Nazzzak
Nazzzak
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- Nazzzak
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I had the same issue the other day. The killer kept patrolling right past me and my anticamp metre filled. The option to unhook popped up as I was almost sacrificed, so held it down but as the skill check popped up it cancelled the unhook and of course I missed the skill check and died lol
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Not really. The only exception being Spirits AOT skin, because I have a vague interest in learning her one day and the skin is quite cool. When it was leaving I decided to grab it. Oni's AOT one was alright too but I didn't like it enough to buy it.
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It doesn't bother me when team mates run it. Those folk would play the same way with or without it.
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I got it first try. I made sure not to just throw in the direction, but actually make sure the gen and vault were in clear line of sight because I wasn't sure how precise i had to be. So I did it to a gen sitting in the open and to the vault in shack.
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@Thusly_Boned said:
It's quite useful in solo queue and/or for players who haven't developed a really strong sense for map/tile layout.
But to some degree, I see it as a little bit of a "training wheels" perk, and suspect it holds back beginner players from leaning some things organically.
But it's nowhere near strong enough to warrant a nerf. When playing killer I'd be perfectly fine with my opponents all running WoO instead of something stronger, and tbh I'm a little surprised to see it as often as I do. As a surv, I think I've run it maybe ~20 times in all the years I've been playing; I'd rather run something better.
"tbh I'm a little surprised to see it as often as I do"
Tbh I'm not. I never touched it once in 2.5 years, but started using it regularly several months ago. I think a combo of things has made it popular, such as new map reworks generally cutting down pallets (particularly safe ones) and having more deadzones. Also SBMM has gone up the wazoo somewhere along the line, and it's good to know which resources your team mates are just burning through. Also the fact that other popular perks are being reworked to be so situational, so having a perk that gives value passively as you focus on your objective is nice.
I've stopped using it completely recently (I've gone completely off meta) and found that my games and chases aren't really any different without it. So it's saying something that I was using a perk that I probably didn't really need to be using. Or maybe it helped me learn tiles better? Who knows.
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@AbsolutGrndZer0 said:
I have an outlandish theory, that is that they are waiting for the license holder to announce it first on November 6th. Yea, outlandish and very unlikely, but... I will never stop dreaming!
Guessing you're hoping for Stranger Things? IIRC Nov 6th is Stranger Things day. It's possible. I do think it's Predator though.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576769#Comment_3576769
This is the problem I'm a huge RE fan and want to play Jill literally alerts the whole trial where she is. Also Feng I think is quite loud. It adds variety but it stops people from playing some of their favourite characters.
I rarely ever play Feng but I love her new Halloween cosmetic so decided to play her for the event. First game in I played without headphones and I thought I had spawned in next to a Myers because all I could hear was this heavy breathing. Took me a second to realize it was Feng 🤣 even without headphones I could hear it
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The fog would probably interfere with his ability to stalk though. So probably not worth the trade off.
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Doubt it. I can't remember the last time I saw someone miss a skill check and I'd put myself firmly in mid MMR. Even Merciless Storm gets handled fine with multiple of us on the same gen.
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@Volkfang said:
The people saying "It's just a game why care?" and "why force people to play?" really blow my mind. You're saying why care that much about a game, but you care enough about that game to come to the forums, create an account, and post comments about it. Irony much? It makes me believe these are the people who are causing this problem in the first place.
Every time you join a team or multiplayer game it used to be understood that you had enough moral decency to understand the social contract you were signing up for, otherwise just go play single player games.
I agree with the solution of removing 4%s and second stage skill checks. They don't add enough to the game to warrant the rampant sub 1 minute suicide sprees
I don't let go on hook but I also don't think people should be punished for doing so because I think it's a symptom of a larger problem. 9/10 times I see team mates let go is when they're being tunnelled. I dgaf about being tunnelled, I'll keep the killer busy easily and my team mates can just sit on gens. So you can argue that someone letting go is letting the team down (or lacking "moral decency") but I also notice that in 9/10 of those instances the tunnelled person was also let down by their team. It's not hard to take a hit for a tunnelled team mate, or attempt to take aggro. I always try but if I'm on the opposite side of the map I hope other team mates will step in and they honestly rarely do.
Maybe if more players worked on being better team mates, then other players will want to continue playing with us. As it stands anyway, I don't see people letting go enough in my games for it to make too big an impact on my enjoyment on the game. But if other people notice it happening alot then maybe those people need to question why other people don't want to play with them. You say it's a team game, yet often your team mates are the ones playing like they're in a single player game with no regard to looking out for each other. And then they expect people to consider them before moving on?
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It's a good value, low effort perk. Both sides have them.
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@poinepp said:
i love that they didnt change this i think it adds more variety and differences between survivors
I feel the same, though last time I said as such on here it turns out I was in the minority 😅 someone did say something that I sympathised with - that they love Claire from Resident Evil, and want to play as her but feel penalised for doing so. So I'm torn.
Not only is it injury and breathing sounds that differ in volume but footsteps are another difference I've found too. They seem to change based on the type of footwear they have, and I find that detail quite cool.
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I hear what you're saying and I feel the same way. I never even use MFT, so it's not that any changes to it actually affect me, it's that it's yet another additional activation requirement added in what is becoming a trend toward survivor perks. Meanwhile, they give killers an extremely good value perk that simply requires opening a locker. Playing in solo queue as survivor, you don't have time to jump through hurdles or use unique builds in anticipation of niche situations. You go in hoping for a team game but more often than not you're on your own and solo queue is damn rough. It comes off like the devs feel if you actually *want* to play to win, you need to be penalised in some capacity. So you start to feel like you shouldn't bother trying anymore.
People are commenting that it's all about MFT, but I understand where you are coming from. That it's actually the culmination of frustration that started for alot of solo queue players back at update 6.1.
I have zero issue with them wanting to change or nerf perks. It's the approach they're taking that I have issue with. For example, Iron Will. They cut it down to 75%, which is cool. Oh but they made it so running an exhaustion perk alongside it is pointless. They nerfed CoH, which I agree was needed. But oh, it now works best in a swf so you never see it in solo. DS they cut down to 3s for whatever reason. Okay fine, but oh you can't have it in endgame. Self Care... I won't even go there. Solo queue already has low escape rates yet the dev just keep throwing restriction after restriction because dog forbid we get value sometimes and escape one extra game than usual.
I've been watching alot more Mr Tatorhead and I'm honestly just going to go perkless like he does. I die most of the time anyway, so what does it matter which perks I run. Maybe that's the best way to just stop caring? Best way to save money by not buying chapters too.
Edit: sorry for the long post on your thread. It's clearly been brewing for awhile.
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@jpmacl said:
I’m pretty sure you do lose the domestics if u refund, at least that’s what I read somewhere. Also I’m going to buy the game now on PS5 so I’ll let you know if I get them
Cheers for that
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Do you get the cosmetics on the PS5 too? I see it's on sale there too and if I don't like the game I'd like to at least have gotten something out of it 🤣
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It'd be good if they did something but they won't address it imo since people have a variety of reasons for using VPN (particularly content creators). I watched a streamer play against a VPNing killer and when they asked them about it in endgame chat the killer said of course they VPN, it's a better outcome for them. I was surprised by the honesty lol most just say they use VPN for privacy and/or safety reasons.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576446#Comment_3576446
Deep wounds doesn't go down while you are running. So if you get hit and the killer continues to chase, you'll benefit.
It has a use case and is more situationally useful which for something as powerful as haste, this is fine.
I know how Deep Wounds works. But the longer you are in Deep Wounds, ie don't mend, the darker and more bloodied your screen becomes. So people aren't going to base chase builds around MFT, when it requires you to be in a state that quickly affects your ability to even see where you are going. That's a hindrance to chase. You want to get out of Deep Wounds, not stay in it.
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Depends on how much of the changes make it to live. All I could think though when I read "dodging Blades could feel inconsequential since so few would injure you" in the patch notes was 'wait you guys are dodging the knives??'
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The joke just flying over heads here
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@Mandy said:
Whilst the testing is finished, the analysis of the data and the feedback is ongoing. When a decision is finalised we will definitely let you know.
Fwiw my vote is for no prestiges in lobby. Seeing them in post-game works fine 👍
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Some people seem to forget that the longer Deep Wounds progresses, the darker your screen gets. 3% haste means nothing when you can't see jack. No one will be running builds around this perk, especially not for 3%
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El-oh-dee here
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575180#Comment_3575180
you aren't seriously arguing that mft is stronger holy #########
You know the perk is gonna be super bad when the folks that current MFT makes angry are now cheerfully telling you it's going to be stronger than before lol
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@elderwitcher96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575870#Comment_3575870
I did use the example of sprint burst, because I find those complaints ridiculous as well. As someone who plays both sides relatively equally, sometimes a bit more killer, sometimes a bit more survivor, I always try to apply a more logical stance thinking about buffs and nerfs.
But yeah mft had to be changed. Now, this change feels kinda clumsy, but it works, so whatever. I personally would simply remove the gaining of endurance upon healing someone, and remove haste stacking, so no more 110% speed survivors in the endgame. That would've been a sufficient nerf in my book.
"I personally would simply remove the gaining of endurance upon healing someone, and remove haste stacking, so no more 110% speed survivors in the endgame. That would've been a sufficient nerf in my book."
I actually said exactly the same in a previous thread on MFT. It was how I was expecting the perk to be changed too. I don't agree with alot of how BHVR has chosen to change meta perks, personally.
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@elderwitcher96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574845#Comment_3574845
Lethal pursuer, a perk that gives you aura reads at the beginning of the trial, and corrupt that blocks 3 gens furthest away for first 2 minutes, or until you down someone just activate as the killer spawns in the trial, like Idk what exactly you think a killer should do to "earn" those? Maybe a nice little dance at the beginning? I'm really confused by your thought process here, because it seems you want to say these perks are op.
Like sprint burst gives a strong effect but has things to keep it balanced.
"Oh my, the survivor just stood there until exhaustion was removed and now they are sprint bursting away again. Such easy activation requirements" I guess if you were a killer main instead of a survivor main this would be what you would be saying.
No. They are not OP, nor do I think they need the additional requirements treatment. But I also don't think the way to nerf perks, such as MFT, is to add additional requirements when they're releasing other perks - such as the aforementioned - with very little/no effort for decent value. People shouldn't have to "earn" every perk, yet I see calls for it all the time and apparently BHVR agree. They're making a habit of nerfing meta perks - of which both LP and CI are - so is it wrong of me to wonder how, if they're going to go the additional requirements route, they might change other perks going forward?
I actually don't think any perk in the game is OP. I've literally never asked on this forum for a single nerf to a single perk. Your Sprint Burst example is amusing, since there are actually people here who say SB, and other exhaustion perks, are too easily obtained.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575515#Comment_3575515
(Old) Lethal and Corrupt activate at the start and then turn off for the rest of the match! Why do you want to add a requirement to it, what should that be? When you are running them, you are down to three/two perks after the effect wears off. With Lethal, you at least have the secondary effect, but that also only comes in play if you dedicate perk slot for another aura perk.
If "perks without a requirement" are an issue, then what about Bond, Deja Vu, Visionary, Whispers, Nurses, Stridor, ... practically all tracking / info perks have little or no requirements. But adding one to each would just be silly and serve no purpose other than making the weakest set of perks even weaker.
Just because a perk works unconditionally, it does not mean it is broken or op. Thats a silly metric. On the contrary, we have many perks that DO have requirements for a completely underwhelming effect, eg. Rookie Spirit.
It's always about how much of a benefit a perk gives you, whether a requirement / restriction would be needed or not. Mft gives too much value practically the whole match for a little unconvenience (being injured), so it is changed. Imo, UW gives too much value the entire match for a slight inconveniece (opening a locker).
Bhvr has a track record of releasing way too many perks with too many restrictions, and just recently adjusted some of them to make them actually worth running (Trail of Torment, Claustrophobie, Furtive Chase). Thats the right direction, but surely not adding arbitrary restriction / requirements to perks just bc they give value "for free".
You're putting a heck of alot of words in my mouth. I haven't asked for anything or called anything broken. I've been making observations on BHVRs decision-making regarding perk changes. But thanks for the reading material 👍
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@Ariel_Starshine said:
Gonna say this in every thread I see - This was a character selling perk, and I won't change my mind.
Of course. Reminiscent of Mikaela and Circle of Healing. The same will be the case with Ultimate Weapon. It'll probably keep the blindness but require stronger activation requirements for tracking in a future update.
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Solo queue has had one foot in the grave for awhile. Nothing is going to save it. You cop the losses and you move on. It's all we can do - signed, a fellow solo queue player.
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@LilyPad said:
Just made an account to come and say this. No thank you to 4% removal.
This sentiment always feels like it was made for the killer's benefit more than the survivor.
It's just like the DC bots which were pretty much only put in to allow the killer to get 4ks and achievements.
@Reinami your Dota 2 analogy doesn't hold up because in Dota 2 as well as other MOBA's you actively get punished for not playing the game correctly.
I've gotten plenty of people punished because they refused to listen to the team or fed hard or what have you.
A pos 5 Warlock taking their 1's creeps and stacking divine rapiers will get punished if reported. Yet the players who cleanse dull totems and hide all game for hatch are fine? This makes no sense.
For some reason DBD is the only game where both the players and the devs actively encourage bad and inefficient survivor gameplay to make up for poor balancing.
Idc what anyone says, totem builds, chest builds, locker builds are all trolling, in fact most off-meta perk loadouts and playstyles are actively throwing and need to be balanced. But that takes work BHVR isn't willing to put in at present because they and some members of the community are delusional.
Solo queue is so terrible because these builds and playstyles should be relegated to consenting SWF'S. If you are queueing solo it should be expected that all survivors and the killer play efficiently regardless of mmr bracket. It's not shocking there's a hookcide epidemic.
The Dwight, Meg, and Claudette who queue up for solo queue with the intent to win and work as a team absolutely do not deserve to be forced to stay in the match with the Jake running to every chest in the map with Appraisal before touching a single Gen or taking chase. Yet many people here including the devs would argue the opposite because it's "a party game." Nevermind the fact that things are constantly being watered down and nerfed for the sake of competitive balance. It is folly.
Until camping and proxy camping are dead, until basement gets fixed, until tunneling isn't mindlessly easy, and until survivors are actively encouraged to play as a team and people who never do gens or take aggro are punished, 4% and hookcides are a necessary evil.
If they are to be removed, at the bare minimum I expect BHVR to be more aggressive in clearly stating expectations for survivor players so we can address how many selfish players there are.
Re playing off-meta perks, you kind of answered why yourself: "Nevermind the fact that things are constantly being watered down and nerfed for the sake of competitive balance."
Is there really a point to playing with meta perks as a survivor anymore? Recent history has shown they'll just end up nerfed to the point that no one uses them. And it's not like there's much in the way of replacement - it's telling that most of the top survivor perks are several years old. MFT was really the only recent addition, with the exception of buffed Deja Vu which to my understanding is a temporary buff. And MFT is dead after the next update. I no longer use meta perks or those in the top 10. There's no point. I also don't throw my games though.
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Honestly, Rancid Abbatoir is pretty much a genrush map at this stage. Very little pallets, large dead zones. If you want to escape you need to get out asap.
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Yeah it's definitely a dead perk. Have people seen how dark the screen gets as Deep Wound progresses? Haste means jack when you can't see lol
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It's probably simply the only way they can get kills. Lots of players are casual and have no desire to learn the game or strive to get better. It is what it is.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575061#Comment_3575061
Despite the fact that i think UW is a terrible perk (yeah you heard me, terrible) that stands to reason that because of that MFT should be dealt with first right? It took them 6 months to do something about MFT and UW hasn't even been out for 3. So even if it was super OP like people claim, it's still in the same realm as MFT in terms of changes.
In regards to it being bad, Lethal pursuer is the best tracking perk in the game, and combined with BBQ or other aura reading is far far better than UW will ever be. UW already has a MASSIVE cooldown of 60 seconds. You use it, then it stays active for 30 seconds, getting you into a chase, but the 30 second cooldown doesn't start until after the first 30 seconds are up. Meaning you get 1 minute between uses. Whereas lethal gets you into the first chase within 10-15 seconds of the match starting, and BBQ gives you constant reading every time you hook someone, whereas UW requires you to go out of your way to find a locker, and then on top of that isn't guaranteed to be up after a hook, and on top of that screams are significantly worse than plain aura reading.
I have no issue with them addressing MFT. I'm aware of how tracking perks work. Was talking about BHVR seemingly addressing activation requirements.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575061#Comment_3575061
If BHVR is looking at making more activation requirements, then they should absolutely look at Windows of Opportunity and Calm Spirit. Because, you know, they have zero activation requirements, and have 100% uptime the entire game.
Distortion also has zero activation requirements, and Distortion being able to regain tokens means that against many killer builds, it can still have a 100% uptime rate.
Calm Spirit already penalises you, so no need for an activation requirement. The other 2, sure. Lethal Pursuer and Corrupt are another 2 with no requirements so chuck them in too I guess.
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I just want female vaulting fixed
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575029#Comment_3575029
MFT is the 2nd most popular perk in the entire game.
Meanwhile, UW has already gotten weaker twice, and it’s STILL not in the top 3 for killer tracking perks. Even though we have so many people claiming “UW makes other tracking perks obsolete”, we STILL have at least 3 other killer tracking perks that are more popular than UW.
MFT has been out longer than UW. I have no doubt UW is steadily rising to top 3. My last 10 survivor games had UW. I think it's effects are fine but since BHVR are looking at making more activation requirements I'm sure it'll eventually require more than just opening a locker.
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Seems we will be getting personal player profile pages. Guessing we can obtain/buy/etc cards (like profile pictures I think) and banners to decorate said profiles
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Will vaulting be fixed in the same update? Since the fix reverted.
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574845#Comment_3574845
Yes and they need to get rid of the BOTS too
Tbf we do need a laugh every now and then
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I suppose experienced players will just play it with Dead Hard now, since it's no longer affected by Exhaustion.
I am surprised they took the additional requirements route. There are popular perks like Lethal Pursuer and Corrupt, whose activation requirements are simply spawning into the game. Perks like Ultimate Weapon that require just opening a locker to activate. I wonder if this will be a new thing going forward and more updates will come with additional requirements for those perks. I wouldn't mind hearing the devs thought process.
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Poor sweet Dweet :(
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574616#Comment_3574616
Whidh sort of brings us back into the whole the Forums are an extremely small fraction of players and most of us are FAR more experienced than the casual DBD player.
We might be just fine with waiting longer for matches, but Survivors already waiting a fairly long time, I don't think a lot of casual players will appreciate or notice (for all intents and purposes) removing ragequitters more than the iincreased queues.
Yeah, I'd rather the occasional ragequitter than having longer queue times. It's so uncommon in my games for people to let go. If it's happening frequently enough to someone that they want the devs to force others to play with them, then it makes me wonder how unpleasant they must be to play with that everyone seemingly ducks out on them. They're the common denominator in those games.
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I'm watching Skermz (with Knightlight) while I eat lunch and this SM has herself a 4 gen 🤣 there's another gen in front of the building, inbetween his and the yellow one furtherest from him. That SM needs to buy a lottery ticket cos ######### is that gen spread lmao
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I had a funny experience with the anti-camp. Was almost sacrificed on second hook when my anti-camp filled up and the unhook myself option popped up. I presses R1 but then the skill check happened and removed the unhook. I missed the skill check obviously and died.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574536#Comment_3574536
BOT Claudette wouldn't heal me. I died. She went afk at the killer shack, got 3 crows and hauled ass when the killer showed up.
https://us.v-cdn.net/6030815/uploads/RZRIQCFRFU47/20231029-104656.jpg
🤣 I think that's a bottom of the barrel bot. Worst I've ever seen.
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574167#Comment_3574167
"the game will avoid spawning you too close to the killer"
uh huh
tell that to the match where bubba and i spawned kissing each other
This has happened to me twice lol I think it's a glitch. Once I spawned right next to a pinky finger Clown. My camera hadn't finished spinning before I was hit in the head with a bottle and downed pretty much immediately. Another time was a Huntress but she either didn't see me or decided to cut me some slack for that bit of bad luck lol
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574531#Comment_3574531
You are supposed to be my friend. After all we've been through with the BOTS. Yes, separate trials but we feel each other's pain 😢
I'm sorry 😔 I still stand in solidarity with you over the bot plight
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This has always been the case with cheating though. Killer aura perks were always used to cover up wall hacks. Gen regression perks were always used to cover up gen regression hacks. Gen speed perks were always used to cover up gen speed hacks. If we let hackers dictate perks we won't have any perks left.
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I don't use either. So i say no. I can handle both.
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I think the penalty is only like a minute for first DC. So that's probably all you can really do. Just DC and put up with the penalty. Games like that aren't common, most people are normal and have better things to do with their time, so putting up with the odd one minute penalty is probably the best you have.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573650#Comment_3573650
^ This. And with the new antifacecamp system, this is the best play: they'll be able to unhook themselves, but if you go in for the save their self-unhook meter stops filling up because there's a survivor nearby. So, a teammate flapping their arms means my friend and I stay on gens.
It was the camp dance when I started playing but it's changed over time. It's now pretty much impatience to hurry tf up and unhook.
