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FlamingkittyUmad

FlamingkittyUmad

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FlamingkittyUmad
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  • @ThiccClaud said:

    https://forum.deadbydaylight.com/en/discussion/comment/946887#Comment_946887

    you didnt clarify it. If multiple people are saying the same thing, you might want to consider improving your communication instead of blaming them

    What does Franklin's do? It drops your item to the ground when the killer hits you. So if you were to counter the perk... it would stop that from happening, right? (I even said that it should still take away item durability, as a good measure.)

    Now if I would have said "white ward should allow you to keep your item no matter where it is", THEN the people on this thread would have a good point and I would be wrong, BUT it's nothing but assumption. Instead of accepting the correction or asking for clarification, people doubled down and assumed I meant the second thing.

  • @ThiccClaud said:

    this guy is straight up mad at commenters because he lost an item while using white ward

    Yes, the rare offering which has a single use and is supposed to protect your items, is entirely worthless by a perk which has infinite uses.

    The commenters are ruining this thread by making HEAVY assumptions on what I'm actually suggesting.

  • @Mandy said:

    There is no bug here @Accullla is quite correct in their summation.

    White Wards are designed to protect the item that is in your hand when you die, not items that you've left in the trial for whatever reason. If it worked differently, then there would be the possibility to duplicate items regularly.

    The duplication effect can be entirely removed by stopping items from being dropped when a survivor dies. The only thing this thread is talking about is changing the interaction between The perk and the offering to make the offering not worthless. I never once said I want dropped items to be preserved, I want the item to not be dropped in the first place. If I wanted to say that dropped items should be preserved, I would have said so explicitly.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/946855#Comment_946855

    Yes it is. When white ward and franklin's are discussed in the same thread is the fact that dropped items cannot be saved by white ward. In your thread you don't mention even once that white ward should not drop the item after being hit by franklin's, it's normal people assume you're talking about the hottest topic about.

    You ASSUMED what I was talking about, which means you didn't actually READ the topic. I suggested that items never even leave the survivor's hand which, again, absolutely nothing to do with the dupe bug

    Don't try to act defensive either, by your own admission you (and accullla) didn't even read what my post was about before you started commenting, which lead to an attempt at thread derailing. Accept it. Learn from it. Move on.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/946797#Comment_946797

    Not only you wrote a misleading thread, since nobody seems to understand the meaning, but also it would be a stupid change. Because if the offerings is worthless against franklin's, then the perk you brought to counter an item would become worthless.

    nothing in my thread is misleading at all

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/946799#Comment_946799

    I literally gave you a step by step explanation of why your "change" does exactly that. If you create posts on a public forum and post your ideas, expect people to give you constructive feedback. Instead of trying to attack them, you can try to actually listen to this feedback. You might learn something.

    white ward. does this. already.

    I want the [offering] known as [white ward] to stop The [perk] [Franklin's demise] from ripping the item out of a survivors hand. The fact that a duplication bug exists already has nothing to do with my change. In fact, there is no way my change could even make the problem worse.


    You're not being attacked, you are the attacker. Be gone, troll.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/946780#Comment_946780

    Chill. 2 survivors join a game - 1 with ward and item, other without an item. Killer smacks first guy. Second guy takes the item and escapes with it. Both guys keep said item.

    You come into this thread and try to derail it, and when I respond you tell me to chill? Bruh. And you still didn't read the post. My change has nothing to do with that bug.

  • @YaiPa said:

    No, otherwise the white ward could be used to duplicate items. There's a reason why you need to die while having the item in order to keep it.

    my change has nothing to do with that, read the post or don't comment. That bug exists with or without my change.

  • @Accullla said:

    If it did, swf groups would just be able to multiply rare items and add ons. I think it's completely fine as is.

    but my change has literally nothing to do with that. Are you just saying random trash to derail the thread? The point of this thread is on the interaction between Franlin's Demise (perk) and White Ward (offering).

    There was one point where survivors who died while using a white ward would not drop their item, but that was a while ago if I remember. Who knows what happened to that.

  • From my experience the map is really small and open. On the estate, at least it's long enough so that you can run to the other side from the killer to hide/ heal. I played hillbilly for my first visit to the map which didn't help much

  • Bill was my first p3 and the reason I bought the game, good to see him getting some love.

  • @travishayes2000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/882610#Comment_882610

    You sound completely ridiculous in saying people should be banned for the maps fault of the traps going into the ground I mean what should the trapper do just pick them up once they notice one actually going into the ground thus wasting more of their time? Then you want people to be banned over it and like others have said that would be an insane amount of people being banned for something they may not have done on purpose. I've been caught in traps like this all the time and while I would love for the dev's to fix these issues I put no blame on the trappers side and think it's unreasonable to do so as most of these other people seem to agree with.

    by that very same logic, people who exploited the rooftop glitch on Crotus Prenn shouldn't have been banned because it's not their fault that there was an out of bounds glitch.

  • @twistedmonkey said:

    It was stated in another post that it was not bannable and won't be.

    Alright thanks you, good to know my reports about someone exploiting are falling of deaf ears, much like the rest of my reports.

  • @Deltin said:

    the point you said is basically: "so if i get a hit around a corner that shouldn't connect, i can get banned right?"

    "Yes that's exactly what I said" -nobody ever

  • @C3Tooth said:

    • Huntress: start with 5 hatches, can be used right away.
    • Clown: start with 5 bottles, can be used right away.
    • Spirit: can phase right away ect..

    Trapper: start with 1 trap that require to go somewhere and setup, then go somewhere else to pick up another trap and then go somewhere to setup again.

    Counter option as Survivor:

    • Small game to find traps
    • Slippery meat to increase escape chance
    • Tool box to destroy traps
    • Saboteur to extend the destroyed traps time
    • Disarm
    • Calm spirit to not screaming when trapped

    trapper: lock down any vault, pallet, or loop. able to injure, incapacitate, and instantly grab the survivor if nearby

    There is a good reason he only starts with one trap, and it takes no effort or time to gather them all. If you do spend time grabbing all of your traps, you're giving the survivors free gen time.


  • @Cetren said:

    Patch 3.3.5:

    "We've banned players who placed The Trapper's traps on the ground. We'd like to remind players that this behavior is completely unacceptable, thanks for the cooperation who reported people who play The Trapper."

    > either has no clue what the glitch actually is, or thinks it's perfectly normal for the trapper to dig a hole to put his traps in

    really makes ya think

  • @PistolTimb said:

    Is this the real flamingkitty or did you just copy their name? God I hope the former is true. If so we are in the presence of a God

    Get meme'd on, nerd. /dab/

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/882760#Comment_882760

    You have a link for a video that covers all the spots on all maps that gets updated regulary since these spots get randomly fixed with each patche while it creates other ones ? I though not.

    Wake up's case was far more serious then random bugged tiles that allow this. You can always run anti trap perks insted of asking for bans.

    one or more spots per video, doesn't have to be every single current spot.

    Why are you so vehemently defending exploiters? just because "it's just the trapper"? If the Wake Up glitch lasted longer than the short time it did, I would have suggested people abusing it get temp bans, just like I am now.

  • @Hoodied said:

    Just crouch and look for traps

    can't do that mid chase. also this is about an exploit, there is no talk about how to counter trapper normally.

  • @Kebek said:

    This actually requires a lot of map knowledge so it's skillful. If devs didn't ban for older expolits like the wake up exploit that everyone knew about and abused it anway then they definitely won't ban for this.

    you only have to watch 1 video, there's no skill required here.

    Wake up was a short lived glitch. this has existed pretty much forever, so people should be getting temp bans for constantly exploiting it.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/882717#Comment_882717

    I started playing when gruesome gateaus were a thing. But my play time is irrelevant, just as yours is.

    Is it an exploit? Can you denife what you think exploit means?

    Did I say infinite? No, I didn't. But either way, infinites still exists until the BL change goes live.

    Did I say looping was bad? No, I didn't. Can you actually read what I say before replying to it? It would help.

    1) play time is very relevant, it roughly shows how much you actually know about what you're talking about.

    2) An exploit. [EXPLOTING] a bug or glitch in a way that makes something uncounterable or excessively strong.

    3) You said "god loop", which sounds and awful lot like what infinite means. and BL is getting nerfed.

    4) you compared looping to an exploit. "-you think looping is as bad as an exploit-" "as bad as" Never said anything about looping itself, just that it's not worse than exploiting by any means.

    Seems like you are the one who should improve their reading comprehension skills, buddy.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/882610#Comment_882610

    Of course they are used, why wouldn't they?

    Don't know what this roof glitch is.

    And that's not a good analogy.

    Saying people should be banned for using those is like saying survivors should be banned for using god loops.

    The roof glitch was an out-of-bounds exploits where survivors could go. the fact that you have never heard of this exploit tells me that you are relatively new to this game, and the fact that you think looping is as bad as an exploit just cements that as a fact. All infinites were removed a long, long time ago.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/108886/banning-for-trapper-exploit

    No. SImply put the layout of the map is at fault, not the Trapper. Plus these spots have been in the game since Launch, and more and more keep being found, so I highly doubt the devs will ban people for this. Best advice is too simply learn these spots and check them when fighting trapper.

    @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/882592#Comment_882592

    These spots are used actively and intentionally, and can be found most of the time by looking at where the trap will be placed. Saying that people shouldn't be banned for this is like saying survivors who exploited the crotus prenn roof glitch shouldn't have been banned because it's just part of the map


  • @Alice_pbg said:

    Nope. And it shouldn't be. Those spots exist because of the map layout, not because the player is making the trap go underground

    These spots are used actively and intentionally, and can be found most of the time by looking at where the trap will be placed. Saying that people shouldn't be banned for this is like saying survivors who exploited the crotus prenn roof glitch shouldn't have been banned because it's just part of the map

  • @ahandfulofrain said:

    No and it shouldn't be. Trapper has nothing else going for him.

    Trapper is a takes time to learn, but he is certainly not weak

  • but the syringe doesn't even do anything now. 6 seconds was a little short, but changing it to 16 seconds PLUS whatever slow healing effects the killer has AND it consumes you medkit. Neither of the instaheals should consume your med kit anymore.

  • Thanataphobia is literally "fear of death", you would need a different name for it

  • OTHER:

    A game mechanic to stop 1-sided slaughters. Ff all gens get done in 5 minutes or less, or if the killer is tunneling people off they hook, there should be some sort of "Entity intervention"

  • The people who think nurse isn't as powerful now are the same people who rely on 2 or more blinks.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/851426#Comment_851426

    If you have 10 apples and the amount of apples get reduced by 100% how many apples do you have? 0 increase that number by any percentage it will remain 0.

    If you have 10 apples and the amount of apples is increased by 50% how many apples do you have? 15, now reduce the amount of apples by 100% how many apples do you have? 0

    I hope you understand that everybody understands how those percentages work in game. It's the description.

    Cheers.

    THANK YOU

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/851413#Comment_851413

    Except his explanation is clearly wrong but you guys want to keep arguing you are right.

    You are not increasing nothing by 50%. You are adding 50% to nothing. There is a huge difference.

    And no where in the perk descriptions is it confusing at all. "Reduced by 100%" and "50% louder". It's pretty clear these are additive.

    I use both Iron Will as a survivor main, and Stridor as a Spirit main. This concept was obvious to me from day 1. No where can you interpret these descriptions as "increasing nothing by 50%".

    Reduced by 100% means removed.

    Anyone who wants to know why the DBD community is so toxic, look to this thread. I'm making a good point about something, and nearly every other comment here has been a copy-pasted "nuh uh, here's how the game ACTCHULLY works!", completely passing over the entire point I made.

    If something does't make any noise, you can't increase the volume of that silence. You can only add another sound.

  • @twistedmonkey said:

    It has always been this way and you need to forget it even says percentage.

    Don't look at it as adding 50% to 0%

    It uses bade values instead.

    So say the base value of sound is 100.

    Iron will removes that sound by 100

    Stridor increases the sound by 50

    Strider overrides iron will.

    So if stridor is in the game the sounds are set to 150 from the start and after removing iron will's 100 it leaves the sound level at 50.

    It's just how it's worded like a few things but it is working as intended.

    Yes. I know. The next person to say this is getting reported for trolling/ spamming. Not to be hostile, but this is genuine trolling at this point, and there's no excuse for it. Honestly this thread should already be locked based on how far it's being derailed.

    I've explained in this thread many times, both in the first post and in several replies, that I know how it works, BUT the reality is that the description of the perk and the reality of how the perks interact are entirely contradictory. I am making two suggestions here: change the wording of the perk descriptions, or change how the perks interact.

    Iron will, in the description of the perk, says that it entirely mutes the cries of an injured survivor. Deletes. Removes. Disables. Eliminates. Erases. Discards. No longer is existence. I'm using every phrase I can find in the Thesaurus to remove any doubt beyond this point.

    Stridor, based on the description of the perk, amplifies all survivor's breathing, and their cries of pain. You cannot amplify a sound that does not exist.

    Again, to be as clear and concise as possible, I understand that the game treats these percentages additive, BUT, the description of the perks are inaccurate as to how they actually work in-game.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/851168#Comment_851168

    Except it does make sound; it makes 50% of the sound it normally would. It's not hard to understand.

    It applies both percentages at the same time; therefore it has to be additive; neither perk is prioritised over the other, as that would be unfair/unbalanced and render the other pointless in a matchup.

    You are the one who does not understand. I know how the game processes this already, but I'm saying that it is illogical.

    Iron will (at level 3) ENTIRELY removes the injured sounds from a survivor (according to the perk description on Iron Will. The percentages being additive don't make any sense in either context.

  • @Auron471 said:

    https://forum.deadbydaylight.com/en/discussion/comment/851168#Comment_851168

    How about this? They add up all of the percentages that the perks apply THEN they change the sound?

    A rework of how the info is displayed would be perfectly fine, but we cannot have one perk say "This perk removes you injured sound effects" and another perk just reverse it.

  • @PinkMochaV2 said:

    Devs don't think multiplicatively. They think additively.

    So it's 100% (base) - Iron Will (100%) + 50% (Stridor)

    And if you are a survivor you can actually hear yourself breathing when Stridor is in use, so it's pretty obvious when killer is running the perk.

    This entirely ignores the point about "hearing something that makes no sound"

  • @Auron471 said:

    Iron will +strider = -100% +50% = -50%

    quick maths

    most percentages in DBD are additive not multiplicative

    That's not how math works though. or logic.

    You still can't get sound of out nowhere.

  • @[Deleted User] said:

    wait...are..are you the legendary god flamingkitty?!?!

    More like one hit wonder lmao

  • @Dreamnomad said:

    The pallet one I got done in 2 matches. I ran object of obsession and then used the offering to go to the map "The Game". I dropped 12 pallets in one match. I haven't done the medkit one yet, but if you show up with a brown med kit and use the perk Pharmacy then you should reliably get at least 2 med kits depleted per game. Hell, bring Plunderer and offerings for extra chests and you might get even more.

    But yeah, some of these challenges are going to take a number of games to complete. 20 gold or better emblems is a 5 game minimum challenge. 200,000 bloodpoints could take a few game too. I'm not sure if that factors in things like BBQ or Survivor Puddings. Hopefully it does.

    I know it's possible, but I don't want to throw every pallet on the map.

  • @Viracocha72 said:

    https://forum.deadbydaylight.com/en/discussion/comment/833506#Comment_833506

    Do you think this is why there are more than twice as many Survivor challenges than killer ones this time?

    It looks pretty even to me

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/103786/petals

    Sorry to hear that you were disappointed. The devs were quite clear that the Halloween event, which involved the Petals and special hooks/generators, would only run until the 13th, and that the serum and skins were tied to the Rift and would therefore be available until January. If it's any consolation, it's likely that the petals will be usable in some way for next year's Halloween event, if you still have them in your inventory at that point.

    https://forum.deadbydaylight.com/en/discussion/comment/833280#Comment_833280

    The petals shouldn't be showing up in newly-generated bloodwebs, however you will find them in bloodwebs generated before the event ended. So for example, if you levelled a character from level 33 to 34 while the event was still ongoing, you will still find petals in the level 34 bloodweb even after the event ends. However, you shouldn't find any in the level 35 bloodweb if you continue to level the character now that the event has ended.

    THAT was the Halloween event? I thought they were going to make an actual event later, since The Rift took up so much time.


    Very disappointing that we didn't get anything unique for what is the most important holiday for DBD. The rift should have been delayed longer until so an actual event could come out, or make the rift more themed.

  • You're already reading crows pretty much to their max, the level of experience it takes to memorize all the crow spawns/ how long it takes them to return when disturbed is insane, and for such a small advantage.

  • @Cyro said:

    https://forum.deadbydaylight.com/en/discussion/comment/751037#Comment_751037

    I think you're giving ruin just a bit too much credit at red ranks, the gens still fly whether or not ruin is active. I do agree with you when you say it does slow them down even if its just a bit, then all you do is hope you get a good first chase in.

    I know it's a short amount of time, but that little bit of time at the start of the match really defines how the rest of the match will play out.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/751061#Comment_751061

    10 seconds for 2 health states? Wow! You must be good at this!

    You read my comment 100% wrong. if you heal yourself mid chase (one health state) the killer only loses you by the distance you get after being hit (very small boost alone, you have to use loops to waste more time).

    If a survivor can use a double instaheal on a downed survivor, either the killer left them on the ground too long (being greedy), or the survivor wasted time chasing the killer to use the instaheal.

  • @Maggy_Fyers said:

    They literally do the exact same thing, instaheal gives an extra chase/hook/whatever while mori's take away one chase/hook/whatever.

    The only differences are:

    • You need 4 survivors bringing an instaheal to keep up with one ebony mori and you need to dedicate 1 survivor to being at the right place at the right time when the person being chased gets downed.
    • A killer can see in lobby that he's going vs 4 medkits so he can assume instaheals are coming, survivors can't see an ebony mori coming.

    Both differences indicate that ebony mori is still slightly stronger than a 4-man instaheal SWF-squad. Either you nerf both or you leave both as they are, if you seriously nerf one but not the other you're the worst balance team since your own balancteam from a couple years ago.

    A mori removes a survivor from the match faster than carrying them to a hook in the late to end game, and an instaheal makes the killer waste 10 seconds if you use it on yourself, and a bit longer if you use it on a downed survivor they slugged and abandoned.

  • @Peanits said:

    Yes, we did. They were far too powerful and didn't take any planning or skill to use. Any time you got hit, you could use it to get a free health state. You could even use a syringe after the killer downs a survivor to completely negate the entire chase and reset them back to healthy. It was definitely too much.


    A killer can deny a double instahealing by just picking the survivor up, and if a survivor just heals themselves mid chase they only gain like 10 seconds.

    Now if you really want to talk about "no planning required", you need to look at moris. It's completely unreasonable to say "just go all match without being hooked once". Moris are facecamping on steroids, they're nothing but an easy, cheap, and fast kill in the mid to end game.

  • @Cyro said:

    https://forum.deadbydaylight.com/en/discussion/comment/751024#Comment_751024

    You're acting as if red rank survivors can't hit their skill checks, they aren't apes. They do actually know how to hit them quite consistently, it really isn't hard to hit greats once you've felt them out. And most red rank survivors won't look for ruin, they'll simply stumble on it as they power through it.

    Ruin takes away the progression bonus for hitting a great skillcheck. Taking away a boost is the same as imposing a negative.

    It might not be much but skill checks add up really fast, and not even the most pro dbd players hit every great skillcheck 100% of the time

  • right now, we have it better than any previous dbd update. Take the time to practise hunting stealthy survivors, you will learn to predict where they would be hiding through your own experience.


  • @Cyro said:

    https://forum.deadbydaylight.com/en/discussion/comment/750996#Comment_750996

    True, but not true at the same time, you saying if ruin lasts for even a minute then it did its job is a very untrue statement at red ranks. The fact being if it lasted for a minute the perk may as well say 'survivors have slightly difficult skill checks but only for a minute', that that's that, you are now 3 perking the rest of the game.

    The most import times for killer are the start of the match and after all gens are completed. a full minute of slowed progression is plenty of time to coordinate yourself.

    Ruin does not just create "slightly harder skill checks", ruin imposes a hard progress penalty on every skillcheck (taking away great skill check progress bonus & freezing/ regressing a gen on a good skill check). the suvivors who work on gens take the progression penalties, and those who spent time looking/ cleansing the totem have not been repairing generators.

  • @CrowFoxy said:

    It would be really cool, but you also have to consider it'd be 2.1 seconds of you raising your foot.

    I mean it does work that way too, a longer wind up for a single crushing blow.

  • @Cyro said:

    https://forum.deadbydaylight.com/en/discussion/comment/750975#Comment_750975

    Most survivors just power through ruin and don't give a crap about the perks existence in most of their games. However when I play with ruin I at least expect it to be in a half decent spot, but nope there it is, in the middle of the wide open with absolutely nothing covering it.

    Actually it's more of a 50/50 between "run around the map looking for it (or even just a quick search)" and "powering through it", more or less based on survivors coordination/ experience. Also ruin isn't meant to last very long either, it's sheer power for slowing down the start of a trial is it's main benefit, even if it gets cleansed early on that's more time to gain momentum.

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