Raccoon
Raccoon
About
- Username
- Raccoon
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Comments
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@Dacrenon said:
https://forum.deadbydaylight.com/en/discussion/comment/1699782#Comment_1699782
Yeah, on PS4 if you type it wrong, it resets on hitting redeem, so I would have to type it again in it's entirety, there's no correcting the 1 digit I misclicked
It's pretty bad :(
Most of the people I've seen giving them out have said the same, too, but in a 'roundabout' way @_@
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Managed to get one by randomly popping by a stream (Cahlaflour) at the exact right time.
Even though she delayed showing the last two digits (specifically for console players), it's 100% obvious that console players are reallllly at a disadvantage.
I don't think it's cool at all :(
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'Only' 30+ characters
:(
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Seems to be the season for people to really smash their own credibility into pieces on these forums @_@
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Discordance was useful on lower mobility killers because it allowed for early gen pressure/an opportunity to stop a gen from popping with 2x people before you even patrol the area. It also allowed lower mobility killers to have a better chance with spaced out gen placement mid-late game.
Limiting the range just makes weaker killers weaker and further incentivizes people to play one of those 'boring' killers :(
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1686778#Comment_1686778
They have provided clarification...
https://us.v-cdn.net/6030815/uploads/WE41XEN9D9HU/screenshot-20201018-204413-chrome.jpg
https://us.v-cdn.net/6030815/uploads/HGXO3N9SDNG0/screenshot-20201018-113748-chrome.jpg
It's pretty embarrassing that people tried to use those statistics as some sort of balancing statement when it was pretty clear that the numbers don't represent normal gameplay.
The only people that rushed to do do were the ignorant and the extremely biased.
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I always say GG, regardless of how the match goes :)
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What a cringy original post.
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Please don't post pics of me without permission.
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The game makes it pretty clear what the term 'tier' means, in my opinion.
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@SonicTheRestaurant said:
Is bubba any good then?
If you don't have Bubba, get him for BBQ and Franklin's.
Since his rework, he's also pretty good if you slap Bamboozle onto him.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1655053#Comment_1655053
Do you have any idea how quick those totems get cleansed?
Devour and lullaby have always been memes because they go in 30 seconds. Hell they’re still memes that fail more than they work but at the moment Undying actually gives them a chance.
People keep crying about Undying but its only Ruin that is the problem. If you gave Ruin tokens that would fix everything.
Sorry, I have never used a Hex perk in my Dead by Daylight career.
Thank you for letting me know.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1655172#Comment_1655172
So are you telling me you can learn everything about a killer by just playing against them as survivor? And all of their counters, mindsets, etc? Because I know that is not the case
A lot of their complaints are suddenly making sense >_>;;
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/195555/advice-for-those-new-to-michael-myers
Sorry, DEPRESSING? I'm not one for grammar myself, but bruh, don't you mean letting go or pressing a button? Idk what you meant.
as for my 6th tip, I'd also learn trough what nooks and crannies I can stare trough. Would also recommend Monitor & Abuse on him.
I bet your arse you didn't know you could stalk trough the shack's floor:
I didn't O_O
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@FrootLoops said:
honestly some of the ideas in the video I question, but mostly it's all good. The few things I would change:
- Moris shouldn't be 4 distinct hooks. Instead base it on generators repaired. 1 gen = 1 mori. with Green being limited to 1 mori and yellow staying how it is. That makes Mori's more threatening as the match progresses and eliminates the 5 gen first hook mori
- SWF map offering. I play in a SWF and we only ever play map offerings to break up monotony like this week's obsession with MacMillan in the RNG. Instead I would give some kind of visual indicator in the lobby instead (I was thinking it would be funny to see the SWF members holding hands)
- Survivor Item lock. Just no. As it is the killer knows who each survivor is, what item (in general) they are bringing, and can guess at their rank and playstyle based on cosmetic. I think there should be some way for survivors to surprise the killer. I don't do the last minute switch but I like knowing there can be some secret kept other than perks
and as to the "just because a streamer says it" it really doesn't matter if they are a streamer or a guy on the street. the main difference is how many people see the opinions, not the value. If OP thinks it has merit and others agree then it's worth considering. Plus Otz enlisted the help of his viewers in coming up with this too, so it's more of a community effort than just his anyway.
Last second switching is not something I'd personally advocate for.
To be fair, though, in one particular topic, the devs were asked no less than 5 times to comment on whether it is something they are ok with or feel the need to address, and they Neo'd that topic pretty hard. I'm pretty sure they deleted it, too. If they're not going to address it, I can't really blame anyone wanting to take advantage of it.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1655018#Comment_1655018
Omg he worked really hard on it, okay then, such quality, wow :(
The only thing that's nonsense is this childish belief that anyone cares about your favorite streamer as much as you do.
Embarrassing.
But to offset whatever 'that' was....
I really liked his idea regarding respawned totems becoming cleansed if Undying is cleansed. That would be a pretty neat and unique mechanic that still requires at least 2 cleansings to remove an associated perk, still providing value while allowing for more interesting/dynamic counter-play :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1654637#Comment_1654637
If a killer is going to tunnel someone, it's usually because that person is the weakest looper and they see an easy opportunity to remove them from the game. Even weak loopers can do gens, but they can't waste time in the chase. Might as well take a little bit of time to permanently remove their ability to do gens.
That's obviously not every time you get tunneled. Sometimes it's the opposite even, where you run the killer for three gens and they get so fed up with your ######### that they decide they want you dead. Sometimes it's just your teammates saving right in front of the killer without BT.
Still, if you're getting repeatedly tunneled match after match and usually de-pipping, there's probably something you could be doing to avoid that situation. That's why it sounds like you're a bit boosted (or, if you play in SWF, that your squad mates are better than you). I haven't seen you play and I'm not a god at the game myself. You could also just be exaggerating your results. I'm just going off what's in your post, though.
I don't really think it's worth entertaining them with any further replies, particularly after reading their post history.
Go ahead, the results may (not) surprise you - It's extremely cringy, rude at times, and very biased.
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@skarsguts said:
https://forum.deadbydaylight.com/en/discussion/comment/1654283#Comment_1654283
https://forum.deadbydaylight.com/en/discussion/comment/1654583#Comment_1654583
I guess the "repeat every day" didn't make it clear enough that I was summarizing every survivor game and not literally writing out my games.
But thanks for assuming I'm boosted because of how a killer decides to play? I'll keep in mind that it's my lack of skill that causes the killer to proxy camp my hook to immediately down me again, thanks!
No problem.
I appreciate your honesty.
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@skarsguts said:
First game of the day: Tunneled off first hook and killed with mori, de-pip
Second game of the day: Tunneled and face-camped, de-pip
Third game of the day: Slugging Sally at 5 gens, de-pip
Fourth game of the day: Tunneled out of game within first 5 minutes, de-pip
Fifth game of the day: Another tunnel and death by mori, de-pip
Sixth game of the day: Tunneling forever Freddy, de-pip
Repeat every day.
Wow I wish I could complain about killers just spamming crouch and using a one-time stun. I'd actually maybe enjoy survivor then.
Oh right, killers have it hard because they can't take the major emotional trauma from people crouching and clicking a flashlight
If you're de-pipping that many games in a row, I highly doubt that killer behavior is a relevant factor.
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Imagine using Pop/Ruin/Dragon Breath/Surveillance if you COULD use Pop/Overcharge on regressing gens.
There would be lots of different builds coming out of the woodwork.
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Custom Bubba Chase music
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@skarsguts said:
Found the tunnelers in this thread.
https://forum.deadbydaylight.com/en/profile/comments/skarsguts
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Ah, the braindead build that requires juggling survivors on near completed gens, defending totems, winning chases quickly, and applying the standard pressure required while patrolling.
Anyone that calls this braindead shouldn't really be acknowledged in serious meta discussions.
This is the second topic I've seen presented in this same embarrassing way.
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Mindbreaker could have fun build potential with Ruin/Undying/Tinkerer/Mindbreaker
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This topic is quite the wild ride.
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Embarrassing
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Blight - His perks are fun :)
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1639241#Comment_1639241
I don't understand why someone would run Undying + Devour Hope since if Devour Hope is destroy it loses its tokens and has to start building up again from scratch. You can easily get two hooks with it, have it be destroyed, it reappears with zero tokens and now you need at least three more hooks that aren't death hooks with it before it can start getting an Exposed condition. Keep in mind you can have a maximum of 8 chances to put a token on Devour Hope per match (since death hooks won't work only the first two hooks can possibly add a token) so it being destroyed after 1-3 hooks means you're not nearly as likely to get it to work again. And if you do manage to get 6-8 non-death hooks to get Exposed hits then you're already going to win the match anyway because, well, you've gotten 6-8 hooks plus whoever has already died.
I get the other Hexes that don't use tokens comboing well with Undying, but if I want to protect Devour Hope I'd go with Thrill of the Hunt personally.
Probably should have read that guy's posting history before you replied @_@
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Thank you, Mr Sad Fat!
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1639293#Comment_1639293
This build encourages auevivors to stay in gens because if they don't the active Ruin and Tinkerer will kick their butts. How does no one see this?
You're just leagues beyond the average forum user in terms of meta and game sense.
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Ruin requires continuous gen pressure and chases to get any value out of it....or for it to do anything at all, really.
If you're complaining about a meta that literally forces the killer into chases, forces them to engage multiple survivors, promotes killers playing the way survivors 'think' they should play, and prevents survivor games from becoming an M1 snorefest, it might really be a good time to take a break or move on, as you'll never be satisfied with survivor gameplay at this point.
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*read topic title*
I admire your powers of observation.
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Lots of these "hatch tech" posts over the past few days.
Pretty disheartening.
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@StarLost said:
Sure. But Killers get Whispers and BBQ baseline in that case.
https://forum.deadbydaylight.com/en/discussion/comment/1635795#Comment_1635795
The really bizarre thing (and probably the cause of 75% of SWF issues) is that the devs yeeted the original protections SWF had matchmaking wise as well as killer matchmaking entirely with no ETA on return.
What do you mean by "SWF Protections?"
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SWF and Solo will never be equalized - If it hasn't happened yet and no discernible work has been done since they stated that they were going to work on it, it's not happening.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1635471#Comment_1635471
If it's not meant to be a killer vs. survivor thing, then why did you phrase it like one? You didn't just say "Sure, survivors have X, but killers have Y" or whatever, you literally opened a thread to complain about killers and contrasted their behavior with survivors' behavior.
And there are definitely a lot more posts from survivors calling killer perks like NOED, BBQ, Whispers, and so on "crutch perks" than there are killers doing the opposite.
His posts are pretty biased as of late, it seems.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1635035#Comment_1635035
It should be possible as long as the survivor is outplaying the killer. 5 gen runs have existed forever and is usually the fault of the killer failing to mindgame or break chases. Jungle gyms regardless of how you slice or dice are mindgamable filler pallets dont make every map.
I mean you cant juke a good killer they either respect or have good tracking, stealth is dead with perks like bbq, killers like doctor, aura reading perks. Looping us interaction and also fun you said it yourself you dont want m1 sim which isnt what looping is. I agree with pre dropping pallets early that's not fair but making less ormond like maps can fix that.
I have not seen any survivor doing this that has to be a you thing and even then I main oni so what much can they do when I'm in blood fury. Holding w is just as boring which is why people stick to looping. Only when reversing a DS, or PH when I hold w and pre drop.
Bloodlust is exactly that if the killer is losing a chase they are rewarded a speed boost to help end it. What more do you want a gun to shoot survivors?
One man carrying is not common as y ok u make it out to be smart killers break chasd and catch survivors out of position.
You don't need to "outplay" the killer to get most of the gens done in a single chase - Just drop pallets early and move to the next tile - Doing so often eliminates most mind games, as well.
BBQ and most other aura reading perks are irrelevant when talking about a chase. Stealthing in a chase refers to using things like QQ, Dance with Me, Iron Will, etc.
Looping isn't fun, particularly when you play against or with a group that realizes pre-dropping pallets is easy street.
You've never played with or against people that run to zones of the map without any generators/hooks or to a strong structure guaranteeing a huge time sink each time you see them?
Bloodlust takes a long time to build, is useless at certain loops, and if a killer relies on it to get a hit, the survivor can just resume dropping pallets early after their first hit. If the trend of normalizing every killer to have the same type of weakness/counterplay continues (we'll see after PH gets more nerfs), a gun may not be a bad idea.
I don't have any issue 4king or escaping most games, but it's a pretty boring experience, overall.
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I've had games where a friend runs the killer for the entire game, I run the killer for the entire game, some random runs the killer for the entire game, etc.
Yeah, the killer should break chase, but it shouldn't be possible to run a killer for 5 gens - This results in everyone else just playing M1 simulator and getting zero Altruism points.
Once found, barring a juke or stealth move, survivors shouldn't be able to dominate chases, carrying a game by just looping and dropping pallets early.
Another trend seems to be everyone running to a particular section of the map that is now "dead" (gen free) as soon as the killer is seen in the distance - Just hold W into a useless section of the map and waste their time. Abandon that survivor and find another? Hope you're ready for a revisit.
Ideally, imo at least, being in a chase should be about buying time with a moderate-high chance of going down to provide further chances for other survivors to interact with the killer/get Altruism points.
The game, and chases in general, have became so robotic and formulaic that one man carries are not even hard to do/an anomaly, and gameplay is suffering as a result.
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I haven't noticed a difference in either side since the tournament.
I think it's rather delusional to think that the majority of the player base even knew it was happening and that a significant portion of that majority would then adjust their playstyle based off of it.
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@rottmeister said:
Pretty bad overall.
With the exception of people like @Raccoon. He's a gem. Really nice guy.
Don't tell them my secrets!
*runs away*
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His mobility alone makes him a lot better than people are initially claiming.
His perks are also GODLY.
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@Cpt_Ron_Codpiece said:
The problem with this is that even though you say “I’m not trying to change or nerf NOED”, a totem counter is by default a direct and huge nerf to NOED. Just like the UO change allowing survivors to see when an obsession is being chased didn’t really nerf chases or pallets or anything at all gameplay wise, but that little UI change indirectly nerfed killers greatly.
It's also a huge nerf to the recently released Undying.
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Is this just something that you're not allowed to answer?
It would literally help the community and provide some decent insight into previous and recent design choices.
Literally just looking for a yes/no answer on my original question.
:-/
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@Raccoon said:
Can you guys please confirm or deny that the number of remaining totems being "hidden" information (by default) is an intentional design choice?
Perks like Undying and NOED obviously lend a lot of weight/evidence to this, but some people aren't going to be placated until they hear some sort of answer from you guys.
Is this thing on?
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Can you guys please confirm or deny that the number of remaining totems being "hidden" information (by default) is an intentional design choice?
Perks like Undying and NOED obviously lend a lot of weight/evidence to this, but some people aren't going to be placated until they hear some sort of answer from you guys.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/1606564#Comment_1606564
Your logic is actually braindead. "Why should solo survivors get to have the same benefits as SWF!! They should should have to play a perk to do it!" Playing solo survivor is already infinitely weaker and more difficult than SWF and the solo survivor/SWF gap is why killers are kept as weak as they are--why would you advocate keeping solo survivor weak?
Totems remaining being hidden information is intended game design. They literally just released a perk that operates off this concept.
Additionally, there is no possible buff that killers can receive which would put them on par with SWF that would not break the game or require a complete game redesign.
Look at the progress that's been made towards this goal since it's been announced and you'll see the likelihood of it ever happening.
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Not knowing how many totems are left on the map is literally part of the game's intended design - you're supposed to use something (item/perk) to ensure you get them all/increase your chances to get them all.
SWF on comms having access to this info is irrelevant, as the game is not balanced around this, and it never will be.
Sucks that you're handicapped for playing the game as intended, but at this point I don't think "buffing solos and killers to SWF levels" was anything but talk to placate people.
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Every single post/topic/complaint about NOED (and soon to be Undying) would be irrelevant if people understood the game's intended design.
Knowing this, topics about adding a totem counter are extra lulzy.


