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LordGlint

LordGlint

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LordGlint
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  • @Frosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/650902#Comment_650902

    Bro, a piece of sticky tac will change that right away. But you didnt hear it from me.

    Was an example... Many of the killers come with very different skillsets required of them.

  • If someone is working on an objective, I wouldnt really call it tunneling. If someone gets farmed and you down them as soon as their feet hits the ground...little different. Typically in this instance, Ill slug the freshly unhooked guy and chase the unhooker. This also highly lessens the chances of you getting hit by a DS. At least this way, the slug isnt doing anything productive and neither is the guy your chasing. If you eat a DS, you end up with less pressure.

  • @Mister_xD said:

    you could always look at their names after you hit them.

    and if its the same guy you just hooked, well, bad luck for him.

    thats how i see it

    then he sprints away with a BT proc

  • Hunting can be gotten by simply FINDING survivors. I often times will end up maxing out this category when I juggle survivors, constantly changing targets.

    You also get devious points for closing the hatch, opening the gates or getting the no one escaped bonus

    You get brutality points every time you kick a gen or pallet as well as just hitting ppl.

  • @Saitamfed said:

    You don't even need to know the survivors name below. Simply if you remember wich of the fourth survivors changed in the HUD, and it doesn't take a second to look at that.

    Having four identical survivors is not a problem, if you want to focus on one, just glance the HUD.

    I can understand his plight. If your trying to avoid getting DSed, you dont wanna chase after the guy who might have an active one when his teammate is a possible target as well for example. The HUD only tells you the condition of each survivor, which is often times...identical. Plague for example will be seeing broken survivors all game. Its also not rare for an injured teammate to be the one getting the unhook. Unless you SAW the unhook, you have no clue which is which.

  • @Derp said:

    https://forum.deadbydaylight.com/en/discussion/comment/652284#Comment_652284

    Well I'm fine with the grind except for the fact that it takes too fking long to get at least 1 cosmetic. As a survivor main, it gets pretty bland after playing a survivor with the same clothes over and over again which makes me want to buy new ones but when it takes a week just to buy 1 cosmetic, it gets frustrating. Also buying characters or perks with shards is pointless for some players because they've already unlocked all of them.

    Your first sentence is contradicting. If your fine with the grind, then you shouldnt have a problem with how long it takes.

  • @Catbucket said:

    Meanwhile I just sit here, hording shards to have more bloodpoints to spend for new chapters. If theres a cosmetic I reaaaaally want, I dont mind spending a bit here and there, as for the shrine, I find it kind of wasteful long term to buy perks from it. I only ever bought one perk, way back when I first started, because my friend said bloodhound would likely be helpful for me, and I regretted it, because when I finally leveled up wraith, it felt like I was losing out.

    I tend to only buy survivor perks from the shrine. Lvling a new killer for their perks feels like an investment for when I wanna play that killer later on. Lvling a survivor for 1 perk feel like a waste since...its just a skin. I dont really care that much for Quinton, I just wanna be able to farm medkits easier on my Claudette

  • @Warlock_2020 said:

    @Peanits you mentioned the biggest problem. Tgough I agree with your statement, the problem is that the gates do spawn that close together. It should never happen. I can't tell you how many times I've stood on a hill or a combine with a trap on each door and a clear site of both. No survivor stands a chance at all when that happens.

    If the developers are too lazy to fix that issue, then give the survivor a concede button. Seriously, it is boring to stand there knowing the survivor will stay hidden and wait out EGC timer. Maybe campers enjoy it, but most of us prefer to be engaged in gameplay.

    I remember a similar situation to the one your describing in which I was using whispers to insure the survivor couldn't POSSIBLY sneak to an exit gate without me knowing. I remember feeling pretty smug about my cleverness too...They then opened hatch with a key they found...

    Point being, just because the gates are close, doesn't mean escape is impossible.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/652261#Comment_652261

    Feng min jacket which is only 4500 and after that it will take a half year to get new Kate skin. At best.

    Considering these are purely cosmetic aspects...I dont see it a problem for you to have to grind for it. The cost of characters are pretty fair when bought with shards, and a perk in the shrine can be bought with the shards you obtain during that week.

  • So what exactly are you trying to grind shards for?

  • This is pretty rare for me, but I do find the idea of 4 identical looking ppl calling you a tunneler after you chase the 3rd Brown shirt Claudette instead of the 4th brown shirt claudette by mistake, lol. Last time a group tried to do this against me...I just killed em all. They look identical as they float up to the entity too. Or you can burn a ebony mori. Dont gotta worry about counting a DS timer when they all die the 2nd time they go down.

  • @HuntressIsMyFavXD said:

    https://forum.deadbydaylight.com/en/discussion/comment/652164#Comment_652164

    I personally have to agree, many people say a Killer is "Trash" yet when people say this I say "Maybe you should practice, you may find that this killer is better then the community makes him/her out to be"

    As an OG Freddy main, i approve this message, lol

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/652226#Comment_652226

    And you had to go through around 100 levels for that.

    The levels kinda just go by without much thought on my part. I play the game for the sake of playing the game, not to "grind" lvls. The iri shards are just kinda a by product I use every now and then to buy a new character, a perk from the shrine or even a new cosmetic if Im feeling really frisky.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/652216#Comment_652216

    Doesn't change the fact that grind is ridiculous. If you deny that I dont know what to say to you anymore.

    Really just depends on what your trying to grind for. Im currently sitting on about 24k shards with nothing of interest to currently spend them on.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/652194#Comment_652194

    If it is nearly the same what is the point of this? It makes it even more ridiculous. :D

    If its the same, it makes it a non-problem that isnt worth mentioning

  • The lower lvls also require less exp though. The ration of exp to shards obtained is about even.

    to get to lvl 2 for example takes 720 exp and awards 50 shards which is 14.4 exp per shard

    to hit lvl 51 takes 4200 exp for 300 shards which is 14 exp per shard

  • How does devotion make it worse?

  • @BlueFang said:

    If all else fails there is one option

    Plead to the killer for mercy, if you see him coming and if you have the time, crouch and walk slowly to him. If you have an item drop it, the killer will see this and depending on the player will accept it. Especially if he's a TF2 player, they always accept the crouch

    Always

    Anyway than you can turn the tables and lead him straight to the people who intentionally farmed you and show them how unfun it is to be farmed in turn. I'll always respect it because I know the pain of being farmed of having no chance to stop people that are supposed to be your team

    Had a survivor yesterday actually have the nerve to take back the item when I let the last guy open the exit gates after I closed the hatch... THAT WAS FREDDY'S MEDKIT!!!

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/651295#Comment_651295

    Ah yes the old you "disagree with me so I shall call you a "killer main" defense". Makes you seem mature and reasonable every time.

    I see no problem with the game providing the items survivors can bring into a trial... Just make it so items are all the lowest ranking. A brown toolbox, a green key, ect. Id much rather face 4 crappy toolboxes the game provided than the stuff ppl USUALLY bring.

  • @Mookywolf said:

    watch Spacecoconut on youtube, hes an amazing Hag. watching him is like watching a machine at times.

    @SpaceCoconut figured youd get a kick out of this

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/651295#Comment_651295

    I don't need reasoning, imagine keys again and you will see why

    I see no problem with letting them run around with a green key...

    Or a brown medkit...brown toolbox...

  • @Huntar said:

    Honestly, the fact that normal moris don't suffer from locker jukes, but the tombstone does is a pretty big flaw with it. I'd be fully down for this change, since at that point you've already gotten the survivor and the alternative is playing games with them like dragging them to a place you know is a dead zone and letting them wiggle free before chasing them. Either way, the game is getting extended for no reason beyond just taking advantage of a flawed game mechanic.

    The whole point of the item is to be able to mori survivors, and having such an easy method to avoid it, which doesn't actually allow them to escape but instead just makes it so they're avoiding a way for another player to get an achievement, is an issue.

    Dragging someone away from a locker by carrying them isnt possible. The stun from them wiggling out gives them enough of a head start to run straight into the locker again

  • @Ashruu said:

    The last thing tombstone needs is a buff. It's in an ok spot at the moment, making it stronger will cause a salt wave that will likely have it nerfed into oblivion.

    It already feels bad if Myers finally gets to t3 with this add on for survivors, taking away their one way to counter it is just asking for trouble IMO.

    Also, BHVR shouldn't balance around achievements...

    The survivors already have a huge way of countering it by simply denying stalk. This is made easier by the fact that Myers moves slower with the addon and it takes an ungodly amount of stalk to finally hit T3, more than a single survivor can provide.

  • @Mochan said:

    It's only an issue if you are Achievement Hunting.

    Achievements should never factor into game balance and mechanical decisions.

    https://forum.deadbydaylight.com/en/discussion/comment/651525#Comment_651525

    That's because it's not a problem.

    This is a non-issue from a balance point of view. You are just hunting for an achievement. There is no need to give killers a buff just so you can get an achievement.

    If you want an achievement, work for it.

    Survivors don't know you are hunting for an achievement, so they will not hold you hostage this way. Even if I did, you can easily get around it just by picking up the survivor from the locker and dribbling him in a corner far away from the lockers, when he gets up, just catch him with your mori.

    This isnt possible due to the stun when the survivor wiggles free giving them enough time to simply run back to the same exact locker you pulled them out of. I had a similar problem awhile back where a survivor kept running to the corner and I couldnt get them to the closest hook. They just kept wiggling out and running straight back to the corner. In the end, I just had to watch them bleed out on the ground since they were the last survivor.

    As far as the Myers thing goes, it becomes even MORE impossible due to Myers being slower than normal when using the UR tombstone.


    tldr The stun from a survivor wiggling free gives them enough time to run back into the locker

  • @KillermainBTWm8 said:

    I still miss Ol'Freddy ):

    I use to have alot of fun with him, but I AM really enjoying new Freddy. I dont feel super addon dependent anymore (I got a 4k yesterday at rank 3 not using any addons at all).

  • @Hoodied said:

    • Increased The Nightmares slowdown when successfully putting someone to sleep from 1 to 3 seconds. The slowdown will be more present and give survivors a slight window to put distance between themselves and Freddy before they are asleep.
    • Nightmare's Red Paint Brush add-on reduces terror radius by 16 meters instead of 8 meters, this is an adjustment since we increased the terror radius to 24 meters as a base for Freddy.
    • Removed the ability to wake up a survivor in crawl state. Now when healed to the injured state they will automatically be woken up. Also applicable when using the Unbreakable perk
    • Survivors with the Adrenaline perk at all Tiers will automatically be woken up from the Dream State when Adrenaline triggers. Adrenaline tiers 1 and 2 gain the ability to heal from dying as well as Tier 1 gains a 5 second sprint on activation. Updated description in English only
    • The Nightmare will now appear twice briefly during the Dream Transition instead of being visible throughout the Dream Transition. This change should help Freddy players to confuse their targets and encourage a disengage and surprise strategy.
    • Tweaked the Dream State VFX when a survivor is being pulled out of a locker when awake. Now the survivor is put to sleep at the beginning of the interaction rather than at the end

    This hits hard re-reading these, some of these could have been reverted to make him better

    If you find any send them in here so we can remember all of the changes he suffered before becoming better

    #2, 5 and 6 arnt nerfs. #2 is a buff to the paintbrush that took place in response to a nerf. #5 is a buff in that it limits the survivors being able to see him and allows mindgames and #6 is purely QoL, probably so the survivor getting dragged out of a locker can see the animation.

  • Due to the survivor that was trapped not having anyway of exiting the game other than by DCing...yes...you are holding them hostage. The fact that other ppl COULDVE done something to end the game doesnt change the fact that that survivor was stuck for 2 hours with nothing they could do to end it EXCEPT to DC.

  • @Akuma said:

    Here the survivor prespective

    "Oh god DS already ran out and the killer is still on me/slugging me -.- Why isnt ds longer or stopps during the dying state?"

    Here the killers perspective

    "Dude, I hooked him, chases someone else, hooked him too, saw the other injured guy and went for him because it's a smart decision for reasons, and he still DSed me?! Man why this perk takes so long to get on cooldown?"

    Conclusion:

    it's fine

    On the survivors perspective, DS would still work even after you ran the killer for 5 minutes if the timer was infact removed... This would still punish a killer for tunneling, even if they suck.

    From a killer perspective, you dont get punished for downing the guy who just unhooked his teammate right infront of you because BEHOLD, HE had an active DS too.

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/651997#Comment_651997

    Yeah I think you are right.

    Do you know how it could be write down?

    My english is not so good πŸ˜…

    The perk activates after being unhooked and remains active until the user fully heals or begins working on gens, totems, exit gates, or unhooking teammates.

    You could even remove the need for a timer.

    I would also suggest though making it deactivate once you cross through the exit gates.

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/651984#Comment_651984

    What if the killer tunnel you, but you touched a gen for 1 second.

    Because you thought, he is chasing someone else.

    And I dont know, if the devs can programm this without creating many bugs.

    What do you think?

    I think that should count as a misplay on your part then. If a gen is sparking next to your hook, let your unhooker tap it. If you choose to jump on a gen instead of healing up or reaching a safer location, the killer shouldnt be punished for getting you off of it. Just reminds me of someone I played with once that started working on the killers totem immediately after being unhooked, then screamed "tunneling" when the killer stopped him from breaking it.

  • Personally, id make it so the perk remains on until the user either heals up or begins working on an objective (gens, exit gates, totems, unhooking someone else, ect).

  • @Mellow7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/651162#Comment_651162

    Where did that Nea meme even originate from? Did a streamer one day decide that Nea was a killer or what?

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


  • @[Deleted User] said:

    Kinda like how both jump rope and outdoor rope both now say only a moderate action speed penalty on sleeping survivors

    jumprope says considerable

    20190826055253_1.jpg


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/651213#Comment_651213

    The tooltip has been changed to say 16m for some dumb reason (I’m on PS4)

    I noticed. It says you can hear the TR at that distance while also talking about disappearing and reappearing from 16 to 32. TECHNICALLY though it doesnt state you CANT hear the TR FURTHER than 16 meters though....

  • Ive actually never thought of doing this... Thanks for bringing the idea to my attention.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/651213#Comment_651213

    Thank you but now im wondering why the wording is weird, the killer shows 32 but the text on his power says you dont hear it until 16 meters.

    you on pc?

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/651209#Comment_651209

    I can accept everything you said except them hearing that tr at 32m. The only reason is because it states and i quote "awake survivors hear the terror radius and see the nightmare from within 16 meters" if what you said is true could i ask for proof because as it is right now, what you said directly ignores what the game stated. Sorry if i sounded aggressive with my wording.

    20190826052801_1.jpg

    Right here, it shows the base TR is at 32 meters. If your like (and also if your on PC) I can demonstrate exactly how his TR behaves in KYF mode.

  • @FireHazard said:

    So... we should make moris universal so Survivors can have a crutch offering too?

    ...Lets do it... I wanna see Claudette rip trappers head off...

    Universal in a way that makes sense... Plus you know Nea would be the one using a mori if she could

  • @LushyBunny said:

    lmao they watch otz and say "trappers OP let's just leave him"

    Watching his Trapper games is really interesting

  • @venom12784 said:

    Oh man, I was in match at the where we gen rushed this wraith. He didnt hook or hit anyone this as I was running to the exit gates he hit me at full health and I was downed what a hacker

    Had a similar experience against a survivor I was chasing. Its like they get a big green light when the last gen pops to turn on their hacks, cuz this guy just went SUPER fast AND instantly healed...

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/650935#Comment_650935

    Sounds weird, why some characters get more rare add-ons when other get less/

    The amount of rare addons on each killer doesnt dictate how many rare items are in each bloodweb, just the chances of getting THAT PARTICULAR rare item. This is why ebony moris are more common to pop up than ivory moris. If you compare 2 killers, one who has 2 red addons and 1 who only has 1 red addons...The amount of red addons total will be roughly the same on both, but of course the killer that only has 1 red addon will get that more often than either single one of the other killer's red addons.

  • @GrootDude said:

    https://us.v-cdn.net/6030815/uploads/953/ZYV3ERIYQXHJ.jpeg

    @Masantonio this requires more than yikes, poor nurse gave up.:(

    A yellow rank nurse is just asking for a rough time... Honestly wish theyd rank you separately on each killer. Just because I can do work on a Freddy and hit red ranks doesnt mean I can land a hatchet to save my life.

  • @White_Owl said:

    Do people really complain about that? When I play (solo) I'm lucky if my teammates cleanse one or two totems, there's really no shortage of them...

    I actually saw a post on here claiming ppl will "troll" their teams by cleansing ALL the totems...because...successfully countering NOED is the trolliest thing you can do to your team, lol.

  • @ArrowTheGreat11 said:

    Inner Strength only works one time, if I’m not mistaken. So if you cleans 3 totems, it won’t stack.

    Nothing states it only works one time, you just cant stack tokens. After you use it, you have to cleanse another totem to use it again. Think of it similar to the pebble in this regard.

  • @ElusivePukka said:

    Honestly, I'd love more totems in general. Maybe secret offerings to add totems?

    That would be interesting. Just cant have the opposite happen where an offering could make there be less than 5 totems, due to perk loadouts then being impossible.

  • @Atrushan88 said:

    @LordGlint I forgot Urban made it the same speed as walking. I never really paid much attention as I don't use Urban. I used it like maybe twice. I guess it depends on the head thing then.

    Theres afew differences. Urban will allow you to be sneakier at hiding behind short obstacles, but also will be usable even while injured. The movement buff of Fixated is only usable while healthy, meaning you wont get much use out of it against Plague for example.

    The extra speed of Fixated could be pretty clutch at stealthing around walls and such, ESPECIALLY against slower killers like Nurse or Huntress.

  • @Atrushan88 said:

    @LordGlint Yeah I know, I was saying that it'll depend if this or Fixated is faster movement. If Urban is faster, no real point in taking Fixated. If Fixated is faster, no real point in taking Urban(outside of maybe hiding your head while skirting around objects). They're kind of the same perk outside of the scratch mark thing. I suppose someone could take both perks, but would you really wanna take two faster movement perks for two different forms of slow movement?

    Using urban evasion puts your crouching speed as the same as NORMAL walking speed. Fixated will make walking speed 20% faster...

  • @ElusivePukka said:

    That's not irony, it's just hypocrisy. Fairly typical of both major factions here.

    Just waiting on threads asking for more than 5 totems to be added so survivors are able to cleanse more, lol. "Expecting 4 survivors to share 5 totems is ridiculous"

  • @Atrushan88 said:

    @RamiSamii Yeah, it'll be a great beginner perk, but outside of SB users(I prefer Lithe), I can't see it being great for experienced users because most of us have known how to control scratch marks for a while.

    @LordGlint It'd be nice if you could see ALL scratch marks honestly. You could be running right into someone else's and the killer just happens to be following those right to you, lol. I do agree though, but it depends on if Urban or this will be faster movement, and crouching sometimes is better for those situations when your head pops out.

    Considering this specifies that it only affects walking speeds while urban specified that it only affects crouching speeds...I dont think fixated will have anything to do with crouching.

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