Aneurysm
Aneurysm
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- Username
- Aneurysm
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Comments
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Wait do these survivors think we don't count it a kill if they dc before death hook?
"Oh no, he pulled his ethernet cable and escaped"
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I play them and like others have said being 360'd in frenzy is the biggest issue but with practice it happens less. That one miss = massive punishment mechanic shows a lack of thought/interest about the console experience on the devs part, we have enough killers that are a nightmare to play.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/993891#Comment_993891
Actually it will be easier to get an adept on setup killers after the update because gatekeeper got changed to not be as punishing on losing the first 2 gens early on
I'd forgotten about that. I might go for trapper in that case.
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@Eceelf said:
My question is why are you playing a mature game with swearing in it if you are offended by it? Stop the censorship
Hnmm, I see you enjoy media aimed at adults but don't like being called the n word, very curious indeed...my finely honed logic sensors detect a contradiction.
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I only have 5, the ones where you have to massively deviate from the sensible way to play them are worse from what I hear though. Related: If anyone wants adept hag you should do it before the patch or you'll have to charge to the other end of the map and start slapping people around instead of setting traps
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Yeah it's easy to do on console once you know how, it doesn't help that our framerate is unstable af.
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The blast looks way better for tracking than the old passive. With the old one you only really have one insta-scream per survivor, afterwards it's too slow, gives them way more chance to get in a locker to avoid it and you're just strutting around at 110 wasting time you don't have. I don't understand why people now seem to think his old power was somehow good.
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I use enduring and try to bait pallet stuns, although it's ridiculous that the cooldown is so punishing it takes methods like that. Feeling like you spend half the match stunned is just frustrating.
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I played 6 games of survivor yesterday to test out the servers - all other survivors in all games were also red rank, went against one red killer and 5 green killers, poor things.
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@TAG said:
I enjoy going Agitation + Iron Grasp + Mad Grit (+ Pop Goes the Weasel) so I can chase a Survivor while carrying another Survivor. :P
Btw if you use that combo on Freddy with pill bottle awake survivors can't see you when you're carrying another one. So they'll just have a floating survivor chasing after them.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/988575#Comment_988575
can you blame them/me especially when gens are so fast but yeah nerf was a bit to much a slight buff to them but will say due say the nerf i have stopped the two ropes gone with red paint brush and swing chains with the build of thant, corrupt, thrilling and discordance had a few people say it was tough but not boring especially when i zip all over the gens lol
I don't blame Freddy players for using the slowdown, I blame them for using it too much so it got nerfed and I can't use it at all lmao
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Survivor: mettle of man, breakout, tenacity, flip-flop. Possibly with a sabo toolbox. Take two protection hits for a survivor being carried to a hook, try to crawl away after
Killer: either doc with snipe addons, no perks except haunted grounds and thrill of the hunt - protect totems, don't even attack survivors unless they dare to try and cleanse one
Or nurse with insidious and noed, hide behind exit gates
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He's good. Strong but beatable. I'm sad swing chains ended up on the pile of useless addons but people wouldn't stop using that stupidly ott slowdown build
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More than two flashlights = lightborn
More than two medkits = plague
More than two toolboxes or 4 items overall = franklins
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It would be good but needs an average rank to even it out. Like a rank 4 who got to that rank playing billy and wants to try hag for the first time shouldn't have to do that at rank 4, but also shouldn't do it at rank 20.
Tbh I wouldn't be surprised if they removed rank altogether at some point though.
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Luring a trapper away from a survivor on death hook by deliberately stepping in a trap after being unhooked and while I had DS. Missed the skillcheck. Yes I'm fully aware it serves me right, lol
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Currently in recovery from DS addiction, taking it one day at a time.
Nah I was relying on it too much so it had to go, killers will still make me regret not having it sometimes (thanks lads) but I don't want my build option to be limited to three perks, that's what killer is for.
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Yeah the hatch entitlement is silly.
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I can't think of any use apart from the 3 perk combo others mentioned. And with paint brush on old Freddy. Otherwise it's a weird perk, lots of work for a less useful version of monitor (which is passive)
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/987152#Comment_987152
Swapped ruin out for Surge as soon as Demo was released on my Freddy build. It actually works really well on him.
I switch a lot but I usually pick two out of discordance, tinkerer or tremors. Pop if I'm feeling mean.
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@Pythonheir they were probably responding to what you said about having to run around in circles like a bot. Freddy can place snares at a loop while the survivor is using it without getting slowed and cutting the amount of use they can get out of it. As for the gen problem, he uses gen-related perks better than most. I wouldn't even bother with ruin, but if you do try protecting it with a snare.
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"Im a killer main. The old Freddy was so OP that I felt guilty playing him."
This thread has peaked
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For keys:
I'd notify the killer of the hatch location when it spawns, and give another notification when someone starts using a key on it. 15 seconds opening time with three very difficult skill checks. Only one skill check needs to succeed but failed skill checks add another five seconds. If all skill check fail the hatch stays closed and the key becomes a broken key with the same addons. Other addons can be added that relate to the opening action.
Green Mori: one survivor can be killed once all survivors have been hooked.
Ebony Mori: same as above, and all survivors can be killed once exit gates are powered.
Moriing a survivor gives more bloodpoints which can go above the 32k cap
The actions of unlocking the hatch and moriing a survivor cannot be cancelled once started.
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David was harder, but eventually I got a nurse that kept slugging me for some reason. Laurie was fine, I can do alright with object. I tried running no mither and object together once, it didn't work out well for me.
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I wouldn't delete it but some perks should be disabled for swf, and object is top of the list.
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I thought it was a random bug at first but it turned out it was happening if I accidentally pressed the touchpad on my ps4 controller, so idk if it could be the same thing in your case.
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@MasterTater said:
I Feel like they should add a switch or something that is across the map that you have to interact with to be able to work on the gens. The issue is that Survivors have immediate access to there objective whereas killers have to go across the maps to get at theirs and with big maps like Mother's Dwelling and Temple of Purgation it takes like half a gen to cross the map. Things like Ruin and Corrupt achieve that but now that Ruin is gone there is only Corrupt but it should be a game mechanic.. Thank you for coming to my Ted Talk.
Making corrupt default and changing the corrupt perk to something else could actually be a good idea (and way more sensible than making old ruin base)
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One upside about ruin -not- being a hex would be that despite being strong with surveillance it wouldn't work at all with some other good gen slowdown perks i.e. pop goes the weasel
Some may go for ruin + surveillance, some would combo things like corrupt, pop, discordance instead. So there'd be more variety, which was an issue the devs listed with old ruin.
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Map size reduction mostly. Probably a toolbox nerf. Increased gen times is an unpopular idea bc it's not that interesting but as a temporary band-aid measure it might be the easiest route.
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Kindred + bond + open handed is fun
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I haven't played since they were activated, is there less lobby dodging? Does it affect queue times in any way?
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If LF gets updated/reworked maybe they can get him some more outfits, there's interesting options...
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/984286#Comment_984286
You can’t resist our chocolatey goodness. We know you love us <3 We love you and we want to Boop your snoot.
In all seriousness, Claudette was my first main due to people suggesting her for self care, and I just think she’s the best to play with. Yes, her built in stealth is annoying, but she doesn’t have an annoying face or demeanor like other survivors do.
She also has some nice outfits.
Her range of cosmetics makes seeing multiple blendettes even more distressing. All that choice and they come in dressed like #########. When I'm surviving I like to put some effort into my appearance, getting into a lobby is a special occasion.
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Killer: finding immersed survivors (blendettes who use yamaoka offerings, I hate you all so much)
Survivor: suicidal altruism, even as a solo
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@Mbarr said:
https://forum.deadbydaylight.com/en/discussion/comment/982518#Comment_982518
Well I usually classify being effective as helping the team but I guess what you described works for some people with lacking morals.
Yeah, I wish there were less of them.
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@HellDescent said:
Tbh I always have trouble with that. I use corrupt mostly on Plague. I don't have room for whispers in my build so I always struggle finding people. Sometimes I don't find anybody until the duration is over. I've even seen some survivors purposely avoid the crows.
Survivors tend to get more immersed against plague, so they don't sick straight away. With plague and corrupt intervention I just keep patrolling and vomming on every gen until I find one, they have to come out at some point.
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@Mbarr said:
https://forum.deadbydaylight.com/en/discussion/comment/982209#Comment_982209
How is playing like a blendette any effective at high ranks when most killers run at least one tracking perk like Whispers or BBQ?
I see loads of blendettes at high rank that escape through the hatch with 10k points. If you do nothing but hide and refuse to help your team your chances of escape aren't actually bad. I've even seen them running left behind recently 😁
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@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/982350#Comment_982350
Why is that? Honestly, I'm a PC player. Is it easier to hit skillchecks with a controller? Or is it lazyness to go look for the totem?
It's not easier to hit skillchecks but ruin doesn't really slow anyone in my games on PS4 either which is why I stopped using it. Ruin sometimes lasts to the near the end bc everyone can hit greats so they don't bother looking for it.
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Black satanic texan? I'm intrigued
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I doubt the reason swf gets dodged so often is the obvious advantages and more how unpleasant they often are, on ps4 anyway.
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You need all four survivors willing to do nothing at all for two minutes. Only blendettes have that level of patience.
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Also to the idea that killers who can't win against red rank survivors without ruin will naturally derank-
As red rank killer you'll go against red rank survivors, so you'll go back to purple, which should be fine. Except in purple rank you still mostly go against red ranks, so back to green. In green you'll have some matches against your own rank. And also a lot against red. I went against red rank survivors often when I was a green killer and I go against green killers as a red survivor now. So I guess you back to yellow...
Mainly bothering to respond to this argument because a dev essentially said this, despite presumably knowing that the matchmaking in this game may be...slightly off sometimes.
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I mean not for the reason ruin got nerfed survivors should have an equal 'punishment'
But coming off the hook uninjured is complete bullshit
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@Aura_babyy said:
Nay.
It would make a Surveillance Ruin Combo super OP.
You would always know where Survivors are. Even if you made it not work with Surveillance, Pop would not work either, because it would be even more OP.
You would only know if survivors didn't commit to gens, and it still won't stop survivors if they spread out. Surveillance + non-hex ruin would probably not slow gens as much as old ruin. Pop wouldn't work at all with it, which is fine because it's also a strong perk and could be used in a different type of gen defence build.
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I've been using ruin less and less even before this announcement because I don't want to rely on it, and I've done okay generally although the games go faster (faster than a game where ruin lasts anyway). But aside from me being very far from otz level, I've had to use even more gen perks (corrupt + discordance or corrupt + weasel usually) and I've had to be less nice, I've been slugging more and sometimes tunnelling someone out if gens go too fast, I'd rather play in a way that everyone has fun instead of having to be completely ruthless though.
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Ugh, my way of coping with our ######### FPS and other general console misery was lording it over PC gang for being able to grab survivors and use dead hard. Dark times ahead.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/981051#Comment_981051
I get dodged constantly as a solo player anyways lmao
Same, I have to put on default cosmetics if I want a game and I main Jake and Feng, who look ######### by default.
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@NullSp3c said:
It would be too op imo. Imagine 3 devour hopes and 2 haunted grounds. Also, noed would be unplayable.
The unbroken totems would revert to dull afterwards, so noed would work unless no totems were destroyed all match.
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Lobbies are still created by the killer, it's just usually instant now. As for the rest, idk.


