Mr_K
Mr_K
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- Mr_K
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Comments
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There should be a scrolling message: ! DANGER ! DANGER ! with red flashing lights.
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@[Deleted User] said:
throw slow bottle in front of survivor throw fast bottle in front of me me run faster survivor forced pallet drop survivor get hit repeat
Would be a great idea if it wasn't for the activation delay.
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Devs are fine with it because no one complains about her anymore.
Nurse mains don't count.
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Ruin is nothing.
Gen time without Ruin: 80s
Gen time with Ruin: 80s
I find it hard to believe that survivors run around like headless chickens while the killer is in a chase with another survivor. But you know what solo queue be like that sometimes.
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@MadLordJack said:
What're you on about? Are you holding up the times that Undying is cleansed first in the current meta and pretending that that's what happens every time someone cleanses a totem right now? Because that's not true or Ruin/Undying wouldn't be so oppressive.
New Undying duplicates a totem. Run Undying/Devour Hope and you basically have 2 perk slots dedicated to Devour Hope, and 2 Devour Hope totems that the survivors have to cleanse, but also you have random aura reading on dull totems. That is the purpose of new Undying: Duplicating a single totem.
https://forum.deadbydaylight.com/en/discussion/comment/1863316#Comment_1863316
And if you only run Undying then that's 4 potential loops that have wallhacks. Or, you know, none, but I feel like most of us have felt the power trip of Undying totems in loops.
I find the whole Ruin/Undying to be silly at best and no I don't play with either of them. Ruin is shell of it's former self and current Undying can stand on it's own as an aura reading perk. The fact that survivors are even bothering cleansing Ruin shocks me.
I digress, the post isn't about how the perk is now to the way it will be or whether or not it should be changed. Its about the way it was portrayed as a compromised change.
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It sounds like you already had the perk unlocked from a previous shrine.
Character select -> press right D-pad -> scroll to Jane. Is Head On checked or locked?
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@Zeus said:
Why not just give the same skillchecks from pyramid head's cages. It also stops people from killing themselves on 2nd stage on command.
I see pyramid's cage mechanic becoming the norm someday. The constant cries about camping will more than likely result in it.
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While I understand the frustration, realize there is a timer counting down once the exit gates are opened. This wasn't always there and the game could of lasted for hours if the survivors wanted to hide somewhere. If you don't want to see them teabagging you at the gate go break some pallets, close the hatch, and wait out the timer.
Also survivors will sometimes give the killer a final hit for BP. Its not all about poking fun at you. (Not the ones teabagging you, they are just being #########.)
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@Zeus said:
If you use an hex perk and undying, then it's essentially two hex totems for your hex perk.
Yes that is clear. The issue is how the changes were portrayed as if there was a tradeoff from losing multiple Hex reappearance.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1863089#Comment_1863089
Actually that’s incorrect.
A 10% increase of survivor movement speed takes them from 4m per second to 4.4m per second, but a 10% increase of Clown’s movement speed jumps from 4.6m per second to 5.06m per second.
So Clown goes from being 0.6m a second faster to 0.66m a second faster. It’s only a minor difference, but Clown will nevertheless be slightly faster than usual to the survivor if both are affected by Antidote.
When the Devs talk percentages of movement speed, it's typically based around 4 m/s being 100% speed.
So survivors would become 110% speed, 4.4 m/s (Huntress, Hag)
Normal speed killers (115%) would become 125% speed, 5 m/s.
This would be an additive effect instead of a multiplier effect. Like how PWYF adds 5% speed, you get 120% (4.8 m/s) instead of 120.75% (4.83 m/s).
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@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/1862985#Comment_1862985
The Twins did.
Your point?
Because its a detriment to survivors.
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Time for another 3 months
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@Snow_Lep said:
Easiest way I can describe this:
You bring Devour Hope, and Undying; Devour Hope is Totem A and Undying is Totem B, this is the way the CODE SAYS SO TO MAKE IT WORK.
With these changes;
If Totem A is cleansed FIRST, Devour Hope becomes transferred to Totem B and keeps its stacks. Devour Hope now takes the place of Totem B inside the code to make it work as a hex perk.
But if Totem B is cleansed first, it will deactivate Undying, as the code now says that the "transfer" is complete, and the perk retains its stacks.
Probably not the exact way it is wrote into the code, but the easiest way I could describe the process in words.
In code you may very well be correct. (Which may cause unintended behavior with future or existing Hex perks ) The point I'm trying to get across is that it doesn't matter if all Hex totems are Undying or Undying swaps places with another when cleansed. The outcome is the same.
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You could say the survivor really cleansed the Hex Devour Hope first and it transferred. But isn't that the same thing as saying they really cleansed Hex Undying? Smoke and Mirrors. Not like you could tell the difference in game.
Like I said, Smoke and mirrors.
The only chance of it not being smoke and mirrors is if the first Hex happens to be Haunted Grounds and Haunted Grounds activates. Which in my opinion, will not happen.
Why? Because Haunted Grounds is two totems. If Hex Undying takes the hit from breaking Haunted Grounds. Then Haunted Grounds can activate twice in one match. I don't believe that would be the direction the Devs would want to take.
edit: another note, When Haunted Grounds is broken the other Hex totem is deactivated. If Undying takes its place then one of three things would happen.
- Haunted Grounds activates, second Hex totem disappears, Undying and Haunted switch spots. Either a new second totem appears or Haunted remains a solo Hex totem.
- Haunted Grounds activates, second Hex does not disappear, Undying and Haunted switch spots.
- Haunted Grounds does not activate, Undying switches spots with Haunted.
My money is on option 3.
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@bugreportm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1862987#Comment_1862987
I do know what im asking though? i'd like to understand it if i don't
It was a jab at Burrito. 😁
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@yobuddd said:
Imagine if you had pwyf along with high bloodlust when you get your tonic boost. Curious if that’ll stack. Might be why they wanted to test removing bloodlust to begin with, knowing their plans for clown.
I think that will be the case. I don't see the tonic stacking but I do see it stacking with other speed modifiers. At least during the PTB.
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The main issue the Devs are making with the MMR system is separate rankings per killer.
I can play one killer only, never touching another, play for thousands of hours, and one day try playing Wraith and get a set of survivors who will uninstall after the match.
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@bugreportm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1862973#Comment_1862973
Well explain it all indepth then.
You do not know to what you are asking.
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If it did it would never go live.
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Remove one tier of perks.
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@chieften333 said:
Honestly they need to fix aim dressing.
Survivors who are familiar with how it works can use the system to end your lunge prematurely. When otherwise you would have gotten the hit.
Other times it'll pull you towards an object the survivor is next to, instead of where they actually are.
Certainly. If the system determines a hit occurred then it should.
If an object is between the killer and survivor either:
A: go through the object
B: don't dress the animation
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It's called, the killer grabbing your injured butt.
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I agree.
Lets remove both SWF and solo survivors.
Finally the Killers can play without those damn survivors making a racket fixing and blowing up generators!
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@chieften333 said:
I'm hoping it means that you can still accumulate tokens, that definitely seems to be what they're implying.
Of course you can. Just like the survivor never cleansed it.
In the end, it was Hex Undying that got cleansed. 😉
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Making me defend DS.🤮
Look, DS was changed. It was, on release, a broken perk that rewarded survivors for losing chases. No counter, hook pressure. That was old old DS.
Devs then did what Devs do, bandaid it. They made it so only the obsession could instantly use it. All others have to wiggle a bit to activate it. (Sound familiar to a recent perk?) Killers tried to counter this by "juggling" which the Devs decied to "fix" by increasing the wiggle penalty in dropping survivors. This ofc caused issues with legit dropping survivors due to body blocks.
Finally after years of BS the Devs finally changed it to the way it is now. A perk only active AFTER a killer gets their deserved hook.
I'll take the current DS over the old DS anyday. It's like survivors complaining about new ruin over the old ruin. 😒
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The Nurse's post-blink lunge is the same as her non-blinking lunge. This was changed a long time ago to be more inline with other killers lunge speed curve. It would make sense for the perk to affect it. But it may not be intended by the Devs in the long run. I expect the Nurse's lunge to break if the Dev's decide it was not intended and try to "fix" it.
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@Pepsidot said:
Could probably add more. But I've respected most of these guys since the steam forum days... although they probably don't recognize me - partly because I am not that active on the forum's anymore and I changed my alias from 'Lemons' a few years ago.
They make good arguments, are interesting folks and often align with my opinion in many topics so I don't even bother commenting myself sometimes!
I remember you. 😁
I'm just not around much anymore.
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Better question, who would you throw off the balancing team?
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Haven't played since January.
Having a strong feeling to play on the 31st.
Having a strong feeling to slug.
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Going to leave this here
Patch 2.3.0 - 16 October 2018
AUDIO ADJUSTMENTS:
The Spirit's phasing audio has been adjusted: Survivors within the Spirit Husk's terror radius will not hear the phasing sound. Survivors outside the Spirit Husk's terror radius can hear the Spirit's phasing sound, but will not be able to determine its direction. Survivors will no longer be able to hear the Spirit's breathing while she is phasing.
Patches are Updates to Dead by Daylight . The following is a list of all the Patches that have been released for the Game since its release. The release dates are from the PC version only. 1 List of Patches 1.1 Patch 1.0.1 - 17 June 2016 1.1.1 Patch 1.0.1a - 22 June 2016 1.2 Patch 1.0.2 - 29 June 2016 1.2.1 Patch 1.0.2a - 30 June 2016 1.2.2 Patch 1.0.2b - 30 June 2016 1.2.3 Patch 1.0.2c - 30 June 2016 1.2.4 Patch 1.0.2d - 30 June 2016 1.3 Patch 1.0.3 - 11 July 2016 1.3.1 Patch 1.0.3a - 14 July 2 -
@Bigun said:
https://forum.deadbydaylight.com/en/discussion/comment/1686787#Comment_1686787
lol!
Fine, want something topical to your derailed topic, here ya go.
Nurses are one of the hardest killers to play, I bought her, immediately regretted the purchase. Every skilled Nurse I have played was an absolute ######### to attempt to survive, died nearly everytime - I'm insanely jealous of their skill to be able to use the blink ability, I can't do it.
My two cents: If you master her, you'll easily coast from hook to hook from what I've seen. I only wish I could figure out the timing.
Revert the slight changes though. 😘
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@memiieko said:
https://forum.deadbydaylight.com/en/discussion/comment/1169348#Comment_1169348
Ah I see, I guess me being rewarded for my skill wasn't enough and was clearly unfair for survivors
Now you get it.
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No fun allowed
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Never look back
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Either
a) Remove the blink recharge cool down.
b) Cool down only applies to blink attacks.
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Sure it's just an oversight to the new mechanic.
Report it in the bug section and it will be fixed within a week.
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They want to interact with survivors.
Rank doesn't matter.
Ranking up only makes playing more frustrating.
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SWF is not a problem and statistics show little advantage.
We are working on closing the gap between solo and SWF.
🙉🙈🙊
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Never look back
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1167081#Comment_1167081
I mean if someone posted a compilation of 100 games where that happened youd want to see all 100 games fully which would be kinda asking for the impossible. (Just saying this happens a lot more then you think especially if its like a slower killer like clown on a giant map) also its hard because of the matchmaker also being a #########.
There are at least 300 videos that many just dismiss.
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Nah, the killer must of been bad.
😉
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Grass is always greener.
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Deathslinger flick back when?
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If by fixed you mean working as intended then she's already fixed.
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Welcome to the player base
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One is a killer perk and the other a survivor perk.
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Time to nerf Freddy, killers are playing him too much.
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Nothing wrong with 99ing exit gates.

