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PrettyFaceKate

PrettyFaceKate

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PrettyFaceKate
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  • The fact that someone's hooked or downed already slows down gens. It's called pressure

  • There's no reason at all to care about the ranking system, let alone getting stressed over it.

    The devs literally said it just shows how much one plays and they're bypassing it with the mmr and leave ranks there because reasons.

    And guess what the good news is? The mmr is hidden, so there's no reason to stress over it either.

  • They make a judgment call on every case. So, whatever you read here won't matter because the decision is not up to us and this particular case would have to be proven with screen recordings as well.

    With that being said, this scenario is bannable in a vacuum and you were working with the survivor, whether from a certain moment rather than from the beginning is beside the point. Not long ago, there was a thread detailing the same exact situation and the player got banned. Next time kill them both or neither, but never reward someone who gives away their teammates.

  • No, I don't. Except for when it makes impossible to be blinded. Other than that, I don't care what res you use.

  • @bubbabrotha said:

    "I want the killer to let me win" is basically what you just said.

    The op is talking specifically about facecamping potential, which is an issue that Bubba's rework was meant to address and failed to.

    Your sarcasm is lost on the fact that the op said or implied nothing of what you remarked.

  • My survivor queues were fast before and after crossplay. If anything, my killer queues have improved a lot.

  • @4scoreand7skinsago said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555429#Comment_1555429

    Again Its 2 meters, also its almost undoubtedly going to be nerfed before launch cause I agree its a strong perk if used in conjunction with other perks alone its fairly useless since most games you're unlikely to go for totems anyways unless there's some kind of hex being applied, and I don't know about you but I absolutely despise using hex totems because I've had too many games where hex totems spawn within line of sight of survivor spawns and i just don't even have the ability to defend my totem so using this might make me use them again cause fbeing able to more dependably get some use out of them.

    It's 2m to proc, but then the aura persists for 6 sec (tier 3) regardless of range from what I've seen. I'm not sure it's intended.

  • @TKTK said:

    They should buff solos to swf level and adjust killers accordingly really, swf just has too much potential power compared to anything else in the game besides really good Nurse or Spirit with there best addons.

    The devs really don't seem to care about doing that, though. Every time something has been brought up to give solos a little bit more of information that SWFs get for free, that never came to fruition. I think part of the problem is that the devs don't want to deal with the backlash.

    Just look at the outrage that was caused by simply suggesting a totem counter. The issue is that in reality, most killers don't want to buff solos and killers accordingly. They want to nerf SWFs and buff killers.

  • I see that side of the argument. I think that the aura reveal should be removed completely and it would be a fine perk.

    It's ok that they want a perk that makes hexes stay up a little longer if they get cleansed. But that made it so that it preserves the totem if it gets cleansed AND it makes it harder to cleanse because it gives away your position AND works on dulls as well AND detects you even if you're not doing totems.

    Like, wth were they thinking?

    Not to mention it makes thrill completely obsolete. Sure, you don't get the audio notification, but as long as you don't have tunnel vision then undying is several tiers above thrill for totem protection and general info.

    Imagine the potential for hostage builds with doc or high mobility killers. Solo q might as well go afk if they run into that.

  • Well, I'm a killer main and I think Undying is a tad overloaded and overtuned. There, I said it.

  • This is really rough. I don't know what to say except make the most of the time you have left and godspeed.

  • It depends on what you're looking for in a build. If you'd like something for a versatile playstyle, then I can suggest the vault build: resilience+spine chill. It's usually run with iron will and either dead hard or sprint burst. However, you can swap the last two slots for whatever you like.

    It's generally a looping build, but it's also quite efficient for stealth due to spine chill and for working the objectives due to resilience.

    Kate and Feng are pretty good to buy together because lithe and dance with me synergize very well along with quick and quiet.

    If you're looking more into looping specifically and you're not confident, unlock windows of opportunity from Kate. Alert from Feng is very good as well both for stealth and in chases.

  • It would be gamebreaking.

  • @XombieRocker said:

    I mean, running that add-on is literally mandatory when playing as him...

    So yeah, making it base would be nice so I could actually use some of his other ones without feeling like I'm screwing myself over.

    Almost all of his add-ons that deal with portals need improvements as they are super weak.

    I kinda disagree. His base pounce is already pretty good as is. I've never seen rat liver as being necessary, let alone mandatory, in any way whatsoever. Everybody runs it because it's brown rarity and now everybody wants it basekit for the same reason.

    I usually run extra portals on him and either speed or recharge. They're really good when you set your portals wisely.

  • Alien ended with the third movie. Nothing happened in my universe. Don't fix what ain't broken.

  • I suppose that's the ramp next to the toilets that is encased between two breakable walls. If that's the case, this is 100% unintended and either a bug or an oversight, because that area is inaccessible unless the killer breaks at least one of the walls. If a jigsaw box can spawn there, then other interactibles like chests, totems, alarms etc. can as well. You should submit a bug report about this.

  • Wedding ring is not that great for purple rarity. Plus what @HectorBrando said about getting the tunnel treatment for an item that doesn't even open the hatch.

  • You could 99 the gates before. The only reason you would do that was to play around Bloodwarden.

    Also, all the comments about survivors abusing loopholes, holding the game hostage and a bunch of more nonsense show that many people still don't know what the purpose of EGC actually is.

    If you're one of those people, I suggest you read the developers' notes, or what this guy below said, so you get a better understanding. EGC wasn't meant to favor any side, nor to give extra kills or extra escapes. This has been repeated ad nauseam. Time you guys finally get the memo.

    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1542583#Comment_1542583

    EGC, while being killer-sided, is not there to give additional Kills or pressure to the Killer. It is only there to let the Match end so that "funny people" cannot stealth around the Map while the Gates are open.

    If a Killer wants to have the EGC, they can open the Gates on their own, this is the reason why this was introduced.


  • There're people on PC who play and controller who do just fine. Console survivors will have to get used to better killers who use Huntress, Nurse, etc.

    And also less success on 360's.

    Other than that, I don't see an issue.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541048#Comment_1541048

    He unknowingly did it but it works as a gateway for more people in the community to see it

    Then I stand corrected and I owe him my apologies for being so quick to judge. Thanks again.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1540977#Comment_1540977

    In his most recent video as oni he got a second or two of free unrestrained movement before the game starts, this bug works on every killer but on killers like spirit, hillbilly, freddy this allows you to start charging your power before the game starts and get to survivors even faster, freddy in particular has his teleport coded very weird, when the match starts he has a full teleport bar until he can normally start moving, if you move before that however you can use his teleport before the power drains to get a free teleport or start with 75% of a charge

    I have known this bug to be in the game since around deathslingers release and even guessed this bug would be a thing since I saw that reworked freddy starts with a charge before the game fully starts which means in with good old dbd jank when something breaks it you would be able to use it

    I'm a killer main and I didn't know that.

    I'd say that it's not exactly commendable for a Fog Whisperer to show on stream how to abuse exploits.

    Thank you for reporting these bugs. Hopefully, they get fixed soon.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1540962#Comment_1540962

    Have already put it in the bug report session when the bug came out but now that more people have seen otz moving before the game starts in his most recent video more people might understand how buggy it is to move or interact before the game starts

    What did he do exactly?

  • Put this into the bug report section.

  • I've observed this too, especially in indoor maps or enclosed spaces like the basement. The killers did not have any sort of TR perks or add-ons or powers. I've noticed the same even with lullabies (Freddy, Huntress).

    It seems to be related to some sort of sound occlusion issues, that's why it might be more common indoor.

  • Broken on certain maps. Broken in swf. Completely disables certain killers. Caused the introduction of that dumpster fire mechanic called undetectable.

  • It's called like that because a content creator came up with the catch phrase, so it must be true.

    Don't worry. The game is not called measuring pps by daylight. Play survivor or killer however you want, within the official rules, ofc.

  • It's nothing out of the ordinary. This community never miss a chance to be toxic for no reason at all. Just accept that this is the case and refuse to partake in the same behavior.

  • Thank you for taking the time to do this. I have experienced all the listed bugs.

  • If you're toxic, I'll teach you a lesson regardless if you're on PC or console.

    But I'm not gonna be toxic simply because you're on a different platform.

  • @twistedmonkey said:

    This only happened after crossplay.

    Before survivor queues were quicker on PC at least for myself in NA east. This could change depending on region and time of day for some.

    Maybe its not about strength but why there are more of one side on specific platforms or in certain regions.

    Console for one maybe just has more people playing with friends as they are more party orientated so gravitate to survivors.

    Same for me on PC EU. That's why before crossplay I played a little bit more survivor. Killer queues were bad for me. Now they're better, but survivor queues are still fast.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537044#Comment_1537044

    I think the best one is Ayrun, he tries to pretend it doesn't help by only showcasing it on loops you can already see over, then casually looks over top of jungle gyms and other wood-walled loops. I could be getting him mixed with someone else, it was a while ago I last checked it since stretching Res was made borderline impossible.

    Edit: Ardetha did a whole video on it and estimated that you could clearly see over about 60% of structures that were otherwise mindgameable due to normally tiny FoV

    I haven't watched Ayrun in a long time, but I don't remember him using stretched. I might be wrong.

    I remember Ardetha's video and he pulled that figure out of nowhere. He doesn't even show comparisons. I know he partially backtracked when Ussylis contacted him.

    There's no resolution that allows you to see over jungle gyms. Don't take a streamer's or my word for it. Just put on 1080x1080 and try it for yourself. It just doesn't happen, because stretched doesn't raise the camera, which is what you would need for looping. There are hacks for that, which is what it looks like in the op's screenshot.

    Now, stretched does give a significant advantage for killers in certain situations, but that's a topic for another thread, since nobody seem to care about that particular aspect.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1536888#Comment_1536888

    There's plenty of proof that you can, including certain streamers who use stretched, claim its not effective, then proceed to see the unseeable.

    I've tested it and I don't need to rely on content creators who may have an agenda in a way or the other. I don't need any more proof, but I'm certainly open to see it.

  • @Salvonyua said:

    https://forum.deadbydaylight.com/en/discussion/comment/1535535#Comment_1535535

    Say Slipknot's albums are not beautiful = not understanding metal music

    Yeah. Because taste is not a personal matter...

  • @MadLordJack said:

    Look, as the community had already decided, stretching your FOV so much that the particle effects dont even register correctly is not against the rules because it doesn't give you an advantage. Also, being able to literally see over and around every loop isn't an advantage. Somehow.

    What you see in that screenshot is not stretched. It's a public hack.

    You can't see over and around loops with stretched more than you can with native.

  • They might be running tests. They'd done that before they activated mmr the first time.

  • That cue is given for the first 2 (iirc) times you face that particular killer. It's not really an issue.

  • They haven't made a decent album in ages. I'd rather BHVR and Slipknot each work on their own issues.

  • @RelentlessShadows009 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1534566#Comment_1534566

    I see the point you are trying to make. If I was idle, then you have one. He was at the exit. Like one step and he's out. The other survivor left. I was under the impression he was going to leave after the he blinded me. I have been blinded at the gate plenty. They all leave after the blind.

    In simple terms, the way I am viewing it is they were trying to teach me a lesson about being decent to my fellow player. Had the other survivor done it, I wouldn't even have posted. The action was outside the norm, as compared to literally every other match I have played as killer.

    Again I'm not mad, others might post out of anger but not me. Please never assume anything about me.

    I haven't read the whole thread, so possibly you've already answered this. How long have you been playing this game?

    Nothing you described was outside the norm. And it wasn't outside the norm for normal manners, not even for bm.

    Farming blinding points is totally normal. Staying at the exit line to farm is totally normal, just in case the killer decides to pull a fast one. If you don't want to engage, you can leave or force them out. If you stay there, they'll take it as if you're consenting, because that's the commonly understood meaning.

    If they stay once you leave, that's a bm. If they click or tbag, that's bm. Chaining blinds when the killer just stands there, it's not.

  • @RelentlessShadows009 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1534431#Comment_1534431

    Please, for the love of everything stop with this nonsense. Him not letting me kill him is not the issue. If that was the case I'd complain about every single time I couldn't even get one hook.

    I understand this happens, I never expect to win every game. Hell, I know I'm going to lose before it even happens.

    If I wanted to complain and what not, I would talk about my very first match and the messages I recieved and what went down when I asked for advice.

    My point I was trying to make, which I don't feel needs to be stated, is that survivors blame killers for their behavior, and things like this are why killers do what they do.

    Thing is, and it's sad that I have to spell this out... literally any match I have had, once at the gate, I take the free hits and they leave, they dont stay. When he first flashed, I accepted defeat, looked to the person sitting next to me to answer a question I was asked. I look back about 10 seconds later I'm still blind. Never once has a survivor hung around that long. It wasn egregious. Plain and simple.

    I'm not trying to be sarcastic, but have you considered that maybe your standing still and not moving could be interpreted as you letting him farm blind points? Educated guess.

    Also, if people find this 'toxic' and seek some sort of retaliation, then there's not much I can say, because there was no bm whatsoever according to your story.

  • It's not a bad perk. It's simply used badly way too often.

  • FYI pointing your flashlight and holding is done to let the killer farm Flashlight Evasion points in Deviousness.

    They didn't BM you in any way.

    You did a gestures of sportsmanship, which is supposed to be done in order for the match to proceed fairly and normally. Then you come here and complain because the match proceeded fairly and normally.

    Your whole grievance boils down to this: I let this survivor live once because of a glitch. They wouldn't let me kill them because of that.

    And if you didn't want to kill them, then what did you want exactly?

  • In solo, I will always run DS for the sole purpose of having an obsession and for that it's also more useful than any of the other obsession perks. You still do get tunneled somewhat frequently even in the red ranks, especially if you looped the killer successfully for some time. The killer could either be tilting, purposefully trying to eat DS, or simply making poor decisions.

    @Brhoom said:

    Oh I wish DS is removed for the game, but replaced with something to counter tunneling one survivor to do a 3vs1

    Probably not happening. They would have to address the whole camping/tunneling dynamic and that would open a whole can of worms. Plus, they've even introduced stuff into the game that does encourage or reward that kind of style. They would have to make too many radical changes. They're content with their current band-aid fixes, which are called BT and DS.

  • @ABannedCat said:

    Meanwhile when I play killer, survivors are already immune to melee-hits halfway through the fastvault-animation. Quick pallet drops (when not holding down the run-button) are an unreactable instant-stun, and survivors can litterally Dead Hard a hit that already finished like half a second ago.

    You must have good ping, I suppose. For me it's the same and I have 30-35 ms stable. Unironically, dedicated servers favor laggers and punish good pings on the killer side, not the other way around. Or rather, they work for good pings and don't fix the issue with bad pings.

    However, if I play survivor, I get some very disgusting hits. Sometimes, I even see the killer do the whole missed swing animation and then all of a sudden a bubble of blood bursts out. Let's not even talk about dead hard.

  • @Artick said:

    Well the same people scream their lungs out every single time someone proposes a change to give solo the same kind of info as swf. So the whole argument is "buff solos but not really then buff killers so much".

    Want examples? People keep asking for a totem counter on the hud and killer mains keep saying "nah bruh it's so easy to cleanse all the totems in solo q". SWF already has a totem counter built in, you can ask your team how many totems everyone cleansed, then you know how many are left. So why don't give solos a totem counter?

    Want more examples? Kindred basekit. In SWF you can talk and decide who goes for the unhook and who remains on the gen, in solos you can't do that. When devs wanted to make Kindred basekit people lost their mind. So yea, buff solos but not really.

    Nailed it. There's the camp that wants to buff solos and killers accordingly. Then there's the camp that simply wants to nerf swfs (and possibly buff killers), which I don't know how they'd do it, because you can't nerf voice chat.

    The usual divide of this community.

    Also, regarding kindred basekit, maybe memory doesn't serve me well, but iirc the devs in a Q&A said they thought that was too much info.

    So, I'd say they're to blame as well for being so non-committal.

  • @bruhgaming22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530984#Comment_1530984

    it's funny how you say that, cause people are actually just sharing their opinions and vibing. take a picture before you leave, because you probably won't see ######### like this again.

    That's exactly the reason why it is high quality.

  • @SquillDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1343439#Comment_1343439

    You do realize that both of the basic jungle gym tiles are unmindgameable right and become an infinite for a somewhat decent survivor...

    You're wrong on all counts.

  • @Aneurysm said:

    If the killer lock stays it probably means it's coming back after some adjustments

    Of course, it's coming back. They invested time and money. They have to justify that internally.

  • High quality bait.

  • @Mtom912 said:

    I assume the MMR matchmaking affected it but i'm not sure. I use to get instant killer lobbies before the change, but now i actually have to wait for a while

    Actually, this started happening to me weeks before the mmr patch. So, I'm not sure what the cause could be.

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