GoodBoyKaru
GoodBoyKaru
About
- Username
- GoodBoyKaru
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Comments
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2643790#Comment_2643790
It's the 'stun the killer 4x in one match' that's really a problem. The killer needs to be either incapable of learning or running Enduring/Spirit fury.
If it doesn't say "With a pallet" then perks like DS, head on, and blast mine also work.
Idk if you know or not, just in case not that may help.
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@blue4zion said:
Also wanna come back to complain on why they even changed them. Don't understand, Netflix owns the word Babysitter? Fixated?
WHY
Assuming the contract talked about the perks Babysitter, Fixated, Mindbreaker, etc. To keep them in the game the icons and names had to be changed
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you're welcome :)
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2643988#Comment_2643988
Math....not even once!
It's pretty apparent that you're both playing different games, given their reply.
It would seem so. I guess in the meta of holding W and pre-dropping pallets, making as much distance as you can, survivors will stand at the corners of loops? Like ######### trade games and give me looping back
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No worries :)
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Don't worry guys
Demo has transcended the rules of the game
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2643424#Comment_2643424
It's literally countered by walking for 5 seconds.
Which is 5 seconds they're walking at 2.26m/s, covering a total of 11.3m instead of the usual 20 (a difference of 8.7m). For reference, in those 5 seconds, the killer will be moving at 4.4m/s or 4.6m/s, allowing them to cover 22m or 23m respectively. While this doesn't sound like much, it will enable a killer to catch up a lot faster, assuming both sides do nothing but hold forward and the survivors leave the generator as soon as they hear the heartbeat.
In a game where every second counts, 5 seconds of moving at half speed every time you're chased off of a generator, particularly with Hex:Ruin active (near the start of the game, usually), is very beneficial to getting early game pressure.
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Babysitter -> Guardian
Cameraderie -> Kinship
Second Wind -> Renewal
Better Together -> Situational Awareness
Fixated -> Self-Aware
Inner Strength -> Inner Healing
Surge -> Jolt
Cruel Limits -> Claustrophobia
Mindbreaker -> Fearmonger
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2643872#Comment_2643872
The important part is that you believe that
Love that for you x
https://us.v-cdn.net/6030815/uploads/QG22II2BYCD6/2678f156-2055-4082-ad9e-45ebfe860383.gif
Whatever helps you sleep at night x
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2643865#Comment_2643865
Then it’s a good job I said outplayed and not outsurvived
https://us.v-cdn.net/6030815/uploads/N7ADCAE4EUGI/d6adbc42-e50d-4c70-bf74-76e33b8b2f09.gif
Nah bestie we outgamered you on all levels except spiritual
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2643659#Comment_2643659
I outplayed you and your SWF, so no forgiveness needed.
https://us.v-cdn.net/6030815/uploads/41I53BE2RZS2/8947e0ed-3758-4169-b458-91c04157fdb1.gif
We all survived though
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2643820#Comment_2643820
I'd be reluctant to do the former because BHVR have a tendency to drag their feet when it comes to stuff like the latter. I'd worry that you'd be completely gutting hexplay with the faint hope of hexplay being buffed in the distant future. If these were going to happen, they'd have to happen together. And that doesn't feel likely.
As things stand, some maps can spawn your totem on a hill directly in front of a survivor spawn and next to a gen. These are things that have never been fixed and thus likely won't be. Which is a sad trend (see: Haddonfield House of Pain).
If these were going to happen, they'd have to happen together. And that doesn't feel likely.
As far as I know, and as far as I've seen, this is exactly how everyone wants it done??
@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2643782#Comment_2643782
I look at it this way. Why are SWF so strong? Communication. How do we close the gap between Solo and SWF? Communication. Should we add in game voice chat or proxy chat? No. Are you bonkers? Last thing we need is some 12 year old telling me about my mom all game.
This would be enough
https://us.v-cdn.net/6030815/uploads/SGZX2A4M9D2X/image.png
An in game quick message system, and to avoid spamming the messages. Make a 10 second cooldown between messages.
An in-game ping system would be ideal, and I'd absolutely love that, but let's also not forget exactly who we're talking about needing to create it here. They'd be more likely to do things relating to existing mechanics than creating new ones imho, especially when the new mechanics aren't related to new DLC.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2643782#Comment_2643782
It's a fair idea. I wouldn't mind some lesser form of Kindred being baseline for solos - but I don't think BHVR would bite on it (they've always been resistant to treating the two differently on a mechanical level).
Totem counter...you mean a numerical indicator or something like Small Game? I find my hexes get cleansed way too often as is, which is why I've moved away from using Ruin almost entirely.
Totem counter...you mean a numerical indicator or something like Small Game? I find my hexes get cleansed way too often as is, which is why I've moved away from using Ruin almost entirely.
Yes, because Totems vs solos and Totems vs SWFs are two almost entirely seperate mechanic. Once they're on an even playing field then you can superbuff Totem spawns and the cleansing/blessing mechanics
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2643751#Comment_2643751
They...can't though.
It would require them buffing both solos and SWFs, as they have been emphatic about not having separate mechanics/balances for both.
This would require a massive buff to killers, and then we'd be back at square #1.
The only way to offset SWF is to ensure they face higher MMR killers at a baseline.
Idk man giving a basekit totem counter (info SWF have for free) as well as deleting blindness and giving a whole lot of aura reading base (so info SWF have for free) would be pretty good
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2643748#Comment_2643748
"Yes because I've suicided on hooks many times. It isn't that difficult."
What have you done my child?
When there's 2 survivors left and you're being facecamped, you suicide to let the last one get hatch? Instead of having them risk it to try and save you when you don't have DS and you know they don't have BT.
Suiciding on hook isn't exclusively suiciding at the start of the match, it's just not struggling until the very end
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2643701#Comment_2643701
Do you know how much time it takes for the two skill check fails? I haven't counted, but at least 10 seconds from the time you hit the struggle phase. You're already hook bombed by then. Plus, I preferred to just enable my struggle macro in the old days. We could at least get more survival BP for hitting the struggle phase skill checks.
Do you know how much time it takes for the two skill check fails?
Yes because I've suicided on hooks many times. It isn't that difficult.
Old struggle was a nightmare for accessibility, broke keyboard and controllers alike, and for me it's honestly ruined my wrists.
We could at least get more survival BP for hitting the struggle phase skill checks.
Agreed, but we could use buffs to survivor BP across the board.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2643695#Comment_2643695
For those, I use the perk where within a certain distance they can see the aura of the generator you are working on and that usually gets them over there and does the trick!
Old better together? Situational Awareness now I think? tried it, nobody wanted to :(
Blast Mine seems to be my best bet for this happening, so that became a staple of my main build lol
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Just tab out and suddenly you can continue to suicide. Two skill checks is all it needs.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/AV2UG5L0TB60/image.png
sadge it's gone from the website
Genuinely crying rn
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Perform co-operative actions. I cannot do those for the life of me, no matter how I play or what perks I use. I absolutely despise these challenges and they're genuinely some of the worst ones they make.
Not as bad as Heroic Virtue, but it's close.
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All hope is not lost, for Nancy Wheeler shall live on through my bad monetary decisions
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Sad noises
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Still haven't forgiven you for that shack pallet drop
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2643424#Comment_2643424
I'm all ears is fun on PH too
Oh my god its his best perk I love it so much
Currently using Corrupt/Pop/Bbq/IAE on him, it's very solid and so much fun!
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I've been saying this for a year, back when it was just Exhaustion, but no apparnetly you need 4x slowdown perks on Nurse and Blight.
I love the perk and use it on high-mobility killers. Used to use it on my main man Pyramid Head too but DH doesn't do much vs him and it really does feel like he needs at least 2 slowdown.
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I genuinely remember the day the DLC released. I was being driven home from my part time job really excited to use the ten quid I'd just earned to purchase it.
I even got Nancy to P350 all perks and play her semi frequently thanks to @Respectfulnancymain daring me to.
It honestly does feel like the end of an era. One of the best chapters in DBD history, and now it'll be gone forever (almost, as far as we know).
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Jake has been yassified oh no
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2643177#Comment_2643177
If I adjust that one brightness setting on my tv at all it looks like radiation pouring on in. And I'm still on Xbox1 as something like 70% of us are. Maybe next year when/if they're more available...
You say that like most nvidia filters don't look like radiation is pouring in
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He's here to tell you not to cry because it's over but smile from the memories
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@JPLongstreet said:
Solution is simple: y'all come on over to console. Never even heard of Steam here.
Y'all don't really need those filters and 60+ frames anyway...
TV settings and next gen consoles be like
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2643139#Comment_2643139
cool stuff!
subscribed now.
Except nothing for half a year then 30 uploads at once
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@M1MASTER said:
If let's say Pig slaps you, do you use your sprint burst to run around a loop and wait, or you hold forward as much as possible and go to the nearest loop when she's getting close to you? That's the exact same thing you do against Doctor, Pyramid, Nemesis whatever.
Funny that you mentioned Billy, because i saw a double engravings main streamer using Brutal Strength because he was starting to get sick of smart survivors pre-dropping pallets in order to not give him a chance to stay in a position where they can get curved.
This idea that survivors suddenly change behaviour based on what killer they're going against is extremely silly. People who want to win don't give a ######### about who they're going against, they just play efficiently and leave.
@GoodBoyKaru Forgot to quote you lol
"If let's say Pig slaps you, do you use your sprint burst to run around a loop and wait, or you hold forward as much as possible and go to the nearest loop when she's getting close to you? That's the exact same thing you do against Doctor, Pyramid, Nemesis whatever. "
Yes, however it's what's after that that changes. You get hit and hold W to another tile. Vs non anti-loop killers, you could then try to greed another tile or stay at that tile and loop it. Vs anti-loop killers you'd just drop the pallet and run to the next tile.
At least from my own experience that's what happens, and is certainly what I do (but I also try to loop anti-loop killers because that's funny to me so idk it my personal playstyle really matters).
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@lauraa said:
It's just asking to get camped out or something.
I dont think it's worth it
Imo I find Scary Terry even harder to find while awake.
Scary Terry? Don't you mean
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@EatYourMomPls said:
Still not working
Screenshots or videos would be really helpful
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The game giving me Hawkins when on my grind for adepts as its way of saying "You're genuinely terrible at using this power, here's a map where you can't so you can actually do something."
I got my adept Billy, Oni, and Blight on that map.
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2642740#Comment_2642740
I really don't understand what anti loop killers have to do with this when holding W is just as effective if not more against M1 killers.
People are just naturally learning to be more efficient in general as the game gets older.
The average survivor of 2021 is much better than the ones in 2016.
Survivors used to use looping as a way of wasting time, allowing for many killers to counter it with mindgames, doubling back, bloodlust, or perks like Enduring, Bamboozle, and Spirit Fury.
With the many, many anti-loop killers in the game survivors have been less and less willing to loop anyone, instead insisting on holding W and pre-dropping pallets, making all killers that don't have mobility suffer. Anti-loop killers have made survivors realise that they could be doing something which has the potential to go wrong for them (looping), or they could be doing something which is almost guaranteed to be safe (holding W and pre-dropping).
Anti-loop killers forced the survivors into discovering, learning, and using the pre-drop plan. That's what they have to do with it. They were told to adapt and adapt they did, hurting every killer outside of Blight, Spirit, Nurse, and Billy in the process (then the devs took out Billy anyway).
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@Whatthebubba said:
https://forum.deadbydaylight.com/en/discussion/comment/2642206#Comment_2642206
Do you even realise how absurd that statement is ? You can't "bait" flashlight saves against survivors that have half a brain. It works against bad to average survivors who have no idea how to save properly, clicky clicky at the exit gates because they abuse SWF to feel like they are good at the game and that i 4k on my freddy with no perks or add ons. Against good survivors who will wait for you to start the animation it is just not possible.It takes 1 second to blind and the pick up animation locks you in for 2 seconds easily. And you won't always have a wall to face, i get blinded at 90 degree at some points even. And if you get that pickup, sometimes you have to make this ######### annoying thing where you have to navigate to the hook while constantly moving your pov to avoid blinds.
Flashlight saves in their current state are too frustrating and too impactful for how little effort they take.
You absolutely can bait flashlight saves vs good people, it's called standing still. And if you really wanna be fancy, perform a swift little 180 turn just before pickup. And if you wanna get so technically advanced, you can do this shocking thing called looking around to see if people are around. Actually move your character to look behind LOS blockers like omg it's a novel concept I know.
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I fail skill checks facing him, though I'm not entirely sure it's on purpose.
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Honestly this feels like the product of years of anti-loop killers biting back. When they first started releasing the anti-loop no mobility killers, survivors complained and were told to just adapt. Then when more were released, survivors complained and were told to just adapt, again.
So they finally adapted and everyone can see how boring it is to play this way, but it's the most effective style of playing so a lot of people will do it, especially because a lot of powers right now seem to follow the philosophy that looping = bad and is then counterbalanced by an inability to actually pressure generators without stacking slowdown on top of slowdown.
It's incredibly frustrating but I can't say I'm shocked. Survivors just finally adapted.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2642206#Comment_2642206
We don't think about it this way because it's how the game works and we've gotten so used to it, but it's really dumb that shining a flashlight at the killer blinds him and make him drop the survivor. But even as an experienced killer, survivors somehow get flashlight saves on you all the time because the game says "Oh, 1% of your face is peering around a corner? Instant blind!" Survivors seriously don't even have to aim it, and when they mistime it or you look up or down or to the side, the game gives it to them anyway.
Honestly with the amount of subtle hackers I'm low-key convinced they just habe a wider flashlight
But even if not, I genuinely agree blinds need to be server side, not survivor Client side, and only work if the survivor is inside the killer's POV. But without any of those changes, if you know you're facing the 4man flashy squad then baiting it should be easy to do and second nature.
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Gonna be honest
This tells me all I need to know on your abilities as killer. If you can't even bait a flashlight save, then I don't expect you to be particularly knowledgeable or good at anything else in the role either.
The new player experience is abysmal, to be fair, with far too much ######### to learn with far too little of a tutorial (trying to teach my brother has taught me that firsthand lol), but the only things making killer a joke right now are hackers and mmr.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2642080#Comment_2642080
How many times do you need to DC to get to 6 hours?
5, 5, 15, 15, 30, hour, hour, 6 hours
from my friends experience (30 and onwards) and mine (up to 15)
about 8
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I'm sorry how much have you been DCing for you to get a 6 hour ban
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Steam? If so, scheduled maintance.
If it was a DDOS you wouldn't be able to connect to the internet. Your router would be overloaded and force itself to restart.
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Some of you never leave general discussions and it shows
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@KeiOrtem said:
Platform: PC
Description: You cant complete "The beast awakens"
play any stealth killer while having beast of pray equipped and the challenge "the beast awakens" selected, try to finish the challenge
all the time
Upvote this bug report if you think it to be a bug + have not done so already.
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@Ryan489x said:
It's not even the right code that's why it's not working.
ciphersalad" doesn't have a U V Z W or a J in it.
It's a cipher...
@Laurie268 said:
How did people find this out? I’m curious
Ceasar cipher iirc.
It's a +18 shift
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@danielmaster87 said:
I don't think they've ever given a reason, but whatever excuse they've got isn't good enough. That button was pure treasure. It's the difference between pressing 1 button, and pressing 3 buttons plus a load time or 2. The survivor/killer button made the game feel so much more polished as well.
They did, actually, on a live qna.
When they integrated SWF into their own game, enabling cross-play, instead of having it done through local friends lists, they changed the way that the pre-queue lobbies functioned. Previously you would have to select "Play as survivor" / "Play as killer" / "Survive with Friends" (hence where the name SWF originated). You'd have to re-invite friends after every game and re-enter a new SWF lobby after every game, and iirc when another friend was in the lobby the button was greyed out, or removed entirely.
When the lobby was changed it enabled people to join you through your friends list at any time (up until recently when they gave the ability to close lobbies). They also condensed both survivor lobbies into just one. To prevent complications, such as another survivor joining and then switching to killer, or you switching as someone else joined (or, I suspect, 83 thousand glitches caused when they revamped the system because the spaghetti was unhappy) the button was removed, with them saying they'd rather it take slightly longer to switch with far less bugs or other issues involved.
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No, they're not. My BF before he quit really didn't like being chased, and much prefered to play the supporting role in the background; doing gens, unhooks, and healing, while everyone else (usually me) got chased, since that's what I find fun. So, while I loved facing Billy due to the chase interaction, he'd hate it because of his mobility and insta-down, and likewise I despise facing Trickster but he didn't mind it because 110% killer with no map mobility but very strong anti-loop.
People will find different things fun to each other, which I accept. However, when a vast majority of feedback is asking for something different to be made- since a lot of the survivor and 50/50 community that are vocal on Twitter, Insta, and the Forums seem to not like the constant slew of anti-loop no mobility killers (since a lot of people that I've seen would agree that Demo, Oni, Wraith, Blight, and old Billy were all better designed power-wise than, say, Trickster, Nemesis, Twins) then I think something should be changed in how they approach power design.
Maps are the issue, not the loops themselves, especially since the anti-loop killer meta has now given way to the even more engaging "Hold W, pre-drop, don't stop, win" meta. And whilst I accept that not everyone likes being chased, so enjoys the anti-loop killers because they have little interaction time, I also believe that a majority of people don't enjoy facing these killers, and at least a large (or vocal) portion of the community does believe chases to be the most fun part of the game.
I'm sorry for rambling on lol








