Rey_512
Rey_512
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- Rey_512
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Comments
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I do notice a lot of the players use pride charms on survivors and killer hooks, so I’d assume there’s a big portion that is gay themselves or support it.
If we’re going by demographic studies then probably less than 10% of players would be gay. It’s still a minority, albeit a vocal one which can give the impression that’s there’s more gay people than there actually are.
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I don’t think it needs a buff, certainly not to its range, stun duration or exhaustion length. The locker highlight to other survivors within 10m would be a decent change, though.
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@exultiaa said:
Hi,
If I own all the Stranger Things characters, will their perks change to the non-licensed versions even though I own them, or will I be able to keep the perks the way they are?
My guess is that if the perk names/descriptions/icons change then it will change for everyone. However the cosmetic appearance of the characters WILL remain the same/untouched.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2459949#Comment_2459949
Here's something dumb is that survivors while injured actually outrun their own hitbox slightly.
If you knew the how the hitboxes where then its a hit and that's before you consider latency.
Its very stupid but that's how it works as no matter what pose a standing survivor is in their hitbox is the same as standing still.
Correct, even though injured survivors have the “HUNCHBACK” animation when standing, their survivor hurtbox remains the same (UPRIGHT).
The Jill wasn’t “crouching” in this video.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2459297#Comment_2459297
I didn’t know that number 2 existed. Maybe that’s why I’m struggling with Spirit lately.
Yeah dude, it’s super annoying and happens consistently. IDK if it could be something to do with the hit validation change since it’s making killers overall play much laggier.
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Spirit.
I had gone through a plethora of killers, trying to find my main. Michael was my first because I loved the Halloween movies but obviously he just couldn’t be consistently good. I had avoided Spirit due to lots of people complaining how overpowered she was, etc. But one day I decided to pick her up and man was it addicting. The power of not being bullied at conventional loops was a high point. Even Prayer Beads, scummy as it was, felt fun to play. Now she’s a mess with her current bugs but I still normally get 4Ks with her.
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It’s because she’s not being played as much due to bugs which are severely impacting the ability to play as Spirit effectively.
1) Footstep Bug - with most players using Iron Will, it will be almost impossible to home in while phasing like before. Yeah, there’s still visual cues like grass but that’s situational and not dependable.
2) Coming Out of Phase Bug - Lots of times when you come out of phase, the game will “show” you a survivor, only for them to teleport away. This leads to tons of whiffs for those who go for the M1 on reaction.
They’re both stupid bugs that need to be fixed ASAP. That way we can go back to having a fun killer and daily Nerf Spirit Threads.
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OP’s point only applies when boosted survivors are using it.
Good survivors will use Dead Hard to make looping a nightmare for killers.
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Hurt. I feel like the speed bottle doesn’t even do much except NOT slow down survivor. I don’t even switch away from the slowdown bottle.
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@kodiaky said:
He just need to get the Sprint burst removed from the contamination hit.
This. Contamination gives way too much distance.
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I don’t think it’s a case of “not caring” for console, seeing as how they added Cross-Play (great move by BHVR).
Maybe it’s their priorities that aren’t in order. Remember, BHVR isn’t a massive company with unlimited resources and staff. I’m assuming the majority of their staff is dedicated to the Cash Cow side: new content - this includes killers, survivors, and most importantly cosmetics - and game development - testing and developing new powers, tweaking addons, etc.
Fixing optimization on last gen is probably being handled by 1 person, maybe a couple more if any? Maybe a mod will come in here and give us specifics other than “we’re working on it”.
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It’s tough to differentiate when it’s typed out and not spoken.
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@Snowbawlzzz said:
All he needs is an addon rework and a buff at Tier 2
**Addon rework, Stalk limit and stalk speed rework
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If it bothers you so much, run Distortion and Sprint Burst.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2457615#Comment_2457615
I really hope you're not calling me entitled because I don't want some random teammate joining me on a gen and purposefully failing every skillcheck because they couldn't leave the game.
No, I’m not calling YOU entitled. I’m saying the ones that kill themselves on first hook are (and moreso if they start sabotaging their team).
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2457528#Comment_2457528
Plenty do, but plenty more stay there just to ruin everyone else's games
Entitlement is real.
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If you think killer is frustrating with headphones, it’ll be a [BAD WORD] nightmare without them.
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@CrowVortex said:
Probably better to leave him with Victor if he wants to take him hostage, he'll either kill his teammates with the killer instincts or be one less person working on a Gen for you while you chase someone else. Depends on the situation of course but the more you know.
Also been having fun with the Iridescent Pin on a couple games, catches people off guard with the exposed effect. I left Victor stationary at a strong loop and switched back to Charlotte and headed towards him, by this point the looping survivor was kicking victor and stuck in the animation and got instantly downed from Charlotte XD
Yeah I didn’t mind it TOO much since the survivors were slow on gens, trying to get unhooks while I proxied the hook… so I ended up winning.
That Iri strat sounds pretty nasty. I’m also thinking you could use that addon to defend a Hex like Devour and the survivors either have to kill Victor and get Exposed or risk getting the totem and then having Victor pounce them.
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Perks are overrated :)
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2456079#Comment_2456079
Not all iri cosmetics are trash tho or recolors.
You’re right. But a lot are, I’d say the majority.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2456415#Comment_2456415
Yes, it's M2 on PC. I think it's 30 or 45 seconds max that a survivor can hold him before you can recall him. Not sure what button it is on console but you should get a prompt that says "Recall Victor"
Thanks. Didn’t see the prompt during the match, man that was pretty annoying. Fortunately he basically made it a 3v1 and they didn’t focus gens while I proxy camped.
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@FancyMrB said:
I don't run BT but I do take that protection hit and try to get the killer to chase me instead. Hiding after an unsafe unhook is a bad play ;_;
You did nothing wrong. Killer is always the target for everyone's frustrations.
On a happier note I hope you enjoy the Twins ^^ They are one of my favs!
Is there a way to recall Victor from a survivor holding him hostage? I didn’t see that in their power description. It was pretty frustrating being M1.
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@Boss said:
No, i feel doing stuff like that just poisons the mind.
I'll only consider if it's more profitable to go for her or not.
This. I may decide to focus the toxic survivor a little more, but ultimately I’ll make the choices that I think will win me the match.
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Blighted Nemesis would be amazing, but it won’t happen unfortunately.
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@GrimReaperJr1232 said:
Sure thing...
Nurse would go from 96.25 to 101.25% which is pretty much what she released as.
110% killers would be basically unstoppable with their oppressive power and 115% speed.
115% killers would become 120%. This ranges from largely inconsequential (Legion, Myers, Trapper) to absolutely oppressive (PH, Blight, Demo).
You know these speeds can already be achieved with bloodlust? It’s not nearly as bad as you think.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2456106#Comment_2456106
That's fair. I have a rework document in the works where I buff chase and nerf slowdown. More fun that way
Exactly. Killers right now spend way too much time in chase. Not saying killers should get free downs, but there are way too many safe loops/pallets on nearly every map.
Keep us posted, sounds interesting.
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Yeah, it’s unnecessarily thicc.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2456082#Comment_2456082
If you don't think that most killer characters are too weak against high-level teams, you don't play enough
And my reasoning is that by making ALL killers more efficient in chase it will speed up the game chase-wise and slowdown perks could be nerfed accordingly. No one likes spending tons of time on gens, or for killers not being able to catch survivors because of tons of safe loops.
Well, some of the comments here lead me to believe that survivors feel as if a killer should never be able to catch a survivor if the survivor is looping “well”. And by “well”, that usually means abusing safe loops, god pallets, and interconnected tiles,
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@Phasmamain said:
Why would the devs favour one side?
There are more survivor players by design.
If more survivors are happy, they will buy tons of cosmetics and content.
Ergo, BHVR will make more money if they keep the majority (survivors) happy. Survivors will always have it easier than killers, even if that’s not what Survivor mains want to hear.
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@CashelP14 said:
It wouldn't work. It would destroy any short loops and most medium loops.
Bad killers will still complain that swf is op, gen speeds too fast, survivor perks op and that they need 4 slowdown perks every game.
Well I appreciate everyone’s feedback. Seems like the general consensus is that perma-bloodlust would make killers too OP.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/2456054#Comment_2456054
True I ment besides basement defense
I once 4Kd after the 5th gen was done (1-2 hooks so far) because I had STBFL at 8 stacks and survivors got too altruistic after I had someone hooked.
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@miketheratguy said:
Is there any rhyme or reason that dictates which cosmetics can be bought with shards (in-game money) as opposed to cells (cash money)? Are the pricing decisions arbitrary or is there a pattern that explains why some can be bought with both and some can only be bought with cells?
They put the absolute “most sought after” (in their mind) behind the auric cell paywall. Like Oni’s Minotaur skin.
A trash recolor skin will usually be purchasable via shards.
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No. You can turn a game around after 5 gens, especially if the survivors get cocky.
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@Tekno_Badger said:
It would help a ton with map pressure. I think a better solution is to shrink maps
I agree, but it would take more work than changing a number like movement speed.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2455803#Comment_2455803
i think its really balanced right now, while it would be fun to have speed and terror radius options in custom games, I think in regular id have to disagree with speed changes.
Fair enough. Would be interesting to run a test of permanent bloodlust to see how much stronger killers perform.
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@jajay119 said:
It already feels impossible to escape a chase unless the killer decides to give up and you get lucky round some loops half the time. No thanks..
Some players are great at evading the killer. I've sat and watched them on spectate in awe but they shouldn't be treated as the norm
Some tiles are already just braindead looping (no mindgame) until the killer has bloodlust. I understand not everyone is a great runner as survivor, and I’m expecting lots of “No” responses from those types, but really there’s just a ton of safe, long loops with pallets that the killer is forced to break. Doesn’t require much skill as survivor.
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@GrimoireWeiss said:
The purpose of 110% killers is that those killers can't catch you at normal tiles (shack, jungle gyms, etc) without using their powers unless the survivor really mess up. Boosting them up to 115% would be kind of unfair imo.
Just think that a 4.4 m/s killer (110%) catches up a survivor at 0.4m per second, boosting them to 115% would make them catch up at 0.6m per second. Killers like Huntress, Spirit and Slinger who have insane chase mechanics would catch up 50% faster.
You’re right, a killer like Huntress or Slinger could become very oppressive.
Another what if… What if the devs also made some of the trash tiles longer to compensate?
Killer shack would still be a strong tile regardless, but survivors wouldn’t be able to loop it for a whole minute (versus an average killer).
Also, bloodlust already exists in the game so it’s not a novel concept. All this would be is basically a permanent bloodlust effect.
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@Yui_TheBeauty said:
No.
How insightful. My thread title isn’t even a question that requests a yes/no answer.
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Inevitably, yes.
Do I think Dead Hard could be tweaked somewhat? Yes
Do I think it’s a priority because it’s gamebreaking? No, many other things should be looked at by the devs first.
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DBD players DONT hate meta builds - the majority of the playerbase runs BT/Dead Hard/DS for survivors, Ruin/Corrupt/Pop/Tinkerer/BBQ on killers.
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Killer: Hex Blood Favor (I think) - Remove the hex from it and block ALL pallets on the map for 90 seconds.
Survivor: Sole Survivor - Increase survivor movement speed by 2% for every survivor that is dead for (max 106% movement speed). Also increase vault speed for each dead survivor.
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@Huge_Bush said:
Make Noed no longer a hex perk and allow it to activate after 4 generators are completed. Then sit back and watch the fireworks.
Some men just want to watch the world burn…
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For Killer, Hex: Ruin - love not having to kick gens.
For Survivor, Decisive Strike - love sticking it to a tunneling killer and then tbag them at the exit gate while they’re in their stun animation.
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I hate it when I rev my chainsaw around a hooked survivor as Bubba then get called a facecamper after :)
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2453122#Comment_2453122
No he didn't! He was that was for quite some time after he got reworked. It was way more than a week.
https://forum.deadbydaylight.com/en/discussion/comment/2453116#Comment_2453116
I hear you but i explained why he "was" top 3 so again this is argurable which i mentioned previously. Im saying people are delusional for ignoring key factors that are either overlooked or ignored but at the same time i apologized for that with a "my bad" so there we are! )
https://forum.deadbydaylight.com/en/discussion/comment/2453126#Comment_2453126
This is what you said: He’s CERTAINLY NOT top 3 after the recent nerd to his add-ons and snare placement.
My topic in summary was that reworked Freddy was top 3. Based off your response your saying it as if im talking about Freddy the way he is currently and im not so we're not in agreement because we're talking about two different things.. If you were talking about the topic then you'd say "He CERTAINLY "WASNT" top 3" then I'd say to you this is argurable.
https://forum.deadbydaylight.com/en/discussion/comment/2453129#Comment_2453129
The person that said this didnt elaborate on why he said what he said and when i brought up reasons why he never replied back. Freddy was a little better than Billy imo. I put Billy after the Freddy rework top 5 though which is still top tier. I personally think Hag is overrated but still top tie, i just dont agree that she is as high as people have (and still do) put her. I brought up the reasons why he was top 3 (which is argurable) you just chose to either not read fully or at all and instead just looked at the title. If you didnt "just" do these things you would not say " I need to prove he's top 3, not the other way around": Thats why i always tell people READ before you reply!
https://forum.deadbydaylight.com/en/discussion/comment/2453132#Comment_2453132
If you think Freddy was weak after the rework I dont know what to tell you...Actually i have no comment to this. Moving on
My apologies. After his POWER REWORK then he was in the discussion to be a Top 3 Killer, yes. Mainly due to his add-on slowdown potential working nicely with his 1v1 (snares) and map pressure (teleport).
Now he still has basically the same 1v1 ability and map pressure but zero gen or healing slowdown. He’s still pretty decent in the right hands, but I’d still put Blight ahead of him without question.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2453107#Comment_2453107
Read!!!!!!!!! I never said he was top 3 "currently" lol smh people
So we’re in agreement then? Why you mad bro?
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I wouldn’t say “movement speed” is the correct term, but rather the ability to generate map pressure. Hag is slow as molasses but she can place a web and teleport almost anywhere on the map. Nurse is slowest in the game but she can teleport.
Someone like Clown can force you to drop pallets early but still struggles to get those hits if survivors are super safe, and his power does nothing to interrupt gen progress constantly. That’s why he’s trash tier.
So two things required to be considered the best: they need to be good in chase and able to pressure gens quickly.
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He’s CERTAINLY NOT top 3 after the recent nerd to his add-ons and snare placement.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2451579#Comment_2451579
Well, not everyone looks at things the same way or has the same degree of problems with their game, but generally speaking, yes, if I were one of the people whose game was affected by problems that it made it unplayable or otherwise not fun to play then I would also refrain from spending more money on it until it was fixed (with unexpected things like the ST being pulled being a rare exception).
And that’s why I’m clarifying that my statement applies to a specific group. No, I don’t pretend to have ownership of how people should feel or act - but even you agreed: if the game is unplayable then why keep coming back to it or even spending money “HOPING” that BHVR will fix it?
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2451677#Comment_2451677
How is he good at 1v1? I found it very hard to use blades, because survivors hug the walls very tightly,so can't use blades, or if I do, I manage to get 1-2 hits after which I need to do a few more loops to catch up. And most likely there is a pallet which I have to eat, then they run to the next tile and repeat. On certain maps there are loops with very short walls, but good survivors usually will not go there.
But maybe I am doing something very wrong, so I would like to hear how to use Trickster well.
He can use addons which still build up the laceration meter even if you miss near them (ricochet)… And he only needs 6 full blades’ worth to injure you. He can be very oppressive in the 1v1, as long as part of the loop has LOS.