LordGlint
LordGlint
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- LordGlint
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The counter is simply any doorway...or indoor maps in general
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I had a cheater doing that to me afew weeks ago. Still waiting for my report ticket to show something happened. I not only got impossible blinds, but they'd also essentially turn off hooks so I couldn't hook ppl anyway. Eventually they also turned off my ability to drop a survivor bot who also wouldn't wiggle off...
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If survivors die, they're generally not gonna stick around til the match is over. Killers on the other hand obviously are ALWAYS gonna be present til the match is over. It's not that deep.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936842#Comment_3936842
I'm thinking of it working like AMN… Survivors have to grab parts from destroyed pallets then spend about 10-15 seconds to rebuild
It would be fine if you had a perk like that that involved player interaction. Then you wouldn't have some mapwide auto entity rebuilding effect for the whole team. I'd say slap a decently long cooldown and have rebuilt pallets return as downed pallets and it should be fine.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936714#Comment_3936714
But still it'll be a perk until BHVR decides to nerf it (might be longer then a month though)
Had to go back and check the mettle of man dates. That's probably the best example of a perk that was released OP, then got nerfed shortly after. It lasted about 2 and a half months. A perk that passively respawns pallets after 60 seconds of being broken would probably affect things WAY more though. I usually eye-roll when ppl say a change will cause everyone to swap to nurse/kill the game but... No one is playing a killer who has to deal with pallets if the pallets become unlimited.
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@RaSavage42 said:
I wouldn't be surprised if it turns into a Perk at this point
It would stick around for 2 weeks to a month before it gets gutted to become unusable. That's enough time to get as many people as possible to buy a character.
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This HAS to be a joke. I don't think even the most survivor sided person on these forums would suggest having pallets respawn by themselves 60 seconds after being broken would be a fair change.
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@TheSingleQuentinMain said:
They probably won't do this, but I kind of hope they would make it so Survivors can Block one door at a time somehow. The other solution might be to apply hindered to the killer if he's being watched on Camera so he's a 4.4 m/s killer, but that might be to much. I'm really not sure.
He's already a 4.4 killer
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It definitely seems like a fun addon. I feel like once more time has been taken to trying to killer out, the more ppl will realize the uses of different addons. I was watching one video a content creator put out for example claiming the access panel addon was too niche because he thought you were meant to just blindly toss the axe at doors hoping someone was running past the connecting door or something.
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From what I've seen, he seems pretty good. Only thing I'd change is would give him abit of blind resistance during his grabs. Atm, he basically poses for the Flashlight when he gets either the door teleport grab or the axed survivor grab.
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I feel like if they had made the projectile a javelin or something, ppl wouldn't have been so quick to say it was a Huntress clone.
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@SoGo said:
I sincerely hope that Pinhead's perks will become base alongside the FNAF release.
Gift of Pain and Deadlock are both decent slowdown perks that don't require a lot of work to activate. And Plaything is also a nice way to slow down the game a bit with every survivor getting a Hex.
Considering they're removing him, it's probably gonna be like what happened to Demo's perks in the period he wasn't available.
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The new player experience in general is kind of an impossible issue to tackle at this point. There is WAY too many perks, addons and killer abilities in the game to expect new players to know the nuances of. They get smacked with effects they didn't know existed that they were expected to counter.
That's why I really hope BHVR gets a second gamemode that is permanent. Stuff like 2v8 that cut out the perks and addons are just easier to pickup and learn. If they had a permanent second mode that utilized a class system like 2v8 is doing, I feel like it would be way more newbie friendly.
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932988#Comment_3932988
I don't get why people say the rift progress gained from exp earned is halved. It isn't, it's the same. Before, it was 500 exp to get 1 fragment, and 10 fragments to level up. So 5000 exp to level up. Now it's 250 exp for 5 fragments and 100 fragments to level up… So 5000 exp to level up. At least the 250 exp per 5 fragments has been consistent for me ever since the new quest system dropped.
What is worse with this new system is the quests, they give pitiful amounts of progress compared to completing an entire page of a tome.
I don't think the progress is really an issue, it's just ppl are use to seeing the fragments on 1 page out of 4 instead of being spread out as much as it is between milestones, dailies and 12 weeks worth of challenges. Currently I'm at tier 51 and I've been playing pretty casually. Being able to knock out multiple challenges at once instead of 1 at a time is nice for a casual play time.
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@RaSavage42 said:
TO me it seems like Bot have every ability to see Killers before the Killer sees them
I want to say hacks but that'll be really hard to prove
Proving bots have wallhacks is actually VERY easy to prove. You can utilize auras and see that bots will mirror you on the other side of walls. The moment you double back, THEY double back even if they don't have anyway of actually seeing you.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930586#Comment_3930586
That is incorrect. You used to get Rift fragments from leveling up, you no longer do.
Even still, most of the available fragments can still be earned by playing 1 side. I don't see it as a bad thing for BHVR to provide an incentive to players to play both sides. As it stands, the only thing you'd be missing out on is the deep rift stuff. BHVR isn't punishing ppl for playing 1 side only, they are rewarding ppl who play both. There's a difference.
You also don't have to put in a ridiculous amount of time to progress through the Rift. I've been playing VERY casually and still have gotten to rift lvl 40 or so so far. I MIGHT play like 10% as survivor, and I still get all the survivor stuff done no problem.
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Gotta find it funny how Switch is just forgotten about entirely, lol.
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@Aven_Fallen said:
This sounds really boring. At least if Hatch is the only thing which would be changed in the modifier. I would not be opposed to have a classic DBD-Modifier with all the stuff which got rightfully nerfed in it. Would probably also open the eyes of some people that the game is not that bad today.
But not for only one thing and especially not for that thing being Hatch.
Machine gun hatchet Huntress with original red moris, lol
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Ppl will say it's neat upon release, refuse to give the side objectives the attention it requires and then claim the killer is OP when they get rolled over.
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Found this and thought I should share the brain rot
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The entire point of the bonuses are to incentivize ppl to play the role that needs more ppl. If you're waiting 25 minutes to play killer, they don't need or WANT to incentivize ppl to join the killer line and make it even longer.
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@UsherGod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930600#Comment_3930600
Getting into Tier 3 isn’t that difficult, you should be in tier 3 after a few minutes. Even though the speed difference isn’t wide, it’s fast enough to pressure the pallet and vault enough to catch up to the survivor once you put your whip away if they were to keep running.
Even at Tier 3 though, he's only the same speed as survivor while holding tentacle. If your facing a window, sure... it's a decent tool just like many killer powers but you can't just keep pulling it out for most loops without losing distance. Same speed as survivors still results in being worse at looping than survivors due to hitbox size.
His tentacle doesn't really stand out at countering looping vs like half the roster that has very similar plays and DOESNT require an extra hit. Pyramid Head for example can hold his M2 and move at 110% speed. Wesker and Demo essentially has the same anti-window play as Nemesis but also have map mobility.
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Nemesis is slower than survivors while holding his tentacle in tiers 1 and 2, and only reaches survivor speed at tier 3 so... not sure what you meant by barely losing speed.
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@RpTheHotrod said:
I've seen a few p100 cheaters. I know they could cheat that a while back, but I'm not sure about today. I've also seen cheaters flying in the air with those old-school legacy skins.
This person wasn't flying in my face, but they'd do things like make everyone unhookable, get flashlight blinds from across the map at any angle and phase through the ground to get to a different floor when no one was looking. I was using Doc, so I could figure out what they were doing. I filed a report with a video so... Hopefully that does something. Was just surprised by the P100. Even if they hacked BPs, that's a lot of time lvling up a character just to lose it.
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Bots hard counter any stealth killer, especially Ghostface. The moment they see a pixel of you while your trying to sneak a stalk... they're reacting and breaking you out of stealth.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927966#Comment_3927966
Yea but getting ALL the milestones both killer and survivor is still a LOT of gameplay, beyond what many gamers other than streamers do.
If a person is adamant about not doing the challenges that arnt for their preferred side or arnt available to be done by either side... they'd essentially just be in the same position they were in with the old tome system. This isn't a new thing nor do I think it's a problem for someone who doesn't play often and refuses to play the other side to maybe not get 100 tiers worth of prizes.
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I feel like Plague isn't going to be nearly as strong as ppl think. The best thing teams could do is probably just cleanse and force the red puke. With the heavy abundance of pallets and the fact that 1 stun will then remove the red puke...
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929632#Comment_3929632
Most of the times it's easy to tell if a game is lost in the first mins of a match regardless.
While it sucks killers wait 10 mins to play games sometimes. it's not theyr fault the MMR is AWFULL.
And theres no reason for survivors to be playing a match they don't want to play and are losing.
.I Still remember that game i had vs a legion. for 25mins. People died due to bleedout on the floor not hooks.
It was a constant pick up the downed survivors, legion comes slugs again , rinse and repeat. The killer at the end just said people needed to learn how to loop. Meanwhile we were there entertaining him like clowns because we couldnt dc because timer was already at 10mins.
Honestly worst match i ever had of dbd and i hope karma gets that person.
I was referring to the 10 minute abandon option, not the wait time. Currently killers must wait 10 minutes after the last gen pops to get that option... For killer abandon options, they DID implement ridiculously long time requirements.
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929583#Comment_3929583
And whats the issue? Lol. If nothing else ask them to farm bp and let them rush gens and leave. Stop forcing ppl to play vs when they don't want.
I feel like it's mostly a issue of ppl getting annoyed at the inconsistencies. Currently there's no time requirements to the survivor abandonment. It's very much possible to get the abandon queue a minute into the game. These were put in to avoid 4 minute bleedout scenarios, but are hitting way more. The killer abandon function on the other hand still involves long wait times of 10 minutes.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929584#Comment_3929584
So the things I think you're missing is that all survivors have to be slugged for this to work. A survivor can't just run to the killer and immediately abandon the match, which is what it sounds like you're describing in the middle of the post. This only comes into play when everyone is slugged, which is why I focused on hooks as a way to naturally prevent the system from coming up at all.
The idea that it's "loss or draw" is completely irrelevant since that is only on the back end for matchmaking. In game, it looks like the end game collapse and the entity "eats" the survivors just as the game closes.
Fixating on the "draw" or "loss" part imo is a waste of time. Sure, people might change their gameplay to try and get easier games (which is why I think it was a mistake for then to even clarify this in the first place), but everything about MMR is a black box when it boils down to it. If you're trying to play some "meta game" of manipulating MMR, you aren't playing the core PVP of dbd anyway.
But most of the community seems to be simultaneously: absolutely convinced that MMR does nothing, yet obsessed over details like this. Oh but also, clearly in this system that does nothing and is useless, they're obviously "Max MMR" because they're a god at the game, that's also true.
It doesn't require slugs. You could have a match as Wesker where you avoid the downed state entirely and it still comes into play. The moment the last survivor is downed, it's available.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929494#Comment_3929494
If people decide to abandon a match, whether SWF or solo - it does not matter. I am glad that they implemented the "abandon" feature, I no longer have to sit and put my controller on my coffee table as I wait for the killer to mori me or hump my body. I still message ggs to the killer if the game was close or played in a respectable manner.
Sure, as @Flawless_ feels that they can no longer message ggs to PC people - look at it from a perspective that you're going against console players. Advocating that people stick around to send ggs to each other, along with the vitriolic end game chat that PC people engage with doesn't change the fact that the abandon feature is one of the best changes Behavior has done. I am no longer wasting time going from match to match and survivor queues have been fast due to its changes.
You can abandon like the survivors (once or if they changed the whole you lose when surrendering if they changed it) or you can go mori and hook the downed survivors. It does not feel rewarding to wait around for 5 minutes as the last survivor hits their skill checks or bleeds out like it did before abandoning. I'm glad that Behavior doesn't allow time being wasted on either side, as it pushes for more seamless matchmaking in the future.
I feel like it's the equivalent of the posts asking for an abandon button once the gates are powered. The killer at THAT point could want the game to be over and feel it is pointless to finish. Currently, just about EVERY match anymore ends with bots if the killer wins. The function was meant to avoid bleedout scenarios but is being used WAY more than that.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929328#Comment_3929328
Plus my beloved Piggly Wiggly won't be able to uncrouch I bet. 🐽🐷
Pig being nerfed that chapter was intended and not one of the many UNINTENDED bugs.
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I thought they only didn't move if a survivor was in the area. Did they change that?
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If they just use the killer item locations to spawn lockers, he'd be great. Every spot that can have an Onryo TV or a Freddy alarm clock could just have a locker when the killer is Dredge.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927966#Comment_3927966
Yea but getting ALL the milestones both killer and survivor is still a LOT of gameplay, beyond what many gamers other than streamers do.
Considering we're talking about over the span of 12 weeks... not really. We're on week 2 and there's already ppl that have finished the milestones.
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@Jadelysta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928036#Comment_3928036
You arent more gooder than me thogh
You might be more gooder, but I'm the most gooderest.
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Does GF's expose work for BOTH killers? I could see him focusing on just marking ppl so his teammate can get quick downs.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927203#Comment_3927203
Actually someone did the math, and as it currently stands if you complete EVERY RIft quest but do not complete EVERY daily, you will not get enough Rift fragments to complete the Rift. Meaning, if you missed a day of playing since this Rift started? You're already not going to be able to complete the RIft.
Sure, BHVR is aware of this and is looking to tweak the numbers, but we don't know when or how they will, so until we do, the math stands.Someone's math is severely off then, lol. The Rift pass section would grant a total of 4500 fragments while the milestone portion would grant 3850. That means you'd only need 1650 shards coming from normal gameplay, event challenges like 2v8 and dailies to get all 100 tiers .
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927199#Comment_3927199
That's the part I don't like about them. You're gonna deny me the chance to get BP and and rift fragments by putting an arbitrary time frame I have to complete them in. For what reason? Who does this help? And it doesn't help that the menus are super confusing and changed up now. That first week, I didn't even know what I was looking, probably missing out on those quests in the process. Guess that's a skill issue on my part, right devs?
Considering how much time you have and the fact that you don't have to select anything... this is a non-issue. You can essentially just play the game normally and you'll get this stuff done. Alot of these challenges are things you'll naturally be doing anyway, like carry survivors, getting hits and getting hooks.
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I got three of those challenges done in a single match (carry 500 meters, grab a survivor and 800 seconds of aura). I think ppl drastically get over dramatic for these, especially since the challenges done have to be done this week. You have the next few months to do them...
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@Teroo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926859#Comment_3926859
This is weekly quest, it's not meant to be done in one match. 800 seconds is not a lot, I literally played one Artist match with my normal build and got it almost halfway done, you guys will complain about anything it seems.
I think alot of ppl are just getting intimidated by a seemingly large number when in truth, it goes alot faster than ppl think. Equip lethal Pursuer, and you have 40 seconds immediately rather than 10 for example.
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I did a scratched mirror Myers game and got it in 1 go. Multiple auras at once can get it finished faster. Not sure if the auras of hooked survivors count.
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@ChucksterMainin said:
I like it!
Allows me to tunnel out the map bringers and allows me to be nice to those amazing Chad's that bring BP offerings
I just wanna know just how widespread this thought pattern is. THIS is the kinda data I'd like to see. What is the survival rate based off offering?
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@Nazzzak said:
I like it too. Never considered it could be used for bribery reasons though lol maybe that's why I'm seeing so many anniversary bp offerings
Bribery does work on me...
I decided those 2 were escaping the second the match started. We got to play red light green light at the end.
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I was already using it on Legion, so just enjoying the buff. It not only helps give you an extra boost in-between FF stabs, letting you chain easier... but also helps to get a down after you FF stab someone and wanna go for an M1.
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Been wanting this for forever. I have plenty of BP event offerings on random killers that I wanted to lvl up during those events. Would sure be nice to have access to those on OTHER killers too.
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My best advice is find a friend group to play with that don't take things too seriously. I know I'd prefer to play with someone that's just okay skillwise if they lose with grace rather than someone who's really good at the game but will start throwing insults if things go sideways.
Im a killer main, and I'll often pop into people's streams to say hi if I notice they're online after a match. I find some people who get REALLY nasty about losing, but I also find people who can be like "Oh, you were the Dredge? You scared the crap out of me! GGs man." I've swapped over to survivor to play with those people several times. Even if we lose alot, I know it's positive vibes and it's still fun.
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@conh41 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916087#Comment_3916087
yeah well it’s not behaviors fault if you have a problem with EVERYONE in every match. it’s not their fault if YOUR match making takes long due to you blocking everyone in your region. use it wisely or don’t use it at all type thing. same for dc penalties, you get dc penalties just from being disconnected from the match. it shouldn’t be a problem if you’re not constantly dc’ing making your penalty longer. it would be the same with blocking. don’t block cause you can and you’ll get better match making.
Im not saying 1 person's block list would ruin everything. I'm saying you'd constantly be dealing with several lists. Even if everyone's lists only had like 5-10 names, that would have massive consequences. Realisticly, those names would only be from the playerbase in your region, that play during the hours you play, in your skill bracket.
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They also did it with the RE characters during the last 2v8
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@Chiky said:
everyone has 500% bonus BPs
surprised theres no inbox message or something
