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GoodBoyKaru

GoodBoyKaru

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GoodBoyKaru
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  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717581#Comment_2717581

    Wait what? 😱

    Sluzzy making sense now? 😲😲😲

    Is the apocalypse tomorrow? 😬

    This isn't even the first time, either

    image.png


  • @I_am_Negan said:

    I guess body blocking wasn't a problem in this match?😂

    Oh my god 💀

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717506#Comment_2717506

    Oh well, fortunately they just brought it to everyone's attention in a thread that already has a mod in it.

    yeah rip our comments

  • @Mandy said:

    https://youtu.be/Pz7f_WPutq8?t=5220 I'll just leave this here.

    And just in case you don't have the time to watch the clip, here's it summarised in text form too!

    image.png

    (anything to plug these posts more)

  • When a new Rift opens, usually with each "Mid-Chapter Patch", the relevant characters (ie. the characters included in the related Tome) are usually on a 50% sale for 250 Auric Cells each.

  • You mean this?

    image.png

    The effect of the perk used to come with the downside of being easier to blind, ie. it would take less time. That was patched out- it has nothing to do with angles of being blinded, which is entirely linked to FOV.

  • @AngyKiller said:

    Honestly; if voice comms are not a game-changer, as the devs have stated in the past. And if they encourage using voice comms; They should add always-on proximity voice in DBD.

    It's, literally, the only way to balance the game for voice communication. If Survivors are talking to each-other; the Killer can hear them if he's nearby. Even if they use discord to get around the 'proximity' effect.

    Heck, at that point, they can start punishing people for using Discord, as the Killer can report them if he hears a Survivor say 'He's heading your way' to a teammate clearly across the map (and thus too far away to hear his friend in-game).

    Heck, if the devs really wanted to un-break how utterly broken voice chat is; they could probably make a deal with Discord, so running both at the same time still only allows a person to be heard locally in-game.

    And, of course, add mute functions. So if someone's being a screamer, breathing heavily into their mic, or blaring music; they can be muted. And them doing that just makes them easier for the Killer to find.

    Of course, I fully expect Survivors to claim this is not needed, as it completely balances voice-chat, which is the single largest, broken thing they have in the game. And they will do whatever they can to never give up this utterly game-breaking advantage.

    Me, receiving abuse for not talking in-game because of crippling social anxiety and being punished for using Discord to talk to my friends instead:

    20211108_160716.jpg


  • @RainehDaze said:

    Curious if you have much experience with third person action-RPG stuff before trying Survivor, given the control complaints? Killers using modern FPS controls might just be familiarity speaking, there.

    I think Survivor controls something like those, at least. My memory is hazy as it was only the tutorial. <_>

    Survivor plays like most third person games (ie. Plants vs Zombies Garden Warfare, RE2make/RE3make, Ni No Kuni, etc)- your movement inputs are directly related to your exact camera position.

    You hold S while looking behind you and you'll move in the same direction as holding W while looking ahead of you. You have your camera angled wrong, you'll collide with a wall. That sort of stuff.

    Not to knock OP's points or anything- I agree with most of them- but yeah that's how survivor movement works

  • It's 3 regression perks which heavily compliment each other, and one other perk to help the other 3 function, you have to mess up very badly or be facing one of the true GodSquad teams to not at least 2k honestly.

  • Combine weird animations with latency and you get this

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715884#Comment_2715884

    Didn’t Mandy state that the decision was made to not confuse players that don’t have the chapter? It’s us vets that will have to get used to this now, but for them there would be names that are mentioned by players that can’t be found anywhere in-game.

    If we want to be specific to what Mandy said, she said the decision was made to change the names regardless of when you purchased the chapter to avoid confusion between having two sets of perks do the same things with different names for newer players, not that they were originally changed to prevent confusion.

    I've already had this exact argument with Pulsar and don't want to repeat it; legal issues are behind the first name change (or that's our best guess), and the decision to merge the perk names and icons is to avoid confusion with newer players.

    Edit: Here's her comment

    image.png

    "It was already causing confusion for players, both new and old. So we made the decision to stick to one name for the perks, which is the new generic names."

    If the aim was nothing but avoiding confusion, why would they not revert to the old names, if not for potential or actual legal issues involved?

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715858#Comment_2715858

    Hopefully they learn in the future and include that perk names are just perk names and have no relation to any character, IP, or otherwise.

    Maybe it was a one off with just this contract; without seeing it, we'll never know.

    @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715874#Comment_2715874

    But how is the heck is something like "Better Together" trademarked? I don't ever remember seeing that in the show. Is that a quote from the show or something?

    We haven't seen the contract so we can't say for certain, but it's likely that it was included that the Stranger Things chapter would come with perk names pre-agreed with Netflix, while the gameplay side of them is left to BHVR Interactive- there was a stream on how licenses work one time, you can find Fibi's summary of it here:

    @Fibijean said:

    Surprisingly, no one else has made a post like this yet that I've seen, so even though it wasn't a Q&A, here's mine for anyone who missed it, saw it but forgot, or couldn't understand what was said.

    As always, please bear in mind that this is official information, unofficially worded. While I naturally did my best to be as true to what was said on stream as possible, these are my words, not the developers', so don't read too far into the way anything is worded, unless it is in quotation marks " " in which case it is a direct quote from the stream.

    If you want to watch the stream for yourself, you can do so here:

    https://www.twitch.tv/videos/771212558

    Featured on this stream were:

    @not_Queen - Lead Community Manager

    @mcote (Mathieu Cote) - Game Director, Not A Lawyer

    Justin Banks - Product Manager

    Opening Announcements

    • Artwork, Cosplay and Decoration Halloween Contests are open right now. Due to a shipping issue regarding pricing, there has been a change to the rules, so make sure you check those before entering the contest(s).
    • Keep an eye out for some “special stuff” posted on DBD’s social media in the near future.

    Licensing Q&A

    with Mathieu Cote (not a lawyer)

    While Mathieu did his best to be as transparent about the process as possible, there are a lot of confidentiality issues involved with this topic so some discretion on his part was necessary.

    Who contacts who?

    It depends on the license. In some cases, the developers have a “wishlist” of licenses they would like to have in the game, so they reach out to the license owners to discuss it. There are a lot of different ways to go about obtaining the rights for a character, and may involve discussions with character agencies, movie or television studios, or individual creators or authors.

    While the developers often reach out to license owners themselves, as Dead by Daylight has grown and become more well-known over the years, it has gone from being a “showcase” to help get license holders on board to what has apparently been described as the “hall of fame of horror”. Increasingly, therefore, owners of “very important and exciting” licenses get in contact with BHVR to discuss the possibility of having their characters in the game.

    What kind of things do you have to agree on? Who decides character appearances or perks?

    Again, it’s different for each license, but the owners always have the opportunity to approve designs throughout the process. The developers explain the concepts of physical interaction, hitting and hooking survivors etc. early in the process so the license holder understands the design limitations they are working with. Some aesthetic elements, like how the killer moves, are flexible to some extent in a way that mechanical interactions are not.

    There are usually some rules governing character appearance, and some license holders are more flexible than others when it comes to the creation of new cosmetics that may not exist in the original license. This is easier for survivors than killers, who tend to have a single, iconic ‘look’ that defines them, such as Freddy’s striped sweater.

    Speaking of looks, why didn’t Quentin’s face get changed after the original actor said he was okay with the game using his likeness?

    It’s difficult to answer this question with regard to Quentin specifically because there are so many confidential discussions that can’t be talked about, but speaking in a more general sense, the rights to a character, their face and their likeness are all separate, and not always owned by the same people. Every license is different in this regard, so in some cases (Laurie Strode, for example) the license holder the developers are in contact with may have the rights to the characters but not to the actors’ likenesses, so the developers may be allowed to create a face that fits the character or is “reminiscent” of the original, but not to recreate the face of the actor who portrayed that character. Sometimes this is negotiable, or sometimes the license holder (not the actor) may own the rights to the character’s likeness (it is possible for an actor to ‘not own their own face’ in the context of them portraying someone else’s character).

    Do the license holders have any say in the characters’ mechanics or their perks?

    Some license holders, particularly with movies and especially with older movies, may not be as “savvy” when it comes to video games. In these cases, it is often enough for the developers to describe the “intention” behind how the character is being implemented in the game – what they do, how they make the player feel, etc. in a narrative sense, to reassure the license holder that the character is being represented appropriately. In other cases, the license holder may understand more or want to have more creative input, which they are welcome to do, but most of the time the design of gameplay mechanics is left largely up to the developers.

    Do licenses expire or run out, and what does that mean for players?

    Yes. Pretty much all contracts have some form of expiration built into them. The agreements between BHVR and license holders tend to have a duration, be it a long one or a shorter one that needs to be renewed regularly. It is possible that a license holder may suddenly lose the license, which can cause difficulties with the game (as in the case of Friday the 13th). If this happens, any licensing agreement the developers might have with those license holders becomes “frozen” until the case is resolved.

    How do licensed cosmetics work?

    During initial negotiations, the developers inform the license holders that they would like to include different outfits for the characters. If the character already has alternate outfits in the original license, that serves as a good starting point, but if they don’t (as in the case of the Demogorgon), the developers might work with the license holders to create acceptable cosmetics. Sometimes, the license holder may be completely opposed to this, and if that’s the case the developers have to respect that decision.

    There are a lot of players who request different cosmetics for characters, sometimes from different properties in a franchise, and it is important to understand that these licenses are all different and may not be owned by the same people, so it’s not always possible for the developers to meet those requests.

    Over time, the developers have learned the most important things that they need to ask or discuss during licensing negotiations. When discussing cosmetics, for example, they try to explain what the license holder stands to gain by allowing different outfits for the characters to be available in-game, which is something that they didn’t always talk about in the past (although when the first licenses were obtained for the game, the Store didn’t even exist yet).

    Are licensed killers or perks harder to balance? Is the approval of the license holders needed to rebalance mechanics after the chapter’s initial release?

    Whenever they make changes to licensed characters, the developers consult the license holders. Gameplay mechanics are generally owned by the developers and therefore under their control, but even so they will inform the license holders whenever something is changed just to keep them updated. Changes to things like flavour text for add-ons, however, do need to be approved by the license holders, which can sometimes cause delays in getting a patch released.

    The fact that killers are never pitted against each other in-game makes discussing gameplay mechanics with license holders easier, since the developers are free to create unique powers without having to negotiate their relative strength in relation to other characters with the license holders – either by promising that a particular character will be the strongest in the game or telling the license holder that the character is terrible as grounds for a buff.

    When a new chapter is being developed, is there ongoing communication with the license holders? How does that work?

    At the beginning of the process, before production actually starts, there is a lot of discussion going on. Typically, a few of the designers and artists might sit down with the license holders to look at any reference images they may have available to help recreate the character’s original appearance and exchange ideas about how the character might be implemented into the game. This discussion is important not only for development but for establishing trust with the license holders moving forward.

    Why was _____ not added to the game? Does spamming the developers on social media help to make this happen?

    As much as they would like to say “No, stop doing it!” the truth is it does help sometimes, because it can help to generate interest and awareness of the game with the license holders. So it might have a positive impact in some cases. That being said, spam isn’t really useful. Any horror character, or even horror-related character, that fans of the game may want to see introduced, has definitely been discussed internally by the developers at some point, even very obscure stuff that not everyone may have heard of. And if someone on their social media mentions something strange that they haven’t heard of, they look it up and check it out.

    The thing to be aware of is that Dead by Daylight only gets about four chapters a year, half of which they try to ensure are original, leaving a maximum of two licensed chapters per year, so adding “fifty different licenses” isn’t something they are able or willing to do, meaning that they have to pick and choose. There are still some great licenses that they want to bring to the game in the future, but when that happens they want it to be a surprise for the players, the way that Silent Hill was.

    Why did you nerf Pyramid Head’s butt?

    This was already discussed in this article, but the official stance is that Pyramid Head’s butt wasn’t touched. However, his clothing was adjusted, which goes to show “the true power of clothing that fits you well”.

    Why can’t the developers give out public information during negotiations with license holders?

    Licensing negotiations tend to be quite delicate, and any outside influence from fans can cause unneeded complications. For example, the developers might publicly that they were in negotiations with license holders about bringing Garfield to Dead by Daylight, but are still unsure about whether it’s going to go through or not because discussions are still ongoing. If fans were to respond negatively, saying that they hate Garfield and don’t want him in the game, that would make negotiations with the license holders more complicated and difficult. Also, as a general rule, it’s best to keep legal conversations private before any contracts get signed.

    Most importantly, if the developers were to announce an upcoming license while it was still being negotiated, and the negotiations ended up falling through and it didn’t happen, there would be a lot of disappointed players, which is why the developers tend to only announce upcoming features of any kind once they are certain that they can deliver on that promise. Plus, if it were announced in advance, there would be no place for teasers or dramatic chapter reveals which the marketing team like to do for upcoming chapters.

    If you [Mathieu Cote] were to add one chapter to the game from any license you want, what would it be?

    Mathieu gets asked this question regularly, and his answer is always the Cenobite from Hellraiser, because he thinks that the “quiet elegance” of the characters’ aesthetic would fit well in Dead by Daylight. However, there are a lot of licenses he would like to see. Leslie Nielsen’s Dracula: Dead and Loving It is another, but he doesn’t think it would be an “exact fit” for Dead by Daylight. That said, Mathieu is also a big fan of the original chapters, and mentioned that the concept for the newest one in development is “so ######### cool, it's crazy”.

    Archives and the Eternal Blight event

    with Justin Banks

    • Some of the event content this year will again be in The Archives. Last year, the story of The Blight was continued through lore entries attached to challenges in Tome I, and this year they will be doing the same thing to bring a conclusion to the story.
    • Tome challenges will spawn plants in the matches, reminiscent of the Pustula plants from the Hallowed Blight event in 2018, which survivors can interact with, while killers will be given challenges to play as The Blight. All of these challenges will unlock lore entries for “Doors Unknown”, the final chapter in the Blight “saga”. This is the first time that they have introduced a Tome challenge which spawns items in the map, and they are looking forward to what else they might be able to do with this concept in future Archives.
    • The Tome V Collection will also contain all lore entries and cinematics from the original Hallowed Blight event, as these were not previously accessible within the game in the way that the Withering Blight lore is and the Eternal Blight lore will be. This way, players can explore the entire story of the character originally known as The Alchemist, now The Blight, and his “descent into madness”.
    • There will be an event-themed outfit for David King in the paid track of The Rift, and the charms granted for completing levels in the Tome will be themed around a growing Pustula plant.
    • For the first time this year, there will not only be an event charm available as a login reward, but also three which can be obtained by keeping an eye on the game’s official social media channels.
    • The traditional Halloween event items (medkits and flashlights) will also be returning, along with new add-ons for both, and the first universal killer add-on, the Blighted Serum, which allows the killer to do a quick Blight-like dash after hooking a survivor.
    • Pustula Petal offerings will once again be playable to spawn event-themed generators and hooks, which can be interacted with for bonus bloodpoints.
    • In the past, they have had event-themed Halloween lobbies, but since The Blight’s themed lobby was already drawing on the Blight event aesthetic, it will remain with the addition of pumpkins and other Halloween-themed decor.
    • There will be more ‘blighted’ outfits like those released for previous Halloween events, but these will be revealed at a later date.

    All of this will be coming with the Halloween event later in the month.

    So, yeah- the speculation is that it was stipulated in the contract that the names of the perks would be "Better Together", "Cameraderie", "Mindbreaker", etc. and so when the licence was lost these perks would have to be "frozen", with no further changes allowed to these perks. However, the perks "Situational Awareness", "Kinship", and "Fearmonger" have no such legal ties bound to them, and so changes can be made to them. Even if it wasn't in the contract, it avoids further legal issues in the future and prevents Netflix from suing BHVR for changing what is meant to be frozen- even if BHVR won the lawsuit, negative publicity would drive other licence holders away as well as being very costly in time and money.

    Changing the perk names was the best case scenario- even if they didn't have to it ensures that any possible further legal complications are avoided.

  • Legal issues. Welcome to contract law

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715326#Comment_2715326

    Small correction

    Mangled + Pentimento = 1-(0.7*0.8) = 0.44 = 44% slowdown

    16 charges / (1-0.44) = 16/0.56 = 28.57 seconds.

    Stacking multiplicative (i hate this word too) is to ensure you can't reach zero and will be less then stacking additively

    Very fun indeed

    In my defence I did that at 3am so the fact I was able to multiply 0.7 by 0.8 is impressive enough to me

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715320#Comment_2715320

    Yeah I understand what you're saying, I've seen many people try it for the first time just to spend the whole time basically dead on the floor.

    I hope some of those things will get addressed with extending matchmaking.

    I also heard that you aren't really meant to necessarily "Loop" in that game. Which I couldn't tell based off the people I watched since it was mostly killer.

    I have a theory that the people who claim DBD is a massive "bully" simulator and want to move to VHS are going to get a huge wake up call. Since right now it seems like the strategy in that game is literally to gang up on the killer.

    Can confirm stealth is very key in that game. I tried, I did very well all things considering, but even when I was succeeding the only bit that was even slightly fun for me was successfully banishing a monster - not even managing to hide correctly made me smile.

    Unlike my bf who loves being stealthy and hates interaction, I love interaction and hate being stealthy.

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714485#Comment_2714485

    but but but whyyy

    doesn’t seem too toxic or anything, jus imo

    i believe you but simply don’t believe you Karu; you must do a vid on your YouTube so we can vibe your disgruntlement with you 🤷🏼‍♀️ ...annd I jus love that game n wanna see you play it☺️

    Oh I already uninstalled and gave my account to my bf 🧍

    I couldnt learn and the way the game is set up means you make mistakes you're prevented from playing. Just wasn't fun facing 15 Level 70+ Dollmaster players in a row.

  • Stacks multiplicatively (is that a word?)

    Action speed (seconds) = total charges for an action / charges inputted per second.


    Mangled = 20% slowdown

    16 charges / (1-0.2) = 16/0.8 = 20 seconds.


    Pentimento 2nd stack = 30% slowdown

    16 charges / (1-0.3) = 16/0.7 = 22.86 seconds.


    Mangled + Pentimento = 0.7*0.8 = 0.56 = 56% slowdown

    16 charges / (1-0.56) = 16/0.44 = 36.36 seconds.


    DBD maths is fun

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714931#Comment_2714931

    I still see we're gonna live forever as someone throwing trash.

    Makes sense because I am ✨garbage✨

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714485#Comment_2714485

    Why do you despise VHS btw? 😀 I've been waiting for my key for a while, and so far I like what I see (so far).

    Not that I am in the market to replace DBD or anything, but just thinking about adding it to my list of games rotation.

    You make a mistake, you're prevented from playing the game. I got into the beta like 3 days ago and gave my account away to my bf after a day because I couldn't physically play the game to learn it. There's nothing fun about being effectively AFK, as both teen and monster, for the majority of the match. There's nothing fun about facing very good players having sub-5 hours of playtime. Wasn't fun the first game, wasn't fun the 20th.

    It isn't a fun experience without matchmaking and with a small player pool, particularly due to staggered entry. I didn't really care for it, my bf was the one really excited, and so now I just hate it. Plus it made some... Really terrible thoughts a whole lot worse, and through forcing myself to play to try and enjoy it I almost did something massively regrettable. Once I realised that, immidiately uninstalled.

    Just not my game. I don't like the gameplay loop, it isn't fun bc of no mm and staggered entry, I didn't care in the first place and it has massively adverse affects on mental health (which means this is actually kinda relevant to the thread now again do yay).

    I'll try it again when it goes into EA and has a larger pool with matchmaking. And if I still don't like it my bf and I will have to find a different multiplayer game. But until then for my sake and the sake of others, I'm not touching that game with a 50ft pole.

  • Trapper. Cover guy, simple but memorable design, definitely the more iconic of the two in terms of public recognition.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/301715/stop-saying-that-if-dh-is-nerfed-sb-it-will-be-worse-for-killers

    I'm fine with SB. It's strong, but manageable.

    https://forum.deadbydaylight.com/en/discussion/comment/2714947#Comment_2714947

    I'd say that this would be true before the validation 'fix'. Now the constant fake hits and the times where it futzes with your power and stops you from breaking a pallet that you should have make DH way more frustrating when you are against someone that knows how to time it. A lot of the time, it's basically a third health state.

    Damn it's almost like "imho" means "in my honest opinion" and to me in my experience even with validation it's more tolerable to have that happen and remain in a chase than it is to just never start a chase.

  • Dead Hard extends chases. Sprint Burst prevents the killer even starting them.

    They're equal in strength, but imho SB is far more annoying.

  • It took me 3 years to figure it out if it's any consolation.

  • some of you are into some weird things

  • Honestly I'd be down for this change, stops me having to grind out T3 BBQ for 231 Bloodwebs

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714500#Comment_2714500

    so….ur trying to say, people

    use DH to make it a bit easier or killers ?

    No I'm saying Dead Hard is more fun for survivors to use.

    Dead Hard makes chases longer, and thus more interaction.

    Sprint Burst prevents chases from starting, and thus less interaction.

    They're very similar in strength, however the ability to stop the chase occurring instead of make it longer is imho even more frustrating.

  • If they did that then people would realise how much more annoying it is to deal with Sprint Burst. And how its arguably just as strong when used properly.

  • @Xyvielia said:

    if you do quit DBD, come play VHS for awhile

    it’s kinda refreshing... at least, in these early stages, so far😌

    Wish I shared that sentiment, I despise that game so much right now and couldn't uninstall it quicker.


    @ topic, yes. Quit. Prioritise mental health over a stupid video game you've been playing since launch and so have gotten your moneys worth out of.

  • It should hide any marks spawned after you've begun to phase, with any spawned before acting as normal. So long as you're sure that it was new marks then bug report time, but considering the speed of MDR it's very possible it was something else

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714390#Comment_2714390

    My Steam is in French, but from what I've read from the achievements, you have to down 50 Survivors with crows. And you don't need to own a chapter to see the achievement on Steam. I don't own Leatherface but I have access to his achievements for instance.

    I don't look at achievements without the chapter + when I made the comment I had, again, literally just woken up so I wasn't exactly at my pc

  • Right in my defence I did just wake up I'm a little slow 🏃

    Don't have the chapter, what's the requirement? Down survivors with the crows?

  • @ShinobuSK said:

    Blight is better and way more fun to play, just saying ¯\_(ツ)_/¯

    He makes me motion sick 😔

  • Which achievement/trophy though 🧍

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714102#Comment_2714102

    The contract is sealed.

    I hope you have a good one - from the bottom of my tiny raccoon heart :3

    You too man :)

    Untitled Image


  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713875#Comment_2713875

    Are you into shaved side head? Because David has the same hair style.

    i thought i was well known on these forums for being the #2 David King simp but

  • @CrowVortex said:

    I'm surprised people are getting a lot of value out of i'm all ears tbh, never known a survivor to stand still long enough or directly run into a potd predicted a couple of metres in front of their forward momentum directly after a rushed vault.

    oh i defo get value from it (i dont have many clips saved so please forgive the fact the first one is ancient)

    https://www.youtube.com/watch?v=XJs4rvkppqs&t=296s https://clips.twitch.tv/ConfidentExuberantTapirJonCarnage-q6L8AS35HWXIsgFO


  • merry crisis also from the uk

    image.png


  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713976#Comment_2713976

    Well there are many other Pyramid Head mains out there.

    there's like 12 in total we're almost as rare as twins mains

  • @KerJuice said:

    I haven't seen you Pyramid Heads in forever...

    probably because i barely play the game rn

  • bruno bangnyfe from burn the witch

    cute smile.png

    (artist: kienbiu - 18+ artist)

  • im currently obsessing over fictional men while playing said fictional man in a video game so all in all 8/10, only way it could be improved is with a hug from this fictional man

  • @Brisingr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713762#Comment_2713762

    Yo is there a block button on the forums? Asking for a friend.

    Tragically no you have to deal with me :)

  • @Brisingr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713719#Comment_2713719

    Your comments are so emotionally charged, man. I really don't care to discuss anything with you honestly. Have a good one.

    If you think this is emotionally charged I'd hate for you to have an argument with someone who actually cares... Anyway stan Bruno

    Untitled Image


  • @Brisingr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713705#Comment_2713705

    You're creating an argument with yourself. We're talking about Bubba's ability to facecamp, not whether or not a player chooses to do so.

    You're the one that brought up my MMR bestie I'd reevaluate who created the argument with themselves okay? xx

  • @Brisingr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713687#Comment_2713687

    PHead can only M1 twice or do a sword attack once at a hook--he can't recover from an M1 fast enough to put his sword in the ground and then attack. Thus, he either downs the unhooker, or gets one collateral hit that injures the unhooker and downs the unhooked survivor (if they don't have endurance).

    His recovery for POTD is quicker than a regular normal attack recovery. You can absolutely get both people by just using your power correctly.

    Take it from the Pyramid Head main on what you can do with Pyramid Head against these things.

    @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713687#Comment_2713687

    I believe they are assuming the Unhooker is healthy when he goes for the save

    And he can still counter with more ease than winning a game of guess who vs a blind person, what's your point.

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