Mochan
Mochan
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Not interested in Voice Chat. I don't want to hear stranger's irritating voices, it's like noise while I'm playing video games.
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It is currently one of the best killer perks in the game today. Get it if you don't have Clown.
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Oh you mean like, how we shoudl stop asking for DS nerfs and ask to buff all Survivor Perks to DS-level?
Sounds good to me. Let's doooooo ittttttttt.
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It should. It's not like the URs we get are all that good. All of them have been nerfed. Antihemorraghic is any good any more and is just similar to Hemostatic now, so no biggie. The Odd Bulb is useless, well flashlights in general are useless. The only good one to fish out is BNP, which gives a nice 25% boost, but I don't see this as a big issue because it would be extremely rare to fish it out anyway.
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@Sziosis said:
We get content and it's not their fault they experienced a set back. No. We shouldn't get anything. We are already getting an event and a Blood Hunt. I think that is enough.
Strictly speaking it most likely is their fault that they experienced a setback.
But even if it were, that doesn't mean we're entitled to anything.
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If I were in charge, I'd apologize for the delay, then get to work.
I don't hand out freebies as gestures. I don't cater to entitlement. What's waiting a couple of weeks for a patch or event. It's no big deal.
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@TwistrBlitz said:
The problem is they keep trying to balance based off of winrates, general stats, and not listening to skilled players.
They really don’t seem to listen to most of the Fog Whisperers at all, but correct me if I’m wrong.
@TwistrBlitz said:
I’ll always like BHVR, just feel like they listen to reactionary members of the community who want to nerf everything rather than buffing things that really need it, they nerfed Freddy, a horror icon a week after his release and he was widely considered the worst killer until recently.
Decisive Strike was “nerfed”, yet it’s still a widely used perk.
Not saying we should never nerf things, just feel like they swing the axe too early sometimes.
You're confusing me. First you say they balance around winrate stats and don't listen to players.
The now you're saying they balance by listening to the players.
I get I think that you're trying to differentiate between a "skilled player" and a "reactionary member" but really who can draw the line properly between the two? Most "skilled players" offering feedback here in the community sound like "reactionaries" to me.
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/785718#Comment_785718
Using Corrupt and Ruin together isn't great but using Pop and Surge is worse.
I can dig that, but if I'm gen defending using both isn't a bad idea. Its not like the two don't stack. If I weren't going to use both, I would replace Surge with Thanatophobia for a little extra gen defense.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/784462#Comment_784462
Louder from what I've seen.
I'll take your word for it as killer. As Survivor I do not notice a difference and I can't test it in KYF at this time.
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Personally I would use Surveillance. Depends on you though. Discordance is also good.
I would also remove either Corrupt or Ruin and replace it with Surge. Do not run Ruin and CI together. It's a bad idea. If you do use Surge and PGTW together Surveillance is the better perk to add in.
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I had tons of killers DC'ing yesterday too.
I am giving them the benefit of the doubt and assuming it's a Dedicated Servers issue, and not an epidemic of tryhards who can't stand not hooking anyone in the first minute.
Also yesterday something amazing happened. DBD crashed on me. Hasn't happened in like 10 months? And it happened just as I got hit by a Trapper. I never DC so I hope he didn't think I DC'd just because I got hit... but that is probably what it looked like.
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@C3Tooth said:
It means Killer is setting up their load out to counter Survivors load out. Killer creates Lobby, means Killer is always in Lobby waiting for 4 Survivors.
No that's wrong.
If the killer is in the lobby the slash is grey. If it's black there is no killer.
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I've had worse.
I've been left on the ground to bleed and die.
Killer decided I wasn't worth his time, chased someone else, they literally ran all the way around the map, other two survivors were near me, decided to run away to a far away gen and try to finis it together.
Spoiler: the killer downed the guy he was chasing, found the other two (probably had discordance) and they never finished the gen. third survivor goes down, I bleed out as the fourth one is being hooked.
I mean, seriously, there has to be a limit to stupidity. Though I guess Einstein knows better than I do.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/785103#Comment_785103
I mean, would I legitimately have an easier time surviving if I were playing someone other than Claudette? My perspective is warped, because she's my main, and I have all my perks stacked on her. I've never known any different, outside of playing other survivors for dailies (and never using optimal builds, because their perk inventories are lacking).
It is in my experience. It doesn't happen all the time, but I've noticed my games got a lot easier when I switched from Claudette to Feng Min as my main.
There's a lot of hate for Claudette in the community, and reducing the chance of being tunneled is a big deal. Claudette isn't the only one affected by this, but I think she gets the brunt of it.
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@SKILLS_HD_LOL11 said:
And I know it’s not just Claudette who plays like this but 60% of the time it’s Claudette in my opinion
The other 40% of the time it's Nea.
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@MisterCremaster said:
I find it frustrating, as both killer and survivor, when the exit gates are open and survivors are just sitting in the gates until the killer literally forces them to leave. I believe this happens for 3 reasons:
1.) Primarily, I think people want to make sure that everyone is safe and able to exit. I don't have a problem with this, but often times survivors without comms are sitting at the OPPOSITE gate not in danger, just waiting for the same reason.
2.) Someone is off looking the hatch for the extra blood points.
3.) They want to be toxic, and taunt the killer before it chases them out.
It would be a small QoL change I believe can easily improved, and close a bit of the comms gap between SWF and solo queue survivors without effecting the killer by:
1.) Make hatch escapes worth LESS or the SAME as normal gate escapes. This will deincentive players from wasting time looking for the hatch rather than going for the gate.
2.) If a survivor is in one exit gate, and another in the other, they should be able to see their auras. This will help make them both aware they are safe to leave. This provides a little bit of a new advantage to survivors as they will now have slightly more information about the location of exit gates, but they're _supposed to be leaving_ at this point anyway.
3.) Finally, I like that the killer can open the exit gates now to force the end-game-timer. That timer is pretty long though, and if the killer just wants to get it over, there should be one more option to allow the killer at the gate to just boot the survivors and forfeit. This would only be available if no survivors were on the hook.
If I've just suffered a pretty miserable loss, or the game is basically over, I want to be able to get into the next game as fast as possible. I don't need to see survivors out, I don't want to give them the opportunity to tea-bag, etc. Just give them their points, give me mine, and lets move on.
Like I said, the killer should just be allowed to escape through the gates as well. But if they do they are sacrificed to the Entity. This gives all Survivors 10k BP and the killer loses a pip for displeasing the entity.
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@[Deleted User] said:
The DS rework was definitely a buff. The team in charge of perks just doesn't seem to always have a great feel for potential synergies with other perks or comms. Slugging is really not a counter to DS. You don't get anything other than a minor slowdown, especially if they're on comms. Also, people tend to forget the time it takes to hit and down someone, even if they're trying to take a hit. The weapon wipe alone is enough time for someone else to make it to safety. If slugging was effective, survivors wouldn't be trying to tank hits with DS.
New DS doesn't really synergize with anything in particular. I don't exactly call the IS/HeadOn combo a real synergy with DS. That's a meme build more than anything else.
Old DS synergized ridiculously with perks like Adrenaline and Old MoM. New DS, not so much. It fits into any build because it is just too powerful and useful, in a killer meta where everyone tunnels.
I agree that the 60 second window is too long. But it is probably a number they decided on after buffing PGTW to 60 seconds. Frankly, any nerf to DS's 60 second window should also have an accompanying nerf to PGTW's window.
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@Williamz said:
At the moment survivors are getting off the hook and running straight at the killer wanting to be knockdown and picked up and since this meta has now evolved to that the majority of survivors know when their team mates are being slugged to avoid DS and one or two people will come out and to heal them while the third is on a gen. As the killer you are forced to move straight to another gen because you don't have the time to bait a heal for a slug.
You also have no idea who is running DS due to only one obsession. The only time you can actually directly pressure is to either eat the DS and become forced to tunnel them to death at this risk of someone else having DS.
The new DS has no counter play unlike the last meta and has far more strategic value in SWF than ever before.
DS's active time should be changed to 20 seconds. If you can reach a loop or a jungle gym you are within reason to outplay the killer. DS should act as self use borrowed time, nothing more.
Let me also just say this is why gen perk builds on killers is becoming far more common in this meta, especially pop the weasel.
How do you figure New DS started the Gen Slow meta? Sure, new DS allows for longer chases, but that's only if killer camps and tunnels.
The Gen Slow Meta was directly caused by the No Heal Meta. New DS wasn't responsible for that. Old DS had a hand in that, but wasn't even a signficant factor. The main factor that created No Heal was the Healing Nerf.
I do agree thought that DS needs an adjustment. Either it needs to be nerfed -- it's simply too strong and too good not to use -- or every other survivor perk needs a buff to its level (killers seem to like this idea when applied to killer tiers)
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Intentional de-ranking already exists, I get 5 deranking killers every night. AFK, m1 swings with a macro the entire game.
No need to make it harder for people, they are doing it already anyway, and this way we can get rid of all the complaints killers have about being held hostage (which is as dumb as it sounds).
@TAG said:
Won't the Survivors depip as well? Or at the very least waste add-ons?
Survivors don't waste add-ons like killers. Wasting an offering is no big deal, not like there are any good offerings anyway for Survivors.
If it bothers you Survivors get a black pip automatically.
To be honest similar things should happen in a killer game. If a survivor DC's killers should get a black pip. I'm totally down for that.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/783950#Comment_783950
Just a reference to the information sounding out of date (DS part) like you had it ready beforehand for these types of threads.
LOL that's an idea, maybe I should compile a doc with canned responses for these kinds of threads. Still, your reasoning is faulty because I talk about two different things that weren't true when DS was still old DS: EGC Hatch and the new Left Behind.
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@starkiller1286 said:
If the gen is loud just slap on technitain quiets it by half so she would be easier to hear plus has them waste a few seconds checking if the gen is worked on.
It actually doesn't. Gens are just as loud whether you are using Technician or not.
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@ChaosMaster130 said:
Though from comments I got postgame from survivors after using those addons, the effect is not very noticable from what they said.
Would need someone to test it out in KYF to get some hard data though.
The difference is extremely obvious actually, it's just that most survivors are too busy running away to really pay attention to it.
The effect is not that powerful, but it could mess with the survivor's mindgame at just the right time. It's just one of the many reasons why Spirit is the ultimate mindgamer in DBD. She holds pretty much all the advantages when it comes to mindgaming. There is only one advantage she doesn't have: the red stain.
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What, you want Killer to have Telepathy against SWF, like he can see where every Survivors is at all times? Please, no, just no. Nobody wants that and it wouldn't be good for the game. Freddy was reworked for a reason.
Killers killrush and survivors genrush. That's how it is if people want to win. It becomes a test of skill between the two. Whoever outplays the other side wins, along with a good dose of luck.
If you are routinely getting smashed and can't hook a survivor before all gens are done, you are just facing people who are better than you are. Take it as a sign to improve your game.
As for balance, right now killers are being buffed or reworked one-by-one. There is no "across the board killer buff" but at the same time there is: in the form of across-the-board Survivor nerfs. There have been countless nerfs to survivors across the board, and these are indirect buffs to all killers.
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Looping is theoretically easy, but in practice a lot harder. As you for sure know as killer, catching survivors in chase depends a lot on moving instinctively with the movements memorized by your body. If you are thinking you are probably too slow to react to what needs to be done. The difference between successful looping and getting caught is measured in milliseconds.
It's those who can react automatically, who know all the pathing by heart and don't need to think about it, who do well and prolong loops. I'm not even at that level yet and I've been looping for about 400 hours now. It's not so easy. I know the theory but putting it into practice perfectly requires a lot of, well, practice.
The basics are easy and if you are going up against a similarly skilled killer it's not hard to do well. But if you're going up against a killer with thousands of hours of experience chasing survivors the difference becomes obvious.
There are two main reasons people 99% the gates
- To save a hooked person. This is generally unnecessary though because EGC with hooked or downed survivor has a much slower timer, they'll probably die on hook before the timer runs out. But it is good for peace of mind.
- The more important reason is it counters Blood Warden, which can be nasty for an endgame killer.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/784274#Comment_784274
Because the idea that you will hook everyone twice, stop gens from popping quickly, get a ton of hits and get a ton of chases, is frankly unlikely.
Fair enough, but the main reason it's unlikely from my point of view is because killers keep camping and tunneling.
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@Raptorrotas said:
absolute goals:
- Survivor (solo) x 4 : escape
- Killer : Kill all (4) survivors
A 50% Escape chance as balance goal would mean that the killer isnt allowed/able to absolutely win unless 4 tossed coins land in his favor.
Survivors each only need to look out for their own coin.
Sounds rather ridiculous with this metaphor, right?
It sounds ridiculous because it is ridiculous.
It's not a coin toss. The killer has far more chance of killing one survivor than a survivor has of escaping.
It's closer to a die roll.
- Survivor Escapes on a 6 on d6.
- Killer must roll 4d6 and get 3-6 to kill a survivor.
That's a much more accurate depiction than your clumsy metaphor.
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@Nick said:
Balancing around the 50% kill rate is still a part of killer nerfs. But how does that work? A killer depips usually in a 2 kill game while all 4 survivors can pip that same game. Shouldnt escaping be a bit more rare? You can play well and not escape, while a killer has to kill. You can play very well as a killer but 0, 1 or 2 kills wont reward you in the end.
Because even though you "can" pip if you die, many times you won't, and many times you de-pip. And while 50% is the goal, in practice the actual survival rate is closer to 40%. So there's nothing intrinsically unfair here.
Besides, this is all moot anyway, because it is PROVEN that you can pip with 0 kills as a killer. Look at Legion. It's easy sauce for him. And he's not the only one. If you don't camp, don't tunnel, hit everyone equally, bust gens, etc. you will pip even if you don't manage to kill anyone in the end.
I don't understand why all of a sudden there's this new killer propaganda where you need 4K's to pip. It is 100% false misinformation.
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I've actually been hit a lot by Billy around corners after the start of the sprint lately. But I only started seeing it after Dedicated Servers.
So it's probably a lag issue.
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No, old Freddy is gone and good riddance.
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I am curious how Doc is going to be changed. He is the killers I look forward to versing the least, even if he is relatively simpler to beat compared to some other killers.
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Of course it's possible. The devs just don't have the time or perhaps the will to do it.
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If you can hear her footsteps you're already dead.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/782982#Comment_782982
DS activates after an unhook. Unless you're freshly unhooked DS won't help you if the killer picks you up first.
I know that. So what's with the "Copy and paste" part?
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@8obot1c said:
Kill by your own hand. I just don't have any moris at hand
Can try Rancor or Devour Hope.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/783912#Comment_783912
Ergo, not playing Claudette is for cowards.
That's one way to put it.
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@terumisan said:
Survivor is easier role I can casually play survivor and not really care how well I do to The point where now I don't run perks when I play killer I get headaches from how frustrated I get and often take breaks especially when I get a 0k
I offer this statement as proof of my earlier claim that the role that stresses you more is the role you take more seriously. As evidenced by terumisan, he doesn't care how he plays as survivor, so it's the easier role for him.
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@Spicybarbecue said:
punish survivors for tunnelling gens.
they wont though too terrified of survivor mains to actually balance this game.
You do realize that survivors have already been punished for tunneling gens. Multiple times.
- nerfed BNP
- Leader nerf and resulting gentime nerf
- Killers given the super perk Discordance
- Thanatophobia, PGTW and Dying Light buffs
- Freddy chains and jump rope
That's just off the top of my head. So spare me the ridiculous killer melodrama rhetoric.
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@Frosty said:
Now, I see so many threads about how tunneling and camping are just the worst, and that the devs need to do something, as if they haven't already.
Every time the killer is portrayed as the bad guy, like all they had to do was choose to go after person 2 and life would be fair and balanced. If they choose not to they should be met with the wrath of the entity or some mega perk.
What if, we punished the survivors who created these situations? Most of the time someone gets intentionally "tunneled" it's because of careless and blatantly dangerous rescues. If the killer is really under pressure at this point, chances are they are going for the injured and at least hooked once player VS a full health 0 hook survivor.
Kill tunneling at the source. Poor rescues.
A few things.
First, survivors have already been punished for unsafe rescues. And not just once or twice.
WGLF was nerfed so you don't get stacks for unsafe unhook.
The emblem system also heavily docks you for unsafe unhook, so you can actually receive zero points for altruism if your team as a whole (and not even you singly) has more unsafe unhooks than you have unhooks. You will even lose points even if you played perfectly, if there's some potato on your team who's trigger happy.
Not punishing enough? To rub salt In the wound you get less blood points in the scoring system as well for unsafe unhooks.
So let's not pretend that survivors aren't being punished for unsafe unhooks. Survivors have been nerfed quite a few times for it.
Second, if yiu really want to get to the root of tunneling, you know what causes tunneling in unsafe unhook? Yes that's right. It's the other part of dynamic duo: Killer Camping.
Killers make the choice to camp hooks, that's why tunneling happens.
So if you want to get to the source, survivors aren't exactly the only ones to blame. Maybe if the devs punished killers harder for camping something might happen.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/783014#Comment_783014
These are the kind of people that the devs listened to when they nerfed nurse. Survivor mains that don't play killer at high ranks.
Insinuating that I asked for Nurse nerfs... Which I didn't.
You can even check my post history.
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@Onyx_Blue said:
Soooo, your idea to discourage a strategy that killers feel they need to do to pip is to do the same thing that survivors do already...make no attempt to pick up the survivor on the floor and wait for hatch...great idea. Survivors actually moan about a killer wanting to kill all 4 survivors, it's almost like survivors are entitled or something 🤔 I do not care if a killer wants to slug to get a 4k vs me, because I actively try to do gens and pick my teammate up so we can both escape. How about doing that too? Actually make the killer work the extra 2mins of the match to finish us off. It isn't mind-numbingly dull for both sides and there is a bigger chance of survival than just waiting for hatch or exit gate camping and praying. If the killer has killed 2 survivors and has the 3rd at his mercy, he has every right to do whatever strategy he wants to secure a 4k. It's the survivors job to outplay him and out strategise him to escape. Wasting everyone's time is a very simple and boring attitude to have
What nonsense is this? It doesn't sound like a survivor who knows what he's doing.
If you're down to 2 survivors and the third is down and there's more than one gen left, there is like 1% chance both of you making it out by finishing the gens and exiting through the gates.
At this point in the game the only chance either of the two survivors has is to get out through the hatch. If 3 gens have been completed, the 4th man still has a decent of getting out if he can locate the hatch before the 3rd guy dies.
The only way the both of you are making it out is if you have a key. Otherwise the killer is going to get at least one of you.
The bigger chance of survival is letting the third die and going for the hatch. Trying to get both of you to make it out is like finding a needle in a haystack at that point.
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"B: listen bud, I have enough experience on Nurse and played her since she came out. It's just simply that survivors with the same amount of experience know the counters know to genrush. Also, I never said she isn't the best. All I said is that compared to what a swf group can pull out she doesn't look as strong anymore. I have no problem to kick some butts of random solos or casual SWFs. It's about the sweaty swf groups with multiple thousands of hours bringing the strongest stuff into the game."And like I said. Just because you're bad at Nurse, doesn't mean she isn't strong enough to deal with the sweatiest SWF. She is. My proof. The streamers who do it over and over live. Like that long hair beard guy who looks like a hippy. I've seen him crush sweaty SWF with all manner of toolkits and instaheals.
Nurse is more than powerful enough to deal with any SWF group. Of course in the end a hefty dose of luck is part of any match. But there is more than enough room for her to beat any group.
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@Psychopathy said:
I agree with almost all of the advice, except...
- Only heal if you really need to. Especially against stealth killers, because they can get the jump on you for an easy down. However, against killers with Sloppy Butcher, Legion, or any instant-down Killers healing is less worth it than doing generators.
I can understand why you wouldn't want to, but I'd personally heal whenever I could, as long as it's a safe heal. In the event that you want to survive, heal when you can, if it's safe.
There are times when you shouldn't heal, usually when you need to finish a gen quickly or you need to do a save to prevent a teammate from dying.
Too many survivors are too afraid to go for an unhook when they are injured and instead of doing the right play which is to go for a safe unhook, they hide in a corner on the other side of the map and start self-caring. Way to hand the game to the killer.
So many survivors are so paralyzed by fear when they are injured that they miss obvious opportunities to do a safe unhook (like when the Obsession is being chased).
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/783068#Comment_783068
I horde flashlights until prestige Bc I never use them, then start dumping them in chests in game Bc like maybe someone else will use it?
I do this too when I run Santa Claus builds. I usually start the gme with a flashlight then dump it at a gen or in a pathway people are likely to pass over.
I kind of learn to play like Trapper hahah.
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Average survivor game will get around 12k BP. A bad game will have less than 10k. A good game with an escape will be 18k to around 24k or so.
With WGLF survivor will usually get 2-3 stacks in a regular game. Getting 4 stacks is very rare and difficult unless you are forcing it and not playing optimally (and basically screwing your team to lose), so on an average game you'll get around 18k with WGLF.
Killers will easily make 18k without an offering. They only usually do less than 18k if they got stomped, which is not that common. Killers will still usually manage a kill or two even if they are kind of losing.
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@MemberBerry said:
https://forum.deadbydaylight.com/en/discussion/comment/782724#Comment_782724
I don't get the point of you pathetically and unironically trying to justify horrible human behavior. Maybe it's because you're the one to do it all the time and your happiness will get severely hurt if something like that is punished/removed.
Nobody is justifying bad human behavior. Except you actually.
Neither I, Arslaan nor anyone else here is saying it's okay. I even suggest a fix to limit the click spam. Nothing wrong with that.
What I and many others here don't condone is the excessive whining over something so small and insignificant as clicks. It is seriously not anything to get upset over, and it is bad human behavior to get so triggered over it. It's immature and childish, even moreso than the actual flashlight clicking.
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I'm just saving them, period. Or more like hoarding them. I have like 70 of these cakes total among all my survivors.
Hope your tests go okay, nothing too serious I hope. Surgery is no joke.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/779600#Comment_779600
Small correction. Nurse blink spam is not something you can do by yourself. It just happens, and it really screws over your blinks.
Ah, I always thought Nurses were doing it on purpose as some kind of style thing. Didn't have a problem with it, actually it was amusing to listen to.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/779596#Comment_779596
Not gonna lie, I'm glad you can't. No offense of course, but your views are often rather extreme. I think it wouldn't go well for any ONE person to be in control like that anyway though.
Hey, I just call it as I see it! What can I say, I'm ahead of the times!
