Marcavecunc
Marcavecunc
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2356143#Comment_2356143
They are describing the same situation you want to implement. Skill checks during a chase = Overcharge skillcheck (while running)
Btw, love how you ignored the other points and went directly to this.
I mean, what good is having a stupid idea if you're going to actually pay attention to the posts that give you good reasons as to why your idea is terrible..? This forum would be dead if people actually listened to common sense from other users
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2356175#Comment_2356175
if they fail the skill check then you got them.
since when do good survivors fail skill checks anyways?
@immoraldemise said:
https://forum.deadbydaylight.com/en/discussion/comment/2358655#Comment_2358655
Good question, i find myself constantly nailing Overcharge SCs when i'm running LOL
That.
Also.. what next, a skillcheck to dodge killer attacks? Why not roll a d20 while you're at it.. if the killer rolls higher than you, they hit you, otherwise you dodge.
Make DBD into a DnD campaign. I'd actually be all for it..
Imagine Baldur's Gate or Neverwinter Night, but with a DBD setting..
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2357796#Comment_2357796
So instant DC on all of the lovely indoor maps?
Guess I missed that gem..
She already has an add-on that does that.. isn't that the +1 blink, but you can only blink in line of sight..? And guess what, no one ######### uses it, even in outdoors maps, cause it sucks ass!
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@SnakeSound222 said:
The only reason I did this when I got it was because I main him. It needs to be changed to hitting four Survivors with your tentacle.
Yeah I'm leveling him so I have plenty of cakes to use on him, I'll get it done eventually, just not 4 games in a row.
I mean, it's not a hard daily at all.. Just stupid it has a 4 games minimum requirement to it. They really didn't think this through when making that daily
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@CaptainRaider said:
https://forum.deadbydaylight.com/en/discussion/comment/2353061#Comment_2353061
So no to both ideas?
Of course no. Nurse is fine as she is. Wish they hadn't put the recharge timer on her power but I understand the need for it, she was way too oppressive before, being able to blink 2/3/4 times right away as soon as the fatigue ended.
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@Laluzi said:
Yeah, this is pretty stupid challenge design. Four games minimum for a daily challenge. Why did they go with this particular requirement? Tier up 4 times would have made sense, contaminate 4 survivors would have made sense, hit 4 survivors with a tentacle attack would have made sense. The only way this could have been worse if it was have 4 survivors get hit by zombies. :B
Not just getting hit by zombies.. getting DOWNED by zombies, to go alongside the stupid dailies for Blight and Twins that require downs, not simply hitting them
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@ChurchofPig said:
I really want to see this one, Blight, and Twins changed. Focusing on this one because that's what this post is about, it's really stupid I have to play 4 games when I'm getting double this amount, even triple this amount, minimum in a single game. Why is it that I have to play 4 games to get 30k when in 4 games I can get between 240k and 400k? It's a waste of time.
Blight's and Twins require you to down them using the dash and Victor respectively right? Not just a hit, but a down? Yeah that's annoying.. but at least it's doable if you use the powers frequently enough. And at least they changed Ghostface's "While leaning from cover, expose someone and then down them 4 times" to simply "Expose 4 people", so I have hopes for changes for at least Nemesis'..
And as you said, ridiculous to get a mere 7,5k points per game for that daily considering how many games minimum it takes to complete.
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I agree there should be a checkbox "Don't show this message again" when seeing a tooltip in the bloodweb.
As for the intro video and title screen.. every game has those, sorry but it's like the intro song to tv shows, if you binge watch something, you'll get it stuck in your head for weeks.
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Boxes used to have higher event item spawn rates during the other events.. I don't know why they made the change to make the event stuff have such a low spawn rate in boxes :/
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2356309#Comment_2356309
No, they don't. Autodidact, as is, slows down your healing dramatically, on average. At 4 skillchecks, it has still slowed you down more than it has helped you. Improving its average output would simply make it functional.
And keep in mind that it is in direct competition with three other healing support perks, one of which grants roughly the same bonus, with -zero- RNG reliance and almost no build-up.
Because in the instance you mentioned of Jill getting plucked off the hook and healed to full in 3 seconds, guess what'd happen if the unhooker was running We'll Make It instead? And that one has -no- set-up prior to the unhook.
Then just run We'll Make It?
Yes, overall, it's been proven that running Botany Knowledge is more efficient through the course of the match VS Autodidact. But guess what? I don't use Autodidact for overall efficiency from start to finish, I run it to get super fast heals later in the game.
And making it work too well would make it super broken. Just one skillcheck during an entire heal still shaves half the time. Yes, sometimes you don't get any skillchecks at all, or super late into the heal, but most of the time you get one early enough for it to matter.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2356300#Comment_2356300
The situations you describe are unbelievably niche and hardcore built for. I think we can afford letting that slide for a perk that is incredibly helpful to the killer in almost all other situations.
Moderately increases Healing Skill Check Trigger odds.
That doesn't fix the problem of Autodidact's excessive RNG dependence in the slightest.
No, but unless you revamp the entire perk, it's still a perk that gives you an instant 50% healing, bypassing any slowdown perks the killer might have. Yes, it's 100% RNG dependant. But if you make it less dependant on that, they'd need to make it less effective as well.
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@Firellius said:
In the vast majority of matches, Autodidact is a very fun perk, but it helps the killer more than it helps the survivors.
What I'd suggest for an Autodidact buff: When healing a survivor without a medkit for at least three seconds, press the active ability button to set skill check chance to 100% for one second. 30 second cooldown.
This guarantees at least one skill check every 30 seconds.
Only problem I have with that is.. unhook a Jill (or someone with her 50% heal), touch them for 3 seconds, action button, insta-heal
Or squads that all have autodidact.. double heal someone within seconds (assuming they're both at 5 stacks)
Maybe have autodidact do like the needle and thread medkit add-on
- Moderately increases Healing Skill Check Trigger odds.
Or maybe slightly.. wouldnt want skillchecks to happen *too often* either, it would make the perk a bit broken
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2356128#Comment_2356128
Yes, it exist. So you are saying soloq should play with only 3 perks compare to SWF?
Those changes just gives info, that is easy for SWF to give without any perk needed. Those changes are supposed to make gap between soloq and SWF smaller.
You can use 2 perks to make it similar, but then you have 2 perks less compare to SWF, which isn't really fair.
So you're saying solo queue should play with 5 perks compared to SWF?
How is making kindred base kit for solo players a good idea? And now that you rendered kindred useless, what do you propose they make kindred do? Because, unless you forgot, they changed kindred to do exactly what you proposed, made you see what everyone is doing if someone else is on hook, on top of other players seeing each others' auras while you're on hook (as it used to be before)
That made the gap smaller.
That's also why they added the totem counter to small game, rather than make the totem counter base kit or for solo queue only (another suggestion solo players kept making "boohoo SWFs know how many totems got cleansed but as a solo player I don't" well now you have the tools to do it)
Use the perk, dont expect every perk in the game to become basekit for you just because you're solo. That's not how things work. And it would make things broken as heck.
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Yeah the skillchecks are inconsistent, that's my main issue while using that perk.
Either I get 4 skillchecks on the very first heal and then every heal after that is super fast because it gives me the full bonus with each skillcheck.. or I go 2-3 heals with only one or two skillchecks and the first one pops up when I'm at 90% so I go back down to 65.
But other than that it's probably my favorite healing perk if I have healing dailies or challenges to do, or feel like doing altruism.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2356127#Comment_2356127
"Third, I don't know if you've ever tried to hit a skill check in chase (i.e from Overcharge), but that's actually very hard, not in a skill-based way, more so in a BS way."
Why are you gen tapping in chase anyways?
Gen tapping shouldn't even be a thing so you deserve to get overcharged
Sometimes you get on the gen just as the killer shows up and you have to leave, for a reason or another, and you get the skillcheck as you run off. Doesn't have to be mid-chase.
@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2356116#Comment_2356116
they don't need to nerf killer speeds
I already suggested that bloodlust will be removed which should suffice.
Ah sorry, missed that part. Well If you're removing a killer "ability" to add a survivor nerf.. sorry but no, bad idea. I want to catch the survivors because I caught them, even if it was with the help of a little boost of speed because the chase lasted too long, not because they tripped over their own shoes mid-chase.
And as someone else pointed out, if you're chasing someone for over a minute and still haven't caught them, might be time to look for a different target, cause generators will start popping left and right, if they haven't already.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2352561#Comment_2352561
I can't agree more. Changes I would like to see for soloq:
-let see other survivors when someone is on hook.
-create HUD icon that shows what each survivor is doing (Gen / Totem/ Chase / Walking)
-let survivors see others perks in lobby, so they can adapt and prepare their roles.
Those are things that are easily told for SWF, so it wouldn't change them at all, but buff only soloQ.
Some people suggested bond as base-kit, but that is overkill imo and would help SWF a lot too.
1) kindred exists
2) bond/empathy/you name it, there's like 10 aura reading perks to let you know where others are and what they're doing
3) that one I can stand behind, but at the same time not.. I don't run meta perks, I don't want 3-man swf groups to dodge playing with me because of the builds I run
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While this is an interesting idea (some games do have balance mechanics that make you trip if you do too much stuff too fast), if they implement the idea, they'd need to nerf killer speeds a bit, or something, to make up for the fact survivors can now randomly fall and lose a chase because of RNG rather than skill.
....
scrap that, RNG based things are usually bad, please don't implement this, I don't want to die just because I missed a skillcheck mid-chase because I wasn't expecting it while I was trying to get away from the killer
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@Free_Hugs said:
Max mutation isn't even always something to strive for. A lot of the time you end a game in stage 2 because punch is better for tempo.
This is awful.
Exactly.. hence why I said "4 games minimum" I often only get to max mutation because I go out of my way to whip people when I could just punch them instead.
I mean, Nemesis is fun to play and all, but a "use the killer's power" daily shouldn't take that many games to complete. Especially considering 1) how long it takes to reach max mutation, and 2) how you can't "un-mutate" once you reach it, requiring you to do it in 4 separate games (or more)
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Only if it also disables the survivors perks.
Why would I get punished as a killer for using one of the best spots I have to hook survivors? It makes no sense.
Disabling survivors' perks, on the other hand, could be a rework idea for Monstrous Shrine.
"Survivors who get hooked in the basement see all their perks disabled for 10/20/30 seconds after being unhooked, and beneficial effects don't apply to them" (read: no BT) ... heck, do it for both the person on hook and the unhooker, while you're at it!
"Survivors in the basement see all their perks disabled while in the basement. This effect lingers for 10/15/20 seconds after they leave the basement"
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2355858#Comment_2355858
Yeah even if that was possible, it'd be as simple as calling each other on Discord via a smartphone.
Or using the discord website rather than the program, doubt the anticheat or game would check to see what website you have loaded on whatever browser you're using and force close that specific tab.. if those kind of checks are even possible in the first place
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SWFs would still use discord or skype or whatever though. Sure, it's a fine idea in theory.. but in practice, no one will play that way.
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I wouldn't mind that.
To add to your suggestion is.. what they could do is have the event between rifts, during the dead time between chapters and challenges, to have something to force players to log on and play.
It's super fun having events during rifts for the extra bloodpoints and at chapter release to help get the new perks faster, but then you get there fast, and stop playing again.
Say, right now..
Anniversary/rift closes the 21st, 22nd or something. (but originally it should have closed the 14th)
Your event suggestion could take place on the weekend of the 24th.
My logic:
- Rifts last 70 days
- Rifts come every 3 months (let's round this to 90 days)
- New chapters come out halfway during the rift (usually during the third level of the rift, with still an extra 3-4 weeks of rift to go)
- You have 20 days (3 weeks, more or less) of dead time between the end of the rift and the new one
- No event the first weekend, the rift just ended
- No event the last weekend, the new chapter is coming out soon
- Middle weekend makes the most sense
But I mean it could totally be on the first weekend of the "dead time" since rifts are super easy to max out now, with the changes that make them less grindy, people who care about the rift will have completed it weeks prior.
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There's an option to hide it, or you can click "Continue" to go back to the lobby if you don't want to read the chat.
But what you seem to really want is a toggle for the censor, and I'm all for that. It really censors stupid words, makes no sense at all most of the time.
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What I would do is have a "Select multiple nodes" option, and after you long click the last one, it buys them all in the order you selected them, with the entity doing its job along the way, possibly blocking your path. (I mean I like your idea, but sometimes there's more than one paths to the end of the bloodweb and I want to decide which path I take, either to save bloodpoints, or to leave a path open for the entity to go through to eat more of the web... and save more points because of it)
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Well that's a bad idea I hadn't seen before. What makes the idea even worse is you admitting you run BT on every build and just want a free safe unhook for unhooking unsafely in the killer's face without risking getting put on hook yourself.
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Every m1 action should deactivate it, period. Click m1? DS deactivated.
Searching a chest in front of the killer can be used as a way to force them to grab you and DS them.
Same with opening an exit gate (and heck, opening gates is the very last objective! If you finish opening it and get downed cause you were too cocky and did it in the killer's face, you deserve to get hooked, it sucks downing someone who opened a gate only to get stabbed by that crutch perk)
One thing I'm glad though is since the changes were made, it's wayyy less used and abused. If I get DS'd I deserve it, I rarely have survivors actively chase me to abuse borrowed time and DS anymore. But those changes would make things more consistent (i.e. searching a chest could get you a medkit, or a key to get out, it would be stupid if you got a key from a chest, got downed on your way to hatch, killer closes it, picks you up, you stab them and run out the hatch.. oh and you teabag on your way out, too, obviously)
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2353785#Comment_2353785
Dude they won't release him in his ptb state I'm pretty confident about that. I like his changes since basic tiles highwall no longer become near infinites vs him. But they will nerf him in some way, and the best thing way to nerf him so he is not at the bottom of the barrel is to give him a couple seconds cooldown when injuring someone. Maybe a 3 or 5 second cooldown animation. Because if they release him like that he will easily become the most hated killer in the game, because when there is no cover you are going 99% of the time if the trickster has 60 knifes. Or they could make it so he has 50 knifes instead of 60.
And when there is no cover you're going to get m1'd VS any other killer, ranged or not. Nerfing an already weak killer that really needed the buff they're giving him by adding an unnecessary cooldown to his already weak power is ridiculous.
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@SquidBad said:
https://forum.deadbydaylight.com/en/discussion/comment/2353049#Comment_2353049
If you guys are going to attack the genuineness of my intentions of my post instead of my arguments, that can only be sanely interpreted as you:
A. Not reading my argument
B. Not understanding my argument
C. Not caring about my argument
I am losing my mind trying to understand how you think this is constructive criticism, this is my first and now last post on this forum. Only Milo and Seraphor have been reasonable, and they have my props. Goodbye.
Oh I mean after reading the same old rehashed "arguments" for the xth time, it gets repetitive, when what would solve your NOED problems is doing bones. You have plenty of time to do them (NOED only activates when YOU complete all 5 generators required to power up the doors, not before, so you can take your sweet time to stroll around doing bones before working on gens) AAAAND there's literally 3 perks to help you find them easily (Small Game, that even includes a counter so you know when to stop searching, if others also do bones, Detective's Hunch, that shows nearby totems when a generator is complete, and since they reworked it you don't even need to be the one completing it, and that new Jill perk I forgot the name of that shows you totem auras and boost speed) and on top of that you have maps to help with the tracking.
So your main issue with NOED is you're too lazy to do bones. Heard it before, will hear it 20 more times over the course of the next 20 days. It's one of the topics that pops up the most around here. That and keys/moris.
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So just turn her into Freddy/Demogorgon 2.0? No thanks. I rather keep Sally as she is.
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@terumisan said:
All this does is scream i don't want to do bones and am too lazy to bring counterforce small game detective's hunch or a map
This, seriously. This topic shows up way too often. Just do the friggin' bones. Why do people complain about NOED having "no counterplay" when it's literally a weaker version of Devour Hope? No one ever complains about Devour Hope being OP, why is that? I mean, after merely 3 hooks, you start instadowning everyone. NOED requires all generators to be done to achieve that effect.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2346855#Comment_2346855
Do not make perks that rely on failing skill checks, especially for such a minor effect like Hemorrhage. It's very unreliable on higher ranks
This. Perks relying on the other side f-ing up are bad. What next, make a Hex: Healing perk that works like old ruin where you get no healing progress if you don't hit greats?
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Oh look, it's that topic again.
Do bones.
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Consider this..
Jill and Leon can build bombs and flashbangs after working on generators for X seconds.
Why not make a new survivor perk.. "after doing X action for Y time.. you can destroy a breakable wall"
Only problem with this perk idea is most maps don't have breakable walls.. or only have one or two that are more beneficial to the killer than the survivor. But on maps like The Game.. it would be super useful to have (I honestly can't think of other maps, I think it's the only one that has too many breakable walls.. but at the same time, it has too many pallets, so it evens out on both sides)
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But still.. Boop the snoot!
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@Nyx32 said:
Killer lobbies take 20 minutes for me until rank 8 or so and survivor lobbies take around 1 or so minutes even at rank 19
Ok I guess my post was mostly reliant on me being ranks 4-6 on both sides (or redder ranks when I play more..)
Nevermind my post, if it ######### up lower ranked survivors even more. I was only thinking about my side of things, didn't realize it was different at different ranks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2183702#Comment_2183702
I was simply replying to a comment that claimed she was not overperforming. I have asked for no changes and claimed nothing else about Spirit.
Incidentally, though, it's good practice for the devs to continually buff weak killers and nerf strong ones. The smaller the gap in strength between the strongest and weakest killer, the easier the game is to balance for all killers.
True, I see your point. And I prefer to have killers not too overpowered because it makes it no fun to play against them, but they don't need to be nerfed to the ground either. But yeah, balancing the game is something I'm glad I don't have to do, I just play it and that's fine with me.
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While I agree it would be interesting to make it increment per hatchet missing (speed + missinghatchet / totalhatchet) I don't agree it should be basekit. And making the lullaby fill the entire map once the huntress is out of hatchets would be stupidly abuseable.. no hatchet, lullaby mapwide, every noob and their mom are too scared to work on gens..
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Nice arguments. Until you find actual reasons behind your post, git gud.
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No.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2179138#Comment_2179138
The most recent stats have Spirit's kill rate at ~4% higher than average, and 5th highest among all killers. 72% at red rank and 60% at all ranks. She is overperforming.
Nurse is still S tier. If she's a shadow of her former self it's because she needed to be. The nerf also didn't introduce her bugs afaik; she's been buggy forever. If half of her blinks aren't working properly, though, you might want to buy a new mouse.
So you want to nerf spirit, so she's not 5th anymore.. and then what? You'll target whoever's in the other 4 spots.. so those 4 will go down.. making the other ones higher effective killers.. then request nerfs for those as well! Just shut up and git gud, seriously.
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@immortalls96 said:
That's a lot of points for frankly nothing
Well there used to be points for struggling.. so there should be points for each successful skillcheck.
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@plzleavemealone said:
https://forum.deadbydaylight.com/en/discussion/comment/2068327#Comment_2068327
I camp for the first 5 to 10 sec of a hook because of people like you you help me snowball the game faster.
1v3 with 5 gen left is so much easy compare to a 1v4.
So thank you for all the suicide you because you help most of the camper and prove the strat work.
I never said I suicide right away if the killer sticks around for 5 seconds. But if he does for the full first phase, or keeps coming back for no reason at all every 2 seconds, I might as well go play against a better opponent.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2069193#Comment_2069193
If you are being tunneled off hook, why are you running to go save a teammate?
Same reason they'd stop to tap a regressing gen as they're being chased: they like making bad decisions, and somehow don't think they should be punished for it.
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I agree it should be the same way.
Imagine if survivor adept required you to get 4 iridescent emblems rather than just escape.. You can get that done by sitting in a corner, or get the hatch (that's how I got Yun Jin's.. first two hooks suicided, third guy DC'd, killer took pity on me and let me go)
But yeah.. The equivalent of "escape the match" is "kill everyone"
Would need to work out if bleed outs on the ground would count and collapse sacrifices, but I mean as long as no one leaves, why not?
Only Adept I have is Pig's cause she's my main (and honestly the only one I tried to get it on)
I don't care to try adept on everyone with the requirements they have right now, but if they changed it I'd definitely give it a go on everyone
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@TheWarNung said:
This may sound like patronizing advice, but remember it's just a game. When the game first released I was ready to quit after 20-30 hours of playtime and a string of embarrassing losses. I ended up watching some streamers to get some tips, and by far the most important thing I learned from them is that it's a game and you're supposed to be having fun. It's okay to lose; it's not okay to be an a**hole about it.
Other than that I'll occasionally take breaks and go on a walk when I have especially rough matches or face particularly noxious survivors. The worst thing you can do is throw yourself back in to take vengeance on the next team. Every time I go against a killer with NOED, an Iri mori, and Iri addons I think to myself, "Who hurt you and why are you taking it out on me?"
The good thing about facing those kind of killers is you can just suicide on hook and move on to the next game. I play with friends who absolutely refuse to go against iridescent hatchets and other such bullshit builds and who'll just suicide on first hook or flat out DC. I try to deal with it but honestly I often don't try too hard to survive and just move on.
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@Lochnload_exe said:
For me while trying to learn new killers or even just play the game, I try to never really blame the survivors. This sounds insane I know, but even if they play really unsportsmanlike and really mean spirited, I just think to myself "Hey, I'm not the best with this killer and I've could've done better and there is always space to improve." I just try to keep positive about myself and after a hard loss I'll just take a quick 5 minute break getting something to drink or do something else to clear my mind before the next game. You can always do better, don't expect to be the best player when trying something new, it's not your fault and it wasn't theirs.
Reminds me when I started playing Nurse.. I only played her when I had dailies for her.. At first I'd recycle them, and then I started actually doing them. Chase dailies were easy cause I couldn't blink hit for #########, so I'd get good chase times.. Blink hit dailies took me a few matches cause I'd get maybe one or two in a match, unless the survivors let me. I remember this game where they were an obvious SWF, and they obviously figured I was learning nurse, so they'd just hang out around each other, I'd chase and try to hit one, then switch to another, they'd run off to heal and come back. I didn't care that I didn't get kills, at least I got practice. She's one of my favorite killers to play now, so rewarding when you can pull good blinks and catch survivors by surprise. Had a good game earlier on the Pale Rose.. few good blinks up on the boat right on top of the survivors, they didn't expect me there. And then there's games where I can't blink through anything , get stuck on pebbles and get stomped over. Heck that match earlier didn't start very well, but it ended with everyone dead.
Anyway, yeah, don't take the game too seriously, don't bother with the game chat, if they're toxic don't respond, move on to the next game, try again. You get better playing against better players than yourself, if you only play against potatoes, it's no fun, no challenge to be had.. I mean I don't mind getting matched against potatoes once in a while for the easy game, but it's more fun if I get a challenge.
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Trapper can be hit or miss.. Either I get no traps at all cause they keep following me from hiding places and disarming them, or I manage to lure them into traps by chasing them sideways and either they step into it or they have to doubleback and get hit.
Honestly, if I wanted to play trapper more frequently and had a few matches like that in a row, I'd just switch killers entirely and play someone else, or switch to survivor.. Or heck, possibly just take a break from the game and play something else, watch some youtube, whatever to get my mind off of it.
But if you see them stalking you, just give chase, always carry a trap or two on yourself to use at loops to prevent them from looping you forever. You can fake placing the trap and resume the chase to a different tile faster if you time it well enough. I personnaly never tried that tactic but I've seen Otz do it in a few of his Trapper videos.
All in all.. it's just a game, win some, lose some.. Trapper can be frustrating because his power relies on the survivors making mistakes, and if you play against experienced survivors..
I like placing traps in less obvious spots, but I mean.. obvious spots (windows, pallets) are always a safe bet, too, if they don't see you do it and disarm it as soon as you leave, that is.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2068264#Comment_2068264
The four perks you always have to assume every survivor has: DS, DH, UB, BT.
They apply their effects even when they're not in play.
Not defending those perks, but some killer perks have similar effects.. Always assume the killer has BBQ, Nurse's Calling, NOED and whatever other perks.. BBQ and Nurse's (and other aura reading perks) can be easy to figure if you have Distortion, but if you don't want to bring that, yeah assume they have it, hide near hooks or in lockers, don't heal within the killer's range, do bones.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2068841#Comment_2068841
Try shirtless cosmetic promo code next 👁👄👁
Did you see BHVR's tweet? they announced a shirtless collection.. the monsters, playing with people's emotions like that
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@BubbaDredge said:
Being tunneled but needs to tap a gen. Typical.
Why not let one of the other players, one that's not being "tunneled" do it? Is it because it has nothing to do with tunneling?
"But tapping doesn't progress the game it shouldn't count!"
Surprised he didn't use the "tap into an insta-heal shouldnt count as healing it only took half a second" as an excuse yet