Deadeye
Deadeye
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It would be awesome if they at first just fix the bug and make it apply the additional regression as the perk describes. Failing the skillcheck regresses the gen by 10% but should be 15%
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/169068/overcharge-buff
I don’t think this is a healthy idea to be honest.
There are already some synergies that can make Overcharge a real pain. Adding a synergy to Ruin would just be bringing back old Ruin (kinda). This would not be healthy.
Perhaps if they just increase the skill check difficulty slightly.
Not really old ruin. First, it is a one time thing when you get back on the gen but not for follow up skillchecks as long as you stay on the gen. Second, you need to invest 2 perks for this effect. And that should be, like Enduring Fury, simply be a strong combo imo.
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@Kind_Lemon said:
wut. ofc it's the killer shack. People just say shack as an abbr.
Not really. Tell me where you have a clear reference to a "killer shack" anywhere else. The whole patch notes just say "shack"
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I would rather pick a FNAF chapter than Leprechaun...
With Pyramidhead cages as blue print, Chucky could also get a different mechanic for hooking. Btw letting people fly would also be a thing for IT if it became a chapter (just came to my mind ^^)
But I'd go for Hellraiser, I think it would best fit to DBD
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gen rush... having the first gen popped quickly is not gen rush. gen rush is when the gates are powered within 5 minutes.
He even used Whispers and messed up because he checked the critical gen latest. So it is pretty easy to get the first gen done with a team spawning on it. I agree that 3+ survivors should never spawn together without using the offering, but this is a different topic.
Besides that:
- "they gen rushed so quickly I did not even get a notification" ehm... lol. This is a known bug and has nothing to do with how fast the gen pops
- "came back from an impossible game" lol again? Because the first gen popped quickly? I mean, this is a common thing?! It was even a good start into the game because he got a double down right after that and then had 3 people in chase for some time. The team was lucky they had one sticking on the gens during that time rather than having the ultra altruistic team rushing in for the protection hits
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/1415780#Comment_1415780
Its far from the first time a perk or add on didn't fully say what it did.
Also the rework seems completely pointless if survivors can just DROP their item prior to getting hit.
How should that work? Grant a free hit just to save your item from being timed out? Or do you just want to hide your item on the map until you wanna use it? Sounds difficult for toolboxes, medkits and especially flashlights
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@coppersly @CheersTC yes, the survivor tutorial
@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1415558#Comment_1415558
There are plenty of killers who enjoy shack. I'm one of them. I find it's one of the more consistently fair and interactive tiles to play.
I also think it is one of the best tiles. And with some killers like Demo or Pyramid Head you have even more ways to counter/mindgame
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1409323#Comment_1409323
I noticed you didnt come back. Go figure.
PTB isn't out yet?
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@Throwaway123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1414480#Comment_1414480
It's literally removing his mobility after you use it twice. It's literally being "taken away" with the overheat mechanic in the same way your exhaustion perks are taken away while exhausted. Billy is far from an unstoppable killer, nobody even puts him as #1 on their tier list, he's always at best 3 or 4 and he's only that way in the hands of a very good player. He's the high tier killer with probably the most counter play to.
It's literally disabling it for like 14 seconds after you already made use of it twice. That's something different than removing mobility.
Can't compare that to exhaustion (which is also just on cooldown btw not taken away) because these perks are not 14 seconds cooldown but 40-60 seconds and you can just use them once, not at least twice and you definitely have no way of resource management to have the ability always in place when you need it.
He is still the killer with highest mobility
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Two things: Devs recently said often enough that they don't do quickshots on changes, instead take numbers to look at the performance. That's why they don't do massive changes after PTB, like the second wave of changes they have done to Doc after the PTB was over for some weeks. I guess Freddy and Spirit are still on the scanner.
Second: Billy got nerfed and Spirit/Freddy not, because they don't fix the entire game in a single patch
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1414360#Comment_1414360
No yeah...like Dead Dawg Saloon right?
And then Midwich.
Yeah, 2 recent small maps? Amiright?
Sarcasm aside they only made 5 maps smaller out of all of these.
https://us.v-cdn.net/6030815/uploads/1W7A869AXT25/tweeks-png.png
And there are most likely more coming. (@SunaIIanu ) Btw Dead Dawg Saloon is the second smalles map in the game, only Coal Tower is smaller since they made it smaller with the patch you screenshotted
@Throwaway123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1414445#Comment_1414445
Billy's biggest strength is the ability to check areas of the map quickly by revving then sprinting towards a gen, likely needing to cancel and then revving and sprinting to another. From just the vod it takes about 25-30% overheat to start a sprint, then it slowly fills more as you sprint, the sprint went about 25% of the map and the overheat was around 50% filled by the time he hits Dwight. If there was noone there he would've had to cancel and rev - sprint again. If his next gen choice has noone on it he no longer has his sprint available, and if he had found someone he doesn't have his power as an option to down as it will be on cd for 15ish seconds.
On a less open map his mobility is absolutely gutted because he can no longer do short sprints to quickly cover some distance unless he absolutely 100% knows he's finding someone.
Billy is losing tons of mobility options, especially for the early parts of the game where the gens are spread and he is searching for people. It's honestly pretty obvious and I can't see how you don't understand this.
His mobility is not taken away, it gets a bit cut. He has still better mobility than old nurse and I think this is still fine. You had no chance to open gates against Billy and BBQ Billy gets into new chases as fast as BBQ Freddy. I think "taken away" is seriously not the right term. "Balanced" would be my pick, and that is what the game needs. Currently he does, as YOU said, have TONS of mobility options like no other killer. I would almost call him omnipresent. The only time where you don't have to expect him zooming into your back is when he is in a chase with someone else
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1413629#Comment_1413629
Ew, why the hell would they do that? It's terrible and nobody ever used it for a reason. Hitting everything EXCEPT the survivor right in front of you is insane.
when you know where the middle of the circle is, place it exactly on the survivor so they cannot dodge it. They just run into the ring in any direction. Only thing they could do is stand still, but then eat a hit. Still not good though, hard to counter loops with it, which is the main purpose of his power
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@anarchy753 said:
Does that even exist anymore? Thought it got removed with the doc rework.
It got added again after the static blast cooldown addon change was added instead of the "increased madness" addons, while removing the unequal thresholds for madness. The "2 shocks or 1 blast" thingy
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And the radius: A ring is defined by 2 circles. The centre is empty, that's the inner radius, meaning the ring has a width of 1,2m
Rough sketch:
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8 meters in front of the doctor
that is not around the doc
Test a bit, the thing with this is, when you know where the middle of the circle is, place it exactly on the survivor so they cannot dodge it. They just run into the ring in any direction. Only thing they could do is stand still, but then eat a hit. But it is not such a strong addon
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It is not more of a toxic perk than before. It is just actually useful against any items.
Btw survivors don't need items, if someone feels that this perk is toxic, then most likely because that person is in love with its items
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@not_Queen said:
@doitagain_ You pretty much nailed it. Like this would have been the answer I give.
If the last part "We will continue releasing ''normal'' outfits like we were before" is implying something like "at least 50% of them" I'm fine. Personally, I totally don't understand the need for the Nea outfit. For Lisa Garland I can understand it. Or for the Legion Bunnies, even when the Clown elephant also was working without being a set.
Just as advice, regarding the massively negative feedback. The Nea outfit might have been easier to create and release, but as customizing is the big point in cosmetics, many people might be prevented from getting these. Sure I don't know the numbers, but regarding forum feedback I would guess so. I for example like Nea's hair, but not the rest of it. So I'm not gonna get anything of that, because even if I got it for free I would not be using it in this combo.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1409768#Comment_1409768
wait WHAT!
That's kinda a big deal. The Killers that get the most out of that kind of perk are also the Killers that down with special attacks. Without that interaction you're better off just using 3rd seal.
The only one being unaffected might be infinite Tier 3 Myers. But I really don't get the intention of that change
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1409703#Comment_1409703
I think it's to reduce the impact of slugging on the match. Survivors really hate it, but the devs see it as a fair strategy, so I think they're trying to find ways to reduce it's efficacy in certain situations. The way knockout is now is pretty OP in certain circumstances.
Like, consider a non-SWF group of survivors going against a killer that can easily down multiple people at a time with their power; bubba, oni, pyramid head(if they're injured). A hooked survivor is saved, but both involved are downed by say, bubba. Let's say he has infectious fright, and another survivor was in range of it, so he slugs the two downed, and goes after the other. The fourth survivor is really far away, say. So, two downed, one now being chased, and knockout preventing the 4th survivor from finding the two that are downed. The match will pretty much be over if the killer downs the survivor he's chasing.
Knockout just makes it really really easy to slug a game to victory when you can down multiple people at a time. By forcing it to be by basic attack, solo survivors will have the ability to at least get an idea of where the survivor went down.
So the point of changing Knockout, which basically is a slugging perk, is to make the perk bad to make slugging bad? I mean, then just remove the perk, or rename it and completely rework it. If they think slugging is a fair strategy, then Knockout is a legit perk to support that strategy. I really don't get the intention of that perk then, or the intention of that change
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I think the improvements of Knockout are even bad, because it is not the worst idea to recover against slugging. And recovering takes 32 seconds, so when you are done 50% then the extra effects are already gone, when you simply were not even affected. Not sure how blindness makes me change my behaviour when I am just lying on the floor watching the progress go up. And having slower crawling speed does not affect me at all while recovering. The crawling slowdown should be constant until healed for one health state, and blindness probably until recovered to 95%
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1408786#Comment_1408786
In the ptb? He's asking: when have the ptb changes been done away with due to community feedback? I'm still waiting for that Hangman's revert. It was perfect in the Deathslinger ptb, and they screwed it beyond belief when it went live.
It was not perfect on PTB, it was half map wide aura reading on PTB. It was BBQ without range minimum
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@MrDrakanator said:
When the dev's announce some day that all survivors will go down in one shot on the next PTB, I look forward to seeing these same people saying we need to wait and see how it goes. It doesn't matter how big or small the change is, people deserve to be able to give their thoughts especially when we already have video footage of the changes in action.
The thing is, people are not really discussing, they are throwing death sentences to the game and insults to the devs. Always being able to perfectly predict how the changes will ruin the game (which in the fewest occurrences so far is the case, see for example how meta Soul Guard, Sabo and For The People became)
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I think Knockout somehow got nerfed. The extra effects don't really apply as you can just recover (which takes 32 seconds, so just half of the time) and you are completely unaffected by the new effects. And against slugging it is not the worst idea to get some healing up to be tappable. So the perk basically just got a nerf by applying only on base attacks.
And if crawling would be a better option, you still can just recover 50% and then start crawling. To me it seems really rare that the new effects make a difference
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I'll just watch OhTofu stream now to check him out on the PTB just to see his reaction on the change and most probably come back to this thread and laugh out loud about those minimal knowledge predictions
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1408457#Comment_1408457
Which would need the survivor to be aware the killer had Franklin's, needing them to have been nearby or had an item of their own, or be in a SWF on comms. In the case they had the item on their own, they must sacrifice either their item, or the others' item. In the case of a SWF on comms, usually multiple people bring items, so same case scenario they gotta sacrifice off an item to save the other. In the case of them being nearby, then the item is theirs fair game, like it is currently.
Not sure if the "sacrifice" thing is correct tho. I would assume that exchanging an item would not cause the other item you drop to be consumed by the entity as well.
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@GoodBoyKaru said:
i kinda think 90 seconds may be okay. you hit someone, they get the speed boost and drop the item. the 90 seconds start. in those 90 seconds they have to either escape a chase or:
1) Get downed
2) Get hooked
3) Get unhooked
4) Maybe get healed
5) Find the item
6) Collect the item.
theoreically, the 90 seconds should be good, since either they force an unsafe unhook by insta-saving or they waste a lot of time on the hook.
Anyone else can pick up the items as well. Finding keys might be a problem, flashlights are pretty easy to see. If you just have a rough idea where the survivor was hit and are aware that this survivor had an item, you can find it.
@Kebek said:
As solo player, your item is dead, you're not getting it back once you get hit. I really don't see how solo player can manage to lose good or even just decent killer without getting hooked/downed and get back to their item to pick it up in only 90s.
if you're in SWF yeah, your friends will pick it up for you but as solo, I really don't see survivors getting those items back unless killer lets them.
You would wonder what killers say about a 60 second timer. Ever got struck by the 120 second repair slowdown addon from Bubba? Ever used any means necessary? Ever run tier 1 Sabo or Premonition? Feels like eternity
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1407716#Comment_1407716
Uh? If it regresses it does at the same rate Onis power repletes, it just looks so slow.
The Oni power is active for a minute. This one looks like 10 seconds.
@Todgeweiht you don't see the regression in this video, I guess it starts after you finish the chainsaw cooldown animation after the hit.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1406593#Comment_1406593
Literally nobody ever uses the wedding ring, and DS definitely does increase your obsession chance. It doesn't guarantee it(none of them do) but it definitely increases the odds. Soul Guard and For the People are the only meaningful perks that push the Obsession status to somebody else, and even FtP makes you the obsession upon use. That makes a grand total of ONE perk that makes another player the obssesion.
Don't know your experience but I see the ring often enough.
And I don't know about the numbers, but when running MoM, I always have been the obsession. And I witnessed a game where only I had DS and was not the obsession. And pre DS rework it was guaranteed to be the obsession when you were the only one running it. Just keep your eyes open in your games who starts as obsession and who runs which perks. If it is really an increase, then it would be something like 29%, and all others 24%
Btw it is simply wrong to say there is a "total of one perk" just because you regard the others worthless, less picked or whatever. I could argue then that you don't get to use FtP every game, so the lower chance being an obsession weighs heavier. That is stupid argumentation.
And you said "the VAST majority of obsession perks" which is not including any pickrate or something. You talk about perks in general. Not sure if you know the meaning of "literally". But you used it twice now in a context that is definitely wrong.
Besides that, I still stick to the statement "the VAST majority" is not really applicable to a number of 6 perks
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Insidious Bubba camping still the same btw
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@GeordieKiller said:
So normally whenever you rework a killer the map gets changed aswell so my question is
With the changes to the chainsaw brothers will the farm maps be getting some changes to go with them?
The farm maps recently got a lot of changes. So I guess nope
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1408206#Comment_1408206
oof, I can only hope he will
I hope not. Might be cool, but if every killer gets his unique chase music, it would feel more like the entity is the killers' playground, not like the entity captures killers and plays with them. I like the original chase music and the few killers we have should stick at it imo.
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@slim0b said:
https://forum.deadbydaylight.com/en/discussion/comment/1408149#Comment_1408149
It's just that they're unnecessary, and not what the community was asking for.
I know the billy nerf wasn't the best idea, but try to look at the bright side of the update, much more viable perks, better hit registration, LF finally buffed.
The PTB will show the balance state of the changes, in time.
I'm not sure about the LF buff. Sure, the numbers are better, higher movement speed and optional longer run. This is definitely good. But the charge cancelling allowed him mindgaming on pallets, this is now gone. And probably a big problem in my opinion. And if the number increases allow him simply more easily to insta down survivors between loops, they just removed mindgame and counterplay on both sides, which would be pretty awful. Let's see what the PTB reveals
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I hope not. I like the base killer music and gives/keeps a bit of DBD feeling. If there are too many unique chase music themes, it wouldn't feel like the entity capturing killers anymore, more like the entity is the playground of the killers
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1406422#Comment_1406422
Literally could not be more wrong, the VAST majority of obsession perks apply it to yourself.
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1406360#Comment_1406360
I disagree. Most obsession perks make someone other than yourself the obsession, so you're not debuffing yourself. If it were a base mechanic it wouldn't even need to be necessary for something like that.
https://forum.deadbydaylight.com/en/discussion/comment/1406345#Comment_1406345
Yes.
Am I missing something? There are exactly 6 obsession perks for survivors and an addon. Mettle of Man, Decisive Strike, For the People, Blood Pact, Object of Obsession, Sole Survivor and the Wedding Ring.
reducing chances to be obsession: Blood Pact, Wedding Ring, For the People
Increases chances: Mettle of Man, Object, Sole Survivor
DS is neutral. The text has not been changed, but when there is only DS in the game determining obsessions, then it is completely random to not tag one survivor as "has DS".
To me this seems like completely even with 3vs3. And besides that, with such a low amount of perks, I wouldn't say "vast majority" or "Most". Like on three items with two being type A saying "66% is immense". Well, like, nope. On 3 items talking about percentages... doesn't make sense to me.
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I also think Myers is better, because the tier 3 is not easy to read. It could pop at any time because you don't know how much the others got stalked. On Leatherface you always know that he needs to charge, allowing you to estimate if you can make it to the window or when you need to take the pallet
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1405752#Comment_1405752
I'm reacting to the video and the suggestion. Infinite tier 3 myers getting all his stalk up loves these ideas.
That then would probably be one of the things that will be changed. Introduction of EGC also changed piggy for that concern
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1405113#Comment_1405113
The choice to go patrol gens and chase survivors rather then tunnel if you didn’t know when someone is saved it makes an explosion where it happened similar to a gen popping so you will always know where the cage was but after the fact so it’s not as easy to tunnel honestly as a PH main I can’t think of anything buff wise he really needs except to add ons
I think the cages don't give you a notification, unless that was a bug. You completely lose the information about that. Caging now only makes sense in late game, when you know that you can send the survivor into an area where gens are already done. Otherwise you simply have no clue where survivors are, even if you plan to go for the unhooker. And with 4 survivors alive you just allow quicker safes than with hooking.
I still don't know what's the point to tunnel with cages. You waste so much time to cross the map
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Thing is, you probably used too much of your chainsaw. Each insta down killer has that problem on the chaser emblem
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1401764#Comment_1401764
ah ok, I been dumping all my BP into killers I dont collect survivor items so I didnt catch it at first
Makes sense. Because of the rarity of the event items and who needs BPS when you can have a 140% survivor pudding? ^^
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Because from a whole week I think I got 15 event items. Definitely more cakes, but I don't get them in the web
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All three event items in one web ^^
Sorry for the bait, I thought it was obvious
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Yep, like already said several times, this comment had nothing to do with the game. That was pure ego vomit
And yes, it would be nice if that "rude" stuff would not be in the community, but that's unfortunately not how the world is like
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I think this will not really happen. They disabled the moon offerings while saying that one of the reasons is that they needed to check lighting for every single map. Meaning with 2 darker and 2 brighter offerings, they have to kinda rework every single map 4 times. And I'm pretty sure that other einvironmental changes would cause the same overhead
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I hope they don't do too much with Legendary Outfits. It has to be a good reason why you are not allowed to combine certain cosmetics. Alessa for example would be no problem to combine, I think the only real reason for this to make it a Legendary may be licensing.
On Lisa Garland it makes sense because the whole model changes, including the face, making body and head cosmetics being sticked together. Gender switch would probably be a good reason, like on Legion, although even Legion is able to combine cosmetics and have the voice and stance adjusted, only depending on the torso cosmetic. Also understandable would be the design on the cosmetic being hard to combine with others, like the Bunnies. But also here, the Clown elephant cosmetic is able to be combined with other cosmetics.
So "Legendary" outfits in first place are just restrictions from player perspective, there are not many reasons why Legendary outfits actually make sense. And combining cosmetics is I think a key argument for their success.
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@LudvigVonBastard said:
https://forum.deadbydaylight.com/en/discussion/166543/really-killers
And i think everyone should get items for log in to game, like in Hearthstone or any other better designed game. You know, because we all should be able to have fun and celebrate without any disturbance in gameplay. How about that?
Devs are to blame here, because they will not give us even crappy looking turd crown for free.
Ehm... there is. You get cosmetics unlocked for logging in every third day or so. Check your Claudette and Deathslinger
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I seriously haven't noticed any increase in toxic play, I would rather say that I saw Moris less freqeuntly during the event.
Btw, if you die with a crown, the reason for that is not necessarily that you had a crown
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One way to get around it would be depipping. Red ranks need 16 points for the double pip, purple/green need 15, yellow needs 14. Depends on how much you want to depip and where you currently are.
And to depip, play killers you are not comfortable with and just train them, until you regularly pip/blackpip. Or do endgame builds like NEDO/Bloodwarden Wraith, to stay afk and then terrorize at open gates. Or NOED/Insidious nurse waiting outside of the gate
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@Khalednazari said:
https://forum.deadbydaylight.com/en/discussion/comment/1395671#Comment_1395671
That ticket number is from the day Dead By Daylight started. Its been 4 years. My first ticket was 3 years ago, my ticket number was 65k and 2 years ago, it was at 227k.
I know it is an ongoing number. But the number says 134k tickets per year on average, or 367 per day
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1395650#Comment_1395650
It’s actually very good.
4 things:
- 16 seconds of Undetectable is much longer than you think, and it’s possible to travel quite far in that time.
- Survivors don’t expect the killer to travel as far as they can from the highlighted gen.
- Survivors will sometimes be hesitant to jump onto the highlighted gen, so it gives partial gen control for those 16 seconds.
- Survivors will sometimes be so bold to jump immediately back onto the kicked gen the moment you’re out of sight. I’ve taken advantage of this when noticing this by walking out of view then circling back around for easy hits or easy grabs.
Well, if point 2 is a thing, then these survivors would also not be able to make use of Premonition
Point 4 only works in my opinion in combination with Surveillance. If you are not completely sure that someone will be hopping on it by knowing that someone was around or by a survivor being stupid enough to start working in hearing distance, then you would simply waste the Undetectable effect.
In my experience 16 seconds is not much, when you try to walk through LOS blockers. Also isn't worth it with a bunch of killers that simply have no use of Undetectable like Demo, Oni and imo also Pyramid Head. You need to be very lucky that he doesn't suddenly make his screeching sword sound
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@Deadnaught said:
https://forum.deadbydaylight.com/en/discussion/comment/1395668#Comment_1395668
It only helps me as much as I can get lucky to have good teammates. Even my 100% is still only 25% of the team's capacity, and getting a team with proper peel or teammates that don't go zooming off like a scared sheep the moment I unlock them is a rarity. I wouldn't be complaining otherwise.
And you STILL can go the killer path to dodge these challenges
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@Deadnaught said:
https://forum.deadbydaylight.com/en/discussion/comment/1395668#Comment_1395668
It only helps me as much as I can get lucky to have good teammates. Even my 100% is still only 25% of the team's capacity, and getting a team with proper peel or teammates that don't go zooming off like a scared sheep the moment I unlock them is a rarity. I wouldn't be complaining otherwise.
We'll make it is visible to others, so when the killer is not near, they have a reason to stay. If you have BT, it is a free 20 points on each unhook. If you run Kindred, you will always see if you are close enough to go for the unhook. If you run Empathy, you will always see where someone is chased so you can get close to be the quickest for the unhook, or you will know where to go to get some healing points.
Two of these perks are non-teachables, Empathy is at least on your Claudette which is a base character. So you should have survivors to run these perks. And let's not pretend like all survivors in 10 games in a row play like rank 20s, even if you need 10 games to get 3 of the emblems, I wouldn't call it "stuck". If you need more than 10 games, then I would rather guess that you don't go for heals/saves for whatever reason. If you want the challenge done, there should literally be nothing being able to stop you from doing so except yourself. It is very unlikely that you don't get a single unhook in a game unless you don't try it
