GentlemanFridge
GentlemanFridge
About
- Username
- GentlemanFridge
- Joined
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Comments
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May I recommend the pumpkin head skin instead of the crown? The crown is no longer obtainable, suggesting at least some playtime.
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Highly doubt it.
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2, 6 and 7 were incredibly annoying to deal with, if they could be dealt with at all.
I’ll just take number 4, thanks.
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So then chases are guaranteed to be over in slightly over 45 seconds?
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2855532#Comment_2855532
didn't they say the same thing about clown, yet they added a clown.
@N8dog said:
https://forum.deadbydaylight.com/en/discussion/comment/2855532#Comment_2855532
For a long time they didn't want to make a clown do to coulrophobia so...
I distinctly remember a dev stream where they said that they never said something like that.
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Old habits die hard, I suppose.
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I don't even know why people value "+-rep" at all. I saw one hidden in ASCII art of... an act and can no longer take them seriously at all. Not that I did to begin with.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2852879#Comment_2852879
Another fine purveyor of impossible tasks!
Very confused what you mean with this. I'm assuming it's in reference to the "spreading misinformation" thing but cba to figure out why you said that.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2852713#Comment_2852713
If there is sound logic to your arguments, I am willing to change my opinion and even more so if there was data (which I think would be easy enough to gather).
I want you to understand where I'm coming from. I play both sides but tend to play survivor slightly more than killer because my friends generally want to play, otherwise I would play more killer. When I play survivor, I don't use Dead Hard because I think Sprint Burst and Overcome are superior because they give more speed burst time and you can control the direction of your speed burst, unlike Dead Hard.
When I make these counter statements to your arguments, I'm not making them to be mean or because I care about Dead Hard being nerfed. I am making them because I don't understand the logic behind these arguments. I also doubt anything I say on these forums will do anything to what the developers are planning. I doubt they even read these forums, judging by how bad the game design is right now.
-it grants a free Health State, which no other Exhaustion Perk grants
Dead Hard is different from a free health state. When you are hit and lose a health state, you get a 2 or 3 second speed boost and have maneuverability during that speed boost. When you exaggerate, the people on the other-side of the argument see this as an exaggeration and tend to ignore the argument because they feel as if you really don't have anything backing your statements since you resorted to exaggerating.
-it can be activated whenever, unlike any other Exhaustion Perk
Sort of. Lithe, Balanced Landing and Sprint Burst can also be activated by specific player input. Sprint Burst is exactly like Dead Hard in this aspect because it requires you to press a button (The shift button) just like Dead Hard (The active button). However, I don't see how this is a problem in the first place, different perks are activated differently. Just because 2 of the exhaustion perks require an activation key doesn't make them better or worse than other perks. It only makes them different.
-Dead Hard Validation straight up denies Killer Powers (confirmed to be a bug)
So this is a bug that will be hopefully be fixed at some point. I don't understand how this matters in an argument for buffing or nerfing anything.
-it probably has the lowest risk-highest reward among Exhaustion Perks
This is an opinion, there's really no way to measure this. For me, Sprint Burst and Overcome and much less risky and much higher rewards because they cannot be baited out or missed. They always work.
-renders mindgames useless, unlike any other Exhaustion Perk
I believe you are saying that if a survivor makes a mistake during a chase, they have the option to use Dead Hard. I agree. Yes a survivor would have 1 chance to correct a mistake made in a chase. It doesn't render mind-games useless, because the survivor still needs to use Dead Hard, so your mind-game draws out a Dead Hard.
If you refine this argument more to show why this means Dead Hard needs to be nerfed maybe gather data.
-using Dead Hard for distance is uncounterable
I just don't understood this argument. No exhaustion perk use for distance is able to be countered.
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Again, I'm trying to understand why Dead Hard out of the other exhaustion perks is in need of a nerf. None of the arguments I've seen against Dead Hard hold much weight as an argument.
To me personally, it seems like there are some killer-players that are bothered by Dead Hard because it is such an in-your-face perk. I think killer-players are noticing Dead Hard because it's similar to a big-flashing-sign; you "see" it because it's used in close chases. If these killer-players took a step back and analyzed it compared to other exhaustion perks, I think they would be surprised at home much more chase times are extended with the other exhaustion perks.
This is only my opinion from what I'm seeing on the forums because I'm not seeing compelling evidence or arguments that suggest otherwise.
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I presented an argument that close-proximity-camping is rewarded in game. A lot of people disagreed, so I did 40 games close-proximity-camping and presented the evidence on the boards. It feels as if this is something that people are so polarized on, that it would be worthwhile to do testing on.
Instead of the daily "Dead Hard" forum post with arguments that don't really hold any weight, why not actually do something that someone will pay attention to.
The thing is, when you take the other exhaustion perks' boosts, they either:
1: require something that's not everywhere (drops, windows, pallets)
2: are only relevant near or at the start of a chase, which can then be reassessed by the killer whether it's worth taking at all
Dead Hard becomes relevant the moment the killer will get the pay-off for investing the time into the chase. That's what sets DH apart from the other exhaustion perks. A sprint burst can be baited, and said chase can be abandoned immediately without much time loss. Lithe, BL and Smash Hit require a specific tile/structure and once seen, can be anticipated. Chases involving the survivors using those perks are then played differently.
Unless the killer has an instadown, DH must be eaten through to achieve the same result. Whether it's a plain dodge of a hit, or a pre-emptive burst of speed, it happens just before the killer would land the hit. To get to that point, the killer has spent a long time chasing the survivor, which is instantly invalidated at the inevitable press of a single button. When pressing the "funny button", the killer just wasted all that time they could better have spent defending pressuring gens. Chases require 3 "hit distance" moments when DH is in play. No other perk does that.
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@ukenicky said:
I play both sides. Bait it out or play around it.
How do you ‘bait’ a DH for distance? Or how do you play ‘around’ it?
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She would be, if CoH wasn't, well, a thing.
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@GuyFawx said:
https://forum.deadbydaylight.com/en/discussion/comment/2851670#Comment_2851670
read my post above you i explained how to get it
Ok but I got it on the 9th, which is the day after release. That's obviously within the 7 days, but maybe I should wait 'till tomorrow?
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What video are y'all talking about? I haven't seen anything like this.
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She’s immensely held back by DH and CoH. She cannot shut down chases quickly without ambush hits, and those that she does get are nullified because CoH is a thing.
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Considering both Redfields, Jill and Leon are 'gone' in DbD's lore, there's a whole lot more people dead, I'd say.
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@Heartbound said:
When the 3rd survivor is still alive, get far enough away from the hook for the 4th survivor to attempt a rescue. They usually will. When you return to the hook catch the sneaky survivor. The 3rd survivor is usually much easier to catch and you can just snatch them back up after you get the 4th.
It's important to remember that survivors rarely know where the hatch is unless it has been a long match and they've had time to scout the map with some survivors dead, and that if they knew where the hatch was they'd exit the trial. If you're going to leave the hatch open, patrol around. Sometimes survivors get impatient and start leaving scratch marks everywhere in their search for the hatch. If you see scratchmarks and they're close, well, just go back and close the hatch and pursue them.
Correct me if I’m wrong, but I believe hatch doesn’t spawn until there’s 1 survivor left these days.
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@Mr_Madness said:
Dead hard is not OP
If you think they have it just pretend you gonna swing or be right behind them and wait few seconds
Ah yes, 'cuz I can do that when they run for a pallet/window, guaranteeing an extended chase at the cost of dick-diddly.
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Thing is, you may be. You don't know either way.
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Trying to do the sodding Tapp perk challenge, I've got nothing but god nurses, when facing one.
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Behaviour Interactive is closed on weekends. Simple as that. Most of the time, that's a good thing.
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Not in the weekend, it won’t.
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@Mr_K said:
Demogorgon who?
Demogorgon Demodale, owner of the Demodale Demodome.
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A very, very longstanding bug is that the UI effects get greatly sped up after a match, watching a tome cutscene and some other things.
Curiously, it doesn’t last forever. It seems directly correlated to the length of time the UI wasn’t present on-screen.
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Whatever the twitter bots are coming up with these days.
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Could be an escape with a white glyph. Those grant 25k upon escape holding one.
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@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/2846714#Comment_2846714
I wish we could add in words that are also being filtered.
I mean it´s surely great that Iri/iri/lrl and every other iteration of Iri(descent) is being hidden but why can´t i add in some words to the filter as well?
If you can easily throw in words to be ignored by the censor, someone else can just as easily throw in various spellings of the n-word.
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@Crowman said:
I'm pretty sure hook spawn logic does not factor in vertical distance, just horizontal distance. Midwich also only spawns hooks in hallways with one room being an exception. So if all the hooks spawn in the hallway below, then the hallway above does not get any. It's not common, but it can lead to situations where hooks are spread really far apart because of it.
This is true, but Midwich and I believe The Game used to be an an exception. The bug is far more noticeable on the former, since there’s no ‘middle’ part of the second floor.
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A message containing nothing but the letter ‘y’ got censored for me.
It’s utterly nonsensical, is what it is.
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Surprised some of y’all are saying this is fine.
Being able to secure a guaranteed 2k (not 1) by virtue of just existing near a hooked survivor is not fine. It’s far too effective for what it is, especially against solo’s. Not OP, but just about the scummiest ‘legitimate’ thing you can do in this game. It’s a a stupid strategy that should not work as well as it does.
This requires something hard too. Not an “incentive to do something else instead”. Facecamping bubbas will facecamp, to facecamp. No incentive in the world is going to change that. It will require something as punishing as moving the survivor or denying the power within range of the hook. Yes, a flat nerf, but I just don’t see any other way. This needs to stop, and it won’t stop otherwise.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2846025#Comment_2846025
Personally, that just makes this seem less like a teaser. They rarely ever tease something this early unless it's so vague you WILL be looking over it or it's less of a teaser and more like a mini reveal.
Oh, I’m not disagreeing this most definitely is not a tease of any kind. Again, the previous licensed chapter hasn’t been out for even a week. That alone makes this incredibly unlikely.
Not incredible enough, however.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2845575#Comment_2845575
Ok tbf Resident Evil was teased the week after All-Kill released so it's not impossible. I don't think what they posted is a teaser and I've already said why twice so I'm not going to say it again, but it's still not impossible.
Well yes, but those were not these kinds of teasers. They just straight-up told us what the chapter’s license was.
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Clearly everything that even only slightly resembles anything related to FNaF, must be hinting to FNaF.
Y'all never seen those newspaper ads?
Also, Sadako released this week. Don'cha think it's a tad soon to start teasing?
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Even if it were to be dying…
That’s not a good thing. Like, at all.
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I got it two days ago, and two days before that too.
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I have no idea what you're referring to.
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Because she's rather small, she looks super fast. Same type of deal with Freddy's lunge looking like it shouldn't be hitting, when it in fact is the exact same as all the others' lunges.
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So according to the message, this was supposedly fixed.
This is just now.
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Springwood getting killswitched?? 👀👀👀
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Well, that actually beats Artist’s release for me. Took me an actual week to face her when she released.
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@NumaSaba said:
https://forum.deadbydaylight.com/en/discussion/comment/2838892#Comment_2838892
The killer can still leave but can't change perks or add-ons.
...which is probably why some survivors will wait until 5 seconds to change characters or bring items so the killer can't prepare a counter.
It's that sort of scummy tactics that I find distasteful and leave a bad taste whether I'm using survivor or killer.
Having the survivors being locked at 15 seconds and the killer having 10 free seconds would negate that sort of thing. At least I think so.
Killers can still change their loadout between 15-5 seconds. Hell, I can even level my bloodweb in that time.
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Tried her on the PTB, and I gotta say her movement speed felt absurdly low. As if “holding w” wasn’t that effective already.
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For those struggling to find what OP means, see left side of image.
Yeah, that’s definitely a tad too close. Reminds me of the time I started playing, where this seemed really common.
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And more power to you. I’m sure you’ll find many like-minded folks here, as well as folks who will get it regardless.
There’s not much for me to add here, though.
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Where there’s money to be made…
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Your entire rendition of Artist complete with Entity-provided translations is my favourite thing on these forums.
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I personally like it. Already memorised before getting into REmake 2, which actually had me more confused than the DbD version ever did.
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Huh. I got the Sabotage 4 Hooks one yesterday.
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@adam1233467 said:
all m2 attacks must show devour hope, if they didn't it would be too strong, imagine you hide your devour hope up to 5 stacks
To my knowledge, literally all M2s aren’t affected by perks. Huntess’ hatchets work (or should work) the same.
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It refers to how many cosmetics keep coming out, opposed to the amount of fixes and changes. Or rather, the frequency of ‘em dropping.
Either way, it doesn’t hold up all that well because they’re different teams.
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They do that? Sounds like a bug to me.
