FairP1ayer
FairP1ayer
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- FairP1ayer
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Looks pretty safe too. Personally the pallets are fine as is. What most survivors don’t understand about the map is most of the pallets aren’t meant to be looped around, you’re meant to use multiple of them together to get away from the killer.
The Killer would have to be either extremely aggressive or noobish to get hit by one of those unsafe pallets or fall for the vaulting back and forth most Survivors desperately do at them. Some of those hallways are near infinites when you have those pallets down for Survivors to slide across just as the Killer is in range for a hit.
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I had a game as Myers with a Tombstone Piece at The Asylum months ago. I morid my obsession to proc the old Dying Light and by the last survivor they only did one gen. Nea hid so well it took around 30 minutes before I gave up searching and she finally completed a gen or something and escaped by hatch. It didn’t help I had her salty Obsession friend messaging false info on her location the whole time either.
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@StrickxNyne said:
Ifs not working at all currently
It’s an anti tunneling perk, if you never get to use D Strike it’s already doing it’s job.
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@kcwolf1975 said:
Just curious as to why people save the streamers for this event, doesn't the blood hunt only double your base points?
Some people don’t know, and others just like the huge amount of points they get from them combined even though as you said it doesn’t double the doubled points.
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@YaiPa said:
Learn to see through corn first things first, it's harder with Hag or Legion but it's something you need to do asap. Rancid Abattoir and Torment Creek can either be slightly ok or terrible based on rng, so that's nothing you can really do, as those god windows are super strong. Thompson's house is also extremely hard due to the non mind game-able fences loops. And, every map has the beloved cow tree loop, very hard to deal with, it's an heavily survivor sided loop, the only thing you can do is loop it (either clockwise or anti-clockwise, I don't remember now) in a way that survivors have to take the mid-vault.
Coldwind are heavily survivor sided, and I haven't even talked about the harvester, thanks not many survivors know how to loop efficiently the harvester (but, learn how to do the trick to hit survivors after they vault).
Well just my luck, I had Kate looping me on that thing yesterday. Usually swinging across the side is enough to catch them by the vault, but she always jumped down the sides and was ready take advantage of the harvester again and the infinite in the silo that of course was opened as well.
Me having just P3d my Legion, and started trying out Dying Light accepted defeat lol, that game was over before it started. I did catch her at the Pig tree some how and BM’d the piss outta her and her Blendette friend trying to flashlight me though. ^_^
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@No_Name1535 said:
I think the flower for the event should be on the generators and by competing one gen you get 1/3 of your vile. This will make survivors do gens instead of having to do a flower somewhere on the map just get found by a killer and get no viles because they died. I still like the event as it is but just having to waste time just to fill my vile up to 1/5 and get found by the killer just so I die and get no value.
It’d be cool if the Cankers showed up after the gates are powered to let Survivors and Killers milk them for some extra Nectar.
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Hopefully these matchmaking issues will be sorted out before they release dedicated servers. I haven’t seen half of these gamebreaking issues, but the SWF experience is a little frustrating right now.
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Coldwind is a very Survivor friendly map, don’t feel too bad if you lose there, that’s why we have maps like Lery’s and The Game to help the low mobility and stealth Killers out.
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@joan said:
https://forum.deadbydaylight.com/en/discussion/comment/713914#Comment_713914
Yes. First time I was in a closet and I screamed I thought it was a bug.
Oh wow, I never knew it worked for people in lockers! 😧
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@joan said:
Billy with B&C, Infectious Fright and Iron Maiden is a beast
I noticed alot of Billys use Infectious Fright now that it works on downs in general.
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@bendermac said:
https://forum.deadbydaylight.com/en/discussion/comment/713745#Comment_713745
I already played and it‘s nasty as f* 😁😎
thana, sloppy, dying, pop, rop and swings. switch one sloppy for nurses and healing becomes ugly 😈
Oh man that’d be ugly on The Game, especially if you put on M&A or Distressing instead of Pop. 😖
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/713732#Comment_713732
This is a fantastic build! I have Thana permanent on her, but I might also be adding on Dying Light. I really like the combo of those two perks!
That being said, I really really feel there's going to be a nerf or some sort of "these perks don't stack" that'll happen. Enjoy this while we can!
I wouldn’t be surprised, the penalty you’ll get for Freddy while doing these and Sloppy with his Rope and Chain add ons…ugh I’m disgusted just thinking about it! >_<
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I’d be very disappointed if this is true, and a little heated that the Summer BBQ was canceled as I was really looking forward to it since I got the game late into the event last year and barely got Billy’s Hammer while it lasted.
bE already had the event gens, all they had to do was make a currency and UI for what progress you had for skins (the Waterfront Collection seemed like it was even made for it), and on top of that we couldn’t even get a Double BP week in it’s place!
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@Kenshin said:
tired of billy? i think u havent played enough against spirit then. much counterplay
Exactly! I hardly see him in Red Ranks. I actually breath a sigh of relief half the time he does show up, until 15 seconds later someone gets Chainsawed…
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This was mentioned as a known issue with the hotfix, expect a fix within the next week or 2.
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Glad I’m not the only one, Freddy was doing it to me too! This only seems to happen at the Result Screen though.
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I’m personally really digging the new Dying Light, now I don’t need to sweat and Mori the Obsession off the hook when I’m sick of Ruin getting destroyed the 1st 30 seconds of the game. All you gotta do is down everyone as quickly and effectively as possible and try no to take out the Obsession until it is clear things are in your favor.
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I hear 11:59 PM Thursday evening, but I pray that it’s around Noon if not right now.
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@Mochan said:
I don't like facing Hillbilly because games with him tend to devolve into run and gun hook exchanges.
He's not unstoppable but in Solo Queue most survivors don't seem to play to counter his BBQ. And this is in purple and red! I still rather fight him than Spirit, though.
I just get annoyed at how fast people go down to him because no one watches out for his BBQ assisted Chainsaw Sprints. Aside from that unless you’re in a dead zone, you should be able to last a little over 15 seconds against him easy.
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Unless he is Bump Billy or has cooldown add ons, missing a Chainsaw is usually enough to keep a loop going and etc. Locker juking is the go to way to dodge BBQ (hence why no one uses Distortion), and unless you only have a tiny ol’ tree to run around, Billy walking with his Chainsaw isn’t enough to get you until he is in bloodlist 3 or something.
Speaking for myself of course, but besides his Freight train hitboxes, I usually enjoy playing against Billy alot more than Nurse and Spirit shoot even Freddy and Ghostface (namely because people always sweat using them). My only 2 annoying games against Billy recently was a major lagger (who was garbage but had that going for him and I still escaped) and a guy that slugged every time he got a down before we could unhook.
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players use Pallets way more than Snares as is, how is this seriously a complaint? I mean if I ran into snares more maybe I’d agree, but right now the only thing I want to see changed in Freddy is that BS Oblivious not pausing the Deep Wounds Timer.
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@KidDope25 said:
https://forum.deadbydaylight.com/en/discussion/comment/712628#Comment_712628
But they don’t fix anything so it needs a rework
What do you propose they do to rework Mettle of Man?
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@KidDope25 said:
https://forum.deadbydaylight.com/en/discussion/comment/710770#Comment_710770
Not fine cause protection hits don’t register
No I meant the way the perk works now if fine, it doesn’t need an entire rework like suggested, it just needs safe unhooks to count as stacks, as well as bE of course fixing the protection hits as they indeed do not register a-lot of the times towards stacks.
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I think that was him just trolling us because we are stalking his twitter trying to find out what the next chapter is. To be honest, we probably have a better chance of having a Hellraiser chapter than a Tony Hawk Paragraph.
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Mom is fine, bE just needs to allow safe unhooks to give stacks like it did in the PTB.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/708113#Comment_708113
So they’ll be getting the horror experience this asymmetrical horror game is meant to provide.
Sounds like you’re all getting your monies worth.
I have a couple of friends that definitely had that experience when they seen The Demogorgon and Spirit, but the others still need coaching, and alot of it lol!
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This is gonna be rough, if I’m not going against a boosted Killer, my friends are gonna get rekt constantly! They already struggle at looping and try to stealth the moment they lose sight of the Killer. Not to mention trying to hide the moment they hear the heartbeat, refusing to move until a minute after it stops. 😑
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I had to restart my app it was so bad yesterday, I couldn’t tell if it was the frame drop or lag! Certain Killers power and perks also cause noticeable frame drops especially on certain maps.
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The healing changes were introduced mid Chapter for Spirit. The Legion and Plague’s addition definitely is what caused this no healing Meta.
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This happens to every character in the game, guys too. I’ve seen Jeff lose his luscious long locks when I trapped him as The Pig. I swear Ghostface broke this game, none of these odd little glitches and performance issues were here till he was added.
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The not getting BT to proc is one thing, but having the Deep Wound timer tick down while being chased is another. It’s Moonwalking Legion all over again, and I sincerely hope this was not an intended feature.
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@8obot1c said:
When a generator is completed all vaults within 32 meters of that generator is blocked off for 30 seconds. When the last generator is completed all vaults are blocked off for 60/90/120 seconds.
Seems good now.
That would be ridiculous! Imagine that with Bubba, Plague with Red Puke, infinite Tier 3 Myers and Bitter Murmur on any Killer especially with NOED. It’d be nerfed within a week!
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/702860#Comment_702860
"Snares are also his most powerful power not his pallets which is a very common misconception."
It's a common misconception to think his snares are actually that good.
IDK, I went from pallet to his snares that barely slow down in exchange for extra BP, and when I used all those up, finally using the regular snares surprised the hell out of me witb how effective it was at ending chases!
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/702804#Comment_702804
You mean they are forced to bleed out in the locker because Freddy has no terror radius, falling out of the locker when Borrowed Time bleeds them out?
Seriously unless tunnel vision kicks in, anyone with half a brain cell will know what they are doing, and shake their head as they walk away from their newest slug.
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@THEghostface said:
https://forum.deadbydaylight.com/en/discussion/comment/702757#Comment_702757
To clarify, I was ordering food which took quite a while, and at the same time Ash was sitting there in the lobby. He suddenly goes on asking the player if we're going to do something. (I don't have the exact quote)
”Are we gonna wait here, all day?”
Yeah I heard that thanks to friends that take too long to ready up and the signature matchmaking lol.
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@Star99er said:
https://forum.deadbydaylight.com/en/discussion/comment/701855#Comment_701855
Not going to lie I actually liked Kate’s original voice but that was only because I know everyone else hated it. If they brought it back I’d main her just to annoy the other players. 😈😂
I heard rumors that Kate was originally supposed to release as Bubba’s Survivor, I guess they scrapped her because she wasn’t from the movies sorta like what they did with Carl the Cashier for Ghostface.
I’m sure if Kate did release with The Leatherface chapter she would have had that voice they probably had recorded at that time and tucked away in the files until they agreed it needed to be replaced.
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@Star99er said:
I heard more people complaining about Nancy. People were comparing her On Hook Cry to Kate’s original voice. Lol
PTB Kate sounded awful period, it baffles me people defended and miss that voice! The screams were just the icing on the cake, apart of me really hopes those were old lines they always planned to replace, and just didn’t want to reuse any of the other character’s sounds for the PTB (like they ironically did with the Shattered Bloodline PTB characters).
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We tried to make a fuss in the PTB, but I guess we didn’t raise as much awareness as the guys during the Curtain Call PTB (which got Kate’s VFX completely replaced). If you look up the youtube video, you’ll see Steve has over 8 minutes of grunts and etc, the most out of all recorded Survivors thus far. There are plenty of sounds to work with and just as many to have been scrapped. Not sure why bE didn’t give Steve and Nancy the Ash Williams treatment though…
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Technically Unnerving and Coulrophobia will still work with Freddy, Survivors just have to be awake for that to be the case, so this gives them even less of a reason to do it.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/701467#Comment_701467
They wouldn't be useless anyways. But sure.
True, but the only benefit I find from Spinechill and Premonition being used on non stealth Killers is a slight head start on 32M Killers and a good head start on 24M and smaller Killers. Not useless sure, but I feel most people run it for stealth Killers (and apparently Spirit lol), so it’d make them even harder to go against especially with how broken taking Ghostface out of his stealth is.
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@Jukantos said:
What in the actual hell is this patch guys? The entire map spawned exactly 8 pallets, including the 3 forced spawns on the pigtree, the killer shack and the side of the silo. Genuinely the entire middle "road" and hay stacks didnt spawn a single one, neither did the tree section behind the silo. This is completely broken
Eight pallets. On a farm map. What the F
If only 8 Pallets spawned on Pallet Farm I mean Fractured Cowshed my jaw would drop! However 8 Pallets on Torment Creak sounds about right, that is probably the only Killer sided map (if you’re not Billy) out of all the Coldwinds. As Survivor if you don’t gen rush and mange Pallets well enough you’ll all eventually be screwed!
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/700860#Comment_700860
False. Spine Chill and Premonition work against Undetectable.
You can test this right now with the Demogorgon. I already have.
Oh thank the Entity! I’d have been seriously triggered if they did that, Pig and Ghostface are the main reason I run those perks, so I’d hate to see them nerfed into uselessness like MOM.
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I said this in another thread but I’ll say it again, this is a simple fix, all bE has to do is add back the requirement of being out of a chase before the timer ticks down on top of the terror radius stipulation.
I’m pretty sure Myers, Pig and Ghostface all initiate chases even when Undetectable so they would be fine. Not sure what they can do to stop The Wraith from abusing this, but he always could do this and never has from any of my experiences so I guess it’s fine.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/700795#Comment_700795
soft counters hinder a mechanic. hard-counters disable the mechanic from the game. This perk is meant to hard-counter exhaustion, however it fails to achieve it's goal because it only works 50% of the time.... for 3 seconds. let me repeat that.... it only works for 3 seconds. 3 seconds is too low and 50% is terrible. buff the perk for so that it does it's job correctly.
I don’t mean to sound rude, but if this guy works on the game, he knows what the purpose of the perk was when they added it. I do agree that it needs to be buffed nonetheless. The fact that The Demogorgon has an add on that works better towards exhausting Survivors says alot about how weak Mind Breaker is. 5/10/15 seconds of exhaustion when working on a gen sounds more than balanced to me.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/700959#Comment_700959
I think what @Chaotic_Riddle means is he believes the survivor main community will possibly ubiquitously DC against Freddy in an attempt the devs will presume that the only way to fix such an epidemic will be to do drastic nerfs to Freddy
He doesn’t need a drastic nerf, hell Z Block still needs to be changed. That Oblivious change is gonna effect the bleed out timer for Survivors going against any Killer with a Undetectable Power after the upcoming change.
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I take it we are talking about the lovely Deep Wounds Oblivious timer.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/700757#Comment_700757
Everything works on Myers at Tier 2 onwards. Spine Chill does as well.
I’m hearing when bE does the Undetectable Rework for all Stealth Killers Spine Chill and Premonition won’t work either.
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I’d be pretty upset if bE doesn’t fix this after they reworked a whole Killer because the infamous Moonwalking exploit. People still don’t like to speak their name til this day and hope they get removed.
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I know a few things are being Hot fixed, but there are still several more things I hope makes the list, like a change to BT to avoid Oblivious Survivors from falling victim to deep wounds because the Killer has no terror radius to stop the Deep Wounds timer (Freddy).
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@GrootDude Please tell me you recorded that!