Bwsted
Bwsted
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- Bwsted
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@PabloLovesMC said:
https://forum.deadbydaylight.com/en/discussion/comment/2168905#Comment_2168905
Iri head got nerfed because all of the survivors wewe saying having 3 iridescent heads was abusing the perk.
Source: you.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/2168862#Comment_2168862
What about nurse fatigue cancellation? PH mini mories on already escaped survivors?
Fatigue cancellation was patched not long ago.
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Neither was abusing anything. Both were working as intended.
IRI head reduced hatchets by 4 and the belt added 2.
Dead Hard literally tells you that you dash forward. The distance is part of the perk description.
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@theworshipperofBu3ba said:
So I opened this topic cause Im not sure if its bannable. I like chilling with survivors and sometimes I just feel empathy to bad survivors let them escape and sometimes I only kill 1 person and let others go is this bannable ? At the other times I just watch survivors to scare them with myers but I only watch them without stalking is this bannable ?
It's not bannable as long you don't team with one/more survivors against one/more survivors specifically.
@landromat said:
When 2 survivors left, i left Nea on the ground to find Yui. Then i gave nea hatch because poor thing was on the ground for almost 4 minutes. Apparently got reported for that and banned for a day. Now i don't give survivors hatch in that situation
I'm not saying I don't believe you. I'm just saying there must be some details missing in your story, because what you described is not bannable.
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Yes, but you need video proof.
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@Mandy said:
Whilst I appreciate the feedback, I have to say...I'm sad we're at the stage where we judge the strength of something by whether or not there's a 4k involved. 4k is supposed to be rare and 2/3k's the normal.
If I may offer a suggestion, it's BHVR's oversight for not making what you're saying more clear in-game and outside to killers and survivors alike.
I'd go as far to say that even fog whisperes contribute to encourage the mentality of the '4k or anything else is a tragedy'.
For the benefit of all the stakeholders, if you want players to have realistic expectations about the game, then let the company make known what their expectations are for the game.
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It's an old bug. It happens for both survivors and killers. Or maybe it's intended, to improve queue times.
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@Marigoria said:
Imo Freddy was fine, only thing that was slightly annoying to go against were the slowdown addons. I don’t understand why they’d nerf fake pallets.
Because Almo said that pallets were stronger than snares. I kid you not.
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Definitely an oversight. I thought they were copy pasta'ing the same tile for the basement. That would've avoided the issue altogether.
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The corn is worse and it messes up with the auras. The layouts are ok, though. And the rework of Thompson House main building is neat as well.
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Yes, the corn really messes up with the auras, because it doesn't act like a solid LoS blocker and all the little see-through pieces basically delete chunks of the auras.
Edit: also, the corn seems to have some areas that are not fully opaque but then interact with auras as if they were transparent by effectively blocking them.
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Chasing/being chased with/by Victor is not really interactive at all. That would be like saying that feral frenzy chases are interactive. The Twins' whole design as killer is a failure. BHVR clearly doesn't know what to do with them right now. So, they just nerfed them for the time being while waiting for a rework that is almost a given will come some time down the line.
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Survivors have had a little grunt when slow vaulting for as long as I can remember, some of them louder than others. Also, it
doesn'twork, just like any other sound in dbd. -
@reeves7 said:
Thats good
I think you meant pretty good, in the sense of job so far.
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Survivors already are guessing if the killer is using a hex. It's called noed and requires survivors to cleanse all dulls (not just one totem) on the map or get hit by it.
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@[Deleted User] said:
If Victor moves faster than survivors during his CD it means he won't be able to be kicked during it. So they actually buffed their slugging potential, lmao.
Exactly. I have to assume the change means he slowly slides like after a missed pounce. But knowing bhvr we'll have Victor down a survivor and when another goes to try kick him he'll just pull a roadrunner.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2161501#Comment_2161501
Well i wonder what this truly means.
Idk the Twins well, but this sounds like it'll be the same as the movement after a regular successful hit: Slow.
And maybe you'll be able to kick him cause he'll be slow enough?
Speculation btw.
That might be, but then I don't understand the reason for the change (probably for the sake of the consistency god.)
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If true, they actually increased the slug potential, because you can't kick while he moves. That, or I'm missing something.
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You had all the tools to deal with a strong team. You just gave up. Copping out will never make you improve.
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I always do. And now with the yellow despawning vfx they're even easier to spot from a distance.
You can also look for crows that re-spawned for info.
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/2155080#Comment_2155080
This is what a TOXIC CWF looks like:
https://us.v-cdn.net/6030815/uploads/0DR39DZTAQ66/fun.jpg
They were flashlighting me at every corner and at same time from many directions, bodyblocking me all the way to the hooks, gen rushing, blocking my hits on injured survivors, trying to DS me on lockers or recovering up with Unbreakable, jumping into lockers so others could flashlight me no matter what, tea bags and pointing at every pallets...
That's not the team you referenced originally. I suppose it didn't fit your narrative.
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I think it needs some tweaks to make it consistent on heals i.e. it deactivates once your health state changes to healty and it doesn't deactivate for healing actions on yourself (unless you're fully healed, ofc).
It'd make it more consistent with the theme of 'getting a chance to get back into the trial'.
Also 99'ing heals to keep DS wouldn't do much because you still can't progress the game.
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Camping and tunneling are too op in egc as well because they would guarantee a killer since you don't have gens to patrol.
DS becomes stronger just because what it counters becomes stronger as well in endgame.
The difference is that the killer has it basekit, while for survivors it's a perk that they must've saved for the end.
Not to mention that if it's down to 2v1 the unhook can be outright denied and 3v1 you can force a trade. 4v1 in egc? In that case the issue is not DS.
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Finding keys in a chest is not an abuse. Just like lunging through a pallet and not getting stunned. It's the game not working properly, but not the players' fault.
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/2154605#Comment_2154605
https://forum.deadbydaylight.com/en/discussion/comment/2154780#Comment_2154780
Yo i just combined your suggestions and now im being really successful with her, you guys really helped, thanks!
Final Build:
- Thrilling Tremors
- Ruin
- Undying
- Whispers
Out of 10 matches, only 1 of them had 2 survivors escaping, it was a full Rank 1 TOXIC CWF that sent me to Badhams and broke my totems within 1 minute, they gen rushed me, but at least i mannaged to hook everyone twice and got 2 kills.
In general the build is pretty strong, but if u are constantly getting gen rushed i'd suggest to use NOED instead of Whispers.
In what way they were toxic? Because they used a map offering while you were asking us for strong builds for a meta killer?
Pot and kettle.
As for your builds, any combinations of slowdown plus snowball are fine. She doesn't need anything else and in pub games you can freely use fun combos as well.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2153843#Comment_2153843
That is a good question and I wish I knew the answer. I do, however, have it recorded (including my conversations with the people afterwards). I'm turning it in of course. I don't post things that don't happen. I've had people tell me that there are ways to do it based on timing of the disconnect, but since I don't do these things myself, I'm not really party or interested in the details of how they do it, I just know they are doing it.
They were trolling. I mean, you can test it yourself (no, really don't do it unless you're in a 4-man and they know what's going on). Just DC as soon as the camera starts panning out and go spectate. You'll see that the trial goes on 3v1. And before that point there's no way of knowing what map will be rolled out unless an offering is used.
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Are you the judge of someone else's fun? Darn, I didn't get the memo.
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I don't think there's much that can be down without going too far in one direction or the other. At end of the day he's balanced because he has no map pressure even though his 1v1 is completely uninteractive.
The only thing I would do is to make his terror radius more consistent, because it's too quiet at edges.
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Because this game is perfect. Consider that it's even possible for a Nurse to be blinded during fatigue even though she's literally looking down.
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If they disconnect due to map offerings, that's not a swf thing. I've seen it done during solo q by survivors an killers alike.
If you mean once the match is loaded, then a DC is to late to cancel the trial.
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@JawsIsTheNextKiller said:
So where does the "J" bit come from?
Japanese, because the guy who came up with the term first observed the play from Japanese players.
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It's a cat'n'mouse game with a horror theme.
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A killer that can spread damage fast like Legion or Plague and another that can finish the job by being good at slugging like Nurse, Twins or Oni.
That's why 8v2 would be completely broken.
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It happens. Just leave it behind and don't lose your sleep over it. A videogame is just a game and as for the slurs the world is full of douchebags.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2149796#Comment_2149796
He also had a 100 game win streak with Plague I think. I don’t personally agree with her placement but I can see why he rates her highly.
In public queue it doesn't really mean much. Scott Jund had a 50 win streak with speed limiter old Bubba. If I play during certain hours then 9 out of 10 teams I can just 4k on autopilot, because that's just the nature of matchmaking. But during other hours when there are few red rank killers online, then I get survivors with thousands of hours each and I'd take Billy over Plague any day of the week.
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@[Deleted User] said:
What an exaggeration. He still has the 2nd best mobility in the game and a solid antiloop. I wouldn't put him anywhere other than low A. Just because you can't backrev with instasaw anymore it doesn't mean he's on the same tier of Legion.
Overheat barely affects someone if you're not running double engravings. What drives people away from Hillbilly are his new annoying POV and animations (Shadowborn is basically mandatory on him now), but his basekit is almost the same.
I agree. I can maybe count on one hand the times I overheat when not running engravings. The overheat angle is a little overplayed in the community, despite being a questionable change. But I never ran instasaw or crackbilly back in the days. So, I wasn't as affected by the nerfs.
Except his camera. That's absolutely atrocious.
But putting him below Plague is preposterous. I understand Otz had some success in Hexy's tournament when playing off-meta killers and this might sway his judgement.
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I've seen both the extremes, from wholesome to toxic, and from streamers of either role. Streamers are just people.
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There's no set definition, but in general you can think of it as ignoring everything but gens. You can also include stacking up on items and perks to push gens faster. You rarely see it to those levels, although it does happen.
The word is thrown around very liberally during games, even when gens go by very slowly, and it's often an ego-protective excuse.
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Mad Grit, Agitation, Iron Maiden, Detective's Hunch.
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2.295 and I have all killers p3 all perks, one survivor p3 all perks. Then I think 5 or 6 survivors p2 lvl 50.
That's maining killer and unlocking BBQ as fast as possible.
The grind is insane.
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This hatch I found baffles me. As I witnessed the last Survivor being, yet again, the victim of the dreaded hook I stumbled upon it as I slowly backed away. I finally found my keyhole. With my last strength I opened it, entered its tunnels and somehow found my way to the campfire. Now I sit here contemplating its purpose. Is hope more important for the Entity than I thought? Is this hatch just a treat you give a dog to as encouragement? For now I take what I can get.
~ Benedict Baker's Journal
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@Friendly_Blendette said:
Ok I think BT is a great idea perk and so is the rework there is just one small little tweak I want made to it. The unhooked survivor has no colosion.
That would make the perk half neutered because:
- You would know immediately if you can tunnel or not.
- You would have essentially a 100% chance of forcing the trade or the down, making camping a guaranteed hook. Bodyblocking with BT is what puts a little bit of risk into camping and you still have a good chance of getting another hook anyway..
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@Anara said:
I tried to right r o m e r o and it was banned too, I tried
r
o
m
e
r
o
And the m letter was banned XD
I saw the m being censored today when someone typed
C
A
#
P
E
R
Honestly, hilarious.
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- Stranger Things.
- Claudette, then Kate.
- Doc for the bloodpoints. The first killer I really tried to learn properly was Billy. I don't really main anyone ever since, although a few months ago I used to play a lot of Pig.
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I bought Bubba for BBQ. I don't regret it, but it makes me sad that you have to pay to get a perk that's mandatory to alleviate the terrible grind in this game, or just wait months in the hope that it drops in the shrine (which is an antiquated system, btw).
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You can actually buff the perk and remove the unealthy part at the same timr. The despawning effect just felt like a dev troll job when they introduced it.
Make it so you drop the item, shorten the timer and make it consume all the charges instead of despawning. Depleted items are shown with a red aura when dropped on the ground via on-hit and with a Ghostface red glowing effect when carried (think of the vfx when GF marks a survivor. They glow red, but it's not an aura as it doesn't display through walls).
Make that keys cannot open the hatch if they don't have any charges left.
Boom, you even buffed Franklin's and removed almost any trolling potential.
The interaction with White Ward would require an ad hoc effect, but I doubt the devs would be willing to code it.
P.S. when I say trolling, it's because there've been killers who'd been banned literally for griefing for Franklin'ing survivors and then DC'ing to make them lose the item (and admitting to it in chat).
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The grind in this game is unfair in general.
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Don't break the rules just because someone else did it. You have no guarantee their infraction will be proven or that your intentions understood. Report and let the team handle it, but don't put yourself in potential trouble.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2140553#Comment_2140553
I keep getting the bug where it won't let me swing. Need to wait 0.5-1s after i teleport to attack.
Yeah, I get that one very often.
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There's a visual bug where a Nurse will swing while still invisible on the survivor end. The issues you're describing are possible also in the presence of latency.
She's overall buggy, both for killers and survivors.