AetherBytes
AetherBytes
About
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- AetherBytes
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Comments
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The game is casual, according to the devs. The ranks are just meant to be so you don't get matched with someone extremely ahead of you
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Depends. I'm lucky enough to usually run with the skilled but not toxic survivors (apart from items they sometimes bring in). I play for the endgame, and depending on the situation I decide if either a "Escape by the skin on your teeth" climax or a "Just didn't make it" climax.
In short, yeah, I let them go if the climax to the game it causes is better.
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I tend to if my teammates are just absolute #########, BMing killer, flashlight spam (depending in the context of spam) Absolute perk abuse and bullying killer, I'll just let myself die after a token chase. Not only is it a boost for the killer, but good luck escaping down a man.
Same as killer, I spread punishment equally (as in i don't tunnel) but if you're being a dick to another survivor, don't expect to get off the hook.
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@MegaWaffle said:
Its 99% just as an ego boost to let the killer know you are at the gate/hatch and want to waste as much time as possible before actually leaving.
The other 1% is to create lots of noise to help a teammate escape a chase.
99% of people are simply horrible.
I tend to do it so the killer can come and hit me a few times before I escape so he can have some bonus bloodpoints.
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I would argue this, but anyone with enough braincells to rub together and realize that an equal game is 2 survivors escaping and 2 dying knows this aint true.
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Huntress is hunting to defend herself. If survivor is hooked, survivor die, no danger.
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What, you egg?
stab's to death
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I've said it before, I'll say it again, until Mori mechanics are changed, theres nothing to nerf. If they're nerfed the slightest bit they become useless, but they also are OP in their current state. They currently have no inbetween and need a mechanics change, like, for example, after being chased for a certain amount of time in a trial you become moriable, and the variant affects amount of moris and time before they trigger.
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Claudette's a weird area. Too bright, no-one buys them because of blendette. Too dark, blendette problem increases. It's hard to make something without either making it a weird color for her or look wrong.
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Distressing. Not only boosts Infectious Fright, but I tend to see people walk out of jungle gyms as I approach because they left too early.
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@Steel_Eyed said:
Definitely one of my favorite killers. Survivors are pretty much always guessing where The killer is.
One of my friends insist it’s his least favorite killer to go against.
This. Once managed to get a down with the threat if ghostface as bubba (one of the players sent me their recorded clip, one had heard a TR and saw no-one, so they thought "Alright no GF, we can do gens." Insidious Bubba said hello.)
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@Sylhiri said:
In addition to having it only work during ECG, you could always make Key's into offerings like Mori's. Each player would need to run the key offering in order to use the closed hatch during ECG (because it would close after each person). You can move some of the key add-on's to the map.
Of course Mori's should be adjusted so that we can all enjoy longer matches.
Honestly, I think everyone agrees mori's need fixing, the problem is they can't be fixed as they are now. Moving them to 2 hooks needed makes them useless and usually slower than just hooking a survivor. They're either broken or worthless, so until they get a rework, nothing can really be done.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1229581#Comment_1229581
I agree with preferring a longer, elaborate cool mori. I don’t use them to emanate someone early for advantage usually, only when I have a daily for mori or once in a while feeling silly and then I wait for 3rd hooks
I tend to use them as a climax tool, or to force a slowdown. There are games where I mori the last survivor with a green simply because I didnt need it (and then get toxicity for bringing a mori and only killing the last survivor with it. tf do survivors want?) but most of the time I like to execute the kill between final gen and collapse
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This ended up on my Google news page, tf?
To answer though, it's an swf powerhouse perk.
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NOED.
Before I get hate mail, I'm a demo player. He has a great endgame, NOED makes him a beast in the endgame which actually gives a really nice climax to the trial for both sides.
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@MadLordJack said:
Thanks to dedicated servers, survivors have priority. Same as grabs. It needs to happen on both your screen and the survivors screen for you to close the hatch, whereas survivors just need it to happen on their screen. I often have my 'close hatch' animation cancelled, and yet I have never had my 'use hatch' animation cancelled.
BUT, killers can bodyblock the hatch if they stand in the exact centre and the survivor will not get the prompt to use the hatch.
BUT BUT, if a survivor is smart they will remember that the killers hitbox shrinks when they are being impacted by a running survivor for about half a second (to prevent basement bodyblocking) and the survivor can still get out if they are smart.
BUT BUT BUT this requires pretty intimate game knowledge and somewhat precise timing. Still pretty easy compared to basic looping, but at least they worked for it.
BUT BUT BUT BUT can we just get a hatch rework? Please? It's completely random, so either it robs the killer of a kill or robs the survivor of their (usually, at least, unless they get good door spawns) last chance at escaping.
Wraith standing on hatch absolutely invisible = Good times!
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@ZoneDymo said:
would not be against it, Huntress Lullaby has 2 things currently working against it.
1 it immidiatly lets survivors know its in play as soon as they touch a gen, very boring.
2 it is of pretty much no value untill its max rank and unless the pressure is going well for the killer, it will be long gone before that.
I still like it though, imo if it just would not tell survivors it was in play and the mere realization of how late the warnings were was the indicator I would think it would be fine, but that goes for a lot of things in this game, it does not reward knowing how the game works, you dont have to figure things out, it just flat out tells you.
Eagerly awaiting the update where it does not only say Hex Lullaby is in play, but also to start looking for totems and a little jpeg showing what a lit totem looks like.....
I get the issue with it, but the main one is it isnt hard to even hit a surprise skillcheck unless it's a 3 oclock one, and even then someone who has experience is ready. This makes it have an actual punishment.
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I simply play more aggressively. You want an easy way out? Fight for it.
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@TotemAreMeButCool12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1221651#Comment_1221651
Your clearly not understanding most of the time people cleanse them and looking for totems while their cleansed is a waste of time so what the ######### and plus NOED is overused and its ######### imposible to get a game where their is a literal person face camping cause thats bullshit
So then you have a choice. You can trust your teammates and hope they're done, or make sure they're done youself. I myself follow the rule of "Trust but verify" with them. I trust they've already been done, but if I have the chance, I'll check.
Despite what many people say, NOED is not overused. If it is, DS is much more so. NOED is also very useful in certain killer builds, like pig who needs endgame power badly, or Demogorgon who shreds (no pun intended) in the endgame without NOED, and becomes almost S+ rank if it procs with infectious fright and can be defended with the gates.
If you want to complain, there are much more problematic perks and perk combos. Key's need to be nerfed, mori's need a rework so they can be nerfed without becoming useless. Deathslinger's issue with being unable to hit through windows with a chained survivor because the survivor is just walking sideways needs to be fixed. Pig needs her endgame back. There's a lot worse than meeting a NOED every 10 games.
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Then do the bones. I can't loop for ######### but I still can do bones alone and even a gen. If you can't do bones, perhaps this isn't the game for you.
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I agree mori's need to be nerfed, the issue is there's nothing to effectively nerf. Reduce to 2 hooks needed? Makes the mori useless; 9/10 times it'd be quicker to just hook the survivor. The only thing I can think of is a light rework to it's mechanics. Make it possible to save a survivor from a Mori; mori's will then be used as a controller over the trial, forcing survivors to be much more careful and altruistic to make it out alive. Maybe Make mori's a skillcheck battle between survivor and killer so the survivor can possibly escape?
Currently, there's nothing to nerf for the mori without making it completely worthless.
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Counterplay is when a part of the perk/ability has something a survivor/kill can counter, and is meant to be there. Hag being able to lose traps to flashlights is counterplay. Leaving a survivor slugged to avoid DS isn't.
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Perhaps a better idea would be able to create a temporary pallet when interacting with a pallet spot, on a cooldown and token system.
Start the trial with 1/2/3 tokens. When running through a pallet spawn, press the active ability button to temporarily create a dropped pallet behind you that lasts for 3/4/5 seconds. Causes a 180 second cooldown and inflicts exhausted for 60 seconds.
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Camping isn't real in the way everyone describes it, which is something killers do just to ######### with survivors.
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It'd be cool if it was 1 free unlock of a non-licensed item (killer/survivor, a set of cosmetics, that kind of thing)
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Honestly, 95% of killers I've seen camp (myself included) is because there's 3 #########'s swarming the hook giving him free hits. If you stick a frog next to fruit that flies really like, it'll learn that the flies come to the fruit, and it can eat the flies. Killer hooks the survivor, survivors (flies) come running to the hooked survivor (fruit), the killer gets a meal (hits a lot of survivors and causes major damage). If the community want killers to camp less, stop giving them hits and making it viable for them.
TL;DR: Mainly survivors fault killer camps because they all just swarm for the survivor the killer is camping and not punishing him by making him lose gens over it.
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Honestly, I at least want mutli-striking to reduce bleedout to be reintroduced and it costs a penalty on your current charge. Each hit removes 20% of what the hit person has of bleedout (so they go from 100 to 80, to 64 etc). Maybe, under perfect conditions, 5 swipes could be done on a single survivor (which would leave them with ~32.75%). The problem is how you can leisurely walk away, sit in a corner, and heal with the current timer. Doing this allows you to jump from spread damage to hunting capability and back. His power is more-or-less useless in chases completely apart from the ~5 seconds save done the first hit. This would allow him to use the ability to focus on a survivor instead, and forcing them to need to heal closer to the legion if they manage to escape, so instead of a thing where it's like "I stabbed 2 people ten seconds ago and they're all disappeared, mended, and probably 80% healed, with no other survivor in sight" it becomes "I can risk chaining damage to hopefully slow, or I can deal large damage to a single person and reduce their chance of escaping the chase safely."
TL;DR: His issue is depth. It's m2, stab, have a stroke, spend 2 minutes looping someone who's apparently bleeding out but can run circles just fine.
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Hard no on the silent clapper. An aware survivor would see him uncloaking if they're, you know, being aware. Without it he turns into a shittier, loud as ######### ghostface that can't stalk, cause at this point it's hard not to see him when cloaked.
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Gen rush is a real issue, but sometimes a killer get's lucky, or a survivor oversteps early and they can quickly create a snowball, balancing it out a bit.
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According to @Peanits there's been no change. I can't get on to check right now, but I feel like it's placebo, or perhaps something has accidentally been changed.
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@Peanits said:
You may be misinformed. We are not reducing the number of pallets on any map except for Disturbed Ward, which is having the number of pallets in the main building reduced to 2 from 4.
Well there you go, straight from their mouth. Wouldn't be the first time a stink was kicked up because one side or the other finally got a nerf/buff that was long needed.
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I don't care which side it favors, it's the only map that actually feels fun to me.
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Little hint with the forced healing part, if you hold down shift no survivors can interact with you (mending, healing, waking up, snapping out of it, etc). If you get downed and they try heal you to farm just hold down shift till you bleed out.
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You need to get close to them (Within attacking without lunging distance) then you'll get a prompt. When you see the prompt, click and it'll begin the execution animation immediately. Be careful, if for some reason the game thinks you'd need to lunge to hit it'll only attack and not mori.
Edit: They have to be running, not down. It's literally an insta-mori, it can be done midchase.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1204125#Comment_1204125
Pretty much. Some killers are so intent on tunneling they’ll wait outside the locker for 60 seconds or eat the stun.
I’ve said it before but if people are finding DS this much of an issue then they’re tunneling. DS rarely affects me because I usually chase other survivors.
Honestly, I've encountered it more after already having done another chase than finding them again.
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@Arxaion said:
Most "unsafe" pallets are completely safe to use initially, they just aren't safe to loop. All you have to do is time it better to stun the killer. For example, the pallet near the portal room in Hawkins (the pallet is at the end of a short table). That pallet is great when it is still up, but if you try to play around it while it is down you'll just get hit regardless. I support more of this.
This. Pallet stunning has lost it's meaning and has just become that thing that sometimes happens when you're 2m away from pallet and sometimes doesn't when you're under it.
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@Fibijean said:
I'd just like to add to the above that slugging is overrated as a method of applying pressure. What I mean by that is that slugging every time you down someone is more likely to lose you the game than win it. If you can get another down by slugging, by all means go for it, but it's a strategy that needs to be employed strategically and requires a lot of game awareness to do right, such that it actually does work to increase pressure and doesn't just waste your time.
A much more reliable way of applying pressure after you've downed a survivor is hooking them. Not only will this get you closer to the best means of applying pressure (kills) in a way that slugging will not, but it is also, for that reason, a far better way of compelling survivors to get off generators and go for the save.
As a survivor main, I can tell you that most of the time when someone is downed, I ignore it, because I assume the killer is hanging around nearby or about to pick them up and it would be too dangerous. Plus, it's possible that they have Unbreakable and will get themselves up. If the person is lying on the ground for maybe 20 seconds or more, and/or the killer is clearly in a chase with someone else, then I might consider going to pick them up. If they were hooked, I would know that they can't rescue themselves, the killer is probably not hanging around near them, and it could seriously hurt my chances of survival if I ignore them and let them die, so I am much more likely to get off my generator sooner and go save them in that situation. Basically, from the survivor perspective, a hooked teammate feels a lot more threatening than a downed one does, and that's what pressure is all about - making the survivors feel threatened.
I tend to slug if I have a hooked survivor, since it's forcing 2 survivors off objectives. One gets stalled to heal, and I can defend the hook.
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@joeyprtr said:
https://forum.deadbydaylight.com/en/discussion/comment/1203969#Comment_1203969
So u spent all this time arguing how I'm wrong about what happens on Xbox and u have no Xbox and no idea what can or can't happen . So u just wanted to argue?
No, you're trying to hand evidence over to me in a format I can't see. I get it's frustrating, but I can't just take your word it's what you say it is, so unless you can maybe find your friends reddit, twitter, or facebook thread on it, I have to assume it's fake.
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@joeyprtr said:
https://forum.deadbydaylight.com/en/discussion/comment/1203944#Comment_1203944
Found it on his profile activities u got a gamertag I can send it to on Xbox I'm ready.
Don't have an xbox.
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/143019/is-it-possible-to-hack-to-see-survivors
Don't underestimate how good killers can be at predicting where you are at. I can remember seeing someone when I go to hook someone else, and then calculate the only places they could possibly be hiding if I don't see scratch marks.
It's quite unlikely they were cheating, and if it's a wall hack there is no way for you to prove it from your perspective. They've had to have recorded it from theirs.
A really good killer is able to straight up predict what a survivor will do, after all it's their job to mindgame you into a hit.
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Maybe you'll get it the third time?
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Uhuh.
You wanna go again, or...?
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I don't see a link. Are you going to claim that then not link it?
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Lmao, you realize the game runs on dedicated now, right? Lag switching like this is impossible. The killer will just lag out, that's it.
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Step back for a second just before you swing. They tend to run into it from my experience.
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@Godot said:
I love all of your threads and I love the way you think, but the reason why Legion needs a rework is beyond me.
I think Legion is just fine the way it currently is, but I do like your idea! The power, however, doesn't really fit them, as it would look oddly supernatural. They look pretty survivor-like already and have the same height. If the Legion had the ability to disguise themselves as survivors, I don't know, it just wouldn't feel right to me.
I enjoy the Legion, but I have to say his ability is flat, there's not much depth to it. M2, stab people. have a stroke for 4 seconds, repeat. Trapper has players watching where they step, Ghostface has them always on edge because they can never be too sure. Plague is capable of making survivors think twice about doing their objective. Deathslinger even requires a good understanding of loop mechanics to use effectively. Legion is just M2, stab, stroke, repeat. If nothing else, he needs a rework just so he's more fun to play as and against.
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Demo would probs co-op, since it understands the entity if not directly controlled by it.
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I feel like theres some freedom to the killers just like the survivors. Killers aren't trapped to their maps, most likely have the fog around the campfire since benedict tells us something stands there, forcing him to turn back.
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Killers were in a sorry, sorry state. A great killer could lose to terrible survivors due to all the second chance perks, comms, and map size making it impossible to traverse quickly without an ability that does it for you. On some maps it was possibile for gens to complete before the killer could even get close when bee lining for it.
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@VolantConch1719 said:
Some of them absolutely hate the Entity. And they weren't all murderers before being found. I'll give a brief rundown of them.
Evan MacMillan/Trapper was heavily tortured into doing the Entity's bidding. Heavy dislike.
Philip Ojomo/Wraith has weird glowing eyes. The current theory is that he doesn't see the Survivors, but rather his old boss, Azarov, who used him to make people "disappear." Probably been tortured a bit too.
Max Thompson Jr./Hillbilly also has glowing eyes and likely sees his abusive parents. He's also just straight up feral and likely enjoys killing.
Sally Smithson/Nurse is implied to have been suffocated by that pillowcase. Her power also puts her through immense pain. Most likely hates the Entity.
Michael Myers/Shape is the literal embodiment of evil. He enjoys what he does, which is clear through his plain appearance.
Lisa Sherwood/Hag was probably tortured very heavily. Even Benedict Baker says this "Her very presence speaks of endless torture similar to mine. I wonder - did she refuse the entity's calling until broken or did she wish for this?"
Herman Carter/Doctor is an insane psychopath. Any chance he can get to show his superiority is one he will take. At the same time, he was tortured by that headgear.
Anna/Huntress kills for survival and has the mind of a child. She probably doesn't even realize she's being used.
Leatherface/Cannibal kills because he was forced to. He's afraid of the Entity like he was his family.
Freddy Krueger/Nightmare was a monster even before turning into the dream demon he is (our version is the 2010 version, where he was a pedophile). Believe me, he enjoys this.
Amanda Young/Pig sees this as John Kramer passing her off to a stronger master. She might not have enjoyed it initially, but this is all a game to her. The Survivors don't deserve to live.
Kenneth Chase/Clown is another psychopath who enjoys what he does.
Rin Yamaoka/Spirit never actually killed anyone. She also has those glowy eyes, and she likely sees the Survivors as her father. You know, the man who chopped her into pieces. She is an onryō, sustained only on her rage. She hates everything, and even the Entity has a hard time controlling her.
The Legion is a difficult one. All four are messed up in the head a little, but they only killed the janitor in self-defense (technically). Yet, they don't have any horrible defects like Evan's hooks or Lisa's... everything. This implies that they enjoy killing.
Adiris/Plague is the most innocent of the Killers. She even cut off pieces of her body to save a dying woman. To her, the Entity is a god. She was dying, and it found her. She would literally do ANYTHING to appease her gods, even kill.
Danny Johnson/Ghost Face is another complete psychopath, and the devs themselves have said that he has an incredible connection to the Entity, shown by his floating cloth.
The Demogorgon is just hungry.
Kazan Yamaoka/Oni is another bloodthirsty psychopath with a messed up sense of honor. The Entity saved him from death, and his honor would keep him in check.
Caleb Quinn/Deathslinger has those glowy eyes, and is the one that started the glowy eye theory. We have definitive proof, in his backstory, that he sees the people who wronged him because he was Irish instead of the Survivors. I don't know about you, but I would enjoy putting those people through endless torment.
Hope this explains their feelings.
As for if they disobey the Entity... We call that being turned into an empty husk and thrown into the Void for eternity.
Legion can also assumed to be enjoying it since their ability is literally getting into the hunt and stabbing as much as possible to cause pain and suffering
Demogorgon at base is a hungry animal, but it's easy to prove the Entity has full control over the demo, judging by how it picks up and hooks survivors instead of outright killing them, as well as understanding the rules of the hunt (Gen's can't be done or it's "food" escapes, there's 2 exits, it understands the hatch is a potential escape route and that it can close it, etc)

