NightWolfsFury
NightWolfsFury
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@SvarturSteinn said:
I've gotten this in my lobby so many times I swear perks need a cooldown between matches XD
Dead Hard, Unbreakable, Iron Will, Prove Thyself
Dead Hard, Unbreakable, Iron Will, Borrowed time
Dead Hard, Unbreakable, Iron Will, Borrowed time
Dead Hard, Unbreakable, Iron Will, Decisive Strike
At this point, I only run Iron Will because it gets so annoying heading my character whine in my ears for 5 minutes. Q_Q it isn't even to outplay or be stealthy. It's to stop getting so annoyed at my own character!
I have ran Calm Spirit/Iron Will so many times on survivor just so I don't have to hear them... LOL
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2496866#Comment_2496866
I've seen this type of hit from both perspective. On the killer side it looks like a hit and the sound is played. On the survivor side the stun happens before the killer can swing.
Its all about perspective. Players need to learn they are seeing other players positions in the past and tightly timed actions won't always turn out the way you think it should. This includes being hit thru windows or a hatchet that hits far away from you.
What they need to change about that is the killer no longer sees or hears the sound of the person being hit. Not entirely sure if there is a way to do that (and they would break the whole game doing it, let's be real), but it needs to be changed on the killer side.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496909#Comment_2496909
But ill gave games where everything is running as it should except for pallet so are pallets causing a latency issue then?
I'm honestly not entirely sure. Their servers in the US specifically are TERRIBLE. All players will rubber band backwards, have huge lag spikes, just tons of issues constantly. What most likely happened that match could also be that the survivor was closer to the server you guys were on, making their actions reach the server faster? That or you just had a bad server, which is probably more likely with how much they suck... lmao
EU actually has so much more acceptable servers, as they're much closer to all players since EU is much smaller, allowing faster server determinations to happen properly, unlike US. Idk where you live, but if it is the US, I just chalk it up to terrible servers. LOL
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@GoodBoyKaru said:
It's still entirely possible to hit people through pallets...
https://clips.twitch.tv/DepressedColdRamenPicoMause-_T8hFDPjF1BjoUp-
It isn't that it is "completely survivor-sided". It is whatever the server detects happened first. This is actually neutral-sided, which is how the entire game should be. The server determines all actions, which it only does for pallets and grabs atm (even though they didn't actually fix grabs. They just ensure you hit them at the very least). Get rid of bad internet giving an advantage as much as possible. Let the server determine what happens, not what the killer or survivor sees.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496901#Comment_2496901
But I have great internet. I does some times get crazy and I wonder if it a vpner. For the most part I have no internet problems on most games.
Yeah... that's the BIGGEST issue with this game... it rewards bad internet. I've never heard of a game doing that before. There is "favor the shooter", which the server tries to determine what should hit based upon what the person on the screen sees, but not blatant disregard for good internet and actually giving you a straight up DISADVANTAGE for it. It's stupid and Behavior reallllyyyyyyy needs to fix it.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496885#Comment_2496885
I'm running at like 16 ping so I really doubt that. I clearly watched run pass the pallet(because I had been respecting them) i swing she then turns and runs back a little and boom vacuums the rest of the distance and stun.
The game will never be perfect on what should hit and what shouldn't, sadly. If you have really low latency, you probably just got screwed over, sadly. It happens A LOT. Not even my suggestion for server hits would completely fix that either. :\ It would just help reduce these scenarios.
One specific situation I will always remember is when I dropped a pallet on a Nurse right after she blinked, I got the stun and she still hit me facing 180 away from my character... at the other side of the pallet... We both discussed it and talked about how it was BS. It just happens sometimes.
Sorry about that, though. I know how frustrating that can be. Also, my apologies for the other response. I saw your notification pop up right before I posted my comment, so it was in regards to before your response.
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@NightWolfsFury said:
https://forum.deadbydaylight.com/en/discussion/comment/2496866#Comment_2496866
The reason for this is most likely because the survivor had better latency than you, so on the survivor's screen, you weren't as close as it looks on your screen. When they dropped the pallet, you were farther back and the server registered their pallet drop before your hit due to them having better latency. As the game should do for all hits. Reward the better internet, regardless of which side.
Right now, hits are still killer-sided in most scenarios, which shouldn't be the case anymore with servers. It should reward the player with better internet and the server determines what should and should not hit based on what hits the server first. This goes for both killer AND survivor. Currently, the game rewards bad internet and actually penalizes good internet (in most scenarios), which makes absolutely no sense and is completely unfair.
To back up my internet situation that penalizes a killer with good internet and survivor with bad internet, survivors can rubber band and make them much harder to hit because the server can't keep up with them properly, making ghost hits (ones that don't hit) or a wiff entirely because the survivor is much farther on their own screen.
If the servers actually prioritized the better latency, the killer would get the hit, regardless of what the survivor sees, which is completely fair due to them having better internet.
This also combats VPNing, which is an extreme issue currently because it gives an innate advantage due to higher latency and how the game rewards what the player sees instead of what the server sees first.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496856#Comment_2496856
That makes no sense if they have to run back to the pallet when I'm in mind swing through the pallet?
The reason for this is most likely because the survivor had better latency than you, so on the survivor's screen, you weren't as close as it looks on your screen. When they dropped the pallet, you were farther back and the server registered their pallet drop before your hit due to them having better latency. As the game should do for all hits. Reward the better internet, regardless of which side.
Right now, hits are still killer-sided in most scenarios, which shouldn't be the case anymore with servers. It should reward the player with better internet and the server determines what should and should not hit based on what hits the server first. This goes for both killer AND survivor. Currently, the game rewards bad internet and actually penalizes good internet (in most scenarios), which makes absolutely no sense and is completely unfair.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2496689#Comment_2496689
The issue is the 8k cap. It wouldn't be worth the extra points past maybe playing nice in the beginning to confirm whether or not the survivors are good.
Instead of it JUST being the hit, it could also be chasing for at least 10 seconds and both parties get the points, even if the killer doesn't hit them. That way it isn't an incentive to just immediately take the hit and go back to tunneling. Both parties will still get the 500 points, as long as the chase lasts for 10 seconds.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2496689#Comment_2496689
The issue is the 8k cap. It wouldn't be worth the extra points past maybe playing nice in the beginning to confirm whether or not the survivors are good.
Give it its own hidden category. One that doesn't attribute to your emblems or MMR or anything. You know you'll get the points when you see in the top right "Opportunist - 500".
The survivor counterpart could be if the unhooking survivor takes the hit, they also receive the extra points, similar to distraction or protection. In this case, it could be called "Defender" or "Altruist" or something. That way both parties have a reason to be the one in chase after an unhook.
This not only helps with the in-game play styles, but ALSO with the BP grind. It's an overall win-win in all regards.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2496334#Comment_2496334
It's almost like it would be healthy for the game to, i dunno, fix both? Imagine a world where tunneling and/or camping weren't effective strategies (not a bloodpoint reduction, not an xp punishment, not an mmr punishment, but systemically a bad choice to win the game), and killers didn't lose 3 gens in 2 minutes every game.
But HOW do we fix that is the question? I can't really think of anything to make not tunneling 1-2 people per match to heavily apply pressure to them, forcing the two non-hooked people off gens to try to protect, giving you even MORE pressure.
Maybe something where going after the unhooker instead or another survivor gives you a small buff or something? Maybe a small chase buff that could be called "Opportunist". Giving you a small buff to the next pallet they drop either reducing your stun a little or breaking the pallet a little faster? Not entirely sure.
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@Purgatorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2496334#Comment_2496334
What if bhvr gave incentives to go after someone else such as extra bp if the next hit is not the unhooked survivor or something along those lines. I am more of a bp chaser than a killer so it would entice others like me to do so.
I understand that there are some killers out there that won't bother about this and continue to tunnel but bhvr cannot fully fix this as they tried before but survivors abused it, I can't remember what they tried though because it was a while ago lol.
Yeah, some form of incentive would help nudge killers into a preferred play style without punishing them for NOT choosing to go for that play style. Regardless, I don't think it would change anything up too much, though. ๐ MAYBE a reduction of a smaller amount of points for hitting the person after a certain time frame after the unhook, but it does not negatively impact your emblems? That way it is also more of a nudge, but let's say you only lose 250-500 points. It really isn't much! But if you KEEP doing it in a match, then it'll start to add up.
But again, I just don't like the idea of punishing the killer for making the potentially correct play. It is also unfair, so I don't really like my own idea.
A form of punishment is the only way I can really imagine getting killers not to tunnel, though. Hopefully we can think of something else. Maybe more points for going after the unhooker instead?? That would probably work! First hit to the unhooker AFTER the unhook is like 500 extra points on the hit.
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@Alphasoul05 said:
SBMM makes the game more competitive (ironic, DBD considered) which creates far more scenarios across all MMR levels where the killer feels they have to tunnel if they want to win, or just do well, against good teams. It's also common among the lowest skill levels because it's incredibly effective against bad players.
People complain about gen regression perks and tunneling, rather than blaming the games failure to be balanced as a whole at a fundamental level, which causes a lot of the negativity that exists in game and the more frequent need for these things.
The only problem with this is if you balance gens more, tunneling is MORE effective because the killer is no longer punished for pushing out 1 or 2 survivors the whole match, and you know people would continue to abuse this, AND it would be an even better strat.
Matches won't get more fair. They'll just be even worse for the survivors.
There isn't really a way to fix this unless they need gen regression perks as a whole as a side effect, but even then, that ALSO encourages tunneling more because gen regression is less effective and gens are slower.
The only way to fix this is to punish killers for choosing to tunnel by reducing their scores/MMR for doing so, which I don't think is really fair either, as it is an effective strat and is also trying to force the players into a certain play style.
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@latinfla4 said:
It's been almost a week enough time for everyone's mmr rating to have settled...time to give bhvr some data.
So do you like the new system?
Simple yes or no and why๐
For me yes as solo survivor and no as killer.
Honestly, no. Me and my friends have gotten pretty high MMR at this point and all the killers at that point have been doing nothing but proxy camping hooks like they're in a tournament game and it has made this game unbearably unfun.
You basically rush gens because once someone is hooked, they're going to be forced into second state or just die. Either that or the killer will ONLY target 2 people the whole match and kill them out pretty early on, which is again, a "pro" strat.
This game has become unbearable and I've played less and less already.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2360952#Comment_2360952
It's regarded as 'scummy' because Survivor Mains are attempting to use peer pressure and insults to guide the actions of their opponent; Killers.
It's basically 'You don't want to be a bad/scummy/scrubby Killer! Don't: Slug, Camp, Tunnel, Use <x> Killer, use <x> perks, etc.'
It's a pressure tactic they do to try making easier matches by forcing Killers to play sub-optimally by banning anything effective under 'bad Killers do that!'
That isn't the reason for most players. Doing this means that survivor gets to have a miserable game for no reason. They didn't do anything to warrant not getting to play the match for more than a couple minutes.
I get that (for some reason) people take this game seriously and want to do absolutely anything to win, but that just makes the game miserable for everybody. The other survivors don't get to have fun being chased and are stuck being M1 bots and the person you tunnel just gets taken out of the game without a break or having any actual fun or a solid chance at a chase, unless they have a good set up.
It isn't about "trying to make sure killers never play optimally for easy wins". It's about making sure everybody gets to enjoy the game.
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2353566#Comment_2353566
Wow I have been playing for 3 years and had literally no idea that was a thing, so weird
I've been playing for 2 years and never knew that was a thing... We really do learn something new everyday... Lmao
Guess when I get slugged, it is before any actual wiggling or if they drop me and pick me back up, it isn't long enough for the decay or they just leave me on the ground to get picked up.
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@SweetTerror said:
I just got done leveling up Jill Valentine from level 30 to 40, and I kid you not I only came across TWO cakes! Seriously BHVR, WTH?!
This is so weird that people are getting so few cakes... While they're not ABUNDANT, I've been able to gain at least 2-3 cakes after every match that has 3+ cakes in it. I started with 18 last night and after 3 hours, ended with 33 on Jill after using a cake every match.
I'm either getting extremely lucky or other players are getting extremely unlucky.
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@FattiePoobum said:
Doesnโt matter what offering you put up
killers who camp and tunnel only know how to play one way.
same as gen rushing urban evadedets only know how to play one way.
you canโt polish a turd by using a bonus offering, it doesnโt work.
This is true. I was making a joke to one of my friends when we saw a camping doctor and there were 4 cakes. I was like, "Bruh, it's the event. Why you gonna play like this?"
In end-game, I saw their name was, "ICampTooMuch," and was like, "at least they stay true to their name, even with all these blood points on the line." Lol I found it funny and wasn't salty about it. You bought the game. You're entitled to play it how YOU want to play it, but I'll still make some jokes here and there. ๐
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@domriver said:
When you see a survivor and he/she is sparkling/glittering you know they have found the crown. You purposely go after them to kill them and deny them the crown?
ill admit it . i did it. ๐a few times...... ๐ค
I'm personally the opposite on both killer and survivor (I'll explain the survivor part). As killer, if I see them glowing, I'll let them go, but I'll still hook them during the game.
As survivor, if I find the crown pedestal, I'll constantly fast vault and make noises, so the killer comes to me. If they do come, I point at the pedestal for them to get the crown.
I'm too wholesome for DbD. ๐ญ๐ญ๐
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@Lord_Tony said:
NOED gets nerfed everytime they add a new anti-totem perk in the game.
small game now has a totem counter even.
the problem is survivors want to use Dead hard, DS, Iron will and unbreakable so they have no room for a anti-totem perk and when you tell them to do bones they will keep telling you they aren't wasting their time with that.
I personally prefer Detective's Hunch. While a gen has to get done for it to proc, you also know generator locations and can see totems from most areas on a map.
With seeing generators remaining, I know what gens need to be done to prevent a 3-gen on top of seeing how many totems are left on the map. It's really useful in both regards and requires only one perk instead of multiple, like Visionary/Deja Vu (it's Deja Vu, right?) or something WITH Small Game for that 3-gen knowledge.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2317431#Comment_2317431
The thing is, if NoED were 100% removed; Survivors would never do totems (Barring Hex: Ruin, which is obvious if it's in play).
The THREAT of NOED ensures Survivors slow down & cleanse totems, which buys Killer's time to kill. Of course, that is also WHY Survivors whine; they want to genrush as fast as possible, and anything counter to that goal is 'OP' and 'broken'.
You bring up a good point. NOED is the only perk that activates after the gens are completed. They could start looking into adding more perks that activate during end game to incentive doing bones more.
Imagine if No Way Out was actually a hex totem that blocked the gates for a minute or two or until the totem is cleansed (based on tokens, like Devour. The more hooks, the longer it'll last until max time). That could be very interesting and make bones feel more worthwhile instead of like a "time waster", doing them on the off chance 1/20 killers brought NOED.
It would give dull totems more agency. Or perks based on tokens that do nothing and will eventually light a totem in the match after X objective for the perk is reached.
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@Hermit said:
https://forum.deadbydaylight.com/en/discussion/comment/2325492#Comment_2325492
Tell that to all those boring swfโs with 3 or 4 event toolboxes, each with a BNP. Then, when everyone is on death hook (because I play ultra nice) the 3man is teabagging at the exit gate while the poor random (the only one who collected a crown) is struggling on hook.
Not even a gg after I basically invited them to save that poor soul.
After three of those games in a row I just switched to survivor. Hopefully those survivors are getting the killers they deserve.
Funny enough, I'm the opposite, even in a 4-man. I'm trying to farm a little bit for BPs and WGLF and if I find a crown pedestal, I spam fast vault something a bunch to get the killer's attention and bring them to the pedestal.
I'm maining Jill right now, so I don't need them and want the killers to get their crowns if possible. I've had a few start farming with me or let me live after because of it. โค๏ธ
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J/k, found it on the video.
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I can't find the specific dev update anymore, but it was from July, 2020. I do have a video by Dowsey that shows him reading all of the information, including 60hz tick rate increase. Billy NERF Bubba BUFF 60Hz Tick Servers - Dead by Daylight - YouTube
Server Improvements information is at 8:10, which states tick rate increase to 60 from 30.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2302901#Comment_2302901
I believe DBD servers are like 20? maybe 30? tickrate though. So you need to factor that in as well.
They're 60 now. Which I have also discussed.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/260257/please-fix-huntress-hit-boxes
It's not hitboxes, its lag.
I see that you did not read the whole post or any following comments, as we have been discussing this already.
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This specific video shows it at 216ms of time difference, which is much different than 100ms total. This of course will be extended due to it reaching the servers and the servers determining what happened, but that's where the issue lies... the server taking too much time to transfer this information.
Many games these days are using upwards to 120 tick rate servers compared to the old 30 and 60 because those have become way too slow in gaming for online games. Many of these games, admittedly, are competitive games, such as Valorant, but should still become the norm amongst online gaming in the future. It makes for a much healthier and enjoyable gaming experience and is worth the investment. If it were 100ms, this is still only 0.1s. If my client is 1-2 seconds ahead of that, the servers should be fast enough to detect this information and process the information accordingly.
There's a huge discrepancy in many dedicated hits and where you were when hit. I have a whole folder full. If I am able to fast vault a window and run 3 steps away and still get hit from the killer at the window, this is on the information transfer, not on either client's end at this point, as that is around at least 1 whole second of time for the game to extrapolate the scenario and act accordingly.
This could also be due to a lack of servers around the US, so the information has to be transferred further. My friend from the UK says he doesn't get as many crappy hits, and it is most likely due to him being much closer to the actual servers than probably anyone in the US.
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@WiiFitTrainer said:
Shes been busted for years now, and they just took time to adjust her addons and didn't do diddly to fix hatchets then.
Odds are she's always going to be throwing car engines
The thing is, this doesn't always work in her favor. She has bugs where hatchets go THROUGH you as well. Her hatchets are extremely inconsistent, which is frustrating to ALL players, including the ones playing Huntress.
I would just really like to see them address her hatchets and try to make them more consistent and work as intended if possible. Of course, other killers also have this problem, like Nurse's hits going through people (which happens to me all the time) and such, but Huntress is the biggest offender.
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@Yords said:
What if I were to tell you that the issue is latency and not her hitboxes?
I literally addressed this in my OP. We both had 50 latency (not 50 exact, but in the 50's). I asked them after the match, and this happens with every single person, including streamers, who, most of them, have great internet. It is not latency and this excuse has always been terrible. It is how slow the servers themselves are.
Their servers are extremely slow and garbage, so they can't transfer the information fast enough to recognize what should've actually happened. It's why server hit validation doesn't do it's job whatsoever. They pretend it's a thing, but I've ran into so many killers where I drop a pallet, they swing and hit it, I am already running away, get hit and go down, and then they get stunned. Where we the server validation? Lmao it doesn't exist.
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We really shouldn't even have to boycott... it's so ridiculous. Just stop making sets for everything outside of licensed characters. If they're THAT concerned about losing money, sell them as full sets, but allow them to be interchanged.
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Agreed, and some of the cosmetics, like "Toilet Seat Kate" were absolutely hilarious! It was a very fresh sight to see some broken sets, as they were funny and freed some of the tension from the game when you saw them. Not sure why this took priority so fast when RPD is still disabled and it is for the brand new DLC... you would think that would take ABSOLUTE 100% focus and everything else on the side burner for a few days to ensure it is re-released in a timely manner before all of the hype is gone.
Nope. Let's fix something that literally doesn't matter (outside of licensed characters) over everything else for... reasons... This new method was found out less than a week ago and was patched already. Why was that such a high priority?
Just unlink most of the sets and fix the bugged looks they cause and sell them as the full set, as you said. Leave sets to licensed characters only.
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That could actually be a lot of fun! But the problem is that there are 4 survivors and 1 killer. Imagine if all 4 survivors brought these perks. It could become overwhelming.
They could do it where all survivors share one single talisman thing, so if it is destroyed, it affects all survivors with the perks affected by this, instead of just 1.
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@bm33 said:
I had two matches in a row yesterday against the same rank 1 killer. He killed everyone on my team, definitely could've killed me but both matches he let me go. First match I thought he ignored me opening the door to try and find the gnome. Second match he dropped me at door and hit handle while he went to find the other last remaining player (he knew I was running adrenaline from previous match). Not sure why he decided to let me go, maybe it was because I was Kate? Maybe we've had matches before and he liked playing with me? Either way I thought it was really nice of the killer. My swf teammate was joking that he was gonna report me for working with the killer. ๐
I once played against a Pyramid Head as Cheryl who just wouldn't attack me for doing reason and followed me around the whole game.
When I pointed at another survivor, they would stack that survivor. When My friend was hooked, I pointed at her and then the exit gate and the PH let her go.
I'm the end game, their name was Cheryl's Guardian and they said that I wished for my friend's escape and they granted it. It was so funny. We ended up adding each other on Steam.
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Can't believe I forgot this other match I had!
My friends and I decided to meme and everybody run Urban Evasion. We all spawned together and were playing follow the leader while crouching around. We ended up going against a Ghostface of all killers and he joined us. We started following them as the leader.
The rest of the game was just all of us farming and doing the stupid crouch stuff.
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I had a game where my whole team died to a Blight and they closed the hatch on me, so I started fast vaulting near an exit gate. When they came, I dropped my purple flashlight I found, crouched, and nodded. They decided to let me escape through the gate and have me a free pallet stun on the way out. I wanted to give them a hit on the way out, so I pointed at them and then the exit gate, so they tried to leave with me and son their head no that they couldn't. I had to leave my friend behind in the trial. :(
When we talked in end game chat, they were really nice and it was cute.
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@Samtar said:
Survivors are overpowered at the highest level of play when generators get banged out in around 3-4 minutes consistently and only Spirit and Nurse can compete there.
Killer will usually have the advantage unless he is a newer player playing against experienced teams.
I wouldn't necessarily say this. Solo queue survivor is agonizing, even at rank 1. Most times you get pretty bad teammates and there is nothing you can do. It's much more surprising when you DO get good teammates than when you don't.
Overall, it seems the consensus for a lot of the community is solo queue survivor is the hardest, killer is the second hardest, SWF is the easiest.
They only become overpowered when there are multiple really strong survivors on the team that hold M1 at any opportunity and can give killers really good chases.
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My first survivor I ever played was Claudette, but that was just to get Self-Care at the time. Being brand new, I wanted something to help me survive a little better.
After, I went into Bill for BT, David for DH, and then settled in Feng, who was my actual main until Cheryl.
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@Johnny_XMan said:
I am hoping she will be included in the upcoming chapter. She is my absolute favorite ๐
https://us.v-cdn.net/6030815/uploads/SUMUBMQFHTPK/a987c3fc-4db6-45e3-8467-15a2169861f6.jpeg
They did hint that "stars" were coming to their anniversary stream, so it will most likely be a STARS member that is the new survivor(s).
As for the killer, I would LOVE Mr. X to be in DBD with his theme mixed with the standard chase theme, like how the fan made one did it.
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@Dabihwow said:
RE IS COMING IN DBD!
Oh god, I just realized we're probably going to get RPD, the mansion, or something else indoor as the map and indoor maps freaking suck... ๐ But I'm SO excited! When I saw the reveal, I was jumping.
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@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/2110997#Comment_2110997
Not really, ruin was changed because it wasn't friendly to new players and found tedious by some survivors. That's the truth. Find a true imparcial killer or player and they will tell you the same thing i said to you.
I didn't say why it was changed. ๐ I was just stating that old Ruin is weaker to what we have now.
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@ChiefDrek said:
https://forum.deadbydaylight.com/en/discussion/comment/2110922#Comment_2110922
I did get chased by them quiet a bit. i ended up getting hooked twice and downed three times, i got picked up and managed to escape. And I did unhook people
It all depends on what the emblems showed. If you farmed people and they were downed before you got the safe unhook, losing chases too quickly, and other random stuff can cause it.
If you had bronze evader or benevolence, for example, those tend to depip you. Not really sure. :/
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@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/2110805#Comment_2110805
Ruin much powerful than before ๐คฃ๐๐ nice joke.
Go to literally any killer main's stream and they will tell you new Ruin is more powerful... Idk. OhTofu and Zubat are both that have stated new Ruin is better. Old Ruin was only better for bad killers.
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@ChiefDrek said:
Howdy y'all.
I got a question and was hoping for an explation.
I just got to rank 8 and started a new game. We went against the plague. I spent the game doing gens, opening a chest, not much cleansing since we didn't want to give her red vomit.
I ended up escaping but it showed I deranked and I really don't understand why. I kinda want to assume its a bug issue, but if not someone let me know why I deranked : , )
If you didn't get chased, you pretty much won't pip. Were you not getting chased or save people off hook? That could be why. Those two are the biggest things to pip - chases and altruism.
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@Irisora said:
It really is the most op and unfair survivor perk. And that's probably the reason it hasn't being touch in ages. Its literally in every match, and i get it, it makes the other exaustation perks look terrible because as you said this perk have no drawbacks and you just have to hit E to make it work.
It funny how the devs said one time that they will take a look at all perks that are being overused and tone it down to balance the game. Meanwhile all we got by that excuse was the Ruin nerf and ages later the DS nerf.
Ruin nerf? What nerf? Ruin is much more powerful now than before the rework. Ask any really good killer mains and they will tell you new Ruin is better. The only way new Ruin is bad to people are the ones who can't utilize the it properly.
They've addressed DS, Balanced Landing, Undying, Mettle of Man, buffing under-used perks, like Tinkerer, Second Wind, Any Means Necessary, etc., and a few other perk changes.
While they aren't doing a fast job at this by any means whatsoever, they've definitely been looking at perks slowly over time. Admittedly, mainly survivor ones.
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@UltraVenom said:
One of the most knowledgeable DBD players just put Freddy in B tier behind doctor, why is he getting nerfed? Why are some killers so hated on? How many times has Freddy been changed, leave the man alone. What was the point of nerfing his speed add-ons if they were just going to get deleted?
Tofu also said he is fine and doesn't feel too different, that his power is in his ability to teleport. This only punishes people who down his power without thinking. In his stream last night, he specifically said the only people complaining about these Freddy nerfs are bad killers. He literally said, "if people complain about these Freddy nerfs, thank you for telling me you're bad at killer."
Let's not take his tier list out of perspective from how he truly feels about these nerfs.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2110169#Comment_2110169
GOtta say I like it either way. Stake Out is a random perk that I personally like. For some reason that extra 1% seems like more to me IDK why. Then easily being able to use my Fast Track stacks is great. I had full stacks just now and used a Stake Out skillcheck and BOOOOOOMMMM its like having a brand new part..
I love when people try off-meta builds and find things they enjoy while doing it.
I always experiment with builds to see what perks I like and come to find that Aftercare, Autodidact, heal builds, unhook builds, Hope, Power Struggle builds, and some other stuff are TONS of fun to run and make the game feel a lot more fresh.
You don't always have to run the meta to have a good time. ๐
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@ASurvkillivorer said:
Does anyone know if when you have stacks for Fast Track AND Stake Out if the token for Stake Out still counts as 2%? I am assuming it does but just curious.
I would ASSUME how this would work is it would give you only 2% extra for the one skill check itself. Not 2% per Fast Track token. Could be wrong, though. Never tried it.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2110101#Comment_2110101
Lol I honestly thought for a second I posted this. Yeah BT time is too much now.
I have to agree. BT when it was based on terror radius makes sense for the 15 second. It has an obvious restriction to how it can be used and can be played around.
Now the only way to play around it is just wait 12 second, hope the person doesn't have BT, or go out of your way to find someone else, even if you weren't intentionally camping or tunneling. In EGC, you're just screwed if they have BT.
This all coming from a survivor main btw.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2108244#Comment_2108244
or... you can just wait out the 12 seconds and them smack them back down. problem solved
12 or even 15 second is a lot longer than people give credit for. You know how much distance that can get you? BT was initially meant as a second chance for camping killers, but now it is a "punishment" no matter what it where you were.
As a killer, if you're not camping and manage to accidentally run into or find the person unhooked than someone else, you get punished, even if you weren't trying to camp or tunnel.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/2108285#Comment_2108285
thing is you brought camping into the discussion and i'm tired of being told i'm wrong, i've played wrong, i've done wrong when i camp and even when I don't i'm accused of it! I honestly think BT was actually in a good spot, it was easy to know when bt would trigger and when it wouldn't. now it still is easy to know as it'll happen every time. I agree i think this was not even an issue and don't know why they changed it, but their change really does nothing to change how it works in the game truly so it's a nonissue for me.
I'm not saying camping or tunneling is wrong. You bought the game, you play it how YOU want to play it.
Sure, playing like that can be seen as more unsportsmanlike, but who cares? You bought the game to play how you want to play. The devs have already said camping and tunneling is not reportable.
Not to mention, camping and tunneling are necessary sometimes, like for end game, for example. What is the killer supposed to do? NOT try to secure the kill and leave the hook?
For me personally, the ONLY time BT was lacking was against Freddy due to dream world, but with this update, they made it to where you CAN'T go into dream world for 30 seconds after using a clock, no matter what. That fixed the issue. Nothing else was really needed for BT.