Dead_by_Gadfly
Dead_by_Gadfly
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1318994#Comment_1318994
Its an interesting concept, but I feel like it has a pretty major flaw. For the most part...Killer perks fall under 3 catagories:Tracking, Chase and Slowdown. Some killers end up naturally having 1 of those aspects built in (Doctor naturally has good tracking) and doesnt really need to use up perk slots for that particular aspect. This idea of perk slots being designated for each aspect doesnt really work when you consider that each individual character has different strengths and weaknesses that is going to reflect on which perk types theyd need MORE of or LESS of. Personally, I'm one who's likely to use multiple tracking perks when playing Huntress (shes slow and gives away her position WAY ahead of time) and tend not to bother with chase perks on her. This idea would FORCE me to use a chase perk where id rather use tracking.
I get that, and I personally dont see anything wrong with the way things are. Playing around meta perks isnt to difficult once you know how. Just thought it was an interesting idea. Wouldmt be fair to apply it to one side and not the other
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David is King
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@StutteringSpartan said:
Took me 1 match, though I messaged survivors after only hitting 1 hatchet once 5 gens were done lol....
Very inexperienced Huntress player.
Same here. I saw a 3 man swf in lobby so i messaged them and brought iri head. I got a bunch of downs in exchange for eating a ton of pallets. I suck with huntress so it was whatever
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150%. I do the same thing and its glorious
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@Respectfulnancymain said:
Have you ever played survivor?
If all your suggestions were added into the game, it would make the game completely killer sided
The perk selection gimmick is an interesting idea. It would need to be applied to both sides but it might make balancing the rest of the game easier.
Survivors for example couldnt run both ds and unbreakable. Similarly killer couldnt run both dying light and thana.
Idk, just doesnt seem like an awful idea
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1318966#Comment_1318966
I have a feeling it will be the last one I do, I'll equip it and just play Dwight until I end up against a quitter/AFK killer like this
I was lucky in that it was my first match doing it, im having significantly more trouble with Sing Another Day for Kate
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He gave up 🤷♂️
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In games that are super easy like that one, ill start hooking each survivor twice before giving them death hook. Thats more hooks and stabs and chases. Just be careful, a survivor on death hook is a survivor that gets on a gen and stays there, but yeah youll pip more if you do that.
The hard games, the ones that are coming, its the opposite. Slugs, camps tunnels, whatever you got to do to get them out.
I had a game where i got t3 myers in the first minute and down all 4 of them. I hooked 2 and let one escape my grasp then walked away for 30 seconds and let them do their thing. It ended with 1 gen left and we all got points. I pipped. Prolly would have saftied at best
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How I got mine. The poor rank 20 😬
He was just standing there, staring out into the abyss 😭
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Hopefully soon 😬
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@th3 said:
wouldnt there be a disparity because of the different goals the key and Mori have.
Key: Helps survivors escape which is literally their objective
Mori: Allows the killer to kill the survivor without sacrificing them. While the killers objective is to kill survivors it’s rewarded by sacrificing them to the entity rather than straight up murdering them because then the entity gets cranky
Thats a major reach to explain this away. Tge entity isnt real. The devs made a choice. Maybe it was an oversight, maybe it was intentional, either way its a bad call
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1317984#Comment_1317984
Eh, the only camping complains I have, is that you're forcing a survivor to depip. You used to have "killer depip squads" and those were considered toxic as hell, because they forced a killer to depip. Yet forcing a survivor to depip isnt toxic?
I agree that it can be a legit strat, but at the very least, let them swap hooks once. At least, unless being camped ensures you a safety pip, just like a DC tends to do for killers, which it doesnt for survivors, which again, is quite a dick move unless the killer himself dc's. Any dc in game should prevent other people from losing a pip by lowering the safetypip requirements for each DC, but not lowering the requirements for a pip. That way, mass DC's wont happen. I've dc'd from a game before, because 2 others DC'd and I was gonna lose a pip anyway and the killer wanted to end the game fast rather than let us get our safety pips(like seriously, it's only gonna be like 2 minutes of your time, you can even practice some harder to pull of moves in that time)
I think the difference is intent. Those depip squads were actively trying to make killer depip, tge killer isnt thinking about your pips hes worried about his kills and hoping your team is overly altruistic
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1316745#Comment_1316745
What if someone else is waiting for the same, as soon as you give hatch they’ll pay it forward to the next outmatched killer?
Not saying you have to give anyone hatch or free hooks/kills but for me it comes to weighing the results. If I give someone hatch or let the killer hook me I lose 5k points, maybe I Black pip instead of pipping up.
But for that poor rank 19 killer/survivor this may be what turns a horrible tanking session into a bearable one and make them wanna give it one more day to get better. I prefer to try to grow the community because for all of its faults DBD has great potential and had given me lots of entertainment
Thats the reason i almost always send ggwp to the killer, and if its a low rank person i let them know bhvr is working to fix match making. We need more killers and being dicks to them isnt helping
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You beat them, smile 😊
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See I dont think PC does have that big of an advsntage, killers like huntress and nurse will do better with a mouse but outside of that I dont see that big of an advantage. Ive played both. At least with the core game mechanics, frame rate drops on console are a whole other story
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@schadenfreudez28 said:
I recently prestiged demogorgon (my main as of now) and I realized just how bad he is without perks to synergize his play style. I keep getting useless perks like monstrous shrine and hex third seal. Prestiging is an even bigger problem if you grinded to unlock every killer or survivor perk in the game. Before survivor mains comment on this post saying " just be good at the game and you won't have a problem" 1. This problem affects survivors too 2. Try removing all the perks most survivors run (DS, Adrenaline, DH, etc) and see how your games go 3. Killer is much more stressful than survivor, making it more necessary for a killer, especially a lower tier one, to have to use perks to keep up with survivors 4. I have played pretty much every killer and usually get a 4k or 3k depending on hatch spawns or how good the survivors are that I face. That being said, I believe a change is necessary to the Prestiging system. The following will be suggestions/my opinion:
1. Make it an xp leveling up system rather than spending blood points on prestiging. It would require the player to actually play the character they wish to rank up rather than spending their time on other characters to earn bloodpoints because that character has the perks and others don't. The blood web can still be used to get perks and add-ons, but not for prestiging and unlocking the skins for the character.
2. Make it a kill or escape count achievement. This will actually show how good the killer or survivor you are facing is. This would also provide the player with an achievement for playing and being good at the game. An example would be: 100: 300: 500 kills for killer skins and 50: 100: 200 escapes for the survivor skins. This achievement would be for each killer/survivor. You would earn BP along the way to unlock perks and add ons to unlock in the blood web, rather than spending the few blood points you earn to restart your progression.
3. Make it a games played achievement. This one may not be too popular, but it shows dedication to the game. Play a killer or survivor 50: 150: 250 times you unlock the bloody skin.
All these suggestions would encourage the player to continue to use their favorite characters, and try out new ones. It adds a sense of accomplishment rather than just grinding for blood points.
Let me know your thoughts or any other changes you would implement in the comments :) have a good day!
Your suggestions are good.
Ive done this a lot and the first is the hardest. What I do now is play as a different killer. After every match I spend about 10k on the killer im playing as (sometimes more) and save the rest till I get a million. Them dump the 1m on the killer im prestiging.
This way i replenish add ons for the killer im playing as and dont have to worry about not having stuff for the killer im prestiging.
So my recommendation, if you like playing demo, keep playing him, max him out. Use your shards for the shrine every week to get extra bps. Once you have everything for demo, use him to start p3ing and maxing out the other characters you want to play
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@crowscythe13 said:
Insidious was made in the old days where you had to camp because survivors didn’t die on hook after three hooks and where hit boxes were weird. This is modern day a insidious needs a rework and camping should be harder punish because legit if you are found and down early you de pip and don’t get a chance to play. Literally defending camping is just a way of say I’m bad at the game. Just cause the devs say something doesn’t mean it’s right to keep it. It is literally stopping a person or multiple people from playing the game and it’s not healthy for the game.
Stop getting caught early. You should be playing it very safe at the start, especially if youre solo/in a bad spot.
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@DelsKibara said:
You basically have to not be in a chase while within 10 meters of the Killer. That's it. I think you also cannot be downed or be on a hook, you need to be healthy or injured and stay close to the killer for 60 seconds.
Does it all have to be at once?
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Idk, I just know Bill is loud af when injured. Can hear that dude across the map
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@A_Skinny_Legend said:
https://forum.deadbydaylight.com/en/discussion/comment/1316877#Comment_1316877
Fix the Internet, simple as that. Thanks.
How do you know it was his internet and not the server? I have great internet but those servers are janky as hell sometimes.
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Deathslinger and Wraith were seen more than Freddy, if hes so OP why isnt he used more?
Its interesting data though
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@sulaiman said:
Camping was the killer not leaving the close range of the hooks, no matter if you got them a target or not. Since we have a genrush-mentality at the moment, a lot of time that meant that gens were just popping, but it often enough became just hooktrading. I didnt count games where survivors were around the hook from the beginning or running the killer around the hook, since i dont consider that camping. But games where you know where the other surivors are (nowhere near the hook), and you go to the hook after one minute and the killer is still there..yeah, thats camping.
Tunneling was the killer going after the unhooked person no matter what, including breaking chases with other survivors (even ones they already injured. I had several games where i blocked the killer, took a hit, and while the unhooked survivor had a little more distance, the killer would go after them).
Good definitions 😊
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At thrme very least keys shouldnt be found in chests. Its not like I can go in a match and find a mori
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@KennedyPh said:
First off, I am fairly new with only 22 or so hours In the game. I play mostly survivor and only 4 games of killer, all Hill billy, and first 2 matches zero kill. Next 2 1K.
I feel far more stress playing as killer, and I think I am not alone.
lets compare survivors vs killers.
survivor play in group, so you have support of 3 other players and doesn’t feel as stress. Killer is a solo experience and you have no one to help or guide you.
killers are uniques and each requires time to get well. Some more than others. Survivor are more interchangeable. Perks downplay a part but less impactful compare to mastery of killer powers.
so what’s are my propose?
some possibilities , from best to less good
1) Matches with bots to train like overwatch. Allow killer players to get comfy with their power and gain confidence. I would even go as far as say allow them to unlock until level 15 playing with bots to get them started with 4 perks. But after that additional levels must be earn via pvp. Bots already exist in mobile version. So it’s shouldn’t be that Hard to transfer in my opinion to consoles and PC.
2) simple tutorials tailored to each Killers to train their power and timing etc. need most time to implement, but will be very helpful.
3) Free roam solo any maps. Much simple to implement consider we already has custom maps. Just allow us to solo ( as either survivor or killer)
I think all of these ideas are great but I would put the bot rank at 18.
As for killers, Billy is one of the hardest to learn. Trapper, Wraith, Doc are all really good beginner options as is Freddy if you can afford him
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In this order:
Pinhead
Jason Vorhees
Pennywise
Victor Crowley
Nancy Thompson
Dr Loomis
Jaime Lloyd
Kirstie Cotton
Jack Torrence
Wendy Torrence
Babadook
Angela Baker
Horace Pinker
Maps: Cube, Ghost Ship, Midnight Graveyard, Prison
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@A_Skinny_Legend said:
https://forum.deadbydaylight.com/en/discussion/157170/moris-and-keys-destroy-this-game
Um? Like no. Moris and keys bring life to this game. Imagine being a killer that can't even kill. So boring.
They could make it so all death hooks are moriable. It gives an interesting decision to the killer while removing first hook moris.
Keys bring nothing to the game, hatch does but that should be for last survivor
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@LALYTHIA said:
While I agree, this is stupid...EGC is enough. This is not holding the game hostage. You can live for 2 minutes.
It doesnt suprise me at all youre against this idea. Whats the problem exactly? While you dont do it yourself you like to sit in spectator mode and giggle at the person doing it? Theres no reason for people to waate time like this other than to be annoying
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@Dpooly said:
I don't know about anyone else, but I find it annoying when everyone is either dead or escaped but there's that ONE person who has to sit there at the exit gates teabagging and waiting for the Killer to show up. I think it'd be cool if when you're the last one left and are inside the gates, you have a brief timer to leave or be sacrificed. There's no other reason to hang around at that point other than to gloat and be toxic. Thoughts?
That. Please. Its super annoying
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I have a list. You dont want to be on my list.
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@Aneurysm said:
Invisible fruit ninja - freddy with the mad grit/agitation/iron grasp combo and pill bottle
*hybridpanda voice* is that a f*cking object of obsession? - survivor with object of obsession, distortion, off the record (see how long you can go for without the killer realising you're running OoO)
Im trying this right now 😂
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@EvilJoshy said:
I feel bubba could use some work but not with the chainsaw. When I face a bubba it's 1 of 2 types. It's a noob who face camps the first person he hooks or it's a bubba that never M1s. He just chases people until he gets them in a dead zone then chainsaws them. I don't think he needs a faster chainsaw. He could use something that gives him more mobility or a way to apply more map pressure. Look at Freddys rework. That teleport gives him so much. I'm not saying give bubba a teleport but something like that.
A faster chainsaw would give him more map pressure. If you buff the amount of time it tskes to fully charge the chainsaw, reduce the slowdown effect while charging the chainsaw and reduce his tantrum time hell be able to end chases very quickly. Those downs and hooks will create the map pressure.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1316271#Comment_1316271
The vaulting animation is basically non-existent. xD
He's fun with vauting and breaking speed, but just better with BBQ+Pop.
As soon as I have bamboozle 3 and fire up 3 Im going to try it 😂
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Deathbound SEEMS to situational to matter. Knowing someone just finished healing on the other side of the map is meh. That means they need to finish healing 34 meters away for me to care and even then only if im not currently in a chase which most likely I am
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@BBQnDemogorgon said:
They keep dodging it by saying they need information/ reports from us. It's literally nowhere near 60 at every moment regardless of situation @Peanits @not_Queen
We can't fill out forms and just say "fps bad" but that's the case the fps is low from the moment the main menu boots up and persists at all times especially as killer.
We can't give situation/cause because it just is at all times.
Like this twitter post for example
https://twitter.com/DeadByBHVR/status/1266098939180257282?s=19
How do we post optimization issues when the game is currently a walking optimization issue? Fps bad is as good as it gets
Yeah when tge frames decide to drop is so random theres no real way to point to anything.
Thoigh Ill say certain builds on doc FOR SURE tank tge frames, i think the xbox just cant handle it
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1316152#Comment_1316152
EW3 boosts your vaulting speed. Fire up boosts that even more while still assisting you to kick pallets and apply PGTW.
I wonder what it would look like if you did fire up, bamboozle during tier 3....
Infectious fright, bamboozle, fire up, brutal might absolutely wreck on myers
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A few nights ago I ran scratched mirror Myers on the game.
The team ended up having 2 OoO and 3 flashlights. On top of that they were a bully squad. By far the funniest and most carthatic game of dbd Ive ever had. It was so funny to see them squating behind a barrel trying to get the flashlight save and just walking up and slapping them. They got 2 gens done
A close second would be i saw 3 flashlights in lobby so I switched to Fred with Lightborne on. For whatever reason these kids just did not figure out I had lightborne and it was just hilarious to see them getting visually frustrated their flashlight saves werent working 😂
https://twitter.com/AmericanGadfly2/status/1254130023184941057?s=19 -
Thats a suprising number of huntresses. I imagine thats because of the tome as it seems high, and it also explains why nurses seems high as thats a great perk on her
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@Kaethela said:
https://forum.deadbydaylight.com/en/discussion/comment/1316054#Comment_1316054
Some regions use commas as the decimal delimiter instead of period. So average rank would be 5.73, or slightly above rank 6.
Ahhh, got it, thanks
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@Onyx_Blue said:
@Dead_by_Gadfly wow lol you do realise i'm talking about his add-ons in the comment you quoted, right?
But now that you mention it, the fact that a killer is ridiculously effortless to learn and vs isn't a fun experience as a gamer. "You're trying to outplay this tile? *snare x5* outplay that? Oh, you drop a pallet and peel away early?" Boring. you can obviously perform evasive jukes vs every killer, but the general gameplay of Freddy is this: -chase, snare, hook, project, POP, chase, snare, hook, POP...then you got slowdown add-ons and maybe other slowdown perks on top of that. Are really saying he is a healthy killer to vs?
I think hes a healthy killer for the game in general absolutely. Not everyone wants to spend hundreds of hours getting good with 1 killer before they can start doing well. Freds like a gateway into being a killer. Hes simplistic in learning but so is survivor. When killers get bored they move on to harder killers. Why is that a problem? Once you know survivor you know it, you dont have to learn a whole new characters powers and master them the way you do with killer, so absolutely I think its good for there to be a few that dont take forever to learn.
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Im a lottle confused on your formatting
Example: Average killer rank: 5,73
Whats the 5,73?
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1315973#Comment_1315973
Hmmmm i didn't bring up lagswitching in this thread?
Thst was my bad i posted it in the wrong spot, but im on console and thats what it looks like from both ends so still interesting
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@Onyx_Blue said:
The ones that aren't braindead. Which is kinda the whole reason people hate Freddy. Even old Freddy had braindead mechanics to him.
Seems like the only people who like Freddy enjoy how ridiculously easy he is. Take that any way you want.
Why does every viable killer need to require a masters degree in order for you to find it acceptable for people to play as them? Playing survivor is brain dead 90% of the time, why does it HAVE to be super hard for a killer character? You guts just come off as salty that youre so brain dead you cant figure out how to counter him, and he is counterable.
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demonic gadfly playing Dead by Daylight: Special Edition at XboxClips.cojorge negreteh playing Dead by Daylight: Special Edition at XboxClips.co
Ok thats two of you that have said something about lag switching. Im not saying that never happens, what I am saying is that just because a killer looks to teleport and hit you, or a survivor teleports after you down tgem doesnt mean they are lag switchers. Those two clips are the same teleporting killer from 2 different POV, and im most certainly not a lag switcher. You can blame it on whatever, lag, poor console optimization, janky servers, whatever. But assuming lag switching is just short sited
I posted this in the wrong thread but can still work here
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@JPLongstreet said:
With the next gen consoles within smelling distance, I imagine any major efforts to optimize either PS4 or Xbox1 were shelved. We will just continue to get the baby adjustments in patches until they are both obsoleted.
IMO it makes sense timeframe wise. The announced huge graphics overhaul and upcoming crossplay option both look to roughly line up around the next gen releases. Bright shinny new machines to show off these advancements.
We shall see...
That was my thought too. They probably see it as a waste of resources. Well have to see if the uograde to next gen fixes the issue
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@OldHunterLight said:
This might help a little, level up leatherface for bbq and level up David for we are gonna live forever, imagine how I feel, I just switched platform and have to redo everything lol
Cross progression is coming, if waitings an option maybe you should
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1315789#Comment_1315789
Just letting you know. There's a difference between performance-stutters caused by bad optimization (which must suck as Legion) and killers messing with their ping on purpose to get hits through every vault and pallet which is basically exploiting the hit-detection since it's not server-sided yet.
Ok but he wasnt talking about lag switchers, just lag in general no? And survivors can lag switch too cant they?
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I just had a dwight chase me while i killed his teammates. I let him cause i knew what he was doing
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1315728#Comment_1315728
That was a frame drop caused by poor console performance - not lag.
Were kind of splitting hairs there dont you think? What difference does it make, in both cases a hit that should have hit/not hit didnt apply correctly.
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When Im feeling extra memey on survivor ill run no mither, tenacity and unbreakable. Its super niche but is funny when it works
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demonic gadfly playing Dead by Daylight: Special Edition at XboxClips.co
It effects killers too 🤷♂️


