GoshJosh
GoshJosh
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@Kingpaulmathers said:
Why is it always survivor mains who have to cry like a bunch of babies until they get what they want ?
What in my post is crying? Are you a narrow-sighted killer main who sees no issue with even a single one of my points made?
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@Kira15233 said:
https://forum.deadbydaylight.com/en/discussion/193420/cages-arent-hooks
If it really was a hook, DS, BT and etc requiring a unhook would work 🙏
Right. But BHVR wants to defend their functionality by saying they aren't hooks; yet it alerts the killer just the same when a survivor is rescued from one - clearly allowing and encouraging tunneling without DS being usable.
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Agreed. A 1-for-1 conversion of recovery progress to wiggle, for a maximum of 50%, is a great buff to an otherwise pretty useless perk.
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Try using Sprint Burst for the first time against a killer. It may not work the rest of the match, but you'll slowly get progress.
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Is this fixed?
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Maybe as an option and not a forced feature... I don't play with a controller, but would hate what it would do to the battery life. Sometimes Spine Chill goes on and off multiple times in a few seconds.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1631761#Comment_1631761
How did he manage to down someone when he moves at 106% move speed without pwyf stacks lmao. Also you should've left the guy on the hook until he was really far away, you let him stalk you for the entire duration of you running up to the guy on hook and unhooking him. And you should try wglf, helps a lot in game where you get the chance to unhook a bunch of people and you don't really need 4 perks as survivor.
He had left the area of the hook... suppose the downed Jane was just a mobile pleb (platform this occured on to prompt this post). At least some kind of audio cue when he tiers up with that add-on would be more acceptable. I do run WGLF on PC, but not mobile (as bloodpoints aren't needed for leveling up on mobile).
I can't remember the last time I've seen this add-on on PC, but on mobile, they put an insane amount of rare and ultra rare add-ons and offerings in the bloodmarket (their version of the bloodweb).
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It would too closely mirror Resilience, just that it gains strength with the increasing number of injured survivors.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1631829#Comment_1631829
This.
Though, while I can see the merit in having a totem counter for the benefit of solo players or non-4-man SWF groups to know whether or not their 'randos' are breaking totems so they know whether they should be using repair time in search of totems or not; I think having an actual physical counter would weaken hex perks too much by giving the Survivors too much information in regards to how they can spend their match time - allowing them to "optimize" gen rushing and totem breaking instead of having to use some precious seconds not knowing.
I think a better system, personally, would be a game-wide notification/unique sound effect when the last totem is shattered that lets all players know there are now no more totems. This way, you still get the indication that you no longer have to search for totems -- but you never, at any given time prior, know just how many totems are left. You would only know 'if the sound hasn't gone off, there's at least one totem hiding somewhere'.
Even this, though, still weakens hex perks which are meant to force Survivors off their generators and to use match time focusing on a second objective instead of just rushing through the primary objective with no consequence.
I'm good with this; or, the idea of a totem counter in the basement. That way, it still requires a survivor to take the time and risk of going down there to determine how many totems are left. Also, Small Game desperately needs to be buffed to show destroyed or remaining totems.
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Unfortunately, Dead by Daylight is unkind to new players - and a poor ranking system is just one of the ways it is. On the same token, you'll often hear 'rank means nothing'; and it's quite true. While there is some skill involved, much of Dead by Daylight is RNG (what map, how the map is laid out in this particular instance, etc.). Try not to get frustrated and learn some tips from streamers and these forums.
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Your post in a nutshell: Please at least give us a totem counter.
Every reply so far: don't complain about NOED!
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Bring back old Balanced Landing, and just make all of its effects be on exhaustion cooldown. What's the problem with that?
The problem with the old version was that the stagger reduction was not affected by exhaustion.
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@Pulsar said:
I mean, it sounds like you weren't really doing much if a Myers Tombstone'd you and you had 5K BP.
I did my best to not let him stalk me, it was Azarov's Resting Place. It was maybe three or so minutes into the match, he only had one hook so far. I got the unhook, and he came right back and instantly killed me.
Are you a killer main with no knowledge of how difficult/slow it is for solo survivors to earn BP?
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@FFabeq said:
It would make survivor dodge lobbies more so longer queue times
Yep. The solution has to be within the game mechanics itself for this reason. But BHVR seems indifferent about this glaring issue since the game's creation.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1627759#Comment_1627759
Oh, I see. I've never had that happen to me though. Not before this update, anyway. That's why I thought it was a bug/error. Is it not, then?
Nope, not a bug; the angles of using flashlights has been changed though. The proper/perfect timing of when to blind the killer during the pickup animation has always been a thing. 🙃
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I'd be ok with that, so long as the exposed status also goes away if the affected survivor gets downed due to the perk. It shouldn't be able to punish a survivor more than once per trigger.
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@CalamityJane said:
I'd happily use green keys if they'd give them a different model to the others so we don't get tunnelled or morid for having them. Especially the purple ring add on, that's awesome for solo players.
Sometimes, that's the secret to baiting a camp/tunnel... >:)
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I would just like to see it removed from the game, and buff the Dull Key to a 10 second durability. It's a gag item when gotten out of a chest without Ace in the Hole, and the only item that the rarity drastically changes its functionality (i.e. a yellow and purple toolbox both can do the same functions).
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@MadSauce said:
https://forum.deadbydaylight.com/en/discussion/comment/1628480#Comment_1628480
any guide for doing this? im not the best with computers. this might solve all my problems
If you send me your mouse and keyboard names, I could look into your options!
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@MadSauce said:
https://forum.deadbydaylight.com/discussion/comment/1627802#Comment_1627802
i dumped about 60+ dollars into getting a decent trackball and ergo keyboard, and they aren't even made for gaming. i tried using an autoclicker and binding struggle to m1 but it proved to be equally unreliable as just spamming the button myself because it likes to offset itself from the window.
If it helps, I am using a Logitech G600. It has multiple side buttons where your thumb rests, and all I had to do was simply program one of them to be a toggle. When I turn the toggle on, it simulates hitting spacebar repeatedly. Once in the struggle phase, I turn the macro on with a tap of the button; then hit it again once rescued or dead to turn it off.
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I think it goes against the spirit of the perk, and can actually work against the killer (assuming you are facing smart survivors). They now have control over which generators get blocked, versus it always being the three furthest.
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Nea, David, and Ace are watchouts for me.
Blendette main here currently running Prove Thyself.. usually have trouble with other teammates doing gens. Just throwing that out there. ;)
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Y'all never heard of macros? A good gaming keyboard/mouse isn't too expensive. I got my mouse for around $30 - best investment for playing DbD.
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@Damarus said:
https://forum.deadbydaylight.com/discussion/comment/1624276#Comment_1624276
Well, I do know how flashlights save work. I rarely ever used flashlights, but I always managed to pull it off. What I am saying is that I keep getting points for blinding the killer, which means he should drop the survivor, but he does not.
What MadLordJack is saying is that you can still achieve the scoring event and actually blind the killer, without it being a killer grasp rescue. Happens all the time.
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BBQ & Chili, and Pop Goes the Weasel.
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Recycling parks are a great idea. We need more throughout our world!
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Huh? Add-ons for both survivor items and killer "expire" at the end of a trial now, regardless if the survivor escapes with the item or not. The only exception is if the survivor runs the Ace in the Hole perk.
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It should just not be a thing honestly. Doesn't make sense you can partial charge for no effect. Or have some kind of indication that you've reached a high enough charge.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1615241#Comment_1615241
That would be abused by troll survivors just leading killers on chases within the 'range' of the hook to slow/stop progression. This would be an absolute nightmare on SWF games.
That's why I propose a system based on the killer's proximity - not a one size fits all. I.E., 90% slowdown within eight meters of the hook, 75% within 16 meters, 50% within 32 meters, etc. These aren't hard percentages, just to give an idea. At the end of the day, the hooked survivor will still die to time if not rescued by Deliverance or a teammate.
A chase within those ranges of the hook can only last so long, am I right? Plus given all the map nerfs...
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From my perspective as a survivor, the generator repair sounds have been greatly silenced.
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@AhoyWolf said:
I really like the idea! But tbh it doesn't make any sense to break Breakable Walls as a Survivor, maybe on some maps, like Badham Preschool, but that would be it.
It also makes sense on Dead Dawg.
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I'm ok with Bloodlust staying, for the sake of slower killers who are weaker in chase; but many maps are so dang boring for chases and full of dead zones - and something desperately needs to be done about that.
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Would be a great QOL update for the perk. In general, I hate how words are colored in perks that the values aren't changed based on the perk's tier. I wish they would only color values that are modified by the perk's tier.
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Sometimes an unsafe hook is the only option, so you can't punish another survivor for trying. They can just let you die on hook if you prefer?
Sure, there's that person who knowingly has the killer on them and goes for the unhook while being chased... in other scenarios, the killer is simply camping in any of its forms (proxy, face, etc.).
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@Bulbasaur2008 said:
https://forum.deadbydaylight.com/en/discussion/comment/1615327#Comment_1615327
This achieve without iridescent head is reaaaal pain in the lower back. Have you done "Evil Incarnate" with Myers? This one is real bullock as well - many survivors will just disconnect when they see you have "Judith Tombstone" or they will go into lockers and fuq your achievement hunting real good. If you haven't done it yet, then i truly wish you good luck - it can be truly awful to get.
I was able to get it in a different era of DbD, before the dark (disconnect frenzy) times. My survivors thought I was friendly perhaps, just let me stalk the daylights (pun intended) out of them. I also did it on Lery's, as the map is much smaller. Very grateful I did without having to grind more of those blasted pink add-ons, as one day I will P3 him. He' still waiting to be prestiged, haha.
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Unfortunately, achievements are seldom ever changed and probably never will be again. The only instance right off the top of my head is Legion's. I don't think there's ever been another time.
Most upsetting to me as someone who goes for them all legitly is Huntress's. Why do they have to be downed from that far, and not only hit?!
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@wownicedeadhard said:
there are many powerful perks that reward not camping I.E devour hope. there isn't much else they can do. sorry this is happening to you
No? They can't slow Entity progression based on a killer's proximity to a hooked survivor? I can list a bunch of other things, but this seems to be the easiest and most fair solution.
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Some killers who are weaker in chase really need it, so I’ll have to say no. It actually irritates me how you lose it when breaking a pallet.
I probably sound like a killer main with <100 hours, but neither are true I promise you.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1612616#Comment_1612616
Ironically that is exactly why it was implemented -- to prevent players from being able to 'change killers' based on Survivor lobbies; giving killers only the same ability to change their loadout (since Survs are just skins anyway).
Meanwhile, survivors can still toxic switch to any item - including keys.
?
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@Iconoclast_iv said:
https://forum.deadbydaylight.com/en/discussion/comment/1612961#Comment_1612961
The problem is that most low tier m1 killers will most likely need that time just to get near the generator, and then try to chase and catch the survivor.
On the other hand, fast traveling ones will have the full length to chase freely
if you nerf the time, you risk making it useless to anyone except meta killers who will still benefit from it, and maybe wraith. Making the gap between killers like the spirit vs m1 killers even worse.
I’m not asking for any changes to the numbers of the perk, only that the exposed status gets a one time benefit only per trigger.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1613329#Comment_1613329
Doesn't MYC clear after a Hook? I feel like it does but now can't really remember.
I think it is after the exposed survivor is downed or time runs out, but is also on a timed cooldown before it can work again.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/190680/dragons-grip-needs-a-slight-nerf
That seems like a bug im almost 100% sure it is. Also your title here is very misleading i wouldn't say it needs a nerf it just needs to be fixed in the first place.
It’s not a bug, as the perk description says the survivor is exposed for 60 seconds. Currently, nothing but time removes it. Hence my post.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/190680/dragons-grip-needs-a-slight-nerf
Really? You don't think it has enough balancing it already with a long cool down and the fact that being exposed doesn't mean being hit? I think it is just fine as it is now, or at the very least it deserves a least a full month of play in the general population before we can really give good feedback or suggestions.
The long cooldown is balanced, but a 60-second exposed status (for simply touching a regressing generator) is quite long as well. So say a survivor were to get immediately downed by this perk, perhaps unknowingly that the killer had it; hooked; then healed at the hook.. they get to be punished by it again? Doesn't seem right to me. I'm open to hearing other input though.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1612881#Comment_1612881
You wont get dates or ETAs from BHVR. If they are about to change them, they will release a Developer Update or something like that. But they wont say "We will change Keys and Moris near the End of 2020" because this community would riot from July to December, if nothing is announced.
So the riots simply continue without any kind of timeline? Kk.
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I seem to recall several posts and comments that they're getting reworked.. here we are September 2020 no date or ETA.
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Another one of BHVR's poor, unasked for ideas that needs to go. I would hate to be stuck as Wraith or Hag against four flashlight users, and either bite the bullet and play the match or wait X amount of time for another lobby.
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Just going off your subject line (as first commenter says, "TL;DR"): no. Turn up your sensitivity and do better at predicting survivor movements if 360s are an issue for you. As far as 'gen rushing': co-op gen speed was already nerfed months back, and survivors basically now have to do all totems if Hex: Undying is in play.
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@RayneEDey said:
https://forum.deadbydaylight.com/en/discussion/comment/1610483#Comment_1610483
I play an xbox so idk what M1 is. The killer CAN get there, yes, through a small gap to the side of the metal stairs after a vault point. This makes it a problem when the survivor hold the game hostage by staying there. And i know this person was not AGK due to shifting to stay away if I got too close.
If the killer can reach it, then it's not an exploit. Next.
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It's like the aura change no one asked for or wanted all over again... le sigh.
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A screenshot or video would be very helpful in this instance. Did you happen to take one? Seeing as they were simply standing still, you had time to press F12.