LordGlint
LordGlint
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- LordGlint
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Survivors arnt being an ass by hiding from you. One line in the post made me giggle though. " Quite literally either I suck at this game enough to not find survivors quick enough or this game is in total favor of Survivors that killers are just play things to Survivors these days." Its the first one, your tracking needs work. My tracking skills sucked too when i was new, but with experience, you'll be able to find and start chases with survivors quickly. I recommend trying out the perk whispers, and maybe watching afew youtube videos on how to use it effectively.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/782095#Comment_782095
I didn't say instantly :)
Many killers go away from the hook and wait for them to unhook to instantly down the unhooked survivor again. It is quite easy to do this with spirit or billy and survivors can't do much in that situation.
Interupting a heal is a smart move, whether you choose to go after the unhooked or the rescuer. Why should someone actively look around the map for a survivor when they already know where at least 2 survivors are? Point being...returning to the hook after an unhook isnt a bad idea at all.
As far as what can the survivor do? Get to a safer location before attempting a heal if the killer isnt far away or busy. Too many times, the reason someone goes down again is because they spend too much time in a dead zone. The rescuer can also choose to body block for their teammate if the killer IS targeting the unhooked survivor. It might suck to take a hit, but it is still an option for you.
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@ACEvHEARTS said:
I want one for her too. They probably can't do them for licensed survivors but I'm not sure on that, as licensing has loosened up a bit.
Sure they can, after all Freddy had a nice Christmas sweater... jk btw
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@EqMonkVeeshan said:
https://forum.deadbydaylight.com/en/discussion/comment/782037#Comment_782037
some of the links he posted from the FTC would disagree with your opinion of it. that icon is not considered clear and conspicuous.
I actually read through it, and Ill go ahead and copy paste a section.
"When there exists a connection between the endorser and the seller of the advertised product that might materially affect the weight or credibility of the endorsement (i.e., the connection is not reasonably expected by the audience), such connection must be fully disclosed."
Id say a connection between a Fog whisperer and the game devs is a pretty clear connection, but I'll continue...
Below that are a list of examples, with THIS one being a good example for comparison with our twitch streamers.
"A film star endorses a particular food product. The endorsement regards only points of taste and individual preference. This endorsement must, of course, comply with § 255.1; but regardless of whether the star’s compensation for the commercial is a $1 million cash payment or a royalty for each product sold by the advertiser during the next year, no disclosure is required because such payments likely are ordinarily expected by viewers"
In this example, the film star isn't required to specificly state that they are endorsing a product because it's a pretty ordinary thing to do.
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@EqMonkVeeshan said:
in the end its the streamers responsibility to follow the Twitch ToS, but it does seem like most don't do it when they should, as they do get free DLCs and promotional keys to give away on their streams. so yea it is a sponsored type thing.
Putting the fog whisperers icon is showing their affiliation and title with BHVR. Nowhere in the TOS does it say you must put the word "Sponsor" in the title. It merely says you must disclose your relationships with your sponsor to your audience. The Fog whisperer's icon is a way of doing exactly that.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/781953#Comment_781953
It also means borrowed time is absolutely useless against him.
You can either stop it from going off if the rescuer is asleep or even if it does go off and you hit the person who got saved due to them not being under the effects of terror radius the DW bar will immediately start to drop until they fall down or mend
Never said oblivious wasnt useful, just said that theres a difference. OP claimed in the original post that Freddy had Undetectable, which he doesnt. Undetectable would give him the same effect on BT, plus more.
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@Nobsyde said:
thanks for the clarification, I didn't know that - that's an important difference as well.
Read the rest of your post. A big thing about all these killers is that while you wont get to read their auras or anything, spinechill is SUPER effective against them all. Even T1 Myers, whom before this change was immune to spinechill's effect...is now subject to it.
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Theres a quick note I think needs to be made.
Freddy does NOT have undetectable. He applies the oblivious status effect on the survivor. The major difference is oblivious only removes the TR, while things like aura reading and the red stain remain unchanged. One big downside to Freddy atm is that since he has no TR to sleeping survivors, OoO users can read his aura at ANY range.
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Theyre buffing the killers 1 at a time. They said after the change to nurse, they wanna look into Doc and the "Chainsaw brothers" next. Just gotta be patient.
As far as your other comment, theyre doing pretty good at giving alternative forms of slowdown perks. Pop is pretty popular atm (and currently in the shrine), and you could also try thantaphobia, dying light, surge, or sloppy butcher. As far as gen-speeds, that all comes with practice on being able to locate and down survivors quickly. Many players still dont make use of simple mindgames that can often times end a chase MUCH faster, even with weaker killers.
Ive been showcasing the guy alot lately, but I recommend you check out the streamer/youtuber Scorpionz. Hes a Pig main that doesnt use ANY slowdown perks, but is able to do extremely well at red ranks, just by applying pressure well and ending chases quickly.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/781623#Comment_781623
How do you play him?
I switch to Hag when I'm having a bad day with Spirit, Huntress, or Pig.
A pretty common method with him has been to stack the cooldown addons and just go for a hit and run approach. Stealth up to someone, stab them and drop chase unless your confident you can get another hit in quickly. Go back to stealth mode and see if you can catch someone healing up with Nurse's. Maybe throw on perks to slow healing speeds like Sloppy butcher, so you have more time catching someone mid heal.
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@Carlosylu said:
I tend to change killers every now and then cause I don't stick to no killer, but when I'm having a rough gaming night the Entity gets in my head and calls out....
FREDDY KRUEGER!
I own people with him, and cause he's not Spirit nor Nurse survivors actually send GGs post game and I even start giving hatch to the last survivor every now and then.
WHO DO YOU PLAY AS WHEN YOU "WANT TO FEEL THE POWER OF THE ENTITY"?
Im right there with ya, as Freddy is my main too but I like to change it up from time to time. As far as people complaining goes...Ppl will complain about anything. The current hot topic with Freddy is dubbed "The Forever Freddy", and alot of survivors will ASSUME thats the build your using and DC as soon as the match starts cuz its unfun to deal with stacking slowdown perks. In this picture...these guys DCed in under 10 seconds of the match starting.
Even got grief recently about Try-harding and using OP perks on Cannibal, like BBQ, Franklins and Whispers. Side note, with the amount of instaheals being used atm...its so much fun to hit a survivor with Franklins JUST as they throw down a pallet, so their medkit is trapped under the pallet.
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@[Deleted User] said:
Maybe if you were less focused on getting the gens done as quick as possible I wouldn't need self care... As it stands since most people won't get off the ******* gen to heal me, I'm taking self-care.
Often times its a matter of priorities to some people. Theyd rather finish up the gen theyre on, and heal you up after. It makes sense when you look at the possibility that if the gen isnt finished quickly, it runs the risk of the killer regressing it with Pop or something...or in the case of Freddy, the longer the gen stays unfinished, the more time Freddy has to teleport to it. Rather than teabagging at a teammate who's working on a gen for 10 seconds, then getting annoyed and begin self-caring...You could help pump out the gen if its close to being finished. They'll LIKELY heal you afterwards.
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As with any non-meta perk, you cant get mad at your teammates for utilizing a perk you personally would not.
@ad19970 said:
You do realize that using self care to heal does not waste any more time than when someone else heals you? Either you take 32 seconds to heal yourself, which means one survivor is not on gens for 32 seconds, or it takes 16 seconds to heal if someone else is healing you, which means 2 survivors are not on gens for 16 seconds.
Let's say one survivor is self caring, the other is working on a gen. 32 seconds later the self caring survivor is healed, and the other survivor has repaired 32 charges of the gen, cause you normally repair one charge per second.
If the other survivor is healing you, that means you are only wasting 16 seconds on healing, but none of you is working on gens. After you healed, you can both work on a gen. Working on that gen for another 16 seconds will allow you to probably repair approximately 30 charges of that gen, because survivors suffer a small repair speed debuff when working on gens together.
So actually, in that case, after 32 seconds, you are able to repair slightly more charges of a generator when one survivors is self caring and the other is repairing a gen. If you decide to repair a different gen than your teammate, chances are high you will be wasting time getting to a different gen.
This also doesn't factor in the time you waste running to a survivor so he can heal you.
Your reasoning is sound, but theres still afew points I figured I should mention. The first being, you assume when being healed by teammates, the only possible answer is a single teammate. In the event of being healed by 2 teammates, you have 3 survivors utilizing 8 seconds. Thats a total then of 24 seconds instead of 32, without taking into account perks that assist in team healing, like solidarity or autodidict.
The 2nd hole is simply the amount of time a single survivor is left healing and remaining in a vulnerable state. That 32 seconds is just ASKING for a stealth killer with nurses calling to find you before you finish. The less time you spend to heal, the less chance you risk of being found injured.
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The Pig has no way of knowing which box has the required key, so standing in front of a random box wouldnt really mean anyone is going to die. That being said, theres STILL a way every survivor can get out if the Pig chooses to do this, and thus gives up any pressure they could possibly have. If the survivors finish the gens quickly (possibly 99% if needed before popping them all at once), the survivor with the beartrap can escape via hatch while all the non-trapped survivors just walk out the gate.
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Did someone have sole survivor?
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Think its kinda dumb that Franklin's doesnt work on secondary attacks. Use Bubbas chainsaw and you cant get use out of Bubbas perk...#########.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/778069#Comment_778069
then how about GIVE THEM TIME TO FIX IT INSTEAD OF COMPLAINING?
Seriously man, you are being really judgmental You get upset cause something is delayed then get bad cause things have bugs but come out sooner. Pick one.
Hes complaining about the whole concept of the rift itself. It could be super easy mode challenges, but he's still have a problem with it that it has a premium track. Its kinda like complaining to walmart for deciding to sell more varieties of merchandise today than they did yesterday. "THEY JUST WANT OUR MONEY!!!" no duh, lol.
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Lets hold off on judging the product until we see the finished design.
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Depends on how long your keeping them there. If your waiting out their BT or something, no. If your leaving to grab a drink however...lol. Also, with screenshots like this, make sure to cover up usernames. There IS forum rules against naming and shaming.
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The whole point is to have the game come to a close, instead of having hour long hunts for super immersed survivors. Closing the hatch immediately starts a timer.
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Id rather them push out a good finished product than have to spend the event time with a buggy mess.
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Seeing plenty of instaheals, but thats ok... I get a little giggle everytime I time it just right so I hit someone with Franklins RIGHT as they throw down the pallet, so their instaheal is trapped underneath the pallet.
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@[Deleted User] said:
So because your friends refuse to get better at the game, you want to enable the ability to bully killers again?
No thanks.
I really dont understand ppls thought patterns with newbie teammates. Carrying your teammates in abunch of rounds against rank 15 killers does NOT help them improve. Instead of insisting on trying to carry them, I think this guys teammates have the right idea...
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@Mr_K said:
We can play rank 1 if we want to.
We can leave your friends behind.
Cause' your friends aren't rank 1,
and if they're not rank 1, well they're
no friends of mine.
I say, we can go Coldwind.
A place where the killer never find.
And we can act like we come from the Entity!
Leave the campfire behind.
This is great, and somehow my mind IMMEDIATELY knew how to read this.
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@NoMitherPlayer said:
I thought this was obvious so I didn't even write it. Yes, the previous update was painful for killers and also unfair. Which is why inverting it didn't solve the problem but inverted the problem. The previous system was:
3 rank 1+ 1 rank 20=rank 20~ killer
The new system:
1 rank 1, 3 rank 20:
Rank 3~ killer.
Both updates aren't balanced
Everyone knows the previous update was painful and unfair including me. Please, that's not my point.
The devs thought process behind this is that you as a survivor get to choose to partner up like that. When it was reversed, the killer didnt get to CHOOSE to go against ranks out of their league. Your teammates are now CHOOSING to stick with their own ranks.
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@Mochan said:
The hatch doesn't need a perk affecting it. It's been nerfed enough.
But if you really wanted a Freddy Perk to work on it, I'd recommend Blood Warden instead, and it triggers the exact same way as it does with the exit. When you hook a survivor you can't exit the hatch for a minute.
This also means the killer can't CLOSE the hatch for a minute. So make your choice.
So with your idea... If I hook and kill off the 3rd survivor with gens remaining, the 4th survivor camping the hatch CANT immediately jump in? Just wanted to make sure I understood this right.
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@[Deleted User] said:
Dedicated servers have rarely worked well for me any day. :/
After my last game, I keep joining lobbys just to stare at my ping. Itll be around 60-70, then jump to 300+...
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@Darkskies said:
https://forum.deadbydaylight.com/en/discussion/comment/777291#Comment_777291
Boops will help!!! especially from @Boosted_Dwight 🐖 plus if the devs see piggy crying they will be compelled to work faster.. Worth a try right!? 😢🐷
Im pretty sure the devs thrive off the tears of Piggys
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@VexTheHex said:
We should also ban Killers that tunnel, camp, nod their heads, moon walk, smack people on the hook, mori spam, slug, and probably some other stuff to?
Some things... you just got to take and not get upset over the little dumb stuff people do to try to make you upset.
Mori spamming IS bannable since it prolongs a person's bleedout timer. Its a form of hostage taking, preventing the person from bleeding out in the appropriate amount of time.
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@knell said:
What?! A Triple Bloodpoint event for a whole year?? Plus a free first-class flight to anywhere in the world for a week, all expenses paid??
AT LEAST!!!
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Feel like remember me should be reverted back to its original values. Dont really see the purpose behind the nerf of it.
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How about "play a match of DBD WITHOUT running into a single bug". Should be a master challenge.
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My kid brother showed it to me when he brought his PS4 over to my house one day. After that, saw some game footage of it being played by COMPETENT ppl and it got my attention.
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@Mister_xD said:
bad latency and a weird looking hitbox (on the survivors side) caused this issue.
the hatchet's hitbox is formed like a ball, while yours is like a pill in the middle of your body - while standing.
however, while running the survivors body is bend forwards, though the hitbox remains the same - so it sticks ou of your back a little. the hatchets hitbox, which is larger than the hatchet - due to it being formed like a ball - hit this part of your hitbox and therefore counted as a hit. now add bad latency into the mix and it looked very weird for you.
the thing is, due to how the survivor hitbox works, the hatchet hitbox needs to be shaped the way it currently is. the devs once tried "fixing" the hitbox by making the hatchet hitbox having the exact same size as the hatchet itself, however, due to the animations not matching with the hitbox, huntresses would now consistently throw through survivors bodies while they were running, cause the two hitboxes didnt collide, even though the two playmodels did.
this lead to them getting rid of that change very fast again and keeping the old system.
so in order to fix the huntress hitbox, the devs would need to change the survivors hitbox to match the exact size of the playmodel. this would not only be a ton of work, but even more important, it would greatly reduce your ability to run loops, as you would not be able to hug walls as efficiently as now. on top of that, you would get stuck on many more things, thanks to your now present arm hitboxes.
you see, hitboxes are a difficult thing.
in order to fix this, they would need to go back into the core design of their game and change that, which would lead to other, probaply even bigger issues.
Theres also the problem that if they changed hitboxes to the exact size and shape of the character models, larger survivors like Jeff would have larger hitboxes than smaller survivors, like feng.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/775501#Comment_775501
I mentioned it elsewhere before but no collision would be weird in the off chance spirit happens to land INSIDE a survivor at power end. Would she remain collisionless until outside? Would either of the 2 people suddenly warp to fix it? If so what happens if she's between the survivor and 2 walls?
I often hear that 'good' spirits don't use grunts and welcome iron will users without using stridor so this change wouldn't mean anything to them.
I really can't say anything about prayer beads as I'm a spine chill perma-user / don't own spirit but hear survivors constantly say rarity change won't do anything, it'll just make the spirit have to farm more BP to make sure they have enough. If anything I'd switch the father's glasses though personally.
This could be good against those people who like to constantly go in power for half a second to fake out but that's about it and would be a direct nerf when they had buffed her cooldown on release I believe.
OG Freddy actually had no collision with survivors until they were fully asleep. They could simply use the same "rules" they used with him.
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Not trying to blame the victim or anything, but why do you think so many killers have it out for JUST YOU and not your teammates? If your just playing the game normal and not trying to be annoying as all hell, you SHOULD be fairly forgettable. Apparently not though, with a multitude of people remembering you specifically amongst your teammates.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/775801#Comment_775801
He did annoy me with the Legion one... but yea, they are at least funny.
Right? I bought susie...
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@Theoretical_Heart said:
I get one of 2 teams.
First team, literal mongoloids with gen allergies. God forbid they touch a gen lol. And if there is a Ruin totem it becomes a game of hide & seek for them while I loop the killer because of course I'm the first one found because I'm the only one that was on a gen.
Second team, navy seals who do every gen in 2 minutes flat. And we are out the gate with like only 9k bp.
Its always either 4 die or 4 escape now.
Just thought of this when thinking about "navy seal" teams, lol
https://www.youtube.com/watch?v=ztI5sgeF2aA -
@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/775501#Comment_775501
Bricky is.... really outta touch with the game lately.
The casefiles videos are still amusing, if nothing else. I look forward to them.
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@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/775501#Comment_775501
- No Collision: Fine, it would raise the skill cap of spirit. I know the concerns that experienced Spirit players might use it to run through them and block safe spots, but that's fine as well. We don't want to gut Spirit, we want it be fun for both sides. Making smart plays is fun. If it gets annoying the player could even get a short visual indication, when she runs through you, if that isn't too much.
- Omnidirectional grunts: Hard to say. The way she can track through grunts is problematic, because how inconsistent it is, when you consider perks like Iron Will, Stridor etc. On the other hand using audio cues to track survivors is what makes her unique and fun to play. It's an important part of the game feel for the killer. So messing with it is tough. Something should be done for grunt-detection, but not too much I think.
- AddOn-Rarity-Changes: Mother-Daughter-Ring is a good AddOn and it should stay ultra rare. And changing Prayer Breads rarity doesn't change anything about the AddOn at all. Or why it's annoying. The entire AddOn needs to be rethought in some way.
- Power-Recharge-Delay: Not sure about that either. There was a good reason why people wanted her power cooldown buffed in the first place and that's because it wasn't fun to wait for your power to recharge. A killer wants to use their power. And her base-kit recharge and cooldown is fine honestly. It's mostly her other AddOns which push these things too much in my opinion.
So in general I have to disagree with his proposed changes. He don't even adress the main issues with the killer, why survivors complain. It's the lack of feedback she gives. As much as this effect is wanted, it's problematic and frustrating to some degree. And let's not start talking about passive phasing, which serves none of both sides to make the game exciting for them.
I feel like the collision part would also help with the big reason why people HATE prayer beads, which is the gen grabs. If you cant use collision to determine which position a survivor is at around a gen, it becomes alot more of a gamble to pick the right spot to try to yank someone off of a gen. Of course, single person gens exists, but... it would definitely help on other gens.
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@Peasant said:
@Dr_Loomis I mained saboteur Jake as my first survivor in 2017.
It took me a solid 2 weeks to realize that the hooks were respawning.
Just sabo FASTER!!! lol
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/775743#Comment_775743
Seriously when I saw that change I was like, who managed to take enough hits to figure out MoM can’t activate twice? Had to be a farming meme game.
I laughed my ass off when I saw that buff. Thats like if they announce that they're gonna buff NOED so instead of doing double dmg...it does TRIPLE!!!!
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@Stevo said:
https://forum.deadbydaylight.com/en/discussion/comment/775610#Comment_775610
The difference is actually fairly noticeable. You lose the entirety of the scream audio and animation from your survivor getting hooked, which also acts as a buffer before the timer starts. It’s only about 10 seconds loss overall on hook time, but it’s very easy to tell the difference on second hook in particular as you start struggling the second you go onto the hook instead of around 5 seconds after when your survivor is done screaming. Doubt anything will happen any time soon as it isn’t a significant problem.
Not to bash the perk or anything, but a survivor on hook is only SUPPOSE to live for 2 minutes, not 2 minutes 10 seconds. The only thing I'm finding odd is the inconsistency of time.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/775695#Comment_775695
And here’s the trick, which seems to be working on you no offense.
90% or whatever of the challenges are likely things you’ll accomplish just by playing.
5% are specific perks/killers like use NOED or trap all the players once.
5% are hard, and almost insanely hard to the point they will prevent almost anyone from completing them. The basement hook is an example of this, mama going 4 kills is doable for sure, making sure all 4 are in the basement is tough, doing it when survivors know you get a reward for doing so will be near impossible without one of them screwing you by a DC
With any luck, by the time I hit a challenge like that...the husk system will be in play. All I have to do is equip iri heads and an ebony mori, then escort all the husks to the basement as the entire survivor team INSTANTLY DCes, lol.
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@Stevo said:
https://forum.deadbydaylight.com/en/discussion/comment/775610#Comment_775610
The difference is actually fairly noticeable. You lose the entirety of the scream audio and animation from your survivor getting hooked, which also acts as a buffer before the timer starts. It’s only about 10 seconds loss overall on hook time, but it’s very easy to tell the difference on second hook in particular as you start struggling the second you go onto the hook instead of around 5 seconds after when your survivor is done screaming. Doubt anything will happen any time soon as it isn’t a significant problem.
So its SHORTER than 1 minute for hook phase?
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@StevePerryPsychOut said:
https://forum.deadbydaylight.com/en/discussion/comment/775695#Comment_775695
You can only do 1 at a time, so the name of the game is speed, especially with "master" quests effectively serving as speed bumps along the way.
Even so, if the quest is something your going to do anyway, like generators...hows that going to be a hindrance to anyone.
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@StevePerryPsychOut said:
The game is going to be a huge mess. Gens won't be getting done, which would be great for killers if they weren't searching for games for a half hour. I expect a lot of people will be trying to farm instead of actually playing the game. I also expect a lot of DCs due to experienced players keeping their ranks low to make their rift quests easier. Prepare yourselves folks.
I dunno about that. Alot of the challenges are just things that you'd likely be doing anyway. I would sure HATE someone to "farm" generators to finish their "repair X amount of generators" challenge.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/775674#Comment_775674
could be a meme thing.
I meme when i wanna depip.
I try to still do enough for my team but yeah
I run No mither, Self care, adrenaline, and the rock perk. Gets me tunneled alot tho :')
No OoO? This is clearly an OP build.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/775478#Comment_775478
I had someone use it against me, I actually guessed the way he was playing that he HAD to be trying MoM because he was playing so weirdly/badly.
Well he got it activated, used it running for the gate and I got him again... then I let him go because I admired him for running it post nerf. Maybe this could be an archive thing?
omg that would be the most brutal challenge EVER. Just imagine if everyone on your team were trying to get it to work.
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How did you even notice the difference? Anyway youd be willing to make a video of this?
