Iron_Cutlass
Iron_Cutlass
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@Rokku_Rorru said:
Iron grasp reduces the struggle effect, and you can pair it with agitation if you want to get to the hook faster if that helps. There is usually always a hook or 2 upstairs in Eyrie and one on the corner if there isn't a basement downstairs too.
What I do is look for hooks as I chase and remember where they were.
- You dont know what the survivors bring into the trial.
- You are bringing 2 killer perks to counter 1 survivor perk.
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@HugTheHag said:
They were ? That's a shame. Elevation levels always add something to the map. Make it more authentic. Having all maps be just a plane ground makes it... plain. This is why Swamps are my favourite maps of the game.
They arent, had a match where I saw some earlier.
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@Satelit said:
Can't wait for this red recolor to be the next Twitch Prime reward 😍😍😍
People worry about machines replacing humans, nah, Im worried about the red clothing recolored clones replacing us all.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3226500#Comment_3226500
I think I would be not that easy now. I already did 3 book challenges and still didn't get past Rift 1. Also they increased Rift levels. Last time I did rift when 4th page was released and I completely cleared first two pages and few survivor ones were missing from the third page, and I played every day few killer and survivor matches. So it's a LOT of time investment, and looks like now it is even more so.
They changed Rift Fragments awhile ago so basic challenges give 3 instead of 5. It's not that huge of a deal since Match XP Rift Fragments make up most of the Rift from my experience. At the end of the day, it mostly come down to how much time you are willing to spend on the game, Challenges cannot carry you through the Rift since you still need to play the game.
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If you play normally and do your Tome challenges, you should be fine. Rifts arent hard, they are moreso just a time investment, but if you are going to invest a large amount of time into playing the game then you should be fine. Since most of the time you get well over the amount of playtime needed.
By the time the 3rd page of the Tome releases, I normally have the Rift done, and I reckon even with the Deep Rift cosmetics it will remain that way.
Challenges and Match XP contribute to getting Rift Fragments. Challenges requiring certain tasks to be completed, of course. Match XP is what you get from matches that contribute to your Account Level, it is based on playtime within a match.
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I like the chase music and menu music for Hag, it's like ritualistic drums and you can hear some people using bones for instruments as well, it kind of fits with Hag being apart of a village, the magic and rituals involved in her daily life, as well elements from the cannibalistic tribe that ate her alive.
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@fake said:
Does anyone know how many times they have added new tiles without mentioning it in the patch notes?
No idea, but part of me both likes it and hates it. I love the mystery of loading a game and seeing something new and thinking about ways to loop it, but I hate just being at a tile I have seen before without being able to think about the tile properly.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/350232/franklins-demise-ruins-solo-queue
Until medkits get nerfed franklins is literally the killers best tool against it.
This is why I bring Sloppy Butcher on most M1 killers, sometimes Dark Devotion and Coulrophobia, sometimes Forced Penance, reducing the effectiveness of healing entirely, or outright preventing it, can be a powerful tool when used right. Also you have the added utility of having effects that extend beyond just items.
Franklins counters items, but since it only counters items, it's kind of bad, it has one job that it does extremely well but it's limited application is a huge turnoff for me. If anything it is just a minor inconvenience for survivors and that it is really.
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The buffer timer requires you to use your flashlight more actively than before, thus wasting more battery. I would just bring Built To Last or Streetwise (depending on what survivors you have unlocked) if it becomes a huge issue.
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Literally a match I just had, looped the killer for 5 minutes, completed 4 generators because they dropped chase. Teammates were hiding the entire time. Teammates got found and I hit two flashlight saves. Only to go down trying to protect my team and seeing them all hide in lockers while Im getting facecamped and swung at on hook.
The scariest thing in DbD is useless teammates. Nobody does generators.
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The issue is not pallets, the issue was how the tile sets spawned. Which has been a pretty huge issue for a long time. Sometimes you get too many pallets, sometimes you get too little pallets, just depends on how RNG and the Entity favors you.
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@TheMidnightRidr said:
https://forum.deadbydaylight.com/en/discussion/comment/3222117#Comment_3222117
Actually the number of downs needed for skilled huntress is still only 20 on Xbox at least. Still a difficult achievement with the less precision controllers offer
On PS4/5 it was 100, BHVR is very weird when determining what to do on each platform.
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I personally thought Pinhead's chains should always form from the top -> down to better reflect the trailer for them. Also that way the environment wouldnt be an issue as much.
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@[Deleted User] said:
Congrats. I still have 15 achievements left to go. This being one of them.
Up up to 63/100 caught in traps. Guess I Should play Trapper more.
I was only missing 5 achievements on Console, but for me I dont mind restarting, especially knowing that the ones I needed on Console are way easier for Steam.
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@Ladyinadress18 said:
Im still learning and don’t have the killer perk symbols memorized. What’re the names of the perks?
Dark Devotion ~ Plague
Hex: Plaything ~ Cenobite
Hysteria ~ Nemesis
Trail of Torment ~ Executioner
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@Aven_Fallen said:
Game must be in a very good state when people complain about this. Have not seen those Add-Ons in months (basically since last Halloween).
I ran them from time to time on my Console account. They are really fun but very unbalanced since you can pretty much get an insta-heal off every time because of the movement speed.
I still do not see the reason why people cannot use the killer serum addons past Halloween, but I guess it could be busted on Blight? No idea.
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@Bot_Salvo88 said:
Weird. On the Epic Store version it only ask me for 10 survivors instead of 100.
Achievements are different across different platforms. For EGS and Console, you only need 10 survivors. For Steam, you need 100 survivors.
Another example I can think of is Skilled Huntress, on Steam is required you to down 20 survivors from 24 meters away with a Hatchet. On EGS and Console it requires 100 survivors, making it WAY more difficult.
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@AbsolutGrndZer0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204642#Comment_3204642
While I agree, part of the point I think is that you can't trade it for any other item because its worth 25,000 BP. So part of the challenge is to escape with it, you get that 25,000 bonus. I agree it sucks, but.... I see why it is the way it is.
You need to remember that you have to escape with it. Escaping itself should be the condition for the extra BP, not sacrificing your items among other things.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3221698#Comment_3221698
If they are more hurt by it, just don't pick up survivors. No one, literally, NO ONE forces you to pick up a survivor that is playing aggressive or in a locker. Just hit them and move one. Get the rescuer instead. The slugged survivor will not do gens, and the rescuers will be chased. It means that only 2 survivors are Probably doing gens (some people are blessing totems, doing chests, etc).
When did I ever say that DS was an issue for me exclusively? Just because I dont want a 5 second DS stun Im automatically a killer that constantly tunnels?
Look through all of my posts and youll see I do not like tunneling at all. Ive made it clear that I dont tunnel and I think the strategy hold a lot of people back from being better at the game. Ive stated before that I think tunneling is a valid strategy, but it still does not make it the right strategy to use.
I just think that somethings are a bit overkill, and I think 5 second DS is overkill.
And also because Im stubborn and want BHVR to uphold a promise from literal years ago.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3221698#Comment_3221698
Yeah, but the point of DS is to be a nuclear weapon.
It's not meant to be actually used. It's meant to say "If you tunnel, you'll get a fair price".
the stun could be 30 seconds long it wouldn't be stronger than if it was 10 because killers just would never tunnel.
The point of DS is to be a second chance, like quite literally. I hate the term "second chance perks" but it's entire gimmick is just to reset a chase after being tunneled.
Also I think that you are forgetting that fact that we have multiple anti-tunnel perks now. BHVR is trying to limit how much power each one has since you can stack them and be damn-near impossible to kill.
That being said, I hate tunneling, I think it's boring for both sides, but even this feels like Im arguing with a brick wall.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3221684#Comment_3221684
You make a point also that the animation that lasts around 1.5 seconds makes it harder to balance the perk.
5 to 3 seconds doesn't exactly sound like a very big deal.
But what really happenned is that the effective stun duration went from 3.5 to 1.5 seconds.
Again, fixing the animation to drop survivors almost instantly creates 3-2.5 seconds of time. Provided a Haste buff and you should get the same amount of distance.
You need to keep in mind that 5 second stuns really, really hurt low-tier killers as they are more pressed for time and pressure in comparison to high-tier killers.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3221670#Comment_3221670
I reread and I maintain my disagreement. The haste is absolutely insignificant if a nurse can blink immediately afterwards, if a blight can use his power immediately afterwards, if deathslingers can shot immediately afterwards, if Demogorgon can shred immediately afterwards, if huntresses can throw a hatch immediately afterwards, if trickster can throw knives immediately afterwards, if clown can throw a bottle and force a medium vault immediately afterwards.
Try again.
AGAIN, re-read what I put.
Actually, you know what, since you keep on missing the main point that I made. Ill just spell it out for ya. "Is for the animation to be faster so the survivor has more time to move around", basically, what Im getting at is that the stun duration is not the issue, the animation is the issue.
The animation for DS is way too long and the survivor does not make any amount of distance because of the animation. If the survivor was dropped off the killer's back quicker, AND gain a Haste buff during that time, then DS would be in a better spot but would not absolutely destroy low-tier killers since the distance gained would be the same as before.
There is actually a long history behind DS and the 3 second stun duration was a long-overdue promise BHVR made a long time ago, but with it they forgot to fix the animation since the old DS animation was intended to be way quicker than it is now.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3221625#Comment_3221625
I disagree, even with the speed haste killers such as nurse can catch you vaulting a window or before reaching a pallet.
The ONLY exception is in this case:
https://us.v-cdn.net/6030815/uploads/T77NEC38YMTI/dbd-dead-by-daylight.gif
Re-read what I put carefully. :)
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3221640#Comment_3221640
I've played maybe 10 Killer games over the past 6 months. Every single time I go against skilled Survivors and get at absolute best a 2K, usually 1 or 0K. No way that is increasingly my MMR.
I mean the conditions involved with gaining MMR. Killing survivors is typically easier than escaping as Survivor. Combine that with the fact that Killers is entirely solo dependent while Survivor is more team dependent, then yea, Killer is typically easier when it comes to gaining MMR.
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Because MMR is easier to gain as killer than survivor.
With survivor, when you get awful teammates, your chance of escaping is quite low, which means you decrease your MMR, which means you get paired with even worse people. Rinse and repeat. I feels if SBMM was really under-looked by BHVR, there are so many loopholes you can abuse and so many awful things with it.
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Report them then, make sure to have video proof if they were teaming.
Also what does being on Console have to do with anything, people play that way on all platforms, it just feels like a pointless jab to console players for no reason.
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Ive said this before on the forums, and Ill say it again since it is applicable. Decisive Strike does not need a stun duration increase to 4-5 seconds.
The only things that should be changed about DS is for the animation to be faster so the survivor has more time to move around and that the survivor needs a short Haste buff to get to a better area.
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Im not sure if this is just me, but Ive been getting more survivor dailies than killer dailies, of course at the worst time since Im grinding to Iri 1 as killer atm.
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Most of what you listed isnt toxic.
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@bm33 said:
The wording is terrible especially because the Trapper daily says "catch 3 survivors in bear traps" and for the daily the survivor just needs to step in it, not you have to grab them out of the trap like the trophy. They really should update the wording of the achievement to remove the confusion.
https://us.v-cdn.net/6030815/uploads/Q5FI72V4XECW/20221007-190523-jpg.jpg
THIS^^
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@Raz_cr0w said:
https://forum.deadbydaylight.com/en/discussion/comment/3221196#Comment_3221196
Very interesting for sure! Can you tell me where Haddie was mentioned please?
While I cannot direct you to the exact Tomes mentioned (as I swapped to PC and I have to redo all the Tomes to see all the lore stuff again, if cross-progression was on I would be able to just tell you instantly), I believe that Questioned Turkey and Pixel Bush made videos on Haddie's lore and would provide a better understanding since they break things down. It also provides insight into the DbD universe (or multiverse in this case?).
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I always thought there are multiple versions of multiple killers from multiple realities. I mean the Tomes mention 2-3 different versions of Haddie before she even came to the game, each with their own story and reality.
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It is probably part of the Prestige "Catch-Up" they mentioned awhile back, a lot of people have been getting Prestige Levels and Scratchmark Portraits lately.
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Because Sabotaging is not something you come across often and Scourge Hooks are more reliable than Hex Totems. Perks like Agitation really make Scourge Hooks a lot better and are good utility perks to begin with anyways, but also have synergy with other perks (impossible Skill Check Doc, Starstruck, etc.).
EDIT: I forgot to mention that if a survivor Sabotages a hook anyways, they are not doing a generator and still require a toolbox or Saboteur, which either way is still less generator progress no matter what way you look at it. Since a generator is either going to be regressed or not going to be repaired because of Sabotaging. It's a win/win either way.
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Bloodhound, along with all of Wraith's perks, were introduced as tracking perks because Wraith was suppose to be a scout-like killer.
Also there were not many tracking perks in early DbD, so Wraith's perks saw some usage. But the main thing people used Wraith's perks for was to counteract bugs with the game. Back in the early DbD days, there were bugs that removed grunts of pain, removed scratch marks inconsistently, or just made tracking insanely difficult, so people used Wraith's perks to counteract those bugs.
Outside of that, you never really see any of Wraith's perks today other than maybe Shadowborn. They arent bad perks, just underwhelming perks, just there are many other perks that do a better job at tracking survivors, and with Lethal Pursuer getting buffed, there is no reason to not use aura reading perks over them.
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@TeabaggingGhostface said:
No
Something about this just radiates a raw energy that cannot be met.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3220359#Comment_3220359
But that introduces clunky and unfun gameplay. It should just be where when you start the chainsaw or you feather it with revving you gain heat but when you dash it resets to 0 so it doesn’t punish you for feathering to much
I mean that would entirely depend on how it is implemented.
If BHVR coordinated with their community for once instead of just making changes, maybe mechanics like what I said would not be so horrible as BHVR makes them. BHVR has people with thousands of hours invested into certain killers yet does not use any of them to provide any relevant information for changes. They have the Fog Whisperer program but does not even coordinate with their community outside of free promotion material for new chapters. They have resources they can use from more experienced people to make good changes yet never do so.
And Im not saying to make Billy's power unuseable near hooks, Im saying to provide a punishment that applies only when near one. One that doesnt punish players for using their chainsaw to get away from the hook but one to limit what he can do right near a hooked survivor, or at least propose something to play around and reward the Billy for using their chainsaw effectively around hook.
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- It doesnt account for all players since it's just Steam.
- That is a recently added achievement, it has Wesker for the icon.
- Only 2 killers in the game can vault pallets, Wesker and Legion, and not everyone plays them.
- Not everyone plays the Killer role.
- Requires Public Matches and a decent chunk of the community only does Custom Matches (Comp, or people that just only do Custom Matches for fun).
- There are also players who have the game and do not play it but are counted in the statistics.
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@indieeden7 said:
I think its main purpose was to stop hillbillies who would just stand at hook revving their chainsaw, they can still camp but it gives survivors a chance to at least trade hooks.
Then make the chainsaw only overheat when near a hook. In a normal chase the overheat mechanic is pointless and only hinders the killer for using their power, if you want to punish camping, then make it only punish camping.
Artist cant use their crows near a hooked survivor. Twins cant deploy Victor when near a hooked survivor. Just make Billy only overheat when near a hooked survivor.
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Im guessing if they are higher than P9 now, they get the background? Not sure, it also could be apart of the compensation stuff they did awhile back.
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I personally consider Demogorgan to be the staple killer of DbD.
Decent power that has counterplay and rewards good usage.
Mobility with portals but has counterplay and basekit information.
Easy to pick up and learn but has tricks and techs that can be used to play him at his fullest. Rewards both sides for playing well against the other side without completely shafting the side getting outplayed.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3220245#Comment_3220245
I actually like the Frosty Eyes, I use them all the time. 🙂
The only killer I like Frosty Eyes on is Legion, but to be fair, I am a mask fanatic.
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You can always disable chat features on PC, or private your account so people cannot message you for Console platforms.
I get that the DbD community is horrible, but there are many ways to opt out of facing toxic or malicious players, it unfortunately comes at the cost of not being able to interact with the good people in the community.
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Im not sure why Clown doesnt have a Hallowed Eyes cosmetic, but frankly I feel as if the Hallowed and Frosty eye cosmetics are really outdated for the game, I feel as if they should just work on introducing more quality cosmetics instead of recolors of a default cosmetics slightly modified.
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3220043#Comment_3220043
You're clearly not looking at the details then, because there are some clear noticable differences.
https://us.v-cdn.net/6030815/uploads/8I9RKOKVMZ4J/untitled.png
Pieces of clothing around the leg are sticking out.
https://us.v-cdn.net/6030815/uploads/OTVX7OY0OWF8/untitled2.png
Chest Plate face is deformed with two faces merging into one another and is more demonic looking. The shoulder plates is a little damaged as it's missing a bit and it's face are more demonic since it spouts darker and longer horns and thicker fangs as well as pointer ears. Oni's body features Blisters similar to those featured on Spirit's blight outfit body, althou to a lesser degree here. The Katana ring bit in the bottom is broken and the hilt has been knocked out of position, the blade also features blight bubbles (we can't see the rest of the blade atm.)
https://us.v-cdn.net/6030815/uploads/X8D219G20XX6/untitled3.png
Most of the previous details can be seen here as well, althou now the arm glove can be seen as being slightly damaged since it's missing a small bit. The Shoulder plate face shows more clearly now that it also features sharp teeth which the default doesn't.
https://us.v-cdn.net/6030815/uploads/QCKFI7F21ATB/untitled4.png
While it may not be a complete reimagining of default Oni, it's different enough from his default version imo and frankly looks neat enough as it is.
If you feel different about it then more power to you, but like i said before, we're gonna have to agree to disagree on it.
I wonder if they did something with their Blood Fury as well. Like his hair and body having Blight Serum particles instead of blood and ash. Or maybe even having a contrail for Demon Dash.
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It happened to me once, it is a thing. I was absolutely flabbergasted, very perplexed, even bamboozled.
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You might have wanted to put a photosensitivity warning above or below the video because of the flashlights lights and colors.
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I think it makes Freddy more interesting to play against. I hope it becomes a feature, because current Freddy really fits the theme of the character by making me fall asleep IRL.
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He is a "jack of all trades, master of none" killer. He has good map presence, but your teleport can be stalled super easily. You have anti-loop, but like most other anti-loop killers, just leave the tile and you waste the killers time. Nightfall is pretty neat, but it works both for and against you sometimes. He does a lot of decent things, just nothing well enough for people to pick them.
I love the Dredge's design, it's really cool, but playing him is not enjoyable enough for most people and killer visual design only does so much. To me though, he is kind of a "Ill play a few matches every now and then" kind of killer. Running a Blindness + Nightfall build is like a guilty pleasure, it's so cruel but so fun. But I only do every now and then, and for a good reason, because it's Dredge...
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From my experience, you can look directly at them and not reveal them. You can stare at a survivor completely exposed in the open, and not mark them. You can even get revealed through walls randomly depending on the map and area. Ghostface is just not really consistent.