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LordGlint

LordGlint

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LordGlint
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  • Reminds me of a thread I saw of someone saying they wanted a soldier character that wears a gillie suit.

  • Im sure the entity keeps trying to kick out the survivors known as "The Legion", but they keep sneaking back in under the disguise of a killer and pretending that trespassing into the entitys realm makes them edgy enough to deserve a place.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/948643#Comment_948643

    Sometimes working for others isn't really a 100% confirmation that the achievement is fixed. It can still be completed anyways, but it just takes away because of that.

    But it's good you still got it done, despite how... slow some of the achievements can be because of this.

    I wasnt actually GOING for it or anything, Ive just been running iron will alot and got use to being injured a decent amount without immediately feeling the need to get healed.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/948656#Comment_948656

    For the overall health of the game the nurse changes, at least the addons, and the spirit changes, again at least the addons, were needed. But also a bunch of map changes that aren't online till today.

    My main point about her is not that she is not powerful rn, my main point is, that she got a bunch of funny addons i cannot use, because my addon slots are already filled with addons to make her useful against actually good survivors. She got 105% speed baseline rn (with blinks as mobility). She got the map pressure of T1 Myers without addons. That's the math.

    Nurse DOESNT have 105% baseline...Just wanted to clear that one up. You need an UR addon to get 105% speed.

  • @thatcarbonfox said:

    https://forum.deadbydaylight.com/en/discussion/comment/948654#Comment_948654

    Theres literally a report button on the game for farming

    Farming is only reportable if its at the expense of another player. If you have a survivor who doesnt want to farm, while their teammates Do want to farm and are sandbagging them and such so the killer can down and hook them... THATS when its reportable. If all survivors your farming with are doing so of their own free will... its not reportable and will not get you banned.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/947655#Comment_947655

    Either one works. Being Broken still makes you injured... since you can't heal from being broken. And being Injured also works as well, since it's the primary thing that's required for this achievement.

    So you can use No Mither for this, which is what I did to complete this challenge... or you can just get hit and than 99% your health until you need to heal for a chase. To 100% make sure you get the maximum amount of chances to heal someone, i'd just use No Mither for the whole thing.

    At least that's how I personally feel. It's up to you in the end, so you can do whatever.

    I got this achievement like 2 days ago.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/947491#Comment_947491

    I'm referring to the fact that it's in game lingo, not official terminology. There is a difference. Community invented language is subject to change based on the community. If enough people want waving to mean come get me, then that will control. You're unnecessarily obfuscating the discussion. Carry on.

    In what way am I confusing the discussion by stating that people using a gesture for the exact opposite of its original meaning without any agreed upon change to said meaning will find themselves misunderstood to their own misfortune. Please state where I had ANY confusion or are you simply trying to use a dollar word you recently learned.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/947482#Comment_947482

    This isn't language, which is subject to strict rules and understanding. Don't obfuscate. There's clearly a lot of confusion about what this means and quoting a Wikipedia article isn't going to cement the meaning. And if everyone has a different understanding, it's very problematic. At the end of the day I don't care what it means, as long as there's consistency and a consensus. The fact that PC players from 2016 decided doesn't mean it can't change and that's the point I was making.

    Thats just it though, it IS a language. Just because it doesnt have verbal words, doesnt mean its not. The player base took it upon themselves to use whatever actions and gestures they could to form meaning. If you look up the definition of the word language, you'll come across this.

    a system of communication used by a particular country or community.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/947478#Comment_947478

    I do think is an upgrade indeed maybe need modifications but the action and movement speed +5% while on blood fury it's logic you are angry so you do things faster and focus one thing - - ->The first survivor you find. While dash are just for move fast while losing control, like when u are bloody angry

    I get what your saying and I'm not bashing it. The fact that your removing power from one aspect of the Oni while giving more power to another aspect is what defines a side grade. With Oni's dash having been hit pretty hard with the nerf bat recently, which was his defining feature... Giving him something else to be focused towards instead doesnt sound like a bad idea. Thats what your offering here, something else to focus his power into instead BESIDES the dash.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/947089#Comment_947089

    Or the meaning has simply evolved, things change. It's whatever the community consensus is. It's just another reason why it's much better to play with friends.

    Trying to change the meaning of something to the complete opposite is only going to get you left on the hook. If I start teaching non-english speakers that yes means no and vice versa, thats not the the english language evolving. Thats just having abunch of people become misinformed and probably teaching others the same misinformation.

  • @ALostPuppy said:

    You want to gut his demon dash even more? No. Just no. He's in a bad enough state right now, he doesn't need any more nerfs. It's already too easy for survivors to dodge his M2.

    It actually doesnt sound so bad. The idea shifts abit of power away from the dash and into normal movement while in fury mode.An extra 5% movement speed isnt anything to laugh at when it comes to looping. As a whole, this idea sounds abit like a sidegrade.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/947406#Comment_947406

    That’s why it should be a happy medium when it comes to finding killers to face. Usually I’ll have an SWF group and the ranks will be something like 2, 5, 8, and 17. It’s basically a 3V1. All I have to do is quickly kill off the Rank 17 and I can’t lose. The matches are so predictable and boring. All I do is demolish teams because there is one or two weak links that aren’t on the same skill level as me.

    It also makes survivor queues longer because more survivors are piled into finding red rank killers because red rank survivors are bringing their yellow ranks friends into queue with them; while any killer below green ranks suffer from worse queue times.

    As you said, there isn’t an absence of red rank killers. There are just more survivors getting matched with them due to the SWF matchmaking system.

    I told my GF about the replies to this thread, in which she said I should post THIS...

    cb6e957cf3df3fd5f91237435370fd46.png


    Pretty much sums up alot of the community that chants the usual "________ mains are leaving because the devs balance for the fun of the other side"

    But yeah, theres a pretty easy rational explaination to the queue times that ISNT a sudden mass boycott of the game or something, lol.


    Side note, what do you think about what Overwatch does with putting a limit to how far apart ranks can be in a group? Think maybe DBD could adopt something like that?

  • @KingMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/947177#Comment_947177

    I mean if you read what they said their point was yeah you might have seen one but if you can't talk to the rest of your team how do you know they did any totems or how are you supposed to know how many they have done, why would you waste alot of time searching for what may or may not still be a problem in the future?....was that really hard to understand

    And MY point is, if you see one...break it. I dont need to confirm information with anyone to know its a good idea to break it. In a typical match, its rare that there will ever be a totem that DOESNT get walked past. Really the only good reason to NOT break a totem if given the opportunity is if you can correctly identify all 4 of the killer's perks from their actions. Some perks like enduring are easy to notice and take note of while perks like BBQ are mostly educated guesses based off the killers perceived reaction. If I've already identified all 4 of the killers perks before endgame comes up, then I KNOW the killer doesnt have NOED and breaking the totem is just for my own personal points. If theres a mystery perk im unaware of however... even as a solo player, I should break a totem I spot. No info on how many my teammates have broken is going to change the fact that I should break that totem. The idea that anyone is searching the map specifically for dull totems is silly, SWF or solo.

  • @NoShinyPony said:

    Not enough people playing killer, especially at higher ranks, which leads to long survivor queue times, again especially at higher ranks.

    The now obvious "solution" is to have yellow & green & purple killers play against red rank survs all the time. This way, red rank survs won't suffer that much from bad queue times.

    Whether this is a good idea and whether this will lead to even less people wanting to play killer in the long run, that's another topic.

    The matchmaking change caused a sudden rise in the demand for higher ranked killers. Alot of games have matches like THIS one where the game grabs for a red rank killer if even a single member of the survivor team is red ranks, where as before...it wouldve been searching for lower ranked killers instead.

    https://www.youtube.com/watch?v=ujv2iHoTkmU&t=138s

    In this match, only 2 members of the survivor team are red rank against Umbra at rank 1. The other 2 survivors are ranks 8 and 17. The old matchmaking system wouldve been grabbing for a non-red rank killer. The new system is TRYING to grab for more red rank killers. Its not that theres a sudden lack of killers, just that the system is grabbing for them MUCH more often.

  • @Speshul_Kitten said:

    I’ve said it before and I’ll say it again, it’s the lack of killers at red ranks. They’re just not as interested in the game as they used to be.

    Its not really a lack of killers, but a higher demand for them caused by the matchmaking changes. Atm, even if the game is at a perfect 4:1 ratio of red rank survivors and killers, that goes out the window when you have so many of the survivors fill their teams with their yellow rank buddies. If even 1 guy on a survivor team is red rank, the matchmaker is looking for a red rank killer to pair against them.

  • Recently had a game as plague with a survivor who named themselves "4 stun challenge". I myself still needed to get 2 grabs, so when the game was over and this guys teammates were all dead and he was on the ground... I hit a nearby gen afew times and nodded to him. He let me get my grabs, I let him get his stuns and we went ahead and found hatch together. As far as the trapper challenge, last trapper who tried farming THAT challenge...was actually secretly farming the 4 basement kills challenge. I noped out of there before he could get me, lol.

  • The perk works best in situations where you can break LOS. The killer is mostly making use of sound to determine if youve vauted a window or not in situations where they are mindgaming a loop and are moonwalking around. I think the perk is in a good spot with its current cooldown. 20 seconds means it cant be spammed, but still allows you to use it several times in a chase.

  • No one talks about her because no one plays her anymore. Within the last month, I think I've played against maybe 2 nurses.

  • @miotas said:

    The issue with NOED is that it is too impactful against solo survivors/low ranks, and too weak against SWF/high ranks. Playing as a solo survivor, you have no idea how many totems are done. You can't run around the map hoping you'll find a dull totem just in case the killer has NOED when there are gens to do and randoms to save. Low ranks will be slow to do gens and bad at chases, so they will go down fast and be unlikely to even make it to the end game. These people will feel the effects of NOED the most and it honestly sucks to be in their position.

    If it's a SWF team they can communicate how many totems are done, where the totem has spawned, etc. High ranks will keep personal track of totems, know the totem spawning spots, and if someone is downed due to NOED in the end game, most survivors here will just run out anyway.

    From the killer's perspective, NOED only helps against teams that play poorly, which are teams you don't need any more help against. If you struggle with pressure against a good team, you might get a single pity kill out of it before it's cleansed or everyone leaves. If you can apply good pressure or the survivors are bad you'll probably get 2 or 3 or even 4 kills before end game happens anyway, so there was no point in having NOED. It's a perk that doesn't help you in the places you need against good survivors.

    Even as a solo survivor, you can still break any totems you happen to encounter. You dont need to keep track of EVERY totem to break the ones you see. Often times you'll end up running past totems while working on gens and such. Being in a SWF squad and having voices in your ear saying how many THEYVE broken doesnt change the fact that you should break the one directly infront of you. The only thing keeping solo survivors from countering NOED is the feeling that its a waste of your time doing the totems because others are probably ignoring the totems. You end up having a full squad with this same mindset... Just because you dont want to track down all 5, doesnt mean you shouldnt cleanse the ones you already see.

  • Hooked teammate: *waves arms franticly*

    Me- Your being camped? way to hang in there so the rest of us can just do gens

    Hooked teammate: *using arm flaps to spell out via morse code "come get me, the killer left awhile ago"

    Me- Your STILL being camped? Way to go on not just suiciding bud so the rest of us can just do gens and the killer gets 1 kill


    Moral of this story...If you flap your arms...Im not coming to rescue you

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946835#Comment_946835

    Yeah i thought the same thing.

    Was a oretty while back tho and guess he was pretty new to bubba (or i hope so).

    He was trying to make me drop pallets by revving his saw.

    If you play both sides you know he becomes slower and thus keep running.

    He appearantly didn't as he kept trying it not even thinking about M1 me.

    He even kept standing still and looking at me like "dude ######### won't you trow the pallet down?"

    But yeah i also pick my target depanding on where they are.

    Best way to keep the pressure on

    Speedy Bubba with PWYF and Nemesis is apparently becoming the new Bubba norm, so you might end up being caught off if you dont throw the pallet...since Bubba can just back rev you and down you. Using that combo has let me be alot less picky on my targets. If someone wants to run ironworks, I can still saw them down if I have 3 stacks.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946826#Comment_946826

    Hahaha i think you have got me the wrong way mate.

    I agree with you and knew what you were trying with that comment.

    I said almost the same thing you're saying now 😬

    And yes i have talked with a dev once how broken trapper is and he needs a change.

    We were talking about ruin and that killers don't need it.

    His answer was "you need to apply more pressure and he can snowball the match with his traps"

    Yeah that is if you get time to place them/the survivors aren't disarming them and the actually walk into it.

    Let's say we couldn't agree on both of our opinions.

    Wraith with my build can actually apply good pressure on all maps actually.

    Don't always get a 4k, but most of the times i do tho, despite the map 😉

    I've actually heard something pretty humorous about those first gens popping that makes me kinda laugh. People always talk about 3 gens popping by the time you down your first guy. Was watching a streamer one day who had a pretty good approach to that when asked. "So what?". The game slows down tremendously after that first hook, and the survivors arnt likely to be able to keep up the same speed they ORIGINALLY did for the last gens. I remember a pretty good saying I heard for the card game Yugioh, but I think it holds true here too. "The only lifepoint thats important is your last one" We can take this same stance for gens. You dont need to be overly worried about the FIRST gens they finish, just the LAST gen.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946775#Comment_946775

    I also always assume that, but sometimes it's just out of your control.

    For example i had a game on the map you talke about where you can get easily 3 genned.

    I was on the other side trying to do a gen, but the killer was trying to gen us 3 genned and kept pressurimg me.

    There was no way in hell i could finish 1 gen on 1 side.

    There other 3 were just easily doing 4 gens on the opposite side thinking they have an easy game, while i was kept in a chase, when i wasn't i waited a bit and then went back on the gen.

    But yeah what are you gonna do alone on 1 side? 😂

    I wish/hoped to to see you when cross play is available between ps4 and pc 😬

    I only encountered 1 bubba who was actually strong but all others i could loop forever.

    A long time ago even looped 1 for 7 minutes till i finally messed up 😂

    Made sure they couldn't unhook me, but yeah bad teammates.

    They did only 3 gens and tried to rescue me and giving him an undeserved 4 man 😂

    The fact that the Bubba even bothered CHASING you for 7 minutes speaks volumes. You gotta choose your chases better. Monitor makes it less likely someone will just bolt to spots like ironwork's main window, letting me take on chases that I KNOW wont just be a giant waste of time. If someone wants to stick to the main building in Ironworks or Wretched shop all game...you can HAVE that gen, ill just make it hell for everyone else who CANT get to that building. Focusing on using the saw over the mallet denies the needed speed boost to travel from halfway across the map to the overly safe spot. If ya HAVE to M1, do it midvault so they lose a good portion of the speed due to the animation.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946740#Comment_946740

    lol pallet heaven and they fail? 😂

    That should not happen to them.

    I don't know how they were watch as i rarely get caught off guard, unless it's a stealth killer.

    Also if there was a locker or a tree close and the got hit by your chainsaw than they apparently don't know how to counter 😬

    The thing is, a lot of killers think when I'm on 1 gen with another and he hits me first, is that i run away.

    Sure i do act like i do that but I'm staying close and when he chases the other 1 i get back on the gen.

    3 genning is also a thing i try to avoid, unfortunately you don't have always the right teammates for that.

    And they beat you to it were they 3 gen the team.

    I always assume I DONT have the right teammates to avoid a 3 gen...so I'll be the one to go to the other side of Azaroth's resting place and make sure the killer DOESNT have the easiest endgame in the world, lol.

    That screenshot I posted for the toolboxes also shows off my old Bubba build btw, thats pretty nice for getting close to ppl before they know they need to bolt to the nearest overly safe loop. Got in the habit of zoning people with the saw around basic pallet loops and forcing them into dead zones. I know how to play around lockers and trees too, lol. Infectious fright btw...another reason grouping up is bad for your health.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946691#Comment_946691

    Hahaha no worries.

    Then they probably don't know how to counter bubba well 😬

    He can be strong but can be countered very easily.

    Well i rarely have people missing the hex skill checks when i work with them on a gen tbh.

    Even if i work alone on a gen, there is always someone joining my repairing.

    And when i start with someone else or with everyone together next to a gen, I'm not gonna search for a different gen.

    The first 1 i will do together but then i always try to look for 1 solo but most of the time they join me then.

    The last 4 man slug I had with Bubba due to that was on Blood lodge, so yeah...they screwed up. Got way too close to them due to monitor and abuse and caught them behind the cabin away from a pallet or decent jungle gym (2 of them ran to a 4 walls jungle gym and got to taste my saw). I've had the same situation pop up when survivor teams try to pump out a gen thats in a bottle neck area. Had a game where 2 secret offerings went up, which I assumed was to spawn together and as far from me as possible. They found themselves in a bottle neck dead end with the only protection being a TL wall, lol.

    Grouping up is just a bad idea in general since you're not spreading pressure around the map. While it's true that SOME killer powers benifit greatly from a team being lumped together (Plague, Legion, Bubba), any killer can use it to pressure multiple survivors at once. Instead of the killer showing up to a gen and 1 person running away while 3 others get to keep pumping out gens...you have 4 people having to run away. If I spawn with my team... I'm spreading out. Might even cross the map so I can make sure we dont 3 gen ourselves later on.

  • @Victor_hensley said:

    I think instead of trying to fix gen speeds, they should just get rid of gens and put in more involved and more fair objective(s).

    Last Year isn't perfect, but at least they know to put in objectives that isn't just "press m1 for 60 seconds than leave".

    But whatever, white knights will say anything deny any problems with the game.

    Last Year has MANY differences with DBD though, not just the objective. That game's maps are all centered towards linear goal points as opposed to just providing a sort of open arena. Last Year is also more focused on watching each other's backs and encourages the survivors to stick together due to having actual combat with the killer, while DBD is more of a cat and mouse game since survivors dont have a way of fighting the killer in this game.

    One difference that I think is interesting though is the killer's map travel in Last Year. Last Year's killers arnt likely to be spotted actually WALKING from one end of the map to the other. Could be interesting to maybe employ something similar in DBD.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946660#Comment_946660

    That is true, but because you used caps it looked like you got a bit angry or something.

    But I do think it is still pretty fast as it is now.

    How many times are you working on yourself on a gen?

    I personally work most of the times with at least 2 on 1 gen, and i play solo.

    So even as a solo survivor i think the gen speed is pretty high.

    Even when i try to make the games longer than 8 minutes i fail at it as survivor.

    I let myself getting chased, do totems, walk from gen to gen etc and still the games last about 8 minutes

    I do gens solo VERY often actually. Grouping up on a gen causes each person to suffer from a slowdown, causes each person to be affected by each other's failed ruin skillchecks and gives the killer the ability to pressure MULTIPLE people at the same time. Ive actually had several games end very quickly as Bubba due to survivors all working on the first gen together... They get downed and slugged while I chase after their teammates.

    BTW, my habit of capitalizing a single word isnt meant for yelling,but rather emphasizing. I see the confusion about that now, lol.

  • @Boss said:

    Memorial Flower & Dead Rabbit.

    I have a weird image in my head of Shape chasing you with flowers in one hand and a dead rabbit in the other.

    Just makes me think Shape is grieving the rabbit, but couldnt care less about all the PEOPLE he's killed.

  • 20191006120145_1.jpg

    Happens both ways. This lot DCed within 15 seconds of the game starting, so obviously no emblem points for me. All I can say is hopefully once DC punishments kick in, you'll see less of it. A killer that wants to leave a match as soon as possible will just open the gates for survivors when the last gen pops instead of DCing.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946634#Comment_946634

    lol relax mate, I'm not here to fight you.

    I'm only giving my thoughts here about this subject and yours nothing more.

    It is allready 80 sec no when 1 person is working on it, 2 people on it is a bit over 40 sec i believe.

    Im talking here about teams that go for a gen rush and not solo playing (and I see them a lot in the red ranks, don't know about the lower ranks tho).

    So if they know the devs change it to your idea, then the 3 split up.

    Doing nothing about the gen speed and they look for eachother and rush on the same gen with the perks and boxes.

    Again I'm nit here to fight you, just giving my ideas and findings

    Im not being heated here, although its hard to judge tone based off text. My point was simply that its not really Gen-rushing when were just looking at the base numbers. 3 people doing gens at normal speeds currently is fine and really shouldnt be touched. If your problem is the INCREASE in speeds, the solution should be centered on that. Your solution of nerfing base speeds would affect EVERYONE, not just the people stacking gen speed perks/items.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946606#Comment_946606

    It sounds good but what you then would see (just guessing) is 3 survivors working on 3 seperarte gens with the best toolboxes because it will take just 60 sec instead of 80 sec because of the 25% repair boost.

    So while 1 is getting chased within 1 minutes 3 gens are done.

    And the best toolboxes aren't depleted after 1 gen so they can all 3 rush 3 separate other gens to spread the chances.

    Imo just slowing the general gen speed down a bit will allready help a lot

    Like I said though, that would punish those people NOT using toolboxes. to reuse your same scenerio here with a small change...

    You're chasing 1 person with 3 other people working on separate gens without ANYTHING speeding them up...so just 80 seconds each.

    Do you have a problem with THIS? If not...theres no reason to change the base speeds.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946573#Comment_946573

    True, or make it so that when not using toolboxes it becomes just slightly slower (a term bhvr loves instead of giving it actual numbers), and when they use toolboxes it becomes the speed it is now without toolboxes.

    So not incredibly slow just a tiny bit slower.

    But i also like the one from you where there's a limit of what you can take.

    They do that with offerings as well, where there are 2 of the same offerings, 1 person gets the offering back

    I figured with a limit...it would work to offset what the other player has without going into crazy extremes. If we set the limit for a 25% boost to gen speed for example, you could STILL bring in stuff to give you more than 25%...you just wouldnt see an increase beyond 25% right away. Any excess beyond 25% could then be applied once things are being applied to slow you down. Bring a toolbox that gives an extra 40%...you get 25% of that. The killer is using slowdown stuff that slows you down by 15%, now you get the full value of the +40% box to put your speeds back to a +25%.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946555#Comment_946555

    Exactly as i described a few minutes ago.

    Imo they should reduce the general gen speed and leave the toolboxes and add ons as they are.

    So when they use toolboxes it gets as fast as they are now without toolboxes.

    That way toolboxes have a normal purpose instead of using to rush the gens (most of the time), and nit using it makes it as it suggests slower off course.

    That would just make gen speeds incredibly slow for anyone NOT using a toolbox. IMO, they need to just set a limit on extremes. They already noticed extreme slowdowns when looking at "Forever Freddy". They need to set a ceiling for how slow actions can get as well as how fast they can get.

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/946535#Comment_946535

    You know what... you're 100% right. I usually just look at the pfp and see red and think "oh yeah, trusted" so that's my problem. Thank you for cleaning that up.

    Your good. Im pretty sure I was the first person who DIDNT get the trusted tag, so when I got my pfp I was messaging one of the mods like "um...you forgot something...". Rizzo had to explain the difference to me, and since then Ive noticed the same with other people.

  • While I'm one to say "just apply more pressure" against survivors that take 80 seconds each to complete a gen, its abit different when survivors are stacking toolboxes/addons/perks to pump them out significantly faster than 80 seconds each. I just use this screenshot here as an example.

    20191202013534_1.jpg

    And they sent me to Haddonfield too, lol

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/946502#Comment_946502

    I appreciate the heads up but yeah, I already knew. What I don't know however is to tell the difference between the pfp, is one slightly darker then the other or something like that? To be far, I'm still happy to add them.

    Just gotta look next to the name for the "Trusted" tag. Theres no difference between the pfp or anything though.

  • I snagged this from the wiki...

    Hook Gymnastics

    • Early on in the Game's life, hooked Survivors established a way to communicate a Killer's proximity to the other Survivors:
      • Hanging still from the Hook means something along the lines of: "The Killer is far enough away or preoccupied with something else, you can come and rescue me!"
      • Spamming the self-unhook animation means something along the lines of: "The Killer is near-by and patrolling the Hook. It is not safe to attempt a rescue, stay away and let me hang!"
    • This is also jokingly referred to as "Hook Gymnastics".
    • Many newer Survivors believe that the Hook Gymnastics work the other way round and signal a camping Killer by hanging still and struggle once the Killer is away.
      • This may lead to other Survivors leaving them to hang and not bothering with a rescue attempt. It is a good idea to point this out to them in the post-game chat.


  • @Cornpopers_Evan said:

    I can't believe what I'm seeing and no words could ever describe how happy I am. This post has now reached 1.5K(actually 1.7K, fashionably late as per usual) and I don't know any other way to say thank you, I really don't. As much as I hate doing the same thing over again for a celebration I really just can't think of anything. I'm going to do another shoutout again, even though I'm disappointed with myself for not being able to come up with anything new.

    I also should say, because I'm loosing a bet, I'm a man of my word and #GiveEvanadateSuzi is now officially on so if you want to add to my embarrassment(please no, don't do it) then go ahead, although, this pales in comparison to what will happen if I reach 2K. XD

    Of course, I want to start it off again with three distinct ones, you know who you are. @Unicorn, @Boosted_Dwight and @GrootDude, you know I could gush about you three for hours right? Thank you three for already(despite the fact we haven't talked to much) making a very positive change in my life, I also hope you three enjoyed your gifts. ^_^

    I want to start off by properly thanking the trusted members this time and apologize if I made you guys/gals feel like a after thought originally. So thanks @GrootDude, @Boss, @Fibijean, @FireHazard, @twistedmonkey, @Elk, @LordGlint and @NMCKE for doing tremendous things for this community, helping others and generally being great people to talk to. If I missed any, I'm sorry, please let me know so I can add them.

    Let's begin, @Mister_Holdout, @WhTe_Tygre_DBD, @tylerlogsdon1, @Talmeer, @ilyDwight, @Volfawott, @MegMain98, @AAAAA, @KillermainBTWm8, @FriendlyGuy, @AvisDeene, @ruler33, @TheHoodiedOne, @PhantomMask20763, @ASpazNamedSteve, @oh_0k, @Spooky13, @JetTheWaffleCat, @ToxicMeg, @RemoveLegion, @KillerRaccoon, @MyNamePete, @kamisen, @Majestic_Herman, @DBDfan12, @PistolTimb, @kate_best_girl, @TheEntity03, @Umbrae_pk, @Sonzaishinai, @FJSJ_Lunar, @ASAPTurtle, @FearlessHunter, @ShrekIsHot, @Creepingcam1070 and @indieeden7.

    Thank you all for helping brighten my day just that little bit more. I hope that you all had a truly tremendous Christmas or Holidays, filled with nothing but care, joy, happiness and most importantly love, something we all should receive at this time of year but we're all deserving of it, at any given point in time, I also hope you get/got everything ironed out with your family @Volfawott. I would say this "one last time" but hopefully, this isn't the last time. If it is though, thank you all for making it a huge success in my eyes. Let's leave it off on something upbeat, positive and happy shall we? Enjoy!

    https://www.youtube.com/watch?v=byAfC5yW_hw

    Just a heads up, not all of us with red pfp are "trusted". The pfp is meant to signify people whove gotten "forum member of the month". I was abit confused as well as afew others that have gotten it as well at first, lol.

  • @PistolTimb said:

    That's why I love Freddy. Ain't nobody gonna be a ninja when they're glowing.

    In exchange for glowing, you made the map have 10X the fog. Its ok for finding survivors who are already asleep, but impossible for finding awake ones.

  • While it's true that messed up ranks can result in chill games, doesnt really say much about balance. Sure you can have a chill game when one of the survivors you went against decided its a good idea to bring their newbie friends with them. In those cases, you could play M1 Huntress and never throw a hatchet and still win. Its the games where people are actually going against opponents of appropriate skill lvl that balance becomes an issue.

  • @kreeper124 said:

    https://forum.deadbydaylight.com/en/discussion/comment/945320#Comment_945320

    Yeah, itd be hard to balance SWF without screwing over solo players, unless they made it so only people a part of the SWF group is affected by the debuff or something, the only way theyd really be able to balance it is limit the number of people in a geoup

    Even if they nerfed just the SWF members, it would still affect the randoms. All of a sudden my teammates can't do gens or heal me to save their lives because they come with a built in action speed debuff. Ideally, I wanna be responsible for 25% of everything, not 40-50% because my teammates hit the SWF button.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/945310#Comment_945310

    To play Devil's Advocate, wouldn't that encourage deranking? 🤔

    Think the biggest issue to this is just how much things can stack for either end of the extreme. Devs seemed VERY concerned with "Forever Freddy" slowing down gens by a large amount after slowly building up debuffs throughout the length of the game, but seem fine with the opposite effect of a perk/toolbox setup stacking together to pump out gens quickly. While I tend to be one that says to apply more pressure, its hard to do that equally well against a team whose members are getting the gens done in 80 seconds versus a team doing them in 50.

    20191202013534_1.jpg

    Both ends of the extreme sucks. The devs took a step towards extreme slowdowns...just waiting for the opposite to come into play in which speed up times like THIS can be used at the very start of the game without any need to work towards them.

  • Any buff they give a killer would...like I said...alienate that random guy who didnt have a choice in getting lumped with a 3 stack. Often times I dont even KNOW I got lumped with a SWF until I'm at the endgame screen and one of the ranks are WAY off from the rest. The other day I found myself witnessing absolute horrendous play from 2 Blendettes that opened the exit gates while I was being hooked, then proceed to WALK across the map to me, stop cautiously 30 meters away on opposite sides and plant their feet firmly into 2 separate bear traps. This only made sense when I saw BOTH of them were rank 16 and were brought in by their rank 2 teammate...who died first.

    The only thing your buff idea would do is let me know I'm in this situation abit sooner when the first gen I hop on, I'm ALREADY getting a red bar with absolutely no debuffs from perks or addons applied yet.

  • @I_Face_Camp said:

    Not a bad idea but I think that would mess with alot of people groups and may not be as fun. Another idea is to give the killer a buff when in a 3 to 4 man swf. Maybe faster movement speed, 2 less pallets in the map etc.

    Theyre not gonna give killers movement speed buffs or anything like that, ESPECIALLY for 3 man squads. The idea of the killer thats chasing you being faster because one of your teammates brought in 2 of his rank 20 friends comes to mind, lol. They're not gonna alienate a random anymore than they already are.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/945269#Comment_945269

    Ashy Slashy is the actual real survivor and Ash is the puppet.

    Therefore, your ally's name is not Ashy Slashy. It's just "Ash", so it won't work. Sorry.

    *grumble*your a puppet...*grumble*

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/945260#Comment_945260

    In many games majority of killers tunnel Survivors for that.

    Not very often for flashlighting, but for sabotaging.

    Your missing the point. If I see you in my lobby for MULTIPLE games and go...You know what...screw THAT guy, then its griefing. THATS when its against the rules. "tunneling" like you described is not punishable, expecially when your setting yourself apart from your teammates. It seems to look like just a strategical choice of removing the guy saboing all my hooks so I MIGHT have hooks still left later on.

  • @[Deleted User] said:

    Borrowed Time requires you to unhook an ally.

    "You are fuelled with an unexpected energy when saving an Ally from a Hook within the Killer's Terror Radius."

    I don't care how much you love yourself. You cannot consider yourself an ally.

    What if my ally's name is Ashy Slashy?

  • "tunneling" is allowed, as long as it doesnt span over the course of many games, in which the killer is THEN just griefing.

  • Alot of those DLCs can be bought with shards though. I've been using shards to buy whichever killers I CAN use em on since Legion came out and plan to KEEP doing so. Ill throw afew bucks into the game if its another licensed DLC thats cash only, but my shards tend to just collect dust for the most part otherwise.

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