Akumakaji
Akumakaji
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@rvzrvzrvz said:
Skill issue and fragile ego, loop someone for too long = facecamp it's too funny... doing gens, looping, using pallets, if chase last for more than 15 seconds.. literally anything is toxic
If you loop me for an extraordinary long time this means you got skills and am too dangerous to be kept alive/risk resetting and being an absolute nuisance.
I don't believe in camping, as it hurts the killer more then the survivors, if they are somewhat competent, but I do believe in tactical tunneling, and being too competent makes you a prime candidate. Even if it doesn't work it will usually lead to other survivors taking protection hits and not working on gens.
So being too good or too competent might lead to your own downfall, the classic trope of "victim of ones own success". *shrug* It's a killer kills survivor world.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3129616#Comment_3129616
The "just wait it out" counter?
You quote often see survivors who either quickly rewerd and run into you or "surprisingly" run a loop wrong and bumping into you. Of course they always trigger DH and I learned to subdue my urge to swing after an embarrassing series of falling for this.
But now I nearly always see it coming and down my overtly cheeky survivor cuties.
The other way survivors use it is GbR legitimate way, i.e. activating it when you are breathing down their and are ready to swing at them.
If you lunge it's pretty well telegraphed, but if you make a regular attack then its a sort of mind game
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@Chaos999 said:
I kind of like that map. Wraith with shadow dance and chase perks (my favorite build for him) is just a sad, sad day for survivors.
You know that if a killer is using Jigsaw offerings its either a souped up Wraith or an angry Nemesis.
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@JawsIsTheNextKiller said:
I used to feel cheated out of chases so much. Now when people use an exhaustion perk against me (including dead hard) it feels fair.
On survivor, although I don't use dead hard now, I feel liberated. I don't feel I have to use an exhaustion perk at all. Before, Dead Hard was cemented into one of my perk slots for every survivor, because if you didn't use it, you are putting yourself at a huge disadvantage.
A great change, and I don't care what people say, I LOVE the animation!
This pretty much says it all!
Before DH robbed you of so many downs when the survivor, finally, had committed a mistake and DH still covered for it. The sentiment of it seemed to be "if you outplayed them, but they used DH to get away, did you really outplay them?" and I died a little bit inside each and every time I got "outplayed" by DH or they used it to get uncounterable distance to some vault or palette and extent an already way too long chase by another 20s.
When the big, bad patch dropped it became crystal clear to everyone that DH wasn't just "lul, it's just a perk. Git gud", but when survivor gameplay crumbled and fold under itself and a whole lot of survivors got the wool ripped from their eyes and they had to realize how they got boosted and carried by that perk.
1 1/2 days the survivor community lay in shocked paralysis until it sorta recovered and people (re) learned how to loop without it.
But that's water under the bridge, now.
Nowadays we face much more diverse builds and all kinds of exhaustion perks. DH still is used by a lot of survivors, and many have adapted surprisingly well to its new rules. But when it's used correctly now, I don't feel cheated and the flare of anger is very short lifted and soon replaced by a nod of respect.
I am surprised, but BHVR pulled it off: they nerfed this perk without depowering it. People had prophesied that it got nuked from orbit and nerfed into oblivion, but that didn't happen and it became both: useful AND healthy with meaningful counterplay and sorta mind games from both sides.
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@Phasmamain said:
He fits the “Mid range zoning anti loop” archetype perfectly. Not to mention his tentacle hitbox feels janky especially at T3
Unrelated: congratulations to your exactly 10.000s post :>
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@Chocolate_Cosmos said:
Usualy I see negative energy towards Nemesis from Survivors. Why?
Because his ability to easily break palettes and hitting survivors over low cover at full lunge distance is seen as "cheap", "no fun" or "no skill" by some survivors. It is not, but what ya gonna do? Some players just don't want to learn counters to specific killers.
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/340824/the-game-is-too-easy-for-killers
I partially agree with this post, ONLY in the sense that the hooks need more distance. Especially with the patch, there's always a hook within 24 meters of each other as far as I've seen and that's too close, there needs to be at least 40 or 50 meters of distance between each hook so survivors have a decent chance of wiggling off.
Everything else here comes down to skill, ping and server latency. Even against a Wall hack Myers, which is the best example for seeing survivor auras and even then, decent survivors can loop him with the right tiles or even in general.
I've seen and played killer( but I'm more of a survivor main.) it's not a walk in the park but it's generally easier then before to get hooks and kills.
The thing is that wriggling off on your own never was supposed to be a common occurrence. It usually only got a chance to work if the survivors work together via bodyblocking, taking protection hits and/or sabotaging the hook.
Every now and then you might wriggle off on your own when you go down in the wrong area, someone already died on the next hook or the killer gets unlucky with hook spawns, but in general a killer must be able to hook you after getting a down or their entire time economy might break down.
Just imagine not tunneling, but also not going for max hooks, getting 8 hooks seems reasonable in order to get your first kill. With 35s per chase that's already 4.40min, and that assumes that you down survivors like clockwork, never lose someone and always find the next survivor right away. You just can't afford to give survivors a "decent chance to wriggle off".
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@Cameragosha said:
Should remove pallet in new RPD it have too much.
This one had me scratch my head to hard I nearly passed out. What made anyone think that this was a good idea? Seriously... Just by telling this concept to someone they could tell you that this was pretty busted.
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Thats a known bug and is actually the difficulty setting. Setting it on "Ultra hard" difficulty adds more and more gras, foliage, clutter and deeper shadows on the survivors models for the killer side and giving you as the survivor a false sense of security when you think that you are extra well hidden, while you barely half covered on the killers side.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/3128829#Comment_3128829
I know killers and survivors can be toxic at times, but the OP goes I am just playing the game, why so triggered because they tunneled which is just as much simply playing the game... Yet he seems tilted about it?
There is no mention of being hit on hook for 2 min straight and even if it was I doubt it would be each and every single game.
I don't get your response to my post and the relevance.
You are right, my bad, the "getting hit for 2min straight" was anecodotal by another player further down the thread, not by OP.
The rest of my post was just some bantering and talking about things vaguely relate to the matter discussed in the thread. Its often more fun to respond to someone specific then just shouting something out into the void :) Sorry if I came of somewhat stand-offish.
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I also main pyramid head because it feels so rewarding and satisfying when you down someone with his punishment of the damned attack behind a wall. I also played Silent Hill 2 to death when I was a kid, so he and me, we go way back. For a while I hardcore tunneled with him, as thats what he is best with kit, ie the good old "Hook, cage, hook" whombo-combo, but after some scolding and reprimanding of @GoodBoyKaru I am now a way more chill Pyramid Head that routinely gifts survivors the hatch, unless they were totally obnoxious during the trial.
And I will forever cherish the savory double KOs of unsave unhookings before the BT basekit. That alone made quite a couple of players DC, but I can imagine how your heart must sink at such a moment.
Besides Pyramid Head I play a lot of Clown and Oni, am trying to git gud with Spirit and will soon be a Wesker main! Yeah!
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Legion - they are always a team, support any orientation and you might end up getting on the wrong end of a fivesome. ("Feral Frenzy my arse ... oh .. that was just a figure of speaking! Nuuuuuu")
Plague - she was quite the stunner back in the days, but now has problems of letting go of her power plays and letting her sweet personality shine. Can you help out and lend her a hand?
Artist - the troubled artist is basically trope in itself, but adding all the Spies in the Shadows and the subtle body horror? Could be fun. And she really needs some loving neck-massages, as the neck pain is actually killing her.
Dredge - a surprisingly loving non-binary-personality with a Ravaging sense of humor. Also quite experimentally minded and open to all things your hentai-addled brain can think off.
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@ThiccBudhha said:
But then the swf with a matching name bring the same build and offering as their friends playing the same character can't say, "we weren't a swf, lol." That is my favorite line.
Don't worry, they would still keep on insisting that they are all soloQ :) Thats just how they role.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3128889#Comment_3128889
The game needs built-in ways of helping to avoid these situations. Like survivors losing collision if they get birds.
There's also the problem with survivors stealthing not working on gens for extended periods of time. If there are two solo survivors left and they're both thinking, "Well, I'll just wait for the hatch," it's hard to say that's wrong. Me, personally, I'm always the survivor in that situation who tries to work on a generator despite knowing it will get me killed, and it sucks to always be that survivor, to be the one to die so that the other survivor hiding somewhere on the map, the survivor who stopped participating, gets the hatch. I have a lot of matches where it's three survivors left, and while I'm attempting gens the other two are stealthing around on the edges of the map. And after I die, they just continue doing that, because the hatch exists and it encourages this behavior by rewarding a ridiculous number of Bloodpoints. Why would survivors bother to attempt gens when getting the hatch rewards so much more? They escape, they "win," and they often more than double their Bloodpoints doing it.
You know what? Even though this MIGHT sound reasonable to a normal person like you, I GUARANTEE you that some SWF group will easily find a way to weaponize it. Thats what always happens. Like having a dedicated survivor accumulating crows so that they can dodge in and out of the killers model or something like that.
Taking the game hostage from the killers side is exceedingly rare and usually ends with the killer losing patience and hitting the survivor. The few instances were the game was legitimately taken hostage are a smaller problem then the crazy stuff dedicated survivors bullies would come up with. This much I am sure off!
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I second that. I don't see any damage by showing it to the killer after the game. Maybeeee there could be some corner cases where the killer recognizes a player in the lobby? But that could still be done with todays system and the survivor pool is actually that big that it shouldn't be an issue.
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@catnipthegreat said:
just add kindred to survivor base kit. I feel like that would solve so many issues. swf already know if they are camping... solo queue needs help. its rough out there.
But why not simply EQUIP kindred, when you are playing soloQ? This perk is pretty good, no way denying that, so why do so many soloQ players seem to have such an allergy to it?
My most successful survivor build is nearly all information: Bond+Kindred+OpenHanded+Borrowed Time. Its so good that I even run it sometimes when surviving with friends, as the difference between hearing what someone is doing and SEEING were exactly what is happening is staggering. But of course, many SWFs will opt out of a build like this for more "fun" or "flashy" builds.
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Just some food for thoughts: when playing against me this perk will just sit there in your loadout and waste one of your perk slots, giving me a slight advantage. Its not pure "pay to win" or "pay to not lose", as it only counters one certain playstyle; a playstyle thats quite boring.
But as some players have encountered camping as a problem, so I don't mind such a perk existing, I just wanted to warn ya'll that you won't get much out of it when versing me :)
On a sidenote: why hasn't Camaraderie seen much of an uptake since the 6.1 patch? Before Reassurance this was basically a great option with a somewhat similar effect. Well, Camaraderie could use some QoL improvements, though, like informing the other players that you got it and they only have to come in range to trigger it. Besides that its a fun little perk that many soloQ players seem to be totally sleeping on.
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@dugman said:
The main building is strong for survivors but I’m not sure if the map overall is, the outside feels kind of weak. It’s a bit like Dead Dawg Saloon where if you mostly ignore the main building as killer and focus on protecting the outside it seems to go a lot better.
There is this long, low fence directly in front of the main door to the main building (with a swing next to it), that got a palette in the middle. If you don't destroy this palette its basically an infinit and you can't catch up to the survivor running it tight. If you take the moment to break the palette, they can bolt into the main building and got a pretty good chance of escaping your clutches.
One of the few features I like about this map are the big holes and depressions on the map. Its kinda fun to run into them and go up and down, this is a feature I would love to see more often. But besides that I don't like this map too much. The far right side (if you look from the main buildings door) with the car and low fence and gym right next to it is also pretty strong and can waste a lot of time if you get caught up there.
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Your typical spirit match. Even with all the counterplay they added to her kit, people still threat her as S-Tier just below Nurse and Blight and just refuse to play her.
The Steve just went down really fast and, even though I left the hook to nearly the other side of the map, killed himself on the hook. The one Jane then couldn't cope with put on the hook for a second time (no tunneling though) and just DCed.
I then semi played the game normally, alternating between both of them until they were both on death hook and then I killed of the Elodie, because she was prestige 12, so I figured the other Jane was less experienced and might enjoy the hatch more. But still, that game was totally destroyed by the early suicide and the closely following DC.
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I think it was confirmed by Mandy in the past that just cornering a survivor like that doesn't cound as "taking the game hostage" until you do so for several minutes.
For example: if I happen to trap a survivor in a corner like this in Lerys or in the far corner of the RPD library I gload for a few seconds, maybe spin in place, nod like a madman ... and then hit the survivor, because we both got a game to play. In order for this to count as a hostage situation you have to show deliberation and keep it going for a couple of minutes.
There were never hard and fast rules about this, but I can hardly imagine a situation were you accidentially trap someone in the corner, then have the immense urge to go to the toilet and then return to set them free. Maybe one crow can be tolerated, but as soon as two crows appear you overstepped the line.
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I really like this idea. As a killer your means of communicating with the survivors are really limited. Most of the time thats not too bad, but sometimes you want to show something else then pure aggression. Like, sometimes when I down a survivor after a tough chase I give them a single slap on the hook and nod, before zooming off, just as to say "well played". But the same single slap on the hook and nodding can be seen as toxic; its all in the eye of the beholder as we don't have many other means of contextualizing or modifying the simple acts of hitting and nodding and maybe spinning in place.
On the same note, why aren't there any more survivor emotes? I mean BHVR is selling all kinds of outfits all the time, why not an emote pack or specific emotes in the shop related to the season or event or whatever? This seems like a no brainer to me. And while I don't like the idea of everyone doing the Fortnight dances all the time, a few well placed emotes could also help the soloQ crowd A LOT. I mean, pointing and motioning to follow is all nice and well, but maybe a "heal me" "lets do gens" "split up" "go to shack" or even "yes" and "no" seem like they are severely missing in a game about team play.
But back to OPs topic: killers using their signature move or something like doing the heart with their hands to notion a hatch gift could be pretty fun. One part that sets playing killer aside is the feeling of isolation, of you vs them. Sometimes you have short moments of interactivity or understanding between killers and survivors, but these are even more limited then communication between Aliance and Horde players. Kek.
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@Kalinikta said:
How is tunneling you any more or less wrong than you making them swing and miss or helping someone out?
Maybe stop complaining about people that aren't doing anything wrong either?
To be fair, hitting someone for 2min straight on the hook qualifies as being toxic, in my book. Usually, if someone gives me a very hard time catching them, I sometimes give them a single slap on the hook. Some might see that as toxic, some might see it as a nod of respect and a "you gave me a hell of a tough chase there, well played" and depending on the person it can be both; as a killer your means of communicating with the survivors are rather limited, you see?
Sometimes when a survivor pulls off a super crazy stunt and t-bags once or twice afterwards, that might just be the adrenalin rush, but there are those who do it every single time they pull of the most mundane things, and they clearly try to trigger you and worm their way into your killer mind. There are nice and pretty terrible people on both sides and the same action can be viewed vastly different just because you might be biased for being on the other side of the fence.
Just a couple of days ago I was playing Bubba and noticed that one of the survivors was a pretty chill guy I had befriended (and who was now in my friends list) a day earlier while playing survivors. So I went easy on this one and made sure that he escaped, but well, everyone else died.
In the post game chat I then said "gg everyone. I am happy that you *player xyz* escaped <3" and then all hell broke lose and I got called super toxic, a dirty camper and tunneler and typical Bubba player from everyone involved. The player obviously hadn't made the connection and just saw me as the mean killer and whaled down on me. Well, one of the survivors on hook died because I lingered a moment to hit a gen, destroy a dropped palette and open a locker in order to proc Darkness Revealed. When all this was done I noticed another survivors sneak up on the hook and chased them off; nothing too bad actually, but enough to evoke the notion of getting "camped by a Bubba" in everyone.
So why do I tell this story? Just to show how most things happening in DBD aren't as clear cut as they might seem to you. The game could profit a lot from everyone taking a chill pill every once in a while. And it could also benefit a lot from imposing a 0,5s limit on crouching and flashlight clicking ... but who am I to dictate others how they should have fun in this game? ^_-
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@akanadi said:
https://forum.deadbydaylight.com/en/discussion/comment/3126550#Comment_3126550
wdym???? what about solo queue? youre just punishing them and trust me 95% of swf's arent gods, and awful point saying nurse doesnt need to be nerfed thats a different discussion nothing to do with swf, if anything solo queue needs to be more like swf or killers should get to know who is swf so they can use some counterplay like being unpredictable yknow
Honestly, if I knew that I was playing 4 soloQ players, I wouldn't play as sweaty and try-hard then as if I am suspecting that you are SWF. Of course, some SWF are just goofing around and having fun or mememing, but against the good ones, in order to stand a chance at all you gotta shift gears into overdrive right from the start.
Sometimes you can idendify the one player who isn't up to par, ie the soloQ player in the lot, but this still puts you in a bind: do you kill the soloQ player off, so that you have an easier time dealing with the SWF? Do you let them off the hook and hope that the SWFs are more into bullying, then doing objectives? Then you could off them one after another and gift the soloQ player the hatch. But honostly, this kind of outcomes are super rare, most of the time the soloQ player dies early and you might get one of the SWF team, while the other two escapa dancing.
I am all for giving soloQ players the action icons better yesterday then tomorrow, and you shouldn't punish the guys and gals who are just in for some casual fun either, but the high level SWFs groups ... oof, if you don't balance the killers power to what they can bring to the table, then its just aweful and akin of bringing the lambs to the slaughter.
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I usually don't camp, so I am actually quite happy about this perk: the whining about camping will hopefully down and if theoretically everyone was running this perk, I would be up against just 12 perks. Hurrah! And don't forget that its got a super short range, so whomever comes to proc it should be somewhat in your reach and in danger of getting attacked.
Also, if they keep someone up on the hook, thats at least 2 people semi out of the game, the hooked survivor and the one running reassurance.
I still think, though, that @Crowman is right and the cooldown should be longer.
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@Crowman said:
Because the game is more complex than just "don't camp".
There's valid reasons for the killer to be near the hook such when other survivors are heading towards the hooked survivor or the hooked survivor is between a 3-4 gen area that the killer wants to defend. Reassurance with the current values is way to effective at forcing valid situations into lose-lose situations on the killer which isn't exactly fair.
Not to mention the ability to grief other survivors by preventing them from dying. If you think a killer facecamping you to death for 2 minutes is bad. 2 survivors can "facecamp" you forever.
Not true. 2 survivors can't facecamp you forever, there is a hard cap of 60min :P
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Its the only way pleb me can finish those "blind the killer x-times" tome challenges :D
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3122833#Comment_3122833
but that's the whole fun of it? We have worked hard to get to end game so i should be allowed some fun. now one perk takes away any recovery from adrenaline.
Imagine bringing Blood Warden into a game and it gets hard countered not even by a perk, but by a survivor tactic that isn't even detrimental to anyone 99% of the time, ie 99ing the exit gates. shrugs Thats just the game, if you are not a meta warrior you gotta live with not getting value out of your build EVERY game. But thats the fun of off-meta builds: when they finally click and all the pieces fall together, you get such a fun rollercoaster.
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@D2night said:
Do you guys still have a lot of flans left over from the event? About how many? And which role
I got about 200 survivor flans and 650 killer flans.
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@Lycidas said:
The 1.5 multiplier doesn't apply to offerings, there's no difference between playing a cake or pudding now and playing it once the 1.5 event is over
Nuuuuu! Don't destroy my perception that blood hunts are THE time to play offerings, bloody party streamers and cake/flan. :<
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@humanbeing1704 said:
So just like the old version lol
Under a lot of circumstances the cold DH was pretty much uncounterable. The new DH requires right precise timing and deliberation, just like a souls-like counter ability, and if you get hit by it you might feel a short burst of anger, but you don't die inside bit by bit, but actually feel that it was kinda fair: you got legitimately outplayed and had a fair chance to see it coming.
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@tendyhands said:
If you think this game is anywhere near survivor sided right now you are just lying. You are basically saying if some killer mains say the game is survivor sided then it's balanced. Think about that logic for a second.
That's a pretty entitled "knows it all" opinion.
The thing that mostly approaches the truth is the thing @ThiccBudhha mentioned:
At the lower end of the skill spectrum the game is, and always was, killer sided: new survivors have no idea how to evade the killer, how to hide, how to loop and get pretty much lead to the slaughter.
At the higher skill end high skill survivors still run circles around killers and it barely feels differently from pre patch. Well, not entirely: the DH change means that you get your reward for outplaying the survivors and the abundance of Proof Thyself means that you usually find two survivors at once and get more opportunities for them to make wrong plays.
So overall high level skill games feel much fairer even before, but you still get barely a chance vs truly organized SWFs.
And in the middle ground its wild west and everything is possible.
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I haven't tried DH once since the update, but I play a lot of killer and survivors are using it quite after the initial wave of "its dead and murdered".
It's still the singular exhaustion perk that can be used on demand while out in the open or out of position. Its use is now quite tricky and skill, though, and is a mind game of its own.
A lot of survivors will try to bait you into wasting a swing by suddenly running into you or try to anticipate when you might swing at them.
It's pretty effective if it works, but if you use it once against me I'll try to remember and won't get baited so easily.
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I heared something about certain maps being on rotation, ie the hot stuff of the day and you get send there with a much higher propability. I remember with dread the way when I was send to old Haddonfield 4(!), yes FOUR times in a row. The Entity devoured a piece of my sould with each repetition and I am not totally sure that anything was left after that ordeal.
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/3120184#Comment_3120184
You can choose to crawl towards a hook so you aren't bled out, just so you know that XD
I'm kind of indifferent to this argument overall. It benefits me when I play killer and can't remember if the survivor I'm carrying is dead or not. Saves me a scourge hook and let's me use strong hooks infinitely. I don't think it would hurt me as survivor really, besides the fact that certain trap killers or killers who excel at proxy camping might have more of an edge. Wouldn't be opposed to having this change and seeing how it feels.
I so often have motioned via head nodding and slashing the air to a not so distant hook, for example if a survivor deliberately went down in the area right before the exit gates on The Game and there is no hook on the raised platform next to it. And strangely enough most survivors respond via shaking a no and bleeding out, wasting everyone 3-4min of their life, instead of just accepting that they lost and working together with the killer for the benefit of them all. but be careful with calling this out and name it griefing, some die on that hill, defending this practise as "not rolling over just because the killer would have it that way". Oh well, egos will probably always be bigger then lofty ideals.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3120240#Comment_3120240
Don't think I've seen that one yet, is that the one with the red flowers all over her?
Yes, I really like the look, and you van buy it with shards. I would say that its the best 7200 shards I ever spend in the game, but that's not entirely true, as Clowns Mr. Puddles and Legions artsy neon outfit exist. :P
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@TeabaggingGhostface said:
Been playing a bit of the blue girl atm and was wondering what's everyone's preferred skin to use, i use the kendo skin from the second rift
Spider Lilies Kimono is best skin <3
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@Adjatha said:
"Four survivors refuse to take the time to find the original Undying totem because they have to go through 2-5 totems"
Undying nerfed to effectively work as the bare minimum effect (two totems).
"One killer can't afford to keep going back to snuff the same totem infinitely"
Devs make a perk you have to equip to stop it, but all it does is stop that one spot, making killers have to take the time to find 5 boon spots to shut off the perk.
So... FOUR survivors can't be asked to deal with 2-5 totems, but the ONE killer has to sacrifice one of their 4 perk slots (versus the survivors' 16) to get the WORST POSSIBLE RESULT a survivor team could've gotten through bad luck.
Shattered Hope is a complete joke.
Especially now that Hex: Ruin is out of the equation and Hex totems in general are in probably the worst spot ever. With half the hex perks you cant even halfheartedly claim "well yeah, this perk is so good, its high risk, high reward by running it".
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/3119243#Comment_3119243
But it was giving free bloodpoints to players, think about the bloodpoint economy!
The value of bloodpoints would plummet! The economy would crash! We can't risk that...
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Maybe going over them all for every killer is way overboard, BUT I think it should be an option for outliers. The Thanatophobia or PainRes+DMS situation could have been rectified, if they modified this perks on the killers where they are overtuned, but leaving them at baseline for everyone else. I think this would open up more design space, as right now every perk has to work on M1 killers, but also on Nurse, and a perk that is fun on Myers might make Nurse a living nightmare (sorry Freddy).
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Pyramid Head! I loved Silent Hill 2 to death and playing as him, even though its problematic for lore reasons, is pretty cool. And his power is very satisfying to learn, there is nothing better then to hit a sick punishment of the damned through a wall or semi blind after some survivor took a tight corner after a vault and hearing that sweet, sweet scream.
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@anarchy753 said:
You're Next (2011)
Survivor: Erin
Killer: The Animals
Map: Davison Manor
Great movie, but there was never a franchise and it was always a bit under the radar. There's just not enough motivation for them to get something like this.
Okay, I am finished. That was a fun little slasher movie, even though it went in a totally non-traditional direction, but I still liked it a lot.
Lets entertain the thought of a "You're Next" chapter :) The killers are quite similar in broad concept to the Legion, ie not a singular killer, but a group of thrill seekers who use primary machetes and knifes (besides a Crossbow, but lets rule that one out). But on the plus side the concept of the tagline "You're next" could be worked into a cool slow-burn ability, like Oni: they start out as a lowly M1 killer, but once they got their first hook their power "You're next" activates and the survivor furthest away gets exposed for 1min and gets highlighted by killer instinct till the killer gets within 20m.
But lets be real here: SPOILERS AHEAD
The true killer should obviously Erin, as that is her true calling in life. I actually would go so far as to say she should be a legendary skin for Trapper: by the end of the movie she has the killer instinct, the brutality, the ingenuity and, most important!, Trappers limp :> A perfect fit.
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@Lecruidant said:
Lets not pretend you haven't waited at a gate either.
Well, I hate this behavior and make it a point to leave asap as a survivor. Yeah, when someone is trying to get out I help them by bodyblocking and if someone is hooked I might go for a save. But when 3 survivors are at one gate, I will just leave.
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Use flans, play good. If you play killer and see 2+ survivors using flans too, go for either 8 hooks and no kills, or try to at least hook everyone before the killing starts. This way you will sometimes prolong the game enough that you might max out more then one category.
Take one character after the next to P3, no detours. Start with the ones having your most used perks and eventually all characters will have thise perks unlocked. Once you got your basic loadouts unlocked for everyone you can somewhat relax but I still think that going for one after another is the best method.
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Why is anyone behaving like DH is dead and burried? I have survivors use it to good effect quite often, but it isn't as oppressively strong anymore that it singelhandedly dominates every game, and if a survivor uses it correctly that shows some skill and gamesense and not some lazy "press E to be saved" stuff, like it so often did in the past.
DH still has basically the best activation requirements of all exhaustion perks, ie being injured and use it on demand, and its now a mindgame itself: do you use it at the right time, to you wait a lil longer? It can be easily wasted, but it can literally save your butt if you are ever caught out in the open and out of position.
DH went from a hated, overtly oppressive ultra-meta-perk to the thinking mans exhaustion perk and thats awesome! Who would have thought that BHVR could pull that off, ie nerf it without nerfing it to the ground. Brave BHVR :)
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@anarchy753 said:
You're Next (2011)
Survivor: Erin
Killer: The Animals
Map: Davison Manor
Great movie, but there was never a franchise and it was always a bit under the radar. There's just not enough motivation for them to get something like this.
Based on your praise for this movie, I am watching it right now. Will give my feedback later <3
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3091167#Comment_3091167
If you had everything unlocked, even at P0, then you should still have everything unlocked. Having every killer/survivor with all perks prior to the update would be at least P5 after.
So something you are telling us has to be incorrect for you to have yellow perks still.
Here is the thing: he heared something about "yadda yadda prestige before the next patch. Yadda yadda I am doing it right now!" and instead of informing himself in any way or form his FOMO took the better part of him and he prestige all/most of his survivors, as most of them were P0 Level50. He lost tons of perks and especially event items that way, but thought that after the patch everything would be reinstated.
Thats why he is raging about "One click of a button should not take it all away. There was no warning to this IN-GAME!!!". The simple fact is, though, that there was a warning. The warning we all got for years when prestiging: you will gain a prestige level, you will lose all perks and items. Do you wanna proceed? Yes/No"
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I am glad to see that most people here echo your sentiment :>
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we have come a loooong way. But was it worth the sacrifice?
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Maybe, maybe, maybe?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3116714#Comment_3116714
I'm gonna be honest pre-6.1.0 it really didn't but with Corrupt neutered and Lethal buffed to help other perks it's actually really good now
Same here. I used it a couple of times to get a feeling for the survivor spawns, but after that I only used it on Oni regularly. But this +2s on aura reading is a really fun addition to LP and I might experiment more with it.


