MisterMister
MisterMister
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@dspaceman20 said:
I want to make a build that involves potential energy and I'm thinking of using it in a stealth build. But I'm not too sure.
Any other ideas
I used potential energy, resilience, no Mither, and fogwise. Keeps me ready by knowing where the killer is, and the risk is much higher, but if I’m going to get hit and lose PE stacks, no Mither does keep me on my toes
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@StickyB said:
https://forum.deadbydaylight.com/en/discussion/comment/3282784#Comment_3282784
But you don't know if they're a SWF? So how do you determine who's solo Q and who's SWF?
It’s really easy once you start playing to know if you’re playing a SWF or not. If someone runs out to immediately grab your attention, the chances are there that you may be facing a SWF especially if there are more than one of them.
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For me It doesn’t matter one way or the other, I’m usually just playing on my phone until the game starts, and rarely even look at the survivors in the lobby. I prefer facing SWF’s anyway. I enjoy the challenge. When I face a solo Q I don’t usually play hard, and let a few of them go if they try their best. With a SWF it’s all out from the jump because I know they can handle it.
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@Someissues said:
We need compensations, i was in a match, playing as survivor earned up to 750k bloodpoints , after the patch hits. it doesn't count my previous bloodpoints and now I'm back to 560000 #########
750K in 1 match? That’s 1 heckuva bonus
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@jamally093 said:
There have been a lot of demonstration of why this making doesn't work. It only counts escapes sure simple but that's it so your saying I can do ABSOLUTELY NOTHING A MATCH and get hatch. That somehow means I'm at a good level no it doesn't even killer it counts how many kills you get okay but what if that's because someone is AFK. Skill shouldn't be if you escaped or how many kills it should be this. What did you do during the match let's say you ran the killer around and a gen went off good here's some extra points on your skill level. What's that during the chase you were downed okay why not take just a few points off not a lot just a few. What's that your AFK? Okay we're not taking any points or adding any your not doing anything meaning your not getting anything. Even for killer your chase was a few seconds but you downed the person okay some points.
Matchmaking shouldn't follow if you escaped or killed two survivors it should follow one simple thing how well you did in the match even then I think most online multi-player games somewhat follow that.
Hatch doesn’t count as progression for MMR. Calculating escapes and kills is probably the easiest way to gauge performances. How would you calculate it? What do you consider “doing well?” Say 1 match i cleansed 2 totems and escaped, the next match i cleansed 4 totems but died, which match is better? Before you answer let’s say in that second match the 4th totem you cleansed was a 5 stack devour hope and you literally saved the whole team from gruesome deaths, you know you did it, but how would the game know of your accomplishment? I think MMR can be screwy at times because some people do go afk, or some deliberately tank their MMR to get easier matches. There is no quick fix, just enjoy the game, and have fun yeah?
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@Sava18 said:
That's what I say about eeyrie except I would rather play on that map 100% of all games instead of ever playing on garden lol.
I enjoy the Garden on both sides of the fence, I don’t know why all the hate for it. The only map I really don’t enjoy is swamp because it’s gloomy and gross, but I suppose that’s the point of it 🤣
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@Veinslay said:
You mean Garden of No Joy
I’m trying to be positive here 😔
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@killer998 said:
He's honestly so bad it's ridiculous. He has to be one of the most survivor friendly killers they've ever released. I'm not saying that in a "Devs are survivor sided" way, I'm talking about his actual design itself can't contest the top level survivors. Information is power in DBD and he gains f all information but gives tons.
His power is not only awful, it's painful. You can't see the survivors but they can see you making the path, they can hear you making a path. The guards take too long to activate. since they can also hear and see you making a path on top of their activation the survivors are gone by the time you're done setting it up holding forward. They're slow af, they're dumb af. They get stuck all the time. They can see the guards auras as they're patrolling and the Path the guards are patrolling.
It's harder to do but they can also take the banner and get a speed boost and endurance.
The power is also clunky af. There's so many points where you're not allowed to use it. Critical moments like windows or pallets. He has to step back. It takes a hot second to start channeling it and it feels like the orbs a drop-down than a spawn in with the camera angle. You can get stuck on things when you're trying make a path and on controller at least let me tell you, it can be f'ing hard to get out of being stuck in a wall or object. It's like spirit phase, but he's drunk and has all the nerfs spirit mains have nightmares about at the same time.
He gets fat shamed at loops at times or in chase he can't fit through things. He's loud af as he stomps around.
He feels rushed for the Christmas sales and he's just obscenely weak overall. At the higher levels of play where swfs rule and survivors sweat non stop he literally gets nothing but hardcore stomped outside of camping. He's a good camper but that's it and that only goes to show how yet again, bad he is.
The only place he can be decent is at the lower ranks of play where most of the player base is. That can be the only place he can thrive. Where no one has a clue what's happening and are learning the game.
He CANNOT contest the top level of play in his current state. You might get the one game here or there if you're really lucky or the survs F up big time. But he genuinely can't compete with them.
It’s truly amazing how many people are at top MMR
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3278431#Comment_3278431
It’s so trite, right? I wanna see people talk about the killer rule book.
I think I should be listed as “The Killer Crybook”
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@hastarkis said:
I don't punch people :c
What about Demo? Demo isn’t a person, or how about the Dredge, or Pinhead? Pinhead might look like a person, but is actually a spawn of satan! Would you punch them?
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@BillsHere101 said:
Boon here, boon there, boon every ######### where. Killers have no choice but to use Shattered Hope (or other perks like Hex: Thrill of the Hunt) to fight against Boon spam. This becomes even more detrimental against schmuck SWF sweat squads. Isn't it just better to give killers two choices? Either 1. break the boon totem or 2. cleanse the boon totem to a dull totem.
I actually start to feel bad. I might start using a cleansing totem build as survivor out of pity.
Think of the detriment to solo Q though. Granted in a SWF you have others looking for totems to boon, and can call it out when found, but totems aren’t always in the same spots with random map generation, and when I play solo Q I can spend two minutes just trying to find a freaking totem, then all that time blessing the stupid thing just to watch an injured random bring the killer right to it. It seems like everytime a killer gets stomped by a SWF they cry nerfs! When I face a SWF, I expect to lose, but I try and have fun doing it.
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@Jago said:
I wish the guards of Knight could break them
I wish the guards of the Knight could also close hatch
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@AcelynnBen said:
i swear i cannot hear them at all anymore unless im playing with 100% on my headphones, or listening very very closely
look before you tell me im just getting rusty, yes i thought the same, then i watched otz and he is losing them too fast himself
and yes i can follow scratch marks but lately survivors have been running shadowstep a bit too much for unknown reasons....seriously what is up with that is there an archive for it or something?
it might bugged on pc tbh, since female survivors didn't have falling sounds for a while until knight release
but seriously i feel deaf, and i don't wanna go deaf either playing with 100%
maybe its time to pull out whispers lol
PS : im talking while hurt btw with no perks that reduce the grunts of pain
I’ve had sound issues but not the same as yours. When going against knight or legion their chase music is deafening and lasts for a minute or two after chase has ended. The game is just super wonky lately everywhere.
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@BlightedDolphin said:
https://forum.deadbydaylight.com/en/discussion/comment/3277000#Comment_3277000
Nah it’s bad for both sides in this example. If the survivor vaults the window from inside the shack the killer has to walk all the way around the bush. It makes the normally unsafer side safer if you play it right.
Hmm, I don’t usually go for a doorway after a survivor vaults shack window to be sure they don’t double back, and if the survivor did vault from inside the shack, turned right and saw the bush they’d either go around or double back, both could be seen from the window
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I’ve never seen a lady that can teleport through walls either, but in this game it exists.
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@Jangles said:
I wanna huff clowns gas and see what happens.
I always thought clowns gas was bottled clown farts. Clown seems like he would be that nasty.
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@Grandpa_Crack_Pipe said:
If they were real, they'd probably instantly kill you.
Yea, but I’d punch him right in the schnoz before he harpooned me.
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@yobuddd said:
Maybe it’s just my perception, but the custom match bots seem to have improved significantly! They’re still not great, but they’re better.
Day 1: They run to edge map and throw every pallet they find on the way there. Once they get there, they just straight sprint against the wall.
Day 3: They change direction when it makes sense and try to hide behind the Z-wall. Sometimes they play the window.
Today: They actually loop tiles! They fake the pallet and try to buy some time rather than just throwing it immediately. They still use “W-Key” as their primary strategy, and edge map still occurs, but they seem to be running with more purpose. They’re also hiding a little more, rather than darting off at the first sign of terror radius. And now for the big one….up until today, I have NEVER seen a bot use a vaccine or med-spray. Now they do!
*disclaimer, these observations apply to a couple bots per match, not all of them. There are still some knuckle-draggers in each match!
So are they getting better? Are they “practicing” as more and more custom matches use them? Is there some sort of AI machine learning going on here? If so, BHVR, were you careful to make sure they don’t become self-aware!?
Woah woah woah!!! This sounds like the start of Cyberdine systems!!! We need to kill switch those things now! I’d be sad if I were murdered by a terminator that look like Dweet!!
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@AbsolutGrndZer0 said:
The very nature of programming is that it's complicated. VERY complicated. When you make a change on line 12,456,774,778,999 it can have an effect on line 22,565,335,666 which have nothing to do with each other and why did this change affect... doesn't matter it did. So then you have to scour the code and figure out that the reason is because it had an effect on line 2,884 which had an effect on line 2,566,335,555,665 which affected line 33,556,444 and that is how 12,456,774,778,999 affected 22,565,335,666. But then the fix for that affects line 3,455,377 and here we go again...
A lot of gamers love to insult developers with the term "spaghetti code" but, you might as well order angel hair pasta at Olive Garden then send it back because it's 'spaghetti pasta."
So please, understand that ALL code is like that, and so using it as insult just shows that you have no idea what you are talking about.
I must admit that it was very hard to understand your spaghetti text
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@Trex_Crazy said:
Now I know you've heard every killer complain about the hatch, but honestly I think it is more detrimental to survivors than anything. If a team is doing poorly against a killer a lot of immersed gamers will just wait around for their team that is actually trying to die so they can get the hatch/door escape. I think having this system in place is an encouragement to not work as a team. I feel like an easy fix for this would be to make hook timers slow when a killer is within a certain range and remove the hatch as an escape option. More issues would arise to need fixing however I think overall this would improve the soloq experience.
With this mentality, when a killer starts losing and resorts to hook camping/tunneling the game should recognize this and remove his weapon, and reduce his speed to the same as a survivors. Going immersed when the game is going poorly is every bit a viable strategy as camping/tunneling.
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Nurse is so easy to win with she isn’t even fun to play with, it’s just boring. When I do play her, I use the add on that removes one blink, and the add on that increases speed with successful blink hit. Then I equip play with your food, bamboozle, and a few other perks I can’t remember. It’s still relatively easy, but fun to play with at least. She really is a busted killer.
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Great for killer, bad for survivor
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@Chocolate_Cosmos said:
If MMR and overall mentality would be focused on "get as many hooks as possible" it would be better for both sides. If Killer is rewarded more for hooking as many people as possible it would be good for everyone.
Killers would focus more towards getting as many hooks and Survivors would have more time to play each game. It would be less frustraiting. Killers wouldn't have to tryhard to get 4K everygame and Survivors would be less tunneled at 5 gens, etc.
Now, I am not saying this would FIX camping, tunneling, gen rush, etc. But it could help to reduce it. However in order to do it the MMR would have to be changed towards each point for unique hooks, etc. Rather than single kills. Also maybe some extra reward for Killers for hooking everyone once, etc.
Why do you say killers are rewarded for kills? Kills = higher MMR? How is that a reward? I could give a crap about high MMR, but hooks gets more BP’s so it’s like you’re already getting the reward. Even if hooks were the goal, killer players would still take it as a personal offense if survivors escaped. It’s weird that way.
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Iri 1 survivor is the worst. You can hit Iri 1 killer in your sleep
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@solarjin1 said:
https://us.v-cdn.net/6030815/uploads/FQISI1AVREQQ/20221124-175720.jpg
New Effect
Gain one token every time you hook a different survivor. (meaning you want get a token for hooking the same person back to back)
You'll Lose 1 token every 60 seconds after hooking a survivor. Upon reaching two tokens grim embrace activates consuming all tokens. Blocking all gens
15/20/25 Seconds
●This would incentivize killers to chase more than 1 survivor so less tunneling :):):):):):)
● This would help low Mobility killers who are good in chase but don't do well on big maps like bubba, ghost face, trickster, nemesis, etc
●Will actually do something against a swf unlike eruption lolol
●The 60sec window offers clear counter play for the survivors.
●Will reward the better player.
If the killer is constantly downing the gens will remain blocked.
If the survivor getting chase is looping well or the team pulls off a nice play like a (pallet save, flashlight save, body blocking save, sabo, etc) then the killer will never reach his second token.
(my english is not the best)
If I’m reading this correctly, you’re suggesting that you would need to hook “a different” survivor X 2 to get your suggested change benefit as opposed to what the perk in its state right now requires which is to hook “a different” survivor X 4 to receive its benefit? Maybe I’m unclear as to what you’re suggesting
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@Pulsar said:
He sucks. Interesting concept but his actual power is just awful.
It's bad at zoning, it's bad at being used in a chase and it's bad for 3-gens. The ONLY thing it's good at is camping hooks and exploiting bugs.
In my far too early overreaction analysis, I said this, "He's got a very cool concept and his cosmetic design is pretty cool (besides the Sadako hair falling out of his helmet) but his actual power leaves a lot to be desired.
It's entirely possible that a tech will be discovered shortly that will boost his power level but as it stands, he's probably bottom 5, possibly the worst Killer.
His power is just...completely ineffective in chase. You lose distance for even daring to try it AND your guards will never catch a Survivor. You can't even really hold people at loops like Artist can, she maintains control of her body while placing a Bird. The Knight doesn't and has a lengthy channel to place his Guards.
The double whammy is that his power is also really bad at controlling space. The Guards take FAR too long to lock on and give Survivors so much of a head start that they have no hope of catching them. He just makes three gens take longer, but he won't ever win them.
The only thing he actually seems to excel at is hardcore camping, which personally, I didn't think we needed another one of those. His Guards can chase and hit people near the Hook and can effectively deny unhooks. He might be in the Bubba-tier of facecamping."
I stick by pretty much all of that except for one thing. I think he is the worst Killer in the game, at the moment. I think his perks are his sole redeeming factor.
Trapper has good add-ons and is actually really effective at maintaining a 3-gen lockdown. Freddy has some sort of anti-loop that is actually meaningful. Sadako has one absolutely monstrous playstyle powered by great add-ons. Myers has great add-ons and some lethality. Knight has garbage add-ons, no lethality and no chase power. He needs major adjustments that, judging from Sadako, he will not be getting for at least 6 months.
I’m really curious as to the differences between you, and me. Through an earlier post I see you play on console as well, so that is the same, yet I have had a much more different experience than you. Initially I felt as you do about the Knight, but I attribute that to trying to adept him off the jump. After that I have had nothing but 3-4K matches. I do appreciate your opinion on this matter with him, and am generally interested to have a discussion with those who feel as you do. I do not camp as many do, and I do have 6-7K hours in this game. I’m assuming you have as many hours or more in the game, yet I am devastating survivors. At a point in the match towards the start, it feels hopeless because it’s hard to catch someone initially, but after a few pallets are dropped, things start to snowball. I’ve been using mind breaker, plaything, pentimento, and some random perk I can’t remember, but those are just current perks. Mind breaker and plaything are what I use most often, and I use very little Gen regression if any. The survivors generally don’t start cleansing plaything until later out of fear of pentimento I suppose, so I get very little value out of slowdown. I am interested in your thoughts on the matter.
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3275332#Comment_3275332
https://forum.deadbydaylight.com/en/discussion/comment/3275359#Comment_3275359
I never knew this movie existed I need to see it
You will not be disappointed….. well if you go into it expecting high value you might. It is what it is lol
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@The_Scarlet_Witch said:
Gyes buying knight was the worst mistake of my life. I thought they fixed him but its much worse than that, if anything hes worse than the PTB. His power gets stuck on environments such as rocks and trees, for some reason on one of the houses in haddonfield you can't go upstairs with his power. THERES a stupid OP bug where if you activate his power the same time as being stunned you get like 15m/s movement speed. When deploying his guard a survivor can just hold W in a straight line and outrun the guards. The guards also can get stuck in between environments. THE guards can also become glitched if you fall from a large height they simply are stuck in the falling animation for a few seconds if you crouch underneath them.
Hopefully this description of what he is will deter you from purchasing him until hes actually playable.
The Knight is a “think ahead” killer, not a “react” killer. If you’re going into a match thinking you’ll down survivors with your power, you’re mistaken. He requires map knowledge, and survivor location knowledge. He requires you to pay attention to what’s going on constantly. I love this killer, and regularly 3-4K with him, not by camping either. When I play survivor and see people camp with him it’s sad, he’s so much better than that.
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40
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@Seraphor said:
It's literally useful exactly once per game. You bank the energy on the fourth gen IF it's safe to do so, and then you can deposit it on the 5th gen to complete it before the killer has a chance to regress it.
One single 20% repair dump.
It's just a BNP that needs 15s to charge up.
Yea, that’s a bummer 😟 because it looks cool
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Love the Firefly reference 😃
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@JustAnotherNewbie said:
Everytime you equip no mither on any character your character's peepee should grow by an inch everytime you escape.
Add another inch for me, I just escaped with it 😂
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A lot of perks work well on him. Earlier i used a Larry’s map offering and I ran Mind breaker, Claustrophobia, zanshin Tactics, and hex plaything i believe. Plaything is a staple of all my builds with him. I alSo use plaything, devour hope, mind breaker, and hex pepperoni. MInd breaker is also a staple of my builds.
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@IWantCandys said:
A question just came to my mind.
We know that whenever a survivor is sacrificed, the entity erases their memory each time so they can no longer remember the trials.
But what if the survivors escape? Where do the exit gates lead to? Do they lead straight back to the campfire? And when is the memory erased on the way through the gates?
Is there an official explanation for this that I've missed so far or if not what do you think?
They lead to the inside of a movie theater. Haven’t you always wondered where those exits at the back of theaters lead? Now you know.
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@Kirarozu said:
You don't look around your surroundings before moving?
Do you look at the ground while walking?
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@DyingWish92 said:
So after being stunned the survivor is exposed for 20 seconds. So by the time you break the safe pallet and catch back up to them they are no longer exposed. I mean come on, how safe do we have to be with these perks? Maybe make it exposed for 45 seconds and give it a 60-80 second cool down or something. Sure it can be paired with spirit fury and enduring for a cool combo but it's not worth it to spend 2 or 3 perk slots to get this to work. It can work if you get stunned at an unsafe pallet but whatever, feels like a good perk idea but way to safe to me.
I actually did some extensive testing with this on Billy, Demo, and whom I think is the best with it Wesker. I used hubris, spirit fury, enduring, and jolt. I also equipped his add on that can break pallets with his power. He becomes an absolute monster with this build.
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@[Deleted User] said:
He is the only killer in the game that requires strategy, not even macro playing but it's like managing your game by thinking upfront what your survivors are going to do, asking questions like "Should I send a guard patrolling gens or to chase survivor?"
You need to understand not only how to anti-loop but deep in the game, how the survivors generally use their strategies to progress the game. You use Knight to destroy their plan, but not to actually show brutality in a chase.
I'd make him "very hard" as difficulty. He is unique in design concept and I love it, finally a killer that rely onlies on strategical skill rather than chasing mechanics.
To the design level and its concep my rate is a straight 10/10, power level is still to be determined
Well said, couldn’t agree more
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@Chocolate_Cosmos said:
If you like Knight, try Artist. You will love her. More gameplay yet similar to Knight + strong kit and more skill plays.
I do love artist as well, as a matter of fact there aren’t any killers I dislike. With the knight though, I tend to lean towards a trapper/Hag approach. I don’t try to land my summon directly on someone, but preset, and try to force them into it. That’s just one of many ways to enjoy his play style though. He’s fun
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3273741#Comment_3273741
Seriously?
From the top of my head:
- A delivery
- A visit
- An appointment
- Bed time (that one hits me quite often, I have an alarm to tell me to go to bed when I have to get up at 5:00)
- Anything that's more important than playing a game (almost everything there is)
So for a delivery, you just use the quit match button? Not just afk? You yourself have complained of “rage quits” as you say in the past, how do you know they didn’t just receive an Amazon delivery, or maybe they were sleepy, or their best bud just showed up unannounced? Why is it ok for you to just up and quit when you’re sleepy, but not others? If others do it, it’s rage quitting?
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@Thy_Office said:
Very fun to run into the Knight! The extra bloodthirsty goons in pursuit adds so much intensity I love it! :)
Ikr! I think it’s so much fun on both sides
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This happens a lot to me, especially when I get two kills with more than 2 gens left. I just keep looking until I find them, or if they aren’t a SWF then eventually one of them dimes the other one out.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3273787#Comment_3273787
Indeed. Whenever I don't have a survivor tome challenge to work on, I put on the Pustula Plant one. I just like seeing it spawn on the map.
This is pure genius, I wish I would’ve thought about that before completing it
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@drsoontm said:
The ban penalty you get for it is a clue.
What legitimate reason would a person have to leave a game? “Oh man, my house is on fire, better leave my game first”, “oh no, my pizza is burning up in the oven, better leave my game first” The game will just finish naturally wether you’re afk or not. There isn’t a reason to ever leave on purpose, and if an emergency situation arises and a persons first priority is to leave a match, was it really an emergency after all?
My argument is to simply remove the easy access DC.
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@Seraphor said:
It's for leaving games that are literally unplayable. That means hackers holding you hostage, or bugs that prevent you from progressing the game, or RL emergencies that mean you literally cannot play. It does not mean getting a map that you claim is "unplayable" or going against a killer you deem "overpowered".
If a game is literally unplayable, then a DC penalty is a small price to pay.
1 side or the other will progress the game in your absence, and if faced with such a dilemma, you can restart the game, alt tab close, or on console it’s even easier (if it’s buggy you’re going to restart anyway) The point of my post is that with that button, it’s incredibly easy to just quit the game your not happy with. Start/Y leave game, and whatever it is on comps.l, take the 1 min DC penalty, but if the button was removed maybe it would discourage people from quickly leaving a match
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@drsoontm said:
The ban penalty you get for it is a clue.
I think you posted on the wrong comment because what you said really has no relevance to what I said
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@[Deleted User] said:
I consider myself proficient to fairly proficient at just about every killer on the roster. ~4000 hours of experience. I think the Knight is the worst killer in the game by a long shot. My reasons:
Inefficiency- Just about everything the Knight does is very inefficient. You have to come to a complete stop to use your power. You then have to spend the time drawing the patrol path. The problem is nothing in his kit really makes up for all the time spent doing these things. The patrols don't often yield anything of real value due to the speed of the AI. I've even had the AI miss swings on players. If I'm going to be taking that much time to set up, there should be value out of that time sink. Which leads me to....
Low impact ability- The Carnifex can break things, but realistically, are killers spending enough time doing this otherwise to design a killer power around it? The Jailer finds survivors, but I already know they're there. I put the Jailer in that spot because I know survivors are going to be there in the first place. A really experienced killer has almost no need for tracking as part of a killer kit. The Assassin can put out some pressure, but again, this is *all the killer has*. These are not impactful abilities. If the stars align and I get one double tap down, I've successfully 5headed my way into the equivalent of a Trapper trap. And that's the best I'll ever get out of this killer. He has literally nothing else outside of these guards, and they do so little.
Safe numbers- The guards are way too slow to make a meaningful impact in most cases. And the power is clearly telegraphed in addition to the banner mechanic. This killer isn't beating any high level players who are trying to win.
Clunkiness- This ties into inefficiency a bit. I want to use my power and often can't because I'm too close to something, or I'm barely moving. And when I do trace a path, I get stuck on things and lose 25% of my power to nothing.
I really want to like the killer because I love the dark fantasy aesthetic. I'm hoping some changes are made to give the guards more impact and maybe add a way to allow the Knight to place guards on the move with the CTRL button instead of having to always stop and use M2.
I started out with this same mindset, but I started out trying to get his adept first before actually playing him, and I gotta say I got soooo much better with him now. By no means is he a top tier killer, but he can hold his own. And he’s fun to play now. It does suck that survivors just run in straight lines away from him predropping pallets, but I still think he is more fun than when I started.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3272869#Comment_3272869
You played with me? : O
Lol
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@C3Tooth said:
Since Midwich
Then Racoon
Then Eyrie of Crows
Then Garden of Joy
Then Shattered square
NONE OF THEM HAVE GRASS FOR TRAPPER
This is an iconic title, those yellow space have grass in old realms, why does this one dont have any?
Jeez man, no wonder I’m always doing all the gens in solo Q, this dude over here just staring at grass patches n stuff
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@TatsuiChiyo said:
Aren't two of the Killer emblems currently bugged? I know Devout is but isn't Malicous as well?
@scoser said:
I've played probably 15 games as him thus far going for the Adept and he is just not cut out for it, especially with his perks barely helping.
Yea it’s a tough one, it nothing was bugged for me. Just got it
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@scoser said:
I've played probably 15 games as him thus far going for the Adept and he is just not cut out for it, especially with his perks barely helping.
Yea it’s a tough one

