Almo
Almo
About
- Username
- Almo
- Joined
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Comments
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Mine is Alert, Iron Will, Urban Evasion and something else. Often Q&Q or Balanced Landing. Alert is so good for hiding when the Killer kicks a gen you were just working on.
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Play who you like! :)
Not much else to it.
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@TheSuicidalSpyder I refer to my previous post on the matter:
"But the x-axis is (almost) always the independent variable in a test. As you vary the X coordinate, you get a result from the Y coordinate. The time you invest is what you put into the system, your skill is what you get out. :)"
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/614854#Comment_614854
@Almo most people use different labels which is why people think it should be reversed.
For example I always picture it as Y = Effort and X = Effectiveness.
Yours probably makes more sense but I just wanted to say that.
But the x-axis is (almost) always the independent variable in a test. As you vary the X coordinate, you get a result from the Y coordinate. The time you invest is what you put into the system, your skill is what you get out. :)
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Looks like a net buff, and she's already performing very well at high rank. She's got a shallow learning curve.
Note:
A "steep learning curve" means you spend little time to get very good. A "shallow learning curve" means you spend a lot of time to get a little good.
Most people get this backward... just do an X-Y plot of time versus skill to see how this works. :)
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NOENOED (No One Escapes No One Escapes Death)
When the 5th generator is completed, for each totem destroyed, spawn a new dull totem. This happens before NOED activates, if you have it equipped.
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Oh PIPPING. I thought you were talking about how to be a plumber and a Killer at the same time.
Super Mario Killers! :D
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We have noted the suggestion! :)
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@Remi1993 said:
Yeah, and when we teleport to gate then Freddy can close the gate and restart all generators, then survivors must fix all generators again.
That would truly be a nightmare. :)
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I disagree on Pig. That's all I have to say at the moment.
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If the traps are darker, they're easier to see on some maps. Changing the color of the traps is a real crapshoot.
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About achievement changes: Playstation is the toughest. They have strict requirements before they will let you change something.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/586509#Comment_586509
There's quite a few perks that should be updated.
Hence the word "list". :)
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Looks good to me!
A stealth build I use is Alert, Lightweight, Iron Will and Urban Evasion. But I'm personally pretty bad at escaping chases. So I work really hard not to get into chases in the first place. ;)
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I am not sure about that. Achievements are quite difficult to change on some platforms.
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We are aware of this Perk's nerf due to EGC. It's on the list to update. :)
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"The gameplay has been the same for upwards of 3 years with little to no change except EGC."
Some very fundamental things have changed. If we went back to some of the 2016 stuff, you guys would freak out! :D
Totems (and therefore Hex Perks) did not exist until the Hag shipped. Hook sabotage used to be permanent (man I can't even imagine what that must have been like).
There are other fundamentals that have changed. The EGC is certainly more obvious a change as it's really in your face, but many less obvious things have changed that greatly impacted the general play of the game.
:)
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@[Deleted User] said:
If killer camps me and the other 3 survivors do gens, then I'm a happy camped survivor.
Unfortunately this never ######### happens. Everyone wants their damn WGLF stack.
I had this once as Killer. They rightfully laughed at me in chat. I said, "You're the first to do this. I usually get a 3k off it. :)"
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@fcc2014 said:
https://us.v-cdn.net/6030815/uploads/768/ZB0FGPIG8J0B.gif
BHVR's office the day after new cosmetics are released. #moneyfight
What movie is this from?
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They were not introduced to be free kills. That is the truth.
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I thought "Exposed" meant the Killer could see you anywhere on the map.
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Everybody knew where all the gens were. I didn't know the maps were procedurally generated.
Nurse's lunge is the same before and just after a blink.
2 people on a gen would repair it twice as fast.
I thought Wraith was totally invisible while cloaked (no shimmer).
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I'll re-roll anything that's < 30k. Otherwise I do all of them.
I might re-roll chainsaw ones, depending on my mood.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/564287#Comment_564287
@Almo is it miss piggy? *Dude I tried it won't freaking tag you*
Yup, Pig. She still my favorite.
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I have once or twice. I do it if the Survivor in question got badly dicked by his team.
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I'm with the mention of Trapper snaps. They are so good. One match, I had placed ONE trap, and I found someone. We chased halfway across the map and they hit the trap. :D
That one time I had just downed a Survivor, the last gen popped 1 sec later, they stood up with Adrenaline and I downed them almost instantly with NOED.
Jump scaring gen repairers with crouched Pig.
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Can confirm that Dream Pallets are a great way to get hit.
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I've logged 600 hours in game on my home Steam account, so this is not counting playtests etc at work.
I have one Survivor at P3-50 with all perks, and one Killer at P3-50 with all perks. Guess which Killer? :D
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@Gardenia said:
@almondbutter I use a phone and sometimes when I'm trying to tag @Almo it automatically tags you, I'm sorry lol
:D
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As Killer, I prefer Pig, then Wraith. I like being able to turn off my TR.
As Survivor, most prefer playing against Huntress, as I feel I have the most ability to do something about her power. But in practice, she beats me just as bad as anyone else I think.
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@Camophlo Oh man #8 definitely.
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Huntress is the last one I got. Only have Ghost remaining. Huntress is hard man. :D
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Both Killers are good. Clown is underrated, in my opinion.
If you like delay tactics, take Pig.
If you like area control, take Clown.
That's my opinion, anyway.
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I'll address some of the concerns from this post https://forum.deadbydaylight.com/en/discussion/comment/553362/#Comment_553362:
- No need to remove the ability to see pools of blood
Now when you trigger FF, you had better know where your quarry is. It's less likely when using it for traversal that you'll stumble across a random Survivor. This allowed us to give it more duration and distance.
- No need to reduce their feral frenzy speed
We reduced the speed so we could increase the duration. One FF now covers 50m instead of ~32m. That makes Killer Instinct more useful.
- No need to reduce their vaulting speed
This was part of introducing counterplay. Vaults are one of the Survivors' few tools for escape.
- No need to not let them see the progress of deep wounds
Deep wound going down or not became an indicator for whether the Survivor in question was inside your TR or not. That was deemed too much information to give to the killer.
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Welcome to the Fog! :)
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First off: I'm not saying no, I'm just reflecting on this.
Large portions of the game design depend on Survivors being able to look somewhere they're not moving (or not at what they're working on).
Imagine repairing a generator against Pig in first-person camera.
Perks such as Object of Obsession (ones that depend on the direction you're looking) are much less useful during actions.
I think playing Survivor from first-person would make you immediately appreciate how much of an advantage it is to have third-person camera.
This difference in camera is one of the most fundamental asymmetries in DbD; shifting that would make seismic changes in the gameplay all over the place! :D
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I'll just note that it is not a silly question. :)
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Without cheating, I got 90% or an A. There were a couple items whose names I didn't know, and I didn't know the lore about the Clown that well. :)
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For me I like that the little party noises on the gens and hooks are so... pathetically small. Like, that's all the happiness we could muster in the realm of The Entity.
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I had to restart Steam for it to see there was an update.
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The average DC rate vs Legion went down 40% after the gameplay update.
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I would also mention that doing dull totems as of the current PTB gives Lightbringer Emblem points:
Added events for Lightbringer emblem scoring:
- 20 points for cleansing a dull totem
- 5 points if a dull totem is cleansed while you are in a chase
- 10 points if a Hex totem is cleansed while you are in a chase
- 1/3 point for each 1% of a generator repaired while you are in a chase (Capped to a maximum of 33.3 scored for each generator)
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I always feel a bit bad when a Nurse fails to get even one hit for a few minutes then they disconnect.
Still, that's just the nature of starting out new with a Killer that has such a shallow learning curve.
ASIDE:
Yes, shallow learning curve. A learning curve is a plot of time spent on the x-axis and player skill on the y-axis. If you spend a lot of time and don't get a whole lot better, you get a slowly increasing value or a shallow curve. If you spend a little time and get really good, the value goes up fast, so you get a steep curve.
I know, everybody means the opposite, but I'm a fudd on this and can't let it go. :)
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@javimasilla said:
Shoot 100 survivors with the axes of the The Hunter. On Ps4
I have 0 toward the PC version: "Down 25 survivors with hatchets from at least 24 meters". I'm sure it will stay that way.
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I play about 3-4 times a week. Usually about 75% Killer, depending on the Dailies.
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What I thought was weird was when I got accused of tunnelling when Survivor A rescued Survivor B very close to me, and then promptly disappeared leaving me only one target, Survivor A. But then they did it again.
I mean, what am I supposed to do? Let the injured person go so I can hunt for someone who just vanished?
I know strictly speaking this is the definition of tunnelling, but Survivor A's behavior didn't leave me a lot of strategically intelligent options. :)
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Survivors move 4.0 m/s. Killers normally 4.6 m/s. The relative velocity is 0.6 m/s. At 5.0 m/s, the relative velocity is 1 m/s, so The Legion gets a 66% bonus to catchup speed for 10 seconds.
Comparing a Killer's movespeed increase to the base speed isn't as informative as comparing the increase to the base catchup speed. :)
Also, since FF is longer now, you can cover 50m in one FF rather than 32m from the old version.
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I like the schematics and other stuff lying around Pig's workshop in The Game.
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One of the things I don't like about other asym-horror games is that often, the Killer can be killed. I do not want that in this genre. I love it that the Killer can't really be stopped... only delayed.
People say, "yeah, but it's hard to kill the Killer". But... I just want there to be no possibility. :)
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Bamboozle, Bitter Murmur, Pop Goes the Weasle, and NOED. Replace NOED with whatever community-sanctioned perk you like. :)
I try for Deep Wound on as many people as I can. Often I save FF until just about to hit someone, so I can use KI to find other nearby Survivors. Yes it refills on hit, but I want to guarantee I don't lose them due to the missing tracking (blood, scratch marks) stuff.