Akumakaji
Akumakaji
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- Akumakaji
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Comments
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Banzaaaai! See? I knew you could do it! :>
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@JohnSsuitepee said:
I'm still wondering if this remains a bugged challenge as of 6.4.1, since I'm still keen to get this done at some point.
I haven't tried yet, as there is a whole new tome page, but soon enough I will give it a try ... and be disappointed. Again.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3283825#Comment_3283825
I only hid most of the match when I was a young sapling. Now I like to help my team and only hide when I have to.
I hope I get an afk killer.
Just give it a try! Sprint Burst and Quick n Quiet isn't a bad combo. Just imagine you took Proof as your third perk and stick to that Dwight that always has it equipped, and CoH as your forth, while running to that Mikaelas boon.
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@RoastedGarlic said:
why run lightborn when you can bring franklins?
This one here knows the truth.
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CoH is fine, it doesn't need another nerf .... oh, sorry, wrong thread.
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@Huge_Bush said:
Behaviour, please, pretty please with a giant ass cherry on top, don't make challenges like this anymore. I haven't even done it, just saw it actually, and all I could do is sigh a long exasperated sigh after reading it. I'm already bad at the game, I don't need challenges making me even worse have have my teammates wishing my PC explodes in my face. So please, stop.
That is all.
Thank you for your time.
Just do what you always do: hide in the bushes till the doors open. Easy peasy, lemon squeezy :>
But for real, even if its not that easy, its actually quite fun... and eventually you will meet an AFK killer and auto pass this challenge.
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@Ryuhi said:
Hatch standoffs may be gone, but they live on in S
piritShapeFufufu, I see what you did there. Nice!
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@Thusly_Boned said:
I like a 60/40 balance in favor of killers, honestly. I feel like thematically (I am a huge horror fan in general) the game feels better when you feel like death is the more likely outcome as a survivor. I want the odds against me, it makes escape feel like an accomplishment.
In horror movies, how often does half the main cast of protags make it out alive? Essentially never. An imbalanced kill rate just feels more appropriate to me.
Objectively, the game is fundamentally asymmetrical and unbalanced. Shooting for a 50/50 is trying to lay a symmetrical game balance ideal on a game that is inherently imbalanced, and likely unbalanceable.
This is already the top answer. I wanted to write something similar, but checked the couple of first replies, and well, there you already wrote your piece :)
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@EntitySpawn said:
I'm sorry but what do you actually expect from me?
When you have 0 gen defense the game is over in like 4mins, 4mins is not long enough to get the requirements.
Doesnt matter if you down stupid fast because you get punished for that and it's still not enough to keep up with survivors doing gens.
All you have to do is keep playing games and hope you run into multiple very bad survivors who cant do gens and have no idea how to play...
I still dont get why this hasnt changed, you dont even have to change the achievements/trophy you can just bypass that by changing what a merciless is. It's not like emblems serve any purpose but "iv played this role abit so I get BP" so why not change it?
I petitioned once to set killer releases to the 10-13th each month. This way we would have at least a fair shot to try for the adapt achievment right away. When the killer release these days, most of us killer mains are already deep into silver or even gold ranks, and have to wait some 3 weeks to get a fair shot at the adapt achievment ... or get really lucky with a potatoe team and STILL play like a possessed maniac.
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I usually play whatever I feel like and enjoy, but sometimes, when I get burned the whole night by a certain item or perk, I might run a counter like Franklins, Lightborn, Sloppy or even Shattered Hope. But this usually only lasts for a couple of rounds ^_-
Still, if you absolutely despise a certain item or perk then yeah: counterpick it, thats what niche perks are there for! Not everything has to give you 100% value each and every game and its the counter pick gotcha moments that are a lot of fun. If you always just chose the perks that will give you the big payoff, no matter what, well, yes, then just pick whatever is the meta build of the season. But other builds are also viable and counter picking your own pet peeves (@Pulsar :*) can help a lot to make the game more fun :)
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I usually finish the rift at the start of the 3rd tome page, sometimes as soon as the end of the second tome page, but DBD is, despite all its flaws, my most played and main game, and I got no family to take care of, so I can spend my free time any way I want. ^_-
The challenges give you a good return of your time, even though if you lose a couple of games because of the way you play. I guess your biggest issue is the playtime you got available and it might just not be possible for you to pull off :V
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/3280425#Comment_3280425
Camping does not work, I tested it on an AFK survivor and got 0 progress.
Well, thats good to know! Its not that hard to get this achievment the regular way or use Clown, so its got that camping doesn't work.
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@Renfear said:
Oh that's just great. What's the easiest way to get a survivor who's got haste? Freshly unhooked. Here we are, devs encouraging hook camping.
I wanted to say "just let them touch your banner", but lol, you are right ^_- BTW, Clown Bottles make this challenge pretty trivial, too. Actually you need to damage a hasty survivor, so I am not that sure if hook camping actually works, with the basekit BT being in effect.
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Catch up mechanics have been suggested a lot in the past, but it always boils down to an outcry of "why should I be punished for playing good?" plus a smidgen of "why should they be rewarded for losing the game?".
Personally I think that a catch up mechanic would be awesome, because stompy games are usually not fun for most people, but here we are now.
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The chat censor basically prohibits any constructive discussion about what transpired during the game, leaving you no other option but to trashtalk your opponent or to insult them personally. Creative and racial slurs have a pretty good chance to make it past the censor, and the more you threaten your opponent and especially their mom's, the higher the chance that your comment will make it through.
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Its literally the killers instinct and you can't fool that. They are supposed to be good at what they are doing, no matter how sluggish their control may feel or how much more the survivors know about the killers power and their progress :)
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Have a look at my rulebook and take whatever you like.
https://forum.deadbydaylight.com/en/discussion/345818/the-killers-rulebook#latest
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3278020#Comment_3278020
Oh ######### now I feel bad.
I genuinely couldn't tell you weren't a native speaker.
Don't feel bad .. and thanks for the compliment ^^
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3278020#Comment_3278020
Bestie if it means anything your English is very close to flawless with a couple of typos that most native English speakers also make (have you seen my comments, they're absolutely riddled lmao).
It's really good
Awww thank you <3 Ya guys are all so wholesome!
I watch nearly all my media in english, so that helps a lot.And I had a dizzy Nevada girl at my side for three years, and that also helped, but I never lived there.
I will give it my best to improve, though. Thanks for ADDressing the issues :P
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3277983#Comment_3277983
"peeve"
"hasn't"
"addressed"
I promise I won't do that again
Ah no, I don't mind, as I am no native speaker ^^ I wrote that down in hurry, but getting it thrown back at me like this is probably the only way how I will get it into my dense head ^_-
And I have probably used "pet peeve" in written form less then a handful.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3276858#Comment_3276858
Old MoM lasted a couple weeks.
CoH is almost okay now.
Why do people have such trouble with the concept of BAD THINGS ARE BAD NO MATTER WHOSE SIDE THEY ARE BAD FOR
because "whataboutmyfavoritepetpievethathasntbeenadressedyet"
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@ByeByeQ said:
You know what's bad for the game? Hopeless matches. You remove the hatch and you crush what little hope the last survivor has left, why should they do anything but come to you to die?
And that's why the hook grabs must stay, too. They are the killersx version of a 4% self unhook.
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Reminds me of the time when Pinheads daily was "send 4 survivors into the cage". That was a slog ... not long ago they halved that to two caged survivors, which feels much better.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3275694#Comment_3275694
How can people reach the conclusion that Nightlite is a playerbase that is better on average. The Dredge has around 53% killrate on there but on the stats we got shown by BHVR he was up to 60%. Same with Pinhead. On Nightlight he has a measly 51%. The Artist has 48%. What? Are those killrates averaged with killrates before patch 6.1? I'm so confused at what I'm seeing on there vs what people are saying😵
Because casuals, the probably least invested and mechanical worst part of the player base, couldn't be bothered to take a screenshot after each game, then go to a Web page, make an account and upload all those screenshot and THEN verify and edit each one by hand.
Only players who are seriously invested in the game would do this chore ... like me :)
Killers like Pinhead are notorious noob stompers, but crumbled a bit under the weight of proper applied SWF and that know the proper counter to his power, ie the importance of box management. Most players uploading to Nightlight thus won't die as much to Pinhead, resulting in his significantly lower kill rate there, compared to his overall stats that include all kills, be then hight tier SWF or 20h fresh soloQ.
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@Audiophile said:
Devs are constantly silently adding little ######### as well as purposely not fixing little ######### that screws survivors. It’s gone on as long as I’ve played this game… years. They only care about pushing killer win rates higher and higher and do the bare minimum for survivors. My guess is they could care less about maintaining current survivor mains and figure they’ll do fine with new players who don’t know any better and might accept 75-80% killer win rates. Little bumps and parts of objects etc magically appear out of nowhere and mess up your loop, gates spawn so close that a killer can easily guard both, hit validation just stopped being a thing like a month after it started, the dredge sounds like the hatch, Nemesis/Wesker’s infection sounds like hex totems, Like 99% of survivor outfits are colorful so you cant be too stealthy. All this is intentional to make survivors lives miserable. Isn’t your new outfit cute? Now go die so the killer can feel special.
Thanks . I was a bit down, but your post was so comedic, that I just can't stop rolling on the floor.
I am also 100%, nay 1000%, nay 10000% convinced, that this loop breakers were just installed to mess with you, personally.
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Yeah, that's a real d-move.
Take solace in the fact that when this happens, I thank the snitch by giving them the hook and he ratted out one he hatch or gate :)
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@GeneralV said:
I remember Ghostface's PTB. It was really pathetic how weak he was.
Twins on the other hand were just a miasma of bugs on their release.
I don't know much about the Knight, but is he really that bad?
I guess the knight is nowhere as bad of buggy as those two. I want around when they dropped, but I heared stories.
Knights power is really, really bad. Well, not bad, but there is basically not a single aspect of the power that is not known and telegraphed to the players. Literally. Imagine if Spirit stayed visible during phasing or even got highlighted while doing it.
And then some parts of his power are strangely coded, leading to "unforseen consequences". Chiefly among them, when sending out the orb the knights terror radius and being is transferred to the orb, allowing him to stand right next to the hook, while duping the game into thinking he is far enough away to trigger Make Your Choice. He hears that u hook, he teleports back to his body and SMACk.
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The basement is like be last place the killer looks for you, literally. If you need to go AFK for 2min because of RL issues, chances are that you will stay unmolested if you park your boots down here.
It's also a good place to heal some sloppy wounds, if you happen to be in the vicinity. Though the lockers down there seldom see real play.
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I wanted to talk about Freddy. Couldn't forsee that someone would make a new topic just today ^_-
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I would just guess that stuff like cosmetics aren't done on a whim, but planned at least 4 Month in advance, if not hapf a year or even more, so asking now for some christmas-themed cosmetics for a specific character AND an event tome to boot, that's not happening ^_-
But maybe your plea will strike a cord and influence next year's winter event? Even though, I smell a wild Vittorio, tbh.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3275871#Comment_3275871
Its depend one which chase. The first chase is the most important. If you down a survivor 30sec in, its guarantee to have 2K just by camping. In the other hand, make a single mistake (mostly because of old Dead Hard) each sec of chasing means 3sec of Gen.
The game is about the first chase.
Interesting musings ... but really, who camps? I often get my first down that fast, because I am addicted to Lethal Pursuer, but I never camp anyone out unless its some very special circumstances, ie EGC or someone tilted me to no end ^^
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Farm with survivors, then hit one after another when they are all gathered around a gen.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3275606#Comment_3275606
I've been wrong before. Deathslinger and Blight to name a few.
Wanted to be thorough.
Thanks for your hard work.
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With Pyramid Head, they see exactly the trajectory of his POTD projectile plus get a loud and very visible warning ... oh wait, thats already implemented. Never mind ^_-
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3275686#Comment_3275686
Last night I was considering making this exact same joke um
Same, lol. Oh, and grats to exactly 21k posts. I know that you must feel excited and elated to have finally reached adult status with your account.
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3275537#Comment_3275537
I think it’d be cool if he can “mark” survivors with a basic attack that makes it so his guards hunt them longer.
Hmm indeed, this could be a cool secondary ability or passive.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3272828#Comment_3272828
Meanwhile I've been getting plenty. It feels good to have the most fun item to use actually feel decent again too- so much more engaging than another toolbox/medkit.
So, today it happened: a survivor got a successful flashlight save against me. Hurray!
I am not saying that I am special or anything, but with time you develop a sense for when its save to pickup and when someone is hiding around the corner etc. Also, of course, the regular stuff of turning around, facing a wall etc helps.
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@Witchubtet said:
I mean, Ive played like 70 matches as Knight got him Prestige 5 Level 30 and the main issues I saw are his guards not wanting to follow survivors immediately and that he doesn’t have a secondary power. If he had one he’d be way better.
Give him a cleave that can hit multiple survivors and has a slightly longer reprieve animation. Maybe even let him use it to break (Only) breakable walls.
I think the way to save the knight and to make him viable is to do away with the orb entirely. With my proposed change he had 4 ways to activate the power:
1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack
2) highlight a gen or breakable object to summon a Guard and kick/break it
3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it
4) highlight nothing and just plonk down a standard and have the guard patrol around it.
This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.
His perks are mostly ok, but Hubris really needs to be buffed to at least 30s. 20s is barely enough to close to a survivor if you are running Spirit Fury and they get to a vault, without it you got no chance to use it at all besides a once in a blue moon missplay on the survivors side.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3275234#Comment_3275234
The game is already over IN THE KILLER'S FAVOUR
But you can still be who you are, it's DBD anyways. I have no hopes for this community.
I for one love to give the last survivor either the hatch or the exit gate (unless they vigoriously t-bagged me or something), but I want to have "won" and asserted my dominance, ie downed that survivor or have them cornered and them giving up by quick crouching. So me trying to finding and closing the hatch doesn't mean I want to kill ya, but its part of the game. The ball is still on the field and the trial is not over yet. Yes, three are dead, but the hatch is there so that the last survivor doesn't give up, but has a reason to game on; its no freeby, though.
In the same vein, if the survivors finish repairing all 5 gens and then the killer downs one, should the survivors adhere to the same rules? Honest question: if they finished and the killer got just 2 hooks but downs one survivor, should they just open the gates and leave, because "they have already won and shouldnt sweat. Leave the killer with his small phyric victory", because "the game is already over IN THE SURVIVOR'S FAVOUR"?
If the answer is no resounding "yes, of course", but rather evasive with some "if"s and "but"s, then I see your bleak view of the community as rather baselass prattling.
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I think you can also use it on the first gen you do. Often the first gen is just a fly by that the killer has no chance to counter, especially if he gets into a chase. Here you can load up safely on some extra juice for the next gen and get a head start. Or tap a prominent gen in the middle, install the 20% and leave, setting a red herring for the killer who might lose some precious time jumping at shadows, because he can't effort to lose the middle gen right at the start.
But all of this are some advantages that are hard to quantify. In the end the perk is as useful as you make it.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3274070#Comment_3274070
Players cannot find the hatch mound at start of trial anymore. Devs patched that awhile ago.
Yeah, I was already informed about this development. Thanks for the clarification, though. Good thing that they changed that, that bump up when walking over the invisible hatch was really dumb.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3274589#Comment_3274589
The game is already over my friend
Stop sweating for the 4k as if your life depends on it
The game is already over my friend
Stop fighting for escaping as if your life depends on it and just roll over ... oh wait, it doesn't completely work this way! But you get my gist ^_-
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@blackfoxx_x said:
Clown's yellow bottles work too. Was able to get the achievement in a single match.
Thats pretty clever and finally a way how peeps will use Clowns yellow bottles :)
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2902955#Comment_2902955
https://forum.deadbydaylight.com/en/discussion/comment/2902959#Comment_2902959
I am touched by your words, my dear friends. I did not expect people to care that I was no longer around, but know that I sincerely appreciate it <3
The truth is...I see no point in continuing this crazy little mission of mine. I've already spent 2 years and 8 months fighting for my old precious killer, only to miserably fail. What should have been clear from the start is that our quest is either completely ignored by BHVR, or the idea has been rejected from the start.
I know it is not right of me to say this, especially after the countless promises and the amazing support I've received throughout the years, but...fighting for something that likely won't see the light of day while being CONSTANTLY reminded that this game will never be the same game that I fell in love with back in 2018 is...difficult, to say the very, VERY, least.
I don't think I want to do this anymore. I don't think I can do this anymore.
Some thread necromancy, but today I played 4 games of Freddy. He is very characterful and I only wish that they would utilize the dream world in some fun and creative ways, just by brainstorming for 5min I guess we all could come up with some interesting ideas.
In the current state of the game, with so many wild and different killers and abilities, Freddy sadly feels very dated and his powers just ticking off the bare minimum of what a power would need to do.
Freddy is on the top of my list for killers to be reworked, for all that is worth.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3274895#Comment_3274895
What was the announcement? I must have missed it.
BHVR somewhat officially announced early this year that they were working on action icons for soloQ survivors ... well technically also for everyone else, but soloQ would be the faction benefiting the most of this.
Something like the icon next to someones profile showing if they are chased, repairing a gen, opening a box, interacting with killers property, healing themselves etc. This would help soloQ so much, as when everyone is on a gen and someone is on the hook not everyone would leave the gen to unhook etc.
Peanits just confirmed that they are still working on this, but that there is no release date in sight, yet. Still, I am happy with this.
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As with most of this kind of achievments, play the new killer and you will get it by accident by just playing the game. While I grinded down my 50 hits for "Cruelty Loves Company" I finished A Fast Death just by accident and long before I got 20 stacks for Cruelty.
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Most fun I had was sending a guard after a survivor on the Ormond balcony. I went down the stairs by the gen and then intercepted them when they ran down the other stairs, still being chased by the guard.
Another time I deviously plonked one guard down by a hook, walked away, and that survivor unhooked themselves via Deliverance, got immediately chased by an assassin and prolly downed a couple of seconds later.
But for every one of this instances you got survivors who just run away and vacate the detection range of your guards before you even place them, while you are stunned in the orb sequence. I think that we should do away with the orb entirely and just press M2 to have guards spawn at a highlighted survivor/gen/pallet and do their thing.
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@Stroggz said:
PLEASE, if you play knight as killer, play with some integrity.We are the killers, not sisters of mercy.
*dun dun dun dun* Temple of loooohoooovuuuu
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3274879#Comment_3274879
This is actually something we're looking to do! We posted a design we'd like to implement earlier this year to gauge interest, and the reaction seemed pretty positive. It hasn't been forgotten, but it's a lot of work to get implemented, so I can't say when we'll be able to squeeze it into an update.
That announcment is not forgotten :) Thanks for the small update. Truth be told, I think that this will be one of the most important updates you are ever going to implement. SoloQ would be revolutionized with this kinda knowledge. Well, I might be jumping the gun here with being overly enthusiastic, but in soloQ you lose massive time every game in one way or another, like when you decide to abandon your gen and go for an unhook, only to meet another survivor there who had the same idea. Collectively this wasted some 40-50s gen time.
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@Vampirox said:
like Peanuts said its important for the killer to get a notification so he can tunnel, cant make it harder on the killer
My, are you a fun individual :) Lets try again and have a fruitful discussion here, instead of just throwing random insults at each other.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3274070#Comment_3274070
Just so you know, the bump hatch thing was fixed months ago.
I actually didn't. Thanks for the clarification.
