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LordGlint

LordGlint

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LordGlint
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  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627980#Comment_3627980

    Yes, but it makes you able to be one shot until the exit gates are opened and that's the only way to get rid of it. Pair it with Blood Warden and you can guarantee at least 2 if not a full 4 kills.

    You 1 shot injured ppl... People who weren't injured before don't TURN injured.

  • @Vulcan7471 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628018#Comment_3628018

    LordGlint I must ask how do you have the prestige Freddy portrait, I would like to have one for my dredgeypoo but I can not seem to find it.

    It's something only a handful of ppl got afew years ago.

  • @NekoGamerX said:

    nostromo and flora are two different maps,the lay out aren't even the same.

    It's the same realm though, just like mothers dwelling and temple of purgation aren't even the same time frames but use the same map offering.

  • @tyantlmumagjiaonuha said:

    It was supposed to be enhanced until the Anti 3gen system was introduced, are there any plans to nerf it in the future?Or is it not a problem because survivors are able to escape?

    Did they ever SAY the buff to it was temporary, or are you assuming it was, because the perk isn't exactly OP.

  • @Chaosrider said:

    He was just exploiting the anti-camp system. though I am still scared of a furture anti-slug feature, as all their anti-something-systems pretty much do nothing.

    Sounds more like he realized after the fact that there was no hooks available that he could get to. Hook spawns can be pretty bad.

  • There's multiple perks for countering slugging. You could also try crawling to a teammate or something.

  • @AbsolutGrndZer0 said:

    Basically, it's a 'second chance' perk. Both sides have them, and both sides hate them when they are on the other side. Dead Hard, Buckle Up, NOED, Terminus, any perk that lets you negate a failure is going to be hated. NOED is one of the oldest and one of the best, and it has been nerfed heavily since even I started playing in 2021. In fact, I find it most of the time to be a waste of a perk slot because it's so easily found now that the aura is shown to survivors. The only time I use it anymore is with my Betrayal Pig build.

    Terminus isn't really a 2nd chance since it just prevents you from healing the damage that was already done.

  • I wonder what the pickrate of it is on anyone who ISNT a new player or lvling up a new character

  • @Komi said:

    They probably forgot about that and gave each of the chapters their own offering. Though is Dvarka a planet made by the entity? I'm not caught up with the lore.

    It's not. The entity recreates places from memories.

  • @Krazzik said:

    To be fair I don't think those two maps should be from the same realm anyhow, they're nothing alike aside from "sci-fi map".

    Why is a completely barren wasteland like Nostromo Wreckage in a 'Deepwood'?

    Different times? Different parts of the world of Dvarka? Maybe the crashing of Ripley's ship killed all nearby plantlife.

  • @[Deleted User] said:

    Typical survivor macro gets incredibly sloppy during endgame. Players are usually not smart about the gates. They hang out around them for no reason, bunch up, etc. We're in year 7 and players still give a free hit in endgame when they haven't confirmed all 4 killer perks to rule out NOED. It leads to NOED having a huge impact instead of maybe an extra sacrifice. It's one of those simple things in DbD where the difference is standing at a pallet instead of near a random rock, but players won't do it, and then they get mad at NOED.

    Those clips of Myers tomestoning someone who T bagged at exit gates makes me giggle

  • @Nazzzak said:

    I'm not fussed by it, it's just a perk that's gotten a rep for being used by new or not so good players. I guess because the idea is theyre going in prepared for survivors to still be around in endgame. If you feel it helps you then use it, that's kind of what perks are there for. You just need to ignore other players.

    More like new players don't have many perks to choose from, so why not equip the only chase perk in the selection of general perks. New players aren't equipping this in preparation of endgame, lol.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627546#Comment_3627546

    They should allow Inner Healing to be activated by a boon like Overzealous does. Both perks should give you the bless or break option.

    Maybe they wanted to limit how often you could benefit off 1 totem. Inner healing requires you to find a new totem each time, while if booning worked... each time the killer snuffed it out you could reactivate inner healing.

  • @Aven_Fallen said:

    Challenges are good. At least in theory. However, the way they are designed is not good. Because Survivor-Challenges are often "throw the game" while Killer-Challenges are mostly "play the game".

    Survivor-Challenges should also be "play the game", because then less people would actually suicide to get into the next game to complete their challenges (even tho I did not notice this happening on a regular basis in my games). Because if you have stupid stuff like blinding or stunning the Killer X times during a game and you go against a Nurse or a similar Killer, it will mean that you will not do any progress. Or when you have to cleanse 20 Totems, you are also throwing the game (or, to be more precise, at least 4 of them).

    So while challenges in itself are great, their design is bad.

    I think it's mostly about mentality. If you have the killer challenge "Sacrafice 8 survivors to the entity", Killers will obviously know this is going to take multiple matches. If you have the survivor challenge "Drop 8 pallets while in chase"... you'll have ppl trying to get it done in 1 chase.

  • Any particular challenge?

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626640#Comment_3626640

    Cosmetics would make some casuals feel forced to play competitive, à la the FOMO crowd.

    They could do something like reward iri shards depending on rank.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626841#Comment_3626841

    I would pay money for a perk that caused the survivors to explode if they stayed in the exit gates for longer than 30 seconds.

    Call it "Teabag THIS"

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626567#Comment_3626567

    Good perks fix generators at light speed, make me invincible, grant me omniscience, immediately teleport survivors onto hooks, blow up the exit gates, and nullify everything my opponent does.

    Anything else just isn't worth running!

    New perk

    Demolitions Expert

    Upon spawning into the trial, 1/2/3 exit gates are blown up.

    -let's see those pesky survivors try to get through the rubble

  • @Rulebreaker said:

    It's definitely worth trying. It doesn't proc the 8 regression limit, still works with any non kick regression, you only have to chase people off the gen for regression to start, and survivors have to spend a guaranteed 5 percent each time the gen regresses to start making progress (assuming we read everything correctly).

    The only thing is that it's tied to a totem, which leaves it to RNG if it's broken in the first 30 seconds.

    Edit: typing on the phone is hard asleep

    It's not 5% to make progress, it's 5% to stop regression. You're not seeing the bar stand still for a few seconds, it's that if you get off it too soon, it'll start regressing again.

    Since ruin already does that... the 5% thing isn't really gonna change anything with ruin.

  • Personally, I'm celebrating the buff. I use it on a few killers and it works fine for the time that it's up. While it's true SOMETIMES it goes boom in 30 seconds, I've had way too many games where it cleanses itself.

  • I'm seeing people do work with her just fine. She's different than current Sadako, but not necessarily worse. Probably gonna be abit before people really nail it down though.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626685#Comment_3626685

    I agree that people are up in a tizzy over this lol. But its literally the first thing I thought of when I read the changes. And you know as well as I that if something can be abused, it will. This will be abused. But its not going to be game breaking or anything really. If someone really needs this to camp properly, then they really need to skill up lol

    Who is standing 4 meters from a hook and mistaking it for 16, lol? The people who are close enough for AFC to actually do anything are either BRAND new and don't know about it... or they are triggering it on purpose. The tombstone piece Myers at 99% thing comes to mind.

    That being said... New grim embrace looks pretty nice for its actual effect. I wouldn't be surprised to see survivors wandering away from generators rather than staying put the second it turns off, giving it more value each use.

  • Would've been nice if you could've at least used the perks you had equipped. I remember these, but didn't get much use at the time since I bought the characters soon after I started playing the game.

  • @AmpersandUnderscore said:

    Don't worry, with the changes coming to grim embrace these killers will have a perk that literally tells them exactly how far to stand to do this now.

    AFC and the new grim embrace both have exactly a 16m limit, so the killer can just stop moving over the perk activates.

    The only thing they could've done to make the current iteration of AFC less effective is to give the killer a visual indicator that is disabled... And apparently they're doing exactly that.

    I giggle at how caught up people are over 16 meters. Do you know what happens if a killer stands at 15 meters on accident? Nothing really since the progress of AFC is based linearly off how far away the killer is with 2 meters being drastically different than 15 meters. The only reason 15 is even tracked is incase the killer is moving back and forth. It would take over 2 minutes for the bar to fill if the killer was standing at 15 meters.

    AFC is to prevent facecamping. If a killer isn't facecamping, it's really not gonna trigger. No one is slotting on grim embrace to take advantage of the distance information rather than the actual effect which encourages hooking everyone.

  • @crogers271 said:

    I think it would create two bad modes. My general playstyle is I want to try, I want the survivors to try, but I also don't want to be so intense on the game that I scream at another survivor for opening a chest or running a non-meta build. But I also don't want the level where people can just DC at will.

    A ranked mode would interest me more as killer than survivor, but I also think I'd get bored of the game overall. I'd play all out, learn roughly how good I actually am compared to others, and then probably move on. It would be a very different vibe than DbD as it exists with trying to fill out various archives and challenges.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626655#Comment_3626655

    I just know for me... I very rarely play SWF. I'm either soloQ or killer. I wouldn't mind queueing up for the mode that makes me think my teammates are actually going to do what they're suppose to do rather than wasting time or DCing if they go down.

    I never play SWF, I sympathize with the idea, I just don't necessarily think it would actually work out that way. If you do manage to end being ranked pretty high, you could count on good teammates, but I don't think that would be true for the lower levels. There I think you'd just guarantee having sweaty killers.

    Every now and then I might team up with someone who seems pretty chill just so I have someone to chat with, but that's about it. I just know right now... the DCing and hook suicides just feels like an epidemic. Would be nice to be able to filter that out of my lobbies. Let the DCers go into a game with the understanding that the other 4 ppl have the same exact energy, whether that's a "we don't take this serious at all" mode or just a DCers penalty box matchmaker.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626655#Comment_3626655

    I wish a comp game mode could work, not because I so desperately want to sweat but just to know my teamates or my opponents are trying. I genuinely don't think it would last though, people aren't too good at the game and would eventually go back to norms to essentially smurf on people.

    People really shouldn't associate sweating with trying to win. Atm survivors could freely cleanse 5 totems, open every chest and then meander around until their teamates were dead. The game struggles to work when grouping people with two completely different ideas of playing the game into one team. Survivors can lose out the gate because one person decides they aren't doing gens or trying to win and that feels just awful for every other teammate.

    The last part you mentioned here only works if 4% is removed which it really should, dc penalties can stay where they are at I guess.

    Yeah, I agree on the 4% thing. Unless someone has perks designated for it, it's VERY rarely attempted to actually try to get off hook. You'll have those ppl who might try it if they're about to hit stage 2 anyway, but it's generally just used to avoid a DC penalty.

  • @I_CAME said:

    No one actually wants to play against other sweaty players where the possibility of losing actually exists. I know this because people lose their mind any time they make the MMR more strict. People start talking about how the game isn't fun anymore when they can't win 100 matches in a row. Most players just want to cruise to easy wins so they can feel good about themselves. Just look at the lack of popularity in comp DBD. Most people just couldn't care less about sweaty gameplay.

    I just know for me... I very rarely play SWF. I'm either soloQ or killer. I wouldn't mind queueing up for the mode that makes me think my teammates are actually going to do what they're suppose to do rather than wasting time or DCing if they go down. Would be great if I could start a match knowing everyone has the goal of doing the objective and escaping. So yeah... sign me up for the "sweaty try hard mode" where all 5 players are going to stick around til they either die or the match is over.

    Separate thought... maybe instead of a DC penalty timer, people who constantly DC just get matched with other people who constantly DC. Surely they all had legitimate emergency reasons and matches with 5 constant DCers will do just fine.

  • @MikaelaWantsYourBoon said:

    If they don't wanna stay in this match, they won't play even if you force them.

    Just because you forced them stay in match does not mean they will be useful. They will play more selfish, hide and wait your death for hatch.

    If someone doesn't wanna stay in the match, the DC penalty doesn't force them to stay. The DC penalty prevents them from immediately trying to hop into another match. People should not be able to shop for the perfect opponent/map that suits their tastes.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626453#Comment_3626453

    and just in case thats not enough it also pauses the timer when within 16m (to prevent moonwalking after survivors) in this theoretical

    Pigs can do that much now at normal speeds. Just gets kinda tricky vaulting things, or keeping at it for an extended time.

  • @Hensen2100 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625731#Comment_3625731

    It's pretty solid standalone, although a bit too random for me to use by itself.

    I think with Terminus + NWO it really shines since it basically turns into an uncleansable NOED depending on where the gens are. When you have doors that spawn close together it almost guarantees kills during the endgame at times. It makes you patrol the doors too fast and they can't get rid of being broken. Fantastic.

    The thing I like is that while it's strongest at endgame... it's still usable before that too. All of a sudden, I LIKE survivors doing gens to avoid 3 genning themselves. You do the middle gen early? Guess who gets a constant speed boost when we go to main building?

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626375#Comment_3626375

    Good catch, you can now start chases with survivors while crouching, if that ruins stealth too much then make it only if they have a reverse bear trap that you can "chase" while crouching

    I doubt it would ruin stealth since chases only start if a survivor is running in front of you within close range. Typically if you are sneaking up on people, it's not when they are running directly in front of you.

  • @Seraphor said:

    Not much tbh.

    100% crouching movement speed instead of 90%. Still slower than mormal, same speed as survivors, but more viable for tracking them, and aproaching from a distance at a reasonable speed.

    Slightly faster crouch animation, making it less clunky, and Ambush slightly more accessible.

    I play Pig a lot because I'm happy with her kit, more or less.

    I expect she'll mainly get changes to her traps, which I think is unnecessary, but probably something I can live with.

    @bjorksnas said:

    screams and stopping interacting no longer reset box progress then a bunch of buffs to the rest of her kit

    110% crouch speed

    0.7s crouch time (at 3.6m/s)

    0.7s uncrouch time (at 3.6m/s)

    Visible terror radius (aka you can see it shrink and regrow with a small radius on the ground preferably all stealth effects would be visible like this to let you better use stealth as you approach where you think survivors are)

    Bonus trap placement speed by the bag / crate of gears basekit (and removed from the addons) so you can save a bit of extra time trapping survivors

    Traps can be used after all gens are powered but always require 2 searches to remove

    Traps are disabled when there is only 1 survivor remaining (so normal hatch and endgame after hatch is closed)

    I think one thing to note about Pig's crouch is it doesn't count as being in chase, and thus RBT count down. Survivors can run in front of a crouched Pig and never activate a chase. Currently she can't really chase Survivors crouched since...she's slower than survivors. If they ever make this NOT be the case, they would also need to ensure it counts as being in chase.

    Current PTB Sadako works like this while demanifested, so I don't see this being a problem.

  • @glitchboi said:

    It's a very underrated and fun perk that works well both standalone and endgame perk synergies. I personally use it on my Nemesis in order to help close in distances passively. The fast that the Haste stays on for a few more seconds after leaving the range is really, really helpful as well.

    I also use it on my old Bubba-esque build with Carburetor Tuning Guide with PWYF and Nemesis in order to get the closest possible distance and guarantee downs with the extra PWYF stack from Batteries Included.

    I love Batteries Included for its passive effect, it's a straightforward yet goofy perk that comes in clutch in the most random of times.

    I'm trying it out on a few killers. I made a SM build with batteries, STBFL, rapid brutality and surge. Works great to just chase ppl, negate bodyblocks and screw with ppl's idea of distance. I LOVE when I see a gen get done in shack for example, Cuz then I'm bound to get a hit, followed by a speedy 2nd hit.

  • @pseudechis said:

    Tighten my laces - If within killer terror radius with another survivor press the active ability button to push them over causing prone state for 3/5/8 secs. "I don't need to outrun them... just you"

    Abject coward - When crouching you become undetectable but can't move or perform any other action. "I'm gonna just hide here and cry"

    Questionable Morals - If only 2 survivors remaining, you can murder a downed survivor to gain a speed boost for 8/10/12 sec. "If its between you and me, you better believe it ain't gonna be me!"

    Tighten my laces and questionable morals synergize really well in endgame.

    Killer shows up with snowballs, just to find you moriing you're teammate

  • It's roomy in here-

    AFK crows don't spawn at your new permanent home...the first locker you saw

    Cant be that hard-

    Why did you think someone completely untrained could repair a generator? After getting inevitably shocked, only spend 30 seconds waving your fingers in the air before fooling yourself that you DO know what your doing.

    Boon:fooled ya-

    After blessing one dull totem (with a lighter), the killer will hear the sound of this boon from 64 meters away as if right next to it. This boon otherwise has no affect. What do I look like, Harry Potter?

  • @tyantlmumagjiaonuha said:

    The matchmaking wait time for killers is short anyway, so if you feel that your chosen killer is not strong enough against a party where all four of you are bringing in items, leave the lobby honestly.

    This is unreasonable compared to the fact that survivors can prepare to abuse the killer by bringing in lights and toolboxes when there are less than 15 seconds left, but I guess it is inevitable for the sake of MMR, which I am not sure if it works or not.

    MMR is a mystery... lol. Just played my very first Billy game on my PS account, only to get surprised by some fairly high prestige survivors, one of which was P100. Took that as a sign I was surely gonna lose, only to have a pretty fast 4k as I kept getting back to back chainsaw snipes at gens.

  • @pale_hispanic said:

    Try this with Mural Sketch or PLWYF and you go crazy fast during frenzy. I like running it with BFFs and NOED for a downright unfair endgame build.

    Usually I don't have a problem getting Frenzy hits. The feeling of getting stronger as the match progresses is really nice too. Keep getting games where after 4 gens are done, the survivors have a he'll of a time not constantly going down.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625603#Comment_3625603

    Free accounts are always the bigwigs calling the shots begging for a massive cheat infestation. They will literally generate 1000's of accounts to cycle through after a ban.

    Kinda wish BHVR would clear them out. It's gotta be SUPER obvious that the several year old account with 0 playtime is just a backup.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625513#Comment_3625513

    And overlock from Singularity.

    Thing is, they are mostly weaker than average, as you said Oni and Myers are pretty much normal speed and M1, where the "rage mode" is make up for it.

    Most killers are doing fine, I dont know why they want all of them have "rage mode". Its unique for some killers.

    The Billy blue flames are neat... Kinda want flames on huntress hatchets now.

  • @C3Tooth said:

    You mean Exhaustions should be disable in End game?

    Majority of cheaters come from Epic game store due to TONS of free accounts. Once one gets banned, another is used. The loss of progress doesn't really matter.

  • All you can really do is report it and move on

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625513#Comment_3625513

    not really, they´re actually building up a power, not like a ultimate from overwatch, trickster can throw knifes without the main event you know?

    So...like Plague's red puke.

  • What you just described is what Oni, Nemesis and Myers already do

  • @BlightedTrapper said:

    So you won't just switch to Plague the moment you see 4 medkits

    Has nothing to do with counter picking items

  • This guy has a total of 3 posts, where he started 3 different threads to complain. He posts a video complaining that killers shouldn't be able to close hatch, and if they DO... then the exit gates should open.

    I have a really hard time taking anyone seriously when their entire presence on the forum is... this. At least this TTV didn't complain about stream sniping...

  • @Aven_Fallen said:

    Whenever a nerf happens to Killers it "promotes tunneling". Never change, DBD-Forum, never change.

    OP had a point about the tunneling. If the obsession unhook someone, you're better off ignoring them and tunneling whereas before, you could still just chase the unhooker and go for M2s.

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