Bwsted
Bwsted
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- Bwsted
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It's a perfectly fine add-on to grasp how the blink mechanic works and to explore hitboxes in certain areas of maps. Nothing wrong with it. It's simply training wheels. You're not gonna win a race using it, but it will keep you straight while you take your first baby steps.
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So, there's really a campaign to nerf Spine Chill with all those threads popping up. Holy moly this community gets more surreal by the day.
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It's a solid build for solo. I'd replace Aftercare with Bond or Kindred, if you want an aura reading perk.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1922064#Comment_1922064
I would go further and say a weekend without any perks.
I think that could be fun and interesting
It would be terrible. Survivors playing immersed and killers camping the first hook in the middle of a 3 gen.
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It's an offering that offers an advantage. It allows to bypass DS in endgame, or even prevent wiggle-offs if you don't have hooks in the area. It's the only moris that allows to kill the survivor without ever being hooked.
If you want the advantage, use the offering. That's what offerings are for.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1919984#Comment_1919984
iirc it does deactivate if you use self care or a med kit, but not if something like second wind, inner strength, or a plague fountain heals you.
source: https://www.reddit.com/r/deadbydaylight/comments/lco6u8/upcoming_decisive_strike_rework/
official behavior post and looks like clarifications are in the comments
Tnx!
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@MrPenguin said:
"other teammates trying to heal them immediately and deactivating their DS even though they were only healed for half a second."
As I heard thats not possible, it only deactivates if the person with DS up tries to heal someone else. If the DS up survivor gets healed by someone else it stays active.
Do you know if it it deactivates if the DS person starts healing themselves?
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Ourselves? Maybe you, but not me. Just like I don't have to blame myself for when they nerfed Billy.
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Hag with Rusty Shackles and Disfigured Ear. So, not only you actually do get alerted of traps triggering, but you remove the camera flick as well. Red rank, obviously.
I've also seen a Scratched Mirror Myers burn an Azarov's key once.
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Your rescuer is inured. You get unhooked. The killer instantly goes for you. It counts as a protection hit. DS de-activated.
Or, you get tunneled off hook. You happen to be hit while in proximity to an injured teammate. DS de-activated. Again.
That'll be a no from me.
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I mean, it's not a difficult concept and it doesn't require a philosophical dissertation. If you want to tunnel, you can already do it by tracking hook stages by yourself. They simply don't want to make it easier by giving a separate counter per each survivor. Of course, they can't stop the tunneling. They just want to let you put some effort into it instead of holding your hand.
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You should be tracking hook stages already as killer. This change should mean nothing if you do, regardless of any supposed hypocrisy. Whichever counter the Devs opted for, I guarantee you they would've received backlash. Just take the minor improvement and move on.
For survivors it's a little different, because sometimes it's hard to tell if someone went second stage when a rescue is borderline, while as killer you get an Entity Summoned score event. So, it's a much more understandable QoL.
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To be honest, we don't even know exactly what each clause entails.
For example, healing might already work like you want to.
Does cleansing a totem count as simply tapping the totem or completing the cleanse? And so on and so forth.
I'd prefer if they came out with a detailed run down of trigger conditions, before I make any judgment call.
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Switching from TR to radius would leave high mobility killers working around it though.
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@Anti_Alpha said:
https://us.v-cdn.net/6030815/uploads/02W4Y512IUPO/x.png
Sat in queue for 10 minutes. For this. Feel bad for the other survivors, they only had a single perk each. It was probably their first ever match.
I remember when matchmaking would look like that around the clock when they turned MMR on. Except, the killer would be rank 1. And that killer would be me.
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@odra said:
i think the best way to solve this is everytime unhook survivor got full health. This way if killer want to tunnel he will need to hit twice instead of one and making the hooked survivor seems like the other survivor
This could work if insta downs didn't exist. But they do.
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@EvanSnowWolf said:
No Mither should start the match healthy.
I've seen this suggested many times and, while it makes sense, the killer would realize the survivor has it from the broken status effect.
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It's a good perk. That's it. It never made or broken a trial for me.
If survivors are reacting to it too much, they'll be very unproductive, which works in my favor. And then I'll know they have it and I can play around it whenever I need, knowing they're overly reliant and won't see me coming.
If they use it correctly, it gives them a little bit of a headstart. Not a big a deal. It's a perk, it's meant to have some impact.
As a stalking killer, I really don't care. You can't stalk good survivors when up close without going unnoticed, regardless of Spine Chill. So, that changes nothing. Actually, I'd rather them have that perk than another meta.
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They have a very relaxed work schedule, allegedly.
And people keep buying cosmetics.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1907557#Comment_1907557
Yeah, I am on central European region.
Same here. Killer in the mornings at red rank is typically very hard, barring the occasional bad team. I guess there are fewer red rank killers at that time and matchmaking is actually able to match against veteran survivors.
Otoh, from late in the afternoon trials start to become easier with rainbow lobbies, to the point that I can practically 4k while eating my dinner and watching YouTube.
The irony is that when playing survivor, sometimes I run into those killers who completely lack fundamentals (bloodlusting, vaulting TLs, etc.) and there I tell myself "matchmaking strikes again, this must be a yellow rank". Then at the end of the match it was a rank 1 or 2 killer. You can tell they mostly play in the evenings and pick up bad habits.
@EntitySpawn said:
I assume you're a EU player, off peak times are harder to to those players not working etc. So tend to be better as they have more time to play, not everyone but yeah that happens for all servers though. Having said that if you are EU the games are just harder in general, if played on both eu and us servers and I dont know why but eu seems more toxic and less casual (this is the same for alot of games though)
Fun story. A couple of weeks ago I was in the chat of a NA streamer. There was this guy who was telling how he got to play in EU. He was shocked at how sweaty EU red rank survivors were and how they're glued to gens (relatively to NA counterparts, according to him).
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It's not necessarily the best, though. I still think SB gives more value when used correctly.
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Why changing your mind when your mind is right?
It does absolutely nothing. You can VPN from the EU to Australia when playing killer and not a single hit gets rejected at 300 ping. I don't know what paramaters they set, but maybe they simply want to validate hits for aliens connecting from Jupiter's moons.
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Wait wait hold on. It's true that Spireh is bollocks, but you took it too far, man. I wouldn't do that stuff even to my worst enemy smh.
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Corrupt, BBQ, I'm All Ears, Deathbound.
It works well, but it's a fairly relaxed build, definitely not optimally sweaty.
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Every concern about MMR is premature. Last time it was implemented, it literally paired beginners against veterans with thousands of hours.
It's a hidden mechanic and they won't tell us how it works. So, they can even make matchmaking entirely based off some very general stats, like logged hours as and against certain killers (after all, the system has been collecting info in the background for months on end) and we won't be able to know the difference and if it's working or not. Add to that the usual overriding criteria of waiting time and ping, and BHVR can simply wrap it up by telling us "yep, it's working great, fellas! Nothing to worry about! Enjoy your fair and balanced trials!"
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Survivors with Victor attached should also automatically be drawn to a hook and rendered unable to move for 30 seconds. If they're hooked within that time frame, they should also be immediately sacrificed and the aura of all their teammates be revealed for the remainder of the trial.
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@Aven_Fallen said:
Did you only check inside the Saloon? Or also outside, next to it? If you use a Hatch-Offering for Shack, it can also spawn outside, so I guess it just spawns in the Tile where the structure is located.
This^. It's the same with the shack offering. Also, if it works like map offering, the modifier is 9999, which is still not a guarantee it will work.
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Lery's has flickering signs outside the rooms containing a generator. The gen in the treatment area is a guaranteed spawn.
In The Game, look for the closed sliding metal doors. There would be a gen around those. The gen in the bathroom is guaranteed.
On Hawkings too you can look for the closed sliding doors. Those have the peculiarity of twitching. However, there's a long standing bug where sometimes there's no gen associated with the door. You can also look for flickering lights, especially in the corridors. Gens can spawn on the ground floor, or upstairs for the rooms that have an upper floor. The gens in the portal room (spawns only upstairs) and the one in the isolation room (the small one all the way upstairs on the map highest floor, which will give you the achievement/thropy) are guaranteed.
On Midwhich, there are no indications, as far as I know. The gens can spawn inside the rooms, in the corridors and in the courtyard. The only places where I haven't seen a gen are the toilets, the stairs, the gate areas, the reception (but it can spawn in the room behind it) and the small locker room (not the large one, that one can have a gen). The only guaranteed spawns are the music and the chemistry classroom, but only one of those at a time, if I'm not mistaken.
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EDIT: posted in the wrong topic.
To the OP: this forum represents a very miniscule part of the community. It's unlikely that it will reach out to those you actually look for. I understand your frustration. My best advice is to just walk to the far corner of the map, alt-tab out and do something else for a couple of minutes.
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@Moundshroud said:
I'd yawn? I think we have one too many now. I like the DbD original better than Bubba.
This^ person knows.
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@vacaman said:
Doubt. And i would bet that they are going to change how the cages work to make the hook related perks still work sadly.
I doubt it. They've been pretty adamant about hook perks not working off cages. It feels like that's something that they had to agree upon in the licence. Konami is a tough cookie and it seems reasonable they wouldn't give up one of their iconic products without making sure it ended up being unique.
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Camping is already rampant, that hasn't changed with the meta. Also, I don't understand the correlation. With ruin/undying you can hook in the middle of a 3 gen and still get ruin value. And even if ruin/undying discouraged camping, then once cleansed, the player would resort back to camping anyway, unless the trial is already a wrap.
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I already did this for other tomes. Both as killer and survivor.
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His camping is unfair.
For the rest, he's not. He's just mostly uninteresting, especially when paired with bamboozle. It just becomes a game of he vaults the window, you must drop the pallet or get chainsawed, you do drop the pallet with correct timing but dedi server are like "nah, ######### you. I'll give you the stun points but I'll let Bubba still break the pallet stun-free".
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Quentin.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1899917#Comment_1899917
It wont get patched. They don't know how. If they could then hits through pallets would get fixed as well.
Hilariously true.
@Mr_K said:
Before dedicated servers, you could blink at the moment they jump out of the locker and grab them. Nurse could not be stun while in blink animation.
Was only able to pull it off once. Week later dedicated servers turned on. 😥
Well, at least she still can't get stunned while in fatigue. So, if they dodge the hit in the locker and I spam space bar, they either get grabbed or they waste their head on.
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Oni 's sends chills down my spine.
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I'm not going to partake in the same debate on this same topic beating the usual dead horse. I will strictly answer your question and it's pretty simple and no, I'm not going to be sarcastic.
He-who-shall-not-be-named uses NOED on all his killers and apparently getting a NOED proc is 'earned'. Kinda of a WeirdChamp definition of earning (sorta like saying you 'earned' a DS proc, even if you get straight-up tunneled. No, you simply put an insurance perk in the slot). Also, probably something about 'stats' and stuff like that.
Really, that's it.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/1899015#Comment_1899015
I think the perk should be changed to
You can activate pallet stun Killer whenever you want, while being carried.
After that, the perk deactivated.
Currently this perk only work if you pair with 1-2 other perks, beside once you use it, Killer knows it and you will never have the 2nd chance to use it. So I think the perk should buff up and just limited to 1 use
It would become immediately meta. People would avoid greeding and instead opt to just go down purposefully under pallets, becoming basically unhookable. It would be like old DS with extra steps.
If it worked how you suggest, then it would need a further restriction that prevents it from being used immediately upon pick up, like a 3-second activation condition, for example. But then, the perk would become effectively useless because any killer with a brain cell doesn't walk through pallets when carrying a survivor, barring excruciating circumstances. Which is also one of the weaknesses of the current version of the perk.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1897866#Comment_1897866
Can I ask why? DBD isn't scary anymore to people who've played over 5 matches & I figured adding something like this would atleast add to the mystery factor.
It doesn't have to stay dark while you're in a chase, as soon as you get hit the screen can turn back to normal.
And it's not gonna be scary no matter what. It's the normal trajectory of every fear-inducing stimulus. Once you've been exposed to it repeatedly, you just won't be affected so much anymore, because you know what to expect.
Making your screen darker and more difficult to see is just gonna turn into nuisance because it takes away from your input to the gameplay. You're not gonna be scared, because you'll learn you'll simply go down because you can't see #########.
Scare might be one of the factors that attracts players to DbD, but it's not the reason they stick around for hundreds or even thousands of hours. And that's simply because it's impossible to scare them for that long, no matter the changes to the game.
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@Drontor said:
Would you be able to link me to the video? Also, if that is true then what would you recommend as a good 4th perk to pair with those 3 for an item hunting build?
The 4th perk would be Appraisal.
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@Karao_Ke said:
I don't know if this would be considered a status effect, but what if survivors had something along the lines of a "scared meter"?
If you've ever played Friday The 13th you'd know that whenever Jason was nearby, your screen would get darker and your HUD would slowly disappear. I feel like this would make DBD a lot more scarier and somewhat harder if that happened whenever the killer was very close to you.
It would just make the game more annoying.
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I think it took me 1.8k hours, but I also P3'd them, p3 maxed out a survivor and level 40'd all the others. It was the Blight chapter.
I think a new killer takes me about until mid-chapter as well, but I really lost a lot of drive to play. So, it would've been faster a few months ago.
I'm not sure I understand the last question. They only add one killer per chapter. If it takes me until mid-chapter to fully upgrade one, then it means I could do two max before the following chapter.
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32 EU central.
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It's very interesting, but we all know the actual implementation would end up being incredibly buggy.
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It's an outdated perk that comes from an era when maps where completely broken with god windows. It was meant to be a band-aid fix perk for busted design features, in full DbD style. It currently does too much on balanced setups and too little on those remaining instances when there are very closely connected tiles. For examples of the latter, middle of Suffocation Pit, or some chained loops on Coldwind.
Ideally, the maps are fixed. The perk itself makes gameplay very stale and dull. If I could rework it, I'd make it so it'd block windows (even more than 1 at the same time) after 2 vaults for 8/12/16 sec. The window(s) is(are) blocked for EVERY survivor and vaults are added up together regardless of which survivor performs them and regardless if it's in or outside chase (i.e. if 2 survivors vault the same window, that will count and trigger the blockers). However, and here comes the bamboozling, the blockers are on hold even if the vault is primed and they will spawn only if the killer enters a chase and is within 8m from the window.
Healthier than the current version, strong, and it lives up to its name of Bamboozle.
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I did it with Power Struggle, Unbreakable, Tenacity, Flip-Flop.
When you go down, try to be in a pallet. You need to be a little lucky, because you want the killer to slug you for long enough to recover 50%, and above all you need your teammates to not waste the pallet for no reason (they will).
It's definitely easier to do in SWF.
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I see you have some solid numbers there to back up your facts...
