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OllieHellhunter

OllieHellhunter

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OllieHellhunter
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  • What would prove he does or doesn't have counterplay? if both people disagree on that level, your insistence on 1v1ing people won't change anyone's mind as both could think they've proven their point, with the exact same outcome.

  • Don't worry about it that stuff happens a lot, wait till you get told you're wasting someone time, when they DC after being downed first then wait the entire game.

  • I'll use it if theres an opening in a build I'm making and theres not already a tracking perk, it's a good perk I just dont think about it enough to make it work to it's full strength.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560660#Comment_1560660

    it is? what happens when it hits max range? does it just vanish like it hit an invisible wall?

    im thinking around his max rangeof his gun like 28-35 meters

    The max range of his gun is 18m if I'm not mistaken, and while personally I don't see the need for the hum equivalent having it at the range of his gun would atleast let survivors know 'you could be shot at any time' however since his base terror radius is already larger than the range of his gun, and even with M&A is only 2m shorter than it, it seems rather niche if that were the case.

  • @Heartbound said:

    Make everyone have a bald cosmetic and a shirtless cosmetic. Only Myers is powerful enough to escape pants in the Entity's realm.

    Can't wait to see what Bald Demo looks like.

  • Well huntress's hum is already lower than her hatchet's range so would you have his equivalent be, at the max range of his gun? lower range than his gun? same range as huntress? somewhere in between?

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559256#Comment_1559256

    https://forum.deadbydaylight.com/en/discussion/comment/1559323#Comment_1559323

    ??????

    I'm criticizing the fact that the devs have shown no interest in improving their base game and each update is not really a way for the devs to improve their game but just tack on more killers to play and perks to get and grind to go through. I haven't said anything about too much content, if anything, there's not enough if someone wants to just play one killer, since all the "new content" is separate from everything else (except maps and offerings). That's why the implementation of kicking gens (with The Doctor) was so influential. The same for The Hag, with Totems, and Michael with Obsessions (if you didn't have an Obsession perk, someone else did, so it affected all applicable matches). Nothing past that has introduced any mechanic we haven't seen before. Breakable Walls? A slight variation on pallets. Deep Wounds? Another bleed out timer. All of the implementations mentioned either solved problems or made the game more fun for everyone. I've not seen a single person say that Deep Wounds is fun for everyone and I've not seen anyone say they enjoy (not find interesting -- enjoy) breakable walls (for their own sake). The EGC tried to solve a problem (and alleviated a few cases of frustration that could also have been solved with a simple concede button), but didn't make the game more fun or interactive for players. That's what I'm saying. Seasons = nothing new that's outside of the killer+survivor+perks+some small adjustment to what players can do in chase. That's it. Updates change things. Seasons don't tend to do that in nearly the same way.

    I'm quite happy that the developers have been able to make so much money from cosmetics. I see it as a way of donation (albeit using tactics that prey a little too much on unsuspecting psyches imo); if you want the cosmetic and feel like supporting the devs, buy it!

    Edit: parenthetical

    You complain about them tacking on more perks to get? yet like totems' inclusion with the hag, tell me what about totems made them 'fun or interactive for players if the killer didnt have Hex perks? The killer gains nothing fun or interactive, theres just some bones around the map now, The survivor gets something interactive but only towards getting some extra bloodpoints and I wouldn't say that the act of cleansing a totem is particularly fun. The interactive and fun parts of totems all come from the perks associated, on the killer side it's the risk reward of having a powerful perk but it can be taken out by survivors, on the survivor side, you can go out of your way to find them for the chance to effectively neuter the killer by removing a perk.

    So if all the enjoyment and interactivity of totems comes from perks, why do other new inclusions associated with perks get discounted?

  • I've seen a single good bill, his build was No Mither, Self Care, Inner Strength and DS. Dont know why he bothered bringing DS as he didnt get hooked, then again I also dont know why the Billy slugged the guy with No Mither twice

  • If it gave a reduced rate that would be alright, but if all 4 ran it and it just made him have no power at all I think it might make him a pain to play if theres another one of the log file situations in future.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559348#Comment_1559348

    No I meant was what would make them intimidating, like Pyramid head, like I know how to make people sympathize with villians

    Well my personal favourite Horror villian is John Kramer because he's intimidating,sympathetic,uses consistent logic. I find these all play off each other to enhance each other, his consistency in making the traps test and possibly kill while always having a way to survive I find makes him more intimidating due to how much he's calculated it so that you know there's no way out except the way he planned.

    oh, well with Pyramid being a manifestation of James's fear and Pennywise knowing and using the loser's fears against them, it seems the intimidation comes from the fact that they'll be able to tailor a experience that'll prey on your own individual fears.

    With something more like the Hillocker's from Wrong Turn its the fact that they treat other people just like animals to hunt, somewhat out of necessity due to lack of wildlife in the area, in a way similar to Dead by Daylight's own Huntress.

    So I'd say the 2 ways to best create intimidation in the viewer,reader,etc is to either have it prey on deep fears of the characters, and/or make your audience contemplate if they would do the same if faced with those conditions.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559137#Comment_1559137

    Thanks, but I was talking about like Pennywise, or Jason, or Pyramid Head even, but thank you though I will remember that

    Are you saying Jason isnt sympathetic? he was (almost) drowned as a child, and is killing to avenge and fulfill his mother's wishes, who herself ultimately died trying to avenge her presumed drowned son.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557534#Comment_1557534

    That's funny. You argue that you have thousands of hours and then say "Just because devs do this for a living" and "just playing since release" ... "doesn't mean anything". Good point bro, consolidates your arguments.

    Just as a hint: you pretty much just say "counter arguments are not right because I disagree". And the scenarios you describe are pretty superficial. Just showing the one case that fits your POV to base your arguments on? There's a FunGoose that never runs addons and did a 100+ 4-kill streak. Yay, so what? Now everyone isn't allowed to use addons? FunGoose isn't the only killer in this community and not the best reference for the average.

    "Relying on slowdown perks"? You could say that to every single build. As soon as you pick a perk, you are relying on it. You choose it for that reason, you want to make use of it. Meaning that two tracking perks should also not be allowed because you "rely" on tracking while not every killer does?

    Tofu said about Pop that he doesn't like it because he doesn't like to kick gens, as you potentially let go of chases and chasing is the better map pressure in his opinion. And that counts for every player, make use of Pop and give survivors a head start. Save time on gen, waste time on chase. This is playstyle depending, one prefers this, others prefer that. The key is to adapt once you notice the heavy slowdown. Team up, pressure gens or attract the killer if you know there is a nearby gen being worked on, to distract him.

    But the easier way is of course to shout out for nerfs.

    To add more to your statement of Pop being playstyle dependent, I'll swap it up depending on the killer I'm playing, I'll run Pop if I'm going to play a highly mobile killer as I know I'll be able to make up the chase time easily, but on any other killer I'd rather just take the chase.

  • 1 Don't really see how he looks like a mixture of other killers. could you please specify?

    2 Not sure what you mean by 'appealing, exciting, interesting or different' are you referring to visuals or gameplay or what?

    3 Theres only been 2 non licensed killers between the plague and now, the licensed ones they didnt really have choice on their gender and I dont even know if Demo even has one, would you have preferred to just get the exact same killer but female?

    4 The perks are strong but not really OP

    5 Personally I find his power interesting and fun to use albeit quite clunky

    6 While yes a new map would have been nice they're updating some older maps with this release so if you want to be excited for a map you still can

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558244#Comment_1558244

    Actual rank? Or the one shown on screen? I've kinda neglected killer lately in favour of other games, and I'm barely maintaining my survivor rank as is.

    https://forum.deadbydaylight.com/en/discussion/comment/1558256#Comment_1558256

    Gatekeeper is also timer based, so if you stall long enough, you should still get a good emblem.

    It is all largely theoretical, but I have double-pipped in games off a single kill at lower ranks.

    Yes it is timer based but if I'm not mistaken it has an upper limit of where you can get with it. and also that 1 kill pushing it to 9 hooks transforms the bronze into a silver, if I were you I would have led with that point.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557618#Comment_1557618

    What rank are you? red ranks can't pip if nobody dies and gens get done.

    Oh yeah, when I was thinking how the highest devout you could get was bronze with 8 hooks I wasnt even thinking of the fact you're basically ######### in gatekeeper too if everyone is going to survive.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557662#Comment_1557662

    Getting brutal is pretty easy as long as its not one of THOSE games. I had a couole ganes tonight where I got 1 or 0 kills and still got brutal

    Oh yeah brutal is pretty easy, but since they said easily pip I assumed they meant ruthless.

  • I dont have any screen shot or anything, but the smoking jacket,slippers and the flight cap on ace I find good

  • @APoipleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557977#Comment_1557977

    • The Oak Offerings (Hook distances)
    • The Coin Offerings (Amount of Chests spawned)
    • The Fog/Mist Offerings (Level of Fog/general hazyness)
    • And the Blueprint Offerings too (Basement Location)

    Any offering that specifically affects how objects within the map will be presented is what I'm talking about (I guess they're officially called "Map Modifications").

    ngl I forgot the fog offerings even existed, rarely ever see or use em

  • Pretty much how I feel about him too

  • @TotemsCleanser said:

    Currently trying to have fun with a meme build (which includes Any Means Necessary and Diversion so you can imagine how meta it is lol) but struggling to do so because I'm constantly getting tunneled and/or moried after my first hook. Guess it's my fault for playing with sweaty meta perks-oh ######### hold on. I am not!

    Yeah I've noticed a lot of first hook moris recently too. but not so much on the tunneling side.

  • I'd have to agree freddy's noncery makes him the most sadistic

  • @APoipleTurtle said:

    I'd really like for them to go back and add BP bonuses for all map-altering offerings, so I'm all for this. IMO, every offering should award a BP bonus (maybe except for mori's and map offerings, since those can be pretty powerful).

    Also, since everyone is affected to some degree by map-altering add-ons, they should give their lower BP bonuses to everyone in the Trial (like a baby party streamer). Would probably help the newer folk with their grinds too if everyone could potentially contribute to boosting the match's BP output.

    When you say map altering do you mean stuff like Petri/Putrid oaks, and the new blueprints coming next patch?

  • I mean if you're going for a save while youre the only other person and they have NOED, that just seems like suicide, I tend to like to atleast try to go for the end game saves, and thats why I try to do as many totems as I can during the trial, then again unless its a daily ritual or Im going for an adept I dont really mind if I live or die, so sometimes I'll go for the save even if NOED's still up. Just dont expect you'll get out if you go for risky saves and you won't be disappointed.

  • @BabyDweetMain said:

    I wish we could add up the brown offerings and make them into yellow or green if you have enough to total what they're worth.

    Considering I've got like 20 of each brown offering on most the characters I play regularly, I'd be all for this.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557838#Comment_1557838

    No the majority of killers camp and tunnel. That's just fact. Read some more forum posts or play survivor long enough, you'll see. They call it strategic. But GG on trying to make it seem less than what it actually is by downplaying it as bots. And survivors have to play sweaty with how killers play. Y'all don't understand that that's a byproduct of y'all's playstyle.

    Really? I've only been camped once and tunneled twice in my entire time playing this game, I guess I just get very lucky if the majority camp and tunnel.

  • I'm confused, you say both Survivor and Killer can collect flowers, but then describe the survivor collecting them negatively affecting them? Also how would collecting the flowers work, because depending on that this killer could be the strongest or weakest in the game, as with 0 tokens he'd be slower than nurse with no power, and with 7 tokens he'd be barely slower than Legion is during frenzy.

  • A farming sim with our good pal Max Thompson Jr.

  • @whammigobambam said:

    Had a 20+ minute match against a ebony mori surveillance freddy that I will never forget. Plunderers became my favorite perk that day.

    Thats honestly just impressive

  • @Momentosis said:

    Also if you ask why it's the Killer's first time and why they're running just 1 perk, you will be accused of being sweaty and angry.

    wait what perk, was it atleast a good one?

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557669#Comment_1557669

    "PC killers love to win" I think is what you meant. Forgive us for dealing with multiple second chance perks per survivor in every single game in red ranks.

    I wish we could all run more meme and fun builds as killer or survivor, but as you see, the moment you don't try to win you just get obliterated.

    I constantly run my trolly meme slug build as survivor, Unbreakable, Flip-Flop, Soul Guard and Tenacity just for that one time that it works out. Unfortunately 99% of the time it doesnt work and the killer doesn't even slug me lol. But when it does work its totally worth it.

    Swap out the soul guard for Resilience and thats the build Ive been using on my Jeff the past few days

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557662#Comment_1557662

    1) Play Legion for starters. Slow the game as much as possible, and get 8 hooks with 2 on each survivor.

    2) There are SO MANY killers who focus more on kills than actually playing the game of pips.

    But with 8 hooks you'll only get bronze for devout emblem, which means you'd need all of the other 3 to be iridescent to pip at red ranks, its possible, but I definitely wouldn't say it's easy

  • If things are directly related to each other I don't see the problem with bringing them up in the discussion, but if someone says, Moris are too strong and someone brings up something like The Hatch being too powerful, while both may or may not have points they are barely related and as such should have seperate discussions about them.

  • @PigMainClaudette said:

    Yeah, it's a nightmare but ThEiR job Is To KiLl. People can easily pip without a single kill, but those 4 skulls at the end screen are apparently more important than actual fun.

    1 how do you 'easily pip without a single kill?

    2 why even bother bringing up if you can pip a different way when facecamping is actively going to hurt your chance of pipping?

  • @Justalittlepeeck said:

    clickbaited, yes/no? See for yourself, I think this is a very cool idea.

    So, with introduction of new chest opening animation (survivor breaking the lock) I had an idea of a nice key rework to entirely repurpose keys. Here are new keys&addons&mechanics&items they introduce.

    NEW KEYS' PURPOSE

    My idea is to make keys a very powerful item, which could drastically impact the match, however it would require some work to do before making an impact.

    When you would bring one of 2 keys (Dull/Skeleton) into the match, you would allow one random chest on the map to turn into a special chest named 'stone chest'. It would look a stone box with glowing runes on it and with a keylock on it. This chest would be blocked by the Entity, however when certain conditions are met, it will let go and allow to open the chest. The chest would contain powerful artifacts that could give survivors really strong abilities.

    Only one Stone Chest can appear in the match by default, since the items it gives are very powerful and impactful, however some addons could allow two Stone Chests to appear. Other addons can predetermine what items the chest is going to contain.

    NEW ITEMS FROM STONE CHEST:

    These items are artifacts drawn to the chest from the void. All of them hold great power inside them and can turn the tables in most matches, however they often require a bloody price to pay. These items cannot be taken away from trials or from the corpse of their previous users (with a few exceptions), as they fade away the moment survivor escapes or dies.

    1)

    Allseer's stone - An obsidian shard with an eye drawn on it. Holding it in your hands grants you precognitive abilities.

    Grants a "foresight" ability. Foresight allows any aura reading perks or abilities that belong to you pierce through "Undetectable" status effect.

    Press "use item" button to activate "Allseer" ability. This would cause the "Allseer's stone" to shatter, granting you an ability to see the auras, your teammates see for the duration of a trial.

    2)

    Skeleton key - A relic brought from the past days. Its imbued by the Entity's powers.

    Spawns a hatch on the map the moment is has been acquired by survivor.

    Grants an ability to open "Black Locks" by performing an interaction that lasts 30 seconds. Stopping the interaction before its finished, causes the key to shatter and turn into "Broken Key".

    Once the black lock has been opened, it remains opened for next 10 seconds before disappearing permanently from the trial.

    Broken key increases all bloodpoints gathered by you in the trial by 100% and disappears if you escape with it.

    3)

    Blighted serum - a powerful compound snatched from an unlucky experimentator. Injecting it drastically increases the capabilities of the body, however it horribly damages the user.

    Press "use item" button to inject yourself. Press "use item" button while standing next to the other survivor to inject them.

    Injected survivor has a syringe with glowing liquid inside their back. Their appearance also changes. The effects of the serum last for the duration of a trial.

    Increases movement speed of the injected survivor by 10%.

    Once survivor is injected, they are afflicted with the broken status effect for the duration of the trial.

    Injected survivor gains "Endurance" status effect every 60 seconds that lasts 60 seconds.

    Injected survivor possesses abnormal regenerative abilities allowing him to automatically mend "Deep Wound" status effect in 10 seconds after it has been inflicted on them.

    Injected survivor can be killed by killer's hand.

    4)

    Sacrificial knife - A bone knife created to spill blood in favour of Gods. A small sacrifice for a greater good.

    Press "use item" button to ######### in 10 seconds. If the action is interrupted, the knife vanishes from your hands.

    If the action was successful, you instantly die and all your gathered bloodpoints in the match are doubled.

    Your sacrifice frees powerful energy that grants other survivors a burst of energy which increases their action speed by 15% for the duration of a trial.

    5)

    Golden Toolbox - A magnificent artifact spotted earlier, though it has remained unreachable. Until now.

    Press "use item" button while repairing a generator to instantly repair it. Doing that action makes Golden Toolbox to disappear from the trial.

    When all generators are repaired after Golden Toolbox has been used, instantly starts End Game Collapse that lasts 50% less time which does not slow down when a survivor is dying/hooked.

    6)

    Bloodstone - A huge chunk of cinnabar glowing with crimson light. It seems as if that stone drains life from the user, though it grants abnormal reflexes and abilities.

    Drains 1 health state from the survivor every 120 seconds.

    You are permanently exhausted.

    Grants an ability to recover from dying state at 75% speed.

    You don't leave pools of blood.

    Your cries of pain sound 200% quieter.

    You leave no scratch marks.

    Your action speed is increased by 20%

    This item does not disappear upon your death. Once you die, this stone will bind and replace the item of the nearest survivor.

    NEW KEY&THEIR ADDONS

    Since Skeleton key and Broken key are turned into of of "Stone chest" artifacts, only Dull Key remains.

    Its rarity is increased to "Ultra-rare".

    Dull key - A bent and dull key that once held a great power. The key slowly accumulates energy which can be released to brake "Stone Chest"`s lock.

    • Once brought into the trial, allows one random chest to become "Stone Chest".
    • Stone Chest is held by the Entity until 3 generators are repaired.
    • The Key accumulates energy from generators at 2%/second rate.
    • Once key gathers 100% energy it can be used to open Stone Chest
    • Use key on Stone Chest to release accumulated energy and unlock great treasure at cost of destroying a key.
    • Different addons can be used to change the conditions at which Entity released the Stone Chest and how Energy is accumulated by the key.

    Key's addons will change the conditions at which energy is accumulated, when Entity releases the chest, what items will the chest contain, where it will spawn and how many chests will spawn.

    • Prayer rope (Rare) - The Stone chest will spawn instead of a basement chest.
    • Aluminium ball (Rare) - The Stone chest will spawn instead of a main building chest.
    • Bloodied cloth (Rare) - The Entity will release the Stone Chest when all survivors are injured or dying at the same time.
    • Bloodstained bandage (Rare) - The key accumulates energy at 5%/second rate when you are healing other survivors or yourself.
    • Blood amber (Very-Rare) - Guarantees that at least one Stone Chest will have Bloodstone inside.
    • Vigo's journal page (Very-Rare) - Guarantees that at least one Stone Chest will have Golden Toolbox inside.
    • Bone fragment (Very-Rare) Guarantees that at least one Stone Chest will have Sacrificial knife inside.
    • Broken syringe (Very-Rare) - Guarantees that at least one Stone Chest will have Blighted serum inside.
    • Iridescent key handle (Very-Rare) - Guarantees that at least one Stone Chest will have Skeleton Key inside.
    • Milky Glass (Very-Rare) - Guarantees that at least one Stone Chest will have Allseer's stone inside.
    • Stone Seal (Ultra-rare) - 2 chests are replaced with Stone Chests.
    • Weaved Ring - (Ultra-rare) - The Key is not destroyed upon released accumulated energy into Stone Chest.

    So, what do you think about this? Acquiring these items is going to be hard, but they can affect the match in different ways.

    I like the concept but some of the items you suggested for in the stone chest vary from being overpowered to near useless.

  • Yeah it should also have Speed Limiter automatically apllied, and slow him down to Nurse's movement speed, would be balanced then

  • And dont forget it should forcibly uninstall there game if they do so

  • Not gonna lie, I dont see any reason why someone would be banned for reporting someone actually inciting violence against any group, are you sure that was the reason?

  • @TheGhostofZgor said:

    Well Curtain Call had a killer and survivor but no map (which I'm still a little upset about because a whole carnival map would rock) so it isn't really a new thing for there to be no map.

    Did Father Campbell chapel not come with Curtain Call? I know its linked to the nurse's lore but did it not release with that chapter?

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556682#Comment_1556682

    Not a single one. When I talk about how much I love the map usually people agree in the after game chat, even if they were taking a verbal dump on me beforehand. Haddonfield is only hard for killers, I've never seen it complained about by survivors. Same with Badham. The Game is the reverse- it's the one map I think everyone knows is hard for survivors. It's hard for new killers because it's not intuitive where the steps are but for stealth characters it is a dream.

    I play a lot of killer though so I hear most feedback coming from survivors rather than killer mains.

    I play about 60% killer 40% survivor, and if I get it while playing Doctor,Slinger,Huntress,Clown or Wraith I usually get one person complaining 'I got carried by map rng' and when I get that map as survivor I've seen a lot of killers complain, that its Ormond lite, both of which complaints I dont see the reasoning for.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556672#Comment_1556672

    Interesting. I've never heard anyone complain about it, but there are something like 40k players at height iirc and I would guess three times as many that have played regularly since that map was released.

    Really no complaints? Ive seen it complained about on the same level as Haddonfield or The Game, but split among both sides.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556641#Comment_1556641

    The map sizes are already reduced enough. The only one that feels really wide is Red Forest, but that's not even too bad when you consider it's only one layer unlike Midwich which has more vertical space. If they reduce the average map anymore survivors won't have enough space to hide. The auditory tracking alone would be too easy.

    They really should add a new map. The only things the old maps need now are things like a few more crow spawns and that's it. A new map would be exciting for the old guard players and it would be good to use the lessons learned in the last few maps to apply here.

    We had Dead Dawg and I think everyone agrees it's one of the best maps to come out for both sides. The breakable walls feature being used extensively, the totem spots were interesting, the use of bushes became paramount for survivor yet subtle, the vertical generators were close to the center while the difficult to capture gens were on the periphery- those all made for an interesting and balanced map. Then there was Midwich, which I think confused a lot of players in it's function and made gates stressful on purpose for survivor but predictable and a saving grace for killers. These two maps did however prove that each map is getting better at crafting lore and ambiance into the setting when compared to the earliest maps. The details are stunning or sometimes creepy but always compelling. The exit gates to Dead Dawg come to mind as well as basically every part of Midwich.

    A new map alone could do its part to revitalize the game for old players.

    I mean I really enjoy Dead Dawg from both sides but I've seen someone complain about it nearly everytime it comes through the rotation, so I've no clue what the reception of it is in general.

  • If the shrine only had perks from the licensed DLC, I wouldnt have Perks I use regularly on both sides like Devour Hope and Diversion, and may have been required to either grind over 4 times as long, or pay for that DLC, so if this worked like you said it would have been more tedious for me than the current system is.

  • @MegaWaffle said:

    Is this a chapter release or simply a " paragraph " as they call it?

    Pretty sure its a chapter, as the only Paragraphs had only one character, and even at that the Ghostface one was considered a chapter with only having one.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556530#Comment_1556530

    Yeah sorry what I meant by the first point is that if you escape/die you can re-queue for another match faster. I did not mean your actual queue time is faster.

    ah then I guess I misunderstood, my bad

  • @MegaWaffle said:

    @kaeru

    -Survivors can get faster lobby time over killers.

    -Survivors can get items/add-ons without the need to spend any bloodpoints making their economy much cheaper.

    -Killers have to stay in a lobby until everyone is dead or escaped.

    -Killers have to spend bloodpoints in order to get any add-ons and have no way to reduce the economy they need to spend.

    These points are all true except the first one, Survivor queue was much faster before crossplay but now its kinda flipped, for me atleast.

  • If I'm playing Killer, if I down everyone too quickly I'll let them get a reset as maybe they just got unlucky.

    If I'm playing Survivor, I dont use DS and if theres me and one other guy left, he's hooked and the doors open, I'll always try for the save.


    For both sides I also very rarely use keys or moris but thats cause I dont personally like playing with them as they both cut games too short imo.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556410#Comment_1556410

    not any aura reading. alert for example wouldn't work, as it is not range limited but time limited, and Open Handed does not increase the duration.

    Meaning, every aura reading perk having a range like 0-x meters will be affected. Not sure how or if it would work with Sole Survivor

    and for that same reason Dark Sense and Deja vu wouldnt be affected either

  • For me it'd probably be when I got accused of hacking for hitting shots with Slinger despite only hitting like 2 out of every 3 shots.

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