Marcavecunc
Marcavecunc
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- Marcavecunc
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Comments
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Unless the killer's camping the hook hard, and I'm dead on hook, I'll always try to go for a rescue. Heck sometimes I die trying but it's always worth it when the rando makes it out.
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@Fiv55 said:
Yes, very sad. People were happy getting mori'd (on death hook) by a myers or even gave me the kill at the end just for the mori.
Yeah, or letting a specific survivor go because they were the one who requested I play that one killer. Heck, one of the friends I play with the most is someone I met that way.. Was going to play a different killer and switched to their favorite one because it was in their name, and we ended up playing regularly since then. Wouldn't have happened if I had played the killer I had originally intended on playing.
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I rather like the idea. That way, both killer and survivor can go to the basement if they want to know if a totem is still up.
But at the same time, it'll make it too easy for both solo and group survivors to know if all totems got done since all they'll need to do is go in the basement.. But it might make basement perks more useful (Territorial Imperative, to catch people going downstairs to check on the totem status, rather than catching them looting basement chest, and maybe even Monstrous Shrine... oh who am I kidding, no one's going to be using that one haha)
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Actually, I'll correct my answer..
It would make it even worse than how things are now.
For the purpose of this example, say I'm rank 1 on a killer and 20 on every other one because apparently I'm only good with that one killer.
It would make no sense to have me match up against rank 1 survivors on other killers, get run to the ground, and not derank on that killer I lost on because the game would use a different killer's ranking to match me up with survivors.
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That would defeat the entire purpose of the new matchmaking system and basically making it the way things are now.
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Came here to report this too. Did a few challenges that should have unlocked pieces of Lore and it's still locked. On PC, if that matters.
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God, the Exit gate auras is near impossible to see. I was right next to one and could hardly see it even if I knew it was right there.
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/1486998#Comment_1486998
You have a limited amount of time to mend. Everything else you mentioned doesn't.
You have unlimited time to mend if you run until you find another survivor to mend you, if that's what you're worried about. I know in the original scenario he was pretty much the last one not on hook or something, but it's also not something that'll happen very often.
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@WTBacon said:
BHVR knows about this and have decided that madness 3 should override mending.
Any issues you have with this will be promptly thrown into the trash.
Makes sense for Madness to override mending, seeing how it also overrides healing and working on generators and all that.. Mending taking priority would make no sense.. and would have people ask for Healing to also take priority. Why? Because mending does, so why not healing? And cleansing totems too maybe! Oh and why not generators? So basically being in Madness 3 would become useless and people will play Doctor even less.
It's part of his power's kit. Yes it sucks, but it's not something that happens very often anyway, unless the people you play with enjoy going for unsafe unhooks in the killer's face with the excuse of having Borrowed Time. Play stupid games, win stupid prizes.
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I only played survivor last night and the aura readings (with the Aura reading perks I use, namely Bond and Alert) was ridiculous, and even worse when someone got downed, it was near impossible to tell where they were exactly.. no need to run Knockout since survivors won't even be able to see where you're downed anyway!
And today I tried a killer game... Generators are super hard to see, and Barbecue reading is near useless now.
Seriously who thought this was a good change? Did this even get tested anywhere? We just came out of a PTB, that would have been the place to test this out before releasing it onto the live server! The hell dude?!
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@Zaitsev said:
Id like to know if there was a SWF in the results screen
I'm all for seeing it in the end screen. Not in the lobbies. And that goes for both when I play survivor AND when I play killer.
Showing survivors who amongst the other survivors are together in the lobby, I'm all for though.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1455971#Comment_1455971
From OP I would for example guess something like Billy with Ruin. Slug build doesn't necessarily mean that all 4 perks are focussed on slugging. Infectious on Billy or Oni would be slugging build enough. And those 2 (at least Billy) wouldn't even need Third seal as they don't primarily down with a base attack.
And "noone but me" isn't correct. I know some guy called Monto that pretty much spreaded this slugging approach
Oh? Haven't watched enough of Monto's videos.. I don't use Third Seal for slugging though. I use it for the fun of it (though it usually doesn't last very long in the match, but when it does, it's pretty good, especially if I can get everyone blind early on)
And yeah I guess I wouldn't build a slugging build around 4 perks only for that.. I mean aside from knockout and maybe deerstalker to find them again.. I guess one of the other two perks could indeed be a Hex
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@Deadeye said:
All comments from poster so far are always saying something like "yeah but in that specific situation..." which pretty much explains already that it is a "situational" perk and does not give max value every game. If you run slugging builds, you should be able no notice early enough that Soul Guard is in play and work around it. I saw one video where 2 people making extreme use of it because the killer simply didn't learn and allowed them to eat the dozens of extra hits.
To the Hex part: if a Hex is in play until endgame, you should have made enough use of it to be able to waste DS or kill people. Hexes are high risk and high reward. If it lasts until endgame and you did not get high value, you made something wrong. Beneath that, if you know about Souldguard and you have a Hex up, slugging people would be like slugging No Mither. Simply a bad idea. If you have a slugging build, I guess you have to adapt.
Don't know anyone who uses hex perks for slugging builds..and the only Hex I could see used for that is Third Seal (which no one but me uses, I've run into that one like five times in the year I've been playing, most of them against people trying adept hag)
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@stargazer9 said:
It doesn't need nerfing at all. I rarely have it in my loadout but if I do I never get the chance to use it. I also almost never see it used by others. It's just too situational and a waste of perk slot and a lot of players have come to the same conclusion. Stop asking for pointless nerfs. It makes no sense.
It's mostly useful if you're with a group so they know not to cleanse and to keep the killer busy while they're on the ground.. I have a friend who uses that perk, and I saw the ruin totem so I told her where it was but didn't cleanse it, because she runs that perk.. But not very long later a rando cleansed it because he didn't know..
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1454673#Comment_1454673
- Iron Will doesn't stop screams, Calm Spirit does
- You constantly and randomly scream during madness 3 thus revealing your position (the thing op wants to supress for 60 seconds after being unhooked)
- Skillchecks don't progress the Snap out of it. They just prevent the screaming.
- You actually don't screm in Madness 1. Unless you mean the Tier Up scream.
1. Oops wrong Jake perk, yeah I did mean calm spirit
2. Being recently unhooked already tells the killer where you are, nothing to prevent them from tunneling you if they wanted to.. And it takes like 20 seconds to snap out of it, 60 seconds would be a bit too long of a grace period..
3. I know.. That's why I suggested the tap and go method, not having skillchecks means less chances of screaming
4. Pretty sure I've screamed in Madness 1 before, but I might be wrong
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Making vaults a guaranteed fast vault AND making it faster to vault isn't powerful to you? Really? Also, giving it an invincibility frame would make it yet another second chance perk.
And honestly, for faster vaulting speed, Resilience already exists.. so this perk would really only guarantee fast vaults, which, in my opinion, isn't anything to write home about.
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Maybe if the cooldown was a bit longer, and/or making it an exhaustion perk. Because otherwise, the way I see it, it's only going to be super abusable and making infinite loops a thing again.
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@ClickyClicky said:
And there we go, resident killer mains to say everything is fine yet again.
If you just stopped the screams for 60 seconds what difference would it make? Survivors would still need to waste time snapping out of it. Only difference is they wouldnt give away their location for the easy tunnel.....unless thats what you want
The entire point of the scream is to pinpoint survivors. So maybe don't snap out of it at the hook, or within the killer's radius. If you miss a skillcheck and scream, move away before resuming. If you're afraid of screaming, bring Iron Will. Or get better at skillchecks to snap out of it faster. You're aware you still scream in Madness 1, too, right?
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Getting hooked while mad shouldn't result in you not being mad anymore. If anything, being hooked should make you MORE mad. And if you don't want to risk missing skill checks while snapping out of it, you can use the tap & go method.. The skillchecks show up every 25%, so if you do it in one go, you'll get 3 (the 4th one will start as you're finishing) so you can just stop every 20% or so and never get skillchecks.
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Soul Guard is fine the way it is. Don't want them to pick themselves up with Soul Guard? Don't bring a Hex totem and don't slug. Easy as that.
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@BillyDied said:
https://forum.deadbydaylight.com/en/discussion/comment/1452132#Comment_1452132
3 survivors Holding M1 the entire time while the killer stands in one spot the entire time and 1 survivor is just watching with a higher POV (hooked) the entire time sounds like the most boring gameplay ever. Idk, I personally wouldn't have fun in any position of this match.
Me neither. But campers will camp no matter what. Honestly, unless I know someone's around the hook because I saw them, I'll always go elsewhere after hooking someone, because I need to find the other survivors. And if I can't find whoever's around the hook after 5-10 seconds, I'll go look elsewhere, because they might not be there anymore, and I'm not going to waste my time looking for them if they're well hidden when I could be chasing people off generators elsewhere.
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Removing hook grabs would make survivors just rush in for unsafe unhooks even more than they do now. Don't go for unsafe unhooks and work on generators to punish the camping killer.
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@hinoutoumei said:
https://forum.deadbydaylight.com/en/discussion/comment/1449215#Comment_1449215
ok. that makes sense..except that it's still requiring you to escape..
so why not just say "escape 5 x". a bit odd considering there's literally an "escape 3 times" challenge..
Yeah that level of challenges had way too many "Escape" survivor challenges..
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I love using Devour Hope.. Sure, it gets destroyed early on quite often, or not long after hitting 3 stacks.. but when you get to 5, it really pays off. Heck, just getting it to 3 is quite nice because often you can a down on someone trying to take a protection hit, so you're now at 4 stacks (and heck, I've had games where I got to 5 stacks before anyone even knowing I had it because I downed them using powers instead of basic attacks, so first exposed down got mori'd as well.. or games where I had 2 people on hook at the same time that ended up giving me my 3rd and 4th stack at the same time)
It's one of those perks you bring if you're fine with playing the game with only 3 perks, but that really pays off if you can get it to work.
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@emptyCups said:
Was he doing a EGC challenge or something?
If he was he would have hooked them. There's no challenge to let survivors bleed out or have the entity eat them.
That sadly happens. Earlier I thought I was bugged into a wall after picking someone.. turns out someone else was bodyblocking me so I brained them.. but yeah.. there are games where you can't pick up or heal survivors. It's really annoying. At least it doesn't happen too often.
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@emptyCups said:
Was he doing a EGC challenge or something?
If he was he would have hooked them. There's no challenge to let survivors bleed out or have the entity eat them.
That sadly happens. Earlier I thought I was bugged into a wall after picking someone.. turns out someone else was bodyblocking me so I brained them.. but yeah.. there are games where you can't pick up or heal survivors. It's really annoying. At least it doesn't happen too often.
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@anarchy753 said:
I'm getting really over "Killer spawns at A, survivors spawn at B as far as possible away from A, all together, and have a gen 75% done before the killer can walk to them."
It feels like it's every single match. They spawn as a team, there's no isolation or figuring out where the best direction to go is, or "maybe I'll do some totems and open chests," it's just "we're all here, do this gen."
Had a few matches on both sides with similar scenarios.. 2 generators pop within 2 minutes.. and then another one a few minutes later.. then a stalemate because they went to work too fast and ended up 3-4-5 gen'ing themselves.. Yes it sucks having generators get done that fast.. but it doesn't mean you'll lose in the end
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1446285#Comment_1446285
I get what you’re saying, but I think that’s exactly why people are fond of this freedom. They can try to look goofy if they want, or try to find weird combinations that surprisingly seem to work.
From a numbers standpoint, just imagine 3 outfits. If they’re sets, you have 3 options to choose from. If they’re separate pieces, you have 18 possible combinations! I just think its always better to leave players with more freedom to customize their game.
Pretty sure 3*3*3 is 27, not 18. But I get what you're saying ;)
I have a friend who likes wearing the worst eyesore outfits ever just because.. One of his worst ones...brace yourself
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1446279#Comment_1446279
https://forum.deadbydaylight.com/en/discussion/comment/1446274#Comment_1446274
I think sets of 2 are ok. Anything beyond had best be like a giant blob that cannot be seperated. But I get what you mean. I want seperate head + body cosmetics for survivors, but I also really want dresses that don't have weird seams
But also, this thread was not asking for that. It was asking what sets you wanted to see, if none, just don't say anything and waste anybody's time. Make your own thread.
Dress/fancy outfits is one thing that comes to mind on survivors.. Unless the head really has to fit the rest of the outfit, a body/pants set is fine enough.. Claudette's silver/gold dresses some to mind. They look fine as a full outfit, but so out of place as separate pieces.. Same with Feng's bunny outfit.. the pants don't matter, but the head and body need to be together.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1446274#Comment_1446274
Agree. I think sets should be used solely for changing the identity of your character, not just clothes. Clothes should remain as 3 customizable pieces.
Feng's bunny outfit should have been a set though. Because people using it as separate pieces makes no sense and definitely make it stupid/ugly looking. Sets allow them to make outfits that wouldn't work as different pieces because of overlap and whatever that would make them look bad if people mixed and matched..
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Barbecue, Discordance, I'm All Ears and Nurse's Calling..
I'll probably switch Discordance for something else, because everyone expects a Legion to run that perk.. so once they see I'm a Legion, they stop working together on generators. Not sure what I'd bring instead though.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1446246#Comment_1446246
It's in the upstairs bathroom! Weird that they block it off as it seems so detrimental to gameplay when it's closed, but I guess it works.
https://forum.deadbydaylight.com/en/discussion/comment/1446251#Comment_1446251
Ah, the perfect ritual. You beat Dead By Daylight.
Too bad the sacrifice wasn't a Cheryl, seeing how I was playing Pyramid Head.. oh well!
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@Siberia said:
https://forum.deadbydaylight.com/en/discussion/comment/1446222#Comment_1446222
Yeah I don’t mind the paragraphs. But I heard somewhere that the devs don’t wanna do them anymore, so I’m hoping someone can provide a source to confirm this.
Mhmm.. Well I imagine from a business point of view, it brings them more customers/money to do a full chapter.. more people playing the game and buying cosmetics if they do 2 characters instead of just one.. I know I like maxing out my killers and unlocking every perk.. A paragraph takes much less time and effort to do so.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1446216#Comment_1446216
I get that, it is cool. I don't like the fact they made on stairway completely breakable walls though, that should always be accessible IMO. But the way survivors run on it... it feels so disconnected. Like how some maps may have a Z wall nearby that you can run to before going to that jungle gym, this has hardly anything to interact with beyond a couple windows and many unsafe pallets. It doesn't feel dynamic if that makes sense. Hawkins is (weirdly, and only recently) one of my favorites bc it has changing routes you can run depending on what pallets are dropped/broken. And as killer, not all are necessary to break! It's just cool IMO bc it has different routes to run but Midwich feels like nothing in it is very connected, minus a few things. Although I LOVE the siren sounds and those make it totally worth playing.
Oh and also.. earlier today I had my very first game where the hidden clocktower room got opened! so I laid out a sacrifice for the entity in front of it.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1446216#Comment_1446216
I get that, it is cool. I don't like the fact they made on stairway completely breakable walls though, that should always be accessible IMO. But the way survivors run on it... it feels so disconnected. Like how some maps may have a Z wall nearby that you can run to before going to that jungle gym, this has hardly anything to interact with beyond a couple windows and many unsafe pallets. It doesn't feel dynamic if that makes sense. Hawkins is (weirdly, and only recently) one of my favorites bc it has changing routes you can run depending on what pallets are dropped/broken. And as killer, not all are necessary to break! It's just cool IMO bc it has different routes to run but Midwich feels like nothing in it is very connected, minus a few things. Although I LOVE the siren sounds and those make it totally worth playing.
Honestly I keep hearing about that blocked off staircase and never saw it.. I'll have to go out of my way to look for it next time I'm playing killer on that map haha
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@Siberia said:
Okay but all joking aside can anyone give me a definitive answer 😂
I would honestly like that.. I really like 1-1 chapters because it adds more value to the DLC, but at the same time.. it's nice when they add a character on either side that doesn't really have a "nemesis" attached to it, if they can make it work in the Dead by Daylight universe.
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As much as I disliked Midwich when it first came out because I didn't know the layout of it.. now I wouldn't want it to change. Yes, there aren't many ways up or down.. but there's a staircase in two opposite corners, and points to vault down in different places.. and at least one other way to go up (the fallen down ceiling)
It's one of those maps that grow on you! Not all maps need to be super safe and have super strong loops! Some maps are better for one side or the other.. and heck some maps are great for certain killers and bad for others.. I know I love indoor maps on Pyramid Head! Sniping unsuspecting survivors through walls is the best thing ever!
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@LordGlint said:
Had a nice group the other night. I was practicing Nurse who I am really no good at and barely got anything accomplished by the time it was down to the final gen. Rather than cranking out the last one... They all ran out into the open and let the game get prolonged abit more. I actually managed to turn things around and got a 3k. Last guy escaped through hatch with a key after I shut it... Endgame chat they were really cool and when I told them I was new to Nurse, they said I wasnt half bad.
Oh I love that! I had a similar game when practicing Sally, too! It was obvious I wasn't very good at her and they stopped working on generators and just had me chasing them when there was one generator left. She's so fun and so worth the time to learn her! She's my second favorite, only because I have a soft spot for Amanda ;)
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@EvilJoshy said:
Honestly when playing as killer we should just sever all communication with the other side. Literally make it impossible for them to speak to you or even see your name.
I disagree.. some of my best online gaming friends come from me killing them..Or in one case, me playing their favorite killer because of their username and letting them go.
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Love how two of those were red ranks VS a green rank. <3
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1446169#Comment_1446169
Honestly I dont trust the data. It only works when the devs feel like using it.
X amount of matches had ruin, nerf ruin.
X amount of matches have DS, do nothing?
As for the hillbilly changes. I fear this is going to be like the nurse rework. It will weaken the killer, less people will play them and more will switch to spirit. If they even stick around. Hope to the Entity that there's no bugs in billys rework because if it's anything like nurses. Those bugs will not be fixed.
I honestly wouldn't mind if Billies became as scarce as Nurses.. I like playing against nurses way more than billies.. but that's an entirely different topic..
And yeah, you can make numbers say anything you want.. But there's a different when the way old ruin worked was only good against lower ranked survivors since higher ranked ones could just ignore it. But anyway, they changed it a year ago (or something? I honestly forgot when they changed that, and I can't be bothered to look it up)
And on the topic of Decisive Strike.. I had a few survivors try to bait me into Decisive Strike by either running straight at me or jumping in a locker in my face... and guess what? I didn't bite.. I went for someone else, slugged, or face camped the locker and shook my head at them until time ran out or they decided to jump out. Decisive Strike actually requires interaction from both parties.. Old ruin required no skill at all.. New ruin requires the killer to chase people off generators and keep them away from them.
But yeah.. as I said earlier, I'm not the best person to comment on the Hillbilly changes, but it makes sense to at least add a cooldown to his power, seeing how you could just have it on forever.. Same reason they added a cooldown to Sally's blink. She's still quite powerful in the right hands, and she's still my second favorite killer, behind Amanda, but you need to think a bit more before blinking after someone.. Blink right away, or wait for the second blink to charge up? It'll be the same with the changes to Hillbilly.. no more mindless revving the chainsaw with no consequences.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1446132#Comment_1446132
If its too much, thats what the report button is for.
https://us.v-cdn.net/6030815/uploads/06GUSNRW2NL1/20191025122632-1.jpg
Heres an old one
Wow really. Honestly any killer is easy if you treat them as an m1 killer.. the fun is learning to use their powers properly.
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I assume this is about the changes to Hillbilly. I'm most likely not the best person to criticize the changes because I only played a handful of games as Hillbilly, but I still think the changes are long overdue. With every new killer coming out having a cooldown on their power, it makes no sense that Hillbilly (and Leatherface) had instadown powers that had no cooldowns to them. Especially if you consider how Hillbilly's chainsaw allowed him to travel across the map within seconds.
And they probably checked data the same way they did when they changed Ruin.. too many games with ruin ended up with wins for killers.. Too many games with Hillbillies ended up with wins for killers.. Then they compared data if it was the perks that were at fault, or the add-ons, or simply the killer himself. And there you go, changes to how Billy works.. The same has been applied to Sally last summer, don't be surprised they went after Hillbilly next. It was long overdue.
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@CashelP14 said:
Funny part is the object user said it lol
Hahaha hadn't noticed that!!
Bringing that perk nullifies all the complaints they may have about how the killer played!
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@IamB4tm4n88 said:
Just toxicity at its worst. rank Reset plus new player equals fun for someone who purposefully deranks
Rank reset really sucks for a week or so.. I had fun games during the day.. then tonight all the toxic players were home from work and it was not fun at all.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1446084#Comment_1446084
I could easily see running all three along with spine chill or kindred, as that has the potential to be a great stealth build!
I'm a big fan of Alert.. but yeah Spine Chill is probably best if you want to stay away from the killer, not just know where they are when they break something.
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@WhisptheFyredog said:
https://forum.deadbydaylight.com/en/discussion/comment/1446071#Comment_1446071
Had no idea there was an icon for that. Just found out how to report. Thank you! <3
I mean they probably won't do anything about it, but hey.. I still report people who do ######### like that, or people who shittalk too much in the endgame chat.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/172198/fixated-urban-evasion-or-sprint-burst
I legit considered running all 3 tonight.
Nothing wrong with that! Lots of people run 2 exhaustion perks together, or Ruin + a kicking generator add-on together in case Ruin goes (usually Pop Goes the Weasel)
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1446059#Comment_1446059
Lithe and dance with me is an excellent combo! The only downside is that you have to be on the lookout for something to vault over, and if you're are in the midst of a chase, that's certainly easier said than done!
Then bring Windows of Opportunity! (but if you know the maps well enough you don't really need windows to know where the vault points are)
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Keys are fine the way they are right now.
Moris should work the way Pyramid Head's mini mori works.. only available once they're dead on hook. (note: mori offerings. Not moris from perks such as Devour Hope or Rancor)

