RoboMojo
RoboMojo
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2399452#Comment_2399452
This.
No icon like BT or WMI. From my experience, most Jills keep it on.
@DwarvenTavern said:
When they start healing you they'll see the bar, that's the only hint unfortunately
Ah that sucks. Would explain why the David chose the gen over healing though. Real shame that my Leader + Resilience combo hadn't worked but I guess he probably didn't know I even had resurgence. Thanks for the info!
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https://forum.deadbydaylight.com/en/discussion/263240/pig-buff
She needs a rework to be honest. If you don't buff her enough then she'll stay as she is now (Annoying to play against and rather weak) or if she's buffed too much then she could actually become too oppressive. So yeah, some kind of rework is necessary I feel.
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@Jarol said:
https://us.v-cdn.net/6030815/uploads/T8QJ6AG2O6XH/my-image-285-29.png
I think I am the first in the forum to make or show my Tier-List from 5.1.0
Honestly if I could extend more Tiermaker I could leave Trickster in C + but it is between B and C.
To be honest, this is how I see the current state of the killers of this patch, Hillbilly I see it useless now but it could be in A just for its mobility, I leave it in C for its Attack type.
It makes me sad to put Myers in F even if it is my main but it really is weak, not even his most powerful addons like Tombstone can do it even more, if the survivor knows if he has Tombstone or not, by how he moves his arm in Tier- 3.
I'll just sift through and explain the ones that I think are most important.
- I want to put Blight in the S tier but as he is now, I cannot do that. His many collision issues hold him back I think. So for now, he'll stay in A.
- Maybe putting Oni in B is unpopular, I dunno. I placed him in B because good Survivors can deny him of a power for a very long time. At that point, there's little hope for him to make a comeback, especially if the Survivors are stacking second chance perks.
- I placed Huntress in B because she's extremely map reliant. On some maps she's a solid A tier and on others, she's bordering on going into the D tier. While I personally have a bit of a distaste for Huntress, I did my best to prevent that from interfering with this list.
- I heavily debated putting Nemesis in C because he has to hit Survivors THREE times if he wants to actually use his power. I decided against that because Nemesis can be quite strong at times. His power gives little counter play at some tiles and the zombies can be incredibly useful for essentially 'free' pressure (That's assuming of course that they don't get glitched into a wall, which can happen at times). When paired with Ruin + Undying and a bit of luck, Nemesis can be fairly threatening. For that reason, I decided to put him at the bottom of B.
- Billy is in C because they murdered him in his update a year ago and now he has a bit too much counter play to be viable against even just decent Survivors.
- Freddy is in C because he's kind of just an M1 killer with mobility. Snares can help (especially if they had been set in advance), but they don't do much against the pre-drop and hold W meta.
- Clown is in C because his power becomes considerably weaker if a Survivor just pre-drops pallets. Clown can get hits at many tiles that would normally be impossible thanks to a combination of using the pink and yellow bottles. However, these tricks can sometimes be a bit of a time sink. While you may have gotten the hit, you may have taken too long to do so.
- I'm still a little unsure about Trickster. The recent changes made him better at what he was already good at, and made him worse in areas that he struggled in. For now, I think I'll leave him where I'd have left him before, in the C tier.
- I think Trapper deserves a little more credit then people give him but there definitely is no denying that he is in a bit of a bad spot right now. His recent graphics update did make his Traps harder to see which is why I'm putting him in C and not D. I am extremely biased as someone who really enjoys Trapper. Nonetheless, I do think that Trapper can excel against many teams. Unfortunately, due to the way his power is designed, it can be VERY difficult to play against swfs at times. They're much more easily able to coordinate the location of traps which can sometimes render you as an M1 killer. As well as this, if there is a Kindred or two in a match then that can really hurt him. Furthermore, if he is unable to set up at least a little at the start, then it can be really tough to set up mid-late game. Especially if a Survivor or two is harassing your traps. However, Trapper does have strong synergy with end-game perks which could be beneficial considering how hard he can struggle sometimes.
- Legion is in the D tier for a very simple reason, they're an M1 killer who's power cannot down. Sure they can get the first hit pretty easily, but after that, they're just an M1 killer. Plus, it's not really possible to chain hits with Feral frenzy if the Survivors are split up (and they will be split up if they know what they're doing). Legion overall, is quite terrible against even vaguely coordinated teams. At least he some synergy with thana.
- Pig has a crouch ability which won't work against decent Survivors and she has a very mediocre stealth ability which is difficult to use on many maps. Her one saving grace is her reverse bear traps. However, these are extremely RNG reliant. If you get consistently bad RNG throughout the match then the Survivors could get their traps off easily. It is worth noting that if she uses some of her more broken add-ons then you can somewhat consistently get head pops which actually makes her like B or even A tier. I don't want to look at a Killer with their absolute strongest add-ons though because that complicates the tier list a lot (Plus, those add-ons for Pig will hopefully get nerfed some day because they're kinda dumb). So Pig is an M1 killer for the most part, with extremely minor stealth and a built in slowdown that is entirely reliant on RNG to be effective. I'd say she earns her spot in the D tier.
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@GreyBigfoot said:
https://cdn.discordapp.com/attachments/396749884004368384/869684900658286642/unknown.png
People were criticizing the new Jeff outfit (for good reason), but I think that the bandanna is really great looking with other items.
Oh nice one! I personally have a hard time making that chest piece work. Your Jeff seems to pull it off great though!
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It varies oftentimes but these are my current favourites:
My Blight skin is obviously much more basic. I just like the way his prestige looks. My 'favourite' skins change often though so this may be inaccurate by next week, lol.
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@Ruma said:
Please, tell me this isnt intended..
Stuff like that happened multiple times to me btw.
WHY in the world do my hatchet hits get canceled??? On windows as well as on pallets since the new hit validation!
Dont get me wrong, i am happy about a new hit validation but you basically just changed it from extremely killer sided to extremly survivor sided. It should be in the middle to be balanced, and i got a ping of 20 most of the time.
And the excuse ,,Survivors had to deal with this for years" is just stupid and doesnt make any sense. If you had to deal with it, you should know how annoying it is and just because you had to deal with it, it doesnt mean others have to suffer from it too.
However, PLEASE explain me why HATCHETS should get denied!
Especially on windows!
Can any mods confirm if this is intended or just a bug???
Tbf, it didn't even actually hit the Survivor on your screen. It hit the space next to her. Although I guess that's just Huntress being Huntress. It is definitely weird that it would show the hit effect and then cancel it though.
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No super fancy stuff, I just think the lighting is cool in this one.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2391536#Comment_2391536
this image radiates more "i want to put my head in a brown paper bag and bludgeon myself with the blunt end of a axe" energy then words are capable of expressing
@BigChapAlien21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2391536#Comment_2391536
Oooooof. Blight must play like an M1 killer with no ability on RPD.
I sometimes wonder if Nemesis was the only killer they tested on RPD.
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2391536#Comment_2391536
Ooof. With Blight, it must have been painful.
Yeah it definitely wasn't fun, lol. I did manage to win funnily enough, but it was a pretty miserable experience. @BigChapAlien21 You can kinda still use his power in chase to close the distance but if they go through any of the many doorways then it can be hard to land a hit without wasting many rushes. Of course, to add insult to injury, his power is useless for mobility. Ironically, I seem to have a lot of success with Trapper on this map. Maybe it's just because the map is new so people don't know where gens spawn. Still, there are many, MANY spots you can trap which force Survivors into tricky spots. Either they get trapped (maybe they didn't see it), they intentionally take a hit and run away (Which they cannot do if they're injured) or they dead hard through it (This is the only 'winning' scenario for them but at least they do have to give up their exhaustion perk, still kinda stupid though). I guess only time will tell how this map fairs for some killers.
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@Leonardo1ita said:
I see 4 survivors entering my lobby, where I have 32 ping as killer
They're a swf, because they all entered the same time.
They get out, then since there is no other killer they re-enter my lobby, and they quit the lobby again, 2/3 or a lot more times.
Then the lobby suddenly closes, with a message of an "unexpected situation", like if the anti cheat found a third party software or something else (bug?)
WHAT THE HELL IS GOING ON WITH SURVIVORS DODGING LOBBIES AND "KNOWING" THAT IT'S YOU PLAYING TWINS, SPIRIT OR WHATEVER?
I think there used to be something like this. People would often use it to dodge Spirit lobbies. I'm unsure if that's still a thing though.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2391646#Comment_2391646
But the 2x BP is today
It's not activated yet though.
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@FatallyIconic said:
https://forum.deadbydaylight.com/en/discussion/comment/2391586#Comment_2391586
I completely agree that it needs to be ironed out and give more information on what's happening. However this system is overall healthier for the game, as VPN killers are a common occurrence on PC, and it's a serious issue as it's done purposely to gain an advantage.
True, I've come across many Killers using a VPN as well so I totally get that this is necessary.
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@FatallyIconic said:
Do you know what else isn't cool? Getting hit through a dropped pallet as a survivor because the killer has a higher ping than you. Survivors have had to accept that for YEARS. Now killer players need to accept the consequences of having higher ping. No more free hits. Deal with it. Have a taste of the crap that survivors have had to endure for years, only in this case, it's actually fair for both sides.
I wouldn't mind it nearly as much if it wasn't so disorientating. Often times, the Survivor will act as though they've been hit (Blood splatter effect, Survivor screams and on a few occasions, they even went on the ground on my screen for half a second) yet they're just magically ok. It can kinda throw me off at times. It hasn't ever caused me to leave them, thinking they're downed or anything but if I were ever really tired then that confusion could buy the Survivor a bit of time. If instead, I just got stunned and there was no scream or blood effect then I'd honestly be fine with it. I guess in it's current state, the game registers the hit but the server says no, leading to sometimes confusing scenarios. Maybe they'll iron that out over time, who knows?
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@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2391546#Comment_2391546
Are you in all honesty saying that making MONSTROUS SHRINE, one of the if not the worst perk in the game, basekit would break the balance of the game?
Not at all. I'm saying that it's an unnecessary change. There are many, MANY more important things that the Devs need to address before adding something as pointless as base-kit Monstrous Shrine. The comment that I had replied to seemed to imply that basement was not a threat to Survivors so Killers needed base-kit Monstrous shrine to counteract this. I was simply showing that many Killers are threatening enough when it comes to playing around the basement and that buffs in this area would be unneeded.
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@Adeloo said:
"No One Left Behind" and "This is not Happening" for sure, as no one run them anyway.
"Kindred" could be available to solo Q players as basekit. Duo, Trio and Full SWF would need to equip it.
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"Monstruous Shrine" so people would actually fear getting hooked in the basement
"Deerstalker" from rank 20 to rank 9 killers
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You cannot make basekit perks that are specific to a character so it's a pretty short list.
Basement is already dangerous though. A trapper or Hag for example can make many basement spots extremely deadly. They're not the only ones though. Hillbilly, Bubba, Huntress and more can have a mean basement game too. Making the basement even more effective for these Killers is wholly unnecessary in my opinion.
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@GeneralV said:
https://us.v-cdn.net/6030815/uploads/7JGQO5U9JRKW/20210728233938-1.jpg
Why?
Why do you do this to me?
I decided to push through my dissatisfaction because of the new Tome, but I am starting to regret my decision...
My condolences. I feel your pain.
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@GannTM said:
Now this is just my opinion. I understand why people don't like the map because it is big and has a confusing layout. However, as someone who loves Resident Evil, I absolutely love the map so far. Resident Evil 2 remake is near the top of my favorite games ever and the time I have spent on that game has helped me with learning the layout of RPD.
So far, since the midchapter came out, I've played on the map 4 times as killer and have 4ked in all of them. I've done it as Wraith, Blight, Deathslinger, and Pig in that order.
Eh, it's a beautiful map but I really do not like it at all from a gameplay perspective.
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It's the same deal with Trapper. In many hallways, the ONLY way to dodge a trap is to dead hard through it. Plus, some of the hallways can be rather dark which makes it trivially easy to trap people. Of course, the map is still the size of a small country so you'll sometimes be ages away from a trapped person. Although, that's a problem on most of the big maps and is negated to an extent by being super territorial. Speaking of, maybe I'm just a jerk but it honestly feels like sometimes I have to camp on RCPD. It's essentially impossible to properly patrol gens so I often find myself playing rather territorially, even on Killers who don't need to play that way.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2387486#Comment_2387486
I’d support that IF it only activated upon 5th gen repair, and not when 1 survivor remains upon closing of hatch.
NWO currently activating upon hatch close seems like an unintended bug.
It actually is intended. The wording of the perk was even changed. It used to say 'When the last generator is repaired', whereas now it says 'Once the exit gates have been powered'. This does seem to imply that No way out working on hatch closure is intended.
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@Boss said:
I don't really dream for any licenses to be in here, but i would probably be most excited about a Bloodborne chapter.
@CashelP14 said:
Bloodborne 1,000%
I would also love to see Bloodborne. It's my favourite game of all time! Out of curiosity, who would you guys be most excited to see? Do you think that Bloodborne would work better as a 'paragraph'? or would a normal chapter work too?
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@Newtton said:
The other night I was playing with a friend, he asked me how much money I had spent in total during all this time that I have played the game, and I think I have spent around 240-260 dollars, I think that is a lot of money for a game with so many bugs, but I love cosmetics :c
Too much
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@WexlerWendigo said:
Out of 300 survivors he played with, only 3 used keys, so 1%. Kinda interesting, since I do think they’re quite unreasonably strong, but a vast majority of survivors are not using them. This lines up with my own experiences, as I hardly ever see a key, and see it used even less.
I can believe that. Especially since any Survivor who dares to bring a key is essentially begging to get tunnelled.
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@ringwinning said:
A lot of people say trapper because he teaches you maps. However, having played for a while, I feel like I'm pretty familiar with maps (Save for RPD). What other killers would you recommend? Bonus if you're kind enough to provide a build.
I'd say Wraith. Wraith is a fairly basic Killer to understand while still having some room to grow and improve. Along with that, he's pretty decent. Indeed, he's actually borderline OP against nooby Survivors because they have no idea what to do against stealth Killers. Wraith is also a free Killer so everyone should have him when starting out (That means people don't have to buy a DLC to play him which is AMAZING for a beginner especially). Only downside to starting with Wraith is that his personal perks kinda suck. That can be counteracted somewhat by only using perks available to all Killers e.g. A build could be something like Noed, sloppy butcher, whispers and then bitter murmur. It's not a crazy good build by any means but it's serviceable.
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@InsaneCoaster said:
https://forum.deadbydaylight.com/en/discussion/comment/2339723#Comment_2339723
That's interesting, because I would say the complete opposite. My biggest complaint about current movement compared to classic movement is how the old movement was so much smoother feeling. I felt so much more free with classic movement, whereas now I feel kind of restricted. I also don't really like the animations, not that the old ones were at all realistic or anything, but these current ones look strange to me.
I do agree to an extent that the newer animations don't 'feel' as good. However, I still prefer the newer ones. They feel good enough and as I said previously, I wouldn't mind the Devs revisiting the animations to smoothen things out. They won't, but I wouldn't be opposed to it if they did. Provided that they don't bring the old animations back, that is. I honestly cringe a little whenever I'm reminded of what some of the old animations looked like, lol.
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To be honest, I'm in a somewhat similar position. I've just completely lost faith in Behaviour as a company when they blatantly lied sometime ago. When the Halloween event of 2020 ended up being a massive disappointment for many people, the Developers promised that "Going forward, we will be contributing more effort towards our Anniversary & Halloween related events" (Source: Advent Calendar 2020 - Dead by Daylight). Obviously they didn't deliver on this promise as the 5th Anniversary is essentially identical to the 4th Anniversary. Although tbf, I guess they never explicitly said how much extra effort was being put in. More than likely, they just said that as a desperate PR stunt. Oh well, my faith in Behaviour as a company is gone nonetheless.
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Never played Outlast so I don't have any strong feelings on this matter.
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@SleepyWillo said:
Weird one...
I spawn in as killer and as I'm moving to find my first survivor I get a loud notification across the map! Woot! And rare for red ranks
When I get there I see all 4 survivors and swing before I realis what is happening - the survivors have bodyblocked a David and prevented him from moving or doing anything...
My swing had just hit the David but I ignore him and go after the other 3 and make sure they die. I then give the David the hatch for what he's been through.
Obviously what they did would be bannable. What about me? I teamed up with the David to deal justice onto those scumbags. Can I then get banned for teaming with a survivor? If they only clip the end with him teabagging on his betrayers it could look bad for me...
If the David didn't sandbag his teammates to help you, then you should be fine.
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@C3Tooth said:
Currently Im using Better together and...
https://us.v-cdn.net/6030815/uploads/NAXDN97MNF9G/image.png
teammate react like the later one.
My initial reaction is usually scepticism as it could be trail of torment. However, if I know for a fact that the Killer is elsewhere (Perhaps he's just injured someone elsewhere on the map) then I might go there if I'm close enough.
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/2372779#Comment_2372779
I'm EU, who keep getting put up against Asia and Australian players
Those people could be VPN'ing themselves. I myself have faced people who's locations were set to the US or Japan. I also live in Europe fyi. Personally, I wish that using a VPN was bannable but it unfortunately, it may not be bannable.
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@Shaped said:
Am I the only one that miss them a little bit? They were so funny to me sometimes, regardless which role I played.
I'm pretty sure that anyone who actually values their time would say that they don't miss them. I once waited for like 10 minutes. That's on the EXTREMELY conservative end of things too, they have gone on far longer then that for other people. Hatch standoffs were inarguably a terrible thing for the game. I am curious about this though. Why'd you think they were funny?
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@TacitusKilgore said:
This minus the nerf. I Don't think she deserves a nerf, its simply unfair to the people who have mastered her and rightfully deserve the ez kills they get. Nurse is actually quite balanced in her low tier/mid tier brackets. Most players in that skill area can generally still be a threatening killer you have a chance to outplay without ever feeling unfair to fight. A good nurse though? Like a REALLY good nurse? The average/above average Survivor has absoloutely no hope of winning against that and the match becomes more about watching in awe as your team gets demolished by this very rare sight. A skilled nurse breaks every possible option in two, you can't even use nurse specific outplays because they've mastered the killer to a degree where they'll read you like a neon texted book.
TL:DR Top tier nurses are a hopeless depressing fight, but are so rare that i do not think nurse should ever be nerfed further. She is OP in capable hands, though.
I Don't think she deserves a nerf, its simply unfair to the people who have mastered her and rightfully deserve the ez kills they get.
Why? Why do they 'deserve' kills? Don't forget that there are 5 people in a match of DBD. It would be grossly unfair to assert that it's ok for a particular Killer to stomp the vast majority of the playerbase just because they practised with said Killer. When I look at a Killer, I look at their potential. Is Nurse's potential too high? Absolutely! Should something be done about that? In my opinion, yes. You cannot feasibly balance on-demand teleportation in a game like DBD. You just can't. However, nerfing her and calling it a day would likely just end up gutting her. Personally, I think a rework would be more productive. I know that reworking her will upset Nurse mains and people who are big into comp but I think that it would be for the best. Besides, in my opinion at least, comp is kind of a joke in this game. There's simply way too many variables for there to ever be an environment that is balanced enough to hold a truly fair DBD tournament. So, leaving broken killers like the Nurse in their current state just to appease the comp scene honestly seems a bit ridiculous to me.
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@MeltingPenguins said:
According to Big Name Streamers no, and they encourage people to not try to begin with
Depends entirely on the context of the situation. If you're playing on a relatively fair map against somewhat mediocre Survivors then the answer is yes. You could probably afford to play 'fair'. Against good Survivors? No.
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@LUCIFER_MORNINGSTAR said:
i just think i will play Michael he is better than normal killers like: billy hag doctor
https://forum.deadbydaylight.com/en/discussion/comment/2366325#Comment_2366325
@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2366831#Comment_2366831
Michael is worse then Billy, Hag and Doctor. If you have Agitation and Iron Grasp you can play basement Trapper, that's pretty fun.
To be fair, Michael is probably much easier to play then Billy, Hag as well as Doctor. As such Michael is, from a certain point of view, better. @DBD78 is right though, Michael is the weaker of those listed. You do you though. We're in this for the fun of it anyways.
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When you have situations where the hatchet clearly shouldn't have hit even from the Killer's perspective then you know something is seriously wrong. I hope they'll fix it but I doubt they will. They didn't address it in her add-on pass so there's little hope in this regard.
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@humanbeing1704 said:
Is the perk fine? Should it be reworked? Buffed perhaps?
Genuinely forgot it even existed until I saw this post, lol. I think I used to use it as a means to create an obsession without having to use DS. Obviously there's no need for such a thing nowadays. If I want aura reading that works regardless of distance then I'd just run Aftercare instead. The second effect just seems too gimmicky for solo que
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Perhaps you could use the perk Whispers. This would help you to know when someone might see the trap you're placing and thus, might help prevent your traps being disarmed. Also, if a Survivor has a map then maybe just dodge the lobby before the match starts. Maps can really hurt him if they have the add-on to track killer possessions. With it, they can see bear traps for some reason (This also applies to other Killers such as Hag and Freddy). Seems like an extremely archaic mechanic to me but I guess the Devs forgot to remove it or don't care. If this advice wasn't enough then perhaps you could explain your strategy at the beginning of a match when playing Trapper.
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@Laluzi said:
They really should have extended the event until after the fixes, or even put a pause on the event and restarted it once the fixes went live. Giving an extension for all the troubles caused, and then scheduling the fixes for five days after the extension ends, is pretty tone-deaf.
Yeah, I genuinely don't know why they didn't just put the anniversary on pause until they released the fix. Them releasing the fix AFTER the event really shows how little the Devs care I guess.
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@gibblywibblywoo said:
I know this isn't some amazing discovery, but I quite liked old Remember me before the EGC nerf.
Any plans to make this perk more interesting to use?
Well, if the version of no way out from the PTB makes it to live then it would become impossible to buff remember me. Just imagine new no way out with old remember me on a Killer like Trapper or Pig. It would be genuinely overpowered. Keep in mind as well that you could still pair this with 2 strong perks. Yeah, remember me is likely gonna stay the same for a while.
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@Ashreave said:
I thought the outfits were supposed to come in sets. Is this BHVR's way of hinting they intend to put out a collection with multiple outfits like they did with the older DLCs? Or did they just forgets that Nea already had a Neon Nights outfit? Legion getting multiples makes sense since it's a four characters in one deal. But why Nea? Did they realise Nea is a show off and would likely not stand for being outdone by the Legion kids, Yun-Jin and The Trickster? Or was it supposed to be a different characters outfit but they decided Nea could more easily pull it off?
Money
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@entilted_but_balance said:
Just why??? Why the ######### is Quebec excluded? the players from your own province/town isn't ######### allowed to participate? ######### why? why is there's always a Quebec exclusion with you guys??? it isn't the first time either I saw Quebec being excluded.
@MandyTalk @Rizzo90 C'est quoi vôtre tabarnak de problème à exclure le Québec???
I mean, the rest of the world is also excluded. I get that's frustrating for you but it's probably because of some local law.
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As others have said, I think a ping system would be better. For example, you could ping a gen you're working on and it would tell everyone 'I'm working on a gen, it's current progress is 60% to completion' or something like that.
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@Jill_Main said:
It can't just be me right? Lately I've been sent in the to swamp a lot, I know it has to do with Behavior having to collect data from old maps for their rework, or something like that, idk. But because of that I've slowly but surely starting to hate the swamp...mostly because it takes a whole decade to find the hatch and the astetic of the map overall.
Personally I think I wouldn't be so fed up of the swamp if those other variants of it existed. If you don't know what I'm talking about, originally the swamp was supposed to have 4 variants: Grim Pantry, BIG BOAT, Big tree ( a.k.a Shelter Woods 2.0, the only difference being that you could hide under the tree) and Little Village ( a.k.a Grim Pantry with 2 houses).
Sooooo yeah that's why I hate swamp, due to its lack of personality and the hell of finding the hatch, but one thing that I can talk nicely about this map is that it doesn't have the same size that it had in 2016...God...just thinking about it gives me PTSD.
Hope I'm not the only one who hates this map. And if you like this map...YOU CAN explain in a nice way your opinion on why you like it :)
For those who are curious, here's the big tree and the little village from the other swamp variants:
https://us.v-cdn.net/6030815/uploads/R5KWPIUTU3M0/big-tree.png
https://us.v-cdn.net/6030815/uploads/6DY271PYKZS7/little-village.png
EDIT: Ok, so I just found out the best way to fix the swamp, well...Grim Pantry at least. It's simple...BRING BACK THE FISH. There used to be a fish in there and I assure you Behaviour...once the fish goes back in there...there will be no more complains about the swamp...BRING IT BACK
As someone who plays a lot of Blight, I absolutely despise swamp. The maps are ugly as hell and the collision on many objects is just non-existent.
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@shitman said:
After updating the Decisive Strike skill, I stopped getting into the skill check. I don’t know, maybe I’m just bad at playing, but the skill check always hits the edge and the killer doesn’t get stunned. I would understand if it was once, but with me so constantly. Tell me, is it like that for everyone?
I've had no issues hitting the skill check. However, I am playing on a somewhat decent PC. Perhaps it would be much harder on low end PCs/Console. There being a skill check mechanic to it seems kind of archaic now considering that it's basically only for anti-tunnelling but whatever.
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It's decent for some BP farming but it's otherwise just a huge disappointment. I guess the Devs just straight up lied when they said they were putting more effort into the events.
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@ImHexyAndINoed said:
This goes for killer or survivor
Not really, no. Obviously it's nice to play nice (duh) but you're under no obligation to do so. As long as you aren't cheating, it's whatever.
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@CornHub said:
We didn't you bring up that killers can just open the exit gate, thus starting EGC?
Doing so kind of invalidates Blood warden though, especially in a swf. The Survivors can just be like 'Did anyone open the gate? No? Ok, the Killer probably has Blood warden'.
@justalilbit123 said:
I've seen a lot of people talking about this the last few weeks. Back during the PTB for End Game Collapse, huge amounts of people made the observation that 99%ing the Exit Gates prevented the EGC from ever happening until the remaining Survivors were all ready to leave. AFAIK the devs never responded or commented on this.
My understanding of EGC is that it was implemented for two reasons.
1) In response to Survivors refusing to leave for long periods of time until the Killer walked over to chase them all out.
2) In response to Survivors having zero pressure and unlimited time to save any remaining survivors, or wait around at the hatch refusing to leave until the Killer got near.
My question is: Doesn't 99%ing the Exit Gates completely cancel out the whole point of having EGC? It's been standard Survivor policy for a long time now that you never open the Exit Gates until everyone is safe, nearby or the last guy is running towards the gate away from the killer. Only then are the Exit Gates opened, and EGC only lasts for the 10 seconds it takes for the last Survivors to leave. Being that most players are Survivors I get a sad feeling that most people don't really care about this and think this is totally fine. But still I ask. What do you think about this? Is it okay? Should it be changed? (Maybe EGC starts immediately when the final generator is powered, and it lasts an extra 60 seconds or something to compensate?)
Personally, I don't know if EGC just instantly starting is the best idea. It'd be better then what we have currently but I dunno, just doesn't seem like the best solution. Something has to be done though. Perhaps instead, progress on the gates would regress at a considerable rate. This would mean that it would be basically impossible to 99 the gate. It's either open it or let it regress. What do you think of that?
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I don't really mind the current icons so I just keep them as is.
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In my experience, mainly Nurse and Blight.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2351812#Comment_2351812
A Freddy connoisseur? You flatter me, my friend :)
This topic is mostly based on personal opinions, so it is a little bit difficult for me to prove you wrong because of how subjective it actually is, but I can try to explain to you my point of view.
There are several reasons that, in my opinion, made Old Freddy the most fun killer to go against. The most important being his unmatched uniqueness. As @TheClownIsKing pointed out, he offered something completely different from the survivors to deal with. As he approached, you didn't hear the overwhelming sound of the Terror Radius, you heard a macabre lullaby, which thanks to its non-directional effect instantly made you wonder where he was.
And suddenly, you were being pulled into the Dream World. You could see him, and he could see you. Alternatively (post initial-nerf), you only saw him temporarily, as he faded in and out of existence. And so more questions where raised, as you began to wonder where exactly he would be once the Transitions ends, or if he is going to commit to you or not.
And finally, you are in the Dream World, which is completely different from any other trials. Here is where you are truly vulnerable, and not only to his attacks. His abilities, such as the aura reading and the slowdown were never burdens to me, they were a testament to his power. This is Freddy's world, not yours, and you have to escape. Having to find a teammate or miss a skill check are not annoyances, they are your way out.
While chases played normally against him, not every single killer needs a chase power, that would just be boring and generic. As Otz himself stated: "Freddy started as a pretty unique character that had very different strengths than the other cast". His strengths lied elsewhere, and that was so damn good!
Last not but least, Old Freddy (post-nerf) lasted from November of 2017 to July of 2019. Many people knew how to play him efficiently and had a good understanding of the game, so I don't think this would change.
Personally, I would prefer if he returned with a few changes, such as the slowdown reduced to 40% or Dream Projection being incorporated into his kit. But, even if he returned the exact same way, it still is a much better option than Mr. Generic Power that we currently have.
I'm sorry for my super late response. I hadn't forgotten your reply! I got back into playing Trapper and I also have a bit of an issue with procrastination. The new save draft feature for comments is very handy in case of the internet going out or whatnot but unfortunately, it did make it even easier to procrastinate, my apologies.
To be honest, I truly despise the pseudo-stealth that current Freddy has when a Survivor is asleep so I'm already somewhat sold on the idea of old Freddy's return. Old Freddy did have the pseudo-stealth as well but it was reversed. As a Survivor, I'd much prefer for him to be stealthy when I'm less vulnerable, over now where he's stealthy when a Survivor is at their most vulnerable (asleep). Something worth noting is that a Killer being unique does NOT necessarily mean that their inclusion is healthy for the game. A great example I think is the Nurse. Nurse's inclusion at the time of her release made sense. Back then the balance of power was heavily in the Survivor's favour. Survivors had insta heals, double pallets, actual infinites etc. However, nowadays, I feel that she is extremely outdated and harms the game overall. She is frustrating to play as and is awful to play against if the Nurse player is good.
Something also worth noting is that Old Freddy would probably be considerably stronger in todays version of Dead by Daylight. Insta heals and old mettle of man would've really hurt him I imagine, especially since the Survivors already got a pseudo-third health state by being put to sleep. They're gone now though. Many maps have also been made a little bit more fair (Some were made worse or stayed the same but that's kinda beside the point). So overall, Old Freddy would probably fare much better in 'modern' DBD, for better or for worse. Another thing that I think is important to mention is that if Old Freddy were to return with current Freddy's gen teleport mechanic then I feel that could be extremely oppressive, especially if the wake up clocks weren't present (Although even if they were, it wouldn't help much as the clocks spawn as far away as possible, by the Devs' design).
Let's imagine a scenario here. You're playing solo que on as balanced a map as possible. I.e. the map isn't littered with safe tiles (like the game) but it isn't just one huge deadzone either (like shelter woods). Ok, so in this scenario: Freddy puts you to sleep, he then pulls off a cute little mindgame and hits you, after which he drops chase because maybe you're a decent looper or you're at a strong tile. You don't have a med-kit and you don't know where your teammates are so you run around trying to find a gen. However, when you round a corner you see the blood effects coming off a gen and suddenly, Freddy pops out and hits you before you can make it to a tile. He of course, knew exactly where you were running because of the aura reading on asleep Survivors (Whilst outside his terror radius). In said scenario, maybe this is just me, but that'd feel quite cheap. I couldn't have possibly known that he was going to pop out of that gen as the global sound cue doesn't indicate where he is going to teleport. However, this mightn't be an issue if they use certain aspects of Old Freddy after his nerf (Mainly the one where there's a 10 second delay after leaving the terror radius in which an asleep Survivor's aura is not revealed). There would need to be a very careful balance between how easy or difficult it is to escape the dream. Make it too easy and then Freddy would be a joke, make it too hard and he would be an absolute Nightmare to face.
Bringing back Old Freddy could potentially mean the return of Forever Freddy (especially if he returns with current Freddy's gen teleport) and that is something that I'm sure we'd all want to avoid. Overall, to be entirely truthful, I'm not necessarily sold on the idea that Old Freddy would be healthier for the game. I think his reintroduction could bring more negatives than positives. However, I wouldn't be opposed to the Devs testing the waters a little and maybe bringing back Old Freddy in a PTB or two. If there's no immediate problems then perhaps I'd change my mind. If I've made any silly mistakes in my points then feel free to correct me. Thank you for taking the time to reply to my previous comment and I hope you have a nice day.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2360963#Comment_2360963
I can't recall the last time, as survivor, that a killer seemed to let up on the survivors or dicked around in long chases just because gens were going slowly.
Let's face it; players that play hardball play hardball regardless of what the other side is doing.
Tbf, it can be quite the gamble to ease up on the Survivors. These times are rare, but in the past, if I knew that the Survivors were struggling then I'd go out of my way to give them multiple extra chances. However this backfired on a few occasions as suddenly, 4 or 5 gens turned into 2, then 1 and finally none. These days, I'll just play normally and maybe I'll give hatch to the last one if I really feel bad. It isn't always easy to determine the skill of any particular player so it's understandable I think, that many people don't really go easy when they're winning. So yeah, you're probably right.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2360898#Comment_2360898
I do hear coding is intensive.
I would imagine so.






