GoodBoyKaru
GoodBoyKaru
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- GoodBoyKaru
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Honestly I'd say you should give it a go. The game is incredibly fun when you first start, it's tense, scary, and you don't have a clue what you're doing. As you rank up it becomes less of a horror and more of an action game, but its still fun nonetheless.
I'd recommend trying to find some friends, also new, to play with. The game is so much better when played with people you can mess around with, because it just takes the stress off of playing.
If you don't like it from the start, you have about 2 hours before you can no longer refund it.
You'll never know if you don't try, though.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/141282/question-regarding-god-loops-infinites
Why can’t they do something about killers being able to constantly down and kill people? Why is ghost face and legion and trapper so god damn fast? Can we get bigger maps where the gens aren’t crammed together like sardines? How about you recognize these “god loops” and avoid them? Maybe protect gens and acknowledge the fact that those other 4 people in the game with you playing survivor are trying to enjoy the game too. People are going to get caught so why is it you feel they can’t dodge you for long periods of time? How about you leave them alone and pressure gens more? Just a thought.
Okay so I'm convinced you're just an excellent bait account but here we go.
1) Yes how dare the killer kill people what a shocker. Are you serious, man?
2) Ghostface, Leigon, and Trapper all share the same base speed of 115% or 4.6m/s. As well as sharing it between themselves, they share it between most of the cast. Tier 2/3 Myers, Clown, Wraith, Billy, Demogorgon, Doctor, Leatherface, Freddy, Pig, Plague, and Oni. They're the base movement speed, what are you on?
3) No let's not make maps bigger and exemplify the lack of pressure and glaring game flaws currently. How about instead we do what we should be doing and decreasing map size to allow most of the cast to stand a chance, and then adjust survivor accordingly. That sounds much better.
4) Yeah, because when survivors always run to these loops, or when (on Disturbed ward) you need to protect the gen in the Asylumn (the good loop) to have a sustainable 3 gen, its very easy to just abandon chase. Killer is a time crunch and sometimes if you've overcommited you need that down or you lose, then the god loop happens and you've lost anyway.
5) It's not that they shouldn't be able to loop a killer--hell I've managed 5 gen runs before--but this should take skill. Not "Ooga-booga me vault window haha me good". Instead it should take into consideration teamwork, resource management, and how effectively can a survivor loop. Not just "Ha, I've made it to [Insert god loop here]! I have the high ground now!"
6) Yeah just pressure gens by not claiming the best form of map pressure which is gook pressure 5head.
7) I agree moris are a large issue that need to be looked at. But let's go with this analogy: you're completing a science experiment. There are two large issues with your experiment, one with the method and one with the reactants. There being an issue with the reactants doesn't change the issue with the method, they both exist at the same time. Shocker, I know, multiple issues can exist simultaneously. Also, it's "your ignorance" not "you're ignorance".
8) Yeah there are some killers like Freddy and... Well, that's about it, nobody else can effectively deal with God loops. Nurse is bugged but theoretically could still do it but who plays nurse these days. Spirit can't do it because the windows are safe, but she makes up for this at every other loop in the game (spirit is still bs but that's a topic for another time). Billy makes up for it with his insane map travelling ability. Everyone else? Yeah, nah, they're buggered. Good luck playing Myers against someone on a god loop.
And then if youre on a really good map, where people out of position easily get into position, or they sprint burst away, or whatever, then you just don't chase anyone, get no hooks, and lose the game unless it's opposite day.
Play killer, man. And not stridor noed spirit, she doesn't count. Then you'll see how many of your claims pretty much fall apart.
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Unfortunately yeah, as of right now matchmaking is pretty scuffed, but the devs are working on a fix soon. And hey, you killed em all after what, 4 games? One even used a Yamoaka offering (one of the worst in the game for killers); 'grats, man.
Now as someone with around 1.5k hours, here's my trick to having fun:
I go into every match expecting to lose. I use builds I know are fun, killers I like to play, and go in trying my best to make sure everyone has a good time. If I get kills, even better, but honestly people saying nice things in chat like "Hey man, you played really well. Gg" or "Tough map, thanks for not camping us" means so much more to me than getting 4 kills.
Alternatively, as survivor, I do the same. Don't expect to escape, play to have fun instead of win, and if I escape then all the better. I've found the perk "Head On" is the best at doing this. It's so much fun to use even if it's not the best, and it doesn't tilt people too much.
After all, if you have no standards you can't be disappointed.
Also, set your own win conditions. The game doesn't really specify what constitutes a win or a loss, so it's all up to you, be it a 3k or a pip or whatever.
Another thing to look out for is the community. Both sides can be pretty toxic and love the "us vs them" mentality unfortunately. They'll often insult your perks or playstyle. All im going to say is play how you want. People may not like it, and may be more of an ######### back, but play how you want. Use whatever perks you want. Just know not everyone will always be happy (as is to be expected with an online game). Drill that in and you'll have a blast.
Tl;dr- Yeah that's normal, devs are working on a fix. I have fun by expecting to lose and playing for fun, anything else is an added bonus. Set your own win conditions, cause the game has none.
Hope I could help man.
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I like everyone losing their minds over Peanits showing the ironworks change but NotQueen's reply of "Like other map changes" was ignored. Like, guys, more map rework and not just ironworks? Sounds amazing.
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I got it from Coal Tower and Asylumn. As far as I know, 2nd floor of Disturbed ward onto ground, Coal tower onto ground, hills onto ground, and 2nd floor of Chapel onto ground are high enough.
Don't worry, there's another challenge in challenge sets 3 or 4
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@Mister_xD said:
i would rather give them four categories:
1) Chase
2) Tracking
3) Defense
4) Game Slow down
with that System you can sort all the killers quite reliably:
Chasers:
Hillbilly, Nurse, Huntress, Myers (tier 2 and 3), Freddy, Clown, Spirit, Plague (Corrupt Purge), Demogorgon, Oni, Deathslinger
Trackers:
Wraith, Myers (tier 1), Doctor, Freddy (pre rework), Plague (Vile Purge - more specifically the sickness itself), Ghostface
Defenders:
Trapper, Hag, Leatherface
Game Slowers:
Pig, Legion, Freddy (pre rework)
(i included pre rework Freddy to show how killers can switch places and that is is possible for a killer to be in more than one category)
I'd have to disagree there slightly with new freddy, because of the existance of the dream world. This makes survivors fail skillchecks or run to clocks or wake up each other, which slows down the game. If not, then they risk triggering his traps, which also have tracking potential. Not to mention alsepe survivors glow bright white so it's hard to lose them.
I'd say post rework freddy deserves to be in tracking and game slow down too.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1189387#Comment_1189387
You can suck devs ass as long as you want then. So long!
Op: asks question
Dev: responds
Op: Lmao wrong
Someone: no they're right
Op: Lmao keep worshipping the devs
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Okay so here's my view as a freddy main, old and new.
He could be strong. He could be good. But that took so much effort and sweat and addons. He was weak, there's no doubt about that. You had to wait 7 seconds to hit someone, waking up was easy and entirely rng reliant, and if you were awake he posed little to no threat. He had issues with both sides, so he was reworked.
That's why.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1189297#Comment_1189297
"Rank 1 PC EU if that helps, since apparently EU survivors are much sweater than anywhere else."
Are you saying that EU players are a "tight knit" group?
...hehehe...
Get out.
;)
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@Spectre13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1189278#Comment_1189278
It's more common than you think and I've seen my fair share of these toxic SWF groups
Well from my experience it sure doesn't feel like it lmao. I've seen my fair share but nowhere near the amount these forums seem to suggest, hence why I want your survivors for a day to see if it's even true.
Rank 1 PC EU if that helps, since apparently EU survivors are much sweater than anywhere else.
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Congratulations! You, yourself, have just described the EXACT reason this is no longer the case, for killers OR survivors!
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@Spectre13 said:
You just described most of the games that happen now a days. Of course the killer isn't pacifist...they just can't seem to get a hit with all the looping and God windows in a map. Not to mention all the flashlight clicking and tbagging around a pallet drop.
Can you do me a favour and send me your survivors? Like when I play killer I see some of them but to the extent you're describing this it's like you get ironworks/disturbed ward every map, with 4 blendette with flashlights in a swf on comms. Like, I want to know how often you actually face people like this, and how often you play a killer with NO way of dealing with a loop.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1189059#Comment_1189059
mobile version is horrible, I even change it to view as a pc in the browser settings
I'll admit it's far from ideal, but I can't stand the PC view on mobile or ipad (ipad is bugged to hell and it doesn't work on mobile), and op could be like that too.
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@Angelicus23 said:
you literally have the tweet featuring it right here in the forums in the column of the right side
Unless they're on mobile in which case they don't.
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@thecoolguy said:
cause yesterday it was bugged for me
Was it bugged? If it was only calm spirit that wasn't a bug, that was April fools.
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Hackers, if they have your player id, are able to change the servers you're playing on, and can change you to whatever platform they want except for mobile. You don't know its happened to you until you join a game, and there's no way to go back.
It's actually terrifying.
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@Shirokuro said:
https://forum.deadbydaylight.com/en/discussion/comment/1187556#Comment_1187556
I think it's pretty funny. This forum font though...
I thought something had gone horrible wrong in my phone settings and I'm so glad it's just the devs messing.
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@Uistreel said:
If I ever use a mori, it's usually to kill off someone with the most hours. That way their assumed best player is dead right at the beginning
You'd hope at purple ranks 1.5k would be pretty close to top wouldn't you
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@Deadman316 said:
Apologies for my ignorance, would the legacy costume be the shining light looking skins?
Legacy would indeed be the shining lighthouse beacon in bright gold, you're right.
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1186523#Comment_1186523
nah the only post that get attention are the one complaining about things instead of trying to have actual discussions, its a shame but any post like this one is often just passed up on. shame because itd be nice to have reasonable discussions with members of the community but hardly anyone is interested in a fair balance or a discussion without name calling etc.
For what it's worth I just edited my original comment with my own thoughts. I think you should take the advice of @mouse0270 above though; mini threads are often advisable and draw in more people. Plus, you can go into more detail.
And drop the cockiness, it doesn't do you or your ideas a service, and makes other people dislike you from the get-go.
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@Stitch7833 said:
Guess no one had anything to say... guess everyone can just keep complaining and name call each other instead of a reasonable discussion
Alternatively people just didn't see your thread? And those who did didn't want to comment on it? If you want the devs to see it you're much better off posting in Feedback. Also I like how you've commented on a bunch of weak perks, but some of the more popular ones to complain about aren't there, so you can't even say that people just want to keep complaining.
For what it's worth though (didn't put in original comment because I was on my phone and it hates long lists so I moved to my laptop):
Ace in the Hole: It needs more than this. I'd say make it closer to 50/75/100.
Adrenaline: I personally think we just need to remove the health state. They can keep the sprint boost all they like, but the health state is what makes me dislike the perk.
Aftercare: This is how it already works. I'd say to buff it, just don't make your auras be removed upon being hooked.
Alert: I think it just needs to be with the inclusion of breakable walls (if it doesn't already). It's a good solo perk already.
AMN: I think the cooldown needs to somehow be shorter than this still. The perk is so niche that it warrants a cooldown closer to Dance With Me (60/50/40 seconds). Plus, any self-respecting killer will break the safe pallets.
Autodidact: Increase the chances of skillchecks more. Or instead, guarantee 2 skillchecks per healing action (for example one every 6/7/8 seconds since healing takes 16 seconds).
Babysitter: I like your proposed change.
Balanced Landing: The perk is in a weird spot as is right now, and hardly anyone uses it. 60/50/40 seconds of exhaustion are fine to fall in line with most other perk cooldowns.
Better together: I agree, just buff the range.
Boil Over: I like your idea, but I still think it wouldn't be all too useful. They'd have to think of an entirely new effect- perhaps it could increase your wiggle speed by 10/15/20%, up to a maximum of 20% to prevent stacking with breakout.
Bond: Is fine as-is, requires no buffs.
Borrowed time: I actially really like your proposed change here. It would make it significantly less annoying to deal with in endgame, and would prevent the unhooked bodyblocking you when you're trying to chase the unhooker.
Botany: Is fine as is. Serves it's purpose and serves it well.
Breakdown: Should be restored to its previous form of permanently breaking the hook.
Breakout: Is a fun, niche perk, and should stay that way.
Buckle up: I like your change, but I think it should keep its current aura reading (slowly turns white as time progresses) instead of the aura just flashing.
Camaraderie: Doesn't need that many effects; I think it should just stay with the added benefit of survivors within 16m being shown. Or just use kindred.
Dance with me: Is fine as is. Doesn't need the time buff, cooldown should stay the same. Even if the time were to be buffed the cooldown should stay the same.
Dark sence: Serves its purpose and serves it well, doesn't need the change.
Dead hard: Exhaustion should remain in line with all other perks. Bait the swing. It's rarely an issue for me, and killers rarely fall for it twice.
Decisive Strike: No. These changes are practically useless in keeping it's feature as an anti-tunnel perk. DS should just deactivate when another survivor is picked up, hooked, or unhooked.
Deja vu: Should just be to you. Perks rarely provide an aura benefit for other survivors (excluding aftercare and kindred, which still apply a benefit to you).
Deliverance: Serves its purpose and serves it well, doesn't need a buff.
Distortion: I like your change of regaining tokens after a safe unhook. The only issue I can see with this is someone with Object of Obsession using Borrowed Time to farm people off of the hook.
Diversion: A meme perk that works wonders when it does. I like your idea of disturbing crows though, so long as it triggers Spies too.
Flip-Flop: Should be buffed for a higher conversion rate (75% or 100%, up to 40/45/50 wiggle bar), but a flat 40/45/50 is a bit much.
For The People: Serves it's purpose and serves it well. Doesn't need the buff, it's a strong perk as-is.
Lightweight: I don't see this being useful. I'd say increase the duration of no scratch marks; perhaps "Press and hold the active ability button. While held, you leave no scratch marks, up to a maximum of 6/7/8 seconds. For each second held, the cooldown increases by 10-20 seconds."
No mither: Works as an aggresive, altruistic perk. You take a protection hit, then the killer needs to decide between letting you go free (because you get up) or letting your teammate go free (because they don't want you getting up). Particularly useful later if you have hook states left, but your ally doesn't. Never thought I'd say this, but it doesn't need a buff.
No One Left Behind: I like this change.
Open Handed: They should rework its entire effect. How about "When within 14/16/18m of an ally, any auras they see you would also be able to see. Any auras you see, they would also be able to see. If your aura is revealed, their aura is revealed. If their aura is revealed, your aura is revealed".
Pharmacy: Still seems like a useless perk tbh; I'd say reduce noise to 0m (or close to).
Poised: I like your idea.
Red Herring: I like your change.
Slippery Meat: I feel like it's a bit strong then; it takes away a large part of Trapper's kit. I think they just need to think of an entirely new effect for it, as the perk is useless unless you face a trapper.
Small game: Should instead have a counter of all totems left on the map. Please, devs, give solos some love.
Stake out: The 15 seconds are fine, just the amount of tokens are the issue. I like your increase though.
TINH: I actually really like your change here. Would help newer players, or those on worse pcs, but wouldn't see too much high-rank use.
Technician: I think this perk is fine, if not needing a buff in the preventing an explosion (a slight buff). No need for extra effects.
Up the Ante: I like your proposed buff but I feel like it needs a little more. Perhaps more luck (even though luck is useless), and you can use an offering for the first effect instead. Maybe we should just give it a whole new effect, or make luck effect more things.
Vigil: I like your idea, but I feel like it also needs more. Instead, make it effect all status ailments, and allow recovery of exhaustionw while running at 15/20/25 the normal rate. Wouldn't break the game (160 second chase for sprint burst) but if you're in a long chase it rewards you for that.
Now some of my own buffs I'd love to see:
Lucky Break: Active for the first 50/55/60 seconds you're injured. Is reactivated whenever you're injured.
Head on: The stun should be longer, but happen at the beginning of exiting the locker (not the start). It would give the same amount of distance but prevent janky-looking stuns and make it easier to use.
Fixated: Should work while injured too.
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From what I've gathered this post asks if using Billy's power to launch high into the air (Space Billy) is bannable. Op, please try and stick to English on General Discussions, and use International Discussions for something in your first language. This was from Google translate though so take it with a grain of salt.
From what I know, no you shouldn't be banned for this, provided you dont hold the game hostage.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1186332#Comment_1186332
Why there s no notification of hex persisiting in trial?
The Hex is destroyed 15 minutes into the game. If 15 minutes of footage isn't enough to show you what it does idk what is chief. I'm sorry I couldn't find a 20 minute long game where Lullaby persists for the entire duration.
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(Not my video)
https://youtu.be/cvBLcla6Z5MHere is a 20 minute long video of a survivor facing the perk Huntress Lullaby. You'll see that as the stacks increase the skillchecks warning time decreases.
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@Eradik said:
https://forum.deadbydaylight.com/en/discussion/comment/1185938#Comment_1185938
Why should everyone get it easily? I mean, I get people have to work. But people had to work before. We're a capitalistic country--they shouldn't get anything for free--including game cosmetics--because of a ######### situation going on in the world. They can figure it out like everyone else, and like everyone did before the pandemic on Rift #1.
If you have to pay for it, it's less likely to be out there. Yes, I want it hard and I hope people won't buy it. I'm willing to.
And I'm talking about the charms. I know the cosmetics will go on the store. I don't think they're going to sell the charms. I value the L70 Lantern and vial enough to make sure I got them. I'm hoping they end up being very rare.
So you're saying that the people currently working hard in one aspect of their life to ensure the world doesn't fall to ######### should just work it out like the people stuck at home not fighting to make sure the world doesn't fall to #########? Okay got it, maybe their plans were to grind it out and were then interrupted by a GLOBAL ######### PANDEMIC but okay work it out lol.
I don't think everyone should get it easily. That's not what I'm saying. I'm saying I shouldn't have to sink literally over a day into the grind to make it a couple of tiers. I'm saying the challenges should be more rewarding because they didn't give anywhere near as much progress as last time, even if they're therefore (very slightly) harder to complete. I don't mean grindier, I mean harder.
The rift and the archives were introduced as a way to collect lore and cosmetics just through playing the game, and the cosmetics you collect will be available to all at a later date. If you're willing to commit to it but can't because of, again, a GLOBAL PANDEMIC causing life to go to ######### for countries you shouldn't be punished this harshly; I wish bhvr had an appeal Web page where you could submit a valid medical ID and receive compensation on the rift or something.
We should be giving back to the people saving lives. For once, have some compassion, and don't be such a prick.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1186004#Comment_1186004
Iridescent King lets you use all four afflictions at once.
It does. Yet the commend I quoted said they used restraint and calm, and correct me if I'm wrong but that's not iridescent king.
@MigetMAN208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1186004#Comment_1186004
Tbh I can't remember which series goes with which power cuz there are four or five of them and I tend to pick mine on a whim 😅😂
That's fair lmao, I just didn't know if there was some magical trick I was missing out on.
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@MigetMAN208 said:
https://forum.deadbydaylight.com/en/discussion/140586/discipline-carters-notes-is-actually-broken
As a Doc main I have to say that yes it is very strong but I rarely get the damn thing. I think the thing about Doc is that you kinda have to choose how you want to use his power when choosing your add-ons. I personally don't use Discipline that much. I use Calm and Restraint to help find survivors and to trick them into illusionary pallets during the chase for an easy hit. I don't think anything should be nerfed at all, just try using different combos of his add-ons and find one you enjoy more
Out of curiosity how do you manage to get illusionary pallets when using Calm and Restraint, when pallets fall under Order?
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@Eradik said:
https://forum.deadbydaylight.com/en/discussion/comment/1185287#Comment_1185287
Correct. I did buy it, because I was kind of busy this month and didn't get to finish all of the challenges. I like having rare cosmetics, and if that means buying it, I will buy it. The longer the rift is out, the more chance people have to get it.
https://forum.deadbydaylight.com/en/discussion/comment/1185309#Comment_1185309
See, I do agree. The challenges are boring as ######### and cause burnout. I hate them for the most part. I hope we see more variety and more fun ones, rather than "30 hooks" or "12 rescues." I hate those types, and there are plenty of ones that would make it fun and engaging. Or at least, break it up a little bit. I also think they should bump the rewards a smidge.
I fully understand that some people don't have the time. I work 40+ hours a week, which is why I did end up buying some. I wanted the L70 cosmetic, I knew the rift was ending, so I paid for it. I get there are heroes out there working right now and they are run to their limits and they are tired and can't play. I am so thankful for them, but they too have the option to buy it if they want the cosmetics.
So you want people fighting tooth and nail to fight off a pandemic to buy tiers in a rift, each of which costing 100 cells, and spend more of their money on something they should be able to grind for free? Making the rift even more of a cash grab, infuriating the community more.
Plus, these skins aren’t rare. They’ll be put onto the store in ~6 months. The only exclusive, rare thing about the rift are the charms, and they’re not worth that much anyway (personally my favourite are the Primus coins... that you get frm completing the challenges, not even from the rift).
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All I can really say, what the #########?
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My iPad hates me and won’t let me edit the above comment, so may I clarify I spent ~25 hours, not ~25 days, grinding this.
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@Eradik said:
Hope not, as that would delay the start of the next rift. I just bought the last 15 I needed this morning. Give me rift #3!!
Plus, I want the tier 70 reward to be harder to get, so there's less of them out there. Yes, I'm still salty about losing my Dweard and want to get as many rare cosmetics as I possibly can. :)
Okay I’m sorry but these past 2 days I’ve spent ~25 days grinding in self-isolation to finish off this rift. I did every challenge, played as much as possible, got my 600xp every day for playing both sides, endured ######### matchmaking and queue times for both sides, sat through so many swf groups, all so I could get demon slayer Feng and debate if it’s worth getting the pass to get the David skin (I did, and got fully refunded, yay). I don’t want this to be harder, I need it to be easier. I don’t have the time, energy, or enthusiasm to do this all again, and if the next one is anything like this I’m going to suffer from burnout so quickly.
Having them be tier 70 is rare enough, we don’t need to therefore make that even more difficult because people won’t be able to play for the required amount of time. Think of all the workers currently fighting to keep the population fed, fit, and healthy. They won’t get anywhere near the required time. Hell, I wouldn’t if it wasn’t for school being cancelled.
Plus, you just said you needed to puchase 15 tiers. That’s 1500 auric cells. That’s more than what you paid for the pass itself and that’s a net loss of 500 auric cells, or about £5 (around $6.20). Why would you want it to be more difficult, more expensive? It’s rediculous.
Don’t make it harder, are you insane?
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/1181085#Comment_1181085
Thank you! I actually do appreciate this! I feel like I have a pretty good handle on English and I speak it it in my day-to-day but I still struggle with some of the technicalities of writing it. It does not bother me at all when people correct me! :D
Thanks for your positive response!
Mate considering it isn’t your first language you’re damn good at it. It’s not the easiest language (considering it just takes all the rules and throws them out the window); I know English people who speak it worse than you do. Amazing job. :)
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@GhostofYharnam said:
Congrats buddy. I hit mine a couple weeks back myself.
Thanks man, congrats yourself. It’s a grind and a half.
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Well congratulations the devs are working on a new MMR matchmaking system as we speak! Don’t worry, it’ll be fixed soon.
i hope.
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So my best guess is because of her lore, she travels to an etherial plain where she can't see survivors, and survivors can't see her. However in this plain, the world is the same, hence she can't go through objects. The only difference is she can't interact with survivors.
Gameplay wise because it would be an absolute NIGHTMARE. What if you ran out of power midway through an object? What if you cancel? What about dead zones? Which objects could be phased through and which couldn't? How would this be balanced?
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@xiozen said:
https://forum.deadbydaylight.com/en/discussion/comment/1184399#Comment_1184399
Then don't... "click, click, click" the flash light at the killer.. don't run aggressively around the map leaving tracks to lead "DIRECTLY TO YOU"... don't fast vault... play immersively.
Then the killer will be less likely to notice you and you won't get "deleted in a 10th of the game time".
Yes because when a killer is chasing someone who is injured in a dead zone but comes back to your hook in a safe zone as soon as you get unhooked despite you not doing anything to them except hold shift, w, and press space every 20 seconds being immersive will be so helpful.
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@Cardgrey said:
@toxicnancymain while what he did was indeed wrong what makes you the victim?
you were just as bad as he was so you have no right to complain
I don’t think they’re complaining about the actions per say. I think op is complaining how mr Freddy over here was toxic to them, but then when they returned it they were reported. Like, seriously, that’s slightly (incredibly) pathetic.
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@SpinZard said:
https://forum.deadbydaylight.com/en/discussion/comment/1182531#Comment_1182531
See the thing is you don't use lithe so you wouldn't know how much the pallet looping issue would happen which is why I didn't address it
Correction: I don't use lithe much anymore. It used to be my go-to perk, I hated sprint burst and dead hard was useless to me. Its a good perk, don't get me wrong, I just find it outclassed by all the other exhaustion perks. It's not weak, there are just better alternatives.
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@Danitu69 said:
Hey, thanks for the response! I hope that even the exclusive cosmetics will come to the store at one point or another.
I'm not entirely sure they will, but since they're probably charms it's significantly better than locking an entire cosmetics set.
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@Deathslinger said:
https://forum.deadbydaylight.com/en/discussion/comment/1182824#Comment_1182824
No Mither, and learn to git gud. Having a sandbagger just means 100% chance of me having a bad time.
https://forum.deadbydaylight.com/en/discussion/comment/1182833#Comment_1182833
Trapper, getting a Trap is very satisfying and I low key wish I had the time to learn him and play better.
Would you rather the Devs introduced a new item for survivors or a new objective to the game?
New objective, 100%. I can't stress enough how much game health would benefit from that; that and solo buffs of course.
Would you rather face an uncoordinated swf team on comms or a coordinated solo team?
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Okay so here's my opinions in response as to why I believe lithe is the worst exhaustion perk in the game:
Lithe gives you a 150% speed boost (allowing you to move at 6m/s) for 3 seconds, similar to Sprint Burst or Balanced Landing. However the reason I believe it to be worse than these two is because it activates when you don't need it to.
Lithe activates after vaulting a window or pallet. If you're vaulting a dropped pallet it's probably safe and you don't want to leave. Most of the time vaulting a window is usually safe, and means you're already at a loop. The 150% boost is best to make distance and GET to a loop in the first place. That's why Sprint Burst is so useful; you make 1.4m of distance every second for 3 seconds against most standard killers (4.2m extra distance overall than if you didn't have it). It's the same with balanced landing, when you drop from a high place you want to make distance ASAP. Balanced let's you do this. Also it has the added bonus of the stealth factor to it now so you no longer make noise while dropping from a height.
Adrenaline can single-handedly win games. I've had matches where I don't survivor and it's a useless perk. On the flip side I've had matches where its saved my life and I would've died without it, or the life of a teammate. I think it's overrated, yes, but there's no changing its a good perk. A free health state, wake up, and 7m of free distance? (1.4*5)? Yes please.
Head On. Now I know a lot of people hate this perk, or think it's useless, but hear me out. Head On's use doesn't come from the physical use, but the psychological one. If you stun a killer with head on once, they may be mildly annoyed, which will increase as you get stunned more often. They get paranoid and waste time checking lockers, allowing you to sneak away. In addition, if you're good at being chased then tilting the killer to want to chase you is a great benefit to your team.
Dead Hard is unrivalled in terms of its usage. You get free i-frames, free distance, and the added bonus of having everyone cry "God damn Dead Hard!" like Farmer John. You extend loops, avoid hits, make plays, it's just a really useful perk. Combine it with iron will and you're sorted.
Lithe isn't a bad perk, it's just outshone by every other exhaustion perk in my honest opinion. But hey, if you wanna use lithe, go right ahead. I'll stick to being a Certified HeadOn™ user.
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@hex_genrush said:
No, survivors already have over 9000 second chances
@[Deleted User] said:
Yadayadayada no.
FIX. THE. #########. SOUNDS.
That's how you fix scummy tactics. kthxbye
@WhTe_Tygre_DBD said:
Hey why not make noed and ruin base for killers?
Literally read the second paragraph. All of you. I beg. Even just the first sentence.
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How did you all miss the point and satire of this thread so much?
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@SoulSever said:
https://forum.deadbydaylight.com/en/discussion/comment/1181801#Comment_1181801
The Nurse still has most of the potential from before, with 3 differences.
The first: downing a survivor now has a speed limiter due to the blink cooldown which really just feels like handcuffs holding you back, which is what people dislike, It turns Nurse into a cooldown simulator and is just forced.
The second is that due to the cooldown, Nurse is overly punishing, any mistake that you do will allow survivors to just run a straight line and force 2-3 blink cycles, the time you take to down them just builds up over time resulting in you losing very precious time. There is no killer as punishing as Nurse, compare Spirit for example, Spirit moves at Mach II during the phasewalk but even if they miss the swing they are just reverted back to base speed while awaiting the cooldown, meanwhile Nurse gets stunned and forced to wait a cooldown while moving slower than survivors. Also, Dead Hard causes the Nurse to suffer what feels like the biggest falloff of any killer I have played, think to how Object affected Ghostface and Wraith prior to undetectable.
The third ties in with the first and second, which is LOS, when you lose LOS and miss your blink my a few metres, you of course are forced to enter fatigue, this can be remedied with better prediction by learning how the survivor plays and blinking to the certain safe spots, but this becomes especially a problem with indoor maps. In indoor maps you almost never have LOS on a survivor, the prediction and blink spots become almost useless because since you almost never see a survivor, you have nothing to make a prediction upon, and since indoor maps are a random mess you cannot ever be certain that your blink will not be blocked by some random junk in the middle of the corridor. The result is that you are forced to hit a completely blind blink, or repeatedly enter fatigue and wait the cooldown until you do, and the combination of the two makes so that even if you guess their general area correctly but are not quite on them, you will not gain any distance as they will turn a corner and by the time the cooldown is over they could have turned 8 more, and you are back where you started.
Most of these issues are not even about the Nurse's raw power, theoretically Nurse is still the best killer in the game, it is about how fun Nurse is to play, if that were addressed Nurse players would be much happier.
Now, just a question about your earlier post about the Nurse being able to catch up to survivors after the on-hit speed burst in a single blink cycle: Did you take into account the blink charge time and the time it takes for the blink to travel? I am questioning this because from personal experience it takes 2-3 blink cycles to catch up to them, they can usually run just outside your lunge range and force another cycle or two depending on how far away they were initially. (To clarify: 1-2 blinks to get into blink range, the remaining are the ones that can give you the hit).
Edit: Fixed a mistake in which I replaced the word 'time' with 'distance'
Okay so in regards to your question about my earlier calculations, I did try but didn't write it there. Theoretically, yes you can catch up to a survivor within a single blink, hit and down them. What usually happens, I will admit, is you use your first blink to get within range, then go back to fatigue, then blink again to hit them.
The reason for this is that you require split second perfect timings to do this, and most of the time it's just luck if you do manage it. From the numbers alone though, they make it 16m as you just come off of cooldown. It's possible but unlikely that, moving at 13.3m/s, you can catch up to them. Therefore from numbers alone (again, I can't play her for the life of me), it's more strategical to wait for blink 1 to come off cooldown, single blink for distance, and then go from there, be it waiting for another single blink for the kill or waiting for a double blink (which allows room for error but overall requires a much more precise first blink).
But yeah, to answer your question, I did take into account the charge time and time to move. We were, at that point, using hypothetical situations that could happen, hence why I included that. The reason it takes between 2 and 3 cycles to catch up is because survivors will move (gain less distance but will manage to trick a nurse) and because of the charge time/move speed. But technically, it is possible.
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@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1181827#Comment_1181827
you don't play much killer right?
4man swf from the start are unfair in a game like dbd
I can confirm not all 4men swf are swety try hards who rush the game from my own experience lmao. We play to have fun and we try to let the killer also have fun whilst doing so. We play nice until we're given a reason not to.
4men swf aren't the issue, the people who abuse this feature are.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1181789#Comment_1181789
I dont want parroting I want results and I promise you this..her kill rate is the lowest still and play rate is still low as well I'd wager..is bet very little has changed..your right about one thing..we see different nurse players..difference is the ones I watch are ones that helf prominence before and all say the same thing..shes a shell of her former self
@Peanits I know you're usually very active on these forums. Can you or another dev quickly give some stats to the kill rate and/or pick rate of the nurse currently on pc?
And yeah, the nurse players I see agree she's a shell of her former self too. Difference is they still 4k with ease most of the time, and when they don't it's because the map was awful, gens flew by at the start of the game, and they made mistakes ruining their snowball potential.
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My guy what platform are you? If you're on pc just tell them before the game "Hi I have inner strength, if you could leave some totems for me that'd be great." or on ps4 you can message people beforehand I believe.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1181719#Comment_1181719
If all the omega blink abusers are why her play rate is down then why foes her kill rate stay bottom then?
Again, because a lot of people jumped to her after her rework who couldn't play her. This then dropped the kill rate overall, which the stays showed. Then people who can't play her or are just trying out all killers in general still try her out. This also drops the kill rate.
Correct me if I'm wrong but the last official stats we had were about a month after her rework. We've had no more since then. So we don't know her official current rework stats, only those from just after her rework. Your experience doesn't equate mine, and so we have differing opinions on her strength, because we see different nurse players.
Also I'd like to again quote you on "I want a discussion with people aren't here to parrot that she's she still top tier". Your opinion is that she isn't top tier, correct? Therefore, you don't want to hear the opposite opinion, and so you don't actually want a discussion of her strength and the issues, you want your own thoughts parroted back at you.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1181690#Comment_1181690
I'm looking for discussion from people who arnt here to parrot the "nurse is still top tier" nonsense and get real about her issues
Oh honestly don't get me wrong, there are issues with her, from dedicated server interactions to bugged lunges to dead zones to just not being able to blink. But that's my honest opinion from gameplay, other peoples gameplay, and the official statistics of the game. That's my opinion that the nurse is still top tier, and that people who say otherwise are wrong. Hence why I come to discussions like these, to try and convince people to my opinion, to have mine changed, or to have my views challenged. That's the point of a discussion.
You're just outright refusing to listen to other sides of the argument, instead using snide remarks and saying that my opinion is that of the "sheep" when I've researched into the topic myself through official sources and anecdotes, and formed an opinion from there. If you disagree, fine, but can you give us a reason and some proof? That'd be amazing.
And for your other points in the comment above:
-Her play rate dropped because omegablink/3 blink nurses jumped ship to spirit and freddy.
-The ranks are spaghetti, you're right. I wouldn't want to be green rank playing a difficult killer vs 4 red ranks.
-MMR allows people to have individual ranks for individual killers. Nurse play rate may, in fact, increase, when people play against those of similar skill, not those of similar skill to their huntress or spirit.
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My guy clearly you really AREN'T interested in a discussion. We're trying here and you've offered nothing. I've offered official stats, links to guides, the sources for these, and even a scenario in which to put this into practice. You've offered... Nothing? Except snide comments and insults.
If you're not looking for a discussion, don't open one.