GoshJosh
GoshJosh
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@RakimSockem said:
Not being snarky or sarcastic at all when I say, literally there's a perk for that.
Run Whispers.
If you know how to use it properly, you can find people hiding relatively quickly
Look, we have enough 'perk solutions' in DbD. Do you work for BHVR? No one wants to run Whispers just for the off-chance you have survivors that do this nonsense.
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Same thing happened to me just earlier today, and boy was I tempted to let the survivor I finally found bleedout. But so much time had already been wasted I opted to hook. Slugs will eventually die; if survivors hide, they can sometimes hide indefinitely (depending on the map, killer, perks, etc.). OP had every reason to let that survivor bleed out.
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Those 'Artist is S-tier' posts and players disappeared rather quickly.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2786008#Comment_2786008
Just to clarify, I’m not talking about an instantaneous death, I’m saying maybe speed it up to 60-90 seconds. That’s plenty of time for someone with a pocket Unbreakable to make a play. Having it be “optional” would just be adding an unnecessary layer to the command scheme.
Right, but slugging can happen multiple times throughout a match. I want to have a choice to not forego the whole four minutes if I feel it will help me and/or other survivors escape the trial.
What's so complicated? Hold M2 to bleed out faster. What is complex about that?
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The only thing I would say is that it should be optional acceleration - not forced. Could still be an Unbreakable, Soulguard, or Exponential play that could be made. And it should also be available when all other survivors are hooked or dead - not just all slugged.
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@SuzuKR said:
Hiding and not attempting to repair at all is against the rules as it is refusal to participate in normal gameplay and keeping the game hostage, and can be reported with video evidence.
Yeah? And not everyone wants to report this every time, and not even get to know the outcome of the report. Doubtful BHVR is banning people for anything besides cheating as their game is dying. The easiest solution is an in-game function like AnneBonny above suggested to stop it from happening at all. No reports needed.
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Baaaad bait.
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I dunno, the devs have to be real careful with all the end-game tools killers can stack. I'd maybe be ok with the first buff, perfectly fine with the second buff (would give that map add-on an actual good use!), but definitely not ok with the last buff.
There's already enough incentive to tunnel out the obsession with this perk (Remember Me is actually the only obsession perk that still functions this way). If they're able to survive to end-game, they should have the benefit of being unaffected by the perk.
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And here I am just waiting on them to deal with actual game hostage situations. I.E., two survivors left who will not repair gens or give themselves up.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2781103#Comment_2781103
It takes a killer 1/4-1/2 of all their perks to counter Boil Over, which basically only returns them to default gameplay, it doesn't actually provide any sort of realistic benefit.
It takes survivors 1/16 of their perks to completely exploit a map and break the game.
And now everything is easier because there's 2 less stalling, or chase, or endgame perks, because nobody ever gets into a match and goes "oh no, IRON GRASP! IT'S SO STRONG WE'RE LOSING BECAUSE OF IT!"
I am one solo queue survivor with four perks... don't lump me in this "16 perks" nonsense!
And think of all the examples of times survivors are just told to run perks to counter killer playstyles and perks - not going to write that essay again!
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@some_guy1 said:
would be cool if nemesis screamed STARS when he started chasing jill or chris (that would need some kind of cooldown though so it wont be annoying)
How can it be annoying? It’s so iconic. He says it multiple times in a span of a few seconds when he’s chasing Jill through the apartment. So I’d say it’s more accurate if he did it even throughout the chase in DbD!
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@deKlaw_04 said:
Oh boy the back and forth in this thread was entertaining
The back and forth… like the staggering from Boil Over?
🤣
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Must be one of the two killers who recently lobby dodged me for toxic switching to fire crackers. 🤣
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Overcome with Lucky Break, and being hit near a LOS blocker, is a great start. There’s too many of these perks now to have them all in one build, so test them all out and see what you personally like most.
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12 meters and a longer cool down?! I didn’t think Premonition could be any worse, but that’s a straight up nerf! Oof!
If they simply added a brief aura read to the current version, it would be in a much better place.
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I think as long as Ruin and Tinkerer are as they are, Prove Thyself is fine. If those were ever nerfed or reworked again, then PT could be looked at as well.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2783878#Comment_2783878
😘
https://forum.deadbydaylight.com/en/discussion/comment/2783881#Comment_2783881
Considered it but I had planned on just slugging. Completely forgot about that stupid-ass boon. When they got right back up, they also got to go into deep wound for some reason. I thought that was only if the killer was running a hex but I guess not. Or maybe she had unbreakable and I just had to do it again. I wasn't paying that close of attention...
https://forum.deadbydaylight.com/en/discussion/comment/2783884#Comment_2783884
Who said anything about bullying? Daddy is just expressing rage. He's using a killer he greatly enjoys that can one-hit people and have fun with. They brought four envelopes so I ultimately let the one guy I actually caught go as I got a ton of points out of collecting envelopes. I just wanted to chainsaw people cause it makes me feel better.
Soulguard’s endurance effect is anytime the survivor is picked up. The hex aspect is only to let them pick themselves up.
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Excuse me if I’m missing something, but why are you paying real money for content you bought with in-game currency? A couple outfits or something?
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@sizzlingmario4 said:
All you need to do is:
- Click your profile picture in the top right
- Click "Edit Profile"
- In the top right you should see your account name and associated e-mail; underneath that click "Notification Preferences"
- From there you can change your preferences for both e-mail notifications and those you receive on the site itself.
I appreciate your reply, but that would stop all emails. I was wondering about stopping email notifications for specific threads only.
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@GiveMeBoops said:
https://forum.deadbydaylight.com/en/discussion/comment/2782389#Comment_2782389
He doesn't have any slowdown and relies on hex that doesn't do anything early game. It's super RNG build.
Problem with Undying is that survivors are told it's active when they get near dull totem, so they will know there are two totems to find.
Lethal to immediately put pressure on the survivor(s) of his choice, BBQ to immediately teleport to survivors on/near gens after a hook, and teleport ability to get in range for DH tokens.
Seems fine to me even without gen slowdown perks.
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I think that’s all fair. The only thing is I would also give survivors some stuff too, so that they’re not too oppressive. Namely, Victor is automatically crushed when too close to a hooked survivor, and has at least a 15 second respawn when crushed. Charlotte should also be able to recall him when idle at anytime.
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@GiveMeBoops said:
https://forum.deadbydaylight.com/en/discussion/comment/2781218#Comment_2781218
That is supposed to be strong build?
Uh, yeah?
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I agree with this. It would give more secrecy to the secret offerings (especially on the killer side). People conveniently forget that some killers have advantages by loading certain maps as well, for which survivors may DC during the loading screen.
@AhoyWolf said:
I personally think the map offerings should be completely removed, they affect the gameplay too much, but I probably wouldn't mind if they were made secret.
Also if I'm not mistaken, when your game closes while loading into the match, you still get the dc penalty, I'm 100% sure that I got one way back when my game crashed due to some bug.
No DC penalty for disconnecting during the loading screen, but you will lose anything you brought into the trial.
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@KolbyKolbyKolby said:
If you're close enough that BT is preventing you from getting downs, you're close enough to go for the person who unhooked. Even if they had DS they can't anymore. IF you go for whoever unhooks, you're making 7 perks they brought entirely useless, and your decision to tunnel and your punishment for doing so is 100% on you.
Right? This guy very much had the upper hand if Devour stayed up long enough (not sure what map it was either). And if you don’t tunnel, BT and DS do nothing. Not to mention the three low tier perks on the second player.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2781066#Comment_2781066
Camaraderie? HAHA, 😂😂 thinking that's an anti camp perk is hilarious, that requires someone to stay near you, and if the killer is already camping, they shouldn't be coming to get you anyways
I mean it is, it’s literally the only function of the perk. And it’s the only other anti-camp perk besides Kindred. As much as it’s a garbage perk, that is what it is for.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2782060#Comment_2782060
/facepalm.
A survivor with No Mither on RPD can be literally unhookable. If they run NM, you also can't just leave them slugged. This means they are literally holding the game hostage - you can't end the game until they want you to, or you simply do not play the game and instead stand over them watching them.
That's like saying 'walling survivors in on The Game should be allowed because they can just wait until the killer gets bored'.
Their bleed out timer is still going while slugged, whether they are recovering or not. As long as you’re not letting them be healed by someone else and they’re not cheating, they will die on the ground. You’re also able to switch targets, weird concept I know.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2781982#Comment_2781982
Explain to me then - why should survivors be able to take the game hostage unless (and sometimes even when) they bring two specific, mostly useless perks?
Why do you think this is good game design?
I'll wait.
The killer being unable to hook a survivor due to survivor efforts is not holding the game hostage. The game can still progress.
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@Mooks said:
You sure it’s not the sound effect of Killer Instinct, which reveals the location of survivors (Legions Frenzy, Nemesis vaccines, Artist slightly missing a surv with a crow, and some other killers have it to)?
This is the only explanation if not a bug. Killer Instinct makes the heartbeat noise for killers.
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@Huge_Bush said:
It’s just a part of the new ptb feature. Devs are in the early stages of testing jumping for survivors so they can jump on the killers head like Mario does on turtles.
They’re called Koopas.
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He’s the only killer I run it on. When it works, it does give amazing value.
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You didn’t even mention the most fun parts! Two dedicated totem spawns and gens wide out in the open with no nearby resources. Both swamp maps are practically gen locks before any generators are even repaired.
I wish the swamp maps were disabled until they were reworked for the better.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2781792#Comment_2781792
All three of those things are done with the intent of winning the game. Boil over abuse is only being used to anger and frustrate the killer, not to actually win the game. The intent is the different. One is a series of strategies to win the game. The other seems to largely be an issue because people are using it to troll and upset the other side, rather than using it as a legitimate strategy.
Am I not helping myself or my team have a better chance at winning by forcing a slug play? If the killer is wasting time trying to hook me, that is allowing my teammates more time to do gens, heal, or work on totems.
That’s a very disingenuous take.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2781066#Comment_2781066
I don't use this word often. But Jesus Christ this is a cringey post.
Never mind what's healthy for the game or not....Na let's just go straight to "how does it feel !?!?!? LOLZ"
Well, I’d rather you call my post cringey than use my Lord’s name in vain. But here we both are.
Do you think excessive camping, tunneling, and slugging are “healthy” for DbD?
I simply gave clear and relevant examples of how survivors have to deal with perks/killer play styles with perks of their own. Not sure how that’s cringe.
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@spiritsLeftball said:
https://forum.deadbydaylight.com/en/discussion/comment/2781103#Comment_2781103
I tot we didn’t like slugging?
It’s not fun for survivors, but it is a valid strategy. Just need to make an option to accelerate the timer if all survivors are already hooked, dead, or in the dying state. So they aren’t just left to bleed out as a BM.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2781685#Comment_2781685
I dont even know what youre trying to get at here, but go off king
He’s asking for the newly buffed Boil Over to be nerfed already. 😢
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@ThatOneDemoPlayer said:
Is that a bad thing tho?
Uh, yes? Unless you’re a fan of seeing the same five or so perks over and over again?
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QoL changes would go a long way. Remove the five second stun from successful pounces, and make Victor immune to kicking after a successful pounce. Give Charlotte a 2% haste boost when Victor is detached, so she has power too and not just being Victor’s hooker.
On the survivor side of things, it’s frustrating that Victor respawns so fast. It should be more punishing if he is crushed. Up his respawn time to at least 15 seconds base.
Edit: Also make the option to recall idle Victor, and make him auto crush if too close to a hooked survivor. I don’t understand him having a passive timer you need to wait for to have him respawn.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2781242#Comment_2781242
I believe that may only apply to dc's
DC’s already come with penalties. Don’t think they’re reportable?
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@Gaala said:
https://forum.deadbydaylight.com/en/discussion/comment/2781179#Comment_2781179
Boil Over is situational. Can be abused, but playing normally isn't a great issue. THEN you have map, that are the real problem. Without changing Boil Over, just adding hook on those area (top of Saloon, Top of RPD library, Top of Crotus) remove completly the problem. And it's nothing new, they did it some times ago on top of Thompson House, when they discovered that you couldn't hook a survivor if they go down in front of the chest. They simply added a hook. And that's what they need to do in this case too.
Does Thompson House have a permanent second floor hook again? It originally didn’t, then they added one, then after the rework it disappeared from time to time. So it’s always there again or?
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@lagosta said:
OoO is an excellent killer perks tracking tool. Its only place RN is in coordinated teams.
There are way better options than OoO for tracking the killer. It especially will hurt you if it’s a stealth killer.
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No, and rightfully not. If they didn’t want it to be an option, it wouldn’t be in the game.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2781066#Comment_2781066
I am a solo survivor main who runs Windows/Kindred/Spine Chill/DH. My build is usually laughed at for not being meta enough, but I do just fine most matches. Any matches that I don't, I generally wouldn't have had a chance anyway. Meanwhile when I DO play killer, it feels like gen slowdown perks are required to get more than 3 chases in half the time. Survivors on the whole are almost entirely responsible for how fast gen speeds can go, making the bandaid perks for it much more necessary. On the inverse, survivors who claim they need the meta stuff are only thinking 1v1, not 4v1. Its crazy how much damage you can do to the killer by just having one really good chase and completely destroying their map pressure. Instead they think "but if I get chased, i'll eventually get hooked!" and play right into the killer's hands, then come here and complain about it.
The boil over thing is an issue for multiple reasons:
1) it was very clearly discovered in the PTB, as most game breaking issues are. Remember when CoH was allowed to stack if it overlapped? Its crazy thinking that perk was even more op than it is now, but yeah.
2) hook spawns were not changed to account for it. Worse, it seems the algorithm for offers that add/remove hooks doesn't calculate pathing, only raw distance. this means on maps with multi-floor structures or blocked off routes, the travel distance is MUCH further than the game calculates. Badham is a good example, if the basement isn't in the school, you need to break a door to even have a chance of reaching a hook. Crotus Penn, The Game, Thompson House, and of course the infamous RPD are also maps that can cause dead zones because of this. Which brings us to
3) slugging. If a killer picks you up and knows for a fact they will not reach a hook, they'll slug. If they see someone playing like they're in an SWF with you and/or can see boil over is being exploited, they'll force you to bleed out. Its not good gameplay, you don't escape, and the killer gets maybe 1-2 kills. its lose/lose, but you were the one who started the scenario, not the killer; they just "adapted."
Bad map design and hook spawns are not a Boil Over issue. I do think both need fixing in some cases.
And slugging is a perfectly fine option if a killer is unable to hook. Survivors have ways to counter that.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2781095#Comment_2781095
Well I use Kindred to see what the killer is doing and Bond to see teammates. I don't know, maybe it is rubbish to run both but it works for me anyway.
What do you mean Bond is used to sandbag?
Sandbagging is intentionally screwing teammates over. You purposely bring the killer in chase to someone on a gen, open the locker they’re hiding in so the killer knows too, blocking their path of escape from the killer, etc.
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Indeed it does. Can’t help but chuckle reading the comments on the forums saying they don’t want to change their perks to counter Boil Over, when you don’t even need perks to counter it at all in the first place. Slugging is free!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2781058#Comment_2781058
Besides Kindred, Bond is a must for me. I really wish more solo players would use it. I don't see it a lot in end game screen. The amount of Dwights I have on my teams you'd think more people would use it and maybe they would stop running the killer to a gen I'm working on or where I'm trying to heal myself or someone else.
Bond is used to sandbag more than it is to help teammates. Just a matter of fact. 🤷🏼♂️
Also, I feel it’s quite redundant to run more than one information perk as a survivor. You only get four slots after all.
But yeah to OP, solo queue is garbage. One good match for about every five bad ones. Sharing the blame between the other survivors and killers.
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Don’t enjoy being unable to hook people with Boil Over? Use a perk or two to counter it. I am having a great time laughing at all these forum commenters saying they don’t want to have to change their perks to counter Boil Over. When survivors have had to do this (if they want a reasonable match) since the inception of DS, Unbreakable, and BT. Here’s the argument:
Don’t like tunneling? Run DS and BT.
Don’t like being slugged? Run Unbreakable and/or less effective anti-slug perks. (Of course none of these usually matter without active DS.)
Don’t like camping? Run Kindred and/or Camaraderie.
Don’t like NOED? Run Small Game and/or other totem-hunting perks.
All this in the off-chance any of the above happens. Leaving no room for any other perks I would like to play.
Now how does it feel, killers?
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No.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/2779276#Comment_2779276
It already exists. It just can't be played by/against anyone other than Trapper at present. It'd probably take all of thirty minutes to add the code making it playable by or against other killers. The AI probably wouldn't be good against a lot of them, though, so you'd still have to do most of your practicing in online games against real people.
Not sure I want it added, either, though. An offline mode means significantly less people playing online at any given time.
I mean, you just make offline mode not give any rewards (which it shouldn’t). Then the idea is to only use it as little as possible.
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No. We don’t want less options, but better ones that don’t have to be grinded for.
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I’d be ok with adding seeing the aura of the killer, but not the other stuff. Too OP.
