Cetren
Cetren
About
- Username
- Cetren
- Joined
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Comments
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Yes, please remove all map offerings so I can stock up on bloody party streamers in my rare slots instead.
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/106582/is-there-going-to-be-double-xp
You'll make it to tier 70 before it closes. I'm more than half way there and we're not even 30 days into the rift season yet.
Hell, some people are already tier 70
Tier 68. My only regret is that I won't gain anything from the rift shards in the next two tomes.
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@ASurvkillivorer said:
What causes the Plague to sometimes randomly get Corrupt Purge without going to a fountain? It seems I cant infect gens when that happens. Does that also make the infected gens lose their infection status?
If all the fountains become corrupted they are automatically reset to the clean state and corrupt purge is automatically given to you. You gotta drink the fruit juice.
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I just trapped four people first game. Easy. Don't forget your tar bottle and Macmillan bone!
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I'm pretty sure its both now though.
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I actually like playing against moris. It adds some tension instead, "well the killer was near the hook but now I have 2 pallets dead hard a BT hit and DS before he's able to hook me again."
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I think one of the funniest things I've ever done was an accidental bodyblock on an injured player. I figured okay, its thid guys death hook and not mine, I might as well trade to give him a chance. He runs to the gen I'm on, I get off and try to go around him to the left, he moves left to try to go around me, I'm like, oh crap, so I start moving to the right as he moves right. This went on for about a full five seconds while the killer walked up and then hit him, at which point I ran away laughing like a banshee and got reported for toxicity in the after game chat.
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No.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/841184#Comment_841184
They aren't even unique or special in any way... they are just pieces of clothing for characters that don't even exist! So stop being so offended because you think no one else should receive the cosmetics, console players have a right to these as much as you do
Then why. Did YOU say. That they were unique? Riddle me ######### this.
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@[Deleted User] said:
The point to giving the exclusives out to everybody is not to reward you for already having them. It's to give console players a chance at having unique cosmetics as well, and to handle everybody's missing cosmetic issues all at once
Alright buddy, at least say it how it is, making it so everyone has the skins makes the skins very much not unique.
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Hi my name is survivor, pls nerf spirit devs pl0x
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Just depressing that now I can't tell whose a sucky Dwight because they won't have red glasses. Can't wait to see everyone stop being afraid of the dweard.
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I think they're fair and they can be fun to play against. Its nice to actually be afraid of the killer and not just have second chance after second chance queued up. I think they need to change ebony down to two kills from 4. Other than that they're fine.
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The game has been running much smoother for me. Loved the engine update.
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Feel the MIGHT of DWIGHT.
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Billy. There are other good killers, but having a one show down takes out several tools and tricks SWF. I love it when healthy people come to bodyblock for their injured friends because I just mow them down instead.
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Busy playing good killers. The fact that survivors want people to play as demo is telling.
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I always thought it was fun that the rift encouraged you to play differently, and run different perks, it makes the game way less stale when going for challenges.
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Slowdowns most definitely do not prevent fast faults currently for some reason.
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Just no...
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Just play the other side? Or Google the lore, I'm sure it'll end up on the wiki.
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I like the concept, but you could just combine it with BBQ/Bitter Murmer and get way too many stacks throughout the course of a game. Maybe the reverse would be better where you get one every time the obsession sees your aura? At least then it would trigger upon the survivors getting a benefit so it's not so one sided.
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@HeroLives said:
I got absolutely wrecked by a Demogorgon the other day. I mean absolutely wrecked. I was in awe of how well this person played them, Bc I was starting to think they were a little weak, but boy in the right hands straight demon.
What map were you guys playing on?
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I mean I don't even need to escape. Just going on long chases makes me feel like the real G. Especially when I do it by winning mindgames and not mindlessly looping.
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My least favorite by far was definitely Plague. The few times I would've had a double lipped I got screwed by survivors DC'ing, and the games where I did catch everyone the game wasn't long enough for me to double pip. Killing people wasn't the problem, it was trying to jump through all the loops that drove me crazy.
The one that I really loved was demogorgon. I got it on the first game I played with him about five minutes after he was released. His perks are garbage, but nobody knew how to play against him and the atmosphere was so scary that it was a really fun game.
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Run Whispers if you're going to use instakill Myers. Always run Whispers with instakill Myers
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As long as they weren't bad or camping the hatch while I was being chased, I'll kill myself even if it was my first hook. Good luck to you, final survivor.
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Im surprised everyone likes it for tracking. It was a tough choice for me, but I just figuratively asked, if I could only have one of the effects, which would I rather have? I think slowdown is the obvious choice. Also its a super fun perk to run with surge.
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Because people would DC in order to keep their rank low and find easier matches. DC punishments are calculated based on how many games you DC vs how many games you play. So if you can DC one time and play four matches before you need to DC again, you can keep yourself at a low rank and never fear a punishment for disconnecting. Losing multiple pips is a reward, not a punishment.
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They vault of windows and pallets sooooo slowly now. I'd really like to see that reverted. Oh and buttons should work for any feral frenzy hit, not just double hits.
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All they need to do is remove the ability of the spirit to grab survivor in the post phase state if they have the prayer bead Addons. It'd be a solid add on that can scare survivors but it's not an instadown every time someone touches a Gen.
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They should just make a downside that removes the spirit's ability to grab survivors in the post-phase state. Easy first hits, but no more completely shutting down the objective by insta downing people who try to do gens.
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To be honest, it's just one of those ones you just unlock with play time. The requirements on several achievements are ridiculously high, trust me. I know. I recently unlocked every single one of them. Taking one for the team just happens to be one like deep cleansing. Don't worry about racking up the points and it'll eventually happen naturally. But yes you'll have to play a bit of survivor to get it. My advice is to roll with a SWF team. You can play super unsafe and take hits while laughing your butts off as you die.
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@Volfawott said:
Quick add-ons run through
Video tape medical file combat straps are always your best investment option.
The add-ons relating to RTB aren't all terrible they tend to be unreliable so don't go too crazy with them.
The add-ons that give you extra skill checks when doing jigsaw boxes or increase the penalty for messing up a skill check is not worth it the second you start to hit high ranks because no one is going to mess up skill checks.
The status condition add-ons are pretty much all terrible.
Exhaustion - is meh but why you focusing so much attention on chasing people who aren't working on gens. ( keep in mind I'm not saying you shouldn't chase people with reverse bear traps and saying they're not high priorities so investing too much attention it is kind of a waste)
Hemorrhage - is the terrible status condition in general but once again why are you focusing so much attention on tracking people who aren't doing gens
Mangled - it's not hard to take the trap off and then heal afterwards
Blindness - This is probably the only time you hear me say this in relation to a blindness add-on but it's pretty decent because it's pseudo permanent and it can work on a niche slugging build. However niche is niche
Stall addons I'm putting these together because they essentially all do the same job.
Jigsaws annotated plan
Bag of gears
Jigsaw sketch
create of gears
Now you come onto where I say these add-ons are good but unreliable when they work they work very well and waste a lot of time but the survivor could very easily just take the trip on the first or second box making them pretty useless.
Still definitely worth getting but try not to hold too much hope in them
Tampered timer whilst it a pressure tool to stop people from doing things other than jigsaw boxes it has the same problem as the section above.
If they get it off in the first or second box it's pointless and if they get it off before the trap activates it's pointless
Amanda's secret- avoid this like the plague ( no not that one) seriously there is no reason why you would want to use this it is literally a primary contender for worst add-on in the game
Rule set no.2 - It's a decent add-on should be baseline it's not really worth the ultra-rare status.
Amanda's letter- my personal most favourite add-on I really like how transformative it is however it is bad even though it's my favourite I could at least admit that.
I actually love using Amanda's letter. Granted it's not a great add-on, but combined with the video tape makes an ambush attack only game pretty fun.
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Play as and against: Plague. She's just really not fun. For anyone.
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I dont think I've seen a list of perk changes that I've disagreed with more.
First point is no mither. The purpose of this perk is not to pick yourself up unless you're going sabo squad. The best use of this perk is having access to perks that only work while injured without having to escape the killer. Using dead hard to dodge a chainsaw that would've hit you for example. An even better example is against nurse. She gets a huge boost to her tracking ability, and a smaller fatigue. Replacing that with a missed swing + fatigue combined with no blood trails and less moaning (should be none) is great. Good nurses are good, but no mither is actually a beast at countering her. Making you start healthy removes all of this. Stop suggesting this change. It's oversatured. Other than that I agree with the other proposed changes.
Up The Ante doesn't need a rework, the luck mechanic does. The fact that Uta doesn't effect chest searches for example. The luck mechanic as a whole needs to be updated, and then luck the Ante will be good without having to change its core.
Open handed. Does the perk need a buff? Absolutely. Is 30 meters per Open. Handed balanced? Not really. Different aura reading perks have different power, that's why the range is so important. This would pretty much force them to put individual maximum range caps on each perk.
Wake up: Not gonna be a negative nacy on this one, I LOVE this rework. But 30 seconds seems a little bit... Fast. Imagine sloppy butcher for example, it would just never make a difference. Not sure how I'd adjust it though.
Calm spirit: I'd rather have them fix the perk decreasing the time you have on the hook by removing the animations. No footsteps is pretty broken. Especially if that's at all times. On its own maybe not. On a blendette with iron will? Yeah.
Anyone who thinks Autodidact is a perk that's bad enough to warrant that buff hasn't played with it enough. This perk can crutch games. Not only does it completely negate killer perks to slow down healing, but only one survivor needs to run it for maximum efficiency. It's like we'll make it that never deactivates. I play with it a lot, and man is it a good perk. The only killer who can stop it is the Plague.
Pharmacy. The reason is only works once is because I want to be able to find toolboxes and keys as well as medkits. The whole point of chests is their randomness. Once is enough. A different buff would be better.
Stakeout is the same thing as Autodidact and aftercare (when I get to it) I honestly think the only reason you'd suggest a change like this is because you haven't played with it enough. Especially against ruin, gens go by fast with this perk. 10 tokens is ridiculous.
Aftercare isn't hard to power up. Or repower up. At all. Without this downside it is easily the best choice for aura reading. Once again, this is a really strong perk. Running it with Autodidact is probably the best medic build imo.
That's all. The other changes I either agree with or don't disagree enough with to make a comment. Good job though.
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I don't.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/774331#Comment_774331
At the moment, if the Demogorgon places all his portals down, he cannot get a new one until a survivor/s dismantles one. As the match progresses certain portal placements can become invalid eg when a gen is completed, when the hex totem is cleansed etc. The player may not want to 'guard' those areas and may wish to place a new portal. He could move them to cover the exit gates when all the gens are complete, for example.
Repositioning his portals wouldn't fix his core issues though. It's not any worse than Trapper, you'll have games where you place a trap down and it never gets used. You just play without it because it would waste too much time to go change the trap/portal location. Demo suffers from the same issue as all setup killers in that you have to be able to get early pressure in order to win. Repositioning portals is just a QOL change.
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I don't understand why people do this. Isn't it just easier to not say anything and move on, swallow some salt instead of spitting it out into a chat and get into another game?
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I usually run Sloppy, Thana, M&A, and BBQ. Its honestly just a great snowball build. Keeping a couple of people injured and then popping tier 3 is a great way to end the game. I tend to slug people a lot and most games I'll have 2-3 people down at a time because it's so easy to sneak up on injured survivors with M&A while in tier two. Wait for someone to go pick them up and just snowball the game. Once you have everyone injured, thanataphobia pretty much forces them to eat the 36% debuffed heals or take the 16% reduced speed for all the gens, which really adds up. I'm not necessarily playing this build in high high ranks, but it's a fun one to mess around with.
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I don't think they're perfectly balanced, but they're in a good spot right now and I don't think they need changed either way.
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STBFL is a very good perk. Unrelenting just needs to be a better one.
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@Mochan said:
A lot of people like to look at this from the "perfect play" angle, but that is nonsense, because nobody plays perfectly all the time. Especially not a group of 4 people. And before we go any further, the official stats that BHVR provided us proves it.
The real power is in the hands of the one who people have to react to.
If a killer is walking to a gen, does the survivor have the choice to stay on the gen? No. If he does he dies.
If a killer chooses to camp a hook, do the survivors have the choice to go for the save? No. If they do it becomes a bloodbath. (even with BT it's an iffy proposition)
The game revolves around the killer because the killer is the power role. Survivors must play around the killer, not against him. Or it quickly becomes a massacre.
Does that mean the killer will always win? No. The power role can lose, the power role can be made fun of. But let's not go brain dead and think that the survivors are the actual power role.
That's not true though. The only reason the killer walks to the Gen is because the survivor is there. In a chase, the survivor chooses where to run to, the killer has to follow to catch them. In an average map, the killer is playing defense. On the gens, on the hooks, and on the gates. And they can't do it all at once.
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It's not necessarily trying to do your best. I see it as playing optimally even after something happens that would tip the odds in their favor. So let's say you load into a game, someone gets found and downed, and they instantly DC. Normally a killer wouldn't have to try as hard or play as optimally to win. You can let them get a pallet stun or complete an unhook etc and the outcome of the match would be the same, only slightly more enjoyable. A "sweaty" killer holds no punches.
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No u
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This is because of the disparity between the number of ultra rares and very rares. Ultra rares are less likely to show up than very rares, but because there are only two ultra rare options for Huntress (ebony and iri heads) there's a 50% chance that an ultra rare spawn will be the iridescent head addons. Whereas there are several very rare offerings, addons, and perks that make it much harder to get an infantry belt in a very rare bloodweb slot.
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I feel the same way. As survivor it didn't bother me as much, but rubberbanding as killer is just flat out nauseating because of the first person view. Not to mention it almost always results in you losing the chase if it occurs while chasing them around obstacles where they break LOS.
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@Theoretical_Heart said:
https://forum.deadbydaylight.com/en/discussion/comment/771519#Comment_771519
https://forum.deadbydaylight.com/en/discussion/comment/771521#Comment_771521
We ASKED for the dedicated servers. Stop putting it on the Devs. The game was BUILT for P2P not dedicated. OF COURSE there will be kinks to iron out making such a big change. Just be patient.
It's crazy how many ppl are mad about something the players harassed the devs for.
I didnt ask for them at all. My experience in generally has been massively downgraded consistantly by the servers. I just want them to be disabled so I can go back to not rubber banding in a first person perspective and having my grabs autocancel. I didn't want them, didn't need them, and I still have to put up with them. It starts to add up every game for a few weeks. That's just a frustrating experience in general. And it doesn't end until the servers do. Just my two cents.
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@InfinyMage said:
I was around before it was implemented. I expirienced the BM some survivors would display once they knew they were on the clear. All those wasted minutes and the games being held hostage. Its definitely great.
My only gripe. It still feels too long.. Most of the time survivors will still wait till the last few seconds to run out the gate. Even if i dont have anyone on a hook for them to save. Even if no one is injured and i have no chance to hook anybody.
They will only ever leave if I go and watch their T Bagging party at the gates. So i dont anymore. And they still sit there waiting for the killer to show face. Till the very last second. Its stupid when i have to wait the timer out instead of being able to get on with my next match.
So I would love it if it didnt tick down as slowly as it does when someone is hooked or in the dying state, or if the time was lowered and it can remain with the slow tick depending on if theres someone hooked or in dying state.
I agree with everything here. Having it slow down just means there's still no end game pressure and as long as you have a gate 99'ed or someone downed you can screw around as long as you like. It should either start when the gates are powered flat, or not slow down when someone is downed or hooked.