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Deadeye

Deadeye

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Deadeye
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  • @Xbob42 said:

    Not a crazy hard one or anything, just a basic skillcheck like any other, but maybe without a great check area so survivors can't actually get rewarded for a killer kick.

    This way, the killer gets at least a teensy bit of value out of kicks even when not running pop or something, and survivors can't literally undo a near 2 second kick with literally a single frame of tapping M1, which can and does happen mid-chase and is just silly.

    If multiple people try to work on the gen at once, no progress is made until the first person completes their skillcheck, sort of like when you fail a healing skillcheck and progress is paused for a second or so.

    I feel like unless someone is working on a gen solo across the map from everyone else and you completely flush out the area, basic kicks are almost never worth losing seconds of pressure, especially considering you can lose almost an entire extra second with how janky the kick prompt can be. Those seconds might not seem like much, but it's time where survivors are gaining distance, healing, finishing another gen, etc, while you do the equivalent of nothing since for some reason the gen takes like 4x longer to regress than progress.

    Sounds like a good change to me. Just as note: the "4x slower" regression is fine. Just think about how bad Ruin can be, and that only increases regression to half speed

  • @Waffleyumboy said:

    That sounds good. It also punishes survivors who try to gen tap. Overcharge would have to be reworked though. Maybe Overcharge would make the skill check harder and more punishing?

    Overcharge would need to be fixed at first. The extra regression that the perk states is not happening. Besides that I think it is ok to just replace the normal skillcheck with the overcharge skillcheck. I would maybe think about removing the "feature" that you can tap the gen and hit the Overcharge skillcheck while running.

  • @SunaIIanu said:

    A bit unrelated but you can blame the community for the killer lock. So many people asked for Killer specific matchmaking and apparently didn't think that through (because killer specific matchmaking doesn't make sense if you can switch the killer in the lobby). The Devs listened and want to implement it.

    It isn't active at the moment, I know, maybe further MMR-Test are easier with the lock, maybe the Devs are just lazy, who knows, still the community is to blame for this feature imo.

    I wouldnt call it "blame". You still can dodge the lobby. No problem

  • Since when do you get feedback about reported players o.O

  • What's the problem with the 4 seconds? The thing is that you should not be able to do this during a chase, and outside a chase it makes no difference if it takes 3 or 4 seconds.

    Token based would work I guess

  • Combine it with Make Your Choice and you got one of my favourite Wraith builds. If you have, run it with fast travel and aura reading addons

  • @Brhoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573389#Comment_1573389

    -Borrowed Time

    Doesn't work for the unhooker though

    -Giving the killer player a death threat

    What???

    -Run Kindred. It won't save you, but at least it gives your team a benefit as long as you are camped.

    Read the op

    https://forum.deadbydaylight.com/en/discussion/comment/1573392#Comment_1573392

    I'm sorry but who is Peanits?

    BT doesn't help the unhooked either. The new chainsaw speed is enough to catch up with just 2 stacks, with the chainsaw movement speed addon you even just need one stack, first and third swing will hit

  • @OldHunterLight said:

    When you medium vault your hitbox stays behind for longer time, if you would've fast vaulted it and still hit then I would say it's not working but since you medium vaulted then yeah, that is a hit.

    If that is the case, then medium vault needs to be reworked. This is simply BS

  • Too new. I would place my bets on Huntress

  • @oooK3NJ1ooo said:

    Perk: These Frames are high

    Every time a (console) player is entering the match he gets consistent frame rates so that the game runs smoothly.

    Tier One: 30 Frames

    Tier Two: 40 Frames

    Tier Three: 60 Frames

    This Perk is unique because it can be used by survivor and Killer.

    I guess this perk might bring back the old christmas bug where killers were able to run Bond XD

  • I also did that short before rank reset to depip a bit for killer adept. Actually there were several teams saying it was funny, as there was all of a sudden the moega threat popping up. one team was even laughing hard when they thought they managed to outplay me because I faked some swing misses and all 4 died at the gate.

    For me the EGC 4k is even a challenge. It's not like you grant them an easy escape (unless they do totems)

  • @Mister_xD said:

    i try to help people out of there when i notice they got stuck.

    mainly just because i dont want such a cheap win (should they be the last survivor they get hatch, as i feel like that would be unfair and an undeserved kill), however i too have my limits.

    yesterday ive had a trial where 3 people got stuck there.

    first a meg, who i downed picked up and dropped next to it to get healed up, then a jake who i did the same to. in the end, i come back to the hill and see jake AGAIN being stuck in the exact same spot. also meg, who i was currently in a chase with, instantly steered to it and got herself stuck aswell.

    i downed and sacrificed both.

    sorry guys, but i wont help you out more than once. its your fault you got stuck there, its okay when it happens once, maybe they didnt know, but if you get stuck there twice in the same game, i will take advantage of that mistake of yours.

    well, in that case I would almost call that bug abuse from survivor side. When they notice you let them free and get stuck on purpose to take exploit your good will to escape a lost chase... wouldn't doubt that it can happen twice by accident, but I myself wouldn't expect pity from the killer in that case, I would just facepalm and accept

  • @[Deleted User] said:

    Funny how I haven't seen any post like this when killers were getting stuck on pallets and the survivors would just stay there farming points and tbagging for 15 minutes or until the killer DCed.

    I'll not even talk about the hook """tech""", which is an exploit that has been in the game for years and some youtubers even dare making videos teaching how to do it. Also, remember aim dressing exploit? Where can I report it?

    If you know there's a glitch like that in the game, just avoid it. If the killers chooses to down and hook you, well, at least you aren't stuck anymore.

    I remember when huntress had the throwing bug, being stuck in the throw animation not being able to perform any other action. And survivors waving killers to pallets because the stun fixed it. Would just be nice to have a fair game, but seems like it is the same to ask for non-ass behaviour or asking to treat other people with respect...

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566122#Comment_1566122

    Circular Reasoning.

    This adds nothing to the conversation and is a logical fallacy.

    Circular reasoning? It is more like "pretty obvious, why does it need explanation". Like explaining to someone why 1+1 equals two. I would rather call it "tautological question"

  • @teamdehn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566122#Comment_1566122

    Then the only fair option here is to ignore them until they are the last survivor. Down them at the end pick them up and drop them and hope they can stand up on their own. Unless the killer is forcing them into the bug it’s not bug abuse because the above scenario is the only “fair” way to handle this. If the killer playing like normal when the survivor is stuck is bug abuse then the other survivors playing like normal is to. Go ahead and report away I am sure no killer is going to get banned for this, also take solace that do to your entitled rants I will never help out a survivor in this situation again.

    then pls tell me any scenario that in your opinion is a bug abuse, that justifies mentioning "bug exploits" as bannable. Really would like to know what needs to happen that you regard it as exploit.

    Just to mention: there is totally no need that the killer forces the survivor into the bug, to call it an exploit. The bug can happen without killer action, the exploit comes afterwards

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566532#Comment_1566532

    Well, I do always take Play With My Food, and that helps offset. By in large there is no safe healing spot against Spooky Myers on that map. He only needs to move a bit either way to find someone at the extreme edge. I also take out all the breakable walls as fast as possible. Since I'm invisible to Aura Reading stuff, that doesn't give me away to anyone with Alert. I shutdown Kindred. About the only thing that is a pain is Spine Chill. And the nature of the map makes it fun to do mind games with them. They know I'm looking at them but they don't know if I'm on the same level as them (or where) so you can just keep them running around and off Generators and Totems merely by Stalking.

    Spooky Myers performs very well in the Meat Packing Plant, Lerys, Hawkins, Midwich, and the Swamp. He performs adequately on most of the Cold Wind Farms maps by learning to use the middle. He struggles a bit on the Temple of Purge, and is downright hard on the Auto Wreckers and McMillian Estates. The common thread is the wide open, large map with tons of looping options.

    To be honest I totally dislike PWYF on this build 😁 I just bring it for Hawkins because you need it for the catwalks

    But it always takes so much time to build up multiple stacks and normally the first hit is the easy one, but then you lost a stack. The difficult is the second one to down, where I normally have no stacks left. That's why I prefer Thana and Sloppy to keep them injured as long as possible for better chances to get a second jumpscare.

    But I'll check if I can get one or two Midwhich just to try

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566480#Comment_1566480

    It is a terrible map for EVERY version of Myers except for Spooky Myers (sometimes called Jump Scare Myers). Because he can wall hack, and that map is stack on top of itself, he is extremely proficient at finding and cutting off the survivors. Try it out. Trust me, it works really well. All his other builds get roasted there though. Don't bother with them. :)

    *Scratched Mirror + Boyfriend's Memo

    At least I would know how to play against him on this map. Maybe it is just the overall potatoness of survivors. Everyone says The game is weak for him, but this is actually my favourite map for it, because you get quick information on where every survivor is due to map size.

    And that is the point on Midwhich, the map is way bigger. and to get up, you need to walk to the edges of the map, which is horrible with 105%. And as I said, I'm pretty sure when playing against him on that map, I don't think I could be jumpscared. Only thing is, that currently I would not know about a super safe healing spot, that all the other indoor maps have (like the top floor in the main room of Lerys, the big vault drop on Game or almost each catwalk in Hawkins)

  • I also wouldn't like to have that popping up during the match. There are not many challenges where you really would need it (like drop pallets or get chased... who cares? Just the "stealth around killer with Dwight" would be helpful). But for this minimal amount of challenges where it would be helpful, I would regard the other challenges being spammed.

    I wouldn't like it

  • You need to report them ingame and then add video proof on https://support.deadbydaylight.com

    chose the category to "add proof on reported player" or something like this

  • It isnt about running or being in chase, it is about the TR. If Bubba stays and Insidious is active, there is no BT. If he prepares his chainsaw to down both before the unhook happens, TR will go up and BT can trigger

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/185556/why-does-tier-1-myers-exist

    I have been able to win, 3-4K with Spooky Myers (Scratched Mirror + Boyfriend's Memo) consistently at Lerys, Hawkins, Swamp, Midwich, and Coldwind Farms. Would I love for him to be 110% rather than 105%? Sure. But he is functional and fun.

    *I forgot... also the Meat Packing Plant.

    On Midwhich? Serious? I could imagine this being a horrible map for the miles you can see him coming, even when being in a room you have normally enough space to the doors to get to a pallet or window to safely escape

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565871#Comment_1565871

    Gen grabbing when you need early evil within isn't such a great idea 9/10. That's if you actually manage to get the grab if they don't run away at first sight of you

    I did that more than once. Stalk up to 99% and try to get the grab. Works on several maps when you find the first survivor on the right map. Ez first hook and you can attempt it again. If it fails, you just get a hit and are tappable to get into normal mode. Not that bad as a kickoff in my opinion

  • I would rather say give him a mechanic to return to tier 1 for sneaks again at the cost of more stalks, rather than removing one of the funniest builds of the game

  • @ccactus623 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566270#Comment_1566270

    I agree the hatch one is useless as a survivor without a key which might make keys worse now ?

    I think keys would now be worse now for killer, if you can force-spawn the hatch in a specified point on maps like swamp. No need to search for it, no need to find it before the killer does. Just use the key, use an offering and you know where to go to escape

  • @xenotimebong said:

    I’m sure survivor mains will stop complaining about killers as soon as killer mains stop complaining about gen rush/perks/items/exit gates/hatch/etc.

    pretty sure this won't happpen

  • well, the new offerings can have a pretty big impact in my opinion. I was just wondering why the "let hatch spawn there" offerings are not hidden, as it tells both sides to have a killer sided hatch game when it comes to it

  • Btw all the guys defending: pls give a valid example of what would be a reportable bug exploit. As it is clearly listed in the bannable offense reasons.

  • @ALostPuppy said:

    Reminds me of the old basement glitch where survivors literally couldn't see or escape the basement if they were hooked there, and killers constantly abusing it with agitation builds, and defending their exploiting of the glitch. Good times...

    Yep. Same with the old Wraith Lightburn bug, where you could keep the Wraith unable to attack as long as your flashlight lasted. Should be reportable as well. Just that "whoa \o/ didn't know that" crap is unluckily hard to prove, but there were several people on both sides that smelled like they deserved a long timeout...

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/185498/to-the-killers-taking-advantage-of-hill-glitch

    Ummm if we don't down you and pick you up, you stay stuck in that hill until we do. There is no other way for you to get out that I know of. I'm usually nice and choose NOT to Stalk up on you when I'm playing Myers and then I pull you out and hook you and let someone get the save. If there is another way for you to get out of the hill, let us know. :)

    I marked that already before in this thread:

    @Deadeye said:

    Just as a slice of hope:

    When you get closer to the area to get up on the hill, there seems to be a tiny gap you can use. I let the clip in total, so you can see all the tiny little jumps that might give an idea how to escape.

    • at ca 25 sec there is a slight movement
    • the whole time nurse is near, I was holding shift (about until 43 seconds), after that I tried crouching and walking normally, also changing camera directions
    • at about 50 seconds there is a different possible escape route, but it sucked me back in
    • the escape is by walking normally, starts at about 1:10 short before end of the clip. I tried left/right into a 45° angle until I got the gap
    • at 1:15 I walk slightly against the hill which seems to lift me a bit, probably this is necessary to get out

    Happy escaping

    https://youtu.be/X1IYz3rICAw


  • @teamdehn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565397#Comment_1565397

    and why is this the killers responsibility. the other survivors all benefit from the killer wasting time giving up a down. if you were chasing the survivor for 30+ seconds and then they get stuck you think its fair to expect killers to just junk all that time?

    Why it is the killers responsibility to not abuse bugs? because it is bug abuse!!

    If it happens during a chase it is another thing, we can discuss. It should not be a problem if the survivor was already injured. If the survivor already looped the killer for 30+ seconds without even being it, then the survivor loses more value than the killer.

  • @teamdehn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565349#Comment_1565349

    A free down doesn't do much. I typically do this myself, unhook and put down outside the stuck. however the killer taking valuable time out of his game to help someone stuck, with absolutely no benefit kinda sucks. if the killer is expected to "fix this bug" then all of the survivors should stand in place until he moves the player. because it can easily be seen as the other survivors taking advantage and abusing the bug. Also don't tea bag at the gates and be toxic in endgame chat when the killer does help like this, which has happened to me twice.

    downs dont help much? sooo... why is slugging such a big thing? As I said, it is a 5 second down, giving you 2 survivors off gens for like 30+ seconds

  • @Demonl3y said:

    How can killers take advantage of this glitch?

    Sure it sucks but just because you get stuck on it, it doesnt mean the killer have to let you escape. Its not his fault + its his job to kill you guys.

    Thats what i call entiltment.

    It is a bug abuse. You could at least hit him twice, down him, pick him up and put him down outside of the bug area. You get a free down, you get someone else off a gen to heal him up for free and you don't know how much time this survior already wasted being stuck there. That's what I do and whay I get from most killers when someone on my team got stuck. It is simply fair play.

    Although I wouldnt do that for people that tbagged me before. Feels good to see these guys stuck and slowly bleed out...

    Anyway, as much as I love a-holes being stuck, maybe try this. Hope it helps anyone. Let me know pls when anyone saw this video and it helped him get out:

    @Deadeye said:

    Just as a slice of hope:

    When you get closer to the area to get up on the hill, there seems to be a tiny gap you can use. I let the clip in total, so you can see all the tiny little jumps that might give an idea how to escape.

    • at ca 25 sec there is a slight movement
    • the whole time nurse is near, I was holding shift (about until 43 seconds), after that I tried crouching and walking normally, also changing camera directions
    • at about 50 seconds there is a different possible escape route, but it sucked me back in
    • the escape is by walking normally, starts at about 1:10 short before end of the clip. I tried left/right into a 45° angle until I got the gap
    • at 1:15 I walk slightly against the hill which seems to lift me a bit, probably this is necessary to get out

    Happy escaping

    https://youtu.be/X1IYz3rICAw


  • @Stanley12363 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557342#Comment_1557342

    Why do you assume that I am new to the game? I have thousands of hours and I know what works and what does not. I am trying to say that stacking slowdowns in public matches works too well. This should be changed. Just because the devs do this for a living does not mean they know what they are doing. Just because someone has been playing the game since release does not automatically mean they know whats best for the game. I know plenty of people that have more hours than I do and say that DH and SB is perfectly balanced and should not change. Does that mean they are right? No.

    That's funny. You argue that you have thousands of hours and then say "Just because devs do this for a living" and "just playing since release" ... "doesn't mean anything". Good point bro, consolidates your arguments.

    Just as a hint: you pretty much just say "counter arguments are not right because I disagree". And the scenarios you describe are pretty superficial. Just showing the one case that fits your POV to base your arguments on? There's a FunGoose that never runs addons and did a 100+ 4-kill streak. Yay, so what? Now everyone isn't allowed to use addons? FunGoose isn't the only killer in this community and not the best reference for the average.

    "Relying on slowdown perks"? You could say that to every single build. As soon as you pick a perk, you are relying on it. You choose it for that reason, you want to make use of it. Meaning that two tracking perks should also not be allowed because you "rely" on tracking while not every killer does?

    Tofu said about Pop that he doesn't like it because he doesn't like to kick gens, as you potentially let go of chases and chasing is the better map pressure in his opinion. And that counts for every player, make use of Pop and give survivors a head start. Save time on gen, waste time on chase. This is playstyle depending, one prefers this, others prefer that. The key is to adapt once you notice the heavy slowdown. Team up, pressure gens or attract the killer if you know there is a nearby gen being worked on, to distract him.

    But the easier way is of course to shout out for nerfs.

  • @Stanley12363 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557157#Comment_1557157

    Then why not just run corrupt? It zones the survivor forcing them to come to you. If you need more pressure from slowdown perks, then you are most likely doing something wrong in the match. Even against most Swf, you can still beat them without the use of 2+ slowdowns. Not every swf is a seal team 6 on coms.

    You already got an answer to that: your playstyle is slugging. Slugging is one of the top 3 unfun things to go against. So get another slowdown perk to avoid slugging. It is also is not necessarily fun for killers to slug, so why prohibiting another slowdown perk? This is everyone's personal choice.

    @Stanley12363 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557223#Comment_1557223

    I never understood this. A killer can end games faster than a survivor can do gens. Does that make meta perks for survivors fine?

    Edit: Forgot to add the word "perk"

    What do you mean? By slugging everyone and ending the game with 4 hooks? Yay, gg... If you count every 12 hooks possible against semi decent survivors that don't run every tile perfectly but just drop every pallet possible, then nope, the killer won't end the game faster than survivors can. Versing efficient survivors needs a good killer to extend the game beyond 5 minutes.

  • @Diggly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557054#Comment_1557054

    From the sounds of it, still you. If you sit in lockers for extended amounts of time, you are a potato teammate. It is as easy as that.

    Sounds like he wants the full minute DS invulnerability + the secured Head On stun after the killer decided to sit out the minute of DS, causing crows on the locker. So expecting full invulnerability in any case, because counterplay sucks

  • Someone made a Felix - Bill Pullman comparison, that was more similar in my opinion

    I don't even know all the guys listed here ^_^'

  • Just went through the list, the following definitely work:

    • Bond, Kindred, Detectives Hunch, Empathy, Left Behind, Plunderers Instinct, Windows of Opportunity, Visionary

    The following should work, I guess. but no idea as I never tested that and the description is slightly different

    • Better Together, Buckle Up, Object of Obsession, Saboteur, Wake Up

    Probably doesn't work as it is killer aura reading, not your:

    • Sole Survivor, Boil Over, Mettle Of Man

    Premonition and Small Game just as example also do not work as it is an audio cue, not aura perk.

  • @SkeletalElite said:

    any aura reading perk or effect with a range

    Kindred included

    Also works with key addons

    not any aura reading. alert for example wouldn't work, as it is not range limited but time limited, and Open Handed does not increase the duration.

    Meaning, every aura reading perk having a range like 0-x meters will be affected. Not sure how or if it would work with Sole Survivor

    EDIT: didnt read completely, sorry

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1552508#Comment_1552508

    I have, actually. I'm not that type of person. I had really high ping and when I got hit, I couldn't move. I was like, "######### is this?" And then I got kicked.

    Not impossible, but a very unlikely coincidence. When you see this happen every third match, it is more likely on purpose

  • @vogit10102 said:

    It seems in this killer forum that a gen done in 60 secs it's a problem, but a surv going down in 10 sec it's ok. That's frustating for so many people

    Why are you insinuating with an unrelated topic? Shall I do the same? Would be like this: So you think it is ok when killers DC after a 60 sec gen pop?

    The topic is that DCing for whiny reasons is bad for 4 other players. And it didn't happen just once that I got down within 10 seconds but made it out of the exit gate. When there is a baby DC after 10 seconds, it is pretty unlikely that anyone gets out of an exit gate. Maybe reflecting about how this could happen would be the better choice than just "done, throw it, next".

  • Your counter question actually has nothing to do with my question...

    From my opinion, of course bug DCs should not be punished, but it is not possible to determine that. But as I say that I experience 90% baby DCs I would estimate that real issue DCs are rare enough to keep you at 5-15 minute penalty. Once a month. I actually never had to DC because of a bug so far.

    And you seemed like you want to defend penalty free DC and it sounds like i your opinion there are more legitimate reasons than others. And that's what I questioned

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554531#Comment_1554531

    I believe my record for resluged is at 5, meaning I was slugged and gotten up again 4 times in one match while the Spirit looked for the other surv. And I didn't dc. The only message I got was "no one gets hatch."

    In fact I think I've only dc'd on purpose like twice in something like 1100hrs. Any other dc was due to the game believing I had no internet connection (despite the party and my stream being fine) and similar game tossing me out scenarios. I've collected maybe 4 baby matchmaking penalties ever.

    My choice is to stay and fight it out. Others feel differently.

    Nice attitude. Actually I had some of the best moments by hanging in there, like outplaying an Iri Head/Mori Huntress to get 2 escapes through the exit gates, having a slugging Spirit wasting 10+ minutes to allow me to find a key, then hatch, heal the slug, take a hit and both escape through hatch or 15 minutes against a doc that downed me and another guy each 3 times, so that I could escape with Unbreakable + Dead Hard while the other guy bled out right after I used Dead Hard and the hatch opened in front of me.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554537#Comment_1554537

    That’s not dc’ing right after being downed. Reading comprehension might come in handy for you. Careful circumventing bad words, mods don’t like that 👏

    "If you slug me to find the last survivor I’m going to insta DC"

    -> "That’s not dc’ing right after being downed"

    please enlighten me

  • @TragicSolitude said:

    Got stuck in the hill twice today and both times the killer left me there for the entire match... the killer got an easy 3v1 and I was stuck there unable to do anything. Fun. I wish they had fixed the damn hill glitch before re-enabling DC penalties.

    This is a legit reason. In my opinion 10% of all DCs. Anyway, just posted this:

    @Deadeye said:

    Just as a slice of hope:

    When you get closer to the area to get up on the hill, there seems to be a tiny gap you can use. I let the clip in total, so you can see all the tiny little jumps that might give an idea how to escape.

    • at ca 25 sec there is a slight movement
    • the whole time nurse is near, I was holding shift (about until 43 seconds), after that I tried crouching and walking normally, also changing camera directions
    • at about 50 seconds there is a different possible escape route, but it sucked me back in
    • the escape is by walking normally, starts at about 1:10 short before end of the clip. I tried left/right into a 45° angle until I got the gap
    • at 1:15 I walk slightly against the hill which seems to lift me a bit, probably this is necessary to get out

    Happy escaping

    https://youtu.be/X1IYz3rICAw


  • @EuphoricBliss35 said:

    If you slug me to find the last survivor I’m going to insta DC. Every...single...time. I only play solo queue. I have no desire to waste 4 minutes of my life. Even if it means not being able to play for 12 hours, I don’t care.

    imagine if survivors could form an unbreakable bubble for 4 minutes and sit on the last gen at 99% as you stare on. Yuck

    OK, thanks for confirmation. this is a biatch DC and has nothing to do with bugs or whatever legit reason was listed so far. And this is what I see 90% of the time: DC right after a down

  • @MadLordJack said:

    There are actually a lot of legitimate reasons for DCing. One is the fact that the game is pretty damn unstable. Another is the fact that the game is pretty damned buggy. A third is the fact that not all non-bug-related DC's are ragequits: A lot of people have decided that holding the game hostage is the way to go.

    You wanna tell me that legit DCs are more often than "I got downed first" DCs?

  • Why did noone on the stream ask about the changes?

  • Serious? Link please

    Edit: forget it, I missed the updates

  • Why is it a thing for you? We don't have old Ruin anymore, so no need to bring this up I guess. At least the title makes no sense

    @NekoGamerX said:

    wouldn't this make NOED more op?

    If at end of game there are still at least 2 dull totems PLUS the Undying active (which is active from the beginning) then you might have a strong effect. But I only see this in genrush games to be the case. At least in my games as survivor, where I cleanse like 2 totems min already just for the points. And I run INner Strength pretty often as well, when I don't bring a medkit

  • @dugman said:

    It bugs me when people say it’s “random” when you want to guess what Spirit is doing. People aren’t literally random, they’re naturally predictable, and making good educated guesses about what someone else is doing is a skill. It’s why the top poker players are consistently in the top ranks, getting into people’s heads to know their intentions is not just “luck”. Likewise acting in a particular way to make an opponent do the wrong thing is also a skill.

    Outwitting a Spirit isn’t just a coin flip, if anything it’s way less “boring” than mechanically watching for a visual cue of an attack and then dodging it 100% of the time.

    +1 on that, and please tell me the difference between mindgames and random guesses. Having a wall you cannot see through and the killer moonwalking to one of the sides is pretty much a 'coin flip' as well with that argumentation, never saw someone complaining about moonwalking killers.

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