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Nun_So_Vile

Nun_So_Vile

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Nun_So_Vile
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  • Aside from the topics of identity and dichotomy of morality, I believe as a business move it would be good for the company to further welcome the LGBT+ portion of the gaming community. At the end of the day, it's the company's decision on how they want to appease their stakeholder, and one facet of that is the diversity they want to bring in amongst their characters. It's a bit archaic to believe there is not a market of LGBT+ players within the gaming community that wouldn't connect to the game through a character they can identify with in some aspect. Heck, Overwatch anyone? And aside from that maybe they just like horror, like the thrill and excitement that can come from being scared, and just love connecting to characters and getting into the lore within games and this is what brings them over to and they become even big fans of the game. Paraphrasing Phasma, it's a safe move.

  • @Zeus said:

    Mama mia

    Mama....Nea!?!

  • All I ask for is a sweet thang like Lala Escargot to tell my woes to.

  • @Gibberish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1975409#Comment_1975409

    Its not stupid at all that that's how it works, it's nessecary. One patch they made it so that blinds and pallet saves didnt require specific timing. It got reverted in just 4 days because it made the game unplayable for Killer and like 90% of the community yelled at BHVR for it.

    There's a difference between stupid and redundant. It's not redundant because it is a safeguard for abuse like we saw in the update with early flashlight saves. That aside, it's stupid (or annoying if you wanna use that) because of how misleading it can be to players to see those blind points and nothing happens (which is why you get these few posts thinking there's a bug), and how finicky the damn thing can be to hit between the final i-frame window when they are locked in animation and can move freely sometimes. Same with pallets when you just barely throw it too early for it to count the save. Definitely takes practice and a decent bit of skill to master the save.

  • I forget if it's something that was changed or not, but basically, animations take priority over a few different things, so flashlight blinds and pallet stuns when the killer is picking up survivor have to be done AFTER the animation is ended. As Gibberish was saying you're probably too early, wait for near the end of the animation so you get the timing down and can blind more consistently. Honestly, it's really stupid that it is the way it works (believe me I've had my share of blinds and pallet stuns not register) but that's just how it is.

  • If Michael still out here getting played like in the ending of 2018, then wraith got it in the bag.

    https://www.youtube.com/watch?v=sySdt_b4i0E


  • Did you touch the killer's drumset in the basement?

  • original.jpg

    Umm..how about...

  • Here's something for your technical abilities playing survivor.

    https://www.youtube.com/watch?v=xJCuAFssn7s

    It's really outdated, but this video got me far starting down the path when I first started playing DBD. Still some relevant fundamental tools in here tho to add to your surv kit. Play both sides as your game develops, but it would be beneficial to start on one side at first and commit to it until level 50 so you can get some good teachable perks and hopefully something decent on the shrine. Prestieging your character isn't really worth it unless you want the cosmetics, so it's alright to just have a max character that you don't prestige and use that to play on while you build up. If you play killer, BBQ is really one of the essential killer kit perks at any ranks, so keep an eye out for that and get it as quick as you can for more BP to pump into other characters. I'm sure others will chime in with other suggestions so I'll leave that to them.

  • Hell yeah. This brings me back to playing as a human on the 2010 AVP video game and nearly crapping myself when I turned around and came face-to-face with a Xeno before pumping it full of lead. I feel any gameplay with a Xeno in this game would require the devs to create its own standalone game mode separate from the regular multiplayer to truly explore the possibilities.

  • I heard it through the grapevine that a working MMR should be out around the time Elden Ring drops /s.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1972364#Comment_1972364

    That's just lag.

    You could literally replicate the desync bug every single time with sprint burst before the update and now you can't at all.

    Things like that which made it apparent that there was something wrong have all been fixed, highly ######### hits like that have always been happening there are compilations of them on youtube since forever- but the bug induced ones have been addressed.

    I've been playing non stop since the update and I haven't had a single bad hit yet outside of normal DBD ie Freddy or such- before it was like at least 1 to 3 #########'s a game.

    I hope so. That was my first or second game back since they released the update and hotfixes so I'm over here begging the game not to be a broken mess still and play like "normal"..at least...as normal as it can get. That was the weirdest hit of the night yesterday.

  • Posted the time above this post, just forgot to quote you for the noti. ๐Ÿ˜

  • Hmm..thought it posted at the timestamp. It's 3h5m17s

  • https://www.twitch.tv/videos/927362236?t=3h5m17s

    They said they "fixed" it, but I have my doubts. Had a game where I got hit 15ft away and vaulting the other side of a window by a PH M1. Like it was night and day a hit that shouldn't have ever worked, but it did and now here we are. Here's the vid with a good angle my friend got of the hit. Killer was laggy, but the hit was highly sus even for your normal server lag. Could be a desync issue still?

  • It should be reverted to be closer to its original text. Survivors got a decent perk and then it got nerfed into the ground just like anything else remotely useful survivors have had in the past. That's about all I got.

  • Sounds like they were just salty and looking for a scapegoat.

  • I agree, it's freaking ridiculous. This has been a problem for a long time and they just can't seem to get it right. Here's a snippet from a game I had against the twins where Victor clearly dives in the opposite direction but is rewarded with the hit.

    https://www.youtube.com/watch?v=ZUtRoKlCmjg


  • @LexTalionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1807389#Comment_1807389

    Except it isn't. If EGC starts as soon as the second to last survivor dies, then the last survivors chance of escape is in one of the two powered gates. Any halfway decent survivor can start gate without giving away their position, avoid the killer, and cleverly get the gate open before they return. The hatch is a dumb luck get out of jail free card that requires no skill.

    That's not the case at all. Does the killer have no perks? Considering that it takes 20 seconds to open an exit gate without any boosts from perks like wake-up, any halfway decent will not give a survivor a chance because realistically they'll have tracking perks like BBQ and/or Whispers. Take the hatch out of the equation and that's one less thing the killer won't have to worry about finding it so that's more time to come straight to you. You do realize how easy it is to track with the info a killer gets just from BBQ, right? So once that last survivor is hooked it'll come down to RNG. Unless your RNG luck is so bad and those gates are spread out on a map like Mother's Dwelling or Azarov's, the Killer will most likely catch the survivor as they open the gate just about every single time. Won't matter if they hide in a locker or try to be stealthy because the probability of a survivor being caught in the act is very high in this situation, especially with a good high mobility killer.

    I feel I should also mention stealth killers because there are high mobility stealth killers (i.e. Wraith) that can get the drop on you before you even know you've been spotted, which makes the gate a moot point since you'll be chased off. Realistically, the Killer can also just go "X" amount of feet to get a good look at one gate and then go back to a spot where they have a good view of the other gate, meaning they won't have to run the full distance to the gate just to see what's going on. Watch any Rank 1 killer and that is exactly what they'll do, get a good vantage point where they can see both gates without committing to going to one or another unless they spot the survivor. There's also the fact that Devs are making maps smaller, which only decreases that chance to get a gate powered on smaller maps because a killer can just walk between the two on a small map regardless of where it spawns, i.e. Badham, Father Campbells, and so on. Makes it next to impossible because when gates are close together there is nothing a survivor can do outside finding the hatch, regardless of how you spin it. Again, This isn't yet taking into account killers with great map mobility already who shine on small maps.

    There's no chance of powering a gate even halfway on a small map with a killer that has mobility because of the pressure they can apply and having both gates locked down without losing much in terms of time spent patrolling. I've been playing this game since year 1, and I can count the number of times I've seen a survivor win a 1v1 by powering the gate on one hand because it just isn't something that happens unless the killer is throwing or makes a big mistake. There's literally a ton of variables at play that you'd have to consider before making a change like removing hatch, some of which I covered in this post. No two games are the same and that leads to different experiences and outcomes. That being said, you can be the best survivor in the world, but escaping through gates in a 1v1 is something that'll happen only once in a blue moon, and certainly not enough to be to warrant a hatch change until there is a better mechanic in place to replace the hatch.

  • Old Autohaven was great, new one...not so much. New Autohaven is one of those maps where I just say "ugh, this map again." I also don't understand why they felt pressed to add in the lawn chairs and tv around the map other than to take up space because you really can't do anything with those tiles.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820878#Comment_1820878

    Haha, getting ran around for 5 gens, what kind of idiot killer lets that happen...

    Man, I've seen all types of em. The weirdest is I've had a few killers in purple ranks that refuse to chase around a pallet loop and they just do this weird thing where they go back and forth but don't commit to fully going around; kinda like a game of pong, just back and forth at an object, but not around.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820878#Comment_1820878

    I could do it too, unfortunately my teammates aren't capable of doing the 5 gens ๐Ÿ˜‚

    Had a 7 minute chase and how many gens got done you think?

    Only 2 gens ๐Ÿคฆโ€โ™‚๏ธ

    I believe it. That's why I need to have at least 1 or 2 people I trust when I play because some random survivors are allergic to doing generators. It's like they were born with gen allergies.

  • I like this idea. Great suggestion. Would like to see something similar to this in a future update for sure.

  • https://www.youtube.com/watch?v=1HXecqH5QzA

    I could make a whole compilation of BS hits I've experienced just in the last month. I was forgiving at first, but this crap has gone on for way too long. Enough with the ######### hitboxes. Fix. Your. Game. It's gotten so bad, and at this point, there are some killers knowingly abusing the wonky hits so they can get away with a free tag from 10 feet away.

  • IIRC, increasing the number of available boxes actually reduces the probability that they will find the box with the key. 4 jigsaw boxes= 25% chance and 5 = 20%. So ultimately the idea is they end up spending more time trying to find the right one.

  • @Yords said:

    Lol seriously, if I stare at a tree from 16 meters away because I see your hand, that is me giving you a chance to live. But no, they just crouch there...waiting... then two smacks later they are down on the floor and put on a hook. Are you doing it to be funny, or do you just really believe you are Claudette?

    I'm lookin at you dweets

    Me trying to be one with the tree as the killer is walking directly towards me. All the while I'm thinking....bloody hell...did they see me?

  • @koopazepam said:

    Why don't I rank up if I camp? Do I really have to suffer these sweaty survivors who play as if their life depended on it? Do I really have to chase them and have them T-bag me after they complete a vault? Do I really have to chase these freaks who want to get chased in a loop? Why do they get rewarded for playing like jackasses but killers don't? Regardless of your position on camping, it should not get punished like this.

    Honestly, I stopped taking OP seriously after "Why do they get rewarded for playing like jackasses but killers don't." This indicates to me you are most likely low rank with low hours played in-game. You may want to try adapting your game plan and find ways to maximize your efficiency as the killer.

  • @Janick said:

    Hello

    Victor cannot be kicked or interacted with (except than the Survivor inside the locker) while he is on the locker. It is also full 10 sec. lower than this, is a bug. Yes we counted the 3sec wake up of the killer when we decided on the 10 sec. It might feel as a conservative value but its a new feature and was not on the PTB so we do not know how this feature will really affect the gameplay yet. If it requires a buff, we will readjust.

    Also, Victor locker check was never approached as a sure grab, so its totally ok that the Survivor can still escape under certain conditions. If Survivor would know that its a 100% bad outcome, they would simply not use the locker.

    Shouldn't the little Gremlin be puntable when it's holding a locker closed? I thought when players assumed control of Charlotte that made him vulnerable. What exactly makes this scenario the exception? To me, it would logically make sense that a passing survivor could crush him while he's occupied holding the doors shut on another.

  • The hatch will always be necessary because it is the last chance of escape for survivors. What is a survivor supposed to do 1v1 with no hatch option, just roll over for the killer and give into them? In the majority of 1v1 situations, any halfway decent killer will always down the last survivor because that is how the game is designed. For this reason, the hatch is the great equalizer and even then its not guaranteed a survivor will get it before being sacrificed. Even with endgame, how many times do you see a solo survivor escape when the killer closes the hatch and powers gates? Chances are it's slim-to-none because killer holds all the advantage in this situation, leaving the survivor to fight an up-hill battle. If the gates spawn close to one another it's pretty much a death sentence for the survivor regardless of what they do.

    Dezzmont brought up solos, which is another good point because as a solo survivor you can only do so much but you still rely heavily on your teammates' performance. While there are good survivors in higher ranks, you also get idiot teammates and selfish ones that do nothing but ruin your game and be a hinderance to the teams' performance. Ever had a survivor suicide on first hook or DC while at 4-5 gens? I'm sure we all have had a similar experience or heard stories of that happening and it ######### sucks because now the killer has one less threat to worry about and that can easily snowball to a hopeless match. That's where the hatch comes in because it provides the last survivor (assuming there isn't a pink key) an out, but not a guaranteed out. I do wish they'd bring back hatch interrupts for killers though, always thought that was a neat and dynamic feature but they took it out which is definitely a bummer.

  • Good on most killers, annoying for all survivors when its used right. I've been in games where PGTW can be the difference maker between survivors escaping or getting stonewalled by a killer. I'd say it also has a fair amount of flexibility so it can fit seamlessly into most loadouts.

  • Big disagree with OP's point, that would be fun for killers im sure, at the expense that it won't be fun or fair for survivors. Going along those same lines though, it would add another layer of dynamism to the game if the devs reworked the survivors and gave them all (past and future) their own unique built-in abilities.

  • Faster ques with a 4-man usually than a 3-man. This is coming from someone who does does both.

  • I just think it's hilarious people are inconvenienced still by this perk. If you think there's not a single perk killer side that doesn't match DS in strength, then you are not only being disingenuous to us, but to yourself. If anything they should make it activate more than once per trial because at least it'd be a perk worthy of all the fuss it gets even after its nerf.

  • @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796106#Comment_1796106

    It starts with the stash, then it's a downward spiral to huffing the Clown's bottles behind the carnival trailer...

    Just me, a bottle, some serum syringes, and this 3-eyed horse I've named Blinky. I sure do miss my 20s.

  • @SoylentPixie said:

    I think someone's been licking paint chips off the hooks again...

    Or got into the entity's secret stash

  • @Wesker09 said:

    I'm so ######### tired of running this perk cause I get tunneled so much and don't get me started where there isn't a single obsession so no ds this is getting to be ######### ridiculous dude, I just wanna use what i have fun with, not what i'm forced to run

    I feel it man. Whenever I'm feeling a little saucy and take DS off for another perk I end up getting tunneled the very next game. Like. Freaking. Clockwork. Then it's hello decisive, my old friend. I've come to put you back on again.

  • There's a lot to love and hate for me. The game has always been a broken mess, as has been mentioned before, but it was more enjoyable when I first picked it up during year 1 than in it is in it's current boring, stale, uninspired state. It kinda feels like you just go through the same repetitive motions, and not in a good way that keeps your attention. We also still only have one game mode, and at this point it seems like the dev team puts all their time, resources, and attention into these same specific areas of gameplay and not expanding into new territory that would really bring something new to the table in terms of how the game can be played. The meta is stale, the maps are becoming stale quickly, especially with how many variations of the same map you'll get. Add to that the inconsistencies between the resources each side are allowed to use...it is just plain offputting sometimes. It started off on as a high note for me, but over time i've grown to only play if I have friends on because it's just not as exciting for me as it once was.

  • I just want to know where y'all are finding these Victors and Bubbas that can't get past a tree. In my experience you are almost guaranteed to be DOA.

  • @azame said:

    I love how when oni had a bug with hit validation the devs got that in a small amount of time but when its survivors who suffer from these hits for years the devs sleep. Call me entitled but man you have to understand just how frustrating it is to he hit through a window despite the distance you have.

    As killer I dont have to aorry about bad wifi or vpn killers. I also dont have to hear the devs or the mods lazy reason why I'm still getting hit when hit validation was supposed to be on.

    Survivor is frustrating at the moment. It feels like there are no changes being done to improve survivor quality of life.

    Solo queue is so bad rn too. As killer I only har me and myself to worry about. The teammates are so bad so I go and play swf. When I play swf it's a problem because self is op apparently.

    This was kind of a rant but I just cant stand the survivor side. Killer is way more relaxing too. The sweat squads barely exist. I wish I seen more because it's fun to face hard teams.

    Hit detection that has only gotten worse since they officially released dedicated servers, but we'll let the other 50 threads on that topic cover that one. Been playing both survivor and killer since year 1, and imo right now survivors are in the worst spot they have ever been in any version of the game. When I did play survivor, I used to play solo-survivor non-stop in the beginning because of how addicting the game was, but since I've moved to only playing SWF in the modern format. Unless you are new to game or still figuring things out, nobody should have a problem acknowledging that killers are in a strong place right now. Killers have built up an array of good perk options and many of them combo well together; especially if you're someone like me and have all of the killer's teachables unlocked. I'd go as far as to say there's more good killer perks to choose from than survivor perks at this point in terms of how often it'll see play across different matches, utility, and advantage it can give you against another player.

    In addition to this we are seeing stronger unique passive abilities, which are acting as an inherent 5th perk on some Killers, while survivors offer much less in comparison outside of their 3 unique perks. Even the new perks can be underwhelming and offer much less utility than ones already in the game which we've seen with many of the new survivor perks. I don't feel nearly as much anxiety as I did years prior when it took everything but the kitchen sink to down a survivor but they'd just keep coming back with their over tuned perks. Now, in the "modern" DBD I rather feel that I'm playing a relaxing adventure game featuring 4 unlucky survivors. Yea you get the fun and challenging games every now and again, but even my worst matchup today pales in comparison to some of the sweaty matches I've had in year 1.

  • @demoncat1122 said:

    I hate how they Favrot survivors i play both and dont tell me they dont because all the good perks with the survivors like this new one you might be abel to say just break the pallets there gonns save the good ones you might say go around the pallets no it dont go to well like if there swf your done for see what i mean

    Thanks, I needed a good laugh today.

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