OllieHellhunter
OllieHellhunter
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- OllieHellhunter
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Comments
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1593993#Comment_1593993
What about something like For Honor's executions? Each killer could have a set of different moris and you could buy/select the one you prefer
They could work more or less like skins, and hey could sell them in the store/use them as rewards in the rift
Never played for honour, only thing I've even seen from it is watching bricky playing it a while back, but sounds like it could be a decent system.
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@Supernaut said:
https://forum.deadbydaylight.com/en/discussion/comment/1593969#Comment_1593969
so The hit after the reel in doesn’t count as an obsession hit?
It does make you go through the self stun though so it's a give and take.
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@Heartbound said:
I've telepathically spoken with every Dead by Daylight player in existence and they all subconsciously agree customizable moris would be cool.
Customizable in what way?
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@Supernaut said:
https://forum.deadbydaylight.com/en/discussion/comment/1593980#Comment_1593980
Cool, thanks. Just I saw mention of it being pretty much an instadown... does the cooldown work on the harpoon as well?
So long as you get the hit yes.
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If you prestige you'll lose everything you have on Steve. May I ask do you want the bloody cosmetic or why do you want to prestige?
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@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/1593976#Comment_1593976
I think it does and you have to let the chain break. But I might be wrong.
Nope, you're not wrong, that's how it works.
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@Supernaut said:
https://forum.deadbydaylight.com/en/discussion/comment/1593969#Comment_1593969
so The hit after the reel in doesn’t count as an obsession hit?
It does, but letting them break free will injure them without you losing a stack.
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@Supernaut said:
May be an obvious answer, but what is the special synergy of Deathslinger and STBFL?
The fact he can injure the obsession without losing a stack, demo still has better synergy but both are pretty good for it.
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Ngl thought this was about spine chill at first and was thoroughly confused.
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@Darkside84 said:
https://forum.deadbydaylight.com/en/discussion/comment/1593937#Comment_1593937
That's what I thought as well. Just completed it after the first person killed themselves on hook once devour kicked in and mori'd the other 3. So I'm still not sure, maybe just a bug the first time, or maybe you have to mori atleast one? Who knows...
Couldn't say tbh, it's odd no matter what.
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@Neferium said:
Since the cross-platform patch, I have doubled my gameplay hours in DBD. There's been a grand total of maybe 2 or 3 PC players since then.
Is DBD dead on PC?
I play on and off, on PC, itll be the main game I play for a while then I wont touch it for another while.
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@PrettyFaceKate said:
The emblem system is meaningless with mmr. The devs literally stated that they're gonna leave ranks just for bragging rights.
You can happily stop caring about pips and their inconsistencies.
Mmr is turned off though
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Shouldn't it say by your hand in that case, atleast if it's being consistent with the rest of the game.
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@Raven014 said:
I heard that clownisunderrated is supposed to unlock him and his teachables, but I cant use it as I have done both already... XD
I have him but none of his teachable yet, I'll try it this evening.
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It feels like a perk that would be made into a hex and not used much, on it's own it seems strong but not overpowered.
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As someone who hasn't played in a while and is purple ranks on both sides, I see yellows and reds more often than anything else, both sides. Maybe the averages are just skewed in that way that theres more yellows and reds.
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Dead Man's Switch
Devour hope
Gearhead
Distortion
Mettle of Man
These ones just have really nice visuals imo, some of them I use fairly often like Devour and Distortion, the others not so much.
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While I'd disagree that the secret offerings from killer is always an ebony mori, it is always one of the 3 moris, as the only other hidden offering killer has, actively hurts them due to each survivor being spread out which is optimal from the survivor side.
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@DeeJHansen said:
https://forum.deadbydaylight.com/en/discussion/comment/1589686#Comment_1589686
His friend was still in game so idk, he said, "He did'nt cheat but he had to leave for...reasons"
literally
Ah yes, reasons
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1589686#Comment_1589686
permanet sabos including basment and i donth think that was a dc i think they got banned if yoy cheat to break the basment immeadiate red flags as they are unbreakable
Makes a bit more sense then I guess. Still all the ones I've seen personally were all chase related, stuff like the Jake I mentioned in the previous reply, and a bubba that somehow managed to have nurse's power.
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@DeeJHansen said:
I don't understand your comment but yes there is cheating lol. But it is pretty rare in my experience. The other day a David instantly sabo'ed every hook except for one and the four in the basement less than 1 minute into the game and then DC'ed.
See I dont even get why someone would cheat like that, the ones I've seen personally atleast make sense to me, a Jake that dead harded 5 times in a chase, very likely making up for his mistakes. But why would you just sabo and DC.
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Corn maps I find are a pain to play on for both sides. The performance of the game seems to get ten times worse on them for me atleast.
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@Auron471 said:
as survivor, hawkins is hella fun. Lery's can go burn.
As both sides Hawkins is fun, Lerys it depends heavily on the killer chosen which side gets to have fun that game. It's really good for some really bad for others.
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@Mekochi said:
Hatch is part of the game's lore, the Entity feeds on hope. So of hatch exists the survivors have hope of escaping. Just like the reason to attempt escape exists.
Talking about lore seems a bit off topic but is it not implied that Vigo created the hatch not the entity?
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@WheresTheGate said:
As a survivor main I would be ok with the hatch being removed under one condition. If they implement a minimum distance between gates.
Was in a match a couple of days ago where all the gens got done and not a single survivor killed. The gates were so close together the killer just guarded them. They didn't have to do anything else. If someone tried to even pull the lever on either gate the killer was on top of them almost immediately. The killer ended up with 3 kills. Would have been 4 had the last survivor not gotten out the hatch. The gates were so close together there was zero chance of getting either of them open. A level 20 killer could have guarded these gates without any challenge. That happens way too often. The survivors did everything they were supposed to do. The reward was gates that were so close together there was zero chance of escape other than the hatch. Even then only one person is going to get that unless someone uses a key.
Don't get me wrong. Even as a survivor main I also think there should be a maximum distance between gates. I have seen plenty of times the gates are so far apart a killer can't guard them both. The distance between the gates should present a challenge for both sides and shouldn't be a guaranteed victory for either. Until they fix that I'm in favor of the hatch.
I would even be open to a system where the hatch only appears in situations where the gates are within a certain distance of each other.
This would remove the most annoying parts of late game for both sides, so as someone who plays both sides often with killer a slight bit more, I'd be all for this.
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1586276#Comment_1586276
Nobody uses stealth perks as they are underwhelming overall and stealth as such is not well rewarded towards survivors, your best BP gaining activities are interacting with the killer, not playing hide and seek the whole match.
I've barely seen anybody use Diversion if it ain't to just meme around, Red Herring not a single time.
Being restricted to some perks just because a killer is broken seems legitimately bad to me.
When did I say they were used often? They're pretty rarely used as in general looping is more consistent and effective. However looping is not the only thing the revs designed to waste killers time as you said.
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@Aneurysm said:
There's definitely a lot of matches where I wish I had brought DS or unbreakable, and I often run one of them. Just together it feels kinda cheap to make yourself essentially invulnerable for up to two minutes of the game. Same reason I didn't run old balanced landing with a haddonfield offering or abuse the (sort of) infinites.
I know it makes me a massive scrub but I'd rather lose than win with cheese, generally 😁
Pretty much my mindset, and why I run unbreakable fairly often but have yet to use DS
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1586258#Comment_1586258
It's not the survivors's fault that looping is the only thing the devs designed to take away killer's time.
Hence the reason why Spirit shouldn't exist with such a power that pretty much nulls that with blind guessing and cheap killer builds.
Looping isnt the only thing that can take the killers time, just the most consistent and most effective.
The devs have designed perks such as Diversion and Red Herring around giving the killer false information.
Theres also stealth in its entirety, the killers time isnt being used effectively if you're not found.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1586030#Comment_1586030
Only medkits with charge addons and multiple bnps are game changing for survivors. BNP is a shell of its former self I'd only one is brought.
Survivor items hardly have an impact unless used optimally and in groups even then they still barely have power the addons have been gutted and we are still waiting for that iri head nerf.
Yeah they can be brought multiple times but that doesn't mean make them straight up weak. It's a waste of bp and makes survivor bloodweb polluted even more than they actually are. On top of that low bp gains the devs dont seem to care about and earning survival points being way too tedious.
I would say purple and pink keys are even more game changing than the medkits with charge addons you stated, as they can turn a heavily unfavourable situation into a win. I would also say that styptic and syringe add ons can both be way more game changing than charge addons at the cost of being more situational, do you disagree?
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Yerv because he points out the real issues with dbd, such as walking is toxic.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1582112#Comment_1582112
Have you not read his name yet?
Or the fact all 3 of his discussions are about this.
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@WalkedMoss92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1581538#Comment_1581538
PC already has it though?
No, its on the test server, also known as the PTB.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1581206#Comment_1581206
Cant remember a single game where i have not got any pop, BBQ or Discordance value at all.
But Unbreakable, DS, Borrowed? In most games i dont need any of them, unless the killer is playing shady. Then they work as intended.
I don't run Pop so can't really speak for that, however it would be possible to get no use from it if you couldn't hook a single survivor, the game would be lost already if that were the case however it still would give no value.
BBQ you always get the extra bloodpoints so I was wrong to mention that.
Discordance however I've had games where it didnt go off a single time because the survivors were simply organised and spread out.
Unbreakable you still didnt say how it requires the killer tunnelling/camping. but I will add that you can bait the killer into slugging you by convincing them you have DS
And I didn't take issue with your claims about DS BT requiring tunnelling/camping because while they can be forced, the actual concept is related to tunnelling and camping, so not sure why you brought them up again
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1581351#Comment_1581351
I don't know... the game seemed fine and there was no lag whatsoever until I had them in my grasp. No other issues appeared after they left. I'll let you guys be the judge when I put the video up shortly. I just wish we could post the names of the hackers and lag switchers we encounter so people could get a list of them and know who to pass on games with (if they don't get banned).
Yeah it very well could be and likely is from your description, I'm just saying that recently I had a game where it was telling me my ping was decent, yet was acting as if I had near 200 ping.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1581072#Comment_1581072
Because you can combine it with No Mither and ascend.
If you're going that OP you may aswell bring Self care and Inner Strength too.
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@MadLordJack said:
Yeah, I had a survivor today that mysteriously lagged like crazy whenever I chased her and made it an absolute nightmare. When I wasn't around, her ping was averaging 20-30.
Funny that.
I honestly think there's some bug or something as I had a game where I was playing Huntress, my ping was around 40, but I'd just randomly teleport back a few seconds every so often, it really ######### with my aim.
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@stargazer9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1581037#Comment_1581037
ENTITYDISPLEASED gives you 1 bp.
As the title says its a free bloodpoint code
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People assuming I'm runnin DS when I run head on and slug me more often, why I like running Head On,Tenacity,Flip Flop,Unbreakable.
But I'm not sure if the thing with suspected BT was because you were Bill likewise withe the DH and David, as when I play killer I just assume everyone has DH,BT and DS until I see them using other perks.
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@KingFrost said:
Keys: Hatch should spawn one generator later. Also no keys in chests unless you have Plunderer's.
Mori's: Should only be allowed to mori after 4 gens are completed OR after 5 hooks (Same as Devour Hope, but minus the totem)
NoED: Only necessary change is some indication that all totems have been cleansed. I'm sure killer mains will SCREE at me for that, but just some kind of indication that 'Hey, all the totems have been cleansed' so you're not sitting there thinking "Well, I did 4 totems. This last gen is ALMOST DONE. Surely my team has done a SINGLE totem and I just haven't been able to find it."
On the totem thing I'd rather if it made a map wide sound whenever a totem got completed rather than when all are completed, as it gives you a sense of if your teammates are also doing totems while still requiring you to keep track of how many totems are done.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1581097#Comment_1581097
Did you? I mean, last night I faced a Rank 17 Steve who, I noticed in the endgame screen, had Tier 3 for all four of his perks: Borrowed Time, Unbreakable, Decisive Strike, Iron Will.
Yeah, Rank 17 my ass.
I've recently been getting yellow ranks mixed in with the red and purple ranks in my games, and the yellow ranks seem to be either complete noobs or better than the red ranks, People taking breaks from the game or deranking likely cause this, but whats the point in the rank based matchmaking if it just puts high and low together.
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@Marc_go_solo said:
If this place was a real place then it would be realistic to fight against killers with everything you have, including toolboxes.
As this place is a game, this would create the most toxic gameplay imaginable!
If this had to be implimented, I would change it to be to defend against a hit whilst wounded, although it would destroy the item, have to be actioned accurately so the player has to hit a button at the same time a hit would land, and create a bleedout timer that depletes faster than borrowed time.
So basically a makeshift dead hard, could be interesting.
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@MadLordJack said:
There's no point running altruistic perks in solo que other than bragging rights. Actually being altruistic? Yeah, no kidding that's the right play. Til some absolute arse DC's as you pull them off the hook, which literally happened to me as I was typing this post.
What's worse is saving someone, and then it turns out they were afk.and theyre just stood there by the hook doing nothing.
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@dugman said:
I only play killer so
Killer -
Whispers - great for getting into a chase at the start of the match and finding the last two survivors at the end. Only really useful at rank 3 though, the range at 1 and 2 is too large
Spies from the Shadows - Walls hacks for birds. At rank 3 you will always instantly know if any survivor russles a bird in your terror radius. Not useful at ranks 1 and 2 because the range is so short that you would probably see or hear the survivor anyway. Especially good on indoor maps since you can see birds through the walls.
Sloppy Butcher - Almost all killers rely on basic attacks to do most or all of their damage. This gives extra slowdown passively every time you hit
Deerstalker - Not a popular choice but I find myself slugging pretty frequently and this perk saves a surprising amount of time looking for survivors who have crawled away, plus makes it trivial to keep an eye on their aura to see if another survivor is coming in to revive them. If you’ve often walked around for 10-15 seconds looking for someone you downed then this is the perk for you! 🙂
On a side note, a more realistic exercise is asking, if you could only choose from the universal perks plus your character’s three starting perks which four would you use? I haven’t gone down the list but I think all the killers have at least one starting perk that’s worth considering using in place of one of the four universals I mentioned above.
What wraith perk do you think would be better out of curiosity?
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@xEa said:
Alright, lets compare the BEST killer and survivor perks.
Killer perks: Pop, Noed, Discordance, BBQ
Survivor perks: Borrowed Time, Desicive Strike, Unbreakable
What is the most significant difference between those perks? Right! You get value out of Killer perks all the time, while you only get any value from survivor perks when the killer is tunneling/camping. On top of that, many good killer perks encourage you to search a different target and leave the hook + pressure gens.
How do you get value out of discordance if the survivors split up on gens? How do you get value out of Pop or BBQ if you don't get a single hook? How do you get value from NOED if either you win before all gens are finished or if a key is used?
I'm not saying you should get any use from them in these situations but saying you get value from them all the time is just disingenuous.
and how does Unbreakable require the killer tunelling/camping? I use the perk almost every game yet dont get tunelled or camped most these times.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1581138#Comment_1581138
Yeah the Spies + Whispers combo is underrated. Whispers to get the gist, Spies to pin point where they are if they’re reckless.
Spies is either great or terrible depending on the map
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Survivor- Kindred,Resilience,Spine Chill,Lightweight
Killer- Spies,Iron Grasp,Sloppy,Whispers
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Unsure as I don't run it and havent seen it as much recently on killer side, however its one of the more popularly suggested changes to it I've seen, not the one I personally wanted though
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Best perks are Monstrous Shrine and Deja Vu, since when do they do these things?
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Oni, I just dislike that most games tend to be a landslide one way or the other.
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@SCP_FOR_DBD said:
Second Chance perks, Console VS PC, SWF, "WHY IS THIS GAME SO KILLER/SURVIVOR SIDED?", "Heres why Death Slinger/Freddy/Pyramid Head/Spirit has no counterplay", and most of all "Spring Trap would be an amazing addition and anyone who disagrees is an uneducated hater" and "Anyone who wants Spring Trap is dumb cringe kiddy". At least the FNAF posts have stopped.
be careful about mentioning FNAF, it might summon them again