Fiv55
Fiv55
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@EmpireWinner said:
The reason as to why I started to play killer more often. It's fun. I just can't stand incompetent teammates
exactly. I started to play only killer if I run solo (which aint happen too much, due to less time to play). Playing survivor just with one friend greatly increases my experience, even tho we get matched with 2 people who dont know how to play. Like 2 days ago we got matched with a duo feng swf, one had 92hrs and the other one had a priv profile against a 3k hrs oni main, with his best addons and map offering. After we got the first 2 gens done one of the was already death hook, the other one got hooked once. Still it was a enjoyable match for us.
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@RedditUser69 said:
At first I was all for locking survivors, but honestly it feels dirty to do so. Killers are getting treated dirty by this change which stops them from protecting themselves from third party apps, doesn't let them level up other killers and forces them to accept the killer they picked despite the their whims changing. It's dumb and feels like a bad change.
But the solution isn't to also give survivors the same crappy feeling. I don't know what the solution is, but sharing the pain isn't what I want.
this ^^ survivors are just reskin of each other. The only thing that really makes sense to be locked are items bc of keys. I'd suggest that they cant change the item once they've clicked ready while being in a lobby / the timer goes below 30s OR hope for a key/mori rework so that surv items do not influence the choice of perks/offerings for a killer (namely franklins/moris for keys).
Also, I dont know how much I can talk about how they check which killer it is, but here I go: it uses some information from the logfile. BHVR removed that part, but there are still informations about the skin that is used and therefor the program can determine which killer will be played. BHVR just needs to remove that info as well and it's fixed. I hope that this is going to be changed with the upcoming mm patch.
@terumisan said:
Wait what lock when did this happen?
soon™
You can read about the changes here: https://forum.deadbydaylight.com/en/discussion/173606/news-matchmaking-update#latest
TL;DR: there will be matchmaking system for each killer, so you'll be matched based on your performance of each killer. If you main oni and do well with him, you'll get matched with better players. If you try out a new killer, you'll be matched against weaker opponents.
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@RedditUser69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1463996#Comment_1463996
So they would be 'emojis' that would pop up above survivor's heads? A thumbs up or down? Like that? I was thinking in the endgame lobby survivors would give a thumbs up or something, but I guess I misunderstood.
I mean the after chat. Game is done, you see the leaderboard with the chat. But instead of letters, they can express themself with emojis.
Thanks @Madjura
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@madamretto said:
I don't see a point in it. With the same result we could just delete the chat rather than use emotes. Or just turn off the chat, why would I want to look at some emotes only? 😅
bc there is no chat for consoles and we're getting crossplay soon? For consoles its an addition and for pc it might help with the toxic behaviour/chat after the game.
@RedditUser69 said:
I'm very against adding more emotes to the game. Rarely are the emotes actually used and when they are people don't actually pay much attention to them. They're usually just used to BM. Plus the devolution of emotes eventually becoming dabbing or fortnite dances is too dangerous of a reality.
you missed the point. Its about the AFTER CHAT not emotes while playing.
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@Crowman said:
This video honestly isn't a good evidence of gen rushing. Tru3 is literally letting his viewers control his actions such as "not using his power for 15 seconds" or "looking up for 5 seconds" which certainly didn't help him.
@Victor_hensley said:
For your own sake, you really shouldn't be making post like this for right now. There is no problems with it, but survivor mains are currently raiding the forums spreading hate everywhere and will disagree with you no matter what. Just keeping your post safe.
I think you dont get the point of this thread: he's using a meme build, viewers are using cards and he's not really playing up to the skill level that he usually does = gens fly by.
This aint a thread complaining about gen speeds, but his entitlement that he should "win" / he lost due to swf even tho he puts himself against the odds as well as not playing optimally.
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30 hatchets thrown, 13 of those were successful hits.
"Either see reality or dont, it doesnt bother me. But understand when you have biases, where you not really see whats in front of you bc of said bias is blinding you maybe" <- my favorite quote of all times <3 (https://www.youtube.com/watch?time_continue=5&v=MuFTdje94wg 6:40)
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here's the link for everyone who didnt see it:
https://www.youtube.com/watch?v=eS63gCowZEkhttps://www.youtube.com/watch?v=eS63gCowZEk
mobile devs are seperate from bhvr, sadly. A training mode would be more than welcome, but we're begging for the start screen (showing surv perks) since release and they didnt bother :(
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1460770#Comment_1460770
I have a long documented history in forums of not running any hex perks tbh, never ran ruin, never relied on it. I only started to use Pop when pop came out because it relied on rewarding killer for playing good.
its alright, you do you :) I'm in general fine with everyone using the perks that they chose to use, bc at the end they paid for the game and dlcs not me ;)
Just wanted to add, that it didnt really do anything against really good players and probably annoying af if you're just starting dbd.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1460552#Comment_1460552
"They said they changed Ruin because it wasn’t fair on newer players who couldn’t hit skillchecks."
. If anything new players should be able to run around and do a totem, reeasons like "new players miss skill checks" only believed by the gullible.
Honestly old ruin was a lazy mans perk, just equip it and hope for the best. On low (meaning rank 10-20) it was really powerful bc they either cant hit skillchecks yet or are not experienced enough for the great ones. Against good red ranks it was less effective, due to them hitting great skill checks consistently.
Also finding totems is not that easy on all maps even for experienced players. (mostly open) maps like auto heaven, macmillan, coldwind, red forest or crotus prenn its easy, (mostly closed/indoor) maps like hawkins, lerys, the game, dead dawg or midwich its pretty difficult.
PGTW has a requirement and a max usage of 12 times. I think its in a pretty good spot rn, because of the hook requirement.
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This list is a year old, so dunno if they added some locations:
- US East (Ohio)
- US West (N. California)
- South America (São Paulo)
- EU (London), EU (Frankfurt)
- Asia Pacific (Singapore)
- Asia Pacific (Seoul)
- Asia Pacific (Tokyo)
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458792#Comment_1458792
Yea if they are then fair enough but I don't think you can check friend lists that quick before a game.
there is a tool on the darkside of the internet that checks the steam profiles + friendlist (if public) and tells the killer if they're an swf. But as said: this only works if the profiles are public / at least one profile thats public.
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theres an even smoler pp build: ds+unbreakable+soul guard (+dh/tenacity)
being invincible for 60s, getting slugged and the endurance effect if you pick urself up. Probably the strongest synergy of survivor perks rn and almost guarantees an escape if all gens are done.
There were a lot of good suggestions about ds and it needs a few smaller tweaks / downsides (like deactivating if you got slugged and picked up / picked urself up, if you got healed to healthy or if you unhook someone etc.)
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1459326#Comment_1459326
Yet he still wouldn't see the huntress, cause it is IMPOSSIBLE. is that so hard to understand?
btw you can still watch over normal loops with DEFAULT res.
https://us.v-cdn.net/6030815/uploads/HU8XQ9NHURT8/image.png
wheres the "advatange"?
Can you read my post properly? My example was about a moment where stretched res wouldnt have changed anything in his situation (bc a TREE blocked his vision and he got mindgamed, he blamed it on not using stretched bc he cant admit that he did a mistake). Just said that it shouldnt be a thing, bc everyone should play on an even field imo. Same goes for reshade or crosshairs. No evaluation of stretched res being an advantage or not.
"is that so hard to understand?" <- mah dude, thats a big yikes.
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1458445#Comment_1458445
I agree lol, But hey tru3ta1ent (aka crybaby streamer) said it! so it is magically true! -A stupid guy.
But yeah, I love how killers say it is a advatange for survivors, when I personally USE stretched res A LOT on nurse with shadownborn and that's basically a free win, and I dont see survivors bitching about it
I really liked one special moment he went around a tree on a loop (on cowshed, the one with the trailer and a big tree on the end), got "mindgamed" bc the huntress hid her red light and he said that he could have played this better with stretched res like all these tryhards. Or that he can look over these hills with stretched res. He doesnt really understand how this works but acts like he knows it all (like usual).
Stretched res shouldnt be a thing, just like using reshade to lighten up the game to spot survivors easier or a crosshair for gunslinger. But I dont think that all of these issues are going to be adressed any time soon or at all.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1457774#Comment_1457774
Killer mains swear looping killers is incredibly easy. Its not as simple as most think.
prob bc they're easy to loop? :D /s
@RaSavage42 said:
Let me share my thoughts on skill/knowledge (for both sides) real quick... Also I might get things wrong forgive me I only get sacrificed first in my survivor games (LOL)
also these are in no particular order
Both:
1) learning maps... this includes loops, pallets and windows
2) Timing... when to attack vs. when to drop pallets, unhook and heal
Survivors:
1) Learning which killer is being played... some are easier to find out
2) Learning how to loop/ create distance against all killers... all killers are different
3) Hitting skillchecks... not much on skill but something that is also learned (also ties into point 4)
4) Learning what perks the killer and other survivors are using during the match
5) Flashlights.... seeing that I can't use them but are used against me
6) Learning which gens should be done first or done soon after
There's probably more but I'm going to stop here
Killer:
1) Finding survivors
2) The killers power
3) Learning survivors perks (all 16)
4) items and addons... both are important and are closely related
5) Learning how killer perks work... Finding what works for you on all killers
6) survivors habits.... their individual playstyles
That's all I'm going to do
I know that that there's more for both sides and I didn't want to get too specific cause I'd go insane and be typing for too long
For killers I'd add the "red glow mindgame" around loops. It can really help throwing survivors off, same as unique pathing for survivors. For survivors 1) I'd add the addons as well. Sometimes its really important to identify the addons the killer uses to determine your own playstyle. You play very different against a snare freddy than a pallet freddy, against mirror myers or t3 myers etc. Ofc these are easy to spot/find out, but you have to adjust your playstyle to it accordingly as well as being aware which killer has which addons. While as a killer, you adjust your playstyle to the perks of the survivors (for example ds and bt) and/or the addons/setup you've picked yourself. Map awareness for both sides, bc as surv you always have to look out for unused pallets during the game and as killer remember the used ones to zone survivors off or to determine if its worth spending the time chasing someone around a zone with a lot of ressources.
Ofc swf removes a lot of these things, but theres more to survivors and killers than holding W and pressing m1/space occasionaly.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458002#Comment_1458002
I dont use moris long ago
I never said u do? Was just throwing this out here bc there is no indicator for survivors if the killer has a mori to react the same way aka equipping a key if there is a mori (disclaimer: not saying there should be). So it only works one way^^
@MaybeShesCrazy said:
Question: Why are keys and flashlights so hated? I mean the flashlight I don't really get because the darn thing barely works (especially in my hands that equals doesn't work at all lol) and the key? I'm lost. Can someone please explain why. :-D
its a bit frustrating if you dominate the team (while playing "fair"), they get 3/5 gens done and the match just ends bc they have a key (2 people escape). Imo its okay if the last surv escapes through hatch, bc most killers slug for the 4k anyways (I dont like to drag the game out, would rather go into my next match).
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Ok, I bring a key when the killer brings a mori... oh wait, nvm. :(
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I downloaded your pics and imo the angle looks a bit off (like @PrettyFaceKate mentioned) , so I made some myself. Tested with 1920x1080 vs 1440x1080 (bc this was a preset config res). So I tried to compare it by myself with a fixed point (being all the way in a corner and looking down) and using the rock to determine how much more of a vertical view you'll get.
Pic 1: look at the little rock on the top right. You can see below how much more info you'll get (also shown with the black line)
Pic 2: both pics aligned to show the difference:
You can clearly see, that someone with stretched res has higher vertical fov but the angle stays the same (also like PrettyFaceKate mentioned). Does this mean you can see more over an obstacle? Imo: no. With a wide & tall hay stack (like the ones on coldwind) you could see the killer while someone with standard res has to move his camera even more compared to stretched res to see the same amount of info. Thus providing the player with stretched res an advantage, but its not that great how some people claim it to be.
(pls dont mind my lazy drawing skills)
But: it also works for killers. Having a higher vertical FOV makes it harder to get "window juked", I've seen it on a streamer who uses stretched res. He vaulted the window and you could see the survivor pretty easy trying to sneak on the killers vertical blindspot. Also it helps when a survivor is really close to you, keeping track of where they exactly went (really helpful for bubbas and billies). When breaking a pallet he could see more on top while looking down during the animation lock to check the survivors pathing.
It's a greater advantage for survivors, due to them being reactive to the movement of a killer. But also grants killers an advantage in a different way / situations.
This video explains and shows the differences better than I could:
https://www.youtube.com/watch?v=EDE6k8SNuwM -
dang I was about to post that as well :D
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lol @ the forever freddy comments. He aint that bad after they changed the addons, also no sloppy + pop. I mean it drags out a game immensly (with these 3 perks and addons) if a freddy goes full slow, but survivors just got to do gens and loop you for long enough. 2 of them run resilience and 3 of them run spine chill - basicly counters your jump rope (rope = -4%, spine chill = 6% + resilience if injured = 9%)
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GF aint OP.
His only benefit is his stealth, nothing to help him in chases* or any mobility. He needs to run around and catch people off guard to either get them exposed or for an early first hit. Stalking aint that easy, especially on open maps like autoheaven. Even if you get the exposed effect off, someone might body block for the survivor or he'll just run you around the map using all the ressources they have.
*the only chase "mechanic" of gf is him crouching at big loops that survivors cant look over. But this is also pretty map dependent and even there these pallets are pretty limited (like shelter woods).
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They've talked about crossplay and crossprogression at their 4year anniversary stream. Crossplay is going to be released this year and they're working on crossprogression, but we dont know when its going to happen.
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/1445370#Comment_1445370
sure, you could call it that.
Clearly sarcasm. Bc there is usually nothing worth buying, just getting the duplicates for 150k BP. So it doesnt really matter what shows up.
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PC Mustardrace <3
used to play DbD Mobile as well, but I honestly cant anymore. Games are so one sided, either its a baby killer or baby survivors go down within seconds. Same goes for the killer games (also I dont like to wait 10min on my phone for a match).
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Survivor:
- Calm Spirit
- Urban Evasion
Killer
- Territorial Imperative
- Cruel Limits
Best shrine
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in theory: yes
but in reality: no
This is going to get abused to play annoying clips, I can already hear the "pReTtY gOoD jOb sO fAr" ear ######### clips as well as other malicious things (advertising for hacks for example, sound clips/voice chat to insult people etc).
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Dunno whats your point here. If the server isnt the host, its the killer (just like until Q4 2019). Back then if the killer lagged / used a VPN / Lagswitch Tool, the survivors couldnt even move. Now the server is the host, but hit detection is done on the killer side (like you've seen in the clip). So in case the killer lags, survivors are just going to run straight, he's going to hit them on their end and tells the server "I hit survivor XY".
With the new change on the upcoming PTB hits are going to be determined from the server. Meaning that if the killer lags and the survivor position wont be updated on his end, the server is going to decide if that hit was legit or not. So the server gets the information that the survivor is already far away while the lagging killer sees the survivor right in front of him. But it wont count as a hit, bc the server decides if its legit or not.
This is how dedicated servers should have been from the start tbh. Dunno what you mean about the "trying to patch something that isnt patchable".
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nah it was delayed
check their twitter post here: https://twitter.com/DeadByBHVR/status/1280253182954913792
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/1420444#Comment_1420444
Swf/comms dont magically produce info, they still have to inquire and answer each other.
Now imagine what swf/comms can do once they dont need to first find the info, but get it spoonfed by default?
Yeah bc it takes so long to just say "killer is after me" or "I'm near the hooked survivor"? Lmao
SWF already talk about each important info, it's about equalizing solo to swf level -> solo gets _almost_ the same info that swf on coms get. SWF on coms is still going to be superior, communicating certain perks that the killer has equipped or totems done etc.
Imagine voicechat/textchat build into the game, like you've suggested. Every heard of F13? How did that go? People blasting music and sound clips. Textchat isn't an option bc it would take console players way to long to type a single message.
You act like this info would magically make SWF super strong, which is absolute bs.
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@Raptorrotas said:
Anything you give "solo" will still be used by "Swf", only better.
Ingame, by the rules and mechanisms in the trial, there is no difference between solo and swf. Swf put up to 4 people in the same lobby, after that its the same.
The only thing to give solo to match swf is system to share information. Like voicechat or message systems.
he mentioned 2 things, that swf already have: knowledge who's currently being chased and information who's the next person to the one on the hook. As a solo player I'm running either kindred or after care to get this exact information - a perk slot that SWF does not have to waste due to their coms.
I'm all in for buffing solo to a swf level and buff killers/ changes to the game (like gen speed) accordingly.
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Same, I hope that they're going to fix this. Currently it feels like that ingame reports do nothing and its mandatory to report players via support ticket.
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he probably lagged at the right time - intended or not we dont know. He ran through the door but when a surv laggs, he just runs straight for the killer and teleports afterwards.
Source: people did this intentionally on pc a while back.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1414379#Comment_1414379
Even in the video shown just one normal map roaming sprint costed the billy OVER HALF of his over heat meter.
So from what we have been shown his mobility will be gutted pretty hard if he cant' even do 2 chainsaw sprints without overheating.
Chainsaw rev is ~30% and the sprint itself overheats slower than the rev:
Chainsaw Sprint for 7 seconds ~15%
We dunno if they're gonna keep these values, but potentially you can sprint for ~33 seconds (70% of his powerbar) before the cooldown starts.
@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1414386#Comment_1414386
We didn't get to see how fast it cools down naturally when you aren't using it. We really can't know how this plays out for 2 more days.
Cooldown: around 16-20 sec:
I think its going to be fine, you usually dont sprint for >30s. I guess they killed the drift king, if moonshine doesnt reduce the overheating :( I think his general mobility wont be affected, but rev'ing around loops :(
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yep just like I thought, but thanks for confirming it o/
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1403490#Comment_1403490
Maybe I'm just lucky... But I think the hotfix DID fix something. 400k BP spent and 4 Items. I'm impressed. Not every bloodweb a cake though. But hey I've still got over 100 of these.
I got a lot of cakes, but it would have been great if they didnt change that :/ idc too much about the event items, bc I dont really use them except for PTBs :D
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yep works on PC too: hold m1, press esc, release m1, press esc again
You need to press m1 again to let go.
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@ChrisFuFuu said:
https://forum.deadbydaylight.com/en/discussion/comment/1404227#Comment_1404227
Maybe your download was bigger, because of some corrupted files that were immediately swapped out?
most likely. Maybe bc I changed my icons, they wanted to replace them but they're "locked".
Well, I wont complain tho. As long as the game works, I'm fine with a bigger update :)
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1404186#Comment_1404186
My update is only 67,4 MB. Should I be worried?
https://us.v-cdn.net/6030815/uploads/AF0CLD3J0L4Q/dsc-0612-jpg.jpg
weird, dunno why mine is bigger. I just played for 2hrs with no issues...
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Restart your steam client. For some reason it wont show up until then.
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I get a lot of event items on low level characters (approx 1 / 4 level), but apparently its an issue with p3 characters (not confirmed). These are my low level survivors that I level'd up only during the current event:
Kate lvl24 with 5 items
tapp lvl11 with 3 items
ace lvl16 with 4 items
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@MusicNerd_TC said:
I don't think that's the official description, probably just an edit.
/woosh
@OP: the new server sided hit validation is probably going to fix that. Currently hits are detected on the killers client, hence why his bad ping affects survivors that much. Server sided hit detection is going to check if the hit was legit or not - I just hope that they'll think about dead hard while programming this. But this should resolve the exhausted on the ground situations.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1402607#Comment_1402607
Now I'm really jealous. And sad, because I don't want the items on non P3 characters. And Plunderer's had no effect for me btw. I spent 400k BP again and only got one Flashlight. At least I have one each on my maxed out David.
:( sorry to hear that. Maybe they're going to adress this in the next hotfix coming this friday
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https://gyazo.com/38979f3f095e3a89dbd4f38b7402cd69 Kate lvl24 with 5 items
https://gyazo.com/f6d3b8528b92e145f8791a47e469bbbe tapp lvl11 with 3 items
https://gyazo.com/0a246c34384feb9f5a9ad079694b5963 ace lvl16 with 4 items
These are my low level that I level'd up for this event (aka getting the crown). Its easier to show, bc they're low level. Cant remember if I might have looted one or two, but I probably didnt bc none had plunderers equipped.
@Gottlos said:
Have to bump this as well.
The anniversary event seems to punish your P3 players instead of reward them for their continued support. The frequency of the items needs to increase as their rarity classification seems to make them show up waayyy less for your loyal survivors.
I have dumped over 2 million into the bloodweb and been running only plunderers and I am sitting at like 10(a few even from dead drops and not chests)... that is crazy.
havent really level'd my p3 chars so I cant tell if there is a difference. But this might be true
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Yes, how dare they. Just shut up and buy our premium skins, which are absolutely worth the money.
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@Mikeasaurus said:
Sounds like it could be a VPN killer. Had a Scratched Mirror Myers doing it for me in my last match. Checked the pause menu, 2 other survivors were having 500+ Ping, but me and the othe guy were at 60. It also somehow bugged my Skill Checks completely and nothing would appear on screen. I really hope BHVR sorts this crap out. It's getting super annoying to play against killers like this, and the damn bugs don't help matters
thats... not how this works.
Killer can use his VPN / Lag Switch to get unfair hits, due to the large latency and different positions on the survivor screen and killer screen. But it does not have any impact on skillchecks etc, bc this is only between the surv client and server. If the ping is bad for all survivors, its most likely that the server has some issues rather than the killer. The killers connection does not have any impact on the ping from survivor to the server.
Potentially the killer could have used smth to increase the server response time, but again this would mean that every survivor experiences roughly the same amount of lag + their own latency.
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@RayrafLPP said:
Ill start:
Im a PH main since he came out and will stay on him and this would be my build:
Whispers, Dark Devotion, Tinkerer and thrilling tremors. I would go for undetecable hits with my ranged attack for easy pressure.
Survivor:
Dance with me, Quick and quiet, Fixated and Plunderers instinct.
I dont own PH yet (I wont buy any killers until BHVR fixes my rank update/reset error), but did you try out his ultra rare yet? I mean the one that gives you undetectable if you stand on a tormented trail. You seem to like the undetectable status and I can imagine that there are some creative ways to use it (especially against bt: just torment and stand on it, if they rescue in your face or being a basement camper without insidious) :)
Currently I'm running inner, dh, aftercare and botany. I know inner and dh are listed as "meta", but all exhaustion perks are somewhat meta. I replaced kindred with aftercare, you get so much value of it during the game. It's also nice that they can see you from any distance.
Killer: cant play killer, gave up (due to rank update error). But I'm guilty of using mostly meta perks, bc I'm too afraid of a match that ends in a few minutes.
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Billys addons are fine imo, just the tuning guide should be a different rarity.
Bubbas very rare addons are absolute crap. Begrimed Chain should be green and Award Winning Chilli is just bad. Who wants faster sweeps? It really does nothing in my experience for the expense of a very lenghty bump penalty.
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change your default keys before you get used to the current ones :D
I set my skillcheck / active ability button to m4 and struggle to mousewheel down. I dont think that E is a really good button if you use perks like dead hard, bc you need the fingers to move your character properly. Remapping struggle to mousewheel down allows you to chill while on struggle, bc the mousewheel down is a fast repeating input. You dont need to smash that spacebar, it did nothing wrong #SpacebarLivesMatter
You can use the survivor tutorial to walk/run around and get used to different mouse sensitivities, controls or movement while looking back/around.












