PrettyFaceKate
PrettyFaceKate
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- PrettyFaceKate
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1257094#Comment_1257094
Wait a second.
That sounds familiar!
Hold on... is that not the exact, same, arguments, made against killers like Spirit and Freddy?
Are we seriously complaining about a mid to lower-high tier killer right now? I thought the community is better than this.
Nobody is complaining about the strength/tier either mid-low (Deathslinger), or high (Spirit and Freddy). The complaint is about the lack of chase interaction, because said interaction is essentially all that there is of skillful and fun in this game, and all changes implemented so far where made to encourage interacting with the other side.
Those characters, regardless of strength, lack interaction because they are essentially a single-player game dependant on the ability of the player using them, compounded by the fact that all the three you mentioned have a fairly low skill cap. Survivors lament this situation, because they're reduced to glorified NPCs when versing those and the optimal thing they can do is to quite literally hold m1.
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He's boring because there's not much chase interaction. You can spam ADS all you want and there's not much the survivor can do. The counterplay to him is quite simply to genrush, which is boring in itself.
Broken, as in his terror radius. I know the devs keep insisting that it's working as intended. Either the community has gone crazy all of a sudden, or maybe it's time to acknowledge that there is an issue. There are other 24m TR killers and nobody is complaining about those not working properly.
For the tryhard, I've never heard anybody say that.
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One can only hope.
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@Zephinism said:
On PC, in Europe I get 1-2min queues in red/purple rank Survivor until about 10pm GMT, then it's realllllly slow until ~4AM GMT at which point then becomes fast again.
For Killer I get 5 minute queues until the evening at which point it becomes instant. I suppose more Survivors play at night time.
This, except I haven't tested nighttime. However, my killer queues are a tad faster, about 3 min, from the afternoon. There's certainly no shortage of killers for that platform and area.
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If I crush a team I let them escape. I imagine I'm the idiotest idiot then.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1256264#Comment_1256264
Great I guess..but how do you do that without making them useless? And I'll repeat..it doesnt matter what the EGC started out to do
They wouldn't be useless. Mori'ing on death hook still allows to skip a step and works around DS.
And saying that it doesn't matter what the egc started to do is not a fact. It might not matter to you, but that's the extent of it. If you want heavy endgame pressure, you van run noed. Egc is not meant to enhance either side, compatibly with its primary scope.
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@OldHunterLight said:
Play oni, it's similar, more fun and you can pip more easy than billy
Oni has a weird glitch right now, where when you flick it will land where you aimed, but then it turns your camera around.
I didn't notice it giving undeserved or taking away deserved hits, so it's more of a visual issue. Still, worth mentioning, because he's not totally bug-free.
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Very good for beginners and solos who don't like to be found first, but who take aggro later on for some sweet boldness points.
Also good on new maps.
It should be a general perk, unfortunately.
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Yes, they can. It happened to a dwelf right in front of me. Slugging and healing didn't solve the problem. I had to pick him up and drop.
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EGC is working as intended to the purpose it was intended for. It doesn't need any changes.
The default way to kill is by sacrifice, moris are an exception. As such, they always require a trade-off, i.e. spend bp on the offering, can't burn another offering. For these reasons, they should never be basekit, but I agree they should require far stricter conditions, instead of being a legalized cheat card as they are right now. Same with keys.
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I don't use it, but the reason you see it a lot is because it synergizes well with his power, which is an instadown on a timer.
I feel that all I need on him is corrupt, the rest is really up to you. Any combo of tracking and/or chasing perks will do.
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@Dzeikor said:
I think survivors shouldn't be able to 99% the exit gates,it completely negates endgame collapse.
The killer can initiate EGC too.
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This for solo. SB is an alternative to DH. In SWF, one can swap one of the above for bt.
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I tried not to use it, being primarily a killer main. I had to give up though. I'd rather have it and not using it, than not having it and regretting it. The latter being usually the case.
I know I go out of my way to not camp and tunnel. However, these things are in the game and I can't expect other people to play as I do.
Log into a trial without an obsession and you'll quickly see why DS is a necessary evil.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/149588/hatchet-hitboxes
Her Hitboxes aren't the problem but dedicated servers are.
Actually, her hitboxes are at least part of the problem, because she throws spheres the diameter of a hatchet. So, it's quite sizeable.
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@animalmak said:
https://forum.deadbydaylight.com/en/discussion/comment/1252807#Comment_1252807
Maybe it's a power thing, but I want to like actually give it to them, not have them get it because they wiggled off my shoulder. If the survivor starts wiggling, I'll stop walking and shake my head. I'd say 9/10 times, the survivor gets it and stops wiggling. I give them the hatch. But if I do this and they continue to struggle, I just get annoyed that they're not accepting my mercy and I kill them. 🤷
I do the same as a survivor. Sometimes I just give up, but other times I'll wiggle, and if the killer shakes their head at me, I stop. I've gotten the hatch almost every time this way. Except for if it's a Trapper. Every Trapper that has done this has brought me to the hatch then hooked me near it and shut it in my face. 😂
They might have no idea what the conventional meaning is. Not every one lurks the forum. Power? I don't fancy power tripping over a video game. Accepting mercy... C'mon now.
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It's a mix. First of all, I wouldn't call fixing an issue as a buff. However, dedi hits are different now, but they're still a thing, visually different. I've seen many instances were the killer completes the missed hit animation, including whiffing sound, and then the hit registers. I saw it through windows and pallets. Hatchets also are as broken as ever, if not more.
On the other hand, gens also spawn so close together that they are often in walking distance. I don't think many killers have realized yet. I expect hostage builds to become popular, because almost every spawn has at least an easy 3 gen available, if not a 4 gen.
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@Mister_xD said:
their hitboxes are working the way they are supposed to work.
have you seen how the game was when hatchet hitboxes actually matched their playmodel? that was horrible - and gone within a week.
if you want hatchet hitboxes to match their playmodel, survivor hitboxes need to match their playmodel first.
Do you realize that survivors' hitboxes are bigger than their models, right? You said that as if it would be a nerf, but if they did what you suggest, every survivor and their families would rejoice.
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@animalmak said:
If I can see the 4th survivor when I down the 3rd, I'll chase for a bit, but I won't commit too long to it sometimes. Then I go searching for the hatch/for the survivor. If I find the survivor before the hatch, I might give it to them (but not if they start struggling). If I find the hatch first, I close it and go for the 4k. But it's very rare I actually end up slugging for that 4k. Usually just happens if I think the slug might have DS and need to wait it out a little. (I don't intentionally go for the unhooked, but sometimes unhookers just disappear??? Like... where do they go.... And I just swing at whoever's there.)
Never understood the wiggle logic. If I want to give the hatch, I give it. If I don't, I won't. Their wiggling means nothing for me.
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I do it:
- when I see the 4th survivor immediately;
- when a challenge requires a 4k;
- when the the 4th survivor has been toxic. In that case I'm inclined to give the hatch to the slug.
Otherwise, I don't bother. Sweating to 4k by denying the hatch doesn't validate me in any way. Of course, I've got nothing against those who do, unless they slug repeatedly and still can't catch them both. In that case, learn when to let go.
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I honestly think they got worse after last patch, in the sense they feel truck-sized now. Obviously, it'd be because of dedi servers, since they didn't change the hitboxes. Might be a false impression.
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1252216#Comment_1252216
The only way to get bloodlust at all is an unobstructed uninterrupted sprint with clear line of sight.
Throwing down a single pallet kills it.
If bloodlust has activated at all it means the survivor has no skill.
Bloodlust doesn't require constant LoS, it increases as long as one is in chase, even if LoS is temporarily broken.
Throwing down a pallet doesn't reset bloodlust.
If bloodlust activates it means that the survivor does have some skill, otherwise they would have been hit in under 15 seconds.
Everything you just said was incorrect. I suggest you educate yourself instead of spreading misinformation.
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Define balance, please.
I find GF to be buggy and not particularly interactive. His power revolves around getting cheap shots, camping and tunneling with little punishment for it. It might be 'balanced', depending on the definition of balance, if that doesn't include interaction. I have a long list of rank 1s GFs who always stealth camp hooks.
Myers is a better stealth-ish killer, balance-wise. At least, imho.
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Most of the time, at least 2 survivors escape. Very few games ended in a 3/4k.This is how the game is supposed to be. On average, you should get a 2k.
3ks should not be frequent and 4ks even rarer. Same, respectively, for 1ks and 0ks.
You're stressed out because your expectations are overly high.
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Imagine the potential for hostage situations. Gen speed is fine. Some killers are stronger than others. That goes with the territory. Map rng is a bigger issue.
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500 total with at least 200 in the desired role (killer or survivor).
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I don't understand the underlying logic. The more the survivors complete their objectives, the more the killer gets a pass for tunneling? Why?
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@metalklok said:
https://forum.deadbydaylight.com/en/discussion/comment/1248334#Comment_1248334
That would be awesome then all killers would opt out and SWF will just wait in lobby for years. We killers finally win.
We killers would play lobby simulator 2020, because swf would quit the game and so would solos after getting tired of being stomped.
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GG if it was a good game. Otherwise, say nothing and move on to the next match.
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The bushes also cover those rocks that extend low, so while you're moving you suddenly get stuck into random invisible stuff.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/149151/revert-the-patch-please
Survivord have been saying vaults and pallet throws are smoother because they are not getting stuck or puled back any more.
Based on my experience, instead of survivors getting pulled back, dedicated servers are pushing killers forward, making the animations smoother but still getting the same effect.
Maybe you are getting pushed forward into the pallet and then getting stuck.
I'll make a post about this after I get more clips and see it in action a few more times.
Yes, it's a different visual to dedicated hits, but they still happen. I have witnessed many instances of a killer going through the missed hit animation, with the whiffing sound, and then the hit registers.
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Go to swamp. Stick around the big boat or the main building, depending on the map you get. You will get the challenge in no time.
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1249132#Comment_1249132
Wow, look at that, low tier killer with the weak power ruin the game. Nurse who can ignore everything the survivor does and destroy them not an issue, but Legion who can be countered by not staying in group is op.
if legion a problem for you your playing in a bad way, even if you dont face a legion sticking together mean you cut your team pressure in half.
git gud
Ghostface is not low tier and he's not weak. He's no Spirit, of course, but he ain't Clown either.
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Today, a Dwight got stuck on the spot after dropping a pallet. I broke the pallet and he was still stuck, so I just slugged him. I got back after he got revived, but he couldn't move. I had to down him again, pick up and drop him a few meters away to unstuck him.
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Go into settings and make sure your crossplay option is ticked. I play EU at rank 1 and queues are rarely above 2 minutes for survivor throughout the day. Killer may vary, but from the afternoon on they're very fast.
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There are plenty of those. Sounds more like you're unable to recognize them and mindgame them properly.
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No, I haven't noticed anything of the sort. Maybe take some screenshots and share them with us next time, because you certainly have some bizarre luck.
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At red ranks, you need to double pip to get adept. If you double pipped in this match and it didn't give you the achievement, then it was a bug.
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Gen time is not a problem. Map rng is the issue for either side.
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It's very easy to get... if you farm your teammates. Not a very well thought-out achievement, but they can't change it because of console, so we have to stick with it.
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It's a great learning tool. Honestly, they should just make a general perk have the same effect, so beginners could use it, and rework WoO to do something else entirely.
Zenshin also needs a rework to do something useful.
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It depends on the player. She's fun to face at pallets and tiles if the killer knows how to use their dash. On the other hand, the kind of Pig who tunnels hat wearers, or stealth camps hooks, is very dull to verse.
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@Fiv55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1242029#Comment_1242029
yeah, I didnt noticed that there is a requirement. It's probably only sharpness & color that works on DbD :( even tho it looks a tiny bit better, but probably not due to the lower AA
https://drive.google.com/file/d/1yHl_74c--wIIYPCHYWgrxyM94jyPEBSW/view
//wrong label on 2nd setting: its with AA/AF but 0% sharpening
In the same menu, try enabling morphological anti-aliasing instead. It should work with DX11 and I noticed a stark different already.
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I think it's more of a matter of gen placement. I've seen spawns that are definitely questionable with how cramped up they are. They're basically 3 or even 4 right from the beginning. I can see hostage builds and doc becoming popular.
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I've just tested 2 lobbies and I was connected to Mumbai and Ashburn VA. So, I think you're correct, there might be server issues right now.
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@Owlzey said:
https://forum.deadbydaylight.com/en/discussion/comment/1244591#Comment_1244591
I feel like they should tone it down for stealth killers. I've been playing without headphones lately and it's still really obvious. Unless survivors are deaf, they have little chance of getting gen grabs now. rip jumpscare Myers and Pig.
It's the only thing giving away stealth killers that requires survivors to have situational awareness and gen noise covers the sounds anyway. I don't see the issue, honestly. They're stealth, not in another dimension.
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It would be a perfectly reasonable change. We'll probably get it in 2025.
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Survivors seem louder as well.
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@MrZapp said:
I speak only for myself (not including the recent ptb of course) but my ranks are mostly vs red/purple rank survivors, with the odd rank 15+ joining with a friend or the occasional rainbow rank swf game
Same here. It might vary from region and time of the day, probably.
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@[Deleted User] said:
The sound in general is very strange in this latest patch. Things sound closer or further than they actually are and some things are way louder than they were previously.
I don't know if the Wraith sound is intentional, but I was doing the archives and I too noticed issues with proximity after this patch.
One against a Legion's terror radius. The heartbeat sounded like he was mid-range, but he was exactly below me at the haddonfield window right to the side of the basement stairs, if you know the spot. I.e. if I vaulted I would have dropped 1m and super mario'd him.
Another against a Freddy. His lullaby sounded like in the distance while I was looping him at a rather unsafe pallet.