NMCKE
NMCKE
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- NMCKE
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/721448#Comment_721448
I know I have a long week ahead of me so probably the weekend.
Yeah, I understand how people have an issue with those items. I just don't because it never gets to the point of using them against me.
Yeah, I hardly face an insta-heals and mori are more common than insta-heals, but not enough to bother me personally. :)
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@StupidPallets said:
Much like a Presidential approval rating, a BHVR approval rating will take into account how you approve of how the Development team is doing at the current time of your voting.
Constructive criticism always appreciated by Dev's, I'm sure of it. 👍
I know some people think the developers are doing terrible because of the amount of bugs and balance problems.
However, when you look at them in a different light, you see how much they bust their butts for us to provide a great game! :D
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/721432#Comment_721432
I honestly don't have a problem with either.
Me too, but I feel like they are too game changing for the lack of skill input to activate them. :(
Btw, off-topic, I'm going to try and spend some quality time with you soonTM. 😊
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@Mc_Harty said:
Devs stated that they'll look at cannibal and billy add-ons.
Truth, and he IS suffering more than Legion. :)
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@GrootDude said:
I personally love The Game.
I love the game as both a survivor and killer, it's so unique in my opinion! :D
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I feel like polls should be allowed in all categories as long as they are related to their sub form. :)
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@Awakey said:
Neither. Bug fixes.
Both sides need buffs and nerfs, but I think mori and instead heals need massive changes. :)
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There's OP stuff in both sides, so that basically levels out everything in my opinion. :)
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Wowee, y'all listened, thank you very much! ❤
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I'm a stealthy David Tapp :^)
Then I'm a cute, but deadly Nurse! >:D
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/720288#Comment_720288
I know. What's the point of making a useless joke
To bring the community together. :)
This made my day to be honest! 😊
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@Fl4k said:
https://forum.deadbydaylight.com/en/discussion/comment/714546#Comment_714546
Iridescent huntress wasnt ignored it was nerfed it used to be 3 hatchets over 1 maybe do some research before you post
Infantry Belt says hello! :D
Anyways, Iridescent Hatchets should be a "One in the Chamber" type of add-on where if you miss, you will need to restock, but if you don't miss, you don't have to refill. That's my idea. :)
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I think it should be "Complete a heal action" instead of "heal a survivor the equivalent of one health state" :)
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@Regionlock said:
https://forum.deadbydaylight.com/en/discussion/91209/double-bp-survivor-vs-killer
NAH,NAH!!! forget you silly survivor main. This is called DEAD BY DAYLIGHT! You will not live forever, and the lucky one of you who gets that unhook will meet MAKE YOUR CHOICE, and be next on the hook. I'll make sure of it because I hate survivors and all they stand for. They are all toxic and you can't change my mind that the game is made for you and all your survivor friends.
I'll see you in matchmaking, bye.
This is unnecessary and uncalled for.
OP was just saying killers get more BP than survivors because survivors hardly get everything, especially when WGLF requires you to be altruistic. Not everyone can be altruistic, sometimes you're the teams gen-jockey or runner. Getting a combination of 4 unhooks and protection hits is absurd because you're talking about getting 4 unhooks when survivors only have 8 hooks before they start getting sacrificed.
Protection hits aren't any better, there's a reason why Mettle of Man is near impossible to activate.
I remember someone saying you should get a token after cleansing a totem, completing a generator, safely unhooking survivor, and healing a survivor FOR THE FIRST TIME. :)
This would help, and I can say this, I never seen a survivor get the sum of 32K from all categories Bloodpoints in my 1000+ hours, so this should definitely say something.
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@Dreamnomad said:
I'm not seeing many people answer the second half of my question. Let's say hypothetically that they introduced the following system:
Seasons last 2 months
Reward structure at end of each season for highest rank achieved-
Rank 20- no reward
Rank 19- 50 shards
Rank 18- 100 shards
Rank 17- 150 shards
Rank 16- 200 shards
Rank 15- 250 shards
Rank 14- 300 shards
Rank 13- 400 shards
Rank 12- 500 shards
Rank 11- 750 shards
Rank 10- 1000 shards
Rank 9- 1250 shards
Rank 8- 1500 shards
Rank 7- 2000 shards
Rank 6- 2500 shards
Rank 5- 3000 shards
Rank 4- 4000 shards
Rank 3- 5000 shards
Rank 2- 6000 shards
Rank 1- 7000 shards
If such a system was introduced, would that change your answer?
What if achieving Rank 1 also offered a unique skin that was only unlockable through this system?
Technically speaking, by making the game more difficult for both survivors and killers, you're making it harder to pip. :)
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I want the game to be hard for survivors, but a fun, challenging type of hard.
I don't want:
"GG, it's a Omegablink Nurse."
"Iridescent hatchet Huntress, darn."
I want:
Second objectives
More intense moments
Counterplay to see who is more skilled
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/717023#Comment_717023
I don’t think it is majorly overkill, it isn’t much different than inner being paired with DS.
Like, DS does everything Second Wind does but better.
Second Wind heals you after you get unhooked, and if the killer tunnels, they will waste a lot of time.
Decisive Strike heals you to the injured state (when you wiggle free, you automatically enter the injured state from the dying state). The stun is like a cherry on top, and all you have to do is get downed within 40/50/60 seconds.
If Second Wind gave you the Endurance status effect for the time it takes to heal you while removing the healing part, then it would be pretty solid anti-tunnel perk. :)
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@DocOctober said:
Inner Strength is much better IMO. Easier to activate.
I have to strongly agree, Inner Strength is really good. Think of it as a pocket heal. :)
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/717016#Comment_717016
Why not both? :)
https://forum.deadbydaylight.com/en/discussion/comment/717009#Comment_717009
People usually let me heal them.
I don't know, it seems kinda overkill in my opinion. :(
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@GrootDude said:
This perk is really good imo, don’t know why everyone hates this perk. Being able to do a gen and get healed at the same time is really great imo.
(Also surprised that I haven’t seen a four man camaderie swf)
Why use Second Wind when DS provides the same thing but better and without a tough condition? :)
That's my thoughts personally.
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@Mochan said:
Been sitting in killer queue for like 10 minutes now. Enough of this. Back to Survivor! Come on Rin, we have a hot date ahead of us that involves a lot of my bodily fluids...
BBQ > WGLF and Killer > Survivor in terms of what is more consistent at getting BP.
If you want to solve this problem, remove the 8K Bloodpoint Cap in each category, and keep the original 32K Bloodpoint Cap. Buff WGLF, make it easier to gain tokens and buff the perk by combining it with We'll Make It. :)
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/715430#Comment_715430
I doubt that that would actually be implemented.
Duplicate, ignore!
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@DocOctober said:
So if someone has Mettle of Man and Borrowed Time, rescues a Survivor during the Endgame Collapse, there is absolutely nothing the Killer could do to stop either of them leaving the trial, since they are both protected by an extra hit. Sounds totally fair and reasonable, since we all know that Killers facing situations in which they are completely stripped of any power is fine.
Just make the perk deactivate when the last generator is completed, and the same thing for DS because once the generators are done, at that point, you need to start getting sacrifices. :)
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@FireHazard said:
I'm surprised @GrootDude @NMCKE and @Boss haven't seen my meme yet :(
Lol, I guess the Nea was ready to win 😂
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714908#Comment_714908
Would you also choose to add more stuff like that, though? I feel like the opinions on those things are already pretty split as is.
I think that's more of an unfun factor rather than an OP factor. If these add-ons were made in a way to be more interactive, then I don't think most survivors would mind in my opinion.
For example, iridescent hatchets are comparable to a FPS sniper — no one likes to be on the receiving end of a headshot (sniper headshots are usually oneshots).
Therefore, my idea to make iridescent hatchets more fun is to make them a "One in the Chamber" add-on. If you miss, you will have to refill at a locker, and if you hit someone, you will deal 1 health state worth of damage and you won't have to refill. :)
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714867#Comment_714867
This is true. But that would only exacerbate the issue of having TT + JS with RSN2 base kit. RSN2 being base kit alone wouldn't really break anything (although I personally wouldn't want it when I play Pig), but being able to take two add-ons to make the timer even longer would. Keep in mind that you only have about 12 seconds on average to get to that next box.
I definitely think it's possible to go too far in the other direction, where the trap becomes focused on killing people who aren't lucky rather than slowing down generators.
However, the survivor is voluntarily, by doing a generator, taking the risk of the trap potentially killing them either directly or indirectly.
That's why RSN2 benefits the Pig because the survivors either waste time finding a box or do a generator and risk getting killed.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714799#Comment_714799
It's possible, but quick math time.
150 seconds, 4 boxes. 150 / 4 = 37.5 seconds per box.
A box takes 12 seconds to search. 37.5 - 12 = 25.5 seconds to get to the next box.
You move at 4.0m/s. 4 x 25.5 = 102m.
As long as each box is within 102m of the last one (and that's wicked far), you'll be able to do it in time. This is assuming the absolute worst case scenario and your key is in the last box you check.
And the same for tampered timer:
120, 4 boxes. 120 / 4 = 30 seconds per box.
30 - 12 = 18 seconds to get to the next box.
4 x 18 = 72m
As long as the boxes are within 72m, you're fine. Little tighter, but still very doable. (Tampered Timer or + Jigsaw's Sketch works out to the same time per box.)
So ultimately, it's still probably not going to kill them anyway unless they're really unlucky. For fun, let's just do TT + JS.
120 / 5 = 24
24 - 12 = 12
12 * 4 = 48m
Each box needs to be within 48m (3 tiles). That's pretty tight timing. If you get unlucky (maybe another survivor does a generator while you're still on the hook), you're going to die. Yes it'd be a buff, but that would be absolutely awful for gameplay. You wouldn't have gotten outplayed, you just got unlucky because of someone else's mistake.
I understand what you're trying to say, but that's assuming you have a straight line to the next box, and if the killer does not interfere with you.
The killer, even through they aren't supposed to go after survivors with traps, won't ignore you if they see you — you're not invincible when you get a trap on your head.
Therefore, survivors have to navigate around the killer and through terrain within 25.5 seconds per box without add-ons. There are tons of variables to consider when you think about travel time, but at the end of the day, RSN2 can really pressure survivors. :)
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714663#Comment_714663
I did, yes. The issue is that the two and a half minutes it takes for the RBT to go off gives the survivors enough time to take off their trap. Unless you're pairing it with something else, it probably won't do you much good (might actually backfire).
Sorry for bothering you, again! I just love discussing with a developer, and hearing your reasoning! :)
The issue is that the two and a half minutes it takes for the RBT to go off gives the survivors enough time to take off their trap.
Maybe, but 2:30 can possibly get them killed if they aren't careful. There have been plenty of times where I did a generator, and then the timer is what ultimately got me killed (either by the killer or by the trap itself).
Give it a chance, test it on the PTB (with a new RSN2 to take its place). If it doesn't work, you can always try later, I want y'all to get out of your comfort zone and go crazy! :)
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714625#Comment_714625
In some ways, yes, in other ways, no.
If you combine it with other add-ons, like the ones mentioned, it can be okay. You're still leaving a lot up to luck, but it might pay off. If you use it on its own, it might actually hurt you more than it helps.
There are some pig add-ons that we would like to change. The Pig is on the to-do list for add-on updates.
I appreciate the feedback and clarity, but did you see my reasoning on why RSN2 should be base?
Personally, I think it helps the Pig in all situations in my opinion.
They either waste time finding a Jigsaw Box, or they do a generator and now they have to worry about a timer. :)
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@Peanits said:
I would have to respectfully disagree with the Pig being weak- but making the skill checks for removing a RBT hard wouldn't be an option. If you have a new player that has a hard time with skill checks (or someone with a disability), that's basically a guaranteed death. It's one thing to miss a skill check on a generator and take a few more seconds, it's another to straight up kill them.
There's a silver lining to the ambush change; you can now down the obsession with STBFL without losing stacks by using the ambush. Since that change, she has not been nerfed.
Peanits, can Pig have RSN2?
This would do one of two things:
- Waste the survivors' time by looking for a Jigsaw Box.
- If survivors complete a generator instead of getting the trap off, they risk dying to the trap because they are now on a timer. Sure, traps aren't meant to kill survivors, since they wanted to take the risk — they get the risk they wanted. Fair is fair in my opinion.
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@December_1863 said:
N O
That's fair, I was wondering on how the community would feel about this.
However, if you don't mind, can you tell me why you wouldn't want this? I'm kinda iffy about two Basements, so that's why I'm asking! :)
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/714145#Comment_714145
Except for the fact if you want to play with friends it takes like anywhere from 15 mins - 1 hour to find a game
If you play killer because BBQ > WGLF in terms of bonus Bloodpoints.
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@MsFrizby93 said:
It’s a lowball move to your consumers to release a much anticipated event during bug galore.
matchmaking bugs are a absolute mess with SWF from hidden bugs not noticeable at first glance like friends joining SWF from my screen but they are getting error’d out.
or I will join lobbies without my friends or they will join lobbies without me.
then there’s waiting 5 minutes in a SWF group just to get a error time out.....
then DC’s are prominent for my friends and I as we constantly get DC’d at random every 2/4 games on ps4.
and if we do make it out.... the post results score after the match ends glitch’s out every time and my friends and I have to reload the game, which BTW thank you for making my PS4 pro sound like a rocket ( yes I clean duh) on the loading screen is SERIOUSLY CRINGE first game ever on ps4 that’s done that to me and I own over 90+ titles...yikes
then we have perk/addon glitches that are annually common/expected now since incompetent developer/coding design is what the community supports now ( awesome!) unaware bugs that causes survivors to not be able to leave the match or still getting stuck on trees in 2019, yea that’s still THERE!
I LOVE rewarding killers with free BP for BUGS With the exit gate!!! while survivors get the BP punishment or have to DC and reload the game because it’s bugging out your menu now because you got either A bug or B bug pick your poison!
like if you’re not confident in your game design ability or don’t have the proper resources why would you cause agony to your consumers on a unprofessional level EXPECTING fair play in a game you all designed to be buggy AF in a competitive setting????
i can’t remember a time in Blizzards/Ubisofts/EA where they had annual bugs resurfacing or lingering for WEEKS on end...
“we’ve done great work, but there are still areas to improve as a company” like is it so hard to take some accountability?????
it’s one thing to defend developers when they ACTUALLY show resolve in commitment but to blatantly defend developers when TIME/RESOURCES are spent on things like the Anniversary event or expanding company departments, just because cosmetics is a different department DOES not negate the FACT that RESOURCES/TIME would’ve/could’ve been spent on FIXING/Updating the CURRENT AS IS, game.
like was that anniversary party really necessary? The info shared could’ve been a developer update or live stream saving TIME/RESOURCES and then all the props ( which will just go straight into the trash once you’re done with it) will just go to damaging our planet even more for the sake of 5 minutes of developer spotlight or “cool” factor just to be forgotten about in the next 10 years by the human construct of “time”.
Every game has there fair share of issues and hiccups but as a consumer I’ve never run into as many issues/headaches with a entertainment product from a Triple A game since Launch to current and to have the consumer general consensus on official forums and Reddit blatantly throw out “ it’s a different department” “they are trying their best” without any critical thinking is pure ignorance when there is a bigger picture to be thinking out.
2x Bloodpoint event actually alleviates the grind for a moment, so I'm all for that! :)
Sure, there are bugs, but what game doesn't have bugs?
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@G0lden_Ra1den said:
So I’ve been thinking, if the perks description says “Your hunt is an irresistible song of dread which muddles your prey's attention”. Shouldn’t that mean the perk should only come into effect if and when a survivor is within the Killer’s terror radius? So with that knowledge, I believe Lullaby should only work if and when a survivor is within the Killer’s terror radius.
I have to strongly disagree because the perk has so many counters and conditions.
- Huntress Lullaby can be destroyed
- The killer must hook a certain amount of survivors to get the Hex to work (the amount of hooks you need is dependent on the survivors' skill level)
- Smart survivors can just "pay attention" and render the perk rather useless.
Adding a 4th condition would be too much, especially with the conditions and counterplay we already have. :)
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@EnviouSLAY said:
What are some of the reasons your game "mysteriously closes", "internet goes out for 30 seconds and then back for the next match", or any other excuse used for getting out of a match ASAP as killer & survivor.
I DC'd as the survivor before, and it was because of the killer's connection speed. Typically, I wouldn't go any higher than 150 PING, but this game was around 140 PING (according to the lobby). This was kinda iffy to me, but for the most part, 140 is within my acceptable range so I ready up. :)
Joined the game, and holy moly, the amount of lag is, to this today, indescribable because the game was unplayable. At first, I tried to make the best out of this game, and I ended up staying for a while actually.
To be clear, I don't endorse DC'ing, but there are times where you have to DC, and I ended doing it when there was a generator remaining. My team was going to win anyways, so I'm not going to waste my time trying to play a game that you can't play — especially when I was dead weight (if not, a hindrance) to my team. Right then and there, I DC'd.
Here's how bad it was:
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comAlso, I'm not blaming the killer because there are many factors that can affect the killer's connection. For example, we could have great internet, but we could also live across the planet for what we know. :( -
@YaiPa said:
These "every killer is strong if used properly"/ "every killer is F tier against top tier survivors" arguments needs to stop.
Everyone is free to an opinion, deal with it 😎
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@NoShinyPony said:
You are not supposed to wiggle off without the help of perks or your teammates. The wiggle mechanic mainly exists so that the killer can't carry you to whatever hook he likes.
Edit: I don't know whether you have ever played on PC. The wiggle effects on PC are weaker compared to PS4. So Switch might also be different.
Shiny, he's not talking about wiggling off. He's talking about how the controls are for wiggling off (compare this to mashing a button for the struggle phase).
The controls are clunky, and since the Switch is sensitive (from what I heard), you are forced to wiggle slower than normal (interrupted wiggling) or risk breaking a button for wiggling at normal speed. :)
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@starkiller1286 said:
Practically everyone wants it yet the devs dont give it that much needed buff.
I agree, it's a simple change, and the developers should definitely take a look at Huntress Lullaby because right now, why use Huntress Lullaby when Ruin is much better? :)
Perhaps the mid-chapter update will surprise everyone! 😋
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@Elk said:
Do you guys think that the hex should only show up only after atleast 1 survivor is hooked and after a skill check for the gen is done. So survivors won't look for it immediately? Because right when a survivor starts working on a generator they get notified. Even though no one got hooked yet. I think it was like that a long time ago, but what do you guys think?
I don't think any hex shouldn't show up unless you already been affected by the hex. :)
So, for Huntress Lullaby, you wouldn't see the notification unless you get a skill check when the killer has tokens on it, or when you fail a skill check (regression penalty from Lullaby).
Edit: Ugh, do I even English anymore :(
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@Peanits said:
It's not possible to transfer progress between platforms at the moment, no.
Do you have any plans to transfer because... well... you know the reason :P
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@FireHazard said:
Some people here don't actually play the game for more than one or two matches actually, they just love discussing and being apart of the community.
Right? @NMCKE
I haven't played DBD in a while actually, but I love the forums! :)
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@Pulsar said:
2K 2 escape would be great, if the game would let you pip.
That's the problem, the developers want a 2K balance for all killers yet when you do get a 2K as the killer, the ranking system likely de-pips you.
The developers unintentionally made a ranking system that goes against their word. :(
I suggest they redo the killer piping requirement because right now, things aren't adding up.
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It's about graphics and visuals, it appears to me lower graphics look better than higher graphics. :)
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/705771#Comment_705771
That's why Joseph's been my main since his release.
He is pig too, when the photograph world ends... Generators are slown down! :D
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/705760#Comment_705760
Why do the devs don't put it in the Tutorial section of the game ;) (Maybe on April fool's day) xD
That would be awesome! :D
That means I don't have to cleanse totems anymore! Can't wait!
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/705739#Comment_705739
Probably because it's a really bad game and I'm saying that as someone who still plays it sometimes. The one thing IDV gets right is their character design which is why I made this post.
Ah, if they ever had a crossover, it would be the Photographer for me because in any map, he can jump scare survivors and apply pressure without being in a chase with that survivor sometimes. :)
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/705743#Comment_705743
And the only (!) rule in the killer's rulebook is to:
#1 Do not give a f* about the survivor's rulebook.
I'm just playing around when I mentioned the survivor rule book, y'all don't need to follow da rules :)
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@[Deleted User] said:
Killers don’t need permission to run NOED.
But... but... it's in the survivor rule book... :(
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@December_1863 said:
no
@joker7997 said:
No x1000
Why don't you tell us why you personally wouldn't want a cross over? Just curious. :)
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@pemberley said:
I would suggest adding a terror radius or line of sight requirement too because detectives tail their bad guys and a free rainbow map might be a bit much every gen completed.
I knew someone would respect me one day :)
You got my upvote!