Mister_xD
Mister_xD
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killer instinct on the guy who has Victor aswell.
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licensing issues.
same reason why they are not present on other plattforms (e.g. Switch) aswell.
but, like @Mooks said, they will make it to all of these plattforms eventually.
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tbf i rarely get any
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that sounds a lot better than most of the current super sweaty survivor builds...
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/1746123#Comment_1746123
Despite the rank, I feel like going on a dbd group and bragging about destroying baby survivors is very unsportsmanlike. For me personally it's more a matter of just not being a jerk about winning lol.
but what if he was just new and got excited?
sharing good games doesnt mean one was trying to be a jerk over it, maybe he just had a good time and wanted to let others know?
now, i havent seen the post, idk what they said and idk anything about them as a player, but i generally dont think sharing a good game has to be a bad thing.
and if he was a baby killer himself, then stomping baby survivors for him has to be the same achievement as for us experienced players stomping people of our skill level / rank.
again, its hard to say without knowing the post and player behind it.
its possible that they were trying to be a jerk and you did the right thing; and its possible that they were not and you were a little over the top.
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Sir Getskickedalot the third
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i think that depends on the rank the killer had.
if it was a high rank(ish - id say somewhere around green to purple) killer, yeah you are making a very good point and them bragging about stomping baby survivors is definitely quite unsportsmanlike.
if the killers rank matched the survivors however, they themselves are probaply not that experienced and just had a very good game, which they felt good about and wanted to share (probaply even one of their first good games - havent seen the post / user, thats just an assumption). talking that down would imho definitely be quite rude.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1745996#Comment_1745996
I agree that's why the loops without high walls (ones like in Autohaven) need high walls. When they are low like that there is zero mind games involved. It's just mindless circling to get rid of the pallet. This is also why they need to close the holes in the shack, because being able to see the killer during a loop removes the mind game.
*sad Deathslinger noises*
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BuT If I HaVe No FuN I ShOuLd Be AbLe To QuIt.
YoU CaNt FoRcE Me To PlAy A GaMe I DoNt EnJoY!
(and then complains and feels insulted when people tell them to dont play the game at all then)
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@WestX said:
https://forum.deadbydaylight.com/en/discussion/comment/1743625#Comment_1743625
From what I've seen breakable walls in most cases create powerful loops for survivors and force the killer to take them down in order to counter the loop. I think the issue is that the devs want the "broken down" walls to favor the killer, but when you're already so strapped for time trying to pressure the generators, its a massive downside to have to break the walls in order to actually win any chases near them.
I have seen a few that actually are worse for survivors to remain up but its super rare.
while i can certainly see the flaw with time management, that is their intended use.
they are ment to create a shortcut for the killer on strong loops, thats why the killer is the one able to break them down in the first place.
if they were placed in ways where they actually benefit the killer, they wont ever get broken down. thats clearly visible in the Dead Dawg Saloon once more with the little dead end room on the 2nd floor. if they were all placed like that, then why would the killer even be the one able to break them down? why not have the survivors being able to tear them down then to create better loops?
by design, an intact Breakable Wall is supposed to be more of a hinderance to a killer, as it blocks off potential shortcuts - they want the killer to invest some time into prepping the map for later.
thats how the devs want them to work.
and they are beneficial to the killer, as without them there wouldnt be any shortcut at all (ignore the "reworked" maps here, as the maps themselves were created without BWs in mind, so their placement there isnt really great (they basically just filled the shortcuts they created earlier in an actual map balance update with a BW). it was a mere visual update after all, not a whole map balance rework - good examples for BW maps would be the Dead Dawg Saloon and Midwich)
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1741323#Comment_1741323
The devs literally stated they wanted the walls to favor killers, not survivors.
The fact that you have to break it for a loop to be bearable is terrible usage of them.
and that they do...
but if you dont break them, they will continue to block the path.
and whether thats favoring the killer or survivor is entirely dependend on which exact path is being blocked - and it has been that way ever since they got introduced. Just look at the Dead Dawg Saloon, there are tons of walls there that, if not broken down, are an actual hinderance to the killer, by making certain window loops stronger.
in the end, a broken down wall usualy benefits the killer by making a survivors loop a lot weaker, while an still standing one can backfire.
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for Oni its definitely the flick at the end of his Demon Dash.
him having a 180° flick window (90° to each side) is very strong and allows him to manoeuvre through a lot more loops than billy ever could - also he doesnt get stunned when running into sthg.
for Blight i'd say its his ability to slam into things and then basically do billies chainsaw dash (without the oneshot) multiple times quickly in a rown, always being able to adjust the direction he wishes to go into. this allows for a lot more mobility in tighter spaces and can give him a hit on many tiles billy struggles to keep up.
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thats the point of them though.
to give survivors very strong loops until the killer opens a path for himself to get a shortcut.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1741248#Comment_1741248
He needs a little hat
he definitely does.
how about a colourful one?
with a little propeller on top?
and if he gets stomped, the hat could fly off and disappear into the distance - just to add some more drama to it.
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i want him to get a cute little hat.
make him a happy Victor.
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i dont think Victor has his own mori animation
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1738437#Comment_1738437
Use object of obsession
but... i gotta survive...
not get facecamped to death / hardtunneled immediately...
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1738229#Comment_1738229
Our Julies are twins
:o
you are right!
its a really cool outfit, ngl
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1738437#Comment_1738437
Have you tried using Object or For the People?
i dont have FTP unlocked, so no.
and for object... well i gotta survive and survival with OoO is such a thing... xD
i tried using DS, but truth be told i rarely ever got hooked in those trials - and if i got hooked it was eigther a onehook death or the killer wasnt tunneling.
which is usually a good thing, but not when i want it to happen! D:<
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im still sticking with The Banshee.
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i cant get the escape once as the obsession challenge done.
and i havent died once today (but the one time i voluntarily sacrificed myself to save someone else, i was basically out tho), yet the game just never made me the obsession :)
i am in pain :)
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those are mine.
im currently trying to come up with sthg for the new skin, but as i dont have it unlocked yet thats gonna be taking a while
EDIT:
i unlocked it yesterday and thats what i came up with:
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Community: *pointing at Jigsaw Box* Is this a aura?
Dead by Daylight: Well yes, but actually no.
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The Banshee
idk, sounds good to me
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@motherofdachshund said:
https://forum.deadbydaylight.com/de/discussion/comment/1736416#Comment_1736416
Was für ein Perk ist das eig? (Ich spiele erst seit März)
Decisive Strike - Entscheidungs Schlag.
ein Laurie Strode Perk aus dem Halloween DLC, erhältlich als lehrbar ab Character Stufe 40+ im Blutnetz von Laurie.
die heutige version erlaubt es dir auf Stufe 3 für 60 Sekunden nachdem du von einem Haken gerettet wurdest einen Skillcheck zu absolvieren der, wenn er getroffen wird, den Killer für 5 Sekunden stunnt und dich aus seinem Griff befreit, außerdem wirst du danach die Besessenheit des Killers. Der Perk kann nur ein mal aktiviert werden und wird permanent Deaktiviert, solltest du den Skillcheck treffen oder verfehlen (wenn du ihn gar nicht absolvierst und auswartest, kann er beim zweiten mal auch genutzt werden).
Die frühere Version hatte einen sehr ähnlichen Effekt, jedoch gab es nicht die Einschränkung, dass man vorher einmal hängen musste, der Timer existierde demnach also auch nicht. Stattdessed war der Skillcheck immer erhältlich für die Besessenheit und für alle nicht Besessenheiten erst nachdem sie 35% freigewiggelt sind.
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@motherofdachshund said:
https://forum.deadbydaylight.com/de/discussion/comment/1736325#Comment_1736325
Und deswegen spielst du so, dass anderen der Spaß vergeht? Weil du keine Nachschub Sorgen hast? Oder ist die Aussage auch schon nicht mehr wahr? Dann wäre ja alles gut. Ich werde so oft becampt und betunnelt, dass ich inzwischen echt keine Lust mehr habe, zu spielen. Was echt schade ist, weil das Spiel an sich super wäre, waren die Spieler alle ein bisschen entspannter und fairer. Ich meine ja nicht, dass die Survs in Ruhe gelassen werden sollen. Das wäre doof, weil es langweilig wäre. Aber Campen und tunneln ist einfach scheiße. Und vielen aus persönlichen Befindlichkeiten..... Ist doch nicht die Schuld von gewissen Survs, dass du gewisse Preis blöd findest.
wie gesagt, der post ist mittlerweile über 2 Jahre alt und das Spiel hat sich seitdem stark weiterentwickelt.
DS wie wir es heute kennen ist sehr anders zu dem DS welches wir damals hatten und die heutige Version ist definitiv um einiges weniger problematisch (ich nehme DS heutzutage selbst oft mit, eben wegen den Tunnel problemen welche du angesprochen hattest).
Campen und Tunneln sind definitiv sehr unspaßig für Überlebende und auch wenig interaktiv für beide Seiten, was definitiv ein Problem ist welches behoben werden sollte.
ich tunnele / campe generell sehr wenig. Die einzigen male wo ich es tue ist, wenn Survivors sich es selbst einbrocken. Schlüssel, toxisches Verhalten, Genrush oder wenn ich stark in der Klemme sitze sind die einzigen male wo ich diese Taktiken wirklich einsetze.
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@motherofdachshund said:
https://forum.deadbydaylight.com/de/discussion/comment/76430#Comment_76430
"Wenn ich das sehe Tunnel ich" was soll das denn? Wenn jemand das Perk mag, braucht, ist es nicht deine Aufgabe, darüber zu urteilen und ihm deswegen dass Spiel restlos zu verderben.... Killer, die tunneln und Campen verderben das ganze Spiel. Hast du schon mal darüber nachgedacht, was passiert, wenn kein surv mehr Lust hast, zu spielen, weil man nur noch becampt und betunnelt wird? Dann kannst du als Killer auch nicht mehr spielen.
kurze Frage:
ist dir bewusst dass dies hier ein Post ist der mittlerweile über 2 Jahre alt ist?
demnach ist entsprechender Post / die gesammte Diskussion hier absolut outdated und spiegelt in keinerlei Weise mehr das wieder, was das momentane Spiel ist.
und da du es angesprochen hast:
die Spielerzahlen sind höher als sie es in meinem letzten post waren - als ich da noch von ~26.000 Spielern gleichzeitig sprach, so liegen wir heute bei guten 40.000. Also anscheinend haben die Devs irgendetwas richtig gemacht.
Bezüglich der Aussage, dass man ohne Survivor kein Killer spielen kann: stimmt.
ist aber im moment eher andersherum - Killer Lobbywartezeiten auf Rang 1 sind quasi nicht vorhanden, während ich bei Survivor (auch Rang 1) gute 5 bis 10 Minuten warten muss bis überhaupt eine Lobby finde.
Demnach mache ich mir also ziemlich wenige Sorgen darum, dass mir als Killer die Survivor ausgehen werden ^^
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PLEASE at least wait until the actual contend released before complaining!
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Unicorn Trapper.
make it happen devs!
WE WANT THIS
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your best shot would be to contact support and ask for help there.
i dont know if / how much they can actually help you though
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when you drop a Survivor they immediately fill 25% of their wiggle bar.
if you drop them when they are above 75% wiggle, they get to break free from your grasp.
thats probaply what happened there.
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Devotion 6, level somewhat in the 50ies to 60ies
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at most a heavily nerfed version of it.
a reverse BBQ effect on the killer is INSANELY strong and shouldnt just be basekit for everyone to have.
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thats why i started running DS myself.
as a solo survivor, more often that now when i dont bring the perk, there ends up being no obsession at all and everyone gets ultra tunneled.
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the first thing i thought of when seeing the Teaser was a Banshee...
dunno how accurate thats gonna be though xD
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@AnnoyingNarrator said:
https://forum.deadbydaylight.com/en/discussion/comment/1734318#Comment_1734318
Yeah, Both are completely BS. I just always found keys as a killer more annoying than moris as a survivor, but that could be because I tend to play around the endgame a lot, so I have to deal with keys all the time. But what really matters, as you mentioned, is that they fix both of them. You should not be able to just not do an objective because you have a certain item, that is stupid.
both of them can be used in ways where its not a problem for the other side.
i dont really mind someone opening hatch and escaping after i closed it and i dont think anyone minds a red mori used by the killer to kill whoever is on deathhook anyway.
but then you can also have keys on a genrush group with the sole goal of hitting the gen threshold and then getting out asap - or killers who instantly tunnel down the one person they hooked just to mori them and have a kill at 4 or 5 gens.
and its exactly those scenarios that i think they need to take a lot at.
for example, why not limit the mori use to it only being active after everyone was hooked at least once? that would succesfully eliminate the unhook tunnel at 5 gens and give survivors more of an ability to work around it.
and maybe Skeleton Keys could have a limited amount of people that can escape with them, which could be increased with Add Ons - why not have 2 escapes base and 2 UR Add Ons that both add 1? or have 1 escape base, a VR Add On that adds 1 and a UR Add On that adds 2? - Dull Keys should be limited to only work for the user after the hatch has been closed, as i think they are way too busted for being VR currently.
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i really like Deathslinger, Doctor and Oni, so my favourite chapters had to be Chains of Hate, Spark of Madness and Cursed Legacy.
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as long as the killer doesnt see the spin, im all for it!
(otherwise ppl would do it to hide items)
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so the mori counter is "just dont go down"?
yeah, thats not gonna happen. maybe a year or two ago this could have been a valid argument, but not anymore.
i dont think it matters which is stronger than the other, fact is that both are absolutely busted and need to be changed.
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my personal build on him consists of:
Pop Goes The Weasel - as its an amazing game slow down perk
BBQ & Chili - because of the map knowledge it gives you. also double BP are nice to have
Enduring - i eat pallets for breakfast.
Brutal Strength - i am a fast eater.
for Add Ons i'd recommend Calm and Order.
Calm increases your Terror Radius when your blast is ready, so you can hit more people with it, and makes it smaller when the blast is on cooldown, so you can sneak up on them a lot better. Survivors will also hear a fake heartbeat, which can confuse them into eigther hiding when you're not even around or staying put when you are actually approaching.
Order makes your blast recharge faster and creates fake pallets where you broke a real one. this works especially well together with Enduring + Brutal Strength.
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i think the best example of this is Decisive Strike.
you dont run the perk to get a stun every game. you run it to force an obsession spawn, making the killer fear that every single survivor has it and therefore playing nice instead of hardtunneling.
its easily got the biggest passive effect, yet a lot of people call it "useless" nowadays because "killers play around it and you dont get the stun anymore" - even though thats literally the effect you should want from it.
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Doctor: Pop Goes The Weasel + Enduring + Brutal Strength + BBQ & Chili
Legion: Pop Goes The Weasel + Brutal Strength + Discordance + Thanatophobia
Oni: Pop goes The Weasel + Infectious Fright + BBQ & Chili + Discordance
Deathslinger: Pop Goes The Weasel + A Nurses Calling + Monitor & Abuse + Discordance
Executioner: Pop Goes The Weasel + I'm All Ears + Discordance + BBQ & Chili
note: BBQ can be replaced with any different perk such as Discordance or Monitor & Abuse on all but Oni. It's really just there for the double BP, the only one making good use out of it is Oni, in rare cases Doc.
Pop is definitely my go to game slow down perk. it rewards good gameplay and can be a gamechanger in the right scenarios. it works together beautifully with Discordance, which on its own is an amazing map knowledge perk.
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id like to see some sort of map editor.
being able to place loops where you want them, making the map as large as you want it to be, etc.
there could be some really cool stuff made with this imo
how about one gigantic Mac Millain map with all the main buildings together? possibly with a lot more than 5 players on it. make it a 50 survivors vs 1 killer with a red mori, last man standing wins. why not?
the devs really need to give us more creativity options with the custom game mode.
and for tournaments you can set up a map exactly as you want it to be - plus you can ensure that everyone will be playing on the exact same map layout, seeing who can make the best usage of it.
BHVR PLEASE!
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The Wraith isnt weak.
but he is also not particulary strong eigther - thats okay though, he isnt designed to be a chase monster - he is designed to be a stealth killer whose strength is sneaking up on them, not chasing them down.
i think he is mostly fine the way he currently is. they could add some stuff to reward him using his stealth a little more (ive always been a fan of a "tier 1 myers lunge" when invisible, which would make you slowly visible after it has been performed), but im mostly happy with him right now.
his positioning in tier lists is entirely up to the current meta - we're in a chase meta so he isnt ranking all that high right now, but should this game swap back to a hiding meta he'd be top tier.
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congrats ^^
but just to be safe, maybe blurr out their names.
it might be seen as nameshaming by a mod and i wouldnt want ur post to be taken down / edited by a mod.
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Survivor on bad days probaply a 5, on good days more of an 8.
for killer i'd say a decent 9
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@B_Random said:
https://forum.deadbydaylight.com/en/discussion/comment/1730514#Comment_1730514
Funny you should mention animation on the Hag, a character who doesn't have any animated textures on her model, but the Medusa skin has animated textures. Sounds like they could of done a slight thing to the Never Stop Slashing Legion mask, am I right?
yeah, they could have made the mask a little more exciting... its really just the standart mask in black right now.
didnt the original had a flickering effect or sthg similar on it? that'd have been cool...
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i feel like thsi tome easily has the most boring Tier 70 charm out of all of them.
like, no animation, no glowing effects, no compatability with a specific character and it just looks really odd.
imho they should consider updating it a little to have these glowing veins (or SOMETHING that makes it interesting) the Hags medusa skin has, that could be cool.
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*looks at his 800+ red mories*
eh, just a little...



