Bwsted
Bwsted
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- Bwsted
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2391439#Comment_2391439
We don't know about his ping, but from his side it just looks incredibly janky and unfair. People are naturally gonna care more about what happens on their screen.
I mean, it looked unfair on the survivors' perspective as well before the patch.
I guess now it's just unpolished and the visuals need worked out, but whoever performed the correct action first wins. It's fair in the end.
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@PsychoTron said:
I just had an occasion when I was picking up a survivor under a pallet, and a teammate dropped the pallet on me,... but nothing happened. no stun, no saved teammate...i mean i was right dab in the middle of pallet
If they dropped the pallet too early, the killer would still be locked in the pick-up animation, which can't be canceled. That's intended.
I think they still get stun points maybe.
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2390610#Comment_2390610
Have you actually seen the clip dude, the hit connected very early during the pallet drop animation...
It doesn't matter how it looks on your screen. The stun connected earlier on the survivor's screen both in real-life terms and when it was communicated to the server. Hence, the hit was rejected.
It's exactly like most fps. The player who communicates the hit to the server first gets credited. Stuns are the survivor equivalent of shooting.
Whereas, with the previous system, it didn't matter if the survivor played correctly (i.e. it didn't matter if they 'shot first'), because vpn'ers/laggin killers could land a hit way after the pallet had been dropped on a survivor who had normal ping.
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They need to remove the animation if the hits is rejected. Although, that will cause some visually delayed hit when the hit is actually validated.
I don't have an issue with the change. I play on 30 ping and I can't pokos survivors through pallets. Unless they're laggy and the pallet is drop very late on my screen, which I suppose it's considered a fair hit anyway in this system.
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Just run Cut Thru U single and Edge of Revival. Aim at their calves.
Ez clap for an ez adept.
But you might want to wait for DC penalties to do this.
Pretty good job so far, honestly.
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I've noticed the same with pools of blood.
Today, I had a Twins daily. The survivors were kinda leaving one pool blood and then nothing. No Lucky Break in the match. Victor has built-in Bloodhound and it's very easy to notice. First time I have issues tracking with him.
I couldn't play anymore, but I'll try to test it another day. Maybe it's an issue with pools or with Victor.
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Timestamped https://youtu.be/cnkzSWA704Y?t=303
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Ever since the release of this perk I've noticed
The perk was definitely applying incapacitated to the survivors working on the exploding gen since release and at least until last patch.
I don't know if the update broke it because I haven't tested it. But the perk was working correctly for sure.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2383988#Comment_2383988
I think it's just Killer Powers which don't get shown. Rookie Spirit gens are also white and I am be pretty sure that Blindness hides those Auras.
You might be right.
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They were being called trash early on because their PTB version was... well, trash. Survivors could simply hop in a locker and Victor was useless. He could also get kidnapped indefinitely.
Upon actual release, the situation was flipped immediately. They had the ?bug? where he could pounce through closed lockers and other adjustments that made them immediately strong. I remember seeing Twins being used in tournaments very early.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2385407#Comment_2385407
I know what you meant. Her landing area has a hitbox. It's one of those things you don't know about unless you play her.
So, if you knew and understood, what was your point? None. Now I remember why I stopped talking to you. Time to stick to my good decisions.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2385326#Comment_2385326
The invisible body block is not a bug, it's how her power works.
I was talking in the context of the invisible swing. It's easier to see that she actually short blinked and got the hit before reappearing because sometimes you'll actually run into her and get bodyblocked.
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I would have to see footage for a specific case.
However, there's indeed a bug where she can swing before being visible on the survivor's screen. Sometimes the survivor even gets an invisible bodyblock. It's possible she short blinked when you double back and then had the bug upon lunging.
I can't tell if the blink is tied to latency.
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As a rule of thumb, white auras are unaffected by blindness status effect. Cages fall into that category.
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@Northener1907 said:
Pop is perfect on Freddy, Corrupt is good for slow killers, Bamboozle is sweet for Billy & Bubba, Thanatophobia is working so well on Plague & Legion etc.
And Tinkerer is really working so well on Blight. Why other good synergies are not problem but Blight & Tinkerer combo is annoying for people?
As far as I can tell, the complaints are about Blight with Tinkerer and Ruin. Not just Tinkerer. You can add Undying to the combo. Against soloq it's actually insane.
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For playing stealthily: spine chill, sprint burst, fixated.
At this point, many would say to use iron will, but I disagree. If you can't loop, once you're injured, chances are you'll go down fast and iron will won't make a difference.
I suggest calm spirit, instead. And a medkit.
There are other honorable mentions such as distortion. However, you can't cover all the killer's tracking possibilities and certain perks are too limited in use.
This build gives you the best bang for your buck and it's consistent across the board.
Use your awareness and spine chill to get a sense of the killer approaching. Skate around them undetected with fixated. Then either break away slowly, or trigger sprint burst if found to make yourself a target not worth committing to.
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A stomping of Entity proportions by the kiĺler.
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AlwaysHasBeen.jpg
The best part is the bloodhunt is shortly after the mid-chapter. Tricksters are gonna be everywhere. I suggest not touching survivor gameplay for a while rofl.
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It 's truly high reward high risk. It's heavily reliant on killers' choices. You mostly go trial after trial without getting a proc. So, when it does proc, it needs to make a difference.
The current synergies are not an issue. The only problematic one was with old DS and that's gone. If you're committing more than one slot for one situation, then typically you're making a bad investment.
It blows the other anti-slugging perks out of the water. True that. But it's more of an issue of those perks being underwhelming.
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Fixated, Sprint Burst, Spine Chill.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2381009#Comment_2381009
Look who the OP is. Everyone is a SWF on Comms Vs Tony.
Every team is Oracle, according to Tony.
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@danielmaster87 said:
There is nothing easy about playing Twins. Not anymore.
They're still easy asf. They were only trash in the ptb.
To op, I'd be OK with a longer respawn if Victor gets kicked after a missed pounce.
After a succesful pounce, they also have the longer stun, which is janky in itself and it shouldn't warrant a longer respawn on top of that.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2381499#Comment_2381499
Yeah, but it's still treated as an M1 Lunge. That inconsistency makes it hard to have synergy with perks like Surge (which I think would be REALLY good on him given his mobility but it's trash because you can't get usage out of it)
Sorry, I'm kinda lost. What do you mean with it's treated as an m1?
It's definitely treated as a special attack, not a basic one.
Also, it's undoubtedly not a basic attack, because unlike any real m1:
- It breaks walls and pallets.
- It can only connect with survivors, not the environment. The only exception are listed in the point above. And the pallet must be dropped, otherwise it doesn't collide.
- The attack cone is incredibly wide, even wider than an m1 tap.
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I think a better question is not how they carry them, but why they pick them up by their excretory orifice.
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@MarcoPoloYolo said:
Same reason why the majority of survivors will run an exhaustion perk on all of their builds, and will often see Iron will there as well. The typical variance in a survivor build at high ranks will typically just be "which of the 4 flavors of free chase extension am I selecting" and you'll typical see borrowed, Iron Will, or both with a max of 1-2 unique perks (such as a flavor of second chance perks or prove thyself). Other than that, you'll find locker weirdos.
The reason is simple. If you know a typical solid build for a character, why use anything but that when you know that, if the other side is also bringing their A-game, it's not overkill, and you'll be punished for build variety once you do? It's the dev's problem for not making enough good perks for killer that work on all killers. I still don't get why Blight can't have his lethal lunge not count as a lunge for M1 perks when Nurse and Spirit have stronger anti-loop and apparently it's A-ok for them.
The devs' choices about what alternate attack should count as basic or not aren't always very consistent. I'll agree with that.
In Blight's case, it's actually pretty straightforward, though. He can break pallets with a rush attack. There's no chance ever his power would be made to count as a basic attack, unless they also took away the ability to break pallets with it.
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Killers would proxy hooks, preferably in deadzones or 3 gens.
The first survivor to go down would get tunneled out with 3k points.
The other survivors would play gens before friends.
Basically, Deathgarden after the mercy mechanic.
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Is this topic the new copy-pasta of the month? I swear I see a new thread exactly like this one every day.
Play within the rules. If playing fairly according to your view of fairness mskes you feel better, then go for it.
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Specifically, the latest ptb's version.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2380038#Comment_2380038
The question is not why some players use the build to begin with, it's why almost every single Blight as of late is using it. I have never witnessed people playing a killer and using the same build this much. Even Demo players are more unique with their builds
https://forum.deadbydaylight.com/en/discussion/comment/2380051#Comment_2380051
Yes they're allowed, never said nor implied they weren't, so I'm not sure why you're saying that. I've also critiqued survivors using the same perks previously elsewhere as well, so I'm not sure why you're bringing that up as if I condone it. I've also asked the same question about survivors.
I will repeat myself for the nth time. The question is not to shame anyone for using the build, nor questioning why it's used in the first place. It's questioning why it's used to such an excessive degree to the point where you almost never see anything else ran. I have never seen such a saturation of the same build on any other killer before.
Tinkerer ruin undying, especially with add ons like alchemist ring, is sweaty, period, no matter how much you want to beat around the bush. The proposition isn't about why they aren't using "easier" perks, it's why they are all almost using the same identical build.
I also don't think you need to run the utmost strongest build for it to be strong to begin with, let alone for it to make your games "easier", particularly for pubs where almost all games on a killer like Blight it doesn't matter anyway.
I think maybe it might be selection bias and it could be on my part just as it could be on yours.
Personally, in the red ranks, I see meta builds the overwhelmingly majority of times and they're fairly repetitive.
Maybe it's more apparent on Blight because it's not 1 or 2, but 3 perks that work in synergy.
Yet, almost every levelled-up killer I encounter is built on the meta.
Demo you say? Every single Demo I verse runs Black Heart and Barb's Glasses.
Legion and Plague? Stacked slowdown with Thana.
Bubba? Bamboolze.
Wraith? Coxcombed and All-Seeing Blood.
Oni and Nurse? Infectious.
Deathslinger? Monitor.
Ghostface? Sloppy and Nurse's.
Spirit? Stridor.
And so on and so forth.
These almost never fail unless it's clear the player doesn't have the character levelled up.
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@Thr_ust said:
This has been the only pvp type of game I’ve ever played where some players genuinely think it’s the responsibility of their opponents to make the game fun. It honestly baffles me.
It's the devs' responsibility to make the game fun, not the players'. No counterargument from me on that point.
On the other hand, I find what you said about other pvp games to be:
- Counterfactual. There's plenty of complaining in any game about players employing strategies or features that are viewed as broken, unbalanced, or cheesy.
- Inapplicable to asymmetrical games as dbd. In classic, symmetrical pvp environments, players have equal options. That doesn't happen here.
As for the penalties, they just mask the underlying design flaws. Once upon a time, DCs were even a metrics used to evaluate changes. Legion's rework was considered successful because DCs went down by 40%.
Penalties simply sweep the problem under the rug. Players suicide or go afk. Killers can do the latter as well. But nome of those show up in the stats.
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Because the build works very well with his power.
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After a cursory look at your post history, I'm convinced you're being honest.
Hats off to you for being open-minded.
Have a great weekend.
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Short phases.
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And my last question is, if I'm using square 19" monitor with native resolution 1280x1024 which is 5:4 aspect ratio am I cheater? Because if I use this resolution on 1080p monitor it can be stretched or black bars and between these two options is no difference in vfov. But still am I cheater for this?
I'm only going to address this point without delving into the whole debate.
In point of fact, if you're using your native resolution, you're not cheating. You're using your equipment at its base functionality without extra features. There's nothing listed in the minimum requirements to run this game about the necessity of a monitor of a specified aspect ratio.
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90% of the stuff is just re-skinned inventory clutter.
Half of the challenges are poorly designed and require to play annoyingly for yourself, the other side, and/or your teammates.
The lore is extremely repetitive and it boils down to stereotypical kids with daddy issues, generic sjw virtue signaling and unoriginal cultist plots.
TL;DR I don't care for the tome.
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I'm blind even before getting blast mine'd then.
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Only survivors see it, afaik.
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1 and 1. I'm using up my cakes to level up the other characters. Which in turn get more cakes.
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Almost all his add-ons are good. Everybody talks about CC+all seeing because they're meta, but he has many nuts combos, as you found out.
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You have to pick them up while they're trapped. On PC, press spacebar. Don't m1.
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@ringwinning said:
I'm pretty sure purposefully DCing in any way is at least reportable (IDK if it's bannable) so no, it's not a legit strategy. It is a douchey strategy, though.
DC'ing is not reportable.
ABOUT DISCONNECTS BANS - DO NOT REPORT
Disconnects are handled by the disconnection penalty system. No further action will be taken on reports.
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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This had been patched some time go.
If you lost the item, then it's a bug.
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You were not preventing the killer from killing you.
Clearly the killer.
Will it count as an infraction though? That's for the team to decide and you will need video proof.
As a side note #WhiteWardShouldWorkAgainstFranklin's
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T2 is were the real money is. Don't go out of your way to T3. Use m1 when necessary.
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You slug everyone. Everyone is treated the same. So, fairly. And the slugging is organic too. Almost surgical.
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I don't see any issues with that. It would be a nice feature. Upvoted.
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There are too many variables for a size-fits-all figure.
Queue times, preferred role, offering, proficiency.
In general, when playing a killer you're good at and who doesn't struggle to gain BP due to design, using bbq and 100%+ BP offering, you can expect 75-85k average. Keyword: average.
For survivors with WGLF and offering, 50k-ish is more realistic.
However, efficiency per unit of time is more important than absolute BP gain per trial.
So, if queue times differ by a large margin, it's almost always better to go for the faster queues.
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@GoodBoyKaru said:
Cakes for 2 weeks after the midchapter so consoles and low-end PCs can enjoy the event too?! Omg great idea!!
"We heard you loud'n'clear! Console players can't enjoy the anniversary event because of optimization issues. So, we decided the end the event sooner to prevent PC players to have an unfaie advantage. Enjoy!"
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I thought I was tripping when I had the impression that all of sudden the escape linea had been moved farther down.
I think they were trying to fix the bug where survivors can't be hit and something went wrong. As usual.
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I'm ok with this if it actually silenced chest-unlocking sounds.