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Gylfie

Gylfie

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Gylfie
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  • @Sally_S_gay_son said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031917#Comment_3031917

    not a Spirit main saying this lol, killer who was literally easy mode until recently and will soon become again after only reliable counter against her gets nerfed to the ground

    Nurse is never an easy mode because you always have to use your power perfectly, why do people not understand this

    Oh god, why did you have to remind me of this... I hadn't thought of the fact yet that Spirit will be making her grand return now and I'm not ready for it.

  • I've played against one whole Nurse the past two months. I'm not complaining.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025681#Comment_3025681

    Walk away, hide behind an object or in a locker, whatever you need to do. Starstruck can only surprise a survivor exactly once per match.

    Starstruck’s exposed timer starts fading as soon as you leave the terror radius, or the killer drops the survivor. Apart from maybe - maybe - the aforementioned initial surprise, it only punishes greedy or careless survivors.

    Against Nurse specifically, Starstruck feels oppressive because you have to hide the full thirty seconds *every single time* because of how quickly she can be on top of you. This is very painful because the only way to beat a (good) Nurse is to get the gens done before your team inevitably falls apart.

    Basically, you're forced to choose between giving her a lot of slowdown by hiding and being useless or potentially going down because she blinked to the gen you were working on. Against other killers, even if they come to your gen, you at least have a chance to outlast the debuff.

    I agree with some other people here that her attacks should count as special attacks. Sure, this means she can't use certain perks, but that's fine because she's Nurse. Her power ignores most of the standard rules of the game anyway. The main argument against this, that blinking is the only way she can get attacks in and it should therefore count as a basic attack, is technically wrong. It's possible to hit someone without blinking, it's just extremely unlikely.

  • I honestly don't understand how you can read these patch notes and think survivors came out ahead. I read them without bias to either side, as I play both, and my first thoughts were 'oh my god solo queue is going to be a disaster'.

  • I chuckled a little over wanting to give BBQ and Chilli more flavor.

  • @MilManson said:

    Is to do this.

    Survivors just wanna leave the trial with no killer interaction anyway even when there's 5 flans so no loss.

    https://streamable.com/yeewbn

    Is there a reason you are super salty in every post I read from you? 😅 Just enjoy the game, my guy.

  • I played against a Huntress today with five flans and she deleted us all at 5 gens. We all had 3k points pre-flan.

    You could make this thread about either side tbh, some people just don't care about points and that's their right.

  • I don't know how I'm doing it because I typically suck against newly released killers (I still hate Pinhead 🙃 ), but I actually haven't died to a single Dredge yet. :o

    And I've faced him like seven times now.

  • The counterplay is that nobody will use it anymore. :^)

  • Some sort of emblem or icon was exactly the reward I expected, because it was the only thing they could reasonably do.

    And I'm still disappointed.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010629#Comment_3010629

    I feel like tinkerer is really only obnoxious on nurse or blight just because they have the immediate speed to get to it before it pops. otherwise, in that situation, I feel like whispers would do a similar thing with the added benefit of being able to track the last survivor.

    And Dredge now, I suppose, since gens almost always have a locker right next to them.

    The problem with Tinkerer in this scenario is that it tells the killer 'drop everything you're doing and go to that gen', whereas if they had Whispers and they were in chase with the other guy, I could perhaps get the last gen done and at least one of us might get out that way.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010629#Comment_3010629

    Be honest, how many times have you got down to 2 survivors and popped a gen for a win (outside of it already sitting at like 90% as the 3rd guy dies)? That's very rare and in most cases you've already lost at that point, Tinkerer or not. I can't think of a single time where I'm down to 2 of us trying to do a gen and thinking wow that Tinkerer won him that game, honestly.

    I suppose you're right, if I think about it. What Tinkerer does is make that situation feel obviously impossible whereas without it, I would at least try. But I see your point.

  • @Blueberry said:

    Kind of weird Tinkerer is even on the list at all. Pretty balanced perk imo. There are a tonnn of other perks that could use reworks much more.

    I'm gonna have to hard disagree. Tinkerer alone wins you the game (in solo queue) when there's only two survivors left who are desperately trying to get the last gen done, which happens often enough for this perk to be too strong. I've never liked it.

  • Playing against Dredge has been the most fun I've had in this game in a long time and I'm super happy half of my games are against him.

  • @tippy2k2 said:

    The usual; I've killed everyone but the last person, whom I decide to give Hatch to. The Hatch person is (usually) fine with it but I've gotten some bitter as fuq peeps on their team message me for letting one go instead of everyone.

    Lmao reminds me of the post I saw on here yesterday by some guy who was salty a killer in his game had let someone else go but not him. Some people are impossible to please.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008059#Comment_3008059

    I mean it is, unless you have another term for an 'indirect but de facto nerf'.

    It's much along the same lines as things like larger maps being a shadow nerf to M1 killers, or lighter maps being a shadow nerf to Trapper, etc.

    Yes, that's called an 'indirect nerf'. :p

    A shadow nerf is when they directly nerf something but they don't tell anyone about it.

  • @ReverseVelocity said:

    When the Dredge places the remnant, you basically have to leave the loop. He moves much slower than you (like 3.6m/s) while he's charging the teleport, so you'll be able to make some distance.

    If you see a group of lockers right next to each other (as in 2 directly side by side), you only need to lock one at a time. Dredge's teleport will always prioritise the locked locker in the group. That said, be careful about nearby unlocked lockers that aren't part of the group, he can exit from those just fine.

    As with Nightfall, your best friend is map knowledge. When Nightfall is close to activating, there'll be a sound cue and darkness will appear momentarily. At this point, you'll want to make a note of the nearby loops, so you know where to run if he decides to chase you.

    Since no one else has said it yet: this is some really solid advice!

  • @sleepy_knight said:

    If you get the invitation after the gate is opened you will not get a cosmetic even if you escape. Could not test this on killer side yet.

    Can confirm... I stayed around in end-game to find it, found it, escaped and got nothing.

    Lovely.

  • That makes sense. I do prefer this version, it's much scarier!

  • 285626112_1030174364280954_6110187023654403633_n.png

    This is how my first game against Dredge started. I loved it.

    It's very dark tho. Like, a lot darker than what I saw in PTB videos on Youtube.

  • @pseudechis said:

    Nightfall sounds amazing I can’t wait to face it.

    I didn’t participate in this round of PTB, so I’m going in blind. Haven’t watched any vids either.

    With the posts people are making about being creeped out and triggered by it, it must be good.

    Please tell me that there is something genuinely scary and unnerving about it. This game needs some serious horror injected into it lately.

    Yesterday was my first time playing against it and for the first time in a long time I felt like I was actually playing a horror game. It was very exciting!

  • Translation (I think lmao):

    'Every fun game that has been played at any moment in history has been ruined for the loser and even for some fellow winners if the winner was a bad sport.'

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979438#Comment_2979438

    Sweet - You'll be able to get 10 (zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz) in two goes next page!

    Zzz indeed. xd

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978263#Comment_2978263

    I logged onto the forum just now to share with you how many Glyphs I found in one match.

    https://us.v-cdn.net/6030815/uploads/2JQOOZ4Q82XU/image.png

    Good luck.

    Hehe, teach me your ways!

    Thank you, I'm at 7 now. 😊

  • @Raccoon said:

    I made a topic about this a while ago and a dev replied.

    Apparently the description was updated in the PTB, IIRC.

    Lovely, thanks for letting me know. 😊

  • @Viskod said:

    So a lot of you are misunderstanding this.

    Anyone on the challenge can interact with one, and you can have 6 out in the arena at once.

    Whenever a generator is finished, a green glyph spawns.

    Whenever someone is hooked, a green glyph spawns.

    You don't have to be a killer to get a glyph that spawns from a hook event.

    You don't have to be a survivor to get a glyph that spawns from a generator completion.

    You can't blame anyone for misunderstanding, none of what you mentioned is explained anywhere in the game (not that you're blaming anyone).

    Very interesting information though! I assume for a glyph to spawn from a hook action, the killer I'm facing has to have the challenge active? Because this Nurse yesterday was destroying us and her hook actions definitely did not spawn any glyphs. Then we completed the fourth gen of the game and my second green glyph spawned. That math doesn't really add up with what you're saying either, unless someone else found two glyphs for the other two gens...

    What you're saying could be 100% right, but there's no way to know for sure what with other people being able to take your glyphs and the very cryptic in-game explanation. It's all just so very vague and confusing and I think that's what annoys me the most about this challenge.

    Edit: fixed a typo.

  • @CaulDrohn said:

    Just play killer, it's really easy for them. Esp since you are way faster at channeling the glyphs.

    That's a good idea, actually. I'll try it.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978241#Comment_2978241

    I see what you're saying and I agree but honestly the challenge is still kind of boring and meh. All challenges should be things that naturally occur within the game. This challenge is the equivalent of a player just farming totems instead of playing the game.

    https://forum.deadbydaylight.com/en/discussion/comment/2978241#Comment_2978241

    As far as I know this information is not present in game so no one would normally know this unless they wiki'd it. I don't blame OP for trying because ultimately it's still a meh challenge that feels like filler content. Just wish BHVR kind of was a bit more lax on this challenge or gave it a fun spin instead of "cleanse a special totem" essentially.

    Yeah, give it an interesting spin, or make the requirement lower than 8. :p

    And yep, I had to find out from a Youtube video that the glyphs are related to the gens, which isn't the case for any of the other glyphs in the game... When I read this glyph had to do with totems, I slapped on my totem build with Counterforce and Small Game, only to learn that this strategy is actually counterproductive. :/

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978249#Comment_2978249

    There is technically nothing wrong with the in game description.

    The problem is trying to rush it. The way that ruins in for others. I got mine done in a single evening, easiest thing.

    I'm legit trying the right way by doing gens and looking for the glyphs at the end of the game but most of my games don't make it that far... I've been on this all evening and I'm at 5/8.

    It's horrible.

  • @Emeal said:

    https://us.v-cdn.net/6030815/uploads/BTL4KZI2HKZW/image.png

    https://us.v-cdn.net/6030815/uploads/24WR1911P44X/image.png

    I wonder why you have to progress, could it be that people ruined the game for other people by ignoring the goals of the game to hunt glyphs?

    Can be said about most of the archive challenges though. :p And I shouldn't have to go to the wiki of the game to understand an in-game challenge.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975976#Comment_2975976

    like this, you mean?

    https://youtu.be/WFL_5teqCKU?t=15

    no idea how or why that happened but it just seems to happen

    Yep, exactly like that. It doesn't happen often, but often enough to be a problem...

    Love that outfit on David btw.

  • I don't know about footsteps but I have noticed that my vaults sometimes make no sound when I definitely don't have Quick and Quiet equipped.

  • I actually got super upset yesterday after pulling off a beautiful move that was denied by Dead Hard...

    I was playing Doctor, chasing a guy at shack and I predicted he would drop the pallet, so I stayed by the window and timed my shock perfectly so that he would still be able to drop the pallet but not vault back outside. At the same time, I vaulted the window, and it all played out perfectly so he was stuck inside the shack with me.

    But he pressed E and vaulted out of the shack after my missed attack.

  • David and Nemesis :)

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973078#Comment_2973078

    No, you decide how important your time is from the moment you ready up for a match. You enter the match knowing that there will be the possibility of getting camped and slugged.

    The hiding survivors influence on your time is just as strong as the killers. They lost the match, two people are dead and one is slugged. The hiding survivor is essentially deciding their opponents time is less important than everyone else's since they believe they're entitled to the hatch. They always have the option to walk on out to die or take a chance to pick up the slug. Instead, they're being selfish, disregarding everyone else's time because they feel entitled at a small chance for the hatch.

    In an ideal world, it is up to the hiding survivor to respect the other two peoples time rather than be greedy and let their teammate bleed out for their selfish desire of denying a kill for the killer.

    I can see the similarities in these situations, yes, but I still believe the very first choice lies with the killer.

    In the end, I think neither one of us is right or wrong here, it's just a matter of opinion. I personally don't slug for the 4k for the reasons I've mentioned, but I understand that it's not forbidden and I can't blame other people for the way they play as long as they play by the rules. It's been nice discussing this with you. :)

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973078#Comment_2973078

    Run towards the killer and end the match immediately when the 3rd person goes down.

    This removes the heinous 'time value' choice from the equation!

    Are you planning to add anything useful to the conversation at some point or is this it?

    To feed the troll: that would assume the killer is going to be greedy for the fourth kill. If he picks up the third survivor and hooks, as he should, there is no problem.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972367#Comment_2972367

    There is nothing rude about it, the killer is doing the only thing they can do in order to secure their objective. If you take it personally, that is a problem with you, not the killer. I think it is just pure entitlement that you expect the killer to not slug. Just look at your reasoning, its bad for the hiding survivor because it will make them feel guilty?! So basically, its okay to shame the killer and try to make them feel guilty for slugging but its not okay to do the same to the hiding survivor?

    Just take your loss and reveal yourself. You already lost at that point anyways.

    My reasoning is based on who makes the first move in this scenario.

    It is the killer who decides other people's time is less important than his own because he wants a 4th kill even though everyone in the game already knows he's won, with or without a hatch escape. It is the killer who imposes that same choice upon the hiding survivor, who now has to decide if the slug's time is less important than his own for a small chance at the hatch.

    I think in an ideal world it is up to the killer to respect the other two people's time rather than up to the hiding survivor to give themselves up to someone who's being greedy. And this is a philosophy I stand by when I play killer myself.

  • And this wonderful comeback would work if it weren't that I play killer as much as I play survivor and am therefore unbiased towards either side. I play the way I preach.

  • @Huge_Bush said:

    Slugging is fine. Killer killed two and has one slugger and the last person is hiding. They deserve that chance to find the last person since the survivors essentially lost at that point.

    If you don’t want to wait the 4 minutes for your teammate to bleed out, you have the option to surrender by walking up to the killer and ending the game sooner.

    I personally think slugging for the 4k is very rude to the person you're slugging and to the survivor that's hiding. It wastes the slugged person's time and prevents them from moving on to the next game, and it makes the person who's hiding feel guilty because now they are wasting the slug's time as well. So what, they're supposed to hand the killer a 4k out of discomfort and guilt towards the slug?

    Just take your 3k and take your chances with the hatch, you've already won at that point anyway.

  • @Tostapane said:

    i like it both as killer and survivor cause:

    1 not too much big (killer)

    2 gens are quite near each other but they are also with good protections (killer/survivor)

    3 relatively balanced. The saloon and the shack are still formidable loops, but everything else is doable and gave enough space for mindgames (killer/survivor)

    4 few places that are ultrasafe (killer)

    5 i like the aesthetic

    6 a lot of bushes and good places to hide (survivor)

    7 totems are easily spotted (survivor)

    What version of the map are you playing on that has easily noticeable totem spots, because my Dead Dawg has some insane spawns? There's one totem that spawns inside a log behind a bush that, if you don't already know it exists, good luck finding it.

  • Does this mean I can't choose to bring the last survivor to the hatch? I will just automatically murder them as soon as I down them?

  • I came back to the game last week after a month of not playing and my first three games were against Demo, Artist and Artist. I was like 'what on earth happened to this game while I was gone?' 🤣

  • I just wanted to add to this discussion that I'm a gay guy and this news made me extremely happy. :) David has been my main for over two years now and this is just the cherry on top for me.

  • Yesterday I removed someone from the game on the hook in the middle of RPD. Everyone else kept going down there as well because they were trying to finish the gen in the middle, and I physically could not make it to any hooks from there. I tried twice and just started slugging after that. Someone caught onto it and disconnected. I felt really bad about it but there was nothing else I could do...

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2867284#Comment_2867284

    For the 25K extra Bp you have to escape though. And that’s exactly my problem, if you repair it in the basement and then don’t escape, you lose the chance for the 25K BP

    That's why I only do the white glyph during the end-game collapse when I'm sure I'm going to get out. Which also means I get stuck on this challenge for a while because of all the games where I refuse to do the glyph because it's obvious I'm not going to get out...

  • I've been using my totem cleansing build (which is basically just Small Game) in solo queue and the time it takes to cleanse all five totems can literally cause us to lose the game because now we don't have enough time to get the gens done.

    I feel like a change like this, e.g. an uncleansable Ruin for two whole minutes, would plunge solo queue even deeper than it already is.

  • My main issue with it is that you don't know it's in play until someone gets hit. You could be going for an end-game save and suddenly you're down because whoops the killer has NOED and you didn't know. Now you die too because you tried to be a nice teammate.

    That, to me, is the only thing that feels unfair about it.

  • The power of Devour Hope is that survivors don't see it coming until it's too late. Making it basekit would ensure it gets cleansed long before three stacks every single time.

  • I never use addons on anyone because the idea of running out of them at some point makes me feel uncomfortable enough to just never use them in the first place, and I perform just fine.

    It makes me feel like I'm playing the killer 'as intended'. It also means I don't desperately need bloodpoints. It's a win win for me.

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