Boss
Boss
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- Boss
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Idk.
Maybe test him out when it comes.
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Thank goodness it's only a fan video.
It's so innocent too, it doesn't even hint at the bad it would bring.
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@Peanits said:

SPEAKING OF NOTIFICATION SPAM.This is a tricky thing. On one hand, trying to lure someone away by triggering TOTH is a totally valid strategy. It forces the killer to either break chase or lose their totem. Hitting it a couple times is like taunting them. Totally fair game in my eyes.
But I would say there's a line to draw somewhere. If they're just spamming it and not trying to cleanse it at all, that's mad scuzzy.
To keep it simple, it's a grey area, and there's no rule specifically against it (yet, all rules start somewhere, after all). I'll bring it up with the team. Although this is the sort of thing I would prefer to see fixed mechanically rather than by banning. It could be changed so the same totem cannot create a notification more than once every 10 seconds, for example. That would still give you the benefits of the perk, but it wouldn't be spammable. That way we wouldn't risk banning someone who's just trying to use strategy because we mistook them for griefing. It's also tricky because if they hide before you get there, how do we prove who's doing it?
Give it the SFTS treatment?
But then make it so you'll get notifications as long as they cleanse, not just when they start.
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Yes.
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I take it 9 minutes isn't enough either, so you say 10.
Honestly, if it takes you longer than 3 minutes to save someone, it would be too late anyway.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/429016#Comment_429016
@Boss me too, I used to be more lenient with the last guy, but nowadays, I'm more wild. A 3 man or less players loading in, and I'll either insta DC (3 man, because I won't make myself feel so guilty) or farm.
Same.
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@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/428278#Comment_428278
https://forum.deadbydaylight.com/en/discussion/58316/i-want-my-money-they-killed-legion#latest
https://forum.deadbydaylight.com/en/discussion/58354/the-pointlessness-of-deep-wound#latest
https://forum.deadbydaylight.com/en/discussion/57787/a-moment-of-silence-for-our-legion-mains#latest
https://forum.deadbydaylight.com/en/discussion/55135/why-you-d-c-vs-legion-cant-handle-it/p1
https://forum.deadbydaylight.com/en/discussion/58343/please-dont-change-legion#latest
https://forum.deadbydaylight.com/en/discussion/57759/about-the-legion-change#latest
https://forum.deadbydaylight.com/en/discussion/57845/keep-crying-survivor-mains/p1
Hmmn 1=1 equals 2 but if 1=1= many more equals more than how is that still only 2 threads?
Darn Billy's and their math skills.
Okay, there's 10.
Is that still supposed to be y'all?
Cause there's an average of 10k players at the least.
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Yup, that's exactly why i run Devour Hope 24/7.
I love the reward it can grant you.
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NOED's extra movement boost is actually alright on the slower Killers.
And while it may not be useful on Hillbilly or Nurse per se, there's multiple Perks that are better on other Killers, so it's fine by me.
Devour Hope's Haste on the other hand is indeed pointless & utter trash.
Something as simple as making it permanent (until the Hex is cleansed) is just way better.
Or replace it with something small, but useful.
Or remove it so we don't have to see that it has a useless ability.
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It was a welcome surprise.
I SERIOUSLY thought Hatch would forever be a meme.
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Sympathy?
That's a word i don't relate to as Killer! 😈
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"Y'all"
There's like 2 threads.
How's that y'all?
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On phone right now.
Gotta agree this isn't my favorite layout.
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You can do more with Wraith than what you listed, but it's not enough obviously.
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Sure, the first few levels are so easy to complete.
I like to fill up my Daily Ritual queue completely, so i can do 4 at once.
Just the BP gained from those is enough to go WAY past level 10 on 1 character.
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You make a good point on the Hatch conditions actually.
It completely slipped my mind to think: "Ohey, so now they always have a chance, while before, if not enough Generators were done, then it was TRULY hopeless."
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Would be nice, but they don't do last-minute notices often.
It's usually, what, a week before the event?
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@Vortexas said:
https://forum.deadbydaylight.com/en/discussion/comment/427587#Comment_427587
For the same reason Legion looses his power if he misses a hit? That is if I read the nerf properly.
Oh.
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..................................Why?
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I'm not gonna be hyped or excited, DbD is famous to kill that hype and/or excitement.
But i am eager to try it out, see how it feels.
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I just realized: This'll make the Basement a danger zone.
Just like how some main buildings or loops (or some entire maps) are safer zones, you now got a danger zone.
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Can you name these "many others"?
And Killer is the sole reason for the stand-off?
BOTH who participate in the stand-off are BOTH guilty since BOTH have the options to end the stand-off.
It's one of the oldest anti-QoL things in this game and it's finally going away.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/427495#Comment_427495
I still can't wrap my head around that 'logic'.
¯\_(ツ)_/¯
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@Dwight_Fairfield said:
I can't imagine why any survivor would hate this change. They are guaranteed the chance of a hatch escape no matter what. They don't even have to repair a single generator for someone to have a chance to get that hatch, or the exit gates should the killer close the hatch. Its basically a reward for laziness.
The old hatch system required a minimum of two generators to be done. Now there's hatch or exit gates on offer and no gen repair needed. I mean how can this possibly be seen as a negative from a survivors' perspective?
You can't imagine? I'll help you: https://forum.deadbydaylight.com/en/discussion/58239/endgame-collapse-and-why-it-is-so-bad#latest
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/427452#Comment_427452
We know why it exists. The point being made is why the timer moves slower when the survivors are downed/hooked instead of normal speed. The game lasts LONGER when someone is down during endgame. The reason is to give the Survivors more time to save the other guy, but at the same time, the timer remaining the same would help the Killer out much more.
Basically the slower timer exists just because it would probably be nearly impossible to save someone within 3 minutes if the Killer hard camps. It's pretty much impossible anyway unless you make some really cheeky moves.
Maybe it's now time we stop considering "Exit Gates are active" as "endgame", and start considering it as "the other half of the game".
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These are easy bets, nothing fun about those.
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The point is to not have it last forever.
It's the same reason why you can wiggle on the Killer's shoulder.
If you CAN wiggle, the Killer will take a nearby hook, otherwise you'll wiggle off.
But if you CAN'T wiggle, the Killer could just take you to the best hooks everytime, or even just keep you on the shoulder and keep you hostage.
The timer is purely to just not give the endgame the potential to last WAY too long.
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The endgame aesthetics indeed look great!
But it makes me think that it would be nice if some designers go back to already existing stuff and, idk, give those an overhaul or smthn.
I love the style and how it looks, but some things just look off to me, like the graphics on the pistons of Generators.
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An ongoing analysis of Steam's player numbers, seeing what's been played the most.
Now relax.
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Seems like it.
If you get downed near the Basement that is.
Guess it's a great incentive to avoid the Basement. 😊
Maybe they could make it so that: If the game detects that all remaining Survivors are in the Basement with the Killer in the Killer Shack, the Entity depletes the timer and kills them all.
I mean, this collapse is implemented to get them out and just end the match, right? It'd synergise well.
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@Delfador said:
I mean what's the point?
As long as you don't lose the survivor, it doesn't matter if you can break pallets or vault windows 20% 40% 60% faster. The survivor is gonna die regardless since there is a timer.
If it doesn't matter a lot, then it's not bad to have it for the special cases where you could gain some more speeds.
What truly doesn't matter is that the Generators don't get powered, something that slipped my mind.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/426816#Comment_426816
Trust me and everyone else this is the best patch yet hyped!!!!!!!&
I always trusted the developers.
Then they thought Howling Grounds was a good idea.
I'll remain skeptical, but thanks for the offer.
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@NuclearBurrito said:
Just have it put a solid wall surrounding all 3 other survivors for 60 seconds
That wouldn't do anything except guarantee the hooked Survivor to either enter phase 2 or die.
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@Dreamnomad said:
The video says that the generators are blocked, not completed. Unless I hear otherwise, I would assume that means you don't get tokens for Fire Up due to end game collapse. But hey... if you killed 3 survivors without any Fire Up tokens then you don't need them to kill one survivor right?
Depends on their skill levels, but mostly yeah.
Dang though, would've been nice for Fire Up regardless.
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@pushkina said:
https://forum.deadbydaylight.com/en/discussion/comment/426690#Comment_426690
Not really balanced. It will be so much easier for killers to find the hatch. It will be a free kill for the killer moste of the time.
Closing the hatch is not the same as a free kill.
If you're worried about having to open exit gates alone, i recommend more stealth Perks instead of loop- & prolong chases Perks.
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One could argue windows & exits are already requiring the Entity to interfere with Entity Blockers.
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Definitely not!
Not DbD's fault though, i just prefer to not get hyped and be let down.
I'd rather stay neutral, and when it comes, i'll either go "Huh, this is nice!" or "Ahh, nice. (But in a sarcastic tone.)".
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They say a lot of stuff.
I wouldn't be surprised if, at some point, we get some sort of Entity-driven Killer.
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The Killer never does the actual killing outside of Offerings and a few Perks.
The Entity always actively made the final blow on the hooks.
Without it, they'd just be able to get unhooked infinitely.
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Why is there no animation for the Entity to kill someone who's in a Locker?
Being forced to jump out and then die looks silly.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/426560#Comment_426560
Non-Disclosure Agreement
Ahh, thanks.
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NDA?
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This feels like a troll, but the comments prove me wrong.
Anyway, i like to point out you said you had "A" match that was like this.
If you had such matches as consistent as genrush is, then you'd have something substantial to go on.
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@Fab said:
lol #########!?
Indeed.
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Killer mains: "I don't find loops to be fun."
You: "So you want us to do nothing, got it, i'll make a thread about it."
Yeah, seems logical.
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I'd move the "Waking up from the Dream Realm" effect from Adrenaline to Wake Up.
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Unless it's the game's actual fault, like that Entity Blocker bug on windows.
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There's always a problem with not complaining about it until it's actually there...
If it's actual crap, then you're gonna have to deal with that crap until it's fixed.
And Killer "fixes" are implemented notoriously slow, unless it affects Survivors negatively.
The only thing i dislike seeing here is the SAME threads being made over and over again.
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@Kiskashi said:
This would be destruction guaranteed. I like it as is (maybe blocking the hatch isn't a bad idea though) just wish it lasted slightly longer sometimes it feels like it's gone before I even get to the gate, on tier 3 perk that is.
That's the point, to show off the OP thought.
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Hiding for a minute won't save you from MY H:DH build! 😈