ImBrakingBike
ImBrakingBike
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- ImBrakingBike
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I had a great match against a stealthy Myers, the long corridors and all the corners made it feel like a legit horror game. I didn't like the map before that, but now I like it a little bit more. I sure hope I get another match like that one again. I wouldn't mind if the map was divided in two as someone suggested, but I don't want it gone
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I don't know if "fun" is the best word to describe it, but a good stealthy Myers with no terror radius in an inside map when he can appear out of nowhere around a corner is always a unique experience :P
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There's not much you can do about it, sadly. If you keep getting found first I recommend you try to stick to some teammate at the start of the match and hope they are more experienced to show you how to stealth around the map or maybe they are good loopers and willingly take the killer for a chase. Other than that, maybe running the usual perks like DS if you get insta downed after being unhooked and Unbreakable
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Usually the next game after a match against the Trapper I spend a stupid amount of time looking at the ground even when I already know it's any other killer but him lol
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Huntress, but I hope I can add Oni to my mains once I understand how to use his powers efficiently :)
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2411693#Comment_2411693
I went to a 4D theater once in Las Vegas and it had smell as well as some tactile features.
Can you imagine the smell of The Game, no thanks lol
But the idea is cool as long as it makes sense with the kind of killer you are using, those that are most "animalistic" could benefit from this, Demo for example. Something similar I'd like to see is kind of a thermal image, kind of like Predator.
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You can always deactivate crossplay, but keep in mind that queue times will be even worse if you do
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I wish 😂
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I don't think I'll ever complete that one, I've been trying to do another one that's similar "completely deplete 3 keys" (by using the aura readings) and I got tunneled enough not to want to try it any more lol
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The final charm looks amazing, I'm waiting to get closer to lvl 60 or so, I just want to make sure I'll get my Auric Cells back
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I'd recommend you set other objectives while playing solo Q. I usually worry about escaping when I play with friends, if I play solo Q then I try to find some challenges from the tomes and focus on whatever it is I gotta do.
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I just tried it and it works fine for me
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2408678#Comment_2408678
Have you played Myers on that map? It is actually very fun and strong. Or Wraith works aswell. It feels like heaven to stealth killer imo. But at the end it is mostly not fun for both sides.
I really dislike the school map.
I've just finished a match against this beautiful no-terror-radius Myers in RPD and was the scariest game I've played in a loooong time since I got DbD. Reminded me of my first weeks when I was truly scared of the killers and kept running away from gens or any other place they would go. I don't know, I loved the experience. It's the first time I actually enjoyed playing that map.
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@SasukeKun said:
killer was fun at the beginning, now it's just a sweatfest, all the time. It's really so aggravating that The devs in this game are so ignorant to what goes on when you're a high ranking killer.
There's too many overpowered survivor perks compared to killer perks, Some killer perk benefits are so horrible it's laugh worthy, they make you work so hard for the tiniest reward when you look at it.
Maybe if they actually balance out the way killer plays and adjust the maps so every chase isnt a loopathon, and get rid of bloodlust, it's just not fun gameplay for what it's supposed to be. I'm tired of playing spirit or some other killer that's strong, they don't actually take a look at why theres a small list of killers viaable in high ranks, it's cuz most suck eggs compared.
I don't think the Devs ignore what happens with red rank killers, in fact, I'm pretty sure most of the fog whisperers are active Killer mains. They are in direct contact with the developers and often provide feedback and suggestions on changes to be implemented. It's up to them to see if they want those changes in the game or not, but ignorant I don't think they are
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The only "alternative" to SWF they should add is a game mode where you can play against bots to practice killers. But banning SWF will only cause people to stop playing
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The only problem I see is for solo Q survivors, as it works now you unhook someone with BT, he takes the hit and you both try to escape. If this is changed you unhook your teammate and become the immediate target for at least 12 seconds. I think SWF may work around this mechanic by coordinating a rescue, but a solo Q would probably just die on the hook because some other player won't risk his chances for this random person
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2406212#Comment_2406212
But you can only chase one Survivor at a time, and certain builds make it nearly impossible to find a Survivor who knows how to hide well on certain maps, using certain characters, etc. I'm not saying it is impossible for Killer because it's not, it's simply unreasonable and unsatisfying.
But you hook that one survivor and then either it's their first hook and you can bait the last one to go for the unhook, or it's their second hook and you can scan the area near the hatch waiting for the sneaky one to pop up, or if the hooked guy dies you just close it to prevent the last one from using it. You can also use offerings to make the hatch spawn at certain locations to make it easier to spot.
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But you can actively search for the hatch when there are still two players left, or even before if the conditions are met so that you know where to go when it opens
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@Sypherpathic said:
Love playing Oni with the Minotaur skin. The snorting, roaring and stomping all fit so well.
I love Oni because of that skin :)
I haven't bought it yet because I still don't know how to play him well enough, but I'm trying to learn
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I like trying different perks when I play killer or with friends, but as a soloQ survivor I need a couple of slots reserved for Kindred to help with the unhooks & DS/BT (sometimes both but usually one at a time) to deal with tunnelling.
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I was talking about this a couple of days ago, I love the idea of a Story Mode, there is enough lore already to start something I think :)
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Slenderman would be an interesting excuse to introduce some varieties to the objective category, like adding pages randomly generated throughout the match so that survivors must collect them. It's just a general idea, no idea how it could be adapted to this game :P
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@Nathan13 said:
Do people in this thread not realize that if SWF got nerfed or removed from the game, a lot of players would not play anymore???
Exactly! Sometimes I feel like some people forget this game is made, like every other game out there, to make money.
You NEED people to invite their friends to the game, the more active players you have the more likely it is for the player base to keep growing. If you take away or punish, the key factor that helps you bring more people then of course the devs should fear losing people.
This subject has to have a different approach. "You get a penalization if you play with friends" drives people away.
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@gammatsunami said:
Can we as killers opt to wait longer for a proper match please? This is just silly.
https://us.v-cdn.net/6030815/uploads/N5UKA6DLJ8KA/untitled.png
It was an insta queue, each worked on a gen seperated and the match was over nearly as fast as it began.
I feel like I could design a better matchmaking system, why is it looking for players 2 colour ranks outside of the survivors? Imagine if rainbow six siege put silvers with champions.
As a blanket rule it shouldnt do that unless the queue time is like 20 mins for the killer. Not instant.
Happens a lot to me (on either side) when I play late at night, not so much in the afternoon. I guess it has to do with the number of players online at that time.
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@R52G said:
https://forum.deadbydaylight.com/en/discussion/comment/2400551#Comment_2400551
Lmao were you in a team involving a Leon, an Adam, and a Claudette that ended in a 4K? 😂
All I know is
- It ended in a 4K
- There was a Dwight
The rest of the team... no idea who they were lol I swear that map is sooo huge, it feels like two regular maps put together, and the corridors were just perfect for a trapper
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I played a match there like an hour ago, against a trapper, it didn't end well of course. Such a beautiful map... everyone's favorite lol
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I wonder if there's a problem with the old tomes in general, I'm trying to do one where I have to find red glyphs but I've done 4 maps so far and I haven't found one yet
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I checked again in case it was a bug that was not showing but nope, it still says 0/3, so weird :/
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@gammatsunami said:
I have all killers at level 50, each killer's teachable, and all the killers I play I have finished builds for them.
Same for survivors, I have all the teachables I want and have levelled the survivors I will ever actually play with.
I keep hitting cap and cant decide what to do with them. I wish the bp limit was lifted so I could use them on new killers and survivors.
Donate to me please 🤣
I only have like 5 DLCs so far and I'm already behind with leveling up my characters. I have only 4 (3 survivors & 1 killer) P3 lvl 50, the rest of them are not even P1. The grind is real 😣
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Singleplayer sounds good for training new killers, but what I'd really love for survivors is a story mode. They have done so much already lore-wise, maybe if there was some way to make some of the stories into a gamemode. I'd love that :)
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@SoskiHeroKiller said:
Ik that discord has at least covered voice chat, but with crossplay its a challenge for console and pc players to play a game together. Also their is the public lobbies, which ik sounds bad, but wouldn't it be great if you could talk to a player who u respected and become friends. Welp here is ur chance. Let's make sure the dev's hear us through this vote.
Proximity voice chat is the one that makes the most sense IMO. It would close the gap between SoloQ and SWF a little (but not completely). But I'd add some things to it:
-Killers should receive a signal like a whisper if standing close to survivors chatting.
-Interactions should be short, otherwise, ravens nearby should start cawing (is that the word? lol).
-Players must have the option to opt out of voice chat or block other players.
-Survivors wouldn't be able to speak if: currently hooked, in the dying state, madness (Doctor), asleep (Freddy), trapped (Pig), Infected (Plague & Nemesis) or restrained (Victor).
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I was thinking about compensation rather than a solution per se because I think it's not really a "problem" problem. I wrote about it and other situations here: https://forum.deadbydaylight.com/en/discussion/267854/random-ideas-that-may-help-people-enjoy-the-game-a-little-more
"On the killers side, I'd implement a timer that starts the moment the gates are opened, and the longer it takes for the last survivor to escape or die, the higher BPs he gets at the end of the match. The idea behind this would be to discourage unnecessary teabagging at the exit gates, the longer you want to wait for the killer to watch you teabag the more BPs you are helping him get after match."As FeminineSlime pointed out it could be exploited the way I thought about it, so I'd make it that the timer should run only if there are no survivors hooked or downed.
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Not changing really but I want to learn how to play Oni just because I love his Minotaur skin :)
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Survivores: Nea & Felix
Killers: Huntress, and I'm trying to learn Oni to main him as well :)
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This is happening to me right now lol
I'm a potato killer who got to rank 11 just because pipping up is as easy as starting a match when you are rank yellow. Anyway, I got to rank 10 and now I got matched with a SWF (at least 2 players were a team), a rank 8, rank 5, and two ranks 4. They absolutely outplayed me (a baby trapper), I didn't mind the gens popping up but when they started with the clickety clackety of the flashlights just to mock me I started to play their game.
Skill-wise? I learned nothing from the match, couldn't chase, couldn't try to predict their moves. But at least by the end of the game I could already recognize some of the moves they made as a team. I could recognize when they tried to stun me by making me run near lockers, or how they wanted me to go upstairs to blind me, etc. What I mean is, sometimes you get to learn something that may come in handy in the future. I certainly know I'll be more careful with lockers lol
It's okay if things happen and you get frustrated, but when the match is over it's over. Not worth worrying too much. Try to think of what you may have learned from the match and move on to the next one. As long as you keep playing you'll get better 😀
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2395854#Comment_2395854
I don’t understand the communities’ complaint against “gen rushing.” What are players who are not in chase supposed to do? The only other objectives are totems (which Hex users complain also get done too quickly), and chests.
Agree. The game should give survivors more tasks to do, not just the gens. The way it is right now I don't think anyone can complain about gen rushing, it's like saying that if the killer finds you right at the start of the match he shouldn't chase you because he's rushing a kill. Makes no sense to me. It'd be interesting if DbD implemented something like "parts" so that survivors gotta find two or three of those before they start repairing gens, it encourages mobility throughout the map and guarantees a little longer playtime which would benefit both roles.
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@Maxwell said:
That is the Feng Teachable perk Technician. Every time you fail a skill check, the gen makes no noise notification in exchange for a little extra progress lost. It is a really good beginner perk.
I had no idea!
Thanks @Maxwell I can't believe I've never seen that before, I honestly thought it was a bug lol
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I have to use GIFs because the whole thing is too long to upload.
It was soooooo weird. The rest of the players were console so I could not ask them If they saw anything weird on their side
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I made a GIF from the clip, it was not so subtle. Happened a couple of times before I started recording.
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I can settle for a charm if it means reducing the grind tbh
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CS:GO is intended to be played as a full comm team, so you are given everything to know the moves your teammates are making. In this case, with our solo Qs, survivors have no idea what's going on most of the time with the rest of the team except for the information some perks may provide, so the disadvantage for survivors is way worse than for the CS teams. Also, in favor of the system CS:GO has, they automatically rebalance the teams giving you a bot you can use while the player is out, and even more, they give you the chance to reconnect to the match (so no "my game crashed" excuse there like we may have here).
I think If there was some kind of compensation such as the economic one they use, it would be something like extra BPs for both sides per player DCd, but again, you can't punish the ones who are following the rules instead of those who are at fault. If DC penalties worked as they should, those SWF wouldn't last long. Ban the cheaters for an incremental period of time and at some point they won't even be able to play, their loss.
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@JawsIsTheNextKiller said:
For those asking - This is the cosmetic that cost many of us 1080 ACs. The one on the left is free, the one on the right was the premium "exclusive":
I mean...
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I know this won't change your mind because you said that right at the start but the main issues I see here are these
If a Survivor DCs to make the Hatch appear or open; the Hatch will not appear, or open (if it has already appeared). DCing is not a Kill or an Exit, and thus should not be treated like the Survivor was Killed or Exited the match.
If you are playing solo Q, you have no control over whatever your teammates do. Imagine there are only two people left, and your teammate happens to be a crybaby that gets mad because he got downed by the killer and knows he has no chance to escape. He DCs because he feels he deserved that win more than you, the hatch doesn't spawn so now you get killed because of this random guy. It sucks, and solo Q is already bad enough.
2.If The Survivor or Killer is within <x> meters of the Hatch; it will not appear, or open (if it has already appeared). They will have to move far enough away from the Hatch that they cannot open (or close) it right away.If the killer is slugging the team, or just the two people left, there is no way you can make it out and back into the zone before the killer does just because of how slow your movement is. This gives a clear advantage to the killer to either move you away from that zone and go back to close it or to just leave you there to die because your only last hope of escaping wouldn't spawn.
The way I see it the main problem behind this "strategy" is the fact that people feel they can DC without consequences. Punishing those who stay until the end instead of those who are breaking the rules can't be the way to balance the game.
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@Northener1907 said:
Are you trying tell something to us? 🤔
I think OP just doesn't like survivors, there are 3 threads on this front page talking about them "New Survivors" "Hardcore Survivors" "Congrats Survivors" :/
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2390674#Comment_2390674
Make it stricter.
Not just that, there has to be some kind of balanced 3v1 scenario prepared to be implemented as soon as the first survivor DCs in order to make the rest of the match fair for both sides
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DC penalties should be reworked before they come back, but I agree they are necessary
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@shalo said:
I'm constantly getting matches like this, I wonder who the red ranked survivors are playing against.
https://us.v-cdn.net/6030815/uploads/7O0EZ7UPZJ80/20210726220443-1.jpg
Me, a potato killer :'(
No, but seriously, I'm a potato killer, I play mainly to complete the archives and sometimes I get red ranks survivors in the team. Usually not more than 2 at a time, but even one feels like a whole squad to me lol
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@FeminineSlime said:
100% agree about global BP. Should be in the game by default. It's a team effort, people should be rewarded as a team.
Unfortunately, I think the BP for longer endgames would actually increase the annoyance because some survivors might want to be nice and would just sit in the gate for two minutes to give the killer some BP, like they already do when they wait by the exit boundary to give the killer one last hit. And would it reward a killer more who slugged someone so the timer was 4 minutes instead of 2? IDK. I like the thought but I think it's a bit iffy; there's probably some adjustment that could make it better, though!
For sure! I'm sure many adjustments could be made, I didn't even think of a slugged-team scenario. It wouldn't be fair in such a case to reward a player who does that. The idea is to try and build better interactions and something like that would do the exact opposite.
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Don't say that, you'll make Dev release another DLC D:
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There are many players like that, they just don't get as much publicity as the toxic ones :)


