NMCKE
NMCKE
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- Username
- NMCKE
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I'd like LF to get a unique ability with this rework, so I'll spit out an idea for you to explore.
LF will get an Overcharge ability that he can use during his chainsaw swing.
When he uses Overcharge, it will reset his chainsaw swing timer. This means if you're about to stop swinging your chainsaw, use this to keep swinging your chainsaw and catch some unsuspecting survivors!
Finally, Overcharge will allow LF to completely destroy vaults until his chainsaw swing ends. Destroying a vault will interrupt his chainsaw swing, just like a pallet does.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/548435#Comment_548435
It is on console as well, the only difference is that there's no textbox for console reports (and also no chats to log).
Are you still trying to get a textbox for us console players? It would be more convenient if we could just tell the ACMs what's going on. :)
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I'm just going to bring this topic back up because the killer's emblem system is really lackluster right now. Hopefully, I'll get a developer response like last time. :)
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If you get banned by EAC, BHVR won't be able to help you because that's between you and the EAC. However, that doesn't mean it's game over, you can still contact EAC and appeal the ban if you're lucky.
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@BBQnDemogorgon said:
Agreed.
The silver lining would be everyone is starting over so best to start grinding day 1 on Mobile/Switch to stay even.
They should at least give me what own tho, I own every chapter except Ghostface one because of vacation. It would be terrible if I had to spend money on something I already own. :(
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@BBQnDemogorgon said:
Unlikely unless they give us DbD cross platform accounts before then.
That sucks! :(
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@Shad03 said:
https://us.v-cdn.net/6030815/uploads/458/YHXVBL0IWM6Q.png
An old piece of parchment made out of a skin-like material. Is rolled and sealed with an uncoloured leather string. Holding and channelling the Map unlocks great potential in one's Aura-reading ability which slowly burns the Map. Generators' Auras which you have already encountered are revealed to you for as long as the Map has charges left.
Add On: Red Twine- A bristly and rough piece of twine of a deep red colour. Can be tied around a map to enhance its Aura-reading ability.
- Unlocks the ability to track Killer Belongings.
(Due to how my tablet behaves, I'll put the description of the Rainbow Map above the pic)
A piece of parchment made out of oddly fresh skin. Blood on its edge has yet to dry. It is rolled and sealed with multiple coloured ropes and cords. Holding and channelling the Map unlocks a great potential in one's Aura-reading ability which slowly burns up the Map. Objects with Auras which you have already encountered are revealed to you for as long as the Map has charges left.
Things to note: The Rainbow Map doesn't need any of the twine add ons, being able to track EVERYTHING the map item could if it were able to apply all it's twine add ons.
"It disheartens me. All this unspeakable knowledge and gruelling effort and yet nothing tangible, nothing usable to get out of this nightmare." — Shad03
Finally someone sees how good a Map is against NOED and Hex perks. :)
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I feel like they should cut the prices depending on their rarity: (This includes the fully set, not individual pieces)
Common Iridescent Shards: 150
Common Auric Cells: 15
Uncommon Iridescent Shards: 450
Uncommon Auric Cells: 30
Rare Iridescent Shards: 1,350
Rare Auric Cells: 60
Very Rare Iridescent Shards: 4,500
Very Rare Auric Cells: 120
Ultra Rare Iridescent Shards: 12,150
Ultra Rare Auric Cells: 480
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/546645#Comment_546645
If all of Rank 1's sacrifices/kills/disconnected were counted as Rank 2's, then why is Rank 2's Survival Rate still high as being around 60%? If the answer is 'Rank 2's sacrifices/kills/disconnects were counted as Rank 3, then why is Rank 3's Survival Rate still high as being around 60%? And so on. The problem is, there's no other huge discrepancy in that graph as the Rank 1 and Rank 2 difference of ~20%, including at Rank 20, where all of Rank 19's sacrifices/kills/disconnects should have been dumped at.
So overall, this graph itself is very questionable to me. Why didn't they just take the players' Rank at the beginning of the match instead of after the match? After all, isn't the point of the graph to find out the survival rate of each individual match in THAT rank, and not the survival rate of the rank where they END UP in?
In addition, it is still unbelievable to me that they included matches with disconnects in the first place. @Peanits had at one point mentioned that exclusion of matches with disconnects would skew the results, but in reality, if you are attempting to balance the game around these numbers, it is absolutely essential to have excluded matches with disconnects, because those are not the kind of matches the game balance should be striving towards.
Let's say, for example, the 2-Killer exploit was rampant throughout the game, and plagued many of the matches people are playing in. Should such matches be included as part of the data? Should such matches be included in the statistics in which the developers decide whether to buff or nerf a particular group? Should all the killers be nerfed because the 2-Killer exploit's effect on the statistics significantly showed the killers to be too strong? Of course not, because the game isn't meant to be played with 2 killers in a match.
Then why should matches with disconnected games be included as part of the data? Is this game meant to be played with constant disconnects? Are disconnects due to deranking part of this game? Are involuntary disconnects part of this game? Is the chain of disconnects by SWF groups part of this game? Is prevention of BBQ by disconnects part of this game? Is rage quitting part of this game? If they are not supposed to be part of this game, why are they balancing around them?
Why is Behaviour giving the power to balance the game to people who are constantly disconnecting?
You're right, I was just trying to elaborate on what @Rizzo90 was trying to say because people didn't understand what he was really saying.
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It's been fun guys, but I'm leaving the game, not much for me to do, since I can't improve much, I have ridiculous killer que times (main factor that drove me away), and survivor is boring as hell, like literally boring.
No... :(
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/546503#Comment_546503
https://forum.deadbydaylight.com/en/discussion/comment/462617#Comment_462617
As you can see here, Peanits explained why.
I'll just elaborate what you said:
Basically, whenever a rank 1 survivor was sacrificed, killed, or disconnected, it would be counted as a rank 2 sacrifice, kill, or disconnect because rank 1 survivors tend to de-pip when they don't escape.
Therefore, we got a 80% survival rate at rank 1 because everything was skewed towards rank 2. If I remember correctly, the actual survival rate at rank 1 is 43%. Correct me if I'm wrong.
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@NoShinyPony said:
Map Changes: They are quite reasonable. I wouldn't show pallets, vaults, lockers only for the reason that the screen shouldn't get "overloaded" with auras. Also I wouldn't give the green map the power to track the Black Lock. That should be left to the Black Silk Cord.
Rainbow Map Changes: no auras of pallets, vaults, lockers for a better overview
Changes to Map Addendum + Yellow Wire: yes
Changes to Red Twine: Too strong, would kill NOED and TOTH. Would also indirectly reveal at the start of the match how many hex totems are used (lessens the chances to surprise survivors with the existence of Devour Hope, for example).
Black Silk Cord: Too strong. There should be a range limitation.
I agree that maps could definitely get a bit buffed.
Map Changes: They are quite reasonable. I wouldn't show pallets, vaults, lockers only for the reason that the screen shouldn't get "overloaded" with auras.
I agree with everything you said, but with the exception of the pallets. The reason why I want pallets to stay is because they're really important to the survivor. I'll update the OP to remove vaults and lockers from the map's tracking ability.
Also I wouldn't give the green map the power to track the Black Lock. That should be left to the Black Silk Cord.
Well, for a map to actually track a Black Lock:
- The Map holder have to be within a certain range to the Black Lock.
- The Black Lock has already spawned into the Trial.
That's 2 conditions to track the Black Lock, I think it's really fair to give both maps, especially the regular map, the ability to track the Black Lock if it has 2 conditions to get it tracked. The Silk Cord removes the first condition, which is useful for both maps. If Silk Cord gave the map the ability to track Black Locks, then it would be useless on the Rainbow Map (wasted add-on) because it already has that ability. See how lame that is?
Changes to Red Twine: Too strong, would kill NOED and TOTH. Would also indirectly reveal at the start of the match how many hex totems are used (lessens the chances to surprise survivors with the existence of Devour Hope, for example).
Well, you're sacrificing an item and an add-on to see all dull totems. Even if you know there's 2 hex totems because you only see 3 dull totems with your map, you still have to find them and cleanse them. The same thing applies to dull totems, but without the finding part.
The Map is all about giving the player information, I think it's achieving its goal very well. We will need a PTB to see how everything plays out tbh.
Black Silk Cord: Too strong. There should be a range limitation.
A range limitation or a tracking limitation? Also, are you saying the add-on should have two purposes? Like it gives the regular map the ability to track Black Locks, and for the Rainbow Map it already tracks it but with a range limitation?
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@Theluckyboi said:
Killers also their fair share of broken add-ons, i dont want to be the one to make the comparisons but well...
Keep in mind that up to 4 survivors can use these add-ons while the killer is a sole unit. If one or two survivors uses a ultra rare add-on, it's not that bad, but when it's a SWF group or 4 solos are using them... That's when it gets ridiculous.
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Cypress Mori should be baseline in the game, you shouldn't need an offering to get something that has no effect on the game.
As for the others, you need to hook everyone before you can start using them. However, all of their rarities should drop by a tier if this happens to compensate.
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If you have any suggestions or questions about some add-on interactions, feel free to say them!
As for the community, please leave some constructive feedback, so I can see what it is that you do and don't like! I might change some things if you convince me with your points! :)
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I rarely dc and I only dc if there is an emergency or if I need to stop playing for the day.
You're more likely to get hit by a meteor than you are to get banned for disconnecting a few times to be honest. :)
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/541562#Comment_541562
@NMCKE You have clearly never met an insane person. You make it sound like an insane person has a "choice" whether they want to be insane. They literally see and hear things that aren't there. Their brain doesn't function right. They lack the ability to make the right choice. In your metaphor the insane person might think a bandage is a snake and start kicking it instead of wrapping it around their wound. They might think the med kit is a cake and try to eat it. But more than likely they simply wouldn't even notice the med kit and be too distracted by the spiders crawling under their skin.
If you're dying, your body will tell you that - regardless of your mental state.
However, I'm not going to pick sides, I have a neutral stance about OP's idea. I won't be bothered if it changes or if it stays as it is! :)
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I feel like the only reason why the developers aren't banning for is because some players might not know about the exploit. Not everyone who plays DBD has a forum account to get the latest news.
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@AetherBytes said:
Also, game already tells you the base chance to escape a hook, both in tutorial and in the loading tips.
This might not be enough, I feel like it would be more discouraging to unhook yourself randomly if newcomers actually seen their self unhook chances in-game.
How about this?
You'll only see your self unhook chances if...
- You're in the range of 20-15 ranks.
- If a luck offering or perk is being used.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/541130#Comment_541130
Why should mending be an exemption? Driving survivors insane so they can't perform actions is The Doctor's ability. God forbid survivors find a killer's ability inconvenient. Now you know how the interaction works you can make a different choice in the future.
I have mixed feelings about this, I'll argue both sides if the debate.
In Favor: Mending Taking Priority
Imagine this real life scenario: You're dying on the floor, and there's a Med-kit beside of you. However, you're chained to a wall, but you can STILL reach the Med-kit to heal yourself.
The chains represent madness, you dying represents the time you have before going down.
The chains are less life threatening than your current health, so you would take priority on making sure you're okay before you start on the chains.
Furthermore, you can still use keys while in madness III. This means survivors still have common sense to know what is more important so, my scenario above does make sense.
Not In Favor: Madness Taking Priority
Technically, The Doctor is supposed to prevent survivors from doing anything period because they are too insane to do anything.
Overall, I have mixed feelings about this. Perhaps... you can get both choices at once "Snap Out Of It" and "Mend"?
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@AetherBytes said:
It's just a good idea to research the luck offerings and pay attention to whats offered. I can figure out what my chance is by myself.
Luck offerings are confusing because I'm not sure if some things are weighted with luck (as well as the numbers).
For example, you may get the full benefit of a luck offering on bear traps, but not on hooks because they are more game changing.
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@CptPlanet said:
Yeah but the problem is once you know about it there really isn't a point to it being there. So then it just becomes clutter. Unless it would be dynamic and the chance it shows changes if/when you or someone else brings a luck offering. Then it would actually serve a purpose.
Perhaps, it could appear on ranks 20-15, and then it disappears until someone uses luck?
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@CptPlanet said:
I think BHVR really doesn't like adding things to the UI. I've seen the devs mention trying to keep it as minimal as possible. This seems like something that could go into a tutorial though.
I remember my first survivor game. Immediately using the attempt escape option cause it was presented to me...... I learned quick it was a bad thing to do.
Yeah, I heard @Peanits saying that a long time ago.
It doesn't have to be a huge indicator, just something small and noticeable for the hooked survivor.
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I think it would be really cool if you could transfer your accounts by using Support.DeadbyDaylight.com.
It would work like this, you would send two Could IDs to customer support, and they will send you a private message that will expire within 24 hours. If both private messages are confirmed, the account that's most progressed will be transferred over to the least progressed account.
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@Paladin_Goo said:
The wake up bug is not nearly on the level of what the Legion bug was. Please, stop comparing the two. The Wake Up bug can be completely countered by being a good killer.
Just because the Wake Up! bug isn't as bad as the Legion bug, it doesn't make it right to exploit.
Thank you for coming to my Ted Talk.
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lack of creativity?
That's because Firecrackers are a limited/event item. The reason why the Halloween flashlight and med-kit have add-ons is because there is already add-ons for them.
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You won't get in trouble for letting the last survivor go because it's your own rule you play by. It's just like how some killers ignore the survivor's tunneling and camping rules, it's not bannable because you're not forced to follow their rules.
Just don't show favouritism on the same survivor for multiple games and you should be good.
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@moonlunn said:
https://forum.deadbydaylight.com/en/discussion/comment/532130#Comment_532130
Weren’t you just crying in the q&a fourm about ghost being nerfed? Well yay to that💕
That's unnecessary.
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Question is at the very bottom:
The community tested him on the PTB, and he was weaker than Freddy. You, the developers, gave him huge buffs, which made him a great M1 killer. Good job! However, despite the positive reactions to Ghostface, you still nerf him without any justification - besides the bugs.
I understand that some things were bugs, which is understandable, but other things weren't. The things that weren't bugs, and are not OP, didn't need to be nerfed. If you tried to justify something you nerfed or buffed, we as the community would be more understanding. So, now, here we are, confused, because we don't have any justification on why you do what you do. This is why I'm asking this question here:
Why nerf something that's not OP? If it's not a problem, why go through the trouble to nerf something that isn't a problem?
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@cetruzzo said:
are the offering gonna expire after the event ends?
nothing is written on them, so I guess no?
No, that would be lame if they made a BP offering expire!
But I'm not 100% sure.
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@FireHazard said:
Until the event ends... It starts and ends from June 18th 2PM EST - July 2nd 2PM EST.
Below that it says "Any Blood-webs generated after this time will revert to normal." In the news in-game.
Thank goodness, NMCKE is happy now! :)
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@Detective_Jonathan said:
Wow, they sure did tear you a new one to the point to where you had to call a fictional character braindead. Yikes. @miaasma
Anyway, in all seriousness, Spirit is perfectly fine. I'm not going to go into detail about it as i am sure all the other people who have played Spirit or main her to mains have pretty much said what we are all thinking. So thank you, especially to @vampire_toothy who seems to understand exactly how mechanics in the game works, and for totally dominating this debate.
Also, this forum is not filled with killer mains, i play survivor more than i do killer, @ScottJund i know plays survivor on some occasions my fellow Detective Tapp main @NMCKE plays survivor, the only person i know for a fact that only plays killer is TheEntityLefthand. This whole generalization of the whole forum being biased to one side is a complete and utter lie, and shows that those who make such a claim probably spend too much time watching their favorite survivor main streamer.
Yeah, Spirit is fine in my opinion, she's a flexible killer. You have to predict her playstyle, and adapt accordingly, which adds a very unique gameplay to her!
Imagine this scenario, you dropped a pallet and waited there for 5 seconds. She phases to the other side, and you suffer a hit from her. Now, after this happened a few times, you instead vault the pallet and outplayed her. It feels so good yet so balanced, it's amazing tbh!
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Remove the the picture or hide the names, it's naming and shaming! Just looking out for you! :)
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What perks will you make with your new objective idea? Just curious because we're going to need some! :)
Chemistry Knowledge:
Some knowledge of how chemicals react with one and another made you exceptionally efficient when picking the right gas can. When gassing a generator, there is a 50% chance that the gas will count as two gas cans towards the generator instead of one. See the auras of all gas stations within a 24/28/32 meter range to you.
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@ABannedCat said:
"I'm red rank killer and I 4k almost every match,"
If I got a cent for every player who claimed that on the forum, I would be a millionaire by now.
Well, it's true with me because I main Nurse. :)
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Catatonic Boy's Treasure
+
Ataxic Respiration
+
Ebony Mori
=
My Sweaty Nurse Build
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Flashlights themselves are good, but their add-ons are just pitiful (besides the batteries, just my opinion). Before the update to blinding times, add-ons would blind the killer faster. I wished we can have that back, BUT without the insta-blind nonsense.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/528905#Comment_528905
@NMCKE I was about to say Freddy says hi, I then remembered my boi is getting a nice rework.😂
I been spending a lot of BP on him, I'm really excited for his rework! :)
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@sonic4life86 said:
https://forum.deadbydaylight.com/en/discussion/comment/528787#Comment_528787
What are you talking about you guys have like 30 pallets per map window looping 16 perks vs the killers 4 perks you have a lot more resource than like killers lol
That's because stealth is not viable, and pallets are the only reliable way to stall the killer. If we have more stealth options, survivors will be able to use stealth AND pallets to stall the killer. That's when we can nerf pallets because we need to balance the stealth:pallet ratio, or else survivors will be able to stall the killer for ridiculous periods of time.
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Give survivors more LoS blockers and hiding options, then we can decrease the pallets. Survivors are pretty vulnerable when they run out of resources tbh! :)
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/525354#Comment_525354
@TreemanXD sort of strange how you read through others conversations 😜
He's a spy, watch out!
Oh no, he's sacrificing me Poweas, run while you still can! Ugh... Stab noises
Udjrhridisbwxhi
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/528243#Comment_528243
@NMCKE It'd not solve much with a lengthy reload, slowdown on throwing, small-ish AOE and weak base slow. Running out of bottles aren't a positive.
As for Clown players themselves, it feels like most play him for dailys. That's it.
As for a small-ish AoE, if you can throw more bottles within less time than before, you're covering more area.
However, I wouldn't be opposed to the clown starting with 5 bottles instead of 4.
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Given that https://forum.deadbydaylight.com/en/discussion/61114/ majority of players in higher ranks play killers that can traverse map quickly (nurse, hillbilly), would be helpful to see the % of successful escapes for a lone survivor when a killer closes the hatch.
I only escaped 2 times within the EGC:
I'm not implying that this is a problem, but it's definitely not impossible.
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comNMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com -
@blue4zion said:
It's only when its out of a terror radius, so won't really kill it during chases with most killers.
I'm All Ears should work within 48/40/32 meters on a 30 second cool-down or something. I cannot see a survivor fast vaulting outside of your TR tbh, unless they are BM'ing.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/527501#Comment_527501
Yeah, its kind of a well known fact that killers gain more BPs than survivors. It makes sense though as it is a 1v4, but I can understand what you mean though. Its never worth doing a double BP event as a survivor, ESPECIALLY solo.
Thank you for your unbiased opinion, and for being so understanding.
I usually get around 32k BP on a double BP event as a survivor, but as a killer, usually it's above 100k BP.
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Clown is decent, but at the same time, I hardly ever see a clown in a game. Perhaps his playstyle isn't as intriguing to other players, so I'm going to suggest a mediocre buff to him.
- Tremendously decrease the cool-down between bottle throws.
This allows him to cover more space in less time, plus who doesn't like throwing stuff super fast?
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Jungle gym's and T and L walls aside, who here just likes the loops where all you do is circle, let's say a rock, until the killer catches up and you use the pallet?
Eh, it's pretty funny to infinite the killer using Hope against a 110% killer! Other than that, looping is meh...
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You can pick up a survivor and still be "undetected" - It's crazy!
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/527813#Comment_527813
You can combine Distortion with Object Of Obsession to bully Ghost Face
That's only 30 seconds of free aura reading for the price of 2 perks. Not really worth it in my opinion.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/516146#Comment_516146
Hex perks have downsides you can see them from a mile away and you can break it in 14 sec so you could start the game we one perk less.
DS needs that downside so they down survivor will not crawl to the open exit door or pallet or hatch
If you're in a bad enough situation where a survivor can escape by crawling, then there is definitely something wrong. Try going for the unhooker, or maybe force other survivors out, so they can't unhook the hooked survivor. Assuming you're a Hag main by your profile picture, just place traps around the hooked survivor since it jerks the rescuer's camera around.
With the proper precautions, you will never end up in a situation where a survivor can just crawl out because they have DS.

