GentlemanFridge
GentlemanFridge
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/3246867#Comment_3246867
A killer can hit a survivor twice and they are no longer blocked, survivors literally cannot block killers other than taking a single hit for an injured team mate. I have been held hostage in a corner by a killer and I did not want to DC so all I could do was go out and take my dog for a walk etc... That person should be banned but the penalties have been too soft.
I cant wait for harsher penalties to come, I am sick of people ruining the game for others and it has gone on far too long as it is. If people cant play like adults/normal human beings... they should be removed from the game.
Good news! The harsher punishments are already being used.
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This exact thread already exists.
@[Deleted User] said:
BHVR doing the same stuff Blizzard did in WoW where they just removed fun things for the sake of it and now look where they are, their WoW retail player base is dead and the classic version? Where fun is allowed? Is popular as ever
I guess sweaty killers who think this game should have a ranked competitive mode have won, devs have finally caved and are giving killers free buffs when they’re already the strongest
I just don’t get why devs feel the need to add so many of these recent changes, from finisher mori to locker saves
“there’s nothing a killer can do to counter it” …. yes they can lmfao, I do it myself on killer. Just get the hits on the person trying to save, and that’s two people not working on gens so you’re already winning in this interaction.
And nothing added for survivors who are being tunnelled out mercilessly in the first 5 minutes of the game but yeah we gotta hand hold the killers again while survivors out here on 39% escape chance. Flashlight and locker saves are the only thing that prevent a killer tunnelling at 5 gens.
So tired of BHVR babying killers in a game that’s meant to be fun for both sides. Removing skill expression and coordination in a team based party game.
Remove the injured health state next, just let killers insta down survivors. Only fair right? Otherwise those survivors would heal up and there’s nothing a killer can do about that
it’s a joke
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4,5 and 6 give the bloody cosmetics.
7, 8 and 9 give the perk charms.
(and for brevity's sake, 1, 2 and 3 unlock the character's perks for all other characters, like teachables, but already in the inventory.)
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Record footage, then go here:
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You sure those wete the perks? If they were, it should only have applied the regular failed skillcheck reduction, and then block due to Merciless Storm. The only regression perk here is Overcharge, but there's no way that it went down that quickly.
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I figured they worked like that, with how the aura reveals for the portals seemed to work. Never occurred to me that Plague would be able to infect them, though.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246513#Comment_3246513
Why should there be any empathy ?
This is Dev problem.
Solo Quee suck
Killer in high mmr vs SWF suck
And thus you make the lives of solo queue players even harder. Teensy bit of cognitive dissonance going on there, eh?
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yes... your empathy for solo queue is readily apparent...
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It's 0,25 seconds.
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I mean, this is still vague enough for hackers to not immediately know what they did. And in that time, I have no doubt they already knew what powers of theirs have been taken away.
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@OniWantsUrLocation said:
They're gone according to the forums here
You can find more details in the dev update. I made a thread with a link to it.
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Agreed. Can't believe I let myself believe it was fine for a while, too.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/352602/question-about-the-bots
I don't think the intention is to be able to play against all bots, but rather have one replace a killer/survivor who DCs so it's not a ruined match. If that's the case then probably not.
Since it's custom matches only, they're not gonna replace anyone. Yet.
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Is it even possible to launch the game when you don't have internet connection?
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I mean, this is a game that is SWF at its absolute strongest. Quite clearly a 4-man, at that. We obviously can't tell if there were comms involved, but it's safe to assume there were. From your perk choices, I'm guessing you were expecting a sabo squad and were thus wholly unprepared for what hit you. Plus you were playing Trapper.
Quite frankly, you were never going to win this one. Simply because the odds were so extremely against you. That said, this is a case that is beyond extreme as well.
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Let's hope it's not pitch black, at least. Otherwise, I like it.
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It might still come. Dev Updates are about the big changes, not individual nerfs/buffs. 6.1 was an exception, because the enitre point of that mid-chapter was balance changes.
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I used to have frequent killer dc's, but that's a long time ago. I can go an entire month without one now.
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https://twitter.com/DesignTeamDad/status/1583544873776742400?s=20&t=1UZHBIQMuHcbCX5Cd4uoYg@Leachy_Jr said:
FUNNY HOCKEY MAN IS GONE NOOOOOOOOOOOOOOOOO
- Body is 1 character too short.
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@EntitySpawn said:
Not that different tbh, alot of survivors just suicide on hook anyway which are counted...
And honestly I still havent heard the devs say the whole game is void after a DC, they just keep saying the DC is void so as far as we know the other 3 could be counted.
@Dwight_Fairfield said:
https://us.v-cdn.net/6030815/uploads/0EXXFBOTIG5H/killratetopmmr2022.jpg
https://us.v-cdn.net/6030815/uploads/BH9RIWYTB8N5/allmmr.jpg
Sadako out performing most killers at top MMR 😂 The difference with Nurse between the two is not surprising though.
Here is a break down of the percentages of kill rates and pick rates at both MMR levels;
https://us.v-cdn.net/6030815/uploads/SFPX82UC0SE1/pickrates2022.jpg
This is what Peanits said.
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Like a rotating store? I’d be up for that.
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7 days after you bought Sadako...?
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@Mandy said:
We don't remove staff who've had an influence on the game, and assisted with it's growth etc, out of respect for the work that they've done and contribution made.
And no the position is not vacant and the Community Team has moved forward quite heavily since then - even my position on those credits is wrong. It is probably something that I will get around to adjusting.
Oh I fully agree, everyone who’s been part of the project in some way should be listed in their proper place even if they have left since.
I was just curious to see since Patrick had left. I figured I’d mention it since the new folks also deserve to be listed in their proper positions.
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Close to 70% across the board, methinks. Perhaps even over it for (a) specific killer(s).
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Interesting. This is an asset that has been in the swamp's files for a long time, but never saw the light of day.
...every day the swamp update comes closer...
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@betelgeuseyes said:
The camped the same spot so they could bleed out.
Again, not taking the game hostage. The fact alone that you could bleed 'em out disqualifies this from being bannable.
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Why do you keep trying to hook them...?
The game could've been over way earlier.
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Just slug 'em? I don't see the issue here.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3243764#Comment_3243764
4k is easy vs new or bad players
Try doing 4k vs SWF in high mmr, or even good solo Q in high mmr.
GL with it.
you don't say?
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I wouldn't say he is bad. He can feel bad to play, though.
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@Mandy said:
lemme have my fun where I can! :(
In all seriousness thanks for pointing out my spelling mistakes - will adjust now.
also found this one.
you can honestly leave it as is, though
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Ooooh!
It's fixed??
Very nice!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3243723#Comment_3243723
Hang on, I think I misunderstood you. Are you saying that MMR shouldn't be gained for both hatch and ext gate if all others are dead?
As it is now, when a survivor escapes through the hatch (because it is the only option, I should emphasise), no MMR is gained or lost. As it should be, imo.
What I’m saying is that it doesn’t make sense to me that a survivor who didn’t find hatch (which would’ve made for a tie, MMR wise) is able to gain MMR by losing the chance to tie, because they were lucky with how the gates have spawned.
I’m not saying they should lose MMR should they escape through the gate after the hatch has been closed, but gaining MMR when the survivor side lost feels very backwards to me. Especially on maps such as RPD which have static gates that are very hard to defend, there’s not much a killer without mobility can do. To that end, why should the killer lose MMR, despite having won the game?
If the gate was opened after all gens were done, they should gain MMR as normal, even if all the other survivors have died.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3243707#Comment_3243707
How come? I've been able to get hatch a hell a lot more than being able to get the gates open.
Because the survivor lost that game. Simple as. If you’ve even lost the hatch minigame (which would’ve made for a tie, MMR-wise) why should you gain MMR for what is pure luck regarding gate spawns?
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I think so, yeah. Similarly, a gate escape after the hatch has been closed (due to only one survivor remaining) should not grant a higher MMR.
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If we’re talking Freddy or Doc style reworks, I reckon only Twins.
Clown’s update was not a rework, it was flat buffs. What you’re asking for here is flat nerfs, not reworks.
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Between needing to run Kindred, OtR, and an exhaustion perk, I only got 1 perk slot to spare and it usually goes towards CoH.
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Separate ammo for both bottle types.
Slightly increase Antidote’s effect. Not its duration, though.
Pinky Finger replaces the purple bottles with red ones. Still applies Exposed on direct hit, but doesn’t apply Hindered at all. The colour change is purely aesthetic.
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@zHypnotism said:
https://forum.deadbydaylight.com/en/discussion/comment/3241080#Comment_3241080
That's funny because according to nighlight.gg and recent Killer Pickrate stats, Blight and Nurse together make up for ~10% combined pickrate... so 90% of your games are easy but you need the last 10% to be made easier too?
NightLight cannot possibly know the extent of all the played matches, though. I doubt even half of the playerbase knows what NightLight is, let alone record their matches on there.
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I miscalculate window hits a lot. That should tell you everything you need to know.
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240900#Comment_3240900
Ok, I understand your joy seeing the representation. However I don't think this is the best game you want to be represented in. We are talking about survivors being chased and killed by serial killers and monsters. I wouldn't like to be represented in this kind of setting. I think this is getting too much attention to be honest. So just take it and stop talking about it like it's a big deal also because I can see the majority of attention it's getting is negative.
I don't see how the setting is what puts you off here. How is this any different from people firing guns at each other in other games (think Overwatch, Apex, etc.)?
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@Kosturko92 said:
If you nerf blight addons, why leaving so many survivor addons and tools untouched ?
Medkits are broken af
Tool boxes is something that needs pure rework.
Now pair them with best survivor addons and tell me how's that fair ?
Body is 1 character too short.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242379#Comment_3242379
Oh my god. Stop begging for Wesker buffs. He's already statistically strongest in the game, AND the most played, he's doing fine.
According to the stats that tracked the month after his release*
Like, you do realise that he, in no way, still has a 25% pickrate, right?
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In no particular order.
Fast map traversal (the ability to travel vertically, on demand, is a particular yet exclusive right to a select few)
Versatility (The power can be used in multiple ways, to achieve different things)
Chase-to-down time
Power can be used in loops in some way (this is where Wesker falls short, I think)
What do you know, Nurse scores high in all of those.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241991#Comment_3241991
I am fine with that as long as we can opt-out facing certain perks and tools that survivors bring
So... cherry pick just about everything except the map, the one facet most people here agree is the most problematic?
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That’s awesome!
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Same, actually.
Well, I got 5 out of six. Took me at least 4 more games before I got that last one.
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@Veinslay said:
Sherry's a little kid
Not in RE6.
(i couldnt get the coloured image embedded for some reason)
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I haven’t seen an increase in hooks at all. Hell, some maps even felt like they had more distance between them than usual. Not to mention Midwich is still messed up regarding hook placement.
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Guessing this was inspired by Scott's video. I'm inclined to agree that Tombstone Piece is the strongest individual add-on.
There's no warning, a teammate can indirectly can get you straight-up killed because of it, and all he has to do is get to T3 and touch you. Not exactly the hardest thing to do when tombstone piece doesn't have any significant downsides beyond shutting T3 off once the kill has already happened.



