Rey_512
Rey_512
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- Rey_512
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Comments
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@Wamps Can I make a suggestion? Can you please post a new thread once the film actually comes out?
If you just post the link as a new comment in the thread I have a feeling it will get lost. Also, if yoy just edit your original post there’s no way to notify people that the film has come out.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1351083#Comment_1351083
Well, without sloppy butcher another survivor needs 16 seconds, where neither he nor me does anything else. I need 32 seconds to selfcare, but i can do it while i hide from the killer while juking him.
Also, if you play solo, you might find the other survivors dont heal you. They finish the gen with you, then run off to the next, and if the killer comes he most likly chooses the easiest target. Killers are also very happy about that.
Also, clever survivors can still try to let others heal them if sloppy is in effect, even though they have self care, because self care dosnt prevent healing from others, you know.
I find that most survivors will heal you (points), but maybe you’re just getting unlucky with your teammates.
Killers would much rather you waste 40 seconds self caring against Sloppy instead of getting an “easy target”. You only lose a couple seconds smacking somebody into injured state and if you’re a good killer the chase shouldn’t last much longer. A couple seconds versus 40 seconds... guess who the winner is?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1351019#Comment_1351019
Thing is, there is not really a reason why Shack should be made weaker. Shack is playable as Killer, so there is not really a need for a Breakable Wall.
The Saloon on the other hand is pure Bullshit. It is simply wrong that the first thing I have to do when I end up on this Map as Killer is to go to the Saloon to break some Walls.
@Topic:
For me, The Game should be reworked. This Map has insanely boring gameplay by pressing W around safe Pallets. For both sides. There needs to be some variation, more Windows for example.
I agree. Shack should not have a breakable wall.
And saloon does have too many walls that need breaking. What needs to happen is remove some of those saloon walls and add some strong loops throughout the map like a jungle gym or two.
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@sulaiman said:
Like a lot of people here, i use a lot of perks you dont consider usefull. Most importantly self care. I know a lot of survivors consider it useless, but i dont share this point of view.
I usually play stealthy. I suck at looping, but i can juke a lot of killers. IF no pallets are availible (anymore), i sometimes have to take a hit, and then juke the killer and hide while he is searching for me, which all wastes his time as well as being looped. Now tell me, do i spend this time better selfcaring (because i encounter nurse calling rarly), or do i just hide, doing nothing, and then search for someone else to heal me, wasting both our time?
Strong survivors will work on gens injured and IF they encounter another survivor they can choose to let them heal them.
Or you can waste 40 seconds Self Caring while Sloppy Butcher is in effect. Killers will be very happy about “stealth” players like that.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1350989#Comment_1350989
Absolutely, the wall destroying mechanic is pretty useless on the shack and other locations.
Actually shack is pretty weak with a shorter loop (done by the breakable wall). The saloon is the only strong loop in the map and it can be nerfed if the killer breaks a pallet or two.
Overall, saloon is very killer sided.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1336454#Comment_1336454
I agree with your first point, not the second. Matchmaking's been borked for ages, attributing it to the new system being tested feels disingenuous. As is I don't think it's actively working atm, as I've either had really easy or really hard games recently, without much middle ground, and realistically if the system was working and in place, I'd slowly see games edge towards "2k every game" since that's their preferred balance point.
Yeah, that’s why I said “could” because I feel like it’s been worse in these past few months. I used to rarely get matched up with brown ranks and now I see them more and more in my red rank games.
You could be right that the MM right now is not due to the behind the scenes tinkering, but they are definitely already doing some tweaks.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1336295#Comment_1336295
No, you don't start at 0. You start at a somewhat low point and it adjusts quickly to get you to where you should be. Though by the time the new matchmaking system comes out, you would have already been placed at a rating fitting for you. It'll be tracked behind the scenes before it's used for matchmaking.
^ This post alludes to what I said about how BHVR is already implementing the new MMR in the live environment before it becomes “official”.
Per the post, we’re already going to have a rating assigned to us based on recent performance. This could be why the current matchmaking is all messed right now - because BHVR is trying to get data for the MMR system.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1334665#Comment_1334665
She'll know where the boxes are, but doesnt know which one your headed to next. Thats like saying because the killer can see gens...she'll know EXACTLY where everyone is headed. As far as not being obvious goes... You can avoid running out in the middle of the open and try to at least use LOS blockers if the killer is nearby.
Yes, you can use LOS blockers but you’ll most likely be injured if you have a trap on so if you don’t have Iron Will she will probably hear you and judging by the direction you’re heading she’ll know what boxes you need to search next.
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@BibiL said:
Don't forget that instead of using ressources and putting efforts into fixing the insane amount of bugs, they rather keep releasing more and more comestics for you to pay, they are kinda admitting it
Why would you resurrect a thread from December 2019?
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Billy and Bubba’s Ultra Rares are the worst in the game, hands down.
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Good to know, I have Dolby though.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1334548#Comment_1334548
Once again... them choosing to chase you after youve been free to do whatever for awhile isnt tunneling. Its actually a sign of a good killer if they are dropping chases to apply pressure elsewhere. If you make yourself obvious... thats on you. As it stands, the killer can already gauge how much time you have left by the beeping and the color of the light.
It’s not possible to “not be obvious” when you pretty much have to run in a straight line to each Jigsaw box, especially if you’re on a big map and/or are unlucky enough to have to search each box. Remember, your timer goes down when not being chased so it’s not like you can just stealthily make your way around the map. The Pig also can see the boxes, so she’ll know exactly where you’re heading.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1334629#Comment_1334629
You can also use Windows Sonic for Headphones if your headset doesn't have built in surround sound, it worked wonders for my old one.
I play on XBOX so...
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Directional Audio Headphones are a good starting point.
As far a gameplay goes, Spirit is all about deception. Sometimes while you’re in chase and spot another player or hear them on a gen, you can start your phase walk aiming at the player you’re chasing then once you start phasing immediately turn around and target the unsuspecting player. If they’re in your terror radius this can catch many players off guard.
Remember, Spirit’s husk will always face the direction you’re looking in BEFORE phase starts so use this to your advantage in chases or otherwise.
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@OldWiseOne said:
https://forum.deadbydaylight.com/en/discussion/comment/1334581#Comment_1334581
Oh indeed i completely agree with that statement, although i have had games where im doing so well in chases (nothing more than 20secs) and 2 people escaped, they wasnt very good at all but i had 0 gen defense (unlucky wheel spin) so i couldnt really stop it, while i wasnt mad because i was doing well if i was a weaker killer that couldnt down as fast id of done even worse. for the most parts the games are pretty balance and go well i just feel when swf have the meta perks and know how to play it breaks it a little bit, like quite often if i play survivor ill be against a decent killer who isnt doing anything wrong but my team just did the objective and knew basic loops
Seems like you didn’t choose to slug in that game. Sometimes slugging is better than getting a hook because you save time from actually hooking someone, you can’t immediately get someone on their feet from dying state like you can from unhooking, and if you’re doing well in chases then slugging will get everyone off gens quickly.
Gotta change your strategy based on how the game is going and the killer you have.
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Self Care is generally used by less skilled players who can’t loop killers. As a killer, I tend to see the good survivors who can loop running Resilience, Spine Chill, etc. and never Self Care. A smarter player will bring in a medkit because it’s faster and opens up a perk slot.
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@BigBubs said:
https://forum.deadbydaylight.com/en/discussion/comment/1334521#Comment_1334521
No she should not.
I would rather see the buildup meter instead of getting a free Corrupted Fountain at the start of a game. This would help me know how to time my Vile Purge, and would be a nice buff. You think it’d be too strong? Why?
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@OldWiseOne said:
https://forum.deadbydaylight.com/en/discussion/comment/1334540#Comment_1334540
So you change it depending on who you verse? i do agree that a 2k against a really good team is doing well but im not sure id class it as a win, but maybe im a bit too harsh on myself about that. i never expect to get a 4k every game but i also dont feel you should feel at a disadvantage for the killer you picked or the map you get. for the most part i always try take both sides into account considering i play both sides, so hawkings has alot of unsafe loops which is good but it also has alot of strengths such as more pallets, line of sight blockers and known pallet spawns. and i hate bloodlodge but only when im certain killers, like basic M1 stealth killers suck as they just see you over everything. i am interested in what changes you might wanna make, personally i think a small change to DS and swf and the game would be near perfect
The thing is, like I said, maps can have a huge effect on the outcome of a match.
For example, I can be up against a really good team but if I’m Hag on Hawkins or the Game they’re not escaping. Conversely, if I’m Hag on Rotten Fields or Crotus Asylum even a potato squad can knock out 3-4 gens before I get 2 hooks because the gens are so damn spread out (I barely leveled up to get Corrupt tier 3 on my P3 Hag so I should be better off lol).
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1334426#Comment_1334426
"Cleansing dull totems does nothing to contribute to escaping" are you serious? Were literally in the middle of discussing NOED and I have to explain to you that noed exists? If the killer had noed and you cleansed all the totems, then cleansing the dull totems contributed towards your escape...obviously.
Yeah you know why they put them in harder places to locate? To slow the freakin game down. 4 people focused can have all 5 gens done in less than 3 minutes. Theres 3 reasons it takes longer than that, the killer, chests, and totems. If someone runs a Hex perk it creates a secondary objective because now both the generators and the lit totem are between you and escaping.
I think unbreakables fine too but thats not really the point. The point is noed doesnt "punish the killer for doing their job poorly" it punishes the survivors for doing theirs poorly. Its not even really punishment, its just part of a damn video game.
Tldr; just do the damn bones and stop whining 🤷♂️
Triggered NOED user? You probably think Moris are in a good spot, too.
Regardless of whether it’s a punishment perk or not, only bad killers run this perk as good ones don’t need an endgame perk to help them win. All NOED does is help bad players secure kills that they otherwise would not have.
That’s all I have to say on the matter. Good day to you.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1334474#Comment_1334474
If the helmet has little time left...would you even consider it tunneling at that point since it means she hasnt been chasing that person?
If she sees the timer, she can choose to drop chase with another survivor and follow the trapped survivor while crouched because that would be the easiest option to get someone out of the game. It’s not fun as survivor to deal with a trap then get tunneled by the Pig. Almost equivalent to facecamping.
Obviously if Pig isn’t in chase or anything then spots me while I have a RBT I don’t expect her to leave me alone, but many times they will pick the trapped survivor over the non-trapped to chase.
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@OldWiseOne said:
https://forum.deadbydaylight.com/en/discussion/comment/1334447#Comment_1334447
Ormand and haddonfield are the worst maps for sure, and you should be beating potatoes afterall if you didnt then whats the point in playing killer where you cant even beat bad players lol. my issue isnt just one aspect of the game but more when theyre all placed together, i do still think its fair to add a de-buff to swf to slightly counter the advantages they get and make ruin an anti-tunnel perks so you cant be hooked again or mori`d straight after being unhooked. i just feel you should always feel like you have a chance to win as either side no matter what or who youre playing as, but what do you class as a win mate? because for me a win is getting about 10hooks or the 4k and for survivor its escaping through the exit gates, i cant go off the pipping as its way to easy to safety pip or just pip in general
A win for me is a 4K or 3K (due to hatch or key). If it’s a REALLY STRONG team then I will take a 2K as a “win”.
And I think this game does a decent job of giving both sides a fair chance. To me, some maps are just poorly designed to be either too killer sided (Hawkins, Lerys) or survivor sided (Ormond, Blood Lodge).
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1334474#Comment_1334474
I haven't played Ghostface in a long time but I am 90% certain he can see the timer.
Gotcha.
I think Plague should be able to see her infection buildup on survivors as well.
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Killers don’t need the Deep Wound timer information, honestly. It would be helpful to SOME degree but it would feel inconsequential over time.
Pig doesn’t need to see her RBT timers, she would just tunnel the survivors with little time left. She’d just get a lot situational awareness that isn’t necessary. Add to the fact that she can crouch to make a timer keep going while chasing a survivor will make life hell.
I don’t think Ghost Face can see the Marked Survivor timer right? That’s probably the only timer I’d like to see on the killer side, since Michael can see his Evil Within 3 timer’s progress.
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They’re already getting punished with a DC penalty so no, it is not bannable via reporting unless @Peanits or someone can confirm otherwise.
Also, what if someone legitimately has to leave the game due to outside circumstances (however unlikely that may be)? There’s no way you can PROVE it was ill intent unless they brag afterwards.
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The game is not as unbalanced as many claim it to be. As killer, I always 4K any kind of potato SWF squad.
When I face really good teams, I’ll win more than I lose but it’s a challenge. That’s how it should be. Skilled teams should have the means to win. I never go into a match feeling defeated loading in, unless I’m Trapper or Hag on Ormond/Rotten Fields (seriously, screw Ormond).
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1331368#Comment_1331368
The survivors objective is to escape the trial. You know noed exists, if you didnt do bones knowing that then you werent doing your objective. Which is what its punishing you for.
Cleansing dull totems does nothing to contribute towards escaping. Aside from bloodpoints and the possibility of NOED, there’s zero reason to work on finding totems which can be insanely difficult to locate all 5 now that devs are placing them in obscure spots. This task becomes even more burdensome in solo queue where it’s impossible to communicate totem callouts unless you have a rainbow map with crystal bead. Even then, your teammates might not even bother helping with cleansing them. If it’s a decent killer putting constant pressure then it will become near impossible to work on gens AND totems.
NOED is just a poorly designed perk. Unbreakable also offers a massive game changing benefit with no downside to the survivor, so this perk could be argued to fall under the same category.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1326373#Comment_1326373
🤦♂️ its not the killers job to stop people from doing gens. Its the killers job to sacrifice survivors to tge entity. Slowing their gen progressiin simply gives you enough time to do that.
This is why everyone is ######### up about NOED, you dont win when you finish the gens. You win when you leave, otgerwise hatch, keys wouldnt be a thing.
It doesn’t change the fact that NOED punishes survivors for doing their objective and for the killer not doing his objective (hooking survivors) efficiently.
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@LastShoe said:
All that no mither needs is a BP gain bonus. In fact, many perks should receive it, but smaller one than no mither, to reduce the grind in this game.
WGLF already does this, so how would you modify both perks in order to just have one bonus BP perk?
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@Dead_by_Gadfly said:
This is way op
How is it OP?
I love the idea of being able to instantly pop a totem after you’ve accumulated those tokens. Does it have to be tied to a No Mither rework? I’d rather see it as its own perk.
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They should introduce a PRESTIGE 4 so you can unlock a GOLD outift for each character.
Survivors will have a gold top and pants.
Killers will get a gold weapon and full body (since killers have different outfit layouts).
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A more viable solution would be to reduce the FOV of survivors while they are working on a gen or cleansing a totem. Maybe darken the edges of the screen slightly.
LOCKING A CAMERA in place is NOT a good solution at all.
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@Peanits said:
One add-on is not a cause to rework an entire character. But that aside, what do you have in mind for an alternative?
Make the hitboxes align with the hatchet model, not as a sphere.
Also, make the IRI addon reduce hatchets to 1 permanently so Infantry Belt can’t bring it up to 3.
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I believe Adrenaline and Pop are perfectly okay. Both reward good gameplay from their respective sides: survivors for doing gens and killers for getting hooks.
NOED rewards bad gameplay (a punishing perk) - as in the killer gets a huge bonus for failing to protect gens. It could just be a speed boost WITHOUT giving Exposed status, but the speed boost would be greater and still permanent: 5/7/9%. OR... keep the same speed boost stats, but make it so Gate Progress regresses quickly when not being worked on (to prevent 99’ing gates, which is a COMMON swf tactic).
DS is a bit more nuanced. There are many scummy players who tunnel off hook, so a perk like this is needed. But it could be changed to discourage “dumb, aggressive” plays while it is active. Working on a gen is fine, but going for unhooks is not. Maybe change it so if you get fully healed or perform an unhook action while it is active will cancel the perk for the remaining duration (unless you get hooked/unhooked again, then it reactivates like normal).
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The G-Man from the Half Life series.
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Moris just need to be changed to allow for a kill on death hook, similar to Pyramid Head.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1323544#Comment_1323544
I used to watch TrU but I couldn’t stand how often he made excuses. Whenever he was being outplayed it was because he was against a SWF, which he didn’t know for certain. Or he’d scream “DEAD ‘ARRRRD” when the player clearly didn’t use it. I just stopped having fun whilst watching him play. Then I discovered Monto and I found that he had the ability to laugh at himself more, which is a much better quality to me.
And the constant Stretched Res complaints... smh.
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No one held the game hostage in the OP’s example because the game was bound to end.
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Entertainment - Monto is probably the guy that fits this description the most, objectively. Has skill on both survivor and killer side, is humorous and has showmanship, and puts a decent effort into editing his YouTube videos.
Otzdarva is also entertaining/humorous, but is undoubtedly a killer main (his survivor gameplay is decent, but definitely not the best).
Other favorites are Otz (knowledge; killer gameplay) and Zubat (arguably the most well-rounded streamer).
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@madradfox said:
Killing Floor 1 is in my Top 5 games of all time. I've had KF1 since early 2010(it come out in 09 I think) and dont know how many hours I got in that one but its gotta be in the thousands, if not tens of thousands. KF1 was so, so much better than both L4D1&2 and/or any Zombie mode in COD games, mainly because there were no silly gimmicks. You had your class, you had your weapons, you had your enemies, and you had your bosses and thats it.....it might seem simple, but there is no other feeling on this planet like standing your ground on top of a stairwell, or in a narrow corridor with your teammates and hearing "Fleshpound Incoming! may need help.....help.....HELP!!!"
KF2 was great as well, but it was much heavier on the GPU and there was a huge benefit gained from simply grinding up the levels. In KF2 there were very few levels for classes and each higher one required practically an exponential effort/kills over the previous one.
Better than L4D? That’s entirely your opinion, friend. The size and legacy of the L4D community will have to disagree with you.
That being said, I never got into KF much so I don’t have a strong opinion on it.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1322336#Comment_1322336
It would have to be a counting issue in order for it to be a QoL issue; since it's literally only up to 3.
With everything that can be going on in a match, sometimes it’s difficult to keep track how many hooks each survivor has left. Maybe they went into struggle while you were in a chase and you missed it.... situations like that.
It’s a QoL change that I agree would be nice to see from both a survivor or killer perspective.
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@Frankie said:
My first question would be...can you really not count to 3?
My next question would be... why are survivor statuses shown in the bottom left of the HUD? Do we REALLY not know that the game starts with 4 survivors?
It’s a quality of life request, not a counting issue.
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Silent Bell Wraith + Ghost Addon + Lerys or Hawkins.
It’s free real estate.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1318508#Comment_1318508
A statement without a Source for evidence is a baseless assertion.
@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1319073#Comment_1319073
Considering the opt in/out button already exists on the pc version it isn't really baseless.
Basically, what BBQnDemo said... there’s already a precedent. And common sense.
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@Gomolazoli said:
It’s soo unfair...can we nerf Legion?
@brokedownpalace said:
Wraith is brokenly sexy, I agree 🥵
@brokedownpalace Tru3 is that you?
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@Onyx_Blue said:
@Rey_512 you can hide your body after Tiering up and then pop out at them. You can also stalk through gaps in walls on certain maps. And even when going from Tier1 to Tier2, the lack of a red stain gives you that added boost and you also gain in movement speed too. I'm struggling to see why this would be a worthless Ultra-Rara.
I suggested it would be okay as a Green (Rare?) Add-on. Myers is already a low-terror radius killer so him walking around Undetectable for 8 seconds after a Tier Up isn’t a game changer. Current Fragrant is a much better Ultra Rare - great payoff but at the cost of requiring more stalk.
I say “worthless” in the sense that it would be another Ultra Rare that is very niche and doesn’t give you a consistently good benefit. Let’s face it, most Myers players don’t go into EW3 while being sneaky/outside of a chase. And coming out of EW1 can only happen once per match.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1318514#Comment_1318514
Incorrect the Earth is flat and all these people are from the top part!!
*not limited to one country.
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@Onyx_Blue said:
@Rey_512 8 seconds of Undetectable every time you reach Tier2 & Tier3 is worthless, are you serious? Considering his TR has potential to be tiny in Tier2, you could get so much use out of it with multiple playstyles
Michael is already Undetectable in T1. 8 more seconds going into T2 is not a game changer by any stretch of the imagination.
In T3 it COULD be okay, but most survivors are attentive enough to notice a stalking Myers. If you’re keeping your distance to stalk and tier up to EW3, survivors will hear the music and start looking for you if they haven’t spotted you already. Then they’ll run to a loop and poof... there goes your 8 seconds of “stealth”.
Not worth being an Ultra Rare.
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Can confirm that both survivors and killers like to say “EZ”. And it’s not just limited to players from one part of the planet.
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@[Deleted User] said:
the least you could do is source the claim.
He answered your question, bro. Everyone knows that “custom” crossplay options would be a programming nightmare... it’s not going to happen.
Opt-out or bust.
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You made Fragrant Tuft a worthless addon for being Ultra Rare. 8 seconds of Undetectable is not going to matter because most survivors will have an idea you’re stalking them, so that “sneak status effect” will probably not help you.
If it was lower rarity like Green it might be ok.