PolarBear
PolarBear
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- PolarBear
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For me (and a lot of others it seems), it has always meant the killer is camping. I see it as someone waving their arms is panicking because a killer is nearby. Not waving seems calm like "Everything is ok, come get me".
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Probably not. I don't have enough time to reach tier 70 (even if I completed all challenges). Problem with battlepasses in every game is that they require so much time investment that most people just don't have.
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It is working as intended currently. If the killer hits you before you dead hard, you go down. Even if you get the exhausted status effect. The server didn't receive your dead hard input before the killer hit you and that's why you sometimes see your exhaustion go away even though on your client you got exhausted.
This is now more noticeable because of dedicated servers because the latency between the killer and you has effectively been doubled.
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Would probably look really wonky from the killer pov. You hit the survivor, they go down, you start wiping your blade and suddenly they get up, do a dash and you stop wiping your weapon.
I haven't played dark souls so I wouldn't know how it works (or looks aesthetically) so I'm just wondering how it might look and play like
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I'm bummed that we don't even get a simple Christmas theme. Would it have been that hard to copy and paste the event from last year?
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/929381#Comment_929381
I don't believe they have actually stated anything definitive with regards to the Deathgarden mask. The only reason to believe that console players won't be able to acquire it is because the conditions for doing so are not accessible to console players.
It's possible that they will grant the mask to console players regardless, on the grounds that they want to minimise platform-exclusive cosmetics. It's also possible that they won't grant the mask to console players on the grounds that those who acquired it on PC had to pay money to do so (although now that Deathgarden is free-to-play, that's less true than it once was) and/or that it doesn't face the same issues with third-party reselling that many of the code-based cosmetic items did. We won't really know until the devs decide to issue an official statement on the subject.
Since they decided to not grant the event cosmetics to all players it might mean that they also won't grant DG masks to console players. If the mask can be acquired on PC for free now that DG is free, it's really just up to the devs at this point.
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Can people on PC get the cosmetic for free now since DG is free? I wouldn't know since I bought them game. If this is the case, then it would make sense for the mask to come out on console.
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Honestly though, why would the killer even try to go for a hit there? Just camp. You have 2 players pinned down and there is no penalty since there is another survivor in range.
Not bannable in any way.
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It is quite baffling how long moris have stayed. Even decisive strike that was undoubtedly the most hated survivor perk in the game, got changed (even if it took a long time). Just recently, insta heals as well.
It would make sense for moris to get changed in the next mid chapter since insta heals got changed the latest mid chapter. Here's hoping.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/918150#Comment_918150
if they are hit, the Oni doesn't get any power because they are downed.. he only gets power from injures.
seems fair to me, they bleed constantly and give power in increments, that's the trade off
if no mither gave zero blood, the oni would never get his power vs a team of 4 no mithers.. just as an example
Oni (like every other killer) doesn't need his power against 4 no mither players. The perk is already garbage tier so no reason it should be even more garbage than it already is.
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For me it took a while to get used to the size of the hatchet hitboxes. Generally, you'll want to aim horizontally because the damage hitbox on the hatchet is much bigger than the collision hitbox (imagine a basketball vs a baseball). Some loops (especially autohaven) have wonky hitboxes as well so you just have to know when you can throw the hatchet.
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A wholesome posture check. Thank you for looking after our health :)
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Nerfing swf is not the answer. That will either drive players away or make them use workarounds like queueing solo and hoping to get in the same lobby with their friends. Buffing solo survivors and in turn buffing killers is the best the devs can do. The latest Kindred change is a huge step in the right direction (even if it requires a perk slot).
The devs just need to keep going and hopefully eventually swf won't be that much stronger than solos.
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@Bravescorpio said:
https://forum.deadbydaylight.com/en/discussion/comment/835598#Comment_835598
Its fully possible. People are just entitled and whiny. Not everyone is meant to get all of the rift rewards. They are for the dedicated. If you must have the cosmetics you can buy levels.
The rewards give people something to work towards no matter how much they play. Some people will get to the top level and be bored long before the rift closes, and they'll be rewarded.
If you just play casually then no, you probably won't finish the rift. That's freaking life. Deal with it. They gave you the option to buy levels, at least you have options.
Well, this'll just make me not buy the rift at all.
¯\_(ツ)_/¯
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/909645#Comment_909645
Finding the bugs and fixing the bugs are two different things. For such a specific bug, the chapter has no reason to be delayed.
It is still a huge bug that ruins games. It's not even uncommon to be hooked in the basement so releasing the chapter with a major bug isn't what bhvr should've done.
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Maps are only added alongside chapters so I don't see them adding any solo maps in the future.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/906262#Comment_906262
No one is going to spend hours hopping from lobby to lobby hoping they get a friend lobby.
Imagine going through all that then the killer dodges lol
People are able to streamsnipe so trying to "snipe" your friend is no different and easier with no stream delay. It also depends on the rank and day. Day 1 of rank reset is ofc going to be more difficult than last day before.
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Yeah this is ridiculous. The same thing happens when the killer facecamps (except you can actually safety pip if you stay in the TR long enough to get evader emblem). The emblem system only works if both sides play "correctly".
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@I_Face_Camp said:
https://forum.deadbydaylight.com/en/discussion/comment/899963#Comment_899963
Nah killer is supposed to be stronger
Stronger =/= easier btw.
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@I_Face_Camp said:
https://forum.deadbydaylight.com/en/discussion/comment/899918#Comment_899918
Yea its doable but hard af without camping
It's not supposed to be easy. You are playing against other skilled players. You're not playing against NPCs. You can't win them all.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/897946#Comment_897946
Wait, will console ever get something that PC does not then?
Probably not.
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Every player is still a paying customer. There is not reason to not fix bugs. And just like Peanits said, some things are easier and faster to fix than others.
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There is no way to differentiate players who are doing it on purpose and ones that are just playing the game (or even doing archives challenges that make you hook in the basement) so most likely no bans will be handed out.
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Mending not being tied to TR is better for him. People just went on gens with deep wounds in the TR so they didn't need to mend. Now survivors need to mend unless they want to keep running in circles.
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My game is updating already so it should be out.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/880846#Comment_880846
Not really that much skill involved in the egc though. It just comes down to where the hatch and gates spawn. It is quite generous that the survivors even get a chance to escape.
That's luck, you can't control luck — that's why I don't like luck unless it's used as a punishment. However, there's lots of skill involved as a survivor to increase your odds of survival, assuming Exit Gates spawned at decent spots to allow both sides a fair chance.
I actually made a thread about things you can do in the EGC: This involves technique and execution.
https://forum.deadbydaylight.com/en/discussion/104957/the-egc-counterplay-balance-suggestions
And what about the killers skill? The killer has already proven his skills by killing most of the survivors. Should a survivor who survives to be the last one alive deserve to escape more than the killer deserves to kill them after they've killed their teammates?
That's why I say both sides need a fair chance. I think the last survivor during the EGC deserves a 25% chance of survival because we don't know how the killer won. Was it because other survivors didn't want to face a Prayer Beads Spirit? Which made everyone give up and you're the only one who didn't give up. Was it because your teammates thrown the game? Inexperienced survivors kept feeding a face camper hooks.
Sometimes it's not always the last survivor's fault when their team fails to complete their objective, which is why the killer should never be granted a 100% chance to get a 4K.
I agree, the survivor does deserve some chance but making minor changes like gate spawn locations doesn't make it any more skillful than it currently is now.
The only thing that could be considered skillful for survivor is whether or not the survivor wants to try to find the hatch or wait by a gate. For killer it is whether or not you want to close the hatch when you find it.
I haven't kept track how often I've escaped or how often I've killed the last survivor during the egc but I honestly can't think of a better option than what we currently have. If the gate spawn distance is increased too much it can be too much and survivors get a free escape each match and vice versa. The egc is just a slightly improved hatch mechanic and hatch only exists to end the game because it is obvious the last survivor can not possibly complete a generator against a killer in a 1v1 situation.
I'm fine with it being a coin toss because as a survivor I don't even feel like I earned an escape. There are the edge cases like where matchmaking craps out and my teammates can't do anything but die, then I can be annoyed but we shouldn't balance around edge cases.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/880741#Comment_880741
I want the EGC to be fair for both sides, and having both extremes exist doesn't balance it out. You shouldn't have to give up because you lost the coin flip, and have to face a loss.
Luck should never override your skill as a player unless you made a mistake. Yes, it's arguable that you failed to do generators and escape through the hatch, but what if your teammates were just not up to par or didn't want to go against a Spirit? Sometimes it's not always the player who made the mistake, it was their teammates.
I feel like your odds as the last survivor should be around 25%, no more or no less. 😁🤗
Not really that much skill involved in the egc though. It just comes down to where the hatch and gates spawn. It is quite generous that the survivors even get a chance to escape.
And what about the killers skill? The killer has already proven his skills by killing most of the survivors. Should a survivor who survives to be the last one alive deserve to escape more than the killer deserves to kill them after they've killed their teammates?
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It goes both ways so I don't mind it. There are matches where the exit gates are super far away from each other and others where they spawn really close. Sometimes you win the coinflip and sometimes you lose.
The best you could do is if you know the hatch is far from the gates you could camp the farther gate in hopes of the killer finding and closing the hatch giving you the maximum amount of time to open the gate.
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Some do it for bloodpoints, others do it to spite the killer and some do it for both. I wouldn't pay much attention to it.
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Would be a more appropriate term if you ask me. I just don't think everyone knows what a softlock is. But the same kinda goes for bodyblocking.
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Doc is next on the line to get an update. If he gets to keep his power this'll probably be fixed.
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You hit the nail on the head.
This is pretty much what most of the community agrees on or at least those who advocate for Spirit changes.
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I'd keep the basic attack requirement for Surge but otherwise sounds alright. Having the instant regression be lower but make it regress faster over time is a good change, the perk will make it risky doing generators solo as if the killer finds and downs you, you're gonna lose a lot of progress fast.
I think mindbreaker shouldn't have the oblivious status effect. The perk was obviously made for stealth killers to counter exhaustion perks (notably, Sprint Burst) but currently 3 seconds of exhaustion is not long enough. If the perk kept it's current condition of repairing generators under 50% and made the exhaustion last a little longer like 10 seconds or so, it would actually work well for what it was designed for.
Cruel Limits, well, the perk needs something and this is a good start but I doubt it'll be enough.
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I don't know if you're impressed with this. Both using op stuff. If anything this just shows that the killer's op stuff is better than survivors.
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Unlike before when you could manage and replace your own save, BHVR manages players saves nowadays so backing up your save is pointless.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/871292#Comment_871292
I just said that YOU LITT-
Jk.
Sorry :(
(Don't hurt me)
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Joe is one of the four Legion members :)
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It is one of the only 2 perks that affect vault speed for survivors the other one being Resilience.
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Some add-ons say if they stack or not but most of the time, if an add-on doesn't specify if it stacks or not, it's safe to assume it does.
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I hope you posted this in the right category so you don't have to find out first hand.
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This would make every killer a stealth killer. Wouldn't make much sense playing Wraith when you can just go Hillbilly with a muffler. I agree that mindbreaker is fairly weak (one could say it counters Sprint Burst but not running in a chase for 3 seconds is not difficult and you'll just end up giving the survivor an activateable Sprint Burst).
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You should play the game to have fun. It doesn't seem like you enjoy playing the game as much as you enjoy earning bloodpoints.
I played like that for too long. Only playing killer because I could get so much more bp and even on survivor, I always used wglf because I felt like I wasn't being efficient playing survivor without it.
At some point I realized I was playing killer when I wasn't even having fun doing so. It took some time but now, the only reason I even spend bloodpoints is because I'm about to hit the limit. I don't think how much I made in a match I just try to have fun.
Of course, if you're new, bloodpoints might be a big thing but you still gotta enjoy the game. If you're not enjoying it, take a break and come back in a few days. That always works for me.
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Here is the thread: https://forum.deadbydaylight.com/en/discussion/comment/866290/#Comment_866290
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Hag is enjoyable at least for me because you have to think a head and don't need to chase as much. It's refreshing to play her since her play style is very unique compared to the average killer.
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/865606#Comment_865606
Lmao. I can't remember the last time I even saw a survivor cleanse a dull totem, even as a survivor.
Everyone probably doesn't but I for one do. Even when I am not using Inner Strength. Better safe than sorry.
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Not really. If survivors cleanse the totems you might as well have been using another perk in NOEDs place.
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@NoShinyPony said:
Honestly, I would prefer it if they stopped with new chapters after the current roadmaps ends and instead focussed on game health.
Devs already said they're gonna stop focusing as much on events to have more time on games health. New chapters are something that breathes new life into the game every 3 months.
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I'd rather keep survivors just as skins. If there we're passive buffs (even minor) it would mean some few select characters would be meta and thus picked more often than not. This would destroy character diversity as some characters who would have basically meaningless buffs would never be played.
Also people have skins for their favorite characters and most players probably only have one character with a lot perks so if characters suddenly got a passive and your specific character that you main didn't have a good passive you'd have to level someone else. Even worse if you had spent money on skins for a character with a bad passive you'd be outta luck.
