GoodBoyKaru
GoodBoyKaru
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- Username
- GoodBoyKaru
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Also who exactly is Matthew like? Mathieu is the game director but who exactly is Matthew
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@GuyFawx said:
https://forum.deadbydaylight.com/en/discussion/comment/2788952#Comment_2788952
Look i realize my idea was dumb as it used to be the old way and i was a little drunk at the time of posting it
I thought you would have by now but I couldn't help myself π§
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@GuyFawx said:
What if BT protected the unhooker as well from a hit that would solve his camp game
Omg we could make it once a game too
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@Potassium said:
https://forum.deadbydaylight.com/en/discussion/comment/2788938#Comment_2788938
the stricter NAT type actively makes my matchmaking worse? guess MMR be screwing me in more ways than a mill deck in MTG
before uni i played with the new validation and still i had the issues of "Phantom hits" - the visual feedback i'm getting is very contradictory to what should be happening and it's lowkey disorientating
Thankfully there should be less phantom hits, but yes NAT types can cause an issue with matchmaking. Figured this out while playing with my ex, his NAT type let him play with me but another of our friends couldn't join the lobby because of conflicting NAT types. Don't know why that's the case but that's the case.
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Praise be shadow play letting me clip things so I could show people, but I was in a 3man swf, the other two were arguing about something and in the mean time I dodged a huntress hatchet, vaulted a window, then got a flashlight save all within the span of about 7 seconds. And they weren't around to see
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Combine being rusty with stricter NAT types caused by uni, throw in a healthy dose of validation which is a shock to deal with if you're used to the old system and you get this.
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@Chimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2787080#Comment_2787080
https://forum.deadbydaylight.com/en/discussion/comment/2787090#Comment_2787090
just twitter users. you know how uppity they get over the smallest things.
Believe me Twitter users are also mocking this post.
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Skill issue, honestly
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2788816#Comment_2788816
9?? Didnt even know there are 9 platforms, let alone for dbd
In terms of how dbd calculates players, PS4 and PS5 and Xbox One and Xbox Series are classed as completely different platforms. Therefore, there is:
Switch, Stadia, Steam, Windows Store, Xbox One, Xbox Series, PS4, PS5, Epic Games Store.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2788816#Comment_2788816
Probabably biggest one.
You'd be surprised.
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Tfw Steam is only one platform out of 9
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I swear Bubba came out during the period of "Face camping is a valid strategy" and not the current period of "So anyway we don't like face camping"
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2788751#Comment_2788751
I have to respectfully disagree with Freddy, I am also a old time player and I remember clearly how a Freddy was bullied to oblivion heavily (every single time) cuz he was literally the weakest killer in the game. If you didnt know, the old freddy cannot injure you, he had to put you into sleep which took roughly 6 sec without addons, so imagine this, Freddy walks up to you and then he has to wait next to you 6 sec till he able to hit you, meanwhile you can reach a save loop or tile. If you had some braincells and you know it was a Freddy you would always stay near a tile just in case so there is little to now way for you to get a hit, and keep in mind that was his ONLY ability, he was a pure m1 killer. I think old Freddy was just dumb and boring asf and I cannot understand how ppl can ever defend that, I think its just nostalgia that drives ppl to that.
I agree with the lore, lore is really good now, well except from Artist, I think her lore is abit... dull and ends too quickly, I believe though they set up the tome for that lore anyway and thats why its written so weird.
That's actually false, time to fall asleep was 7 seconds base.
Naturally I stacked double block add-ons every game π
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Couple reasons actually.
1) Paragraph is a retired term. They don't use it anymore.
2) "Chapter [whole number]" are used when content is released on the normal schedule, which currently is the 3 month cycle. Like Ghost face being Chapter 12.
3) "Chapter [number .5]" are used when the content is released outside the normal update schedule, like Chapter 21.5, Hour of the Witch.
Ash vs Evil Dead + even Leatherface have both been reclassed to Chapter .5 too.
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I'd have to do some proper calculations but I've been playing 4 days since the event started, 3 during the rift, and have completed every challenge. I'm somewhere around level 30 already.
It's worth noting you get no bonus from pre-purchasing the pass. Play as much as you can, complete as many challenges as you can, and ensure you play one match per day of both survivor and killer. Aim to make your games last 10 minutes each to maximise fragment-earned-to-in-game-time efficiency (over is fine, but 10 minutes is when you hit the cap so you don't want it to be under). If you find you've hit tier 70 then get the pass. If not, decide if you really want to spend more cells to unlock the remaining levels of the pass, or wait for the outfit to return to the store at a price just over that of the pass I believe.
Also on the subject of challenges! If you're struggling, aim to reach at least the "Epilogue" node as this awards you 10/15/20/25 fragments (I believe, can't check rn) depending on level of challenges.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2788107#Comment_2788107
Or actually get good.
"just get good"
Bestie I have set a timer before and ran a Michael for a solid 20 minutes on old Coldwind. My one solo teammate, who was not dead on hook, had 20 minutes to complete 2 generators and it took her eighteen of them.
No amount of my own skill can compensate for that. I played that game damn-near flawlessly, and we both escaped because of me, but if I'd been even slightly worse and not managed the whole 20 minute chase thing we'd have been done for. Had I only gone for 17 minutes, what then? Was I just garbage because I couldn't telepathically force my teammate into repairing generators?
Your argument is flawed on so many levels I'm shocked Mount Olympus doesn't reside at the top.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2788151#Comment_2788151
There is no perk that synergizes with the perk, unless need someone else.
Well that's just false. Plenty of perks synergise with DMS, like Infectious Fright or Pain Resonance or even Eruption by technicality even if highly impractical. Powers like Carter's Spark or Dream Demon also work wonderfully. There absolutely is synergy and not exclusively in perks either.
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Omg my cameo π
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@Ecstasy said:
Wur mah chards ate!?
If it matters... I didn't actually submit a ticket or post my CloudID here though.
I'd read @MandyTalk post something along the lines of the team not wanting/needing that stuff anymore, so I got the impression filing an individual report now would be counter-productive & flooding the system. I had the gist of that right, right?
Signed,
Shardless in Seattle. (And not even in Seattle)
If it helps I did submit my CloudID and am still waiting for the shards, so I don't think that was the primary issue
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Window + pallet faking, yes. They're essential parts of moonwalking. Emote tech can but is very very unreliable.
FOV tech, 360s, moonwalking, dumb techs, etc, do not. They're fun (especially dumb techs) but they don't work.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2788038#Comment_2788038
For a second I thought that was 50,000 shards
bruh i wish
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Logged in for the first time for the day
Still have not received the shards; I'm currently sitting at 5,920.
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Anyone know why it was disabled in the first place?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2787934#Comment_2787934
They got rid of the box reduction.
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2787934#Comment_2787934
they removed the box part, its only 2 traps
as you can tell pig is a frequent main of mine
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Pig having 2 boxes and 2 traps so true.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2787590#Comment_2787590
I mean look at it this way, if you wiggle 20%, and the killer drops, you'll get 6.6% of wiggle progress, it's a very good nerf & change imo.
I know that it's a small amount I just personally dislike it and probably always will now because of the terror of the past week.
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Still not really a fan but it just sounds less abuseable already. Hopefully combining this and the RPD hook spawn changes will make it a lot less frustrating
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This picture does not do it much justice lmao
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Private profiles with VAC bans and private profile legacies are the only lobbies I'll ever dodge because I genuinely can't be bothered, but also I'm tabbed out of the game 9 times out of 10 so I never usually catch them, and even when I'm tabbed in it's effort to check.
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Delete the code
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2786226#Comment_2786226
I love the Forced Penance change. It always bothered me that what is meant to punish overly altruistic SWF instead tells them "now you must go be efficient because you can't heal!"
Boil Over sounds worse than it is now, considering how often the falling triggers it would be like the original DS was, an absolute monster that can win a game just by triggering on the first chase.
I feel like you quoted the wrong person ngl
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@Sonzaishinai said:
Threads like this never fail to make me apreciate the devs we have now
I didn't think mine was too terribleπ§
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@CashelP14 said:
@Tr1nity @GoodBoyKaru @sizzlingmario4 @anarchy753 @jesterkind
Thanks to all you for participating. I want to know did you find it difficult trying to squeeze everything you wanted to change into such a small area? Do you realise how many things you wanted to change, but didn't have the "time" to do it?
Funny how most of you wanted to give a nerf to Tinkerer. Also don't think I didn't noticed some of you bending the rules slightly to nerf 2 perks on 1 role π it's ok π I only added that rule because I didn't want someone doing 3/4/5 nerfs to perks on one role (I.e Nerf Ds, Bt, Boil Over, Dead Hard and CoH).
Once again thanks for participating π hope you had fun
Honestly no. I wanted to do a lot more on the perk front but thought that Legion in general took priority here. But not being able to rework a bunch of perks and add snazzy new effects was a genuine tragedy.
But hey I managed to sneak in my skillcheck change so that's all that matters
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GBK'S MIDCHAPTER PATCH
Right off the bat you said we were ignoring mechanic changes but I've had an idea so that's being flung in here too idc. I've removed the slight killer update to compensate.
KILLER UPDATE- THE LEGION
For a while now, we've been monitoring The Legion and seeing how they compare to other killers and, while statistically they are fine, we also recognise that they do not feel good to play as. At all. Therefore, we're implementing the following simple changes and will be monitoring performance and feedback closely so please use our official channels to communicate your thoughts on this to us.
Feral Frenzy Changes
The Legions begins moving at a speed of 5.2m/s. For each survivor hit who is not affected by Deep Wounds, increase The Legion's speed by 0.3m/s, up to a maximum of 6.4m/s. The Legion's terror radius and Killer Instinct detection radius will both increase by 6m alongside their speed.
In addition, for each unique survivor hit, The Legion's cooldown upon exiting Feral Frenzy is reduced by 0.4s, up to a maximum reduction of 1.6s. The add-ons Cold Dirt, Joey's Mixtape, and Julie's Mixtape have been updated to reflect these changes.
Finally, we've reduced the time it takes for The Legion to recharge their power, as well as removed the 50% penalty to Feral Frenzy upon downing a survivor. This was a leftover relic of Old Old Legion- back when he released- and we feel it is about time we removed this.
Deep Wounds Changes
We've also heard complaints from both sides about Deep Wounds, so we hope this can make the mechanic feel more interactive. These changes seek to encourage survivors to group up more to mend, which The Legion can take advantage of, however will reward survivors for doing so and enable them to find their friends in the first place.
For each survivor currently Healthy, Injured, or in Deep Wounds, we've increased the time it takes to mend yourself by 15% and decreased the time it takes for other people to mend you by 25%. Furthermore, mending now requires skillchecks- though more on these later.
Moreover, while in Deep Wounds, a survivor will be unable to complete any actions (like cleansing/blessing a totem, repairing a generator, or healing someone else), but to compensate the auras of all survivors will be revealed while in this state.
The Legion Add-on Changes
Due to some changes with their kit, we've taken the time to update the related add-ons, as well as some terrible ones. Here's the full list:
- Fuming Mixtape -> Decreased to Very Rare
- Frank's Mixtape -> Increased to Ultra Rare, now increases the initial movement speed of Feral Frenzy to 5.8m/s, but decreases the incramental speed increase to only 0.1m/s.
- Cold Dirt -> Now decreases the cooldown by a further 0.25s for each unique survivor hit, to a new maximum reduction of 2.6s. This affect trumps all other add-ons.
- Stab Wounds Study -> Decreased to Rare, now causes Survivors to be guaranteed a skill check while mending every 4 seconds, in addition to any random ones which may appear.
- Susie's Mixtape -> Increased to Very Rare, now causes Killer Instinct to appear at a flat 48m range, completely unaffected by terror radius (including the Oblivious and Undetectable status effects).
- Joey's Mixtape -> Now decreases the cooldown by a further 0.2s for each unique survivor hit, to a new maximum reduction of 2.4s.
- Julie's Mixtape -> Now decreases the cooldown by a further 0.15s for each unique survivor hit, to a new maximum reduction of 2.2s.
We will continue to update more of their add-ons as time passes.
mechanic update- skill checks
So, skill checks! They've been here since the start of the game and we aim to use them to help keep players focused on their objective at hand- they're our own form of Quick Time Events, after all. However, many experienced players are very used to hitting them, and since we're planning on integrating them more we're making the following changes:
Skill checks now have four possible buttons they can be bound to, and each prompt has a 25% chance of being one of those four buttons. For example, say they're bound to the keys G, H, J, and K. For each skill check that appears, there is a 25% chance of the correct button being any one of those four buttons.
Moreover, the Great skill check zone that everyone should be aiming for is now randomised. It can appear at the beginning, middle, end, or even totally seperated from, the Good skill check zone.
Now, for those worried about accessibility options, we're including the following under our new "Accessibility" tab in the Options menu, where we've now moved pre-existing features such as Colour Blind Modes and Toggle Action:
- Bind all four possible prompts to one button
- Play a visual queue before a skill check is to appear along with, or instead of, the audio queue
- Hold the required button for the duration of the skill check to guarantee a good hit, rather than needing to press at the correct time.
While we know some players who do not need these options will no doubt use them for an easier experience, we also welcome that and firmly believe that helping out players who need it should always take priority. Furthermore, these should help players on the Nintendo Switch console who suffer from an input delay when playing in Docked mode until we can fix this properly. We'll also be monitoring these options for feedback.
survivor perk changes
Aftercare -> Now no longer resets upon being hooked, applies to the previous 1/2/3 survivors who have triggered the effects.
Boil Over -> Reduced the 25% wiggle gain to 10%, now increases wiggle speed by 4/5/6%, removed increased wiggle sway.
Distortion -> Regain 4 tokens whenever you are unhooked or unhook another survivor.
Poised -> Now also hides blood and decreases grunts of pain by 100% for the duration of the perk.
No One Left Behind -> Now activates when the Exit Gates are powered, rather than when they are opened.
Boil Over has been a minor issue since we reworked it, so we've reduced the amount of wiggle progress gained whenever the Killer drops from a great height. Moreover, we know that console players have been struggling with the increased wiggle sway, so we removed this and instead allowed the survivor to wiggle from their grasp marginally faster. Please know we will continue to keep a close eye on this perk and if it continues to be abused then further changes will be made.
killer perk changes
Blood Echo -> The cooldown is now 30 seconds at all perk tiers, now the Haemmorhage and Exhausted status effects will last for 25/30/35 seconds.
Scourge Hook: Dead Man's Switch -> Now a Scourge Hook perk.
Tinkerer -> Now gives the notification at 85% generator progress
Grim Embrace -> All generators except for that with the lowest amount of progress are blocked, now the effect persists until a survivor is placed into the Dying state or a generator is completed, whichever comes first. Now reveales the aura of the Obession for 8/9/10 seconds.
Whispers -> No longer triggers for hooked survivors.
We have decided to make Dead Man's Switch a new Scourge Hook perk after close deliberation from the Team. We really liked the synergy between Scourge Hook: Pain Resonance and Dead Man's Switch, but we also recognise that it could feel overly oppressive at times, particularly against killers like The Blight, The Nurse, or The Artist. With this change we aim to increase the amount of downtime these killers must take to reach a Scourge Hook to get the full value from their perk, giving survivors a little extra time to finish the repair.
Tinkerer has also been a perk we've been keeping an eye on for a while, and while we liked it's use on most killers, when combined with some perks on some killers it seemed incredibly oppressive to deal with, particularly in solo queue. Therefore, we're upping the number temporarily and are in the process of fully reworking this perk.
add-on changes
In addition to changes to The Legion's add-ons above, we're making changes to the following add-ons:
- Torn Bookmark -> Now decreases Blink recharge speed by 50%, plus 50% for each Blink used.
- Alchemist's Ring -> Now replenishes 1 Rush Charge upon a successful hit.
- Dried Cherry Blossom -> Now caps Phase Walking movement speed to 7.04m/s
- Chewed Pen -> Decreases Night Shroud recovery time by 6 seconds
- Olsen's Address Book -> Decreases Night Shroud recovery time by 4 seconds
And that concludes the patch notes for this midchapter update; remember, we will be keeping a close eye on all of our official channels so please send in your feedback.
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The "Blindness" status effect does not affect the actual vision of the survivor in any way- their screen displays what would be normal for that time. Ceteris Paribus, it means that the survivor will be able to see as normal. What the "Blindess" status effect does is prevents survivors from seeing any and all auras. This could be the aura of their slugged teammate, a generator someone has kicked with "Trail of Torment" equipped, or even any auras with their own perks they've equipped.
In terms of this add-on- Kerosene Can is I believe the one- it will inflict the "Blindness" status effect for 30 seconds. This means that for 30 seconds after intoxicating a survivor, they will be unable to see any and all auras.
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@Marihel said:
https://forum.deadbydaylight.com/en/discussion/comment/2786043#Comment_2786043
Second update is for the missing cells though.
i am incredibly stupid :)
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For anyone who doesn't use Twitter, here's the
twoone updateswe got from there today: -
I'm so, so glad Patrick swatted this idea down when it came up during the QnA
I hate to tell you, but that isn't what happened. Patrick was asked if there were any plans to make Decisive Strike or Borrowed Time basekit.
His exact words, intentionally repeated twice over in the same way, even when prompted otherwise, were:
"There are no plans to make Decisive Strike basekit."
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@LoopDLoops said:
https://forum.deadbydaylight.com/en/discussion/comment/2770209#Comment_2770209
I reached out to support a few days ago and they said since death garden was removed from steam so was the mask? Hope that one was a bad joke but in all seriousness i was told basically no information and the ticket was closed before i could give a response. Meanwhile several people still have the mask. I've had the thing since the DG alpha dropped so are we expected to be okay with that?
It's a bug, as was just said in the thread. I own Deathgarden + still have the mask in my inventory- if you do not have it, especially while owning the game, it is a bug.
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dbd forums when people have friends
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I know that even while using PT it's still less efficient and technically worse to tag team gens rather than splitting up, but it just... I don't know, it feels cheap and frustrating to deal with. I really dislike the perk and would love the main effect changed (and the blood point bonus kept).
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Best is Stranger Things, easily.
Best currently available imo is Pyramid Head mostly because he's my main and so I'm incredibly biased (but also Cheryl + her skins are really nifty and I'm glad we got them).
Worst would be probably... Pinhead, because NFTs, single character chapter, and uninspired gameplay. Nemesis for still being a console killer and daring to bring along RPD (but I like Jill and Leon and their perks so idk).
While I dislike Badham and think current Freddy is also boring and uninspired, I fear my 2 years spent as an old Freddy main (and maiming him for a further year post-rework until PH released) has made me incredibly biased to never being able to say ANOES is the worst, no matter how much I'd like Badham to be permanently deleted.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2784917#Comment_2784917
I mean the OP wouldn't know it's definitely Claudettes. She could've just been wanting the points for herself.
Oh mb misunderstood I'm dumb π
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@CashelP14 said:
Honestly I find it funny take this game that seriously.
Btw i don't think you know how the envelope works lol
If the owner grabs their own envelope, it's revealed to everyone and another survivor can get it. This means that the owner gets more points overall. So if you waited for claudette to grab hers first then you still would've got been able to get it after. There's no way you would've known it was hers though until she got it.
Either way I wish I could've seen her when this happened π I just love moments like this where someone, by accident, has great comedic timing.
Actually she would, because it glows in a different colour than other people's envelopes and is available to see from the exact second the match begins.
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D strike is so powerful it has an effect when no survivor is using it in the game. Yes it's good.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2783894#Comment_2783894
That is not what the devs say. What you quoted there is from the wiki, that is the wiki's interpretation of what the difficulties most likely mean based on comments the devs made when they introduced that stuff.
Well, my bad. Couldn't access dbd and it was 1am so the wiki was the best I had.
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@GaslightGabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2783063#Comment_2783063
Trapper is easy. A better example would be Billy, who is arguably the second hardest killer after Nurse.
Trapper may be easy to understand the basic concepts of but to play him anywhere near okay-ish you need to have such an in-depth understanding of survivor pathing that I wouldn't say easy.
After all, the devs themselves say "the amount of time and effort that is required to properly learn to play him and use his Power effectively".
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2783054#Comment_2783054
What????
We lost him too?
Damn, Rip my friend π’
It should theoretically be a month and he'll be back.
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Honestly no I wouldn't say so. Some make sense, like Nurse, and others do not, like Trapper.


