Fiv55
Fiv55
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281480#Comment_1281480
https://us.v-cdn.net/6030815/uploads/483/Screenshot_20200516-112620_Google.jpg
Comes right up when you google it. Its also logical, "tunneling" is short for "tunnel vision" in that you dont see the match anymore you just see the person you want to kill.
Juggeling is when you bounce back and forth between 2 different survivors until their both dead. Its an advanced tactic, the difference is though good killers that like to juggle arent soley focused on those two survivors. If theres a really good opportunity for someone else theyll take it.
The scenario i described, where i down you, hook nea and go and chase someone else doesnt have a name that Im aware of, though it should. Its for sure pressure though.
Im sure if you ask the devs theyll confirm what im saying
So the User "RaginAsian" is the one who defines it? A player with less than 500hrs ingame who posted his definition of tunneling in a steam forum? Sounds more like his own definition and not smth official. Thats like you're quoting yourself to say "thats the official definition".
Im sure if you ask the devs theyll confirm what im saying. <- I wouldnt bother any dev about this, maybe a forum/community moderator? Not sure how qualified these people are, but they probably got that title for a reason.
Just bc its the first thing that pops up on google doesnt mean that this is THE definition. Its just one of the answers that someone posted and google assumes that this was the best answer for whatever reason (there is no thumbs up or down, marked as best answer etc.) So if the killer downs another survivor that bodyblocks to deny the tunnel, its not tunneling anymore? Even if he leaves the other survivor on the floor to go after the unhooked person? The only difference is, that he downs/hooks the nea (described scenario above) to work around ds. And thats were our definitions/opinions drift apart.
You're probably right, its not tunneling but its neither really juggeling. Something inbetween that we can agree on? You can pick the name ;)
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281358#Comment_1281358
Tunneling is when you focus on 1 person through all 3 hooks. In the scenario you described the killer let you go, picked up Nea. Hooked her, then went back looking for you, that isnt tunneling. Its a smart play, but the smarter play would have been to down you and leave you slugged and chase nea, probably downing her pretty quick since shes already injured. Hook her and leave you slugged and go chase someone else to work around your possible ds. In either case, no its not tunneling. Tunneling has a definition, people try and rewrite definitions to suit their agendas (you see this every where in and outside of gaming). In this case survivors convince killers tunneling is anytime you chase a person off hook and thats just simply not true.
As far as ds is concerned, just play around it. It should be pretty rare you eat one. The only time i eat one is if its still really early in the match and someone does something stupid (like what you described). If were at 4 or 5 gens left still im picking you up and you better have ds
Well, the killer is just hooking the nea to be able to tunnel and work around ds. I'd say its a game mechanic that allows tunneling under a certain condition. For you its juggeling. I'd still count it, you obviously dont.
Can you link me the official definition of tunneling in dbd? Like I said: people have different opinions on what is and what is not tunneling, which is alright. Is your definition of tunneling the one and only true definition, based on said official definition or your own experience/opinion?
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@hagling said:
https://forum.deadbydaylight.com/en/discussion/comment/1281289#Comment_1281289
'Even if you hooked someone else, you can still go back and tunnel the first person down.'
I basically just disagree with you on that. if you as the survivor have time to prepare for the killer, what's the problem? I'm most frustrated when I don't have a chance whatsoever, but if someone else is being hooked it's totally within my power to succeed in a chase or find a good hiding spot. and that only describes the worst case scenario in which my allies for whatever reason want me to die. usually the person who unhooks me has the good sense to intercept a killer when they've noticed his pattern, I do the same when the roles are reversed.
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281305#Comment_1281305
I didnt make a suggestion. I think ds is fine how it is. I might reduce the time by about 15 secs but thats it. My only point was you used the word tunneling when what you described wasnt tunneling. Almost every survivor ive ever spoken too uses that word incorrectly. And since they dont know what tunneling actually is they get unnecessarily butt hurt over literally nothing.
It's ok to disagree, thats the point of a forum :) all good m8
Ok maybe I used the wrong term but imagine this scenario; you're getting hooked, nea comes around to farm you right off the hook, she unhooks you but goes down, killer decides to pickup the nea right below the hook and go after you again to counter your ds. Is this still juggeling bc he "went after the nea" (even tho she hook bombed you)? Always assume the "worst case scenario" for both sides: for killer its to apply pressure on other surv and still get ds'd, surv is to get unhooked, focussed and cant use their perk that they equipped for that exact scenario. Both are unfun for each side.
People have different opinions on whats tunneling or whats juggeling, imo there is no exact definition for that. But for me its tunneling if the killer is focussing to get that one kill by any means necessary ( :P ) after they just got unhooked. If the killer goes back right to the hook/hooked person (ingoring everyone else) to secure their kill/next hook stage, independent of what he does during the hook stage. It's the most effective way of securing kills as killer, but not great for the person on the hook. Thats why this is such a controversial topic.
I get your point about juggeling to deactivate ds (killers shouldnt be punished for applying pressure), but it's not easy to balance perks around every scenario ingame. Too many variables. Thats why I think ds in its current form is too strong combined with other ingame perks.
People who get butthurt over a discussion shouldnt be on the forums in the first place :)
//Edit
sorry forums logged me out, so I had to rewrite this post. I merged my answer for both of you into 1^^
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281289#Comment_1281289
Just to be clear, perk aside, what you just described isnt tunneling. Its juggeling. They are very different things and definitions matter
Still why should one survivor be punished for the mistake another one did? I'd say this might be fair for full swf teams, but not randoms. Most teams consist of at least 1 or more random team mates. How does your suggestion help with multiple 2nd chance perks other than adrenaline? All gens are done, surv gets unhooked with bt & ds, is able to make a lot of distance to the door and still cant be picked up for <60s or until you down + hook another surv. I think this is one of the main reasons why killers are unhappy about ds.
@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1281289#Comment_1281289
If a Survivor gets off one gen early and goes to another, should he be punished for going back to the first gen?
Can you elaborate? After he got unhooked? Right when the game started? Is this comment about the suggestion of the 2x timer for gen repair?
Surv gets unhooked: 60s timer starts, he works on a gen for 15s which consumes 30s of his ds. If he leaves the gen, his timer goes back to normal (max 30s minus the time from hook to gen).
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I've seen this multiple times on the forums and its a bad solution. Punish the player on the hook (by disabling their perk that works on max 2 occasions during the game) for another player who goes down. Imagine being on the hook, oni/billy go away with their respective power, down someone and hook him right after you got unhooked. He gets back to the hook and tunnels you down. Even if you hooked someone else, you can still go back and tunnel the first person down. Just bc someone got hooked (bc the player got caught off guard or played bad) doesnt mean that you cant tunnel another person down.
My suggestion:
- timer goes 2x if the survivor works on gens, searches chests, cleanses totems, heals other players, opening gates, goes into a locker and/or during active EGC
- timer deactivates if you get healed or the deep wound state is activated
This would stop the chain of 2nd chance perks like being on the hook, getting unhooked + healed from adrenaline, gets hit twice bc of BT / styptic agent and still having DS. Also synergizes with second wind (get unhooked, work on gens for 30s, get healed for free while ds is active during that time) and counters perks like we will make it (soft counter, bc wwmi is 90s at t3) and adrenaline/bt.
The issue arent 2nd chance perks like ds but chaining them all together to take multiple hits and still being invulnerable to get picked up due to ds.
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Try freddy with either 3rd seal and/or the unicorn block. 60s of blindness if they walk through a puddle can be really neat.
Went against freddy with OoO and the unicorn block. Lets say, that he really much enjoyed this :D
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I think one of the reasons why some some people having more issues than others with the same hardware is dust/overheating.
I dont own a ps4, but back in the ps3 days my console was slow as well. Took it apart and removed all the nasty dust & renewed the thermal paste. Back then we played gta v with a few people, I was always the first one to join into the lobby by almost a minute.
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It should have activated, if you got all the stacks and the killer hit you with his m1. Mettle does not protect the user from going down (even with 3 stacks), if the survivor is currently in "deep wound" state or goes from healthy to dying state. But, as you said, you healed up and then "used" mettle of man.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1280380#Comment_1280380
Oh god imagine stacking the two healing bonuses on top of Self Care. Could be a funny build(more like degenerate lol).
Smth like this?
https://www.youtube.com/watch?v=G0K3uvG6b4k&t=35s
Heal yourself before the killer vaulted the window. I love how broken the game was back then :D
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1280022#Comment_1280022
I remember the lawless days of free DCing:
Survivors:
Did not like map? DC.
Did not like Killer? DC.
Did not like perks? DC.
Got hit too early? DC.
Got downed too fast? DC.
Got hooked too fast? DC.
Someone already threw Shack pallet? DC.
Got slugged? DC.
Got camped? DC.
Killers:
Did not like map? DC.
Got D. Striked? DC.
Gates got opened? DC.
Gens popped too fast? DC.
Lost an important chase? DC.
Got teabagged? DC.
I'll pass on going through that again.
u forgot about killer stealing items: equip franklins, hit surv with said item (either flashlight or key) and then dc.
No penalty for the killer, item loss for the survivor (even better if the survivor dropped a white ward).
@OP: use an app on your phone to check your connection while playing. Just to confirm that its not your internet connection. Is your xbox connected via WiFi? Thats also smth that you should have a look at.
The reason why no one adresses that its the game fault is, that its an online server. It will always respond unless you have no connection to it (or maintenance/update). If you'd play on pc, that might be different but every xbox is just the same and there arent other people reporting this exact issue. Its way more likely to be an issue on your end, either bc of your network or internet connection.
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the loss of items etc is holding me back from prestiging some characters as well. Still have the old moonshine offerings, old map offerings, firecrackers/winter party starter etc.
No incentive to prestige them, bc most skins from the store look better than the default skin covered in blood.
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I think ds should get some nerfs. Just like ruin, players rely to much on that one perk with no own effort. There are different perks in the game that grant you a health state with way more requirements/own effort like second wind or mettle of man.
My suggestion:
- deactivates when healed or bt got triggered (so that you cant get unhooked, into adrenaline, into bt, into ds etc)
- timer goes twice as fast if the surv is working on a gen, heals other survivors, in a locker, searches a chest, cleansing a totem and/or if EGC is active
So if someone gets tunneled off the hook, he can still use loops and his timer wont be affected. But it would reduce the amount of bs swf actions and still remains powerful. Imo you shouldnt get unhooked and have a 60s "shield" while working on gens or if the EGC already started. Also a killer incentive to open the 99% doors, so that ds runs out faster.
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use head on and q&q. It's way easier to catch the killer off guard with a locker than a pallet (imo).
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You clearly didnt read onis backstory. He used to fight for the nazis. /s
google "swastika india temple" ;)
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yeah its annoying, just make sure there is enough room when picking up a survivor from a downed state.
Also if you have an item, just drop & pick it up multiple times. You'll eventually clip through the other survivor.
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@DelsKibara said:
I've never been able to stalk through corn, I don't know how people are able to do that.
I have however been able to stalk through gaps in the wall.
I think the reason Ghostface can theoretically stalk through corn though is because any part of the body of the Survivor is still visible to the camera/game. And the reason revealing him out of Nightshroud while being chased in corn is rough is because you need to see the majority of his body, which corn deflects.
yeah gabs work fine, if you like ghostface try the opposite side of the shack window ;) crowch at the little gabs and enjoy your sneaky stalk :D
GF is perfect and absolutely not bugged. /s
Dunno but I feel like it was more consistent a few patches after his release (they changed detection range etc) and got pretty incosistent after some more patches. :/
Just like they did with michaels stalk.
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@FixThisGame69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1277884#Comment_1277884
I see your point and have doubted my skills often, maybe I just am not good enough to get to rank 1 as a killer, but tell me why was it so easy for me to reach rank 1 as a survivor?
They make it easy to reach rank 1 for survivor, so why not make it fair for the killers? Are we just supposed to accept the fact that rank 1 killers have more skill than a rank 1 survivor? I do not want to accept that.
Another thing that is annoying is when SWF groups spam you with party invites and messages cyber bullying the killer. It hurts my feelings and gives me a bad experience when I play this game.
survivor rely on each other, it's the performance of the team that counts. You cant run the killer for 5 gens while doing the gens urself.
Killer on the other side is just on you (and ofc some random factors like maps, loops etc)
- do not have corrupt intervention to help slow the game down
There is more than 1 perk to slow the game down. You dont need corrupt, but I admit that its pretty nice for certain killers.
- and a casual mode
No. Dividing the community equals longer q times for both. Maybe if they decide one day to let pc play with console, but even then its pretty unlikely (just imo)
- These buffs to killers would make it fairer to fight against SWF groups, but make the game impossible for new players who aren't SWF.
Why not Buff Solo to the point of SWF and balance the killer around that? Sorry but most of these suggestions of "balancing" are bad. Bloodlust builds after 15s (!) of a chase. Changing their mov spd means that there is even less chance for survivors to get the 50/50 or mindgame off. Playing killer would would be so boring, no need for mindgames, just hold W and bloodlust them down. Maps cut in half? Gens right next to each other? Holy damn, it's already dead, stop it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1277720#Comment_1277720
I think she is and wants you to DC.
nope doesnt work. I had this bug happend to me while duo swf and I disconnected (my cam was stuck at the killer while my body was on the hook). I dc'd (before endgame was done), went back into the lobby but there was nothing else than to dc for the killer.
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next time 99 the box, go around and wait for her to touch it :) some1 tried this on me one day and was really upset in the afterchat. I "stole" HIS item. Proceeded to sandbag me all game so that I wont survive. Little did he know, that it was a green key. Bless his heart :')
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Never happened to me, but a rank update error at the end of the game that punished me for 5mins. After the game ended. Thanks
Check steam and verify your game data (library -> right click on dbd -> properties -> local data -> check for corrupted files)
Might not be these exact terms, bc steam runs in my native language :) but you'll find it
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ah yes, this agitates me to the point that I cannot even finish my
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1277055#Comment_1277055
Your mistake is in assuming you can't play both sides and hold the opinion that one has bigger issues than the other.
Back at release, survivors were able to permanently break every hook on a map, except for the basement. Killers were able to equip a combination of perks that made it almost impossible to wiggle free, but couldn't guarantee a hook if there were only basement hooks left. Which do you think was the bigger problem, the fact that survivors could deny killers all the hooks, or that killers had increased carry distance? Personally, I think the former was the biggest problem. Was I biased because I recognized that the power role being denied their primary method of defeating the numbers role was not in the spirit of an asymmetrical game?
Just because the opinion is one sided doesn't mean it's biased. Often, there are just bigger problems on one side. False equivalence is a fallacy.
stop with ur arguments & logic, there might be someone who's allergic
Reminds me of that one guy that said killer perks only recieve nerfs, telling me iron grasp got nerfed into the ground bc they changed it from 60% to 12%. Meanwhile hooks were disabled for the whole game and they changed sabo so that hooks respawn.
Did it get nerfed? Yes. Did the game mechanic change so its no longer necessary? Yes.
@OP: it is, what it is. He tried to bait you into an argument, even tho he knew that his escape was bs. His intention is to make you mad/get an angry reply. Just say "GG for the game" (gg = "git gud") and ignore, this drives them crazy -> troll
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@PrettyFaceKate said:
Hillbilly has a higher skill cap than Huntress (skill cap, not skill floor). Huntress has simply a more vocal fanbase.
Gen time is not a valid complaint anymore, except on very specific maps, eg. Haddonfield. However, in that case the issue is still the map rather than gen time.
Breakable walls are not a significant addition to gameplay and they're basically the equivalent of already dropped pallets.
Oni is A tier.
Ghostface is a poorly designed buggy killer that appeals to the biggest douchebags.
imma tbag you to death with ghostface if we ever meet! /s
Playing Ghostie myself, but yeah a lot of gf use him to stalkcamp :(
unpopular opinion: killers complain about the strongest perks ingame and facing always the same perks, while every survivor is the same. Meanwhile everytime you play vs a huntress, oni, gunslinger etc you see the same setup with little to no variation. Surv do not know what kind of killer they're going to face, using the strongest perks is just the most optimal thing. Not defending the "strongest perks", some still need tweaking imo, but I dont blame them.
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Did you actually spoof the server IP and checked the location or by looking at the killers profile? Bc even I get killers from china as a EU player. Thought they're using a vpn as well.
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@VectorRises said:
@Fiv55 That is stupid then why waste time on the game if there going to put me in a laggy lobby and not with players that have the same connection as me to make the playing field level. Smh I should have just finished game development while I was in school
The game was peer2peer at the start and well beyond. The issue with p2p however is, that all survivors have a direct connection to the killer (killer = host). This can be used to DDoS his connection. Also it wouldnt really be any different if he lags: you wouldnt move (or barely, with teleports back) on his & your screen and he'd down you. So there were killers that intentionally flooded their connection in order to gain advantage.
The only real solution would be dedicated servers that host the game (including hit detection). But they'd need way more server power to achieve the same amount of lobbies.
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Yes its an issue with latency + how the game works. Dedicated servers just moderate the game, you sync up your gen progress, healing, item usage etc with the server - works fine. But hit detection is done on the killer side, so that the server does not have to emulate the whole map/game. In order to make hit detection work on servers, they'd have to render all the objects, get the information from the killer and surv, compare these and decide whether or not it was a hit.
If the killer has a bad connection, then ur position wont be refreshed on his end. Meaning that his game verifies the hit and passes that info along to the server. Even tho you're miles away from the killer, he'll still down you. Thats why some players suggested to show the killers ping while being in a lobby, to determine if you want to deal with it or not.
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Yes its an issue with latency + how the game works. Dedicated servers just moderate the game, you sync up your gen progress, healing, item usage etc with the server - works fine. But hit detection is done on the killer side, so that the server does not have to emulate the whole map/game. In order to make hit detection work on servers, they'd have to render all the objects, get the information from the killer and surv, compare these and decide whether or not it was a hit.
If the killer has a bad connection, then ur position wont be refreshed on his end. Meaning that his game verifies the hit and passes that info along to the server. Even tho you're miles away from the killer, he'll still down you. Thats why some players suggested to show the killers ping while being in a lobby, to determine if you want to deal with it or not.
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Crossplay: maybe some time in the future, no one knows
Crossprogress: probably never
Hackers already managed to play on console lobbies with PC (bc there is no jailbreak to play online with consoles afaik and they used freddy on nintendo switch, which isnt even released there). So its def possible, especially with the dedicated servers. But they would have to implement a game internal friend system, bc you cant add console players to your steam list vice versa.
For Crossprogress: dont think it will. Sony/MS/Nintendo take a good cut of all the sales (thats why everything is more expensive on their platforms) and if everyone could just buy their stuff via steam and use it on their console char, they would loose money. And you know how it is: who's always right? The money.
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@DetailedDetriment said:
This is true, but survivors can also bring key add-ons, OoO, Spine Chill, Premonition, and many other things to combat Monitor.
true^^ a lot of surv run spine chill nowdays
well its not easy to be exakt inbetween 16 and 18meters from a survivor, so I guess its a rare case. But if he has sight on you, you should have sight on him as well due to the 3rd person view.
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used to be a dh gamer, but switched to sprint burst. Too many times I pressed E to be exhausted on the ground (sometimes even after I used dh it still hit me).
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Crossplay: maybe some time in the future, no one knows
Crossprogress: probably never
Hackers already managed to play on console lobbies with PC (bc there is no jailbreak to play online with consoles afaik and they used freddy on nintendo switch, which isnt even released there). So its def possible, especially with the dedicated servers. But they would have to implement a game internal friend system, bc you cant add console players to your steam list vice versa.
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@Unicorn said:
What exactly is anti-aliasing?
Been seeing this phrase around for a little while now. Also does it effect console players?
Doesnt affect console players, just PC.
@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1275529#Comment_1275529
I can see why they force it on. This game isn't supposed to look that clear. It's all about the fog, and larger displays and expensive hardware would have a significant advantage during play.
I'm against disabling AA after seeing the immense clarity and perception change.
It basicly needs more power to run and therefor players who already run at 30fps or lower, without AA, were quite upset. Imagine just because they decided to force it now, that you cant enjoy the game anymore that you've spend maybe hundreds of hours and quite some money on. Also some people cant deal with the blurry textures and get some kind of "motion sickness".
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1274774#Comment_1274774
It was Springwood. However, this wasn't an underground complex, just a regular "basement" (not the basement, just a normal one that houses sometimes have; I didn't want to call it that so people wouldn't be confused).
ah alright :) wasnt sure about the "basement part"
They need to add a hook down there if the basement is in shack. It's a long way to carry and surv can body block the only path, forcing you to swing/injure them at the door/stairs.
Maybe there is one that I never noticed? Not sure rn.
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back with old ruin I played trapper and defended my totem. Needles to say, they just swarmed it (3 players of the 4man swf) and they died. Got called a totem camper, bc they werent good enough to hit ruin skill checks.
Next time you better camp the god pallet, make sure no one drops it! :D
good old times :')
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maybe you should add to the context which map you played. I think its temple of purgation, bc of the underground complex with no basement? Dunno if thats a guaranteed 2 hook spawn down there now, but few updates back it was awful. If someone died on the hook down there (+ basement in shack), you could not carry a survivor to a nearby hook. Didnt really noticed yet, but last 2 times there were at least 2 hooks down there (with no basement).
Well if they clearly lost and still wiggle, its their own fault. I'd rather not wiggle and get into my next game, than being on the ground for the next minute or 2.
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Yes using your chainsaw to down a survivor consumes a token
I think wraith is a good killer to gain tokens fast, bc he can cloak/uncloak to start/end chases with the obsession quick. walking around cloaked with 3 stacks is about the same speed as the green windstorm addon (green windstorm = 0.16 and 3 stacks = 0.15).
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- old matchmaking with proper rank reset, no black pips for red ranks so people actually need to be "good" (at least pip/game) to get to the highest rank.
- Ebony Mori can only be used once all surv have been hooked / key rework (this is a hard one tbh)
- Buff Solo Surv to match SWF (in terms of information, build in kindred maybe a smaller range bond) and after that balance for killers accordingly
- DS change: timer goes 2x if you're in a locker, working on gens/totems, healing team mates, searching chests etc
- 2nd objective for survivors: get gas for the gens. Surv can repair a gen to 50-70% until they have to get gas for the gen to repair it even further. There will be 2 gas stations to get them along with jerrycans to carry them around in your left hand.
- Map offerings/Moris + BP Offerings, we get so many map offerings which I usually do not use (except I'm playing a certain killer + build) bc BP are more valueable than being on a certain map.
- Once the game loads (offeringscreen) show all survivors with their items + perks to all survivors, killers can still see the surv + items, but not addons and perks. As well as surv dont know which killer, perks or addons (as usual). This would buff solo players to know each others setup before the game starts, but not get roasted while being in a lobby via chat (ex: dont use self care, its a waste of time etc).
- Show killer ping to survivors while being in a lobby
- Delete Legion /s
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The only thing I dislike about licensed chars is, that they wont get that many skins due to the license.
We waited a long time for myers cosmetic, just for a simple typo to crush our dreams (SHIRTless myers =! SHORTless myers) :(
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Well you know p2p is just faster, bc there is no server inbetween. With p2p you had just your connection/delay to the killer and now its your delay to the server as well as the killer, which has a unknown ping to the server. Thats why people suggest to show the killer ping while being in a lobby.
If your connection is bad, your actual position on the server is a bit delayed to the position on your screen. If the killers connection is bad, your position on the server will be accurate but shown delayed on the killers screen.Hit detection is done client sided on the killer, thats why you can get hit far away from your actual position on your screen, but for the killer you're actually at that position that he hit you.
The hit detection is client sided, bc the server doesnt run a full simulation of the game (rendering objects etc). It's more efficient (meaning you need way less server power) to let him moderate a game and just get game details (ex: gen progress, healing, hooks etc).
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Before it was a peer2peer connection. So the killer was the host of the game - every survivor connected to his computer. If his connection was bad, every survivor lagged. Also you could get his IP from packages and just DDoS people / streamers etc.
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@CHED1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1259839#Comment_1259839
thats fair, but even in the case of other killers, although the gap may be less significant, you seem to get more ebonies than The other two.
Couldn’t switching cypress to most common, Ivory less so and Ebony rarest (like the offerings’ rarity shows) for all killers solve the problem?
it wouldn’t be that difficult to do a ranged fix like this, wouldn’t it?
I didnt really disagree with ur point. Just said, that billy & bubba aint that representative for the purpose and that they should change their addons to fit all other killers (2 ultra rare and 2 or more very rare addons).
Yes an ultra rare should be less common than a rare/uncommon.
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@finitethrills said:
https://forum.deadbydaylight.com/en/discussion/comment/1223798#Comment_1223798
I got ya. I have a controller I can use, but dbd doesn't support it. I suppose there may be an emulator on Android to use to get the controller janked in as fake touches, but I'm not going to go chugging through that for a cheap port of a game already on my PC. If it supported actual controller input to play, I'd be happy to fiddle with it, as having a newborn has made it a lot harder to hang out at my PC.
ShootingPlus v3 is a mapping tool for controllers, you can use your controller on any game with that. But you'll have to map everything by yourself and you need to navigate menus/settings etc with touch screen. You need 1 set for survivor and 1 set for killers, bc of the different button mapping.
@tuonghoi said:
someone please help me
i want to play dead by daylight mobile on pc but on bluestack on google play it say: Your device is not compatible with this version
so i can not download it (im from vietnam)
someone help me fix this
well if you would have checked previous replies, you wouldnt have to post this. 2 post above you I said why it doesnt work.
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billy (and bubba) aint really representative, due to him not having a single ultra rare addon.
So instead of 8 ebonys during these 50 lvls, you would get maybe 2-3 ebonys on other killers.
They just need to rethink the rarity of the addons, carbo tuning guide shouldnt be green. It's better than his very rare addons as well as his green addons (except the doom engravings, but it has a downside).
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urban.
Nothing grinds my gears more than being on the hook, someone gets chased and the third person (far away from chase) is urbaning around. Same goes for people who save their sprint burst, even if the one on the hook gets into struggle. Bc your exhaustion is worth more than a full hook state of your mate. smh
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I can recommend this perk to learn the map layout / for longer chases as an unexperienced player. But also its pretty good if they release new maps^^ after they reworked lerys it really helped me to play the game and just passively learn pallet spawns by running around.
The 20sec cooldown is not that bad, you just have to loop the pallet and plan your next step / pallet to run to before dropping the pallet you're running around. If that makes sense :D otherwise you'll be a bit lost after dropping a pallet not knowing where to run next.
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true, there are no sabotage skillchecks after the sabo change (3.6.0 / 9th march)
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@realoboma said:
https://forum.deadbydaylight.com/en/discussion/comment/777411#Comment_777411
I really don't know why. Can you explain?
bc the chinese gov doesnt like to point out bad things about them / shine bad light on china.Thats why hollywood alters films (fractions, symbols, ethnicity of villans etc) to pander to the chinese gov / market.
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It would be great if his stalks works most of the time. Havent played him in a while, so dunno if they fixed it in the last 3.7.0 update, but sometimes I cant even stalk, it drains the stalk or I'm 99ing my stalk and it goes into t3 :(
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Old shack with 2 windows and dont forget about the jungle gyms. Like today there is 1 pallet on the other side of either the longwall window or shortwall window. You could loop a killer into eternity with no entity blocker and fast vault if you just spress shift from any direction/speed.
Old killer vault animation/time. Old wretched shop with 3 windows was probably the safest space for any survivor in the whole game (except for the glitched spots, like disturbed ward top floor, crawling up next to a locker outside the building. Killers couldnt reach you).
There is a video of tru3 being juked there for minutes until he gives up.
Old cowtree with 2 windows: https://www.youtube.com/watch?v=A3XaRJwWDI4
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1242196#Comment_1242196
In the same menu, try enabling morphological anti-aliasing instead. It should work with DX11 and I noticed a stark different already.
thanks I'm gonna give it a try :)
Not sure why disabling AA is such a controversial topic. It's not like the stretched res or wallhack .ini that provides an advantage. Just dont like these blurry texture edges, feels like I'm squinting.