MrPeterPFL
MrPeterPFL
About
- Username
- MrPeterPFL
- Joined
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Comments
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Killers can’t accept that they lost to a better player :/
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You need to change your game style, getting 14k for a 4 man is embarrassing.
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🥤👀🍿
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No idea what you guys are talking about, on the Xbox the waiting time is 2-5 minutes
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1027330#Comment_1027330
I dunno, maybe if they can find some way to make these perks worth using by themselves (IMO, currently only Pop is worth it as a standalone perk), it might be worth the trade-off of making them anti-synergistic with each other.
Honestly I don’t know how they’re going to do it :/
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So the question was “Will other slow down perks see change as well?”
He responded roughly “If you have a build full of slow down perks the game will become stale as survivors will be holding m1 for a really long time, imagine having Old Ruin, Dying Light, Thana & Pop together, gen progression will be painfully slow. Over time they want to make these perks less “obnoxious” TOGETHER, but still make each individual perk great”
To clarify, they never said they wanted to nerf slow down perks, they don’t want each slow perk to synergize together, that’s why Ruin no longer works with Pop etc.
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I believe those actions give you extra blood points but not exp
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@illusion said:
I'm confused. Is there something in the rift that rewards killers from hiding for an entire match? if so, that's pretty stupid.
You don’t get additional exp for longer games, hence why this bloke is thinking of afk farming.
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@DragonOfPain said:
https://forum.deadbydaylight.com/en/discussion/comment/1023575#Comment_1023575
Mostly they have 3 toolboxes.. As I said, Recently while playing killer, there are more survivors now using toolboxes.. In fact 2 of the 3 Toolboxes has even Brand New Parts with it.. That's the reason why Gens pops up so fast... And its probably the worst when you've been sent on big ass map like cornfields, because before you even find your first survivor.. 2-3 Gens are already done.. It's insane..
I’ve never experience 3 gens popping off in a minute, that’s why I find it unusual, usually it’s either 1 or 2 but never 3 in my eyes.
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The question is did this team have 4 man tool box? @DragonOfPain
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Not that op tbh, at the end of the day he’s still slow, big maps will hurt him
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@DragonOfPain said:
https://forum.deadbydaylight.com/en/discussion/comment/1023442#Comment_1023442
It is possible with toolboxes.. And recently there's a spike of survivors on the red ranks who bring toolboxes.. That's the reason why Gens are popping left and right in the red ranks in the 1st minute, while you're looking for your 1st survivor to hit. Its frustrating.. I haven't played Survivor since the nerf ruin, but by just observing the gens popping left and right as a killer, It would never give me a challenge as a survivor unlike old ruin where I need to look for the hex totem before I start the Gens..
It’s not possible, please show me the Math on how that is possible
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Its not possible for 3 gens to pop off in a minute. 2? possibly, but not 3
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That’s why people complain about Ebony Mori, you get downed, get tunnelled and you’re out of the game in about 2 minutes 👎I enjoy watching mori’s though, kinda wish they only activate on the survivor’s last hook. For Killers, add extra points when you mori survivors which goes towards your sacrifice category.
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Lol
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I feel sick when she fatigues, Legion is an exception as he fatigues once in a while but Nurse is constant!
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Ok bye 👋
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Could you write a bug report?
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I’m guessing the devs want to change Ruin to see what killer struggle the most without it as games with Ruin are not reliable data. This could lead to potential buffs for Killers in the future, how long? No idea, Killers may suffer a few months before the devs can gather a good amount data and start buffing weak killers. It would be nice if they could be transparent with us, maybe the stream could explain everything (Wishful thinking).
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Thank goodness I don’t have to deal with post chat on the Xbox
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@ClickyClicky said:
and this is exactly why I'm not bothered about the Ruin nerf. This was common for me when I played killer.
In terms of fairness, as least GF had 2 survivors exposed in the same time. That could have been a HUGE start.
Definitely had potential, quite impressive that he stalked 2 people that early in the game
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I enjoy the map a lot, honestly my favourite map so far. If I had to change something it would be the stupid pallet upstairs in that tiny room >.>
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@lunaticlifter said:
@MrPeterPFL the thing is that you can play like that against survivors who group up.. if they split up and rush gens you're probably gonna lose.. against good teams, that's why i'm making so many threads complaining about a core issue
I can’t explain it but the way I play it works for me. For me changing Ruin is a good idea, but what they changed it to isn’t that great.
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@lunaticlifter said:
@MrPeterPFL depends on the killer you are playing and survivors you are facing.. playing without ruin requires a lot of slugging.. but hello unbreakable
Kind of, I personally don’t see the problem with slugging. I’ve recently been running Dying Light as a replacement and that actively makes me hook as many survivors as possible :D
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/992132#Comment_992132
I'm not about to throw the idea of him seeing gen rushers out the window just yet either though. With how public the best builds, and guides on how to play have gotten. The most recent map developments that have happened. It's a lot easier and safer to gen rush now than when I was a rank 17 killer. Even my friends i'm getting into the game for the first time I have taught how to gen rush and they are only rank 18-15 so far.
It's absolutely true, ranking needs to be re balanced.
Oh looool I 100% agree on ranking system needs looking into, I just forgot to mention it xD
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I wouldn’t know anything about FPS drop as I have an Xbox X BUT with Ruin I disagree as I’ve been playing a lot better without Ruin.
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You’re complaining about gen rushing in Rank 17... I haven’t seen gen rushing in Green & Yellow ranks at all, I just went through Green and Yellow ranks and honestly the skill cap is very minor. There are a variety of slow down perks like Ruin, Pop goes the weasel, Thanatophobia, Dying Light, Thrilling Tremors etc.
If you are new to dbd I highly recommend watching streamers like Otzd, Tru3, Fungoose etc. You could learn a lot by just watching them play.
Don’t join the killer bandwagon and complain about everything in the forums, learn, adapt and kill.
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I understand they don’t want killers to run Ruin all the time and want them to mix up their builds but the reason why killers run Ruin is to slow down the game to create momentum. Trying to be positive, this could show the true stats of particular killers and could buff those killers in the future.
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I would love to hear your idea
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I understand you dislike gen rushing and want another objective for survivors to do but have you ever thought if a killer decides to face camp? The survivors will have to find a wrench and gen rush. I can extend this by saying what if the killer is face camping with ruin? The survivors will have to find a wrench, find ruin and do gens. What if the killer is face camping and has ruin & noed? The survivor will have to find a wrench, find ruin, cleanse totems and do gens before the killer face camps everyone. Now imagine this on a bigger map, I don’t see the point on extending the game, it’s going to buff face camping.
The problem isn’t gens are fast, the problem is that some killers cannot apply enough pressure because they don’t have the ability to shorten chases. They need to buff weak killers and rework big maps, Behaviour knows this as their roadmap consist on reworking killers and reworking maps. Plus their recent killers all have the ability to either shorten a chase or pressure gens E.G. Freddy’s Teleport, Snares & Fake Pallets, Demo Leap and Portals, Oni Demon Dash.
Just give behaviour time, they have a lot on their plate like balancing, bug fixes, future ideas whilst keeping the game fresh like creating new killers, survivors, maps, cosmetics, dealing with license killers etc.
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They could just rework hex totems and totems all together
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If you look at the roadmap their next objective is “Map Rework”
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/838125#Comment_838125
I play both sides and I'm saying that a good 60% of the roster of killers need some sort of buff. And rather than simply JUST nerfing stronger things, we should buff the weaker parts.
It is BECAUSE I play both sides that I can come out and say what I do. I'm not saying that I personally get prosecuted, but everyone on these forums persecute each other.
Hold your horses love, on the road-map they're looking into Doctor (which is most likely a buff) + they're reworking some maps too. I rather them rework the maps first then buff Killers, Totems/ Ruin may last longer and some Killers may perform better with the new maps.
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@HellCatJane said:
https://forum.deadbydaylight.com/en/discussion/comment/834132#Comment_834132
Personally. I think disconnect should be punished, in some form(s).
And there will always be ways around "disconnecting", for reasons like you said. But why make it easier with having the "leave" button there? To further add to disconnecting reasons, in real life emergency or something came up etc. Things happen. But it effects others regardless, and that needs to be addressed from the dev's.
There are several solutions that I can think of. Copying from IDV, a moral system. Also, having rank rewards implemented (which they claimed are "in the works") that will punish those who leave or ditch games, but not too harsh if it was a true disconnect (like loss of connection etc). Handing out timeouts, which can grow exponentially etc. Something that builds up over time, but also allowing people to "earn" points back.
Also, allowing people that are actually playing the game to not be hindered by those who choose not to play. Like more safety pips-- (Frankly, I think the system needs to be reworked). Like I personally hate this emblem system. To me it does not determine someone's actual skill level in game. And this is how people that are red rank players end up in green ranks and so forth.
Once they actually implement rank rewards, I don't think de-ranking will be as prevalent. But match-making needs to also be addressed (the dev's constantly change how match-making works behind the scenes and don't tell us). That only just makes it hard on players to realize what is actually going on or wrong with the game, some feel they can only get matches in a certain rank because of this. -- And if its a matter of too many people on one side playing and matchmaking is slower, a game like IDV actually tells and communicates that to the player, and suggests changing sides. Just a thought. Communicating with the player base letting them know of in progress changes and what not.... can actually be beneficial.. Just saying.
Random thought... lore wise.. the entity doesn't actually want to kill people??? I didn't know that.
lust in anticipation of the sacrifice, a bizarre ritual through which The Entity extracts its sustenance
Like the current emblem system just doesn't fit in.... in my opinion.
Anyways, currently if anyone leaves, you are out of luck as killer to rank up, period. Doesn't matter how well you play or your skill level. The only thing that matters is someone rage quitting or not, that to me is not a true test of YOUR personal skill level. It just isn't.
I just find it distasteful to implement game mechanics and turn around saying, "Oh we will ban if you use that feature.." (And not even being all that forthcoming about it either) Instead of just, Oh.. I don't know..., fixing that feature. *shrug*
Moral system wouldn't work unfortunately, sadly majority of survivors are "toxic" so I can imagine them disliking every killer they "lost" to. Rank rewards may work, I think that's on their road-map, we'll see. Some players prefer de-ranking because they rather match up with easier players than high rank players.
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@HellCatJane said:
Instead of just wanting to grab pitchforks and ban people for disconnecting. Perhaps the dev's can simply take away the leave button?
Thinks
I mean seriously. I don't understand how people are okay with having things actually implemented into the game... game mechanics... that if you do them, allows you to just be banned or instant-banned...And sometimes you don't even know it's bannable offense! Does that make sense to anyone? Because that happens quite a bit with this game... People are//have been getting banned for using in game mechanics... eh..
I don't get it. Let's say the dev's actually decide to start banning disconnects... you hit leave. Boom you are banned. You do it however many times and it's permanent... Why hit leave? Why even have the leave option? It makes no sense to me at all. You are essentially just banning your own self.
I really think taking away all bannable offenses would be the best idea. One, no one gets banned. Two, people can't do bannable stuff! (at least not as easily and things could be implemented to reduce negative effects of such things).
Yay!..?
Ex: Why are people upset with disconnecting? Because it effects teammates negatively with 3v1 (2v1 etc) -- To make matters further worse, you get a game like that and guess what? You are stuck back waiting in another lobby for who knows how long in order to actually try to play and enjoy the game. It also messes with emblems and ranking, especially for killers etc. All that could be addressed... But instead it gets ignored. And what is more important to implement? Micro-transactions.... Maybe in a few more years, it will be properly addressed. *shrug*
People want some kind of punishment for people who dc, and I do get it, it affects teammates and the killer but there are so many issues with banning people. The option to suicide on hook is an alternative option of DC'ing. Having the "Leave" button removed won't do anything, they can simply close the game, boot up the game and then search a game. The best solution is to not "Ban" the DC player (of course the DC player will lose rank progression) but to reward the remaining players by giving more bps.
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@Rex_Huin said:
https://forum.deadbydaylight.com/en/discussion/comment/832428#Comment_832428
Thanks for this!
I have never blinded a killer (ever). Can tell this one will be my downfall...
It notifies you when you blind the killer, best time to do it is when the killer is breaking a pallet. Hope this helps!
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He said “Your blood is Yamaoka’s.”
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He said “Your blood is Yamaoka’s.”
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Could be Yamaoka Estate map rework
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The scene is from the Spirit reveal trailer, possibly Yamaoka Estate map rework?
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I'm a Survivor main and I've experience tunnelling and camping before, it's not fun at all. I now play both Survivor and Killer, and as Killer I play as fair as possible. I have a set of rules: I don't tunnel, I don't use noed, I don't punish the hooked survivor, I don't camp etc. No matter how fair I play I will always get hate mail e.g. "Camper" "Cheater!?" "Hacker" "Reported!" I honestly feel embarrass to be a survivor main, can't people accept that there are people out there who are better than you at this game?
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Everyone has a killer they dislike, for example I personally hate playing against Trapper, he's such a simple killer but I can't deal with his traps xD
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There's a YouTuber named Fungoose and he literally keeps saying Thrilling Tremors is one of his favourite perks and it works extremely well with Pop. What you said is almost identical to what he said, thought you've been watching his videos.
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Fungoose?
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There are no rules at red ranks, do anything you can to win.
BUT! To answer your question it's both Killer and Teammate fault. The Killer has the power to punish the teammate instead of the hooked survivor.The Teammate is pure greedy and couldn't careless if you survive or not.
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@AshleyWB said:
It's not the soundtrack in the game files though. It's a similar sound but surely if it was the actual Nun license then BHVR would avoid the obvious leaks from happening.
I suggested a mummy/Anubis chapter but I hope I'm wrong because they deserve a map. The Nun might be ok as a standalone killer.
Nothing is concrete... except concrete.
I would love to explore a tomb, it could have environment interactions O:
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From survivor to survivor, the game will always change, we are SURVIVORS we change, we adapt, we survive.