LordGlint
LordGlint
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@Atrushan88 said:
@Orion there are 3 other survivors not likely running aura reading(and if they're running OoO you can tell). Are you saying your stealth is immediately broken because ONE survivor out of 4 knows where you are? Also, again, as I've said. If they can see you, you can see them. OoO is a perk that has as much negative impact on the survivor as it does the killer. It's a double edged sword. If they can see you on the other side of a wall, you can also see them. If killers can automatically negate a perk's effects just for existing, survivors should have similar treatment. This is like BBQ or Nurse's Calling not finding immersed Claudettes.
@LordGlint Generally when I use Alert most is when they kick gens. They come to my gen, I hide, they kick the gen, and I can see which direction they're going so that I can go in the way they won't see me. Why would I need alert when they're breaking pallets outside of knowing they're in a chase?
Typically knowing the killer's position not only helps me feel abit better in that I know Im not about to be gen grabbed at any moment as well as to know if the killer is away from key locations like a hooked teammate. Also having knowledge of which pallets have already been used can come in handy to avoid running into dead zones later on.
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@Atrushan88 said:
@LordGlint Except since Pigs and other "stealth" killers will know this, they will obviously use said abilities to counter those perks. Gonna kick a gen? Crouch then kick it. It doesn't take that long to crouch and you can pretty much crouch and kick the gen almost at the same time, and OoO will STILL be useless against any of these killers because it will be giving your location away for free while their location is hidden from you. Who would want a perk that would give your location away without giving you anything in return?
Oh and GhostFace will counter Alert pretty much 100% of the time unless he's hit someone or been knocked out of stealth. And usually in those situations he's in a chase anyways.
The perks already aren't amazing perks. They're somewhat useful, but not top tier perks or anything. This will push them down and people will pretty much run all the top tier perks all the time unless they're going with off meta builds(which probably still won't include aura reading).
I don't think thisll affect Alert as much as you think. Sure, you might crouch for a gen kick, but not a pallet kick mid-chase. Ghostface typically spends most of the trial OUT of his stealth since the CD is so long after being knocked out of it. Ultimately, we'll have to see. I was skeptical about the Freddy changes they did, but changed my tune after it hit PTB.
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@Atrushan88 said:
@avilmask A killer's power isn't countered with a single perk. OoO has the same effect for the killer as it does the OoO user, and there are 3 others who you can go after if you're Ghost Face or Pig. When your terror radius is reduced to 0, that means you can see them from ANYWHERE as well(meaning you don't have to actually look for them once you get in range). Alert only shows you if the killer kicks something, or breaks something, and those are the only two DECENT aura reading perks a survivor has.
I also never said that OoO couldn't be changed(I personally believe it should only work when both the killer and survivor are looking at each other, as that's what I originally thought it did due to it's description), but the fact that all aura reading is rendered useless against these killers will just make survivors run more perks that benefit them directly rather than aura reading, and you guys are gonna hate that.
Compare this change to removing BBQ's effect any time you want just for existing, or Nurse's, or anything else.
@LordGlint that was my thought exactly as well and I definitely disagree this should be the case.
Aura reading on killers does not treat all killers equally. Killers who are loud generally don't care if you can see them or not. The nurse is CONSTANTLY screaming out her location for free,lol. OoO stops working against Doc if you're in the same zip code as him due to most Doc's having an insane TR. Compare that to a crouched piggy with 0 TR who OoO will tell you which side the jungle gym the piggy is sneaking towards while your on the other side of the wall. To say these perks will be USELESS against these killers is a stretch since Piggy doesn't stay crouched for most of the game and Wraith doesn't stay Cloaked. Unless Piggy is gonna break every pallet while crouched for example, alert will still get plenty of use.
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Ppl keep bringing up aura reading perks, but this might counter spinechill and premonition as well. If EW1 Myers is what they're basing this effect off of...
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/626974#Comment_626974
Yeah, you lose your humanity for survivors. A soul for the ability to kill four souls. : D
Kinda wish we could see those animations more often though... And trapper and wraith had better ones.
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@AWesley91 said:
Adrenaline gives survivors a brief reward for a huge success, fixing all the gens.
Noed gives killers a reward for massive failure of all gens being fixed (dependant on totems, yes) that lasts the rest of the game or until that totem is found.
Decisive strike could be called a crutch, yes. Calling adrenaline a crutch and comparing it to noed is ignorant, whiny, or dishonest.
If I kill 3 survivors before the first gen pops and close the hatch, thus activating my NOED and the last survivor's adrenaline...in what way did I fail and in what way did the survivor have a "huge success"?
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Ive been trying out bamboozle in that spot
@kornz2dope said:
https://forum.deadbydaylight.com/en/discussion/comment/630366#Comment_630366
Thank you for that . What should I replace it with ?
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/630371#Comment_630371
Yup, that is true. Like the trap on the roof outside the window.
Exactly. Its one of the few maps the Trapper really shines more than the majority of killers. Id even go as far as saying he's probably better than Billy on that map.
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/629826#Comment_629826
2 days ago i was playing as Trapper and got like 7 Haddonfields almost in a row with no offerings. Around the 4th time i started to laugh because i know many people complain about that map, but it's honestly not that bad, i like it.
Strangely enough, Trapper is actually one of the best killers to use on Haddonfield due to being able to block off the windows that make many of the houses incredibly strong in such a way that a survivor trying to disarm the bear trap is forced to step on it.
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@kornz2dope id suggest swapping out monitor. The perk has no affect on the lullaby survivors hear while asleep, making it only useful if you start a chase with an awake survivor. The lullaby is fixed at 32 meters, no matter what perks you use.
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A counter offering which is less rare than map offerings and only PREVENT a map would work well. Maybe I dont wanna try to stalk through corn on Myers...I can use a common offering to make sure Im sent to literally ANY other map.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/630268#Comment_630268
Maybe bring back BROKEN status penalty as they discussed back in the days?
@HUAPA456 said:
https://forum.deadbydaylight.com/en/discussion/comment/630283#Comment_630283
that actually isn't a bad idea, you could make it that the survivor is affected by broken for the duration of the decisive or give them a broken penalty when they use decisive so you could go somewhere else. That could work I like that
I dont see how that would have any effect on ppl who dont bother healing to begin with so they can work on a gen for 60 seconds per unhook. The biggest problem Im seeing is how long it lasts combined with the freedom of being able to do objectives during that time. If either of these were addressed, it would be fine. If the timer were shortened to match BT which allows you enough time to reach cover (have the timer pause when slugged) OR the perk deactivate when you start working on an objective (like gens, totems, unhooking someone else). Like I said, I wouldnt care if the perk stayed on PERMANENTLY if it would deactivate as soon as you start on an objective, which shows your not being tunneled off hook.
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@Horrordude83 said:
Watch em crawl for 60secs, then pick them up. Problem solved.
You cant slug someone who jumps in a locker. Thats the problem.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/630213#Comment_630213
You do realize that you have 3 other survivors who you can down and hook right? By the time you will get another hook on someone DS from the first hook shall expire, That is the way devs want the game to be played in accordance with the emblem requirements - multiple hooks, multiple downs. Camping and tunneling is being frowned upon. I do not have much issues with the new DS to be honest - problem is as always time for the majority of killers. Survivors are in desperate need of secondary objective apart from gens in order to escape - but even with the genrush every side lost because pips are win requirements. That is the main issue in DBD today - what does it mean to win - escape with 10k bps or die having 25k BPS? Same goes with killer - kill everyone and safety pip with little to no BPS? Or have interesting game with a lot of chases etc. and gain massive amount of BPS killing 2 in the process?
Im asking you to look at the numbers. Yes, theres other survivors. Each survivor gets at most 120 seconds of DS time. If the only time any survivor ever touches a gen is while they are running DS time, the gens get done. Even if you chase every other survivor who ISNT currently running DS time off gens, letting the ones who DO have active times stay on gens will cause all 5 gens to pop with time to spare. You mentioned emblems, one of which is the gatekeeper emblem. How do I keep DS users from being gen jockys during their timers if they just jump in a locker as soon as I check their gen WITHOUT having to eat 4 DSes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/630169#Comment_630169
Ignoring every survivors for 2 minutes is huge overexaggeration. You can eat some DS's early on and besides you should recycle hooks. I know DS can be annoying as hell sometimes. I also suffer its effects often and I do play a lot of low and mid tier killers so it can be painful but if they do a locker juke on me I will always eat it and down them again soon after. Another issue are top tier killers - Nurse, Spirit - they are not even phased by the DS as they can apply enough pressure even if they eat it. As always M1 killers suffer the most. It is all hard to balance because for killers time is essential and to be fair tools to slow the game down available for them are not good enough.
I wish it WAS an exaggeration but since lockers are for some reason allowed to be safe havens, you dont have the option of slugging someone to waste their time if they choose to use them. At least with old DS I could juggle someone. If the perk turned off as soon as you start working on an objective (meaning you arnt being tunneled off hook) I wouldnt care if it lasted forever. As it stands, its not an anti-tunnel, but rather a safety net that just so happens to activate from being unhooked.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/630143#Comment_630143
DS can be problematic if all 4 survivors have it but you can't blame survivors for playing smart with it. Lockers are safe havens for the DS users so I'd recommend using Make Your Choice. It has the same timer as DS so you can track the time and ignore the unhooked guy. Also DS will always be problematic because the devs cannot foresee every gameplay scenario. I doubt DS will be ever changed in such a way so it can retain its utility but at the same time be a fair perk.
Once again, if I ignore each survivor for 2 minutes each...the gens get done. This is the case whether I have a perk with a timer or not. If the only time a survivor even TOUCHES a gen is during that time when im suppose to ignore them, all the gens will pop.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/630111#Comment_630111
First there needs to be a locker nearby and as I said before - don't tunnel. Let them save the guy from the hook. If you manage to down the guy who is saved - good, go for the one who did the save - that way someone has go get off gen to pick up the downed one. It's a good way to apply pressure. You'd rather eat 4 DS from the start without any condition and be restricted to dribbling? I don't think so.
Even if you dont tunnel, to avoid getting hit by it you have to completely forget about each survivor for 2 minutes during the match. How many gens dont have lockers near them? Unlike BT that activates when Im nearby and I can just chase the unhooker, I could be on the other side of the map for this one and have no clue who unhooked who. As far as just applying pressure elsewhere... Crunch some numbers real quick... Think about how long it takes total to do 5 gens. Now think about how long each survivor has activate DS timers during a match. The problem is the 2nd number there is bigger than the first. If the only time survivors touch gens at all is during the DS timers...The gens will STILL be done, and im not allowed to grab that guy out of the locker next to the gen or I guess im tunneling.
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https://www.youtube.com/watch?v=nzLQ5RahEF0
Stumbled across this of someone using it on the preschool to quite abit of success.
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@[Deleted User] said:
DS is fine as it is. It was broken before as it was free escape nullifying all effort killers put in chase. Right now it is a stron anti-tunneling perk and can be countered by slugging. Besides it is better to rotate people on hooks so killers can also chase the player who unhooks. Sure DS can be strong combined with other perks but such is its purpose.
If a player jumps into a locker, they cant be slugged. Ppl just do this while working on an objective during their DS timer to avoid any consequences for risky plays. What happens when you have 4 survivors do this, seeing that 60 second timer as a way to almost solo a gen without worry as long as there is a locker nearby. You are forced to just eat them unless your willing to give each survivor 1 minute of uninterrupted gen time twice per match...which would complete all 5 gens with that time alone. Do the math real quick on that one.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/629485#Comment_629485
You're left without counterplay bc you let them jump in the locker. Again, if you aren't Tunnelling, then you shouldn't have to wait that long for the timer to run down anyways, and If you do have to wait for the timer to completely run down, it might be behoove of you to learn what the definition of Tunnelling is.
You leave one guy in the locker for an undetermined amount of time (all we know is less than a minute if you aren't Tunnelling) and go pressure the other 3 if you want the gens to not get done. If you want that guy dead, then you'll likely just sit there and wait it out.
Yes it's a disadvantage for you, but think about this practically. It's widely accepted in the community that decisive strike is designed to counter Tunnelling. If you have to wait the full minute for a Surviviors decisive timer to run out standing in front of a locker, then You are doing the thing decisive strike is, according to what is widely accepted, designed to do. So as it stands, you only waste 60 seconds if you were Tunnelling a Survivior off the hook to begin with. It's a losing situation for you but only bc you opted to make it one. You suspected the Decisive and you still refuse to respect it, so you shouldn't expect sympathy or for anyone to think changing how decisive interacts with lockers is a good thing.
So even if every all of his teammates are currently on hooks...Im still tunneling if im giving him any attention within that 60 second timeframe. Somehow borrowed time was able to counter tunneling with a 15 second window that only activated if the killer was near the hook and that was deemed completely fine, but DS needs an entire minute no matter where I am. That sounds completely normal. Im expected to not pressure each survivor for a total of 2 minutes each while they work on gens to avoid being hit by this and somehow keep my gatekeeper emblem. If I stumble across a survivor while patrolling gens who didnt bother at all to try to recover or anything and instead just jumps into a locker 5 ft away from the gen if I come anywhere near...I guess Im tunneling and just got outplayed...
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/629440#Comment_629440
It's you gambling on them having/landing decisive if you grab them. Leaving them to apply map pressure elsewhere isn't a lose lose.
Not pressuring someone I found on a gen for 60 seconds is a loss. If I can slug that person, even if they get up later... That's a win. If I'm in the position with someone in a locker who I KNOW has DS, there's no choice I can make to apply pressure. I either open the locker for the injured person to stay injured with a DS or I leave so the injured person can keep working on a gen for 60 seconds unopposed. Standing in front of the locker for 60 seconds is ALSO a loss since it's inviting 3 OTHER ppl to work on gens without pressure. Relying on someone else to mess up a skill check that was made easier to hit isn't counterplay. I'm left without any counterplay.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/629170#Comment_629170
That's ur decision. You get to make it. That's the thing. People are complaining that Surviviors can use lockers so if you want to grab them when they're fresh of the hook they force you to gamble on the D strike.
How is that a gamble? There's nothing to gain from EITHER option. Normally with slugging, you can still get map pressure. The locker thing is a lose lose.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/629198#Comment_629198
Not to discredit your ideas, the Thana one is good, but that still wouldn’t address the issue of why many experienced survivors feel safe whether healthy, injured, broken, or exposed.
The DH idea would be problematic because it then couldn’t be used with No Mither, which is kinda the point of David’s unique loadout.
My reasoning behind the DH thing is to make being healthy more beneficial over being injured. Currently when faced with 1 shoting abilities, ppl would rather be injured so they can benefit from the DH. As far as no mither thing, you could change it so the survivor doesn't have an "injured" state. This would also make it so Thana isn't permanently active because of no mither.
Thana's intention was to incentivize healing, but since it's debuff is so minimal AND it debuffs healing... It fails at making ppl want to heal.
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@[Deleted User] said:
The reason this is an issue is because it has now the revealed the deeper hidden issue: Healthy, exposed, injured doesn’t matter if the killer can’t close distance on the survivor, and if a survivor is able to constantly create distance from the killer.
Now I play both survivor and killer so I don’t believe in any suggestion that could make things completely one sided. But there needs to be an additional detriment to the injured state that makes sense.
I reckon injure survivors should become fatigued, so that after remaining injured for longer than 120 seconds (which I think is pretty liberal), then injured survivors should suffer a permanent hindered status of between 3% to 5% debuff (until fully healed).
No Mither? Buff it to be completely immune to hindered, making it a more attractive perk if encountering Clown or Freddy.
What if DH only worked while healthy instead of injured, while Thanatophobia got a significant buff to repair speed but ceased affecting healing speed. This way you could incentivize ppl to want to be healthy..
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@PickCollins said:
Okay here I go.
https://forum.deadbydaylight.com/en/discussion/comment/627506#Comment_627506
You have one of 3 options in this scenario. Wait it out, leave, or gamble. They forced you to make a decision but 9 times out of 10 you won't have to wait the fill 60 seconds to rehook them if you weren't Tunnelling them to begin with. So practically you almost never wait the full 60 seconds. If they hop in a locker near you, and you suspect they have decisive, and you still open the locker and grab them, that's you taking some rather obvious bait. And yes, that's something you deserve to get punished for. Why is it that Surviviors are suddenly the only side allowed to be punished for mistakes?
https://forum.deadbydaylight.com/en/discussion/comment/627665#Comment_627665
If you open a locker with a survivor in it that you think has DS, that's a gamble. You get hit, and you lose. You aren't forced to take the decisive, you can go do other things, come back to the guy, and hook him later. This isn't rocket science.
https://forum.deadbydaylight.com/en/discussion/comment/628820#Comment_628820
Decisive strike was never clearly stated to be an anti Tunnelling perk.
Why would NOT opening the locker ever be the better option? If I get DSed, at least it's gone, if I leave the locker alone... I get the same result except DS is still in play.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/628723#Comment_628723
I think we tend to forget the majority of players are in the rank 10 to 16 bracket and are not good at looping. Therefore, exposed is a big deal to that majority.
That said, the healing nerf created a worse gen rush and several of us tried to warn of that back before it happened, but we were dismissed as being survivor-sided. Why spend the extra time healing when they can just hit the gen and trigger adrenaline? Nerfing adrenaline is not the answer. They will still rush the gens. Have to encourage them to spend more time away from the gens.
Like increasing the downside of being injured?
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@venom12784 said:
To my knowledge all of the original killers are not folk lore based and have no country of origins
EVERY killer has a country of origin.
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@xmenfanatic said:
I don't see WHY he would have to be slower. That would depend on the killer's balance, and how fast they program him to hobble around. He could be faster then other killers and move really erratically.
His power would be chasing kids off his yard while going on tangents about losing his leg in Nam.
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@xmenfanatic said:
https://forum.deadbydaylight.com/en/discussion/comment/628600#Comment_628600
I think he would stick his cane over the window, and then leap over with his leg, which would be timed fairly since killers are slower with vaulting anyway.
EDIT:
Or he would literally vault with the cane, leg first.
We'd finally have our first killer who's slower than nurse.
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I think unlocking each killer's perks and using perks that benifit each killer's power can give you a healthy variety of killers and playstyles to choose from so you dont get burned out. Going into EVERY build with ruin, bbq, spirit fury and enduring is just lazy.
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@xmenfanatic said:
Though the Plague is definitely a Middle Eastern Killer, I would love to see a survivor be introduced.
https://forum.deadbydaylight.com/en/discussion/comment/628578#Comment_628578
They could rig it for him to use the stick to walk and then prop on one leg while he swings. It would be a little complicated but I think they could do it after what they have done with the Spirit and her dismembered floating appendages.
With spirit, they kinda cheated by making her walk like they WERE attached, and just skipping the vaulting animation completely. Watching windows be a complete bane against this guy as he cant ever go through them would be funny.
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Feel like the guy not having an arm thats NOT being used to walk would kinda impede on swinging a weapon at people.
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@Awakey said:
As killer, every time I try to play Myers or Huntress, just to mix it up, I get corn.
So... Much... Corn...
I 2nd this... I got rotten fields like 3 times the other night as Myers.
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@HazeHound said:
It also promotes diversity, might aswell run that addon that i don't like since it has no downsides and i'm saving my favourites for something else.
I see people spend millions just for that one special addon... if you suck with this killer so much without it, maybe it is time for a change?
Would be nice to be able to fish for Game or Lerys offerings for my Myers though. I have plenty of addons for "normal" games, but the only thing stopping me from playing more "scratched mirror" games is the fact that I get the addons needed way more often than the map offerings. I do see the problem though with being able to bring purple addons and such EVERY game though.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/627509#Comment_627509
Problem with daily resets, is a lot of people cant play enough to farm 2000 shards in a single day.
Doesnt mean youll be buying something daily, just that youll have options filter through faster. If it wasnt for the fact that I unlocked my last killer perk just yesterday...Id care abit more.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/626797#Comment_626797
Vulnerable in a game like this pretty much always means attacks.
what about critical? My childhood filled with pokemon games has properly trained me to associate the word with double dmg, lol.
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@BBQnDemogorgon said:
@PickCollins Slug them? What if they get in a locker to force a grab/pick up? Sit there for a minute waiting?
thats what hes saying...if you just eat the DS, it was apparently a bait and you lost the gamble...
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/627388#Comment_627388
I did. It was super satisfying to watch. New Freddy might be viable.
I'm only using uncertain terminology because I don't actually have Freddy so I can't try him out for myself.
I mained old Freddy, but this new one...its a whole different beast. I gotta get some hours in on him to get the hang of it.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/627396#Comment_627396
Just because the dictionary disagrees with the DBD definition, doesn't mean you're right. Exposed is defined by the game's rules. If you understand that or not is up to the player. It's just adding to the experience. Besides, you get an Icon with a skull on it when exposed! How hard can it be to understand? XD
You also get an icon with a broken bone for mangled, but somehow that doesnt cause you to limp more or something. Saying a status can be called LITERALLY ANYTHING, while true, is dumb. If the name of the status does not tell you what the status does, it is a bad name.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/626070#Comment_626070
Agree with this /\ ..... theres also a wiki, youtube, dozens of popular streamers, the forumns, reddit, Facebook communities etc...... I bet the noobies can find the information on what "exposed' means.... noobies are going to struggle for a bit... it happens in every game.
While yes, theres plenty of resources you can go out and check if you suspect your understanding of something is wrong...That requires you to know that the killer DOES NOT have an aura reading view of you to begin with. You have to know your understanding of something is infact wrong. If I was to call a status "imma instakill you" youd be abit surprised if it just shows you as a different color or something to the killer. Likewise, the status "exposed" which is defined as "not covered or hidden; visible" for some reason has NOTHING to do with being visible or not hidden. Just like you COULD take it upon yourself to look up the status "Imma instakill you" and just get use to the misleading name...you could also just call it something that makes sense.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/627358#Comment_627358
New Freddy seems awesome. The snares look surprisingly useful and the gen teleport is unexpectedly good in a chase (but very clearly bad for initiating a chase).
Basically, his lullaby doesn't tell you how far away he is unlike the terror radius which does. So if someone is asleep then you can gen teleport to the other side of them while LoS is broken without them knowing.
Did you watch Tru3s video today where he does that ALOT?
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@Remy said:
https://forum.deadbydaylight.com/en/discussion/comment/627321#Comment_627321
The problem with the old Freddy was that 8 out of 10, at least the ones I encountered, were Campers. If they caught you, you get hanged...they wait til someone unhangs you, and you take a few steps and sure enough, he's right behind you. Hang, and he'll just wait there until someone frees you and chase you again until you die. After I die, I watch the game, and he does the same thing to next player. Rinse and repeat.
so I'm actually glad about the Freddy's new powers. I've yet to encounter a camper Freddy since the upgrade.
Old Freddy was literally the worst killer to camp as, since you had to wait 7 seconds to hit the person. Thats usually enough time for someone to reach a pallet or window. I could see someone keeping an eye out for an unhook so they could sleep the unhooked person and the unhooker, but not to actually camp.
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The reference goes over so many heads.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/625672#Comment_625672
Okay. Again if you watch a Survivior jump in a locker and you suspect they have decisive strike that's not them playing bad when you grab them. That's them knowing they can escape this situation using Decisive and that forcing you to grab them is the only surefire way out. The bad play is on YOU for not respecting the decisive.
It's like I say: if you suspect but don't respect then sympathy you should not expect.
What is the other choice to be had? Leave them completely alone? At least with slugging, it helps build pressure.
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Yeah, the pipping system is kinda busted. I do think its funny when your "being sweaty" by slugging for the 4k, but the game is setup so you get punished if someone gets out via hatch. Heres one of my fav screenshots showing a 2 minute long game with no gens done and no camping. Even got a 4k.
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I would prefer if it had an unlimited timer, but turned off after beginning to do an objective (unhooking a teammate, doing a gen) or once the survivor becomes healed. This would prevent the 1 minute slugging scenario, while also preventing the 1 minute safety net while working on gens. I also think turning it off during the EGC would probably be best.
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@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/627012#Comment_627012
None if I recall correctly.
Thats why I think its funny ppl keep commenting you shouldve kicked more gens. If you had all 5 gens still up, you got iri on gatekeeper... Kicking gens doesnt do anymore
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Ive noticed alot of PS4 players on these forums...and here I am on PC...
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/626635#Comment_626635
Huh. Did you try it again in normal game/kyf game?
Ive noticed it happen twice, was in a normal game both time. cant remember the first time, but this last time I was using j myers memorial and memorial flower.
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@Jonathanskilz said:
https://forum.deadbydaylight.com/en/discussion/comment/625735#Comment_625735
you got a picture on that cause you gotta do a bit of everything you know usually people complain about it like omg i dident pip still had 5 gens but thats the problem you need to damage the generator and actuelly get chase points aswell. Also why you wanna pip anyway your just gonna end up getting long que times and vs the same people over and over again also rank dosent matter in this game-
Which emblem gives you points based off kicking gens?
