tapp would of started this meme but It happened to poor Adam.."Black guy dies first"..Everytime someone plays Adam the Killer will drop whatever they are doing and go after him...Then,If they down poor Adam he getting camped..Oh,god they gonna camp him hard. Is Megg down after the Killer went and pissed them off? Screw that I just saw Adam go run out of a locker time to kill his ass. What did someone fail a D-strike and now you can hook em? Err forget that and drop the ho, Adam was seen next to a genny. The saddist part..This is why Adams are so damn rare..They are up there with Aces and Tapps in rarirty.
That is all off the top my head
i love the stereotype for claudettes. Makes the killer really surprised when its 1v1 and a gen pops.
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As a claudette player, please stop making me do 4 gens. At least while the killer is chasing me do the fifth and dont let mw die on first hook
Feels like when you play claud only you do anything
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1874983#Comment_1874983
That same thing has happened to me and one of the reasons why I posted this thread. A person pestered me for like an entire minute and kept trying to heal me while I was running resilience and wouldn’t take the hint even though I kept breaking away from her heal and literally pointing to tell her to go away. Stupid people!!
Hold shift (or your run button), it makes other survivors unable to interact with you
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@CountVampyr said:
If a wounded survivor comes to you and crouches, heal them. If you unhook someone, don’t automatically assume they want healing. If they want to be healed they will follow you. Don’t follow them unless they are immediately heading for a nearby gen that’s close to repaired. Don’t be pushy with healing others at the expense of getting objectives done. Tea bagging next to me to heal while I’m busy fixing a gen is super un-helpful. Want to help? Fix the gen! Maybe I don’t want to heal because I’m running a perk like resilience that only works when you’re wounded. Maybe I have Second Wind. Also, if Nurse is the killer, just assume that it’s unsafe to heal near her within her terror radius.
Anything else?
Some survivors want to heal you before a gen completes im case the killer investigates it. In the resilience case, let them heal you until 99% then hold shift to cancel the heal, work on the gen, and let them finish healing after it pops
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@jamally093 said:
So it got me thinking if a killer loses bloodpoints for stay at the hook shouldn't work the same with the exit gate for survivors because i noticed this survivors will waste time at the exit gate doing nothing and not leaving like they might earn bonus points for healing but once they touch the ground shouldn't they lose bloodpoints for not leaving and i know you'll say well they also vault pallets and teabag yeah and they don't leave so they should do the same thing for survivor with the exit gate like they do with killers with the hook when a exit gate is open they lose bloodpoints when not doing any action other then healing or leaving for the closer they are to the exit gate while it's open and killers lose bloodpoints for being x amount away from the hook same thing should be for survivors
Had this convo earlier
Long story short it also punishes those that gives the killer free hits and a win chase point before they escape.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1875295#Comment_1875295
You want to balance exit gates only around high mobility killers, which will not be present in A LOT of matches? So if I play Trapper, or Pig, or Doctor, or Hag, or Freddy, I should just accept that they're gonna get out through the exits because the killer literally isn't fast enough to patrol them? There is counterplay to that kind of patrolling too. You 30%-ish the exit and when the killer comes and goes again, you'll be out in time before they get back.
But I do like your second idea. It leaves hatch as a free escape still, but only ever for 1 person.
Trapper and hag can trap gates, another issue that almost requires hatch. Freddy can still teleport around until hatch is closed, doctor has the large area shock to check through walls if he gets close enough, and pg can stealth around, countering the 33% tactic to an extent, as well as every killers ability to use whispers.
We balance around these killers because thats most of them, most have some way to discover or sneak up on a survivor.
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@danielmaster87 said:
Not only is hatch a shortcut around the survivor objective with a key, but it's also a participation trophy. It opens if all gens get done, it opens if no gens get done. But according to popular opinion, it is the best endgame mechanic and is flawless in every way. Riddle me this though: Why does it open after a gate has been opened? Hatch is supposed to be there because "Oh no! What will the poor survivor ever do if there's no way out! They might as well just hold the game hostage." But the exit is an escape they can use. And so is the other exit. So why does hatch still open? The survivor has not 1, not 2, but 3 outs? Seems pretty survivor sided to me. What would the killer equivalent of that be? If all your totems get cleansed, 2 more spawn in?
It's beyond words how crutch for the survivor this scenario is, and I don't care how 'rare' you claim it to be. I'm honestly surprised that there aren't hatch discussions every day like there is NOED discussions. Hatch is not okay the way it is right now. There should be 2 exit gates, not 3. When the last gen is done, hatch should not open just because there's 1 survivor left. It's a participation trophy for the survivor.
Some killers have extreme mobility and can easily guard both gates (which is why you usually find swfs have people run interference). The hatch is there so a killer cant just watch them both and has to find it, but so does the survivor.
A better fix is to make the hatch not spawn at all until it opens, and that even nerfs keys while youre at it
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1875227#Comment_1875227
Yeah I thought so. I wasn't 100% sure because she screamed as I hit her. No big deal, it wasn't a major issue, I just wanted to be sure it wasn't some very nimble hacking or something
The screaming is when your client thinks its a hit, not when the server tells you its a hit, thats why.
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Lag without a doubt. You rubberbanded as well
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@ggezbaby said:
https://forum.deadbydaylight.com/en/discussion/comment/1874707#Comment_1874707
Screw those people specifically. they use the excuse of “just trying to give the killer more blood points” to justify the teabagging and waiting at exit gates. just leave. Killers don’t want to watch you leave.
@EvanSnowWolf said:
"I want to give more blood points."
You don't get any blood points by teabagging. Stop lying.
Let me note i dont teabag. I just sit there and wait. I may gesture "come here" if they dont get the idea but thats it (unless im teabagging alongside a ghostface and just memeing out with him.)
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1874874#Comment_1874874
Because that would be another "lost chase" score event, wouldn't it?
Not if you get downed, its considered a win event then, even if the survivor falls into the exit. With what OP wants, this would make people who do give extra bp to push out early, which would be a lost score.
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@horrortale_sans said:
https://forum.deadbydaylight.com/en/discussion/comment/1874707#Comment_1874707
if your healthy let him get one hit
At that point the extra bp i give wouldnt be worth it
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@horrortale_sans said:
https://forum.deadbydaylight.com/en/discussion/comment/1874592#Comment_1874592
https://forum.deadbydaylight.com/en/discussion/comment/1874596#Comment_1874596
https://forum.deadbydaylight.com/en/discussion/comment/1874664#Comment_1874664
the meaning of it is more for some one standing at the exit gates tea bagging so you can down them with out them crawling out
I stand at the exit area to give the killer extra bp by hitting me. What about those people?
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@Dustin said:
I want to see a killer with smaller abilities that require critical thinking and a power that's tied to their lunge that passively occurs all game. Like for example a killer with a Scythe that has a cleave for their basic attack. Granted if we're going in hard with unique abilities I'd like a killer that is more played like an RTS and commands a mob of enemies from above. That would definitely be a more unique killer experience.
God I'd be so broken. I play games much better as a commander, not a soldier.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1872445#Comment_1872445
That's actually a really cool idea. Ethereal hatchets or something.
Might be too broken though? There would be no way to ever juke them around cover.. With I'm All Ears that would just be dirty lol
Imagine the jumo scares
id kind of be the same effect as pyramids ability, just a single point of hit and limited amount
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My idea for iri head was to let it go through walls instead on oneshotting
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@selflessnea said:
I feel this would get rid of the grind too much. I also hate having to get a perk 3 times. I think a good compromise would be to only have 2 tiers this way you still have something to grind towards but also have it not be an extremely daunting task.
Just a thought, for all perks currently on both sides you need to do around 300 bloodwebs per character, and that doesnt count unlocking teachables
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1870548#Comment_1870548
So theoretically speaking clown could just hit the survivor, they get a boost, clown throw the yellow bottle in front of them walk through it and get the speed boost (since it doesn't take long for the cloud to change) and switch instantly to the purple bottles to catch up to the survivor and down them immediately. Is that about right?
More or less, except you could throw it right in front of the survivor so it triggers around when you walk into it while the survivor gets no benefit.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1870543#Comment_1870543
What about the time it takes to switch bottles? How long is it?
instant
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1870497#Comment_1870497
You don't get the boost automatically from the white cloud?
Nope, theres a delay. Once it turns yellow it gives a boost
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@TheeclumsyNinja said:
*highlighted in yellow* “apply pressure to survivors”.... so if i hit someone and move on to chase another survivor why do i receive (-) points for injuries healed lol... i never noticed that till today after 27 days of play time.
Survivors healing + survivors not on gens = pressure am i right?
Malicious is your ability to injure and to keep injured. You will always gain more points for causing damage than sustaining it though.
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@dlaneyphotos said:
Why? Why? Why do we ALL need to be reset to 20’s? I am a 7-9 I have worked hard I just played killer 1’s who killed all survivor’s in under 1:00 mins. I was playing with a 5-8-9-15 they killed us. Before that we were a 8-9-15-20 and the poor 20 girl was brand new we had a 1 killer. I have so many friends who are quitting the game. I don’t know what these people are thinking resetting us all to 20’s I think the game is done people won’t stay
Ranks will become useless before they do this because they are adding an MMR system where you'll be matched with players with similar MMR to you. Ranks will only just give rewards on resets.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1870375#Comment_1870375
I’m curious as to where you’ve got this 40% number from.
Hindered survivors move at 3.4m a second.
An Invigorated Clown will move at 5.06m a second.
It’s a speed difference of 1.66m a second.
Where is this 40%?
Survivors run at 100% speed
Clown runs at 115% speed
Tonic inflicts 15% hindered on survivors, which drop them to 85%
Antidote speeds everyone up by 10%, pushing clown to 125%
125% - 85% = 40%
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I'm not even sad I'm saying this, clown needs a fix to that bottle speed bonus. Most loops, even safe ones, are almost unloopable now, and even early drops offers almost no safety. I love that the devs finally gave clown some love, but this is almost absurd. with a tonic'ed survivor and an antidoted clown, thats a 40% speed difference at base, with no downsides at all to clown. That's enough to make most pallets useless against him as he can run around the loop faster that a survivor can leave it.
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@Chilli_man2400 said:
Has anyone noticed undying got another buff. Everyone knows that they made it so you don’t lose tokens when using devour hope and third seal but another buff was given to the perk
Basically they increased the range of aura reading on dull totems to 2/3/4 meters originally it was 2 meters at all tiers
Makes sense, after all whatd be the difference between tiers
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Deathslinger. I literally find legion more fun because you can actually play around with his frenzy and mend and repair a gen quickly.
Deathslinger just gets free hits because i need to transition tiles. I always laughed when i read the whole thing about survivors targetting deathslinger for nerfs, now i get why.
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Mate i suck at skillchecks and i still hit ds/overcharge before i even realize its popped up.
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@AetherBytes said:
https://us.v-cdn.net/6030815/uploads/6DIAPBDBJZNL/screenshot-15.png
Sometimes just your hat and glasses.
Same thing happened to me, except with dwight
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Premonition. I used to be like "Hey i know where the killer is so I can run now." Switched to spine chill when I figured out knowing when the killer is looking at you is better info than when you're looking at the killer.
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make broken key yellow, add a green key. Green and purple can open chests instantly for half/third of the keys power. They cannot open hatch. Pink key can open hatch after a 5s animation. the hatch closes and moves instantly after, making multiple keys needed and the hatch to be found all over again.
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@LegioPotatica said:
I... Actually kinda like it, honestly. I'd buy it for a couple aurics.
So would i if they made the eyes less squinty
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Sounds kind of cool. Could call it restlessness or something.
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@Kees_T said:
https://us.v-cdn.net/6030815/uploads/9R0ID94SMO9D/image.png
"I'll get my new hair with the Entity, you can keep that one Mr. Killer."
And i thought mine was cursed
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@gibblywibblywoo said:
Exhaustion perks are perfectly fine imo. THe only outlier is dead hard (also knows as E to outplay) but even that has its weaknesses. Lithe is OK and Sprint Burst is fine for isolated gens but thats about it. It was broken back before exhaustion existed and when it went down in a chase. But after the removal of cooldown whilst running these perks are more fairly balanced imo. Any further nerfs like increased cooldown or lower speed boost would simply make them less worthwhile and lead to an even more stagnant meta.
Also that sprint burst nerf, to put it into perspective a leatherface can outrun that now with his chainsaw. Remember that if SB is used then the survivor must slowly walk around the map to keep it reserved or risk having a wasted perk if they use it up and get found quickly. And even dead hard isn't that useful if the survivor ends up in an area with an already destroyed pallet or a dead zone.
Personally I think they should have buffed Vigil to make exhaustion work the way it used to (I believe it was cooldown whilst running at 50% of speed. So a 40 seconds cooldown was 80 if running, though I may have the numbers wrong). Vigil has had zero use for going on 3 years now I think.
I'd say adrenaline is whack too. Just make it like 20/25/30s of enduring instead of a heal and it'd be good imo
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@Altarf said:
Twins. Something's dodgy with their lunge, it feels wrong; like it doesn't have any weight.
This. She just feels so slidey and like the lunge doesnt really go anywhere.
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@abc_9000 said:
they possible quickly learned it from dwight or the entity gave them that knowledge.
I think they learned it from jake, as he lives out in the woods and almost certainly would have a generator that'd nee maintaining, and he's just taught the others how to do it.