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LordRegal

LordRegal

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LordRegal
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  • @innocentguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/929681#Comment_929681

    https://forum.deadbydaylight.com/en/discussion/comment/929688#Comment_929688

    I’m guessing you’re both still just kids. That’s fine. There’s adults out here that have jobs and families to take care off and don’t have much time to play so would rather just leave and hang with their buddies while they can.

    love how both of you ignored the slugging part lmfao

    Full time job, married, out of school for long enough it doesn’t feel weird at all anymore. You’re welcome to dismiss the argument if you don’t like it, but in the end I prefer to not be selfish and screw over people who don’t deserve a teammate suiciding or DCing.

  • I say this with total honesty: if anyone I know and I were on either end of the situation you described, our response would be “ah, ok, let me know when you’re out of that game, I don’t mind waiting a few minutes.” OR “ah, ok, killer queues are short so I’ll play a killer game, message each other when we’re done?” There’s no reason at all to ruin 4 other people’s experience for a match just to appease 2 people.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/929647#Comment_929647

    Nope, it's all hidden away. It takes a bit of effort to be able to check it. It would definitely be very cool to see, though.

    Darn. I would love to know that kind of thing about my play. Would be interesting to see what killer I actually play most, and who my top performing one is...

  • One of my favorite things to do if I see a key and I’m not feeling generous is to swap to Trapper and equip Franklin’s Demise. Remember where the survivor kept dropping the key, and trap as close to it as you can but not have it be an obvious trap at the same time. It is absolutely hilarious how often this works.

    My favorite example: playing on one of the Badham maps. The Jane had a key, and had white warded it.

    first chase/hook: found her in the two story building hiding where a totem can spawn on the second floor. Trapped just around the corner so even with 3rd person camera you’d have almost no warning. Jane gets saved, before long free trap. I was hooking someone so couldn’t capitalize on it.

    second chase/hook: mindgamed around a dropped pallet and remembered she dropped it right next to the pallet. Didn’t break the pallet and instead trapped the pallet. Lo and behold, one trapped Jane on death hook. Once again I unfortunately couldn’t capitalize.

    Still killed her and trapped the key one last time, but she was solo and no one else fell into it. It was still absolutely hilarious and had I been more careful on my positioning I would’ve absolutely been able to take her out of the game sooner because of her greed towards her key. Turn your playstyle around and you can absolutely punish an item.

  • @Peanits said:

    I went ahead and actually checked my stats.

    46.31% : 53.69%

    TIL I need to play more survivor.

    Is there any way for non-dev/CMs to check the actual numbers? I’d be legitimately curious to see if my estimate was correct, and percentage of killer games were each killer...

  • If the last person was clearly new/having a bad enough game they looked new, if I felt bad for them for some reason, or if they impressed me with their play, I’ll try to give them hatch.

    If I find the hatch first but the above is true, I’ll close the hatch but try to give them a door after downing them.

    If they were toxic or played poorly/screwed their team over, they die.

    If I’m not feeling merciful in general, they die.

    ...more or less my hierarchy there.

  • I played a ton before the rift came out but after they started counting progress, so I started somewhere in the 20s. I’ve backed off to a reasonable level of playtime but between that and the archives I’m comfortably at 70 without paying for tiers.

  • @Sheldor said:

    Why no free hatch escapes ? The hatch opens no matter if the other player disconnects or just suicides.

    Everybody here is pretending as if this was some kind of brain surgery supporting software - its just a game. And BHVR would have other means of remedy - like just granting full sacrifice points to killers for a DC for example. I don't know why everybody is demanding "bans" and "punishments" on people who either have a real life matter getting in the way during a game or just don't want to play with you....just move on, there really is no "problem" whatsoever if someone disconnects.

    If someone DCs, the hatch opens the second they do so. If someone dies on hook, the entire death animation must play before the hatch opens. It’s a difference of up to 10-15 seconds depending on when the DC happens, maybe longer if they DC on down. It’s a major time difference and gives the killer a lot more time to go find the hatch and contest it.

  • I feel as though we’d encounter the following exploit fairly often if this were made:

    • killer downs survivor.
    • survivor DCs.
    • killer goes and finds someone else
    • survivor loads back in and keeps playing

    Seeing as the DCed bodies can’t be interacted with, it’d be extremely easy to abuse that with reloading in. So while this could potentially be a useful feature, it would need to be after the “husk” system the devs have mentioned in the past was implemented, so the DCed surv could still be hooked and killed.

  • 40:60

    rank 4:rank 9

    I find killer more fun but survivor less stressful. I purposely keep my killer rank below purple because I have no desire to face more red rank survivors than I have to, as that takes away a lot of the fun. I like to be challenged, not to feel like I’m in a pressure cooker all game. I got the rank one achievement, my rank means nothing to me anymore. I honestly don’t know why my survivor rank is as high as it is, I’m not amazing at prolonging chases. That being said, I do feel it’s easier to rank up as a survivor so that likely explains it.

  • While these are the correct definitions, you have to keep in mind people who are upset they lost will be inclined to use any excuse they can to justify the loss. The easiest thing to do is point at the other side and say “you didn’t play fair!” because that absolves them of being at fault for their own loss. This goes for either side, honestly.

    Just keep it all in context, say gg, and move on. You know how you played, their perception of how you played doesn’t matter beyond hitting the “continue” button.

  • If the killer has deerstalker you’d lose all your tokens in 9 seconds from going down, if not for that restriction. The killer gets aura reading for a downed survivor the instant they’re down with deerstalker. It’s specifically to avoid that situation.

  • It’s perception, I’m pretty sure. The stakes are higher, so you’re tense and more focused, meaning your reactions are better and you’re therefore hitting more greats. Same thing happens to me with Unnerving Presence. Wind up hitting 90% greats with UP on me because there’s almost no good to hit.

  • I’m not playing as much as I was a month ago, but that’s mostly because other games I like have and are having massive content updates. That drags my attention away pretty hard. Do I want the bugs fixed? Yep. But I don’t think me playing less will alter that, and instead of being salty at this game I’m focusing more on the other games.

  • The new map is abysmal for Nurse on all platforms. As for performance of Nurse on console, as a former Nurse main on PC I dropped her post rework, and in general straight up don’t see her anymore, so if anything I’d say they made Nurse on PC equal the console experience.

  • I think when people complain about swf, they’re complaining about swf that are playing as if they were a professional team. In that case, there’s not a lot the killer can do to mindgame since they’ll be telling each other everything the killer’s doing, and it winds up just not being a fun experience for the killer.

    The average swf group, like my wife and I when we queue together, don’t do that. They’re there to have fun, not be a team of tryhards who want to be optimal. Sure the comms help, but they don’t play as though they’ll die in RL if they lose and that’s very noticable when you’re killing.

    The first group are the bane of the game in my opinion. The second are 100% ok and I enjoy giving them a good game when I’m killing.

  • Survivor:

    Overrated: Exhaustion perks. I don’t run any, and it’s made me a more careful player, which seems to wind up working in my favor. You don’t need them and they all reward failure, in one way or another, so they all become crutch perks.

    Underrated: Plunderer’s Instinct. Gives really useful things almost every time, I’m surprised how seldom I see it.

    killer:

    overrated: ruin. Removable and top survivors fight through it so well you’d think it was destroyed (I’ve had to check my perks before running it because gens are flying with it up)

    Underrated: surge. Saves time from kicking a gen + an automatic ruin good skill check regression. Pairs well with surveillance too to help patrol patterns.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/926825#Comment_926825

    Well mine's a long-lasting visual bug then, i'm still ranking up from the rank i was before the reset.

    ...huh. Well then. Ok, yeah. Sounds like you got skipped somehow then. Sorry for giving not helpful info, I thought the same until I played a match, assumed it’d be the same for you.

  • I think it’s a visual bug. When I loaded up for the first time it said I didn’t move at all. But then when I played a game of killer I went from rank 9 to rank 13 in a single game, despite getting merciless killer, which to me implies I did indeed get reset.

    Same with survivor, but that was from rank 4 to rank 5 so it really didn’t change as much.

  • I’ll add I find Temple of Purgation fine out of that list because the gen spawning algorithm completely favors the temple too much. There’s always an easily defendable 3 gen centered around the inside gen. Play a control game, refuse to leave your half of the map, and you’re good.

    I’ll also say Rancid Abattoir is one of the smallest maps in the game, and before they messed with the inside of the building’s rails a bit I thought it was one of the most killer sided maps, outside of one window. The sheer compressed size of it makes for a tense game for survivors if you apply pressure well.

    That’s not to say I love every map. The Family Estate duo come to mind as ones I’d like to see tweaked a bit...

  • I took it. Curious what the results will be, honestly. Also, I’m sincerely hoping I interpreted correctly that the “59” challenges are just levels 1-3 (since 4 isn’t quite out yet) since otherwise I answered that wrong...

  • I was playing during the days of the machine gun build. It was hilarious and horrifying at the same time. They definitely overnerfed to make sure it was dead, but I can’t say it’d be a healthy change to bring it back, even in a temporary situation like this suggests.

  • See, on the surface I like that idea. A tool that would actually have a few uses but not be game breaking on its own.

    And then I remember how much people say they hate versing Doctor because of all the screaming. And I remember the couple games as Doc recently where I had a person who stayed in Madness 3 for a while every time purely to start intentionally failing snap out of it checks when I was chasing someone else to distract me visually and audially, and I stop thinking it’s as good of an idea.

    So...good conceptually, but definite room for abuse, which is problematic. If there was a substantial cooldown on the emote, maybe it’d be fine, but if it were like the other two emotes I’m concerned about abuse potential.

  • It’s my favorite thematic perk to use, even if it’s the most inconsistent perk I use as well. If it’s destroyed before 3 tokens, then it’s kind of a wasted slot that game. If you get that three though, you completely change how the midgame is played. Suddenly no one wants to work on gens and saves are risky not because you’re camping, but because they know you’re close to the Mori. The totem becomes an urgent must find. In those instances I love it. Regardless of if I get the Moris off or not, 3 stacks is worth the shift to how the game is being played to me. So I guess it comes down to if you think it’s worth the risk of losing it before 3 stacks or not, because that’s the cutoff point of it being good.

  • I think doors should need to not be right next to each other, but otherwise EGC is 100% the healthiest addition to the game in the time I was away from early 2018 until October 2019. No other single change made me as happy to see that there's an interesting, dynamic ending to games now, no more hatch standoffs, and a guaranteed ending to the game in short order. I say this as someone who plays both sides, EGC is excellent.

  • Super difficult game I actually enjoy: Tales of Maj'Eyal. It's a true, full sized roguelike. 600 hours in it and I've only won a dozen or so times, and even that's weirdly high from what other members of the community have said.


    Super difficult game I didn't enjoy: Bravely Default. It was difficult to force grinding to pad the playtime. Lategame bosses you HAD to have grinded certain jobs to have a chance to win. Was not my idea of fun.

  • No, because the key is left on the ground for someone else to potentially get, or if you had the one add on that protects it it goes back to your inventory, thus not depleting it

  • I’ve had the worst experiences with Meg, actually. Mostly because they seem to be the fastest to ragequit when things aren’t going their way. Obviously not every Meg is like this but I’m always a little hesitant to ready up when I see more than one in the lobby with me.

  • Aftercare gets my vote. Distortion is mostly a BBQ counter but that has other ways of getting counters, and Breakout isn’t great in any case where the killer wasn’t hard camping since the hooks respawn. Aftercare may not be triggering on every survivor every game, but you should be knowing where at least one other person is at all times in most games, and they know where you are. That information can be extremely powerful.

  • I’m not sure I can see a positive outcome from this. There’s not much of a reason to talk to the other side midgame if you’re being healthy about it. Taunting or actively sandbagging, on the other hand, get way easier with that feature.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/924316#Comment_924316

    You are wrong. Ruin is not the only slowdown perk that can both be removed from the game and high enough skill counters completely. Actually, you are wrong on 2 accounts. Lullaby can be both destroyed and countered through skill. Also Ruin isn't "completely" countered by player skill. Great skill checks don't give bonus progress. A minor difference but a difference none the less. Even the best survivors don't always hit the great skill check marks. Even trying to do so increases the probability of making a missed skill check. But yeah, if a group of survivors can hit 3 out of 4 great skill checks then Ruin's power is greatly diminished.

    I’ll admit I forgot about Lullaby, that’s how often I see it hah. And you’re not wrong about how Ruin functions either, though the reason I call it countering is a person consistently hitting greats is equivalent to a normal gen getting only good skillchecks. Is it the absolute fastest a gen will get done? No, but it’s equivalent to a scenario where Ruin didn’t exist so I do consider it countered at that point.

  • I think you’re just getting lucky and finding killers with better internet than normal. Consoles don’t have dedicated servers yet so you’re reliant on your killer running something better than a microwave oven for WiFi.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/925242#Comment_925242

    But keep in mind this is so deadly to the team around mid to late game. Blood being all over the map is fine but blood being concentrated in one single spot is like Christmas all over again. It's a gold mine for oni and basically a power on demand.

    Think of multiple loops in shack by an injured survivor. The shack will be littered with blood and will easily fill your meter to near full.

    I’m not arguing that at all. But really, gold mines like that are going to exist regardless due to needing to be in one place to heal. That leaves a solid stack of orbs. And if people don’t have self care, their rescuer runs off, and they don’t have a medkit, in this scenario they more or less are in the same position at that point. Do they go immersed and hide in a corner and hope Oni never checks over there, or do they work on gens knowing if they compete it the killer has less reason to ever go there (since they don’t know if it’s the injured one who finished the gen or not) and may never find their pile of orbs? I know what I’d rather have my injured teammates doing. No Mither just puts you at that point right away, at the benefit of never feeding Oni almost half his bar just from being hit once.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/924514#Comment_924514

    100% achievements are done for me...

    Humble brag...🤭

    It mostly just takes dedication I guess, do you get anything out of it though? No... self gratification I guess?

    ayy, same. It may be pointless in the end, but damn if it isn’t just a small moment of satisfaction seeing that bar filled every time I boot up the game...

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/925196#Comment_925196

    But on the flip side, all the oni has to do is go to a gen you finished and bam, 80 seconds worth of orbs right there.

    Isn’t that the trade off though? You can’t feed 64 seconds’ worth of orbs to him from a single hit, but can’t stop gens you worked on from being gold mines for him. Plus, keep in mind those 64 seconds of orbs are gained immediately, while your 80 seconds of orbs took 80 seconds to spawn. It’s a lot slower rate of gain, even if he collects them all in one bunch.

  • I would like to note that running No Mither against Oni means you can never give him his massive power meter gain from hitting a healthy survivor, since you’re never healthy. That means that blood orbs are the ONLY way he can work on his power off of you. Winds up being yet another trade off in regards to No Mither.

  • In addition to what arslaN said, in most maps, you will have two options for hooks minimum when you pick someone up. If you’re being blocked in a way you can’t reach your first choice, go to the other one. The basement is easy to block compared to most hooks, so if you know you’re against a team that’s bodyblocking, don’t try for the basement if you down someone near it.

    another option is to look down at your downed survivor for a moment as if you were prepping to pick them up, then scout and smack the intended bodyblocker as they run in. It’s a simple mindgame that works well against the average player. Also works with flashlight savers.

  • Forums allow people to come together to discuss. This includes both the positive and the negative. These forums are very closely associated with BHVR themselves, which means this is the place to suggest things or report bugs or whatnot. If a lot of people agree with you on something not being good or too strong, there’s potentially a problem with that thing, and this lets the devs know.

    That being said, being salty and raging about said thing isn’t the way to do it either.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/924721#Comment_924721

    at that point the killer deserves the kill theyre playing the hardest version of myers and if you havent gotten out by then you kinda deserve the loss.

    Eh, I personally would avoid the word “deserve” here. It’s not an entitlement thing so much as it is a “you are dead no matter what you do here” situation, where you’re the last one and they’re running the combo. The game is over, and you’re only stalling if you jump in a locker. Myers has a quick Mori (relatively) so really you’re just delaying moving to the next game for yourself if you jump in the locker.

  • @TheRoyalOwl said:

    https://forum.deadbydaylight.com/en/discussion/comment/924295#Comment_924295

    I guess it's my fault that I don't want to be moried?

    I mean, at that point you’re either getting Moried or going on the hook. If the Myers is doing Evil Incarnate (or just using the two UR add ons for fun) you’re very unlikely to get off the hook since he’ll be running around Mori-ing everyone else. And if you’re the last survivor you’re dead either way. Deliberately denying the Mori at that point isn’t truly BM but it doesn’t feel good for the killer (Read as: incredibly frustrating). It’s a super hard achievement and you’re dead no matter what you do. May as well die with some dignity as opposed to being pulled out of a locker.

  • the achievement itself actually has a super misleading description. In fact, the thing that advances your progress for it is when you pick the trapped survivor up out of the bear trap. If they escape or you smack them out, the achievement does not increment. Getting the same survivor twice does count so long as you keep picking them up out of the traps.

    Source: I’ve completed the achieve.

  • National Lampoon’s Christmas Vacation. I’m not one for super sappy films, this one strikes a good balance between still having a good message and heartwarming stuff while not taking itself seriously at all.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/924329#Comment_924329

    Ah i thought of the overwatch version of boosted i guess where you get carried to a rank your not supposed to be at by being teamed with a really good teammate who just carries you.

    That’s how I’ve interpreted it too, honestly. Though I’d also note that I’ve been called boosted despite playing solo surv most of the time - and being the best survivor in my friend group even when I am SWF. I am not a top tier surv, I potato fairly frequently and can’t loop to save my life hah. So the ranking system helps boost me as well.

  • I got so lucky to get potatoes who didn’t DC my first time trying for it. Didn’t pop EW3 until the last gen got finished, then just had panic as I murdered everyone in the span of a minute. This was in 2017 so I think before we had the exposed status indicator, let alone the screen shake, and it was before DCing got to be so prevalent. Still only managed it because survivor #4 decided to try to open the gate right in front of where #3 was being murdered. Stupidly hard achieve.

  • I play killer more than survivor and I honestly don’t like ruin. It’s the only slowdown perk that can BOTH be removed from the game and high enough skill counters it completely. As for the others:

    Pop: can be limited by good survivor play but so long as the killer can get someone down you can’t stop it.

    Corrupt Intervention: removes itself after 2 min but cuts down on area to search for the first few min.

    Thrilling Tremors: My personal favorite. Not only does it stop any new gens from getting progress while you’re hooking someone, it also acts like BBQ and gives you a place to head after you do hook people. Relevant throughout the game as well.

    Thana/Dying Light: Can be removed by healing/dying/obsession death, but otherwise is a constant pressure.

    Surge: saves time on regressing nearby gens, Short cooldown. Plus synergizes well with Surveillance.

    Ruin meanwhile is permanently removable and the best survivors (not me) hit greats enough you can barely notice you have it. Not worth the perk slot imo for that much variability. I’d rather run something more consistent, if slightly weaker early game.

  • Devour Hope for me. It’s always sad when it gets cleansed before 3 tokens, but the visible panic when I do start oneshotting people is wonderful. No other perk in the game can completely change the way people are playing in a single moment the way Devour can, except maybe NOED, but NOED is purely for the end of the game and I’ve never been as fond of it because of that.

  • @ChiTenshi said:

    Report the bug in-game and in the forums (better if you have evidence).

    BHVR can work to fix this before it becomes a major issue.

    If I’d’ve thought to record it I would’ve. As is I didn’t have any evidence or any real understanding of how it triggered. If it happens to me again I’ll remember to press the record button though (I use the passive “record the last three minutes” feature for Nvidia)

  • I had that happen to me prior to Oni’s release on a Badham map. Just like you, it was permanent until I fell a ways. Killer was wholly unable to catch me. Had to explain I had no idea what happened or how to them in the postgame chat since I felt bad about it - not my fault the game glitched but it was the only reason I lived.

  • The part of the spine chill challenge I think is poorly designed is, if your one goal for the game is to get that done, getting hooked is game over. Which means...might as well suicide and go to the next game to try again. Which I called out as being problematic in the feedback subforum a few weeks ago and got nothing but people saying “lol, nah, no one cares that much.” And yet, I have come to designate spine chill as the tell that a player is suicidal because it’s been happening so much, exactly as I feared.

    On the plus side two ragequit spine chillers (who said in pregame chat they were going for it so I KNOW I’m not just projecting here.) lead the killer to take pity on the other two of us, and we got our EGC save with them, so that was nice, but seriously. Extremely poorly designed.

  • His walking animation while carrying seems really wacky and out of place. He moves so deliberately normally, and then just quick stomps around while holding someone. Makes him seem faster than he is at that point because it’s so out of place with his normal movement animations.

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