Apollos
Apollos
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- Apollos
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Killer is so hard 😥being a mastermind is no fun ughhhhh
No survivor is hard 😪this game is so killer sideddddd
Why with the constant pity party? lol
Anyway, the game is very chock full of try-hards and tilted players looking for vengeance. Players that aren't looking for fun and to have a good time, but to one-up everyone else. But that's what ends up happening sometimes and all you can do is play the way you want to and hope that you end up with people ready to do the same.
At the same time, don't play any game you don't enjoy. If you need a break or to step away from the game altogether, then do what's best for you. I honestly don't think Behavior cares and most people are here to rant and rave, so they won't care too much either.
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@KFChris18 said:
As it was already said, this was tried. Survivors abused this by staying just out of easy chase range, but close enough to stop the countdown. Facecamping is here to stay and with how common BT is, is effectively a losing strategy anyways. If a killer wants to facecamp, let em. They'll get one kill and next to no points.
Did it slow down when killer was close enough or when survivors were close enough? The latter is just Camaraderie, but I don't see how the former could be abused.
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These are fun ideas.
Bite The Bullet used to do that, but I think it was a bug they patched out.
No Mither is good too. It's long overdue for a rework.
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They're just coping. They probably lose a lot and wanna ######### on whoever lost to boost their own ego.
Also Sun Set Malibu Barbie or Sun Lovin' Malibu Barbie
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This happened to me too pre-Hellraiser chapter.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2500189#Comment_2500189
I think just judging from some bugs there's at least a massive recode in order. Like the aforementioned bug with sfx/vfx playing for both sides in a match with e.g. plague but no health effect coming off it.
That sounds as if the abilities effects are put somewhere in the code that's far away from the accompanying sfx/vfx, as they are called so weirdly. Like position A has All The Effects (per survivor character), position B has All The Health Stuff (sorted by killer). This can look reasonable when you have only a few killers, but with now 25 under its belt the code should be organized by killer character, even if that increased the line-account massively.
I can't speak to how the entire game is set up, but I've looked through the character models and up until the Stranger Things chapter, characters were given their own folders in the data. From then on, they've all been lumped together in one. I wouldn't be surprised if other parts of the game are ordered in different ways like this and cause some sort of confusion.
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Top Strategist THEY Don't Want You To Know About!
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2500735#Comment_2500735
resilience sure. but why would anyone want to or need to buff this is not happening?
Did I mix up the two again? I always do that lmfao
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@Ssajbambusa said:
@Apollos Plague counters EVERY healing perk or item, yet We'll make it or WGLFE are still higher tier perks. Instadown killers counter Dead Hard yet it's still top tier perk. That is really poor argument, pointing at one of 25 killers and one of 100 perks in game and saying that they counter this one specific perk so it's not valid... This is simply not smart reasoning.
No Mither causes a permanent buff to Thanatophobia as long as the player running it is in the match. It also makes it very difficult to escape from Oni. It's not the same as getting hooked first while running Deliverance or dying before Left Behind activates. It's not just a dead slot, but something that will actively hurt the player to the killer's advantage the entire match.
It's not 4D chess or some bs where leaving no blood pools is worth that great of a risk.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2490952#Comment_2490952
I died when they said that 😂
I deserves to be framed lmfao
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@Ssajbambusa said:
If you don't know how to use any of the generic loop structures, run everywhere leaving scratchmarks and can't last more than 5 seconds in chase then yes - it is not a good perk.
If you play using brain though it is actually one of the better perks, because good killer rely on sounds as much as on visual queues (In jungle gyms and indoor maps even more) and so they have to track blood. No sounds and blood? You are invisible to Nurse and Spirit.
So yeah, you can't expect this perk to be buffed :).
Edit: Also noone prohibits you from using any of the items or exhaustion perks so yeah, stop crying.
No Mither only silences you up to 50%. It still leaves you very vulnerable unless you pair it with Iron Will.
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@Ssajbambusa said:
@GoodBoyKaru I don't think you understand how strong lack of blood is or how much pressure the simple fact that you can't be slugged applies. Pair it with ds and iron will and it's the easiest win ever. Maybe Spine Chill for extra safety.
This perk is already overloaded and does not need buffs. Want points? Use WGLFE, another perk which after buff is broken.
The only real reason to run No Mither in its current state is to buff This Is Not Happening and for fun. I like running it when I get a bunch of teams in a row that don't heal each other, so it eliminates healing from the equation altogether.
But Oni and Thanatophobia counter the perk for no good reason and with the amount of camping and tunneling, it eliminates every benefit of the perk. It's a very weak perk that's easily overpowered. Modifying the broken state and adding a point multiplier would be great for No Mither and it's not something that would break the game in any capacity.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2500697#Comment_2500697
It also makes you permanently injured (bad), doesn't fully muffle sounds of pain (bad), alerts the killer you're using it so they never slug you (bad) and gives the killer a permanent thanatophobia stack if they have the perk (bad)
Also gives permanent blood orbs to Oni.
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@Ssajbambusa said:
It already removes blood and gives you unlimited unbreakable... No?
That's for the person running it. They're just upset that someone in their group ran it and they want reparations lol
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@konchok said:
You do not understand how licenses work or what you are entitled to with that purchase. Your purchase is like a ticket to an amusement ride. BHVR can at any time make changes to that product, this includes killer powers, appearance, and voicelines. To the extent of a full rework that may include parts of that product being removed entirely. You do not have any right as someone who has purchased the DLC to make design choices in regards to that product.
Get a basic understanding of laws before you make yourself look silly.
He's arguing transparency and ethics and you're arguing a legal suit lol
Of course they're within the law to make changes, but it doesn't help their relationship with customers to do these kinds of things out of the blue and then not talk about it.
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@MadLordJack said:
21? Is that all? Sorry, but that's well within the bounds of DbD's RNG, and the MMR system is still new and doesn't have much accurate data (they apparently reset it after the last year to ensure reasonable accuracy).
21 losses in a row is a pretty big L for a system that's supposed to be an improvement. I imagine a lot of people giving up by that point.
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I haven't noticed much of a change. I've been having matches like this since before the anniversary event.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2500109#Comment_2500109
Blue Glyph challenges of "find glyph and escape" are basically that. Many survivors don't do anything until they find their glyph and then they do their best to avoid killer (like hide in corner) so they can escape.
Hide within 10 meters of killer for 30-60 seconds keeps popping up, that's another one where survivors just don't do anything.
I feel like every tome there's a bunch of challenges on both sides that just encourage bad/unfun gameplay for both sides.
The EGC challenges were terrible. Killers would have to basically let survivors do all gens so EGC could start, survivors would sandbag teammates or need to be in swf where teammates were OK possibly getting themselves killed during EGC to have someone to unhook.
Even fairly benevolent challenges like tier III's "heal yourself a total of 8 health states" can encourage bad gameplay by not allowing your teammates to heal you. I wish they'd just do a bingo card system where you knock out certain challenges that are always active together and then advance when you get a bingo.
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..
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You gotta love that it's 5 fragments lol
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I doubt a game as sensitive as DBD that won't even let you say "kill" in the post-game chat would try to brand anyone with the equivalent of a dunce cap.
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@GoodBoyKaru said:
Quit your job 🥰
second this
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The challenges are rarely very good at all. They're either way too specific to where you have to pull off some really obtuse BS to get it to work, or they're a progression challenge that can take up to 20 matches of mind-numbing gameplay to complete. More often than not, they just make the game more frustrating. If they didn't reward BP and rift fragments, I'd ignore them altogether.
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Try playing at different times of the day and see if that helps. I've noticed the game is a lot less aggressive at the ass crack of dawn and almost unplayable around prime time.
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I'm sure it's been said, but the game is unbalanced because it's supposed to be. It can't be asymmetrical if everything evens out in the end.
The game is just busted in a lot of areas and could use some work. There's a lot of perks that should be more attractive to players, for instance. People have also been talking about balancing out BP earned lately, or changing when and how certain mechanics operate like hatch and totem placement.
There are actual issues with the gameplay that deserve to be looked at, but naturally most of the people talking about the game are gonna be tilted from their last match and looking for asspats for whatever complaint they have. Rule of thumb: if anyone uses terms like "mains", "-sided", etc. in their argument, don't even bother reading it. Those people wanna post together, so just let them.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2499563#Comment_2499563
I'm going to say its most likely because they had to work on it due to the licensing with Silent Hill. All of their characters has forced linked sets which leads people to believe the license holders wanted it, not BHVR, which in turn could lead to some bad things if that promise wasnt kept due to some bug.
I'd entertain that theory if they didn't introduce linked sets before the SH chapter and continue to make them after. There's no reason (aside from maximizing profit) I can think of to give their original characters sets like that, which are equally enforced the same way.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2499640#Comment_2499640
Yuuuuuppp. Survivors need to be encouraged to do stuff with sweet, sweet points. The game would probably balance itself out if sitting in gens was actually productive.
Which sounds like I'm being sarcastic, but seriously it's so annoying that you can do all the gens and get the least amount of points in a game where that's the only real objective.
I feel the exact same way. You get more points doing anything but gens, but if you don't do gens, then the match tends to progress too quickly in the opposite direction.
A good portion of survivor gameplay for me is just trying to avoid having under 10k BP in any given match.
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@Exult said:
Clown because I would seduce him.
Let's share 😭
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Trapper because I would seduce him. 😀
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Has anyone noticed that Victor is basically the same as Jockey? They even sound the same, it's weird.
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this is u rn
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More BP for survivor events in general.
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What's fun for me is playing longer matches where we all do a lot and gain more points.
I had 3 matches back to back: one with a Judith's Tombstone Myers, one with a Wraith that wanted us to genrush and leave, and one with a Huntress that kept focusing on unhooked survivors (not tunneling but no chill). All three sucked because there was no gameplay going on.
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@Aneurysm said:
I wouldn't assume they're survivor mains. They could be but there's a good chance they also play killer and shriek at survivors in postgame as well, it's pretty common
Good point. I didn't catch the mains thing, but it's obvious they're pretty titled if they're gonna use that terminology.
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The game is too stinky to properly support it.
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I like No Mither but I haven't ran it in a while.
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They should just increase the amount you bleed out while crawling. Crawl more and you die faster.
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..
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It's a party game. People say you're bad because they're bad.
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@ThiccBudhha said:
"Kept" getting stuck? As in, you were hiding in bushes, got stuck stepbro, and then got out again, and then also got stuck on rocks? And then it happened again?
The struggles of an immersed gamer...
This is inappropriate!!!!!!!!!!!!!!!!!! 👹
no sex talk allowed 🤬🤬
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2499548#Comment_2499548
Reverse Bear Trap and the Lament Box are two different things, though. RBT is held by Trapper and Survivors can only interact with active traps (no pickup obviously). The Lament Box is an actual item survivors can pick up, use and drop like any other item - that’s why Franklin’s affects it.
Yeah, the Oni thing is weird but it’s good because then perks like Lucky Break or No Mither don’t deprive him of his power.
Naturally, I get that. But it's still weird.
They should though. No Mither's only real power is that it prevents blood pools, so not preventing blood orbs makes no sense.
@Fogfactor said:
https://forum.deadbydaylight.com/en/discussion/comment/2499536#Comment_2499536
The point of the no mither and oni blood orb interaction is that No Mither SHOULD cause blood orbs to not spawn when against oni because the tooltip for No Mither says specifically that your blood coagulates instantly, and should, logically, not spawn blood orbs for oni.
Saying it works the way it does is INTENDED is something I don't agree with. I think they just didn't think about that interaction when coding oni and haven't bothered to fix it cause it's like a z-list issue they can ignore indefinitely.
I think they just didn't think about that interaction when coding oni and haven't bothered to fix it cause it's like a z-list issue they can ignore indefinitely.
This is what I'm thinking.
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It still blows my mind that they even care about patching out unlinking linked sets and modding when the game is so incredibly busted and void of diverse content. It's like they really focus on doing the opposite of what people enjoy sometimes.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2494158#Comment_2494158
It’s not silly, actually - it’s intended. It’s an item so it needs to be dropped by a basic attack with Franklin’s. Same with Oni - standard blood orbs are caused by (coding-wise) being INJURED, it has nothing to do with the actual blood.
My point with the blood orbs is that it's weird that it's a separate mechanic when it's essentially the same thing. I don't see why they wouldn't link it with blood pools, so it's a weird technicality linking it to the injured state.
The item thing is weird just because despite it being an item, it's not a typical item. It's like if the reverse bear trap were an item. Just an odd mechanic.
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Not as much as usual. But I'm noticing killers that really hate when people earn BP so kinda the same thing.
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@Sickerton said:
https://forum.deadbydaylight.com/en/discussion/comment/2494158#Comment_2494158
Now you get to explain to the class why you think an object which is picked up and used as an item, reacts to item perks, and is classified as an item by both the inventory and score system if you leave a match with it is not an item.
I'm gonna fart in your face instead 😎
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@GannTM said:
Hag always Hag. I hate her so much.
https://forum.deadbydaylight.com/en/discussion/comment/2493408#Comment_2493408
https://forum.deadbydaylight.com/en/discussion/comment/2493450#Comment_2493450
https://forum.deadbydaylight.com/en/discussion/comment/2494289#Comment_2494289
Rin just wants to be loved!
I got that impression by how often she flashes her panties in the school girl outfit lmao
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2494549#Comment_2494549
Blood Orbs are from being injured. It has nothing to do with being Pools of Blood which is why Hemorrhage doesn't make more Blood Orbs spawn either.
Seems pretty pointless to me though, which is why I said it's a weird technicality.
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@C3Tooth said:
I've been grind Survivors for half a year, this is what I got so far.
https://us.v-cdn.net/6030815/uploads/4KSOL1LIMY8Q/image.png
Each of them has a single aspect perk build. A single click let me change play style completely. Have been fun playing like this.
For Killer, I play Trapper & Spirit.
Noice. I do something similar. It's the most dynamic way to play survivor imo.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2494158#Comment_2494158
How is that a weird technicality? No Mither makes you injured and broken. Oni's power literally makes survivors who are injured drop blood orbs.
No Mither doesn't leave pools of blood, but it leaves blood orbs. It's weird that they're two different mechanics.


