Kaelum
Kaelum
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- Kaelum
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@Judgement said:
There’s nothing to suggest that he didn’t modify his save file on PS4, too.If you have a PS4, try looking for a DbD save file. You won’t find one. Why? Because that information is stored in only 2 places. The main storage is on the DbD matchmaking servers, which is why you can move from console to console and be exactly where you were at on the previously used console. The other place is in system memory, which is only temporary. The game periodically uploads this information to the server. If the game crashes while it is holding progress updates, that progression is lost, thus the reason some people observe rollbacks. You would need to hack the DbD servers in order to hack a PS4 save.
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@The_Daydreamer said:
Perk Idea could be something like: Reduce the survivors movement by 10% but increase the crouchmovement by 25% or something like that.I know that you are trying to be helpful and come up with new ideas, but you need to understand the game, and the numbers that you are talking about first. Do you understand that a -10% movement speed would mean an instant death to a survivor? Even a 1-2% reduction in speed would completely eliminate any kind of looping at all. I main killer, and as others have stated, I prefer balance over any type of change that would throw that balance to either side.
Yes, the killer would seem to be OP, and he/she needs to be, as this is a 4 vs 1 asymmetrical game. When there are 4 survivors, the power is significantly in the survivors favor. When there are 3, the game is slightly in the survivors favor. When there are 2, this is where is gets very interesting, as the perks chosen and abilities of each player decide which side is in favor.
I’ve been in matches where the killer slugged the other 3 survivors, which would have you thinking that the game was over. Mind you, these were not SWF matches either, we were all single. I was able to get 2 up simply because they had all recovered to max and moved as far apart from each other as they could, which cascaded to everyone getting up and being healed to full health. This doesn’t always happen, but it shows that games can be interesting if you know how everything works, and how to use what you have to the best of your ability.
Remember, the killer is a player too, and not only survivors should be having fun.
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Try running, Hex: Thrill of the Hunt, Hex: Ruin, Hex: Devour Hope, and Hex: Hallowed Grounds, all at the same time. This is a toxic killer build, as survivors are doomed if they cleans totems, and they are doomed if they don’t. Hex: No One Escapes Death can sometimes be swapped for Hex: Devour Hope, but would not work as well for most killers.
P.S. I wholeheartedly agree with @Just_Clown1n_Around ‘s post above.
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The image would tend to suggest that the Entity is somewhat plant based. Could this be the prelude to the Halloween event?
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Going into the store causes the FPS of the entire game to drop until the game is restarted. On console, it persists until you reboot the console. So, don’t go into the store and then expect to play the game. You need to close it, and reopen it.
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@Boss said:
Didn't care about ranks last season, so i went all the way down to 20.It has not been possible to derank below 15 since the previous patch, which was before the last season began. The rank reset from 15 would take you to 18 with 2 pips, so how did you get to 20?
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Yeah, that sucks, but NOED is almost always countered at the higher ranks, as they cleanse all totems prior to the gates opening. To counter that, you would need to run the new Hex perk from the Spirit. I main Hag, and before the patch I rarely used any Hex perk. Now with this new Hex, I may reconsider. 😎
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That’s not a bug, it is intended. The survivor is 100% invulnerable until they have full controll of their character, which is about 1-2 seconds after they touch the ground, there is a bad side effect that I don’t know if it was intended or not. The Hillbilly’s chainsaw will auto-target the nvulnerable player, and not the unhooker, basically making them both invulnerable.
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They’ve already stated in a stream, a while back, that this is something that they plan to implement, though they haven’t givien any timeline.
P.S. the DS nerf is coming in the mid-chapter patch, so maybe this will be there as well.
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Dude, if you don’t understand game mechanics, there is no hope for you. This is nothing more than a troll post, if you can’t understand that simple mechanic.cTrix said:Don't try and confuse words on purpose here. You're talking about something ENTIRELY DIFFERENT than me.
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Any mechanism that prevents one from playing the game, is a ban. It doesn’t matter if it’s 5 minutes, or an entire year. It’s a ban.cTrix said:What do you mean by threshold. I'm not talking about banning anyone read what I said #########.
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There is already a system in place for this on PC ONLY. The devs specifically talked about it in the stream last week, though their threshold is much higher than yours. It is an automatic system, so they don’t take reports on the matter. FYI, here is no banning system at all for consoles, but they are looking into creating one similar to what they have on PC. With consoles, you are required to follow certain rules for each console platform. For more information, watch the video on YouTube.cTrix said:This needs to be implemented into the game ASAP.
P.S. Once you hit the threshold, you are given a 7 day soft ban that cannot be contested. As with all bans, your 3rd soft ban gets turned into a permanent hard ban. -
Now I know for a fact that you are just trolling. The ONLY reason that you can wiggle at all is because they didn’t want killers taking you to the basement every time. The killer should have absolutely no trouble at all taking you to a nearby hook. Ask the devs, they’ve said it many times in their stream.Usui said:
...there's practically no reason to even wiggle, and don't get me started on perks like boil over.
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@Bartex said:
excuse me, ######### is this?
The math on this is 100% correct, but it appears that you don’t understand it. As killer you WANT 3 or 4 survivors on a single gen, as it is wasting survivor resources. When they are on separate gens, they are getting rewarded 100% for their efforts. 2 on a gen, 90% each. 3 on a gen 80% each. And with 4 on a gen, they are only being rewarded 70% each, a major plus for the killer.
As @Wolf74 stated, gen rushing is when each survivor is on a separate gen. You may find one, chase them, and 3 gens pop while you’re chasing them. In the lower ranks, people are so afraid that they run around like chickens with heads cut off, but in the higher ranks, they will stay on gens even if the killer is almost on top of them. Hell, that’s why I run Stakeout when I play survivor.
Depending upon which killer you are playing, determines how you need to handle this. For one, you need to switch-up your target mid-chase, and break gens when it makes sense. Hitting a survivor and moving on to another, or slugging survivors, are just a couple tools to through them off, but they don’t work by themselves. It’s not that difficult, but it does require a ton of multitasking, and knowing exactly what state everything is in.
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@1Handirl said:
Survivors should not get punished because of other survivors DC'ing. I just started playing this game on the 2nd ann. and I am currently rank 2-3. It seems like the higher ranked ppl DC alot more than the lower ranks. Out of the past 5 games 3 of them had 2+ survivors DC and 1 had 1 survivor DC causing the remaining survivors unable to even earn a safety pip.Have you watched any streams? Survivors are DCing on purpose to derank. BHVR won’t do anything unless your DC/played game ratio exceeds 80%. It is unlikely that anything will be done, as any compensation changes would be abused.
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The pickup time is perfectly fine. The only thing that I see is that people don't like the annimation now. Well, boo-hoo. I'm sure that BHVR will make a better annimation when they have time to do so. It's a game. Believe it or not, but things in games don't actually always resemble real life. When they do, we think that's AWESOME! When they don't, we laugh. SO LAUGH! DAMNIT!
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@Grey87 said:
Not everyone enjoys playing the game using this exploit that the devs never thought would be a thing when they were making the game.Exploit? What exploit? I watched that vid completely through, and he doesn't use a single exploit in the entire video. He uses nothing but built-in, intended to be used, game mechanics.
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The tutorial glitch with SWF was posted in the Bug Reports forum the day that 2.0.0 was released. Prior to that it was from the scoreboard. Almost everyone knows about it, so hopefully, it will be fixed soon.
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Survivors need to understand that if a killer thinks you are near the hook, or he sees you near the hook, he’s not really camping, he sees fresh meat. If I see fresh meat just throwing itself at me I’d have to be an idiot to go somewhere else. If you want the killer to leave, don’t be stupid.
Trying to get a save before the killer has left is flat out stupid. This applies to all ranks too, as I see ranks 1 & 2 being just as stupid as rank 20s, solely because they think that they can outsmart me. Getting cocky will end in everyone’s demise. Plus, it helps diminish my craving for fresh meat. -
Not every generator, only ones you complete, plus the final generator.Orion said:@MojoTheFabulous said:
Dark Sense OP? How?Shows you where the Killer is for a few seconds after every generator that's repaired. I was using it before the buff. Now stealthing the Killer will be a cinch.
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Try placing traps mid-chase, and you’ll immediately end the looping. I was doing it for several hours prior to my SWF clan coming online. I main Hag, and I was having the time of my life, scaring the hell out of survivors, and constantly keeping them on their toes. If a Hag has any traps not in use, they’re being wasted. As for that David that follows you around burning your traps after you place them, thinking that you don’t know, give him an eye opening awakening.
HAGS AND TRAPPERS REJOICE!
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@Shipthebread said:
Haven't gotten a single complaint yet. I would think someone would mention itWhile I was doing some dailies as Hillbilly, a couple groups messaged me, but I had no idea,what they were talking about. A couple hours later, playing SWF, it happened to us multiple times. Some have said that it happens if you 99% a gen, and then leave it, which we had been doing, but we never tested that out. All you will get is chase music, if that, as the chase music doesn’t always work correctly.
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Tinkerer is currently bugged, and gets into a state where the killer’s terror radius is permanently reduced to 0 for the entire match.
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Tinkerer is currently bugged, making any killer that uses it completely silent the entire match.
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@FixTheCamping there is one very simple problem with your request, the devs wholeheartedly disagree with you. Camping is part of the game, and is not going anywhere. An ######### who camps at the beginning, is just an #########. Which is no different than ######### survivors, which the devs have been working on. Now maybe, just maybe, once the ######### survivors are dead and gone, killers might not be such #########. Just a thought, but something to consider.
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@Mc_Harty said:
Makes more sense then him pulling it out of his ass.He’s a very special magic clown. His ass is the source of his magic.
BEWARE OF THE CLOWN’S MAGICAL ASS! WHEN IT RELEASES, IT’S DEADLY!
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It wouldn’t end the hatch stand-off issue though, as the survivor will still just hide, doing nothing, until the killer moves a safe distance away from the hatch. We still have a stalemate, unless there is also a timer that requires the survivor to do something, which would probably be too overpowering.
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Change this to, the killer can grab any survivor who is within a 5M radius of an open hatch, no mater what state the survivor is in, and I would agree to this.
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AFAIK, the pallets are currently the way that you are describing, where the killer hits first, then gets stunned. However, due to lagg, it might not look like this to the survivor. The killer is the host, and only what he sees matters.
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@Doom_Punk if hexes on hills are lasting for your entire game, then you must be playing in the lower ranks. They are the easiest to find, and they are taken down almost instantly in the higher tiers. If a killer tries to camp a totem, he loses the game, as the gens will be done in no time.
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As I said in my earlier post, mode 1 sounds like an idea I posted earlier. Mode 2 has no chance at all of ever becoming a reality as written, as I t would be impossible to balance. However, if it was changed to make it a Red Team vs Blue Team type of game, where each team was 1 killer and 4 survivors, the maps were significantly larger, with 14 generators (7 for each team, evenly distributed), and separate basements for each killer, then it might be possible. The exit gates would be shared, but their status is based on the status of each individual team. They would need to have opening controls on each side of the gate, 1 for red, 1 for blue. If the red team has opened their gates, but the blue team hasn’t, then the blue team would see the gates as closed.
Teams would be allowed to sandbag each other, and tell their killer where opposing survivors are located. I have no doubt that the survivors of either team would rarely make it out alive, but it would make for a true team vs team game. This would of course be a completely different mode of play, and would most likely take an entirely separate dev team to pull off, as they wouldn’t be able to work on the current schedule and this game mode at the same time.
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Pretty much all of the assets on a map are randomly placed in fixed locations. The very large assists, like buildings, don’t appear to change location. The meat packing plant seems to shuffle and rotate rooms. Jungle gyms are like Tetris pieces, where the pieces are semi-randomly placed in certain configurations. There are many left over pieces that are left outside of the map. If you’ve ever been unlucky enough to be TP’d outside of the wall, you’ll see the left over pieces. I don’t know the exact number of fixed totem locations per map, but each of the 5 totems will randomly spawn in 1 of those locations.
I’ve seen 3 totems spawn in the same house, upstairs, downstairs, and the cellar. To fix this, they would need to implement rules on how close together totems can spawn, and re-adjust if need be. Sounds easy, but it can lead to deadlock type issues.
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I doubt that luck will get much, if any buff, at all. It will most certainly be normalized, and thus receive a significant nerf on the higher end. Running the right perks, and Vigo’s Salty Lips across all survivors, gives you something like a 60% chance of getting off your first hook with each try. For those who don’t know what that means, you basically have a 99.999% chance of a Kobe across all 4 survivors. Not to mention the increased chest rewards.
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@PolarBear said:
They already said that they will be buffing the base power of all killers since tinkerer was overdoing it way too much.This is accurate, but incomplete. They are first making attempts to normalize all killers by removing/reworking the perks and addons that are OP. At the same time, they are working on buffing weak killers first, a few at a time. The devs don’t consider that these changes will weaken the Huntress, or Leather Face, to a level below the normalization curve, which is why the Huntress received additional nerfing balances. We’ve been told that the nurse is going to change dramatically, but they haven’t even hinted at what they are going to do.
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There needs to be a penalty to BP for farming, which currently does not exist. It should work similar to benevolence, where you get 1 token if the unhooked player has not been downed within 15 seconds of being unhooked, and you should lose a token (going into the negative if need be) if the player is downed. Negative tokens should provide a maximum 75% loss of BP, but the token counter should have no negative limit. That would end the use of WGLF as a farming tool.
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@Blueberry unfortunately, the devs have stated that what they implemented on the PTB was way to overpowering for the killer, and is why they are looking for alternatives. It is almost impossible for a solo survivor to complete a gen and not get caught, which is what their data showed.
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@Master said:
Yes and bodyblocking away from the hook should be not an option too.
It wasnt even allowed on the official tournamentCORRECTION:
Body blocking the hook, or the basement, was not allowed, and would result in the forfeiture of the match. All other forms of body blocking were allowed. -
@Cecaelia said:
We where talking about it in another discussion but Boil Over is overall useless and has no good synergy with any other perks (besides DS if you're not the obsession) or even really counters any of the killer perks.Wiggling has 1 purpose, and 1 purpose only. To prevent the killer from always taking you to the basement, and nothing more. The killer is supposed to have enough time to easily take you to a nearby hook, while taking you a long distance (i.e. a distant basement) should give the survivor the opportunity to escape. Boil Over slightly increases the difficulty, if the killer is not using Iron Grasp. The system is working perfectly as designed, and does not need any modification.
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@ItsDaEmuDood said:
Too overpowered. Hatch should be worked hard for opening. You shouldn't get a free escape if you and your team were so unable to cooperate that only one person is left while everyone's dead.I don't see how you would think that this is a free escape. Presently, the last survivor will just hide until the killer moves away from the hatch. He won't do any generators, even if only 1 is needed to power the exit gates, as it would give away his/her location. This standoff can last for hours, until either the survivor, or the killer just gives up. If you think that that is fun, then I have some swamp land in Florida that you'd probably die for.
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I had another thought on how to handle SWF, and posted it here:
SWF: +1 Global Perk for each additional SWF member
It would be fairly simple to implement, and would even up the odds.
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@Outland think about it. 2 or more people playing SWF who are also in the same room, talking on the phone, or using any other method of communication. There is no possible way that BHVR could control any of that. If they were stupid enough to try putting any of that in their EULA, those sections would be invalidated by every court on this planet. BHVR has said over and over that comms are an unfair advantage, but their use is not bannable, as it is impossible (illegal in most cases) to control communications between players.
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This has been going on for over 24 hours, as it started yesterday. I called PlayStation support, and they said that there is nothing wrong on their end, so it’s BHVR yet again.
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It’s hilarious that camping of any sort is still being discussed, and that BHVR has to say it over, and over, and over, and over, again. Camping is in no way a bannable offense, and was purposefully designed into the game. It may suck, but it’s not going anywhere. If you die because you are being overly altruistic, that’s on you, not the killer. He’s just captiolizing on game mechanics that you are feeding him with. For more information on the banning system, see dev stream #68.
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@Lowbei you obviously don’t even understand the article that you posted, which has absolutely no bearing on any of my statements. Then again, you know absolutely nothing about how a computer OS works, and for some reason you are fixated on a scorecard in all of your discussions. Since you are doing nothing but trolling, it is time for me to stop feeding you. Have fun with your pitiful life under the bridge, but this conversation is at an end.
P.S. Don’t forget to post your follow-up, to ensure that you always get the last word.
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@Mc_Harty #68 at around 53:00 is just one place where they mention it, where they are explaining the banning system.
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@Mc_Harty I can’t remember exactly which one that it is, but I think it was around Thanksgiving 2017. I started playing just before Halloween 2017, and it was sometime after that, but it could have been months later.
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@Lowbei said:
lol no and the ignorance you just spouted was hilarious.they literally dont have the technology nor the legal ability to do what youve stated.
Careful @Lowbei, your ignorance is showing. I am a software engineer and from any application I write, I can detect every other running application on the system. Your knowledge of “technology” appears to be extremely limited, and laughable. “legal ability”? Really? ROFL!
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@ShesArebel88 said:
The post game summary should only appear after the game has ended for everyone.The devs have already stated that they are working on the hiding of the killers perks and addons until after the match has completed.
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@Lowbei said:
again”the reason its not blacklisted is because its undetectable, which is the same reason that MLGA isnt blacklisted either.”
That is a false statement, and has nothing at all to do with their reasoning. If you want more information, watch the dev stream yourself, and don’t ask me to point you to which one it is, it’s one of them since October 2017.
Detecting any application that is currently running, is an extremely simple task that requires very little effort. If BHVR wanted to eliminate the use of comms on PC, they could very easily do so. The fact remains that they believe that the use of comms is ok, even if it is unfair.
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@Lowbei said:
...not to mention that using a 3rd party non-whitelisted app (discord for example) to gain a big advantage, is the equivalent to cheating. you made this thread because someone pointed all this out, so you already knew the answer before posting this.the reason its not blacklisted is because its undetectable, which is the same reason that MLGA isnt blacklisted either.
While everyone should agree that it is an unfair advantage, including the devs specifically stating that it is, the devs have also specifically stated in a dev stream that the use of comms is not cheating, and is allowed.