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CountVampyr

CountVampyr

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CountVampyr
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  • From a movie perspective that doesn’t make sense. In most horror movies that involve the issue, disease wants to spread. Therefore, it wouldn’t make any sense for zombies to go after the already infected. They would go after uninfected people.

    But I can understand why people would choose not to take the vaccine if Nemesis will be able to see your aura for like 12 seconds or something like that.

  • I have a PS4 and my lag issues are less than they used to be, actually.

  • It would be cool if infected survivors turned into zombies when they get mori-ed by Nemesis.

  • @Magicmaster0702 said:

    I've tried it once, but I got annoyed that survivors can sidestep to dodge the tentacle. And zombies don't really do anything unless it's an indoor map. I think Lethal Pursuer needs something else to it. I also think the tentacle needs a little more range to it or at least more consistency with hitting over objects.

    If you’re on a gen then zombies can be annoying and something you have to do something about. I kept having to lead them away or crush them with a pallet a couple of times. At the bare minimum I now finally see some value in equipping Any Means Necessary. But yeah in indoor maps zombies excel. I had to push through one and take a hit in a narrow corridor upstairs in RCPD in order to save someone on a hook.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274718#Comment_2274718

    your basically relying on his power, don't use his perks thats what I do

    Which is precisely why the adepts for killer need to change. They need to accurately test your skill at using killers unique powers. Otherwise it’s just like earning the same trophies for adept M1 killer over and over and over again.

  • @Dr_Loomis said:

    I have all previous Adepts but agree Killer Adepts should be simply 4k using their unique perks. The end.

    All this sodding about to get the right level of emblems is a load of hickory smoked buttock meat.

    I nearly got Adept Nemesis...but the little darling got the hatch.

    But Adept Nemesis is definitely doable. It'll just take time. On a positive note, It will be a good opportunity to practice with the killer....that's if this the awful ps4 lagging and teabag-clickers don't ruin the experience.

    Lol. I wonder if that could have been me. I got adept Jill because I got to the hatch literally a split second before Nemesis by pure luck. He seemed to know exactly where the hatch was, I didn’t and it opened within hearing distance. Were you at the Yamaoka Estate?

  • Chaser is the stupidest emblem. End it too quickly you don’t get it. Take too long and you don’t get it. Every time I go for an adept I never know if I earn an iridescent in that category because it’s just so undefined, and using your special abilities will hurt you in this department with certain killers. Its very aggravating.

  • @BrokenSouI said:

    Youre being over dramatic a bit. Insurmountable lol. Also..Youre not supposed to escape all the time. Killers should win every so often too.

    I didn’t even mention stacking discordance and/or overcharge on top of it. Not escaping all of the time isn’t even the point. I personally don’t care if I survive. Most of the time I don’t. But individually by itself it’s formidible. When it stacked with others it becomes ridiculously OP against solo queue players. I understand that swf groups can be oppressive but that’s a poor excuse to allow builds that would level everyone else. At bare minimum Tinkerer needs a cooldown.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270259#Comment_2270259

    Careful. People don't like you to make total sense. And tell them there's counters. They just want it nerfed, and want it nerfed now.

    Again, splitting up doesn’t work late game when there are only a few gens left on the map to monitor and two survivors. Even only one dead can be extremely difficult to overcome. I’ve seen many many games that have fallen apart due to a killer running both tinkerer and pgtw and only one person dead and one gen left to fix. And not just with novice players. In the hands of an experienced killer the combo of those two perks can be completely insurmountable.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269137#Comment_2269137

    Generally speaking survivors aren't exposed to complete generators AT ALL when its down to the last two.

    Tinkerer doesn't realistically do anything in those situations as you have effectively already won.

    I think that we’ve all been in matches where two remaining survivors completed two gens and at least one of them escapes through the gate. In fact it happened to me just last night against Oni and both of us escaped. But it wouldn’t have happened if he used Tinkerer. No way, no how.

  • @bibibib8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269028#Comment_2269028

    At that point its a battle of attrition, 2 survivor remain if each of you work on a different gen the killer wont be able to protect both gen at the same time.

    Yes, BUT… you will still only get 1 out of 2 repaired and still not be able to open the gate, so what’s the point? Think about it.


    Best case scenario, one person escapes, and it likely won’t be by getting gens done.

  • @bibibib8 said:

    Tinkere dont need a nerf i think survivor should always play with tinkerer in mind like that no way you can get caugh by the perk

    I always play with Tinkerer in mind, but it doesn’t change that once one or two people are eliminated that the only way you can play against it is to hope for the hatch. At that point there simply is not enough distractions left to make repairs viable. It gets very boring.

  • The best solution I can think of is to allow the perk to give only one notification per gen to the killer and then force him to police those gens himself. Because you’re very right, the game is basically over when two people are dead because there is no possible way to finish the remainder. You need two people working on one gen in order to complete it by the time he gets there, and when he does he’ll probably tunnel one of you. The odds that you’re going to be able to do that last gen by yourself? Not good. Don’t get me started on how often I’ve had the last gen 99ed only to have the killer PGTW it.

    I don’t even mind it with Ruin because that is just early match if you’re smart. But PGTW at the end makes it super aggravating.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268472#Comment_2268472

    youre honestly better off buying the dlc, it's cheaper

    Yeah, but I already have the cells. I’d rather not spend real money if I don’t have to.

  • I’m figuring that each character will be 500 auric cells a piece. I have enough now for two, and will have enough for the third by the time I complete tier 70 of the rift.

  • Between the threat of ds and bt there is usually no reason for me to ever use ds. It’s mostly the weaker, less experienced killers that will tunnel off hooks when there are other targets available.

  • @aroell said:

    Trickster and clown are not weak killers, tinkerer needs a nerf and bubba is op.

    I agree. Tinkerer should give the killer only one notification per gen when a gen is close to full repair and leave it to him to keep close attention to it. This perk makes it almost virtually impossible to fix anything when two people are down. (Not to mention all of the other perks he could pair it with).

  • @DemonDaddy said:

    That's not taking it hostage. Killer was trying to play for the 4k, prevent the hatch, and since you gave up also prevent crow spam.

    Your grievance should be with the teammate trying to wait it out for the hatch chance.

    If they have both if you and won't hook/bleed you out, then it's a hostage game.

    ?? I gave up only after it was futile, and the game only ending once I stopped doing anything because it wasn’t fun for him anymore. Honestly I’m not even really sure he was going for a 4K like you think. He was just being sadistic. You can believe all you want but you weren’t there. I’ve been through many games where people would be knocked down and not hooked for the 4K. That is common practice. This was something else. It was definitely griefing if not technically a hostage situation (but it sure felt like one).

  • @Rougual said:

    The Killer was going for a 4k, that is not taking a game hostage and its rediculous to see responses saying it is.

    You can work together with your teammate to escape or after a while you will bleed out. You are not being held without possibility to escape, just because you had to wait an extra 15 minutes because your teammate wanted to survive by stealthing the killer does not give you any excuse to report that killer. You should be ashamed of yourself for blaming others like that.

    Why should I be ashamed? There are far more sporting ways to go for the 4K than abusing players for minutes at a time. I wanted out and the only way that one of the survivors could leave the match on their own is a) disconnect or b) work with the killer to point out the other survivor. Both of these things are against the rules. Does this sound right to you? I also don’t have any power over the other survivor to do anything to speed up the game, so yes, I was very much being held hostage. The only real choice I had once he got a hold of me was to set down the controller and walk away.

  • I have a great suspicion that one or more people were cheating in a round I was in. It was the game map and I spawned in a walled off corner with nowhere to run and was quickly downed by Bubba. While on the hook I saw only one person actually working on a gen. One was just standing there and another one was close by ready to rescue me. Once I got off the hook, I ######### you not it was like boom boom boom all of the gens were falling like dominos, and all of the totems too. I’d never seen anything like it. I didn’t even get a chance to work on a single one of them because every time I found one it was already finished. Crazy.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2259628#Comment_2259628

    If I dont have a pre-planned build, hell yeah I would use Franklins when I see 3 medkits. I rather not have survivors heal themselves if I dont have access to instadowns. It's either Franklin's or NOED at that point. Medkits are, by far, more powerful than keys. I can kill 4 survivors before hatch spawns, I cant kill survivors who heal everytime I take my eye off them while their teammates still do gens unless I tunnel.

    Dont underestimate medkits. I rather have keys remaining the exact same as they are now, than medkits never being addressed.

    If you’re a killer main then now i KNOW why you’re promoting pharmacy, lol. You may use Franklin’s for three med packs, but most rounds have people bringing in multiple med packs and toolboxes and I almost never run into Franklin’s. Why would I waste a perk slot for something that will probably spawn in the first chest I open anyways? No matter what you say, it’s junk.


    So let me get this straight: you won’t do Franklin’s for keys but you will for med packs? I find that a little hard if not impossible to believe.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2259233#Comment_2259233

    Except that Pharmacy gives you a medkit without letting the killer know. The killer might slap on Sloppy or Franklins because they see too many medkits or items. Pharmacy removes that visual. And dont underestimate medkits, they are by far the strongest item in the game right now. Having a 8 second heal alone without needing your teammates to touch you up, meaning they can keep working on gens instead, while you still get a health state? Unless the killer has access to an instadown, that can literally make the difference between a 4k and a 3 man escape. You being able to tank an extra hit for a teammate who is dead on hook, meaning you stay with 4 survivors instead of reducing your numbers to 3, allows gen progression to be relatively steady.

    Even if there are 3 survivors left with full commodius toolboxes and prove thyself, they will have a harder time finishing gens than 4 survivors with no commodius toolboxes.

    Lol, I don’t think anybody is equiping Franklin’s over too many med packs. They’ll do it for keys, and using pharmacy makes finding one in the game that much harder. It’s a waste.

  • The only character I think needs a makeover is Meg. God, she has a stupid expression on her face.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258239#Comment_2258239

    you can look at their icon? you stop at 99% and when you see they are standing up you finish the gen? it's not hard.

    Wow. Now just do that for two more gens. But in reality all that would do is notify him of my location. He’ll quickly down the other guy and be on me within the minute. Your theoretical example didn’t happen.

  • Do you know what else ensures a medkit? Getting one from the bloodweb and bringing it into the match, and you don’t have to waste precious moments getting one out of a chest, that may have already been opened by the time you get to it. Pharmacy has to be one of the lamest perks in the game.

  • @YuisPinkBob said:

    For me it would be:

    Meg: Sprint Burst - I know it's one of the best exhaustion perks but for me personally, I don't like using it and vastly prefer Quick & Quiet and Adrenaline. They fit my playstyle more and work with my usual build.

    Claudette: Botany Knowledge - I just think it's the least helpful. It's usually only beneficial when ran with something else or when a med-kit is brought in. I don't think it's worth a perk slot, unless the build is dedicated to healing.

    Dwight: Leader - Although Leader can still be very useful at times, it is often the least helpful of Dwight's three teachables.

    Jake: Calm Spirit - I think that Calm Spirit is useless if I'm honest. I'd never run it. Saboteur and Iron Will are far superior in my opinion.

    Nea: Urban Evasion - This was close between Urban Evasion and Street Wise, if I'm honest. I think that Street Wise is just a bit more helpful across the board whereas Urban Evasion is only really helpful against a Hag. Plus a lot of people who run Urban Evasion seem to play scared and never make saves ever.

    Bill: Left Behind - I think this one is self-explanatory. It's kind of pointless, especially when compared with his other teachables.

    David: We're Gonna Live Forever - Honestly, I considered putting No Mither but it can be useful in the right builds. The reason I went with We're Gonna Live Forever is because I don't see it used ever and I feel like there are other, better perks you could run that speed up healing. The only thing it's good for is bloodpoints but I'd just rather run an offering than waste a perk slot.

    Laurie: Object of Obsession - Purely because it was nerfed into the ground. It's not useful anymore.

    Ace: Up The Ante - Slightly more luck is not that helpful unless everyone is running Up The Ante. So it is just not worth it. Open-Handed and Ace In The Hole are way more helpful.

    Feng: Technician - Once you've got some game experience, you can usually hit skillchecks so it's not really needed.

    Quentin: Vigil - This was a toss-up between Vigil and Wake Up!. They're both not super helpful and are rarely used. The reason I didn't put Wake Up! is because it can be used to counter Remember Me whereas Vigil will only be helpful if you are near another survivor and they are affected by something (which is less likely unless you are running after a survivor that is being chased).

    Tapp: Detective's Hunch - His other perks are just more useful in my opinion. After playing the game for a while you begin to learn where generators and totems are likely to spawn so do not really need it anymore.

    Kate: Windows of Opportunity - much like Detective's Hunch, with more game experience, you being to learn where windows and pallets are so it's not that useful. This compared to Boil Over and Dance With Me, with both of them being very useful in particular builds (this especially being the case for Dance With Me).

    Adam: Autodidact - It's just useless. It takes so long to come into play that you might as well have not ran it in the first place. Diversion may be a bit of a joke but at least it's fun and can be occasionally useful. Deliverance is clearly his best perk.

    Jeff: Breakdown - Honestly it's not a terrible perk, it's just the worst of the bunch. I feel like it was only made to try and prevent tunnelling straight off the hook, but hook spread out would still allow the killer to hook them elsewhere.

    Jane: Poised - It's just a bit pointless. It's not worth a perk slot. There are better perks that hide scratch marks or reduce their duration.

    Ash: Mettle of Man - Before it's nerf, I would have said it is his best perk. Now it's so situational that it never comes into play. At least with Buckle Up and Flip-Flop they can be occasionally helpful. Honestly, I don't like any of his perks.

    Nancy: Better Together - Fixated and Inner Strength are clearly more helpful. That's it.

    Steve: Babysitter - It's not that useful. Although it can help your teammate, it puts you at a disadvantage and its benefits don't even last that long. Second Wind and Camaraderie are way better.

    Yui: Lucky Break - This one was hard because I love Yui and actually quite like all of her perks. I only picked Lucky Break because it doesn't fit my playstyle and can only be used once but I do believe that it can be really good in certain builds.

    Zarina: Red Herring - It's just not that helpful. I think it's a bigger waste of time to touch a gen and then go find a locker just to create a notification for the killer, who may or may not go to it.

    Cheryl: Repressed Alliance - I wasn't sure whether to put Blood Pact instead because it is kind of situational, but now with the fact that there is an obsession every game it is more helpful. I just think that Repressed Alliance takes too long to be useful and most killers will just wait it out if they want to regress the generator. Plus many killers run Ruin so it would be completely pointless in those games.

    Felix: Visionary - It's easily his worst perk. It's just Deja Vu but worse.

    Elodie: Power Struggle - This one was hard because I like all of her perks but I feel that Power Struggle is often the least helpful. It's extremely situational since most killers avoid walking through pallets when carrying a survivor. Plus it requires a certain amount of wiggle progression, making it even harder to use.

    Yun-Jin: Self-Preservation - I like all of Yun-Jin's perks and by no means do I think that Self-Preservation is a bad perk, I actually like that it's quite selfish. I just think that it's the least useful in gameplay overall when compared to the other two (however in the right build it would be great).

    Jill: Blast Mine - I think all of Jill's perks are interesting and could be useful. Blast Mine just takes the longest to come into effect and be helpful.

    Leon: Bite The Bullet - I'd rather run Iron Will. Plus Flashbang and Rookie Spirit seem more useful.

    Regarding WGLF, it’s the closest thing survivors have to BBQ. It’s awesome for bloodpoints. Why opt for doing an offering when you can do both and stack them? Plus the healing boost is very beneficial to the team. Waaayyy better than No Mither!

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/2249607#Comment_2249607

    It's not increasing by the current percentage it's increasing by the base percentage.

    When you have iron well-equipped the current percentage of the volume of your injured sound is 0

    The base percentage is 100.

    Stridor add 50% of the base percentage which is 50

    Making your grants of pain all together 50

    Same for no mither.

    That reduces it to 50% making the volume of your injured sounds 50

    The base percentage is 100.

    Stridor add 50% of the base percentage which is 50

    Making your grants of pain all together 100.

    Read the thread before wasting your breath. As a matter of fact, why don’t you even try rereading the first post. I KNOW. You’re like the seventh person to type the same thing and I’m sure that you’re not going to be the last to misunderstand the point of this thread. Sheesh.

    Anybody else like to repeat the strawman argument again?

  • @MrCrazyCat62 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258224#Comment_2258224

    You seem a fine reasonable person for discussion so Ill leave it at this. The killer can only do it to one of You. And even then just wiggle out. Loop him,vault a window. You make it seem as though your locked in place when you get off. While your doing that it leaves your teammates open for free gens/doors/etc.

    The killer is not omnipresent.

    I guess that you don’t realize that I have no control over other survivors any more than I do with the killer.

    The two of you that are telling me what we “should have done” are making an awful lot of assumptions about what we didn’t do or what was possible. I’m not going to go blow by blow on absolutely everything that we did, but I already said multiple times that I did try to do gens and it didn’t work. So nip it already. The other survivor wasn’t the problem. I don’t blame them for a second how they played. I blame the killer, period.

  • @PsychoTron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257611#Comment_2257611

    Ok i understand whats going on. When he downed 1 of the survivor, instead of just hooking him, he left him on the floor as bait for his other teammate to rescue him. The killer would occasionally pick up the dying survivor so that their bleed time stops.

    Then your teammate will arrive to rescue you, but since the killer is more or less camping your dying body, he either hits you again and you're back in the dying phase (does your bleed timer reset?), or your teammate saved you but it costed him to be the one dying.

    But you guys kept repeating this. over, and over, and over, and over, and over, again, and again.

    Either one of you guys should realize that getting both survivors escaping is a lost cause, and the healthy survivor should just finish the generator and leave.

    The killer didn't hold the game hostage, or grief you; you and your teammate griefed each other.

    No, you don’t understand the situation at all. You added a lot of details to my game that didn’t happen and I never shared. There wasn’t just “one” gen left there was 3. Both of us DID realize that both of us escaping was a lost cause. Your scenario of him using one as bait to lure the other to heal did NOT happen. He literally did exactly what I already explained. He kept picking up and dropping him over and over again and then came after me when the other guy finally managed to escape. “Griefing each other” give me a freaking break!

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257121#Comment_2257121

    so he was picking you up, letting you get back up, chasing you again and hitting you back to the ground?

    is that what happened?

    cause if that's what happened I'm not sure how you guys didn't just finish all the gens. you don't get extra bleed out time when you wiggle off.

    And I’m not sure how you misread the situation. Two people were dead, one player was downed. But instead of keeping him down as “bait”, he would keep picking him up and dropping him so that he would struggle free, maybe chase him for 15 seconds and then down him again. Over and over and over. Once I knew that this was never going to end i DID try to fix a gen, but it was never a serious attempt to escape because I knew that he was only doing this to bait me or try to get the guy to reveal my location. Fixing a gen completely would certainly give away my location as well as anything and there was still three to repair. The one gen attempted I didn’t even finish because the other player somehow lot the killer so he went back to patrolling. So no, to answer your question I couldn’t “just” fix all of the gens myself. Bubba was never going to let me do that.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257915#Comment_2257915

    it will absolutely not.

    just from basic math.

    also, I never said it wouldn't take a long time. just that I don't understand why the other survivor(s) didn't just finish the gens and left since the killer was wasting so much time.

    ?

    Oh I don’t know. Maybe because they were already dead?

  • @PsychoTron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257400#Comment_2257400

    ohh.. you're saying you and your teammate were downed, and the killer was just juggling between you and your teammate picking him up, then dropping him down, etc..??

    does the killer get more bloodpoints when he does that?? with both you down he already has his 4K, i suppose he's just griefing just for kicks.

    Neither one of us was downed at the same time. I suspect he was only doing that so that one of us would give away the other’s position, which is a ######### play trying to get us to break the rules to “work with the killer”.

  • @PsychoTron said:

    I was held hostage too but being a killer instead. Im still fairly new to the game with 56 hours on record. But when I was only just 5-10 hours into the game, i managed to kill 2 survivors and was looking for the other 2 survivors. i couldn't for the life of me find them. Also noticed they were not doing any generators and wasn't getting any notifications of missed skill checks, or fast vaults, etc..

    after i figured they were trolling me, i just hid in a corner and did something else on my PC. 30-45 min. later, the match was over when I checked.

    I mean a killer trying to get a 4 kill isn't griefing intentionally. What about the other survivor? he should be doing gens, or picking you up; he's prolonging this experience for you as well. i mean what exactly was he doing? you are in a dying state and im sure you recovered yourself up to 95%, it should be very fast for him to pick you up to injured.

    The other survivor was actually the first one to be victimized in this fashion. I saw that all the killer was doing was picking him up and then knocking him down over and over again so I went and began working on a gen. But then the killer noticed me and let the other person get away and started doing it to me too. This went back and forth once or twice until I got bored and walked away to the kitchen.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257084#Comment_2257084

    Yeah that's frustrating. The developers were so worried about poor killers having to deal with someone struggling for 15 seconds so they made it where you can no longer do so and it automatically consumes you. However they're not interested in survivors that can be slugged on the floor for several minutes during an equally hopeless and pointless situation.

    Bleeding out is one thing, this was constantly dropping people so they’d stand up and NOT bleed out!

  • @Pulsar said:

    The game can end, so it isn't taking the game hostage.

    The other person needs to either do a gen or die. Either way, the game ends.

    It’s taking ME hostage. I certainly don’t have the power to end the game without disconnecting in this case.

  • This is Dead By Daylight, not Resident Evil. While it would be nice if they could simply drop characters from other video games into it and have it work, it wouldn’t. Modifications need to be made, particularly with a killer that is ridiculously over the top powerful in its original interpretation.

  • Since all perks are interchangeable, the survivor characters are just skins and basically no different from each other. (Except maybe Elodie and her banshee scream.)

  • He isn’t designed to be annoying, but I think Legion may be. Can’t really hide from him, can sense you in lockers, has perks that can tell when more than one person is on a gen, can run when he needs to, and his power is only meant to wound. At least a good Doctor ends things quickly, but a Legion round can go on for half an hour. THAT is annoying.

  • @humanbeing1704 said:

    Does that strat even work anymore?

    Apparently so because I did it.

  • If the gate is 99ed then you’ve already failed as a killer, unless you have blood warden in which case 99ing is a legit strategy. In the survivors mind they have already won so if you manage to get more than one hook beyond that point it’s because they took pity on you and didn’t want you to be sad at sucking so much.

  • I thought you were going to complain about the rift, but just getting the perks you want on one character? That should be easy if you haven’t already gone and boosted all of your characters beyond level 40 and unlocked all of the teachable perks. You have to be smart about which characters to do that with otherwise you’re going to be dealing with lousy Ace perks at every turn.

  • Bones are an easy 1000 bp. If I see one, I do it, and I always run Small Game because when I don’t it always comes back to haunt me. It’s worth mentioning that if Undying is in play the killer will still be able to see you if the bones you are refusing to cleanse are close enough to the gen you’re working on.

    As an aside, you need to cleanse any totem you find near a gate. If NOED appears there it is going to be very hard to cleanse if the killer is already patrolling. I had a situation a few days ago where three totems were done and one was right next to me so I kept it there in case of noed. When I finished it didn’t light up so I was hoping I was good to go. Nope. It went to an undiscovered one that was equidistant between two closely spawned gates in the perfect spot for Oni to guard from. It was also not far from a gen finished no doubt by some guy that thought “Don’t cleanse bones to counter NOED”.

  • I’m on PS4 and do crossplay even though I am at a disadvantage mainly because dealing with other PS4 players is just a headache. The second I return back there I have to deal with trolls messaging me. Cross play doesn’t mean cross talk, which is a relief. PC players can hate me all they want, but they can’t talk to me. It’s great.

  • 25% of zero is always going to be zero no matter if you add, multiply, subtract or divide. Finding out 25% of something is always going to be a multiplication problem. Again, I’m talking classical math, not the voodoo math the game uses.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251322#Comment_2251322

    You did though. You're trying to create problems where there aren't any. Stop.

    Obviously from your angry over reaction to this topic that it has come up many times before. So maybe it isn’t a problem… for you. For other people that may be new to the game it is a different matter. So instead of telling me to stop, maybe you should go to a safe space some place where certain topics won’t offend your delicate sensibilities.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251259#Comment_2251259

    It's more than juvenile. It's accurate.

    You started an argument for no reason whatsoever. You know how it works, so why continue this? I think that makes YOU the juvenile one here, not me.

    Stupid is not understanding what a discussion is about and getting angry about it anyways, which is what you did in your very first post here. But please, keep believing that I created the argument. Lol.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250870#Comment_2250870

    This entire "logic" mentality that's popped up recently is all about nerfing it.

    Says you. Don’t put words into my mouth.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250999#Comment_2250999

    Not everything needs to be spelled out for you. Both perks modify the same mechanic. In game you can hear your grunts of pain with both strider and IW in play. It doesn't take much more to come to the conclusion that IW's 100% isn't an overall modifier.

    It seems you are more upset it doesn't work the way you want it to than accepting the way it does.

    I’m actually not upset at all about the perk itself, but I have to admit I’m getting a little frustrated with people creating strawman arguments about things that I’m not even saying, have never said, and explicitly pointed out in the *very first post* that *I know what they mean*. I mean, sheesh. And yes, I do believe that when it comes to rules and descriptions, that everything needs to be “spelled out” explicitly. Call me crazy.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250965#Comment_2250965

    Its removing 100% of the base value.

    What you are missing is each buff and debuff are evaluated separately based on the same base value not the result of another.

    I’m not missing it. I’ve never been missing it. The issue isn’t how it is being done, it is how it is phrased in the description. Honestly don’t know why almost none of you can see that, you just keep re-explaining things that aren’t even the point of my thread.

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