GoodBoyKaru
GoodBoyKaru
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- GoodBoyKaru
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I have every teachable unlocked but I still use it because I find the bloodpoints helpful. No skins I want to unlock with shards, so I'm fine with spending them on perks for the points.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1339391#Comment_1339391
I would like to think it would come with the next rank reset which would make the most sense.
Either the next Rest (13th) or next Chapter (16th) would make the most sense to me too
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1339360#Comment_1339360
I hope you're right because more and more of my matches keep looking like this. These days I have to go in with a carefree attitude which is easier said than done with a PVP you game.
I hope they're right with that prediction too- but those were their words, not mine lol.
I mean, technically only three of the words there was theirs, but you get my point.
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Despite the current... predicament, I feel like this still stands perfectly. These people helped shape these forums, and shape this community, and even though many of them may not have the tag anymore, you guys will always hold a special place in all our hearts. You guys are all wonderful- so thank you for helping us out.
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In their words, "Sometime next month".
This was said in May.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1339250#Comment_1339250
If you wanna make them useless, sure, that's a good way to go about it. If you want to make them fair, however, leave them the way they are and have survivors up their game for once.
As much as I agree that making them death-hook only would be a massive nerf, facing someone who camps & tunneles in solo Q with a mori is hardly you just dropping your game. That's like saying "Don't want to be moried? Don't get hooked"- imagine if someon said "Don't want survivors to escape with a key? Don't let them do gens"
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That was me remembering a quote incorrectly, apologies.
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I know you can get banned for using SAM since one of my friends used it for the Evil Incarnate achievement. I don't know if he changed ranks as well, only the EI one, but he got banned.
Honestly good riddance.
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@ayaya The servers currently run at 0fps and will keep running at 0fps because their job isn't to display and play the game. If I'm not mistaken they function as a mid-way point for connections between players, checking data before sending it on to other players. No displays, no framerate.
AFAIK the tick-rate they tlak about is how fast a server performs certain actions each second, such as checking for movement or validating certain actions.
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@ayaya You know Server tick rate and FPS are two completely separate things right?
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In a thread not too long ago, the developers confirmed it isn't an anti-tunnel perk. The community labelled it as such, but that wasn't the original design premise of it.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1336402#Comment_1336402
Way to dodge the original poster's question.
Good job, Behaviour.
He responded to a question he's allowed to answer- many things are either not allowed to be said or just isn't known. Plus he was specifically asked to answer that one question he responded to since he was tagged in it.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1336298#Comment_1336298
If the rescued Survivor is a weak looper, it would make them the best target to go after. The faster the Killer can get someone out of the match, irregardless if they have BT active, the easier time the Killer will have with the rest of the match. It is smarter for the Killer to hit the unhooker and down the unhooked. The unhooker will go and get healed, while the unhooked person will either get slugged, forcing someone else off of gens to pick them up, not have DS and get hooked again or have DS and waste more time. Depending on how many gens are left and which Killer it is, it may be more beneficial for the Killer to get the Survivor to use their DS early on. One of the worst things a Killer can do is to get looped by a Survivor who knows what they're doing. Why should the Killer allow anyone to waste their time?
Your last sentence is just your assumption. Rankings mean nothing and not all Killers think having their time wasted by getting into long chases with healthy Survivors are fun. Killers don't play to provide fun for Survivors, Killers play the game to provide fun for themselves. For many of them, that means killing the opponents as efficiently as possible.
Also, the word you are looking for is "equation".
Ah yes, mock my spelling, really shows your maturity lad.
Is the rescued survivor us a weak looper then sure, go for them. However you'll go through a bt, down em, only for them to ds you and waste more of you time. Even if your chases are short with them that's still ages you're wasting on one survivor when you could pressure another different survivor. Imo it's way more fun as a killer to chase everyone instead of one survivor over and over but play how you want.
Yes, it depends on the scenario, but unfortunately you're less likely to waste time by chasing someone who's unhooked someone instead of who's been unhooked. Yeah, you hit the healthy survivor so they heal and you chase the unhooked so you down them. Or you chase someone with the same amount of health states, will likely have taken a hit through rescuing so will be an easy down, let the unhooked go and heal because they're already injured, and the added bonus is it being more fun for everyone involved, at least imo. If you have fun by playing as efficiently as possible, go for it.
But in a lot of scenarios it's better to chase the unhooker than the unhooked.
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I would honestly say yes.
Not because of the fear of it on one person means you have to be afraid of all survivors stabbing you after 59 seconds, but also because of how much it breaks your momentum. You could be snowballing to hell and back but one ds and you've lost everything. 3 people can reset while you down the fourth and your map pressure evapourates like mercury when it's thrown into the sun.
It needs some QOL changes to make it feel better for killers (sis if you were unhooked 59 seconds ago, I've hooked 3 people since, and you still ds me you can bet I'll be pissed) but I wouldn't say it needs a complete and utter nerf. It doesn't need to be like it was when it was first released (that 3 second stun was pathetic) and I'm glad it's no longer a literal get out of jail free card because you got outplayed in a chase. It rarely gets used against me since I try and avoid unhooked survivors like the plague (pun not intended), so I can't comment on how effective it is when you're hit by 4 in a match (I'd assume that's just a loss for you by that point, or you're so far ahead losing is liteterally impossible).
Basically it's the strongest survivor perk in the game, but don't nerf it into the ground, just some QOL changes to make it feel nicer to face.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1336271#Comment_1336271
You have yet to provide any rational reason for a Killer to not down the easy target other than "its not fun" for the Survivor. Why should a Killer play to make the game easier for their opponents? The onus is on the Survivors to get better at the game and make themselves a less desirable target as possible for the Killer by learning how to loop for longer and running the proper perks to aid in that endeavor. It is not the responsibility of the Killer to make sure you have fun or an easy time during a match.
You trying to insult me by declaring I am a "standard reddit/forum user" only shows that you have nothing intelligent to say.
i mean, with bt in the equasion, you're better off chasing the healthy survivor. both have 2 health states to get through (healthy -> injured and injured -> downed or injured -> deep wounds and deep wounds -> downed). one of those survivors is also likely to have ds, whilst the other isn't. one will either heal, or be one-tap. one will be full health and not need to spend time healing. you apply more pressure chasing the unhooker than the unhooked, unless they purposely take bt hits and prevent you chasing the unhooker, in which case any claims of tunneing are immidiately null and void since they're practically asking for it by doing that.
if bt is in the equasion you're so much better off chasing the unhooker than the unhooked. everyone in the game having fun & getting more bloodpoints, and a better emblem score, is just an added benefit.
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I feel like it not being a hex perk would be cool, but punishing killers for hooking survivors isn't it.
Instead it could be a flat 200% regression across all tiers, which is then active for x/x/x amount of time depending on perk tiers. For example, the perk activates when 3/2/1 generators have been completed, and remains active for the remainder of the trial.
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@CashelP14 said:
A rapid fire AK47u (old cod reference) would put less holes in this than their already is lol
You didn't have to do em like that
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@Peanits said:
https://us.v-cdn.net/6030815/uploads/927/HH691ZWG6DKH.png
We’ve observed a growing Community concern about matchmaking in recent months. Matchmaking wait times have exceeded our targeted limits and we’ve seen rank disparities fluctuate. In this Status Update, we will go in details on factors impacting the matchmaking, our current matchmaking system and our future solutions.
https://us.v-cdn.net/6030815/uploads/793/ZSC8B6CPRDCP.png
Above are the three variable factors in matchmaking, with a fourth being the number of players on each role, with an ideal ratio of 4 survivors for 1 killer at all times. When dealing with matchmaking, we need to decide how much to focus on each of the factors. If we focus on one point, the other points will see some sort of impact. For example, if we focus on time, your matches will likely end up being less fair, and you might get paired with people further away. Dedicated servers have helped us ensure a stable connection, with over 90% of players being put into matches with 150 ping and under. Our goal is to get you into a match as quickly as possible with a good connection, without compromising too much on fairness.
This is a difficult task in a game like Dead by Daylight, where both sides have different objectives and cannot be directly compared to one another. We’ve attempted to address this in the past with the Emblem system, but upon further review, we’ve concluded that rank does not directly correlate to skill. While a player who plays a lot will tend to be better than someone who plays very little, there are also players who are good at the game but don’t play enough to reach the upper ranks.
To help improve with the fairness factor without sacrificing wait times or pings, we will be making two changes. The first is a new system to better reflect a player’s skill level, and the second is a change to the matchmaking system to create fairer matches.
Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes:
- If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose.
- If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose.
This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly.
In the future, we would like to extend this system to support different ratings for each killer, allowing you to practice a new killer without being immediately matched against high skilled players. This may not be included in the initial launch of the feature.
Additionally, to make sure that your matches are as fair as possible, we will be switching over to “batch matchmaking”.
Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times.
The new batch matchmaking will instead pool a larger number of players together, compare their skill levels, and then create the fairest matches possible simultaneously. With a larger pool to pick from, we hope to improve the fairness factor of matchmaking while also keeping pings and wait times low.
The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers.
When this happens, you may notice some disparity in ranks during your matches. This is to be expected as rank will no longer be used for matchmaking purposes at this time. To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being.
We are confident that these changes will allow us to create fairer matches without losing sight of our goals; to get you into a match as soon as possible with a solid connection. We’ll be sure to keep you posted on our progress as we move forward.
Should be releasing this month.
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@The_Bootie_Gorgon said:
well crap...drunk me bought the game on steam 🙄
Well, guess its BBQ time.
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Without much more to go by I can't really comment, but the cast looks really good so far.
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Great bait lol
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BBQ is amazing on him because of his ability to teleport to and interrupt gens. PGTW us godly for that exact same reason. Thrilling tremous is good on him because of his power to also end chases relatively quickly so you'll get somr value from it, but personally I'd suggest using the Surge/Surveillance wombo combo on him unless you need bloodpoints.
My personal build is Surge, Surveillance, PGTW, and STBFL. You'd want at least one perk to help end chases quicker to retain even more pressure, since freddy's best strength is his ability to keep up map pressure everywhere.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1334160#Comment_1334160
Billys existence?
Billy is bugged to hell and back right now. His animations are off, his FOV is different, his cooldowns are strange, his turning is buggered. He's second only to nurse right now.
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I really like your suggestions lol; one extra bullet for slinger sounds like one of my nightmares but it's ultra rare, it's meant to be strong.
A killer I've wanted some add-on changes for is demo-boi, since his ultra rares are pretty bad.
Leprose Lichen currently shows the aura of all injured survivors when travelling the upside down- usually survivors will either be healing against demo so he doesn't get much out of it, or it's very likely that you won't actually be able to get to the injured survivor in time.
I think it'd be cool to have it show all survivors within a certain range of the exit portal- say, 20m. If it's travelling because of BBQ then it can get some extra information as to where they've run off to, or it's just random travelling to a gen you think they're on, you get confirmation if they're hiding nearby or not.
Now, red moss. It's old effect became base-kit and since then it hasn't seen much use. There's no point giving him the undetectable status when he stomps around like the giant who's just had his harp stolen.
Since you're using this add-on to be stealthy, how cool would it be if it just removed the sound of you exiting a portal? No need to screech at the top of your lungs to tell the survivor's what you're doing.
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As someone who's played wraith for ages, as cool as this bug is, at the end of the day it's a bug. Just like PH's insta-down or Billy's entire existence right now, it's bugged and that bug should be fixed.
It's cool, don't get me wrong, but it should be fixed.
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This has been brought up in several threads and the devs have confirmed they’re working on recoding how they work, since the current code was made for P2P and now Dedicated. The most recent thread I can think of is one titled “Do killer bugs ever get fixed”.
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Okay so, when you hit the “Play as survivor” optio there should be some silhouettes/shadows with a plus sign on them. Pressing on that sign brings up a list of people on your friends list who also have dbd. You can invite people here who are currently online, and if your friend’s online she should recieve a message where you’ve invited her to your party. From there, if she accepts, you should be able to see her survivor character on your screen too (standing in place of one of the shadows).
From there, just both of you hit ready. This puts you into a random queue together, and the other two spots will be filled with available players- could be another 2 man or 2 solos, and a killer. No special set-up needed,
Unless I’ve misunderstood the entire point of the thread, in which cass I’m sorry.
Good luck mate; I’ll see you out there in the fog.
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@The_Bootie_Gorgon said:
I'm upgrading my pc for another game(last time i upgraded was 2009). I'm considering playing on pc now instead of ps4. I would be starting from scratch though which is the big suck...
i'd wait to purchase on pc to see if cross-progression is implemented. if it is, by all means go for it.
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Yep, I find it fun. It helps me learn totem spawns on maps like lerys, badham, dead dawg saloon, and Hawkins, and it adds a little extra to the game to me.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1332058#Comment_1332058
What has matchmaking to do with prestige rewards? I don't get jt
"For example new matchmaking was announced 6 months ago and its still not here."
I was responding to this part of @BBQnDemogorgon's post.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1332222#Comment_1332222
The bit about the 80% usage was about red rank only.
Fair, that's my bad then. Just checked and you're right, sorry.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1332184#Comment_1332184
https://forum.deadbydaylight.com/en/discussion/comment/1332169#Comment_1332169
The problem with those statistics was that they took ALL Ranks into consideration if i remember correctly.
I would really love to see some statistics again but only with the red ranks.Maybe after the MMR change is implemented.
I mean, they did the same for ruin. All ranks were taken into consideration.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1332187#Comment_1332187
To be fair though, Self-Care can still be useful, especially when combined with Botany Knowledge.
Inner Strength is great, but you may only get one chance to use it, depending on how good your team are at cleansing totems. I also run Bond a lot and I can’t even count how many times a survivor has failed a skill check when healing me, only to then run off.
I don’t like having to rely on other people when for the most part, people are gigantic let downs. So I can see why so many people still use Self-Care. The problem isn’t the perk, it’s the way people choose to use it.
I personally wouldn’t sit in the corner of the map healing whilst somebody needs saving from the hook and other people are being chased. As I’d combine it with Iron Will so I can still sneak in. But there’s plenty of moments where you need to be able to take a hit and if you’re entire team are being slugged and you’re injured. You’re screwed.
Like every perk, it has its uses. I don’t use it a lot, in fact I rarely do. But I have a lot of matches where I wish I was running it as it could have turned certain situations completely on their head.
The issue with self care is how long it takes. When healing was 12 seconds and self care 24, it was arguably the second best perk in the game (hi old ds). Now healing is 16, and sloppy exists, that time goes from 24 to 32 (40 with sloppy), and it's just so inefficient. For clarification that is literally half of a generator you could complete.
You may not get to use inner strength but having a chance at an 8 second heal while denying NED is much better than wasting 32 seconds to heal yourself.
If it bothers you being injured and you don't want to rely on others, use medkits. A brown medkit with a yellow +12 charges addon and botany can (I believe) make 2 full heals and have some left over. Even if you don't want to use add-ons, brown medkits have enough for one full heal at double the speed of self care.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1332187#Comment_1332187
I had a match in The Pale Rose that ended in tragedy only because a David won't stop FREAKING SELF CARING AGAINST SLOPPY BUTCHER AND THANATOPHOBIA.
I still escaped, so did the David, but he should not have escaped after sacrificing both Feng and Meg.
I'm so sorry for the braincells you must have lost during that match. He brings shame to the David name- I'm gonna have to use No Mither for weeks to clear this up.
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Agitation would take you further, and you'd do it in a shorter time. However iron grasp, while it may be less time efficient, significantly reduced the likelihood of hitting objects, making it a far better pick for closed maps.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1332169#Comment_1332169
It really is odd how SC is the only perk that is comparable to Ruin despite everyone screaming at the top of their lungs for others to STOP USING IT.
I wish my teammates would listen and just use inner strength or bond instead :(
I would gladly buy everyone I know the ST dlc just so they stop with the damn self caring. Until I know too many people, in which case don't quote me on this.
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Claudette Morel - She's the medic of the team, able to keep everyone alive and healthy and save from hooks. Plus her natural camouflage means she can hide in plane sight near the hooks.
David King - He's protective of his few friends by nature, and so he wouldn't leave people behind. He's likely to take aggro and keep aggro when someone is being chased. Also, he can take off his shirt.
Dwight Fairfield - He's a leader, and so he'd help co-ordinate everyone better. He'd be in charge of instructing us and then secondly he'd be in charge of helping do gens/totems.
Then me, the gen/totem rusher.
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@Rivyn said:
Remember, one of the reasons Ruin was nerfed was due to overuse. Can we do the same for Survivor perks, since the above builds are the norm?
According to the devs during their last stats (which I agree was a while ago), self-care is the only survivor perk comparable to ruin in terms of usage. If you want to nerf self care more, be my guest.
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@YeahBuddy_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1331439#Comment_1331439
Have you played Dbd on console?
I own it on the switch and play it on there, indeed. I prefer it since the fps is better than my current pc, just a shame there's no KB/M support because joy-con drift kills me inside.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1331467#Comment_1331467
Are you seriously suggesting jrm if you want to learn looping?
I love his videos but he memes wayyy too much instead of looping optimally
I'd suggest ayrun instead if your trying to learn looping
Yeah, I don't know why but I've actually learned more from JRM than Ayrun lmao. It's really odd.
Yeah, op, Ayrun's also a really good survivor like nancymain said here, give him a shot too if you want
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1331484#Comment_1331484
Not necessary as survivor.
It helps eliminate bias and you learn how to play survivor whilst playing killer. Not necessary but a very good idea to help new players learn faster.
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@yukairi said:
it's always been two weeks after the release on the ptb, so the 9th will be two weeks
Except remember with the mid-chapter where it was 3 weeks? Me too.
And remember back when then 2.0.0 update took a literal month and a half to release on console? Whole lot longer than 2 weeks lmao
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1331554#Comment_1331554
That's the new matchmaking system, not prestige rewards.
@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1331554#Comment_1331554
Oh I thought you were talking about the prestige rewards
You know that would be why I quoted the guy talking about matchmaking huh?
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1331440#Comment_1331440
Can you link that confirm pls?
I’m on my iPad but the segment starts at around 40:10- I can’t get a special link because of a lack of internet rn making skipping throuh very painful, and also because I ain’t on pc.
https://youtu.be/1rN5bwyF7yoThere’s the stream.
Also to note at about 40:40 they say the MMR algorithm has been showing “good results”.
And at 40:55 he says “It will be ready for release this upcoming month”. Since this was said in May we can assume he means June, this month.
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@LegionOfDumb said:
https://forum.deadbydaylight.com/en/discussion/comment/1331070#Comment_1331070
Trying to solve politics you don't agree with by forcing more politics you do agree with NEVER. WORKS. Thats just an excuse for the people you deem toxic to act even more toxic because now they think you're afraid of them and they're getting the attention they're so desperate to acquire from you. Then it adds the problem of alienating people who specifically go to media (in this case the game) as a source of escapism from political discourse. Ignoring them isn't fun or easy, but it's more effective than anyone will give it credit for.
Also alt accounts exist so... banned forever doesn't last as long as you think it does.
I mean, having gay characters and forcing politics down people's throats are two different things you know? Just because someone's gay doesn't mean their existence is a statement; LGBT/minorities do actually exist in real life.
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Learning to loop sooner rather than later is important. Looping is the act of running around structures several times to create distance and waste time. This game is all about time management and the more you waste, the better it is. Creators like The JRM (youtube), Usyllis (youtube), and Ardetha (when he plays survivor- youtube).
Don't be afraid all the time- it's okay to be scared when the killer's near you, and go into hiding, but don't be terrified when they're on the other side of the map hooking your buddy.
Skillchecks- the sooner you learn to hit them the better, tbh. Not much there except practice- perks like Decisive Strike (unlocked from Laurie Strode at level 40) help you hit difficult skillchecks more easily (since they give you skillchecks).
Rushed actions- Holding sprint (on PC it's shift by default and controller I think it's left trigger but I might be wrong, I've rebount most of my switch controls lmao) whilst jumping into a locker ot vaulting a window makes it a 'rushed action'. These are faster than normal but also show the killer your location, so only use it when you're in chase.
Mindgames- like a lot of other games, if you can get inside your opponents head in a chase you're gonna excell. This is definitely a more advanced skill, so don't worry about it, but one guy who's pretty good at them is TrU3ta1ent (youtube), some of his survivor gameplay is pretty educational. I'd give him a watch if you could too.
Gameplay guides- now I don't promise any level of quality, but right now there's a competiton going on to design a guide for beginners to the game. It can be found on the forums here, and if you have some time where you're not in a youtube mood, reading through some of these could be useful.
Finally, play killer- I know, counter intuitive. You wanna learn to play survivor so you play killer? It's a surprise but it does work a lot of the time- you start to read what the survivors are going to do, and then you start applying it to your own gameplay as survivor. It works like a charm.
Good luck mate, and I'll see you out there in the fog.
Also, welcome to survivor (unless this isn't for you, in which case oops).
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ew imagine playing wraith and winning, what a loser
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@LordGlint said:
Be my luck, the game would make me play Burgerking Myers
BK Myers with Furtive Chase, Lightborne, Iron Maiden, and Hangman's Trick
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1331400#Comment_1331400
Yeah they likely won't. When they say something is coming its usually very far away.
For example new matchmaking was announced 6 months ago and its still not here.
good news is they confirmed it's arrival this month
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hey remember that "optimize consoles" twitter account? that the dbd twitter responded to and said they're always trying to improve it? fun times.
please upload all optimisation related here (https://forum.deadbydaylight.com/en/categories/optimization) in as much detail as possible, including specs, steps for reproduction, and the exact issues. for example, saying "fps bad" doesn't help at all, whilst "i play on the PS4 and whenever bloodlust activates in a chase the screen froze. i was playing on Grim Pantry with Doctor, and it happened just as I began to swing".