JediWithASniper
JediWithASniper
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- Username
- JediWithASniper
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Comments
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Yup. It sure does. If you need it to win, then you are a weak killer. I have thousands of hours in the game, and the good killers do not use it.
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The only reason NOED is strong is because you are a weak killer. Learn to play without it.
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/2004535#Comment_2004535
You know people experience things differently than you, right? If you actually DO all of that stuff and still find time, that's great. That doesn't mean everyone can operate on the same level as you and it doesn't mean there isn't room for BHVR to improve on the grind.
Right, and everyone wants the game tailored to their exact needs. It’s pretty ridiculous.
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Ok, so I work full time, then I moonlight on weekends and evenings with extra side jobs, then I run my own company, and
I STILL FIND THE TIME
Seriously, if you really want it, you’ll get it done.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2004391#Comment_2004391
That's the whole thing, if they just suffer Deep Wounds, the Killer gets no notification of that. They just see a healthy person go to injured. Thus they won't be tipped off immediately. Everything else about No Mither stays the same, i.e. recover from dying and being a bit quieter with the groans of pain.
I thought killer’s could see deep wound status. Am I wrong?
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It’s been all over the place since they said they were testing it. I think it’s really a plot by the devs to achieve the magical 2 live 2 die outcome every game. They through 2 potatoes in with two tater tots and a killer that’s good enough to get the bad ones.
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@Lexilogo said:
I think the issue with this is that it lowers the one perk interaction/synergy No Mither is supposed to have with Resilience and etc, starting the trial Injured to activate those Perks from the getgo.
I would prefer something like "Killers will always percieve you as Healthy and unbroken on their HUD."
Neither of these ideas would truly make No Mither practical, of course. But, it'd certainly go some distance in at least making it a little better.
I think if you buff it too much, you make it too strong. As it is, it’s very hard to get much use out of it without pairing it with UNbreakable.
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@Moundshroud said:
I think an easier fix would be for the playing injured to be reflected by all hits causing Deep Wounds, and thus require Mending before healing.
I think that sounds like a very interesting idea for a new perk. Any thoughts on that being a trade-off for some kind of buff?
I mainly think the issue here is the instant message to the killer which tells the killer to hook that player immediately.
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I’m a survivor main. Probably in the minority, but I don’t think slugging is toxic. It’s a valid strategy. However, it’s not much fun for survivors. I think the devs should adjust the hooking score to be based on how quickly a person is hooked so that it encourages less slugging.
Basically, just something simple like if you hook:
0-15 seconds you get max hooking score
16-30 seconds you get a lower hook score
31-45 seconds is less, and so on down to a minimum score.
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Where is Sir Mixalot when you need him?
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I like this idea. Maybe make it where you hold down to use it like a flashlight, and let off to stop. You have a total of 10-15 seconds it works for. Great idea!
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I think I may try the NM. I’ve been running a similar build, but I like trying new stuff!
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As a survivor main, I originally thought PH was a top tier killer, and would be as common as spirit. However, he does have more weaknesses due to his speed, and the stand still after using his power. He’s still pretty strong, and fun to play against, but once you learn how to force him to use his power and miss, it’s very hard for him to beat you. Don’t get me wrong, it’s not easy to keep him from downing you, it takes skill and practice, and quick reflexes. What I learned to do to beat him are basically two things:
- Drop pallets early. He doesn’t have time to break them, and will not use his power against you due to the distance it gives you. (Wasting his time)
- Path unpredictably while breaking LOS. PH relies heavily on predicting where you will be (similar to nurse) instead of where you are. If you can confuse him once or twice, he will then waste time on loops he can’t see through looking for you in weird places. Use this to then just straight line run to the next loop where you apply the 1st strategy again.
A good PH player will give you a run for your money though. You can’t make many mistakes or he’ll eat your lunch.
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I thought the last killer would be Billie Eilish, but they Trickster’d me.
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@Snap_Tobiyume said:
https://forum.deadbydaylight.com/en/discussion/comment/1999456#Comment_1999456
It's lag. Desync. The killer sees you get it early, you see you get it on time. Same reason why hits were broken.
Could be, but the blind happens simultaneously, so I’m not sure that’s possible.
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@Snap_Tobiyume said:
https://forum.deadbydaylight.com/en/discussion/comment/1998329#Comment_1998329
https://forum.deadbydaylight.com/en/discussion/comment/1998329#Comment_1998329
It's lag then. I use flashlights every game. If there was a big, I'd know.
Yeah, as many hours as I play, it only happening 3-4 times since the game breaking update and never before is not definitely lag based on your opinion. I don’t think it’s lag at all, I’m just being open-minded. It’s a bug.
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@Snap_Tobiyume said:
https://forum.deadbydaylight.com/en/discussion/comment/1996717#Comment_1996717
There's nothing wrong with the ps4 version. I got a flashlight save earlier today on ps4.
I get them all the time on PS4, even since the update. But this occurs rarely. I think it’s happened 4 times to me since the update. It may be lag instead of a bug, but it’s not timing.
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T-bagging is a necessary mechanic in all games. It is an exercise of charity really to T-bag someone. Helps them to REEEEEEEEEEEEEEEEE!!! Which really is the only way they remember to breathe. So make sure to T-bag everyone you meet in DBD, because you never know which ones are about to pass out from being oxygen deprived.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1996717#Comment_1996717
it is on you then. prove that there is a bug.
should be easy, get a couple friends and go kyf.
until you do, occam's razor apply. they just misstimed.
Problem began after update that screwed the game. I’m not wasting my time with it. Devs just don’t know about it yet because it’s a rare occurrence. But it is a bug, not a timing issue.
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@Fantasy said:
Are they bugged right now? Feel scammed when the flashlight does the animation but killer doesn't drop the survivor :(
I’ve been having the same problem. It isn’t a timing issue, as I know what the timing of flashlight saves is. It’s definitely a bug of some kind. No idea what is causing it. But all these guys saying, “too early”, or “too late”, would be correct if it wasn’t a bug. But it’s a bug, not a timing issue. Once you experience it, then you will know.
Do you play on PS4? That’s what I’m on, and I’ve wondered if it is exclusive to ps4.
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Elephant clown is the scariest clown along with Santa clown
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Because FNAF is for five year olds, and we don’t want any more five year olds in the game than we have already. For Pete’s sake! Can we have one freaking game that isn’t hello kitty island adventures?! Let’s stick with a mature audience, or at least what’s left of one.
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Man, all my favorite games happen around 2am. They are the wildest, craziest matches, and so much fun!
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Seems to me the debate is basically what I thought it might be. Do you sacrifice the altruism points and flush the garbage, or do you perpetuate bad behavior by getting the points?
My biggest concern has been that if I just walk away, they will sit there and smash the button until they waste a second survivor’s time, and then suicide right before that guy saves them because lolzs. So then they manage to double dip on their toxicity.
Anyone have any experience with that possibility? Or do they just suicide themselves?
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@Boss said:
If i'm already there, not unhooking at that point means no BP for me & me making it harder on myself than they just did.
Even if they go to the Killer just to die after i unhook them, that's more useful time they give me than them suiciding in phase 2.
That’s been one line of reasoning that I’ve used.
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@Mat_Sella said:
how small are people's ego's that they cry and scream if someone attempts an escape at no detriment to the team. People need to grow up.
If you dont save the person on the hook you have ruined the game for all 4 survivors in the match just because you feel the need to be petty.
Nope. When you choose to try to Kobe after waiting for them to cross the map, and pull off their gen to save you, and then you either unhook, or cost the team a hook stage, you deserve to be left.
The reality is that it often costs the team the game. But players who do crap like that are going to cost the team the game anyway. It’s about time more players just leave them I say.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1982498#Comment_1982498
How does it waste anyones time?
Do you has brain? Attempting escape doesn't stop anyone doing anything, you realise you can unhook the person before they even complete the escape?
And I don't do this but having a problem with kobe attempts (when they won't have a consequence particularly) is just outright stupid
This is a very specific scenario I’m describing. Where they wait for you to come to them, and then they try to Kobe. Not talking about them doing it other times. It’s toxic.
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@Raja said:
https://forum.deadbydaylight.com/en/discussion/comment/1982503#Comment_1982503
But it showed him start down animation and then he just slithered over the frame like some sort of squid out of water
Yeah, I mean he DH’d into the windo vault plus maybe lithe? Hard to say, but definitely laggy. Even if your hit connects, during a DH there’s no damage. But he was laggy.
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Looks like lag
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1982440#Comment_1982440
How could you take something so seriously? Kobe, funny #########, no kobe, laugh at their failure and unhook.
If it was rude or toxic to attempt escape it wouldn't be a mechanic...
You know very well that what they are doing wastes the rest of the team’s time. You probably do this to your team mates huh?
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@Shaped said:
While I agree it is a horrible thing to do, just don't think about it and take the altruism. It will benefit you. Even if they kobe just heal them for points too.
Unless... you already did good and think you piped. You can do whatever you like then.
So far, that’s what I have been doing. Mostly because I don’t want the whole team getting screwed. But it’s becoming more and more common a behavior instead of less. I also want the altruism points like you said, but I don’t know how many more of these clowns I want to help.
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@Chchchcheryl said:
Well if it doesn't send them into struggle your just being an #########.
If you're right there and they want to try to kobe and they don't go into tier two they did nothing wrong but try and attempt a fun way of escaping a hook without the repercussions.
Like seriously. Plus people have done this for a long time, it's not become a trend recently
No, they did everything wrong. If they want to do that, do it some other time than after you waste another player’s time. Do it before. When you do it right as they arrive at the hook it’s a jerk move.
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It is not a problem, and it doesn’t need fixing. Stop whining about nothing.
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Found it
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Can this be used on PS4?
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@Thunderous_670 said:
https://forum.deadbydaylight.com/en/discussion/comment/1977994#Comment_1977994
As a Jake main, I only mained him in the beginning because he's the closest thing I have to a pacific islander mixed guy, well that and he loves nature which is cool, but if I didn't know Jake, he could easily pass for native or Mexican if I wasn't paying attention, but with Yui I can tell immediately that she's Asian, I still Jake doesn't look very Korean to me to be honest, but hey, I'm still maining him and Ace tho.
Jake is the answer to all your problems.
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Pretty sure they are doing it on purpose
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1978787#Comment_1978787
I run into a lot of terrible Nurse's. Guess she's not top tier either, then.
Yeah, but you also run into good ones.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1978702#Comment_1978702
Um yeah, Hag is one of the best killers in the game hands down. Next to Spirit and Nurse, she's one of the most popular killers to play in tournaments.
Why are all the hags in solo Q so bad then?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1978603#Comment_1978603
Why tie the Hatch to the Primary Objective though if you want to make other things Secondary Objectives? The Hatch itself is a secondary means of escape, so why not detach it from the standard gameplay loop?
That’s an interesting thought.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1978647#Comment_1978647
Hag is in the Top 3 killers, as agreed by most people.
Um... no.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1978137#Comment_1978137
I believe the problem is that if the killer doesn't use any Hex Perks — bones don't do anything besides giving some blood points.
However, the moment the killer runs a Hex Perk, everything is flipped around because totems are posing a threat on the survivor's survival.
If we want to make bones a true objective, I would say give the killer a 5th perk slot just for Hex Perks and give the killer a beginning Hex Perk (I.E No One Escapes Death). Of course they can change it later whenever they unlock other Hex Perks or we can create more non-unique Hex Perks for them to choose from so that No One Escapes Death isn't so predictable. 😅
Making hexes a separate function than perks is something I have thought is very necessary. I think that killers should have two hex slots and 4 perks. If they want to run a 3rd hex, then it costs them 2 perk slots, and if they want to run the table and do a full hex build with 4 hexes, it costs them their remaining 2 perk slots. I think that if they make these trades, it buffs their totems by 5 seconds. So a stage one build with 2 hexes takes 20 seconds to break a totem. A stage 2 hex build with 3 hexes takes 25 seconds to break totems, and a stage 3 hex build takes 30 seconds to break totems.
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@brokedownpalace said:
He's still strong.
He’s about hag level strong if I was to rate him. He used to be in the top 3, now he’s in the bottom 3. Basically I haven’t really played against a good Billie since the nerf.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1978355#Comment_1978355
Nah,
Currently, the spawning conditions (visibility conditions) for the Hatch are:
5 Gens done, 4 Survivors - Hatch is shown (Can be opened with a Key)
4 Gens done, 3 Survivors - Hatch is shown (Can be opened with a Key)
3 Gens done, 2 Survivors - Hatch is shown (Can be opened with a Key)
1 Survivor - Hatch is open.
I'm suggesting, that once the Key rework is in so you can't insta-escape with a Key and The Killer can play around it, do the following:
5 Totems done, 4 Survivors - Hatch is shown (Can be opened with a Key)
4 Totems done, 3 Survivors - Hatch is shown (Can be opened with a Key)
3 Totems done, 2 Survivors - Hatch is shown (Can be opened with a Key)
1 Survivor - Hatch is open.
(I'd also toss in some condition that the Hatch is opened more slowly with a Key based on Totems remaining + Survivors alive)
I don’t think tying hatch and totems together makes total sense to me. The hatch is already tied to gens. But I do end to think it’s set up wrong. I think a minimum of 3 gens need to be done for hatch to spawn, and I think the hatch should not spawn at all until there is only one survivor left.
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@Steel_Eyed said:
I think in the post-map rework era, a nerf was justified. He was a king during an age of absolute bonkers imbalance. Insta heals, god windows, pre-nerfed toolboxes, etc.
I still flip back and forth on whether it was too much. His addons are just not that good. That’s my primary gripe.
He still wrecks teams, but can be wrecked. My main issue when I lose with him is going for chainsaws at loops too often. Which is what makes him exciting even now: The chance to hit an unexpected chainsaw.
My favorite is chainsawing at a T&L loop.
I used to love how he’d come flying all the way across the map. He was the hardest killer to try to win a 3-gen scenario against. Almost impossible. Made for some really exciting matches.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1978446#Comment_1978446
On the contrary, Saboteur is generally faster than most toolboxes. The only 2 toolboxes that are faster (not counting add-ons) are the yellow and Alex's
OP, a good strategy is to block the hook while healthy and take a hit. Immediately after you sabotage and run away or DH out of melee range. It's quite consistent to pull off. Saboteur can also be used to inflate your boldness score, each use awards 500 points and it can easily help you in the games where the killer is tunneling someone else or refuses to chase you.
The perk would be a lot better if it didn't go on CD after being interrupted tho.
I didn’t realize that. I thought they nerfed it.
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It can occasionally come in handy, but most people don’t use it because it’s way slower than a toolbox sabotage. Self-care is the same way, way slower than a med-kit.
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@[Deleted User] said:
Basekit tie Totems to Hatch conditions and detach it from Generators. (This will require a Key rework).
If you do Totems during the Trial you'll have a greater chance of seeing where the Hatch spawns in case the Killer stomps or turns a match around. (How the Killer interacts with Hatch will need to be looked at).
Hex Perks will keep Totems relevant for general main-path gameplay in the case that Survivors are Gen focused.
I don’t understand your idea completely. Are you saying that the ability to see the hatch’s aura with a key should be tied to the number of remaining totems?
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If it is, it needs to be the one from mandalorian.
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I love solo Q. But you have to fight your way through the grind of terrible players to play with better survivors. It’s tough, but it gets better.