RepliCant
RepliCant
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@Tzeentchling9 said:
It's the same spot as before though.It is, and as someone who can easily memorize totems spawns, these new ones caught me fairly off guard. Like, specifically this one.
It's actually positioned in the point where you HAVE to view it from a certain angle to see it, which btw in this case, considering the cow tree is right behind that pallet, wouldn't be often at all..
Obviously, if you just turn out camera more or just walk towards it from the angle that the Killer's in right now currently, it isn't hard to spot.
But boi, have I missed dozens of totems at first from this spawn. It's a good spot that requires you to look, atleast.
@Poweas said:
That totem spot isn't bad. It's been here for ages I think a year or something. I've learnt to predict it as survivor but yeah most survivors do not seem to understand that spot. But if they play killer enough, they will know it.It's specifically new, they added the LOS blocker with the barrel. Also, moving the location slightly. I've noticed it on some maps, mainly the older ones.
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@Delfador said:
@Brady There is almost no difference between the old system and the new one shardwise I believe. Even then, the new system is slightly better.In the past, if I am not mistaken, it was taking about 550 shards for a 2k teachable and 750 shards for a 2.7k teachable.
To earn 550 shards, you needed to play 55 perfect games.
To earn 2000 shards, you need to play 50 perfect games.
7 games x 600 exp give you 300 shards
to earn 2100 shards you need to repeat that 7 times.
So you have to play around 49 games for a teachable.
The only thing that was nerfed was bloodpoints.
In the past, 550 shard teachables were giving you 250k bloodpoints If I am not wrong.
Correct me if I am wrong.
You aren't, for some reason I remember it being 200 and 270, but my mind is all over the place these days. Looks like my math is pretty wrong
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@Lonefox64 said:
Brady said:@Lonefox64 said:
Brady said:
It takes approximately 3-4 games (As Survivor. Killer may be different) to achieve 4,200 XP. If each level is giving you 300 shards, you're looking at pretty much 300 shards/hour. Which means, it takes about 30~ hours to get approximately 9000 shards. That's one original character. It takes about 9 hours to get about 2700 shards, and 6.66 hours to get around 2000. Comparing to the old numbers of 10 shards/match, with 200 per Non DLC perks and 270 for DLC perks... If you got 10/match, and you play about 4 matches/hour 40 shards/hour 200 divided by 40 = 5 It'd take 5 hours to get a teachable perk vs. 6.66. (6 hours and 30ish minutes) And how much for 270? 6.75 hours.(6 hours and 45 minutes) That's comparable to 9 hours. _ Numbers can vary because not every match is 25 minutes long. I just used the general average which is typically 4,200 xp/hour using the current system, and the old shard system I found was about 40 shards/hour. _ Which means, the new system is worse than the new one. You guys gave the prices of everything that requires shards a 640% increase but only the amount of shards earned a 290% increase. Give us some compensation by seasonal rewards, devotion rewards, or bloodweb rewards.
Your basic premise is wrong, at max for 1 game you can earn at max 600 shards and add 600 for free at playing first daily match and it still takes 6 perfect games in length to acheive 1 level including the free daily points which you get only once a day so after that add another for 7 games for 600 each.
The max. experience is at Level 50, which is 4,200xp.
Which, offers 300 shards per player level until you Reach a level of devotion, resetting your player level.
Sorry didnt mean shards ment xp you can only earn 600 xp per match making it at least 7 games to get a level including daily xp
Weird, maybe I'm doing more than 4 games an hour then..
I guess you prove my point even more! Lol
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@Lonefox64 said:
Brady said:It takes approximately 3-4 games (As Survivor. Killer may be different) to achieve 4,200 XP.
If each level is giving you 300 shards, you're looking at pretty much 300 shards/hour.
Which means, it takes about 30~ hours to get approximately 9000 shards. That's one original character.
It takes about 9 hours to get about 2700 shards, and 6.66 hours to get around 2000.
Comparing to the old numbers of 10 shards/match, with 200 per Non DLC perks and 270 for DLC perks...
If you got 10/match, and you play about 4 matches/hour
40 shards/hour
200 divided by 40 = 5
It'd take 5 hours to get a teachable perk vs. 6.66. (6 hours and 30ish minutes)
And how much for 270? 6.75 hours.(6 hours and 45 minutes) That's comparable to 9 hours.
_
Numbers can vary because not every match is 25 minutes long. I just used the general average which is typically 4,200 xp/hour using the current system, and the old shard system I found was about 40 shards/hour.
_
Which means, the new system is worse than the new one. You guys gave the prices of everything that requires shards a 640% increase but only the amount of shards earned a 290% increase.
Give us some compensation by seasonal rewards, devotion rewards, or bloodweb rewards.
Your basic premise is wrong, at max for 1 game you can earn at max 600 shards and add 600 for free at playing first daily match and it still takes 6 perfect games in length to acheive 1 level including the free daily points which you get only once a day so after that add another for 7 games for 600 each.
The max. experience is at Level 50, which is 4,200xp.
Which, offers 300 shards per player level until you Reach a level of devotion, resetting your player level.
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@Peanits said:
I think there's a lot of good ideas here, the bloodweb perk part in particular is really nice.However, I don't think there should be too many ways to get shards. Shards are a pretty protected currency. You get them at a steady rate and they can be used to buy stuff that would normally cost you real money (individual characters, entire DLCs, etc.). I'm all for getting rewards for hard work, but at the same time that would force events to be more stingy with bloodpoints because giving too many bloodpoints = faster levels = you're drowning in shards = suddenly nobody will buy anything anymore because they can get it all for free in no time, for example. Bills still gotta' be paid, after all.
I will also say that some of these numbers are really high. 5,000 shards for each devotion is a ton, and I feel like it's not really a worthwhile reward because player level already gives you shards anyway. You get ~300 per level for most of it so if you really just wanted shards, you'd already have the motivation to grind that player level up.
Season rewards would be interesting, however I would like to see longer seasons and harder ranking first. Right now if you play enough you're almost guaranteed to get to rank 1 whether you're good or not. If it was harder to get there but you had more time to do it (for the busy people among us), I feel like that would be solid.
It takes approximately 3-4 games (As Survivor. Killer may be different) to achieve 4,200 XP.
If each level is giving you 300 shards, you're looking at pretty much 300 shards/hour.
Which means, it takes about 30~ hours to get approximately 9000 shards. That's one original character.
It takes about 9 hours to get about 2700 shards, and 6.66 hours to get around 2000.
Comparing to the old numbers of 10 shards/match, with 200 per Non DLC perks and 270 for DLC perks...
If you got 10/match, and you play about 4 matches/hour
40 shards/hour
200 divided by 40 = 5
It'd take 5 hours to get a teachable perk vs. 6.66. (6 hours and 30ish minutes)
And how much for 270? 6.75 hours.(6 hours and 45 minutes) That's comparable to 9 hours.
_
Numbers can vary because not every match is 25 minutes long. I just used the general average which is typically 4,200 xp/hour using the current system, and the old shard system I found was about 40 shards/hour.
_Which means, the new system is worse than the new one. You guys gave the prices of everything that requires shards a 640% increase but only the amount of shards earned a 290% increase.
Give us some compensation by seasonal rewards, devotion rewards, or bloodweb rewards.
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@Master said:
@Brady said:
@Master said:
@Brady said:
@Master said:
Logic?
The devs acknowledged the genrush problems the depip squad showed and said that they are aware of the issue.Their solution is to even fasten up the gen progress.
Thats BHVR logic
Sigh...
Did you know Survivors were meant to have a 10% debuff on themselves while co-oping on a generator? And did you know that it was never working properly, so they've fixed it and also included the red "progress reduction" bar when co-oping a generator?
Oh.... and how now Prove Thyself just cancels out that 10% so you'll just have the old 2/3/4man gen times back prior to 2.5.0? And how also prior to 2.5.0 with all these changes how Leader effected those gen times? Therefore generators aren't as fast as before & I'm also sure they tweaked toolbox % increases too and decreased them a little bit. Could be wrong on that one.
I guess not because you clearly talk so much trash without even watching their recent streams...
It dosent just cancel out the generatir multiple survivor penalty, it adds on top of that.
Did you see how fast gens go now with prove thyself?
Again..
Did you know that was a bug? Only one Prove Thyself can be on affect at a time.
Meaning, if 3 are equipped. you won't get 30%. You'll still get 10%. They fixed that at release.
Watch their streams man please?
LMAOOOOOO...........
Let's actually take this scenario and apply to a real game.
With all 4 survivors being injured and within a 32m radius (which is the standard Terror radius for the average speed Killer [115%]), committing to a generator... Not to mention the existence of: Nurse, Spirit, Billy, Huntress... Legion.... Leatherface?!? Discordance? What if they had no stacks for Stake out and there was Ruin?
And you're going to tell me you aren't able to apply ANY pressure or down ANYONE in all that time, meaning you lost 4 chases minimum, or those many survivors got off the hook and managed to hide from you and group up in 4 man..
WHILE THEY'RE ALL RUNNING THOSE USELESS 4 PERKS..... No Dead Hard, Adrenaline, Sprint Burst, Self Care, Leader, Iron Will... Urban? Idk man, those 4 perks with 4 survivors equipping them makes it an easy game..
Toolboxes??? Hello?? Franklins???
Like applying this to a real game... makes me feel like you're trolling this forum in general
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@CJsDBD said:
In that event, survivors just got the flowers and DIDNT DO GENS! JUST DIED ON PURPOSE TO GET MORE FLOWERS! In this event, YOU DONT EVEN HAVE TO DO THE EVENT. Just DO THE GENS and get points?? So how is this event worse?? You just play regular...and get extra cosmetics... if you want, you get to glow and get extra progression to the cosmetics..by doing what you should be trying to do anyway: escaping. As killer, you get points for doing what you should be doing anyway...hooking people...and if you want, you can also smash some things...in my opinion, this is the best event I've experienced. In the summer event, you had to complete specific generators, which were checked more often, which sucked. In this event, it encourages proper gameplay and allows dedicated players to complete an extra objective that doesn't take away from normal gameplay except for the few seconds it takes to grab a lantern or smash a lanternYou make good points, however I just don't feel the same as you do.
I am a solo Q, so perhaps this event wouldn't be so bad if I was in SWF. I currently feel like this is a greedy, cruel, 1v1v1v1v1 game right now. I know this is intended, but it feels like in a way where I feel really forced against everyone.
I want points, so of course I'm gonna do things like Smash the lanterns or be greedy and don't even bother saving anyone just focusing on escaping but like..
I want other people to get the cosmetics and earn them too. Destroying their main source just feels meh to me.
I want other people to get the laturns and get their outfits because the event is also kinda really grindy
Just not my taste. The atmosphere feels extremely forced upon. It was a cool attempt tho?
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@Master said:
@Brady said:
@Master said:
Logic?
The devs acknowledged the genrush problems the depip squad showed and said that they are aware of the issue.Their solution is to even fasten up the gen progress.
Thats BHVR logic
Sigh...
Did you know Survivors were meant to have a 10% debuff on themselves while co-oping on a generator? And did you know that it was never working properly, so they've fixed it and also included the red "progress reduction" bar when co-oping a generator?
Oh.... and how now Prove Thyself just cancels out that 10% so you'll just have the old 2/3/4man gen times back prior to 2.5.0? And how also prior to 2.5.0 with all these changes how Leader effected those gen times? Therefore generators aren't as fast as before & I'm also sure they tweaked toolbox % increases too and decreased them a little bit. Could be wrong on that one.
I guess not because you clearly talk so much trash without even watching their recent streams...
It dosent just cancel out the generatir multiple survivor penalty, it adds on top of that.
Did you see how fast gens go now with prove thyself?
Again..
Did you know that was a bug? Only one Prove Thyself can be on affect at a time.
Meaning, if 3 are equipped. you won't get 30%. You'll still get 10%. They fixed that at release.
Watch their streams man please?
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@Master said:
Logic?
The devs acknowledged the genrush problems the depip squad showed and said that they are aware of the issue.Their solution is to even fasten up the gen progress.
Thats BHVR logic
Sigh...
Did you know Survivors were meant to have a 10% debuff on themselves while co-oping on a generator? And did you know that it was never working properly, so they've fixed it and also included the red "progress reduction" bar when co-oping a generator?
Oh.... and how now Prove Thyself just cancels out that 10% so you'll just have the old 2/3/4man gen times back prior to 2.5.0? And how also prior to 2.5.0 with all these changes how Leader effected those gen times? Therefore generators aren't as fast as before & I'm also sure they tweaked toolbox % increases too and decreased them a little bit. Could be wrong on that one.
I guess not because you clearly talk so much trash without even watching their recent streams...
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I'm getting Feng's dress.
Then, I'll be ignoring the event. Any coins will go towards Ace, but I'm not too worried about not getting it.
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I got paid today.
So, I'm going to the dispensary, buying a big bag o' weed, smoking that ######### and loading up DBD.
Why? So I don't get stressed out while playing this goddamn event.
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Yes.
Hope does make a difference when it comes to chases, especially loops.
Killers like Huntress, Legion, T1 Myers. Paintbrush Freddy, are all super weak to it. Infact, anyone with 110% MS except for Spirit I find it works impeccable.
The only thing that sucks is the 120 second timer.
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@Master said:
So what?With the current hatch design, there is no other way to slugg.
Blame the survivor community who cried loud enough such that the devs lost their balls and sticked with the jcurrent hatch mechanic
Do you know how hard it is to win a game with 5,4 gens and one dead?
It's called the death-efficiency problem that was pointed out with the mathematics. The hatch was created to solve that problem because it's nearly impossible to win a game with 3 people alive and 5/4 gens left to do unless The Killer is absolute trash.
The hatch was just poor execution, but survivors had every right for it to be added.
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Nope.
Tryhard Killers running both Ruin/Noed are making this dumbly unfun.
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"Survivors have it easier in this event"
As always, I hear this.
Yeah because what's easy about competing against 3 other people to get a vessel, ontop of Ruin/NOED Killers.
I just switched to Killer because I rack up points way quicker currently than I do as a Survivor. I think Deranking doesn't sound like a bad idea right now either lol
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I assume 2pm EST. Same as always. I can be wrong.
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I find it interesting that using the information given from you, we can see Case 3 is the most "balanced".
If we take the description, meaning each Survivors only cares for their death, it also kind of proves the point of the core environment the game was based on originally. Being a lone wolf.
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@Shad03 said:
There was a glitch at some point when the tutorials were introduced. I am sorry to say I am of the bunch that abused it to get easy matches with friends.This however is disgusting and needs fixing.
why'd you give it away

Yeah, when I was on PS4 a bunch of my friends and I would do it too.
We were never bullies, never mean, we just got really tired of toxic tryhards from both sides in Red Rank, not proud that we did it but it was a nice change. Sometimes we'd be nice and die on purpose to make it seem like we got outplayed tho.
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@weirdkid5 said:
Brady said:I agree, punishing Disconnects is not ideal.
I think people forget that most disconnects do not come from ragequits, etc.
There's a 13 year old kid who got told to get off the PS4 because his brother wants a turn.
Or me, who's roommate asking me to drive her to work mid-game.
Or a college student who forgot they had class
Or an angry sister who unplugged the router entirely out of petty
Or the Dad who's baby just woke up crying.
I am not fond of punishing disconnections. It is counter productive
I will counter most of your points.
This game is rated M so a 13 year old technically shouldn't be playing this anyway. Granted we all have ignored ratings at some point, they are just recommendations.
That isn't your responsibility anyway. I'm making a person wait because they are interrupting what I'm doing. If you quit to give your roommate a ride because they are irresponsible and waited till the last second to ask you, that's your fault.
Ok, this is definitely your fault. I'm a college student. If you forget you have class, stop going to college because you aren't ready for the real world.
Lock your door, or smack your sister upside her head for possibly destroying your property, she can damage your game by unplugging it while it is on, which is personal property, that's a crime and you have the right to self defense of property. Sorry but no one is walking over me like that.
This is the only real legitimate concern.
If you give any kind of leeway for this ordeal, then people will take advantage of it and abuse disconnects. Sorry, but this is how it works. BHVR have said numerous times if you quit now and then you won't get banned, only if you have an absurdly high DC rating. You have to be harsh with disconnects, otherwise people will always quit because you won't be able to effectively deal with it otherwise.
Don't play multiplayer games unless you're sure you have free time, this is what it comes down to. There are 4 other people's fun you are ruining when you quit. Take responsibility for your actions.
I disagree with you.
We are not trapped and obligated to stay into a game 24/7. If something comes up,** something comes up**. It's not fun to be punished for 30 minutes, or an 1 hour simply because of a mishap?
Again, right now the system is fine. If you are a ragequitter, then the system will eventually pick you out if you do it enough. I don't wanna be punished for my kid waking up, or having to drive my roommate somewhere and being friendly instead of a loser loner gamer more worried about his game shurgs
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Bring back white virgin claudette 2k19
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I agree, punishing Disconnects is not ideal.
I think people forget that most disconnects do not come from ragequits, etc.
There's a 13 year old kid who got told to get off the PS4 because his brother wants a turn.
Or me, who's roommate asking me to drive her to work mid-game.
Or a college student who forgot they had class
Or an angry sister who unplugged the router entirely out of petty
Or the Dad who's baby just woke up crying.
I am not fond of punishing disconnections. It is counter productive
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@Tzeentchling9 said:
Hell, I'd go for dummy hex offerings that don't anything, except hide the real hexes with more lit totems. That'd be pretty sweet."Spawns 1 Hex Totem in the Trial. The Hex does not have an effect. Secret. "
MAKE THIS A THING
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Imma be the one to say it but..
Where is his map pressure?
He didn't even go into a whole area that was probably a 42m radius.
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@ModernFable said:
ad19970 said:Lol why wouldn't they put that in the patch notes. To afraid of the reactions? On the other hand that buff is totally fine, barely noticeable.
It makes the First Aid Kit (Yellow) heal up to two times now, so that’s important.
And then it only gets more impactful with the better Med Kits.
Have you tested it?
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thank u, next
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The only reason I did this was to get better at the game, to learn its core mechanics down to the T.
I believe these streamers are doing it because it catches people's interest and they are content creators, afterall.
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@Orion said:
@Brady said:
@Orion said:
@Brady said:
Why are you concerned?They added a 10% debuff when working on a generator with someone else
All Prove Thyself does is get rid of that debuff. That means the old gen time of 27s~ can return if you run this perk.
Once again, a nerf is compensated by just having to run a perk. It's irritating.
Diminishing returns (what you call the "10% debuff") were always there; they just weren't working properly. They fixed a bug and buffed a perk.
They separated an already good perk in 2 perks; it is irritating.
The complaint isn't the 10% debuff, it's how they accumulate it. They basically go "we've done this, but here's a perk if you still want it the old way"
I rather have a more unique stance to Prove Thyself than this half-assed change but that's personal.
No, they literally go "We fixed a bug and buffed a perk". You, on the other hand, go "They fixed a bug that was hindering me, but I'm complaining anyway. Also, I don't like the buff to this perk that nobody ever uses, so I'm complaining about that as well".
I fear you misunderstand my posts frequently. Ontop of that, forums are a place for people to complain.
My complaints are not in the diminishing returns, holy #########. I'm fine with that. It's not going to drastically effect gameplay as we all know genrushing isn't executed by grouping up on generators. If you cannot fathom where my complaints are from, stop mentioning me.
My complaints are infact that you no longer have gen speed increase and healing increase in one. They took a perk, separated it into two separate perks, while one is just there to compensate a fixed bug. That's all they changed it to, it's half assed. Leader was good imo.
So yes, while the change is better in numbers, it's uncreative, im annoyed since Prove thyself is basically pre-leader, and I could give less of a flying ######### about the 10% debuff. Moving on..
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@Orion said:
@Brady said:
Why are you concerned?They added a 10% debuff when working on a generator with someone else
All Prove Thyself does is get rid of that debuff. That means the old gen time of 27s~ can return if you run this perk.
Once again, a nerf is compensated by just having to run a perk. It's irritating.
Diminishing returns (what you call the "10% debuff") were always there; they just weren't working properly. They fixed a bug and buffed a perk.
They separated an already good perk in 2 perks; it is irritating.
The complaint isn't the 10% debuff, it's how they accumulate it. They basically go "we've done this, but here's a perk if you still want it the old way".
Also, I'm aware it wasn't working properly. I watch their streams.
I rather have a more unique stance to Prove Thyself than this half-assed change but that's personal.
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Why are you concerned?
They added a 10% debuff when working on a generator with someone else
All Prove Thyself does is get rid of that debuff. That means the old gen time of 27s~ can return if you run this perk.
Once again, a nerf is compensated by just having to run a perk. It's irritating.
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Ardetha (I think that's how it's spelt)
He has actual coaching videos where people submit game footage and he goes over it and reviews it.
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Occasionally I like the 1. Being put in my place or having a challenge is often needed for me sometimes.
- I had this Michael stare at me for the entire gen (i think) and right as I was about to finish it he scared tf out of me and grabbed me from it tier I.
Once there was this Leatherface with the new tinkerer that came out of nowhere too and scared the living ######### out of me. We both had a good laugh.
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Your role in the game does not dictate your level of toxicity, the personality does.
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@Tsulan I agree with you, just run Calm Spirit if you're that concerned.
By the point Spies will activate, you're already close enough to the Killer. So what's the big deal? I don't see this being a problem, but we will wait to see.
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@PiiFree said:
@Brady said:
If he dictates that the Survivors had done their objective optimally, while everyone pointing out various mistakes made by Tru3, this video becomes irrelevant. Tru3 was NOT playing optimally and therefore got outplayed.Mind you, the depip squad's experiment is out of date. DbD has undergone various (and many) changes since then and is no longer in a bad state.
I was waiting for something like that.
What about No0b3's 50 consecutive escapes in red rank? That was a month ago.
I can pull that off. Anyone can. A good Killer could pull off consecutive 4ks in matches if they're good enough.
That's when it comes down to skill? Also, if you followed him, then you'd know there were countless people who let him go, and (I could be wrong on this one) he was in SWF atleast a 2-man from my understanding.
Alas, are we forgetting what optimal means?
op·ti·mal
/ˈäptəməl/Submit
adjective
best or most favorable; optimum.
"seeking the optimal solution"If the survivors are playing in the best way possible, and the killer isn't, of course he's going to lose (sh00k). It means they played their role better than he played his.
I've had killers demolish with a 4K at ease, and others struggle it was a 4 minute match. For all roles, for the entire game, I recommend Dr. Herman Carter's diagnosis.
Git Gud -
Shadowborn, Nurse's Calling, Sloppy (but I'll switch it to thanataphobia if I see toolboxes), and Agitation.
People always try and bodyblock more when I pick Nurse, and are always in shock when I manage to down them with a survivor in my grasp. It's ######### hilarious.
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@Master said:
@ad19970 said:
@Master said:
@EntityDispleased said:
@Master said:
@PiiFree said:
Would be nice but most SWFs are against such a thing and some players fear that splitting the playerbase would be a bad idea regarding matchmaking / waiting times ect.Unfortunately, it seems like BHVR has a similar point of view that those in that regard so I highly doubt they'll ever implement such a mode.
@se05239 said:
Keep dreaming, dude. No competitive mode will ever happen because it'd inconvenience survivors relying on SWFs for easy wins.In the current balance state, such a separation would probably kill the game. First, the game needs to be balanced around voice comms (+ingame voice comms), but unforunately BHVR doesnt have the balls to do that
I've suggested built in proximity chat on here before but everyone goes insane disagreeing with the idea. It's definitely not as strong as swf voice comms but at least survivors will have no one to blame but themselves for not working as a team. Though some killers like trapper will get hit pretty hard by this.
No proximity chat, we need global teamchat for survivors, otherwise TS/discord will still be superior and thats what the game has to be balanced around
I mean just implementing chat into the game won't fix the balance. There are enough people who don't want to chat while playing survivor solo and get yelled at by some salty kids.
If you dotn want the advantage of chatting, thats fine, but dont deny the possibility for everyone else.
Fact is that voice comms are part of the game now and the game needs to be balanced aroudn themI don't want a game balanced around something the majority of players won't use.
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@Rebel_Raven said:
People making excuses for the gen rush saying he wasn't running perks, or some such.You do know there's killers out there that don't have optimal perks on all killers, right?
People complaining that he made mistakes, well [BAD WORD], we are human.
Blaming him for not playing ultra optimal at all times?
So a killer has far less margin for error?I want to point out the fact that in Tru3's video description, it reads
" They did the objective very optimally thus making the game unwinnable without being lame and them running into an unsafe hook."
If he dictates that the Survivors had done their objective optimally, while everyone pointing out various mistakes made by Tru3, this video becomes irrelevant. Tru3 was NOT playing optimally and therefore got outplayed.
Mind you, the depip squad's experiment is out of date. DbD has undergone various (and many) changes since then and is no longer in a bad state.
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I honestly still believe if you're a survivor who'll take the time to understand The Nurse's ability, it is most certainly easy to exploit.
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Sometimes if I'm just having a super bad day and all my games aren't good at all. Then, you might see a rq from me and I ain't gonna lie about it.
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I'd negotiate adding in an Ultra Rare Medkit for this. I like this idea.
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Stop giving us trust issues
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I hate to be that person but
what is the difference
no like seriously, other than the leg placement
#########
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@FireHazard said:
@Brady said:
I don't see the problem with it.Whoever had made these skins put forth a lot of effort, and it does no harm to allow them to be purchased afterwards. I agree that it makes it feel less "special" (lol) but what difference does it make? You ain't gonna die with your skins in your coffin bro, get over it?
I'm glad they decided to allow people who missed the opportunity to retrieve these beautiful cosmetics via a more unconventional way. It does not do harm, and makes more people happy, ontop of extra revenue that'll support the game.
Pros outweigh the cons. Facts.
You right, it is just a game after all. I just like rare things you know?
I know the feeling. It makes it feel like the product you earned can just be cheaped out by dropping a few bucks. It'd be nice if they specifically made a singular outfit only to be obtainable via the event, with some being able to be purchased.
It's something I'm on the fence about myself... Between you and I, I agree with you on a personal level, but looking from an average person's and a professional one, it only makes sense for people to be able to obtain these high quality products one way or another when this is a paid game. If this was a free game like Smite, it'd totally be understandable.
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@Tru3Lemon said:
you get more BP and it increase the bar of progression a little bit@Tru3Lemon said:
you get more BP and it increase the bar of progression a little bitI believe you get either a %1 instant increase or %2. If anyone's wondering how much it increases by.
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I don't see the problem with it.
Whoever had made these skins put forth a lot of effort, and it does no harm to allow them to be purchased afterwards. I agree that it makes it feel less "special" (lol) but what difference does it make? You ain't gonna die with your skins in your coffin bro, get over it?
I'm glad they decided to allow people who missed the opportunity to retrieve these beautiful cosmetics via a more unconventional way. It does not do harm, and makes more people happy, ontop of extra revenue that'll support the game.
Pros outweigh the cons. Facts.
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Nurse the nerf pls too op
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This is because of crashes mostly. It happens to me frequently and the devs haven't really acknowledged it across the board since its return.
The infinite loading screen of death is annoying when you are the receiving end.
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weird flex but ok