Peasant
Peasant
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- Peasant
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Just made this, nice and fresh:

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Observe:
"Lol."There, you can still "Lol." There's just no button for it. What's excellent about this is that now people that disagree with balance changes and have no counter-arguments have to identify themselves before laughing.
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The removal of Nurse's Calling on Doctor was a bad call. I understand that folks wanted consistency, but this just leaves a bad taste in my mouth.
To everyone who supports the nerf, let me explain my position. The Doctor is a subpar killer. To paraphrase from a certain Legend of Zelda video: "Killers" are supposed to threaten you, to kill you. "The Doctor" is just there to piss you off. The main counter-argument to why Doc deserves the nerf is because folks assume that his power makes him an omnipotent tracker. This assumption is false. Sure, the Doctor is a better than average tracker, but he lacks absolutes.
Suppose you scream and the Doctor is not running Restraint (Shows aura when you screen for a few seconds) all the Doctor gets is a vague hint of where you were, not where you are. Even the Doctor's infamous illusions can't do much in tier 3 by default simply because you can run into them to remove them. Sure the Doctor has the skillcheck aspect of his power, but we all know that that trick eventually stops working unless you run the "Hostage Build". The point I'm trying to make here is that the Doctor's power helps him track people, but only by a very small margin.
With Nurse's Calling the Doctor can now see who is attempting to "Snap Out of It" and instead of vague hints he gets auras. This let's the Doctor apply pressure through Shock Therapy and force the survivor to run. This let's the killer punish a survivor mistake of recovering too close. If the developers added in audio to the "Snap Out of It" action I'd be content honestly. Until then though, survivors can now heal very close to the Doctor and depending on the angle, will be hidden.
All in all, I can't help but feel like this was an over-reaction that gutted some variety in Doctor builds. I'll end on this note: Just because Doctors can see you, doesn't mean they can actually get you.
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@RuneStarr said:
Wow, now no one will know how hilarious or controversial I am.
I was proud of my 250+ LOLs dammit!
Bring back LOL react!First, they removed "Vote Downs", now this?
https://www.youtube.com/watch?v=Ydu8bieysdQ -
If you are going to say gg, try to keep it lowercase if you have good intentions. Capitalized "GG"s look toxic and are only really used by jerks, the ignorant, or the (you know who) cultists in which it is followed by a EZ (and sometimes BOI).
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Hmm, it's almost like the killer's basement is supposed to be a dangerous area.
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@Nickenzie said:
Peasant said:Edit: I realized that the perk synonymous with "Pillage" needed more of a reward so I have decided to add a BP bonus on breaking chests as well as an active effect.
Despoil:
This is your world, and everything in it is yours.You gain the ability to break chests and items on the ground. Each time you break a chest that has an item inside you destroy the item and earn 250/500/1000 Bloodpoints in the Brutality category. If the chest has been opened you earn 125/250/500 Bloodpoints instead. When you break an item you will receive Bloodpoints in Brutality equivalent to the number of charges left times (1/2/3).
(Under consideration: You also gain a 50%/75%/100 Bloodpoint bonus to Brutality during the trial.)
"Gimme what you got."
@Jack11803 @S0ckenSchussI feel like this shouldn't be a perk but be built in as a channeled action such as breaking a totem. Nice suggestion my friend!

Well, I just always found it odd that killers can brutally murder and sacrifice living breathing survivors, but they can't seem to break a flashlight.
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@powerbats Just to clarify, your proposed changes will shift BBQ and Chili into a superior Territorial Imperative, correct? This just begs the question, what will you do to Territorial Imperative then?
Personally, I'd love this sort of change, but unless I'm horribly mistaken this perk partially exists through Territorial Imperative so unless you can change both perks I'm afraid that you'll be killing Territorial off.
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@Orion said:
You can't see temporary game bans and just because you think something should happen doesn't mean it will. You don't get to decide the punishment.Yeah @harry14141414 I'm afraid you are not the judge, jury, and executioner. You've done all you can so just sit back and relax.
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@Vietfox said:
Depends on the kind of survivor you want to be and if you are gonna play solo or with friends.
Personally i just want information, everything else can be solved with skills, that's why i don't like to rely on sprint burst, decisive strike, dead hard and all that stuff (i only use those perks when i got the daily of being chased by the killer for 2 minutes with X survivor).
That being said, my solo build is: kindred, bond, open handed and small game. (thank you @Peasant for the tip you gave me some time ago about using open handed along with kindred)
My swf build: self care, borrowed time and the other 2 depend on what the others are running.They never see it coming.
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If you are a new player than that carries with it the expectation that you will go onto hooks a lot. For this reason, I recommend that you grab Kindred when you get the chance. In case you weren't aware, Kindred is not a unique perk so accessing it should be easier than unlocking the rest.
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@fcc2014 said:
If you have any say @Peanits or influence on who can be mods. @powerbats @Nickenzie @Peasant should all get a look.You flatter me @fcc2014 .
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When multiple survivors are on one generator they are repair that generator faster, yes. However, it is more efficient to split up, which is how folks gen rush. If you have two survivors on one generator the killer can saunter over and apply pressure to two people so ideally only the other two people will be repairing. The "gen rush" is really all four survivors on different generators. If you find one person all three of their buddies are working away while you chase the one survivor.XxAtomicAlfiexX said:they did it. they fixed gen-rushing. how could they. i only recently started doing it. if you don't know what i'm on about the then you probably haven't seen the new killers perks. one of them makes it so you can't Dwight gen-rush without having the killer know about it (unless there a potato). it doesn't make it impossible to gen-rush, it just makes it riskier.
The perk can stop super repairs, but such a small number if players try to leader stack that it's effect will actually be negative. Since the perk encourages you to split up, people will be repairing more generators at one time. If anything, this perk will increase gen rushing for a while. -
The horror game is too scary?
M I S S I O N. A C C O M P L I S H E D
Okay, we are not on the horror game level yet, but we might have finally reached the bottom of the barrel. -
From my sifting through several game Reddits and forums it would seem that there's a trend of console players being more "toxic" than PC players. Out of the two consoles, it would seem that PS4 us infinitely more toxic than Xbox in every way. (Killers dcing in Dead by Daylight to try and corrupt survivor save data, random folks in Fallout 76 sexually harassing girl gamers, etc. "I'm not your dad. But I would get out before it's too late." -Some meteorologist.)Gamzello said:Does this community complain about every little thing oh my god. I thought Overwatch's community was more toxic? But no. This community takes the absolute whole chocolate cake!
If it's anything killer sided, survivor mains become angry. If it's anything survivor sided, killer mains become angry. Any nerf/buff? Complaint made. Perks are now suddenly toxic! Or wait, body blocking which is considered game mechanics are now considered toxic too. What!? You're using no one escapes death!? Toxic. Trash. Killer. (Even though I never even run this perk.) It's seriously terrible.
Not to mention the fact that this game is after all, an asymmetric game. It will never be 100% balanced. One side will always dominant the other.
"KILLERS ARE OP!!!" I thought the same thing too until I actually realized that survivors are the OP ones. There's some nasty little survivors out there too.
I have so many examples of this: I've seen survivors HELPING killers out sometimes by leading them and even POINTING to where the other survivor is, whether they're in a locker, doing a generator, or just hiding in general. I was one of those people a few times already. It wasn't sandbagging either because if it was they would've done it DURING a chase.
Another case was when I was playing as killer, I didn't even camp! I was playing as Myers and as soon as I killed this guy he literally kept spamming my PS4 messages. Calling me trash, and when I was trying to find his friend he kept saying "oh my god you're so blind! He's right there!" etc like who actually feels good enough when they literally harass someone over a video game!?
Literally left ONE game due to it lagging so badly. Of course a survivor messaged me this: "LOL sore loser." LIKE. WHAT. Okay like you didn't experience that major lag too? I'd rather take an L and depip then deal with lagging.
I literally had to close my messages and have my option as; my friends can only message me because of how nasty some messages can be. Like sometimes I laugh it off but it just gets really annoying fast. Another reason why I even stopped playing as killer.
Am I the only one seeing this like? So far on this forum it's just a bunch of people literally complaining about the most basic things from literal game mechanics to perks? Unreal.
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Run Bond with Leader, Streetwise, and Vigil. It's Bard time.
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He's back!alivebydeadight said:@Giche said:

From Generator Jack's video memes.
jake and they were beautiful, sad that he has not uploaded in a month or 2
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@Toxicity23 said:
.... Huh. Assuming you survive each trial with the medkits of course.That's why for my "Pharmacy Cultist Build" I run Self-Care, Pharmacy, Botany Knowledge, and Streetwise. With these perks, the usefulness of the medkit is greatly expanded.
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@Toxicity23 said:
@Peasant said:
I'm just a lunatic spreading the cult of Pharmacy, there is no need to answer my ravings.How is Pharmacy gud? Tbh, all it does is make you search chests faster and guarantees a single Emergency Med-kit.
The joke is that the potential to guarantee a Green Medkit every game and build up a stockpile of Green Medkits is worth taking a "bad perk".
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@Wolf74 said:
@Peasant said:
@friendlykillermain said:
@Peasant said:
@Utna said:
@Peasant said:
@DocOctober said:
@Peasant said:
@George_Soros said:
Peasant said:Just finished 1.0.2, I have -3 for survivors and +2 for killers. Survivors got: (Botany and healing nerf, sprint burst nerf, We'll make it nerf.) Killers got: (Stillness crows added, Spies in the Shadows buff.)
Not to be a downer, but whatever the final numbers are, they should be interpreted with keeping original state of balance in mind.
That said, please go on. Properly done Excel sheets are incredibly sexy.Yeah, I'm currently on Patch 1.0.5 and it's a slew of killer perk buffs and nerfs, can't wait to calculate this out!
Sounds like you're doing the exact same thing as OP: valuing quantity over quality, which is not how you go about these things. Please correct me if I'm wrong with that sentiment.
Also, I suggest that you don't go purely by Patch Notes. Patch Notes have left out multiple shadow changes, even a QA dev admitted that they are usually incomplete as they can't remember everything they change.
Damn, I suppose you're right. Unfortunately, I don't really know how else to really "measure" the balance of the game. I suppose I could make a Powerpoint of the changes, but then again, won't that just be quantity based? What to do?
There's nothing to do actually, the whole discussion was started under the false idea that X number of buffs mean something in terms of balance.
Any balance related question is about HOW MUCH and not how many.
I guess the only way to measure it is the number of escaping survivor per match compared to the date of each patch release.
Wait a second . . .
https://www.youtube.com/watch?v=4F4qzPbcFiAyeah exactly obviously those results wouldn't favor us and would ultimately be biased
If you did a qualitative analysis the results would be different. A number of my +'s for killers were buffs to "Spies of the Shadows". Who even uses SITS?!
Before the perk got gutted, it was a very powerful perk and I used it a lot.
Btw... +/- things… if something affects survivor in general it should be worth "1", while any change to specific killer should only the worth "1/4".
That would get closer results.
Also minor nerfs/buffs should also be just "1/2".
And bugs and fixes should never count anything. Even the removal of infinites should not count.Well, I honestly abandoned the project after Doc's post. This thread was a trap from the start.
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I'm just a lunatic spreading the cult of Pharmacy, there is no need to answer my ravings.
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@Utna said:
@friendlykillermain said:
@Peasant said:
@Utna said:
@Peasant said:
@DocOctober said:
@Peasant said:
@George_Soros said:
Peasant said:Just finished 1.0.2, I have -3 for survivors and +2 for killers. Survivors got: (Botany and healing nerf, sprint burst nerf, We'll make it nerf.) Killers got: (Stillness crows added, Spies in the Shadows buff.)
Not to be a downer, but whatever the final numbers are, they should be interpreted with keeping original state of balance in mind.
That said, please go on. Properly done Excel sheets are incredibly sexy.Yeah, I'm currently on Patch 1.0.5 and it's a slew of killer perk buffs and nerfs, can't wait to calculate this out!
Sounds like you're doing the exact same thing as OP: valuing quantity over quality, which is not how you go about these things. Please correct me if I'm wrong with that sentiment.
Also, I suggest that you don't go purely by Patch Notes. Patch Notes have left out multiple shadow changes, even a QA dev admitted that they are usually incomplete as they can't remember everything they change.
Damn, I suppose you're right. Unfortunately, I don't really know how else to really "measure" the balance of the game. I suppose I could make a Powerpoint of the changes, but then again, won't that just be quantity based? What to do?
There's nothing to do actually, the whole discussion was started under the false idea that X number of buffs mean something in terms of balance.
Any balance related question is about HOW MUCH and not how many.
I guess the only way to measure it is the number of escaping survivor per match compared to the date of each patch release.
Wait a second . . .
https://www.youtube.com/watch?v=4F4qzPbcFiAyeah exactly obviously those results wouldn't favor us and would ultimately be biased
Who is us ... do I know you ? And why such results would be biased ... results are results, just like facts are facts ... the only way to add subjectiveness to results is to keep some information to yourself.
What @friendlykillermain is suggesting is that while the number of killer buffs compared to survivor buffs is greater, many of these buffs are insignificant things, like the 2 Spies in the Shadows buffs.
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Quentin has Pharmacy, which is the greatest perk in the game. He also has Wake Up and Vigil which are also good perks. Pharmacy is superior to all other perks though, so you must be craven to list Quentin so low.
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I will never forget the one game I had on the Thompson house where I saw that the survivors offered 2 secret offerings (Vigo's and Binding Shrouds). I was a post-nerf machine gun huntress at the time.
https://www.youtube.com/watch?v=2LJg9UvoKvk -
@friendlykillermain said:
@Peasant said:
@Utna said:
@Peasant said:
@DocOctober said:
@Peasant said:
@George_Soros said:
Peasant said:Just finished 1.0.2, I have -3 for survivors and +2 for killers. Survivors got: (Botany and healing nerf, sprint burst nerf, We'll make it nerf.) Killers got: (Stillness crows added, Spies in the Shadows buff.)
Not to be a downer, but whatever the final numbers are, they should be interpreted with keeping original state of balance in mind.
That said, please go on. Properly done Excel sheets are incredibly sexy.Yeah, I'm currently on Patch 1.0.5 and it's a slew of killer perk buffs and nerfs, can't wait to calculate this out!
Sounds like you're doing the exact same thing as OP: valuing quantity over quality, which is not how you go about these things. Please correct me if I'm wrong with that sentiment.
Also, I suggest that you don't go purely by Patch Notes. Patch Notes have left out multiple shadow changes, even a QA dev admitted that they are usually incomplete as they can't remember everything they change.
Damn, I suppose you're right. Unfortunately, I don't really know how else to really "measure" the balance of the game. I suppose I could make a Powerpoint of the changes, but then again, won't that just be quantity based? What to do?
There's nothing to do actually, the whole discussion was started under the false idea that X number of buffs mean something in terms of balance.
Any balance related question is about HOW MUCH and not how many.
I guess the only way to measure it is the number of escaping survivor per match compared to the date of each patch release.
Wait a second . . .
https://www.youtube.com/watch?v=4F4qzPbcFiAyeah exactly obviously those results wouldn't favor us and would ultimately be biased
If you did a qualitative analysis the results would be different. A number of my +'s for killers were buffs to "Spies of the Shadows". Who even uses SITS?!
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@Utna said:
@Peasant said:
@DocOctober said:
@Peasant said:
@George_Soros said:
Peasant said:Just finished 1.0.2, I have -3 for survivors and +2 for killers. Survivors got: (Botany and healing nerf, sprint burst nerf, We'll make it nerf.) Killers got: (Stillness crows added, Spies in the Shadows buff.)
Not to be a downer, but whatever the final numbers are, they should be interpreted with keeping original state of balance in mind.
That said, please go on. Properly done Excel sheets are incredibly sexy.Yeah, I'm currently on Patch 1.0.5 and it's a slew of killer perk buffs and nerfs, can't wait to calculate this out!
Sounds like you're doing the exact same thing as OP: valuing quantity over quality, which is not how you go about these things. Please correct me if I'm wrong with that sentiment.
Also, I suggest that you don't go purely by Patch Notes. Patch Notes have left out multiple shadow changes, even a QA dev admitted that they are usually incomplete as they can't remember everything they change.
Damn, I suppose you're right. Unfortunately, I don't really know how else to really "measure" the balance of the game. I suppose I could make a Powerpoint of the changes, but then again, won't that just be quantity based? What to do?
There's nothing to do actually, the whole discussion was started under the false idea that X number of buffs mean something in terms of balance.
Any balance related question is about HOW MUCH and not how many.
I guess the only way to measure it is the number of escaping survivor per match compared to the date of each patch release.
Wait a second . . .
https://www.youtube.com/watch?v=4F4qzPbcFiA -
Not sure if bait about Dead by Daylight or Friday the 13th.
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Well @Radiant, I suppose I owe you an apology for calling your graph biased. After literally doing what you did for all of the patches leading up to 1.1.0 I can see that the trends match. Now if only I could figure out a way to measure the data qualitatively.
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@DocOctober said:
@Peasant said:
@George_Soros said:
Peasant said:Just finished 1.0.2, I have -3 for survivors and +2 for killers. Survivors got: (Botany and healing nerf, sprint burst nerf, We'll make it nerf.) Killers got: (Stillness crows added, Spies in the Shadows buff.)
Not to be a downer, but whatever the final numbers are, they should be interpreted with keeping original state of balance in mind.
That said, please go on. Properly done Excel sheets are incredibly sexy.Yeah, I'm currently on Patch 1.0.5 and it's a slew of killer perk buffs and nerfs, can't wait to calculate this out!
Sounds like you're doing the exact same thing as OP: valuing quantity over quality, which is not how you go about these things. Please correct me if I'm wrong with that sentiment.
Also, I suggest that you don't go purely by Patch Notes. Patch Notes have left out multiple shadow changes, even a QA dev admitted that they are usually incomplete as they can't remember everything they change.
Damn, I suppose you're right. Unfortunately, I don't really know how else to really "measure" the balance of the game. I suppose I could make a Powerpoint of the changes, but then again, won't that just be quantity based? What to do?
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Okay, my progress report for 1.0.1 to 1.0.6 is:
Survivors have a score of -4 (From mostly perk nerfs and a few window tweaks.)
Killers have a score of +1 (Perk buffs.)For those who are concerned in checking my work, rest assured that unlike @Radiant who only used dates in their table, I am using the exact patch changes so you can clearly see my reasoning.
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@George_Soros said:
Peasant said:Just finished 1.0.2, I have -3 for survivors and +2 for killers. Survivors got: (Botany and healing nerf, sprint burst nerf, We'll make it nerf.) Killers got: (Stillness crows added, Spies in the Shadows buff.)
Not to be a downer, but whatever the final numbers are, they should be interpreted with keeping original state of balance in mind.
That said, please go on. Properly done Excel sheets are incredibly sexy.Yeah, I'm currently on Patch 1.0.5 and it's a slew of killer perk buffs and nerfs, can't wait to calculate this out!
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Alright, just finished 1.0.3, not much changed. Survivors got +1 for the creation of ('The Dreaded") Survive With Friends. Totals are now -2:+2
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@friendlykillermain said:
@Peasant said:
Already done with my 1.0.1 section. So far, the only notable changes were adjustments to Meg's Hair physics and the increased difficulty of Saboteur skillchecks. I marked these events as a +1 and a -1 so right now there's balance. I'm ignoring anything that says "Fixed" as the mechanic was unintended and therefore not official.
just wait until you get to Freddys nerf
Just finished 1.0.2, I have -3 for survivors and +2 for killers. Survivors got: (Botany and healing nerf, sprint burst nerf, We'll make it nerf.) Killers got: (Stillness crows added, Spies in the Shadows buff.)
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Already done with my 1.0.1 section. So far, the only notable changes were adjustments to Meg's Hair physics and the increased difficulty of Saboteur skillchecks. I marked these events as a +1 and a -1 so right now there's balance. I'm ignoring anything that says "Fixed" as the mechanic was unintended and therefore not official.
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@Radiant, Why? Why did you have to make such a skewed and biased graph? Now I'm going to have to make my own graph that is actually accurate just to disprove your false narrative. It's not like I wanted to enjoy this Friday or anything.
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The hatch only appears when the killer has killed several survivors. Even then, survivors have to find the hatch to use it. Seems fine to me given that it costs at least, what? 6000BP, 7000BP?
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In the odd event that I can get 2 survivors hooked relatively close before a single generator is repaired, why should I leave?vixin_witch said:Question for all you killer mains. Or people who play killer. Why do you think it’s a good idea to camp in any sort of form in a and while a survivor is hooked. It doesn’t make sense to me. Does that mean you guys are trash and have to ensure your kills? Cause I personally think there is no point in camping. Especially when it’s the beginning of a game and no one has done anything. I understand when you get gen rushed and frustrated. But other than that, there’s no point. I play both survivor and killer. And I only play with one friend really so it’s not like I’m playing with a whole group of my friends. And my games are generally split in half when it comes to survivor games. Like i get camping killers majority a lot more than normal. And it bugs me a lot. Because there’s no penalty for it. That’s why people do it over and over again. I say something should at least be done about it. And don’t be like ‘get good at the game’ I’m trying to have fun with a friend or two really. Not have it be like overwatch.
In the event that I have to hook a survivor directly in front of the exit, why should I leave?
In the event that as I'm hooking a survivor I see another crouched nearby, why should I leave?
The killer has two "objectives": Delay generator repairs and kill survivors. You want a chill game with a friend and not have the game be like Overwatch? I'm sorry, but that's just not possible. Dead by Daylight has objectives for both sides to complete. This means that there will always be the presence of competition. Granted, not every killer will be overly competitive and not ever killer will use the camping strategy. However, you have no business telling other players what strategies they can and cannot use. Camping is a viable strategy and a permitted strategy. If you still want to whine about camping on PS4, take it up with Sony: https://blog.eu.playstation.com/2018/08/10/survive-ps-plus-headliner-dead-by-daylight-as-hunter-or-hunted-with-these-top-tips/ -
Wait, the speed boosts would affect the charge itself, wouldn't they? Oh god.Peasant said:
The real scary part is that this should work on all killers. Imagine seeing Hillbilly charge over and then move this fast towards you on a gen right after the charge.friendlykillermain said:@Peasant said:
@friendlykillermain To put the Hag speed boost on a Trapper gets you up to 152%. Which is, oh you know, FASTER THAN SPRINT BURST.terrifying
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The real scary part is that this should work on all killers. Imagine seeing Hillbilly charge over and then move this fast towards you on a gen right after the charge.friendlykillermain said:@Peasant said:
@friendlykillermain To put the Hag speed boost on a Trapper gets you up to 152%. Which is, oh you know, FASTER THAN SPRINT BURST.terrifying
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Honestly? You could probably just move the save files. However, this is a bannable offense with a zero-tolerance rule. (Unless you are restoring your own progress with a backup because stuff vanished.) So I would recommend that you avoid doing this.Brady said:Is this possible? To transfer saved data from one account to another? If so, how?
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@friendlykillermain To put the Hag speed boost on a Trapper gets you up to 152%. Which is, oh you know, FASTER THAN SPRINT BURST.
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Oh dear lord. That's a horrifying image. Hag moves as 110% at base. She'd gain 15% from PWYF for 125%. Then add 18% from Agitation for 133%. Then NOED will get you 4% more for 137%. Then you just add her add-on for the last part.friendlykillermain said:@Peasant said:
friendlykillermain said:@Peasant said:
Oh great, now with my curious mind I want to figure out who's faster:
Hillbilly saw (no-addons)
Wraith with speed while cloaked add-on + PWYF
Agitation + AFK +PWYF
@Eight @George_Soros @TheLegendDyl4n1
sounds intriguing
Granted, the Chainsaw Charge would likely be first, but the other two are unknown to me.
true but what about agitation,afk, pwyf,noed, as hag with the addon that increases movement speed?
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Granted, the Chainsaw Charge would likely be first, but the other two are unknown to me.friendlykillermain said:@Peasant said:
Oh great, now with my curious mind I want to figure out who's faster:
Hillbilly saw (no-addons)
Wraith with speed while cloaked add-on + PWYF
Agitation + AFK +PWYF
@Eight @George_Soros @TheLegendDyl4n1
@friendlykillermainsounds intriguing
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Oh great, now with my curious mind I want to figure out who's faster:
Hillbilly saw (no-addons)
Wraith with speed while cloaked add-on + PWYF
Agitation + AFK +PWYF
@Eight @George_Soros @TheLegendDyl4n1
@friendlykillermain -
It's truly magical as half of the time when they come back they don't struggle off so you and your shoulder buddy just stomp off into the sunrise as everyone else exits the gates.Eight said:@Peasant said:
This is just a random question, but does anyone carry around afk survivors while they're AFK?You mad genius. LOL.
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Well, that should be enough of a squabble to support your claim that few people can agree, or rather, people are all too eager to disagree.Eight said:@Peasant said:
Oh yes I do! ItI can't even remember what my premise was... but I am 100% certain, and have the forum-accepted amount of evidence (which is none) to prove that, in fact, you do not.
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Are you a fan of Hotline Miami, or is this something else?Peanits said:I would DC just to get that, so I'm not sure it would have the desired effect.
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Akimbo technically means "hands at waist with elbows out" though Payday 2 uses Akimbo to means duel wielding. I just chose what I thought they were saying.armandfm11 said:Yup. And I don't want to imagine my life as a killer with akimbos
Peasant said:
I believe that "Akimbo" means dual wielding is I am not mistaken. So an Akimbo flashlight means that they have 2 flashlights at once?SovererignKing said:The hell is an Akimbo flashlight? Ever since the flashlight nerf that got rid of insta-blinds I have no issue with flashlights. Got even better when they messed with the pick up animation time. Most Survivors can’t use flashlights worth a damn anymore.
If I see 4 flashlights i’ll toss on Lightborn, but that’s about it. -
Fact. Googling "Dead by Daylight generator" will show you at least 1-3 Minecraft versions.alivebydeadight said:@vanil92 said:

Triple David, with No Mither, rushing the nearest closet to hide.
Perfect finish to 5 games losing streak
P.S. I thought R20 during the halloween event is the worst place to begin your adventure with DbD.
I was so wrong. R15 is the elohell :chuffed:those names tho, ######### is this community
I found this nonsense when working on a meme a while back.