Iron_Cutlass
Iron_Cutlass
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3168891#Comment_3168891
That's exactly my point. Achievements in a PvP game, especially an asymm game, are always going to be either stupidly easy or obnoxious to get in normal play.
Thankfully, most of them, including the one OP is claiming about, can be obtained naturally by just playing the game. Then there's BS like the one I'm talking about where you pretty much have to receive cooperation from the other side to obtain.
I already made a comment about this. But since they used Steam achievements, I think it's ignoring the elephant in the room, Console achievements. Basically take the Steam Achievements and increase the amount of times you have to do X. 500 survivors hit with Shock Therapy, 100 Huntress downs from 24 meters away, etc. Console killer achievements are needlessly hard or grindy for no reason at all, it's dumb.
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@TheWheelOfCheese said:
"Interrupt and grab a survivor after blinking 3 times," yes, all killer achievements are also super fair and reasonable in 2022 DBD.
I mean you have to farm to get it, most players are good enough to not get grabbed off a generator, and most players will get off the generator when they hear the Terror Radius and Nurse's loud screeching. Farming, it's super easy. Doing it normally? It's basically impossible, you have to get extremely lucky or hope that the survivors have a broken headset.
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@GeneralV said:
This might be the only instance where the Fog still works as it should.
It's actually a bug, it doesnt matter what rarity of Mist/Fog offering you play, it will apply the effect several times until it hits the cap for the amount of Mist/Fog.
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Ah yes, "killer achievements are all like 'play normally and youll get it' ", yet Skilled Huntress on Console requires you to down 100 survivors from 24 meters away, and Shocking Treatment, where you have to shock survivors with Shock Therapy 500 times. They might be obtainable through normal gameplay, if you played both for weeks on end.
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@scawyxd said:
then be like "why is nobody playing survivor?"
Huh, that's strange, maybe I didnt get this DbD update or patch everyone else has. Since to me it seems like Hyperfocus is magically better than it was on the PTB. Huh, that's weird as well, last update Distortion and Botany Knowledge are magically better than before as well? Weird. Maybe we're playing a completely different game. Or maybe my game is broken or something.
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The developers mentioned during the anniversary dev stream that they would be working on something like this. Im not sure when exactly it is coming to the game though (you can look up a roadmap for future updates and QOL).
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@m4x1m_000 said:
Double-burger example of what I described above.
What did the survivors manage to do while Nea's hook stage? First, one gen was repaired. Rebecca 01 went to the hook, used Reassurance, then returned to the generator, repaired it. After that, there was still no point in unhook Nea. Instead, the survivors repaired the generators and searched for the Devour Hope. Devour Hope, which requires a lot of effort to implement, was simply destroyed with one perk that you just need to press.
This match is a great example of how much resources a hook stage can give to survivors, which is supposed to work for the killer actually. What's the point of a hook stage timer if the survivors will still unhook when it's convenient for them because of push-button perk?
I dont really see the issue here to be perfectly honest.
Reassurance still has a limited amount of use per survivor, it's not like they can keep a survivor on hook for an indefinite amount of time. And even if, there was still a level of coordination between the survivors which allowed it to happen. Killers themselves are suppose to be powerful on their own, but survivors are powerful when they work together, it's by design. It's not as simple as pressing a button to destroy your effort, it's people coming together to do stuff, clear comms, game sense, etc.
And if getting the survivor out was such a huge deal, why didnt you return to the hook to at least try and prevent the save or confirm the kill? Their hook progression timer was down super low and you have your ability ready to use, you could have went over there with almost no difficulty. Yes you might have to wait extra time but the results would have been the same if the survivors clearly showed no interest in going for a save, or at least to the degree that you express it.
"What's the point of a hook stage timer if survivors will still unhook when it's convenient for them because of push-button perk?" Reassurance was probably the worst pick for that situation. The survivor on hook would have been better off running Kinship. Longer range for activation. Longer duration of effect. It's a more selfish perk but literally would have produced better results... which leads me to question, would you have complained if Kinship was used instead? The results would have been better, if not the same.
They had a niche perk. They used the perk effectively. They used coordination to accomplish a lot. You got outplayed. It happens. It's not that huge of a deal.
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@Sonzaishinai said:
Run away from the tile while the killer vaults
In most tiles vaulting a window even with the increased speed is enough for the survivors to run away and reach another tile.
I honestly find Bamboozle a pretty bad perk. It's a noobstomper, people who realise how slow the vault is will quickly use it against you
It's not too bad on Billy, since you can force survivors into a more favorable loop for curving.
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I personally use the Lethal Kitten body piece, but since it isnt here Ill just choose the closest thing.
All of Legion's outfits are really good though.
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WHAT IN THE EVERLOVING HECK ARE THE FIRST AND SECOND ONES???
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@hamada98765 said:
As the title says! When i play as a killer on a low rank i always get these toxic survivors/gen rushers and best loopers
When i play as a survivor i get the worst teammates ever that they can't complete a single gen! and the killer is just too good, idk if that's a personal issue or a game issue?
Because MMR is a perpetual cycle for survivor.
Get awful teammates -> Lose because of awful teammates -> Lose MMR -> Repeat
Also because it depends on your regional queues. If there are more killers than survivors, than there is a higher chance you will be paired with people outside of your MMR range due to the MMR queue priority over MMR quality priority.
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@Brightened said:
Was the whole point of this perk to counter adrenaline runners?
Seems like lots of stuff is happening to our survivor perks... What's the point of running adrenaline after this new killer?
Wasn't the point of the rework to make some of those useless ones more useful?
Like I'm not going to run adrenaline on the off chance that they're not going to cancel it out... That's like what happened to decisive strike...
Another perk dead I suppose.
I find that Terminus can be good when paired with Plague. Normally in the end-game survivors like to cleanse, but Terminus will keep them broken during the end-game and pretty much just give me free corrupted fountains.
But Im not sure why people make such a huge deal about Terminus countering Adrenaline. You know what else counters Adrenaline? Killing the survivor before end-game. H: NOED (plus you get the speed boost). Plague. Legion + Deep Wound. Any other perk that causes the Broken status (Forced Penance).
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Tbh, for me, I escaped almost all of my matches on RPD, the only match I havent was against a Plague that hard tunneled me out (I mean I ran her for 4 generators but still a bummer nonetheless).
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3165693#Comment_3165693
Old RPD maybe, but only with coordinated survivors. Explain how the new variants are.
From my experience as survivor, a lot of loops can be chained or ran in very unconventional ways that just really can be strong. Like chaining 4 pallets and a window type stuff. But it mainly depends on what side of RPD you get tbh, both side is just has to deal with their hand from lady luck.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3165749#Comment_3165749
I put it in useless? It might've been because I did the list on mobile and I accidentally moved it instead of scrolling.
I would still put it in bad, MAYBE ok, only for the sake of window techs and other phasing techs. The aura isn't that much. Like, I don't see the reason you'd want it over other perks that bring so much more value.
The range for it is pretty standard, but it allows you to choose when to use it unlike most aura reading perks, so you can save it until you need it. Also again, it's super good for finding hatch, probably the best perk for finding hatch actually.
Overall Clairvoyance is stuck in an area where a lot of people just really underestimate it's utility. It's such a good perk, but nobody really cares for it unfortunately.
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@Pukenplag said:
https://us.v-cdn.net/6030815/uploads/ORYIFV54QF4Y/my-image-282-29-284-29.png
Perks after Jonah aren't there, but here's how I'd put them:
Parental guidance: usefull with certain builds
Empathic connection: bad (empathy is just much better and you also don't get the killer on you for running it)
Dark Theory: Bad
Haddie's perks: ok, overzealous A
As per the new ones, I really don't have a view yet.
I'm really curious to see how my views compare to others'. I did take a break for the past 6 months, so take it with a grain of salt.
Clairvoyance is useless? I use that in SoloQ a lot, it can provide good information. You can also phase into an animation-locked killer. Plus it has a 64 meter range to read the aura of hatch.
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If it makes you feel better, I thought it was a broken pipe on a generator or something.
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I dont blame people for sucking at finding totems, some maps have them in painfully obvious spots, others not so much. RPD and Lerys can be quite difficult for survivors to find totems, Boons are annoying for the killer on those maps as well, but the constant ringing can at least help you find them easier.
Also Hexes are still quite strong with the right build...
- Hex: Plaything causes the Oblivious status effect, which is a somewhat rare status effect, but it can be paired with Hex: Pentimento for a strong combo, so I think having it's aura shown is fine. This of course is completely ignoring the fact that most things with the Oblivious status have a janky activation condition, so having it easier to cleanse makes sense to keep it in line with other Oblivious status perks.
- Hex: Ruin regresses at 100% at T3, you dont have the waste time kicking generators, and can be quite strong on killers that force survivors to do secondary objectives. Pig and Pinhead work super well with it imo, but I guess Wesker is if you can deal with his buggy hitboxes.
- Hex: Third Seal is an absolute monster on Dredge when paired with Nightfall.
- Hex: Huntress Lullaby... I dont think I need to really explain this one, it's good on Doctor. Of course this is ignoring the elephant in the room that it works super well with the Overcharge + Call of Brine meta we are in. Since H: HL applies the bonus regression to the missed skill check of Overcharge.
- Hex: No One Escapes Death was changed because of the thing I listed all the way at the top, survivors cant find totems on maps that are generally hard to navigate. Rather than fixing the map design, BHVR changed the perk. Im not too bothered by this since ya know, it's NOED, I never really saw anyone running it anyways.
- Hex: Undying/Hex: Thrill Of The Hunt, just totem protection, it reduces the risk aspects so they are fine.
- Hex: Third Seal, I know people think it's bad, but whenever it stays up for a long time, it can do a lot of damage to a team, same with Hex: Blood Favor. Both are stronger than people realize since they can shut down strong loops insanely quick.
- Hex: Devour Hope... I dont need to speak on this, most people feel like it's fine, same with me.
Overall I feel like Hex perks are in a good spot if anything. Some are strong, some fit a niche, some do both. But I think people forget that with game design, changes in design occur. Hex perks might have started as "glass cannon" perks, but modern DbD has evolved past it. This isnt old DbD anymore, so stop treating perks like it's old DbD.
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I dont even see the point in Feng getting the cosmetic tbh. If I wanted to play Jill, I would just play Jill... I wouldnt play Feng looking like Jill lol.
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This only really effects M1/low tier killers. Realistically against Nurse and Blight it wont really do too much since half the time you are forced to pre-drop to not risk getting hit (or not drop pallets at all in Nurse's case).
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@OrangeBear said:
It looks like the endurance effect is slightly delayed.
Even if, it's kind of dumb, the Endurance should last from the start of the animation until the end of the animation.
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Leveling up characters to level 50 allows you to prestige the character (just as before). Prestige now has a 20k Bloodpoint Tax to them. Prestige will now grant their perks to all other characters. Teachable perks have been renamed to Shareable perks since you gain direct access to them on all other characters by gaining prestige. All Teachable perks obtained before the update are changed into Tier 1 Shareable perks, and additionally extra prestige is rewarded out to player after the update based on the amount of perks and Prestige level they were before the update (as compensation).
Rewards for prestige are as follows:
P1 = Tier 1 Perks
P2 = Tier 2 Perks
P3 = Tier 3 Perks
P4 = Bloody Body Piece
P5 = Bloody Leg Piece
P6 = Bloody Head Piece
P7, P8, P9 = Charms Based On Perks
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Sometimes players are matchmaked in servers outside of their region. Or sometimes the servers have issues which cause period spikes in connection. Ive seen it happen a lot, but most of the time it isnt the killer's internet.
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@YOURFRIEND said:
Unplayable, yet I play it. Curious.
Was thinking about that, played a match of SoloQ not that long ago, it's like the queue magically worked... maybe it's a bug, there is no way something like that would be real.
But in all seriousness, Ive been enjoying SoloQ, even if I get tunneled at least Wesker gets to chase me. :D
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I just use Knockout to hide the survivor's aura to reduce the information survivors get, makes stealth killers extra scary.
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I still yet to get Skilled Huntress and Hemophobia on Console just because the grind for them is too much. So close the platinum trophy, yet so far. But I do agree that challenges like that are dumb.
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I always thought that the survivors were suppose to get hit after a certain point, as much as I hate Bloodlust, I think it does have a place in the game, especially when strong tile sets spawn chaining into one another and there is nothing the killer can do.
Also I wouldnt necessarily say that infinite loops are gone, Dead Dawg Saloon's main building is an infinite without Bloodlust, so most people that run the infinite (which is super rare when people run it, not sure why people dont know about it or use it) do it before chase starts so there is no way for the killer to catch up. But this is just one example I can think about (mainly since I ran it not that long ago, bless that poor Ghostface, he had it rough).
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I like that one outfit with all the red roots/flowers growing from her. The clothing she wears is just really neat to me, I like it.
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I remember when I first saw the animation I was dying from laughter from how stupid it looks, with high speed and bloodlust it just looks so stupid, I love it but I have to admit that it should definitely be changed.
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@OniWantsYourMacaroni said:
It would take me 10 years to write anything on controller
People forget that keyboard and mouse Console players exist, DbD doesnt have KBM support, but you can still type into word boxes with them since it pulls up the Console text boxes to type in, so it does work in that regard... I typically use KBM to type in DbD Codes in the shop.
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@Gary_Coleman said:
I like Built To Last. Not sure if its considered a gen rushing perk though.
Built To Last + Commodious Toolbox... not a fun combo to face as killer to say the least.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3160686#Comment_3160686
That’s a horrible metaphor. But let me try to improve upon it - DBD is a massive fixer upper project. Fixing Nurse and Blight is like fixing the plumbing and the roof. Tweaking LP a bit is like patching a small hole in the wall. Clearly if I had a choice fixing Blight and Nurse would come way before any changes to LP. But I still think they could tweak it down a bit. It doesn’t need to last that long and also improve all other aura related perks / addons. I still think you’re onto something amazing though with that trick of finding and lighting a shadow step boon before LP kicks in. It takes a special mind to come up with that.
I was referring to use Shadow Step to counter the increased Aura Reading duration since it increases the Aura Reading durations of all perks, but pop off I guess. Clearly you dont care the listen anyways...
I mean everyone has brought up good counterpoints but you push them aside as if everyone is forced to agree with you, a majority of people disagree with you, and it's for a good reason, maybe you should consider why...
Maybe that would be too much for you to handle since you still keep pushing a narrative that I never even said to begin with, as if it invalidates my point, which it doesnt because, ya know, you completely misinterpreted what I said. Also I would watch what you say on the forums, using language that is used to belittle those with disabilities is very distasteful (referring to "it takes a special mind to come up with that", not sure if youre aware but that is used to make fun of disabilities or people with disabilities).
You died on a hill that most people wouldnt die on, you even dug the grave to, I refuse to debate further, you are actively wasting my time at this point.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3160542#Comment_3160542
You certainly make a lot of incorrect and deprecating assumptions about my play style. I work. I play by the ethic “Always be doing something productive”. So I’ll ignore your irrelevant insults.
“BBQ is healthy for the game”. Let’s face the facts. BBQ is telling killers exactly where survivors are at the perfect time because… SOMETHING has to be done to prevent them from playing like tools and camping the hook. Be real. Yeah, I’m grateful for a perk that tells nurse, blight and other insanely mobile killers exactly where I am so they don’t camp.
And your amazing insights to use shadow step or just hide in a locker at game start. Wow. So I just find a totem and bless it in the first 10 seconds of the game and that will prevent my being seen in the first 10 seconds of the game. Is that how that works? And they wont see that I just got in that locker right? Because hiding in the locker prevents them seeing that. Right?
Look, Otz raised a good point about the nurse issue. But no, it’s not the only reasonable issue. If 80-90% of killers are running this (just an estimate based on my past few month or so of gameplay) there’s a reason. It helps them win games and faster is a pretty reasonable assumption.
This seems more of an issue with the killers, not the perk.
Aura Reading is clearly not an issue on low tier killers, and again, promotes healthy play within the game. But with Blight and Nurse it suddenly becomes problematic... maybe, just maybe, it's because of the killer and not the perk. You are doing the equivalent of trying to repair a broken house, but rather than fixing the hole in the wall, youd rather fix the already perfect foundation to the house... what you are doing accomplishes nothing productive and ultimately doesnt solve your issue. You are pointing your finger at the wrong thing here.
Youre going to get better results if you complain about the actual issue of the game, Blight and Nurse, instead of complaining about the proxies, Aura Reading; youre wasting your time and energy on something pointless, and other's time and energy on something pointless.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3160542#Comment_3160542
Considering how they managed to implement countless problematic perk combos and plenty of extremely strong perks for nurse, "balance bottleneck" definitely does not exist.
It's not about balancing a bottleneck, it's about fixing the root of the issue, Aura Reading perks are problematic on oppressive killers, so perks are held back as a result... the issue is the killers in question, not the perks.
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After the match I think it is fine, however for those wanting to avoid post-game toxicity, people should have the option to hide their prestige level (and the prestige levels of others).
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Carlos is paler in the item shop due to the item shop lighting being a bit different since the chapter released (as far as Im aware). Ingame I heard he looks fine.
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@Audiophile said:
It’s in like 90% of builds now. Talk about new META. And all it does is add to the existing problem for solos… the game is mostly oppressive and unfun. LP just brings immediate pressure and is adding to the misery and instant quit/DCs.
I mean normally Lethal Pursuer is ran with Aura Reading perks... that is way less regression to deal with (someone already pointed this out however). Also it gets countered by running perks that counter Aura Reading. B: Shadow Step and Distortion are really good, hell, if you wanted to, you could, Idk, hope in a locker.
@Audiophile said:
Where there’s smoke, there’s fire. I always argued with my friends that BBQ was the strongest perk in the game. Why? Because it was extremely high usage and responsible for finding tons of survivors every game. The sheer amount of impact it had was ridiculous. Now you have most killers running Lethal every game. On the OP killers it’s a game crusher. On ranged killers and highly mobile killers it can start a killer steamrolling. Not bad for some stealth killers either. And its a perk that disproportionately hurts solos.
BBQ is healthy for the game.
It causes the killer to leave the hooked survivors to chase another survivor, or at least waste their time looking for survivors within an area. BBQ promotes an active playstyle, chasing new people and provides pressure; it discourages tunneling and camping which are seen as cheap ways to build pressure with minimal effort.
You might like to sit in the corner of the map and Self-Care while a Jonah gets facecamped by Bubba, but I prefer the opposite, I want to be chased, I want the action, I want the game to feel challenging and that I am rewarded for my knowledge and time put into the game, and most people feel the same way as me. YOU might care about stealth, but MOST people dont, and the game is designed around the vocal majority since they speak the loudest.
@Krazzik said:
I do agree with Otz that Lethal is a bit problematic because whenever they design an aura reading perk from now on they will have to take Lethal into account when balancing it. Not ideal.
However, they have to do that with all killer perks because of Nurse already and they don't seem to think that's an issue so...
This is the only reasonable issue with Lethal Pursuer that should be addressed, however OP doesnt address this at all. Perks that modify other perks are often bottlenecked by certain killers existing (Nurse) or already existing perks; this often results in the modifying perk getting nerfed or the perk being modified because nerfed or less effective by launch. (Goodjob Krazzik for bringing this up btw!)
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Disorienting Doctor~ Double Calm Addons; Dark Devotion; Trail of Torment; Dragon's Grip; Monitor and Abuse
No Hiding Pig~ John's Medical File and Amanda's Letter; BBQ; SH: Floods of Rage; SH: Monstrous Shrine; A Nurse's Calling
Forever Plague~ Any Addons; Blood Echo; Terminus; Thanatophobia; Grim Embrace or Coup De Grace
Some builds to try out if you want. (But yea I agree that we should be able to label builds and stuff, I normally use Microsoft Word to keep track of builds.)
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@OnryoFlow said:
https://forum.deadbydaylight.com/en/discussion/comment/3159700#Comment_3159700
And google defines it as "many" people. Cambridge defines it as "an act of killing a lot of people". And Collins as "1. the unnecessary, indiscriminate killing of a large number of human beings or animals".
You'll have to catch me on a bad day if you hope to out-googling-the-dictionary-definiton-of-words-to-win-arguments with me, sugartits.
In all fairness, it would still depend on what you justify as "a lot" or "many", I typically value human life a lot so I consider more than 3 people dying to be "many", but it would still be subjective I guess.
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@OnryoFlow said:
Personally, I can't believe The Texas Chainsaw Massacre gets away with an inaccurate name. Only five people die? That's hardly a massacre. They should CG in some more dudes getting chainsawed or change the name because right now it's FALSE ADVERTIZING and they could be SUED.
Massacre: Noun: An indiscriminate and brutal slaughter of people.
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@Adjatha said:
Except the title doesn't make sense any more because there are multiple maps that take place DURING daylight.
Not just as bright as daylight thanks to artificial lighting.
Not just dawn or dusk where you can see everything but at least there are shadows.
Straight-up, middle-of-the-day, bright enough to make Wesker's sunglasses more than a meme, DAYLIGHT.
That's an issue with map design, and Ive pointed that out before. The game doesnt really make sense in the first place if it's "Dead by Daylight" and MF Coldwind Farm has the sun shining brightly.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/3159539#Comment_3159539
I aren't forgetting it's Resident Evil, just because it's in that game doesn't mean it needs to be in DBD, even some of Ash's lines were cheesey and well, cheesey in the films/series too.
While I do agree DbD and RE are different games, it's very clear that the devs really want to have their collabs feel more reflective upon the source material, at least to a large degree.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/3159519#Comment_3159519
Of course, I don't mind some voice, Pinhead had the right balance, Wesker hasn't but then if I heard in the game survs replying back it would sound like some cheesey b movie.
Youre forgetting that it's Resident Evil... there are lot of cheesy and horrible lines in the earlier games (especially when RE started to branch away from horror and seemed more like an action-adventure game more than anything).
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@Mushwin said:
It would get annoying I think.
You should always be able to disable voicelines and dialogue in any game regardless, DbD is no exception.
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@BenOfMilam said:
I would love to see a 1v1 queue for people that just want to chase.
Id love to see a survivor where the survivors have to last for as long as possible, both sides get bonus bloodpoints for how well they do and stuff. Maybe some objectives on the side that increase/decrease the timer for each role or something. It would have an arcade feel to it but Id imagine it being really fun.
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@Sonzaishinai said:
Pro tip if you suspect someone has auto dead hard. It detects all attacks in a certain range, even if they can't connect
Swing after they dropped a pallet or do a 180 and swing away from them and watch them waste their deadhard every single time
I ended up having to use Corrupt Purge just to counter the it for the first few hooks, Auto-DH doesnt detect Vile or Corrupt Purge apparently, but to be fair I dont think there is a way for the game to tell the difference between the two.
I had 3 Coup De Grace stacks from the other survivors doing generators so I just lazily used them for the final hook and down them because of it.
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@tippy2k2 said:
Always fun to take out a subtle cheater
I eventually caught mine when they attempted to go for a save and then I did what I rarely ever do; I facecamped the hell out of them.
It just worked out that I was Bubba but to show everyone else there were no hard feelings, only the subtle cheater had to die here. Everyone else was allowed to escape.
I had a daily to mori a survivor, which is why I tried to kill the other survivors, but like the idiot I am, I always forget that I have a mori equiped.
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@ByeByeQ said:
I think all meme addons should have a visual or auditory flare that make them just a little bit cooler but obviously not better in function.
The Clown's Party Bottles are a perfect example of this.
Giving things different visual effects would be neat, I wouldnt mind it at all.
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@[Deleted User] said:
linear ramp/better response curve in general
deadzone slider
per-killer settings, including sensitivity during power usage
max sensitivity increase
taking another look at coding on killers like blight/billy
it's fine though, nothing like this is going to ever happen. controller will always be bad in this game.
E: like idk, it's hard to be optimistic about BHVR ever giving a damn about controller when the one thing we did have fine control over (our sensitivity, adjustable in increments of 1) was taken away from us when they made all the UI widgets buttons.
In all fairness, I feel like Console has it the worst with these kinds of things, like the more I look at it, the more I feel depressed as a Console player...
- No Keyboard and Mouse Support (so forced to use Controller)
- Basically No Useful Controller Settings + Handicapped Because Of Awful Game Design
- Performance Issues Constantly
- No Post-Game Chat
- Delayed Inputs (Wireless Controller)
- Constant Bugs And Issues (Such As The Lobby Disconnect Bug)
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@Chocolate_Cosmos said:
I don't know what you all talking about.
I played Sakado Yesterday and didn't noticed anything.
Sadako can phase into a hooked survivors and entirely prevent a survivor from being unhooked since survivors will not get the prompts to unhook (because the Sadako player is blocking it). It's been an issue for awhile now (like since before the midchapter update, I believe) however nobody really used it until after the midchapter update.
For perspective, it's kind of like facecamping back in 2016, when survivors could only unhook from a single direction. There is literally no counterplay at all to it.