SeeYoureWrong
SeeYoureWrong
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- SeeYoureWrong
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If it was real, and theoretically you or I were taken, and dbd rules apply, I'd personally be terrified. I realised in the game if multiple cosmetics of survivors exist, every single timeline that could've existed of the character has been taken. No matter what you did with your life, you're gone. No sense. You have people to hope with though. That'd keep me sane.
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I believe it's a matter of how much hope (entity food) they have. Laurie, Quentin, Stevie boy, Nancy Drew, any liscensed character has a lot of hope because they've escaped from their slasher before. David escapes fights a lot. He has a lot of hope for future fights. Bill has what he wants. Therefore, he has hope. Each character that has bigger than 4 paragraphs of backstory has a lot of reason to hope for escape. Even so, some characters might now hope is lost, but hope for others, people who have selfless perks, like claudette's empathy or botany knowledge, Zarina's For The People, Stevie boy's Babysitter.
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So autohaven is a car wrecking place, right? Then why are there so many uncrushed cars lying around?
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/135622/white-eyes
Reading the Lore of the Entity, it looks like when the Entity touches or "blesses" a Killer, their eyes get white.
wait wheres the "lore of the entity?"
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@Seanzu said:
Please learn what it actually is.
Animation Enhancement is only supposed to activate on hits that the game has decided you will land, so if it causes you to miss it was a bug and should be reported where possible.
Auto Aim gives you hit's you aren't supposed to, DBDs "Auto Aim" is ONLY supposed to turn on when the server has deemed you were supposed to and the hit, and if you miss, it was a bug.
Then the “bug” isn’t that much of a bug, more of a gameplay issue. People can all agree if you’re lunging, the survivor can run to you barely, turn around, and you’ll miss a lunge you just started. Great example was this Myers I was just playing against. I vaulted right into him, yet because of when I vaulted and the angle he was coming at he missed when it should’ve obviously connected
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IMO it depends on the survivors themselves, my skill at the killer im playing, and not the asylum. The most ideal constant combo is me playing Legion at shelter woods. Or any killer at shelter woods. Except Bubba. I suck at him.
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@Nhekii said:
https://forum.deadbydaylight.com/en/discussion/comment/1120799#Comment_1120799
There isn't two weeks of ptb, it's closing tomorrow.
Wait why
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Yep. A great example was camping clown (first time I’ve ever seen one). I knew where the hatch was and I was like, yeah but altruism. Nobody escaped. Mainly it’s because of solo queue and low social skills I don’t know if they want to be saved or not
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@BigTimeGamer said:
Killer isnt hard itself, its the map design that is bad (legion and clown are trash though)
but apparently enough people cried and now loops like Shack are being effectively deleted!
Those are 2 killers I’m really good at though. :( The only ones I’m not good at is Billy, Myers, Bubba, nurse, and Plaque
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If even that... skill checks are a give or take because you have to be good. I’m only good at loops if it’s a relatively bad player.
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@Slaughterhouse3 said:
Survivor nerf-DEVS CATER TO THE KILLERS!
Killer nerf-OMG DEVS CATER TO THE SURVIVORS OMHAGH
Seems about right. As for the players who play 50/50...
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Right after ghostface, but I didn’t know that
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@yobuddd said:
One of the ideas I’ve thrown out there in the past was to add in a timer system. My original idea was for a new game mode, but this could work as an alternate objective as well.
Basically, as the match progresses, dawn approaches. If survivors can make it till the sun is up, they survive! The killer though, he wants to make them “Dead by Daylight!” The sun takes and ridiculous amount of time to rise, but survivors can drastically speed it up by repairing crumbled sundial relics around the map (alternate objective!)
I don’t think that would be good. Good survivors play immersed when they know the hatch is the only way out. The only difference is they all are immersed so they’re harder to find
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@NuclearBurrito said:
I'm not going to evaluate the other 2 RN. But MoM was not buffed by the changes.
Oh yeah. All I’m saying is that these perks have OP synergy together. Tank protection hits while survivor wiggles with breakout, and sabotage nearby hooks to ensure there’s no hook Granted, a huge waste of perk slots, but still.
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@Multitude said:
And if they take the time to do that guess what they aren't doing? Gens.
Yes, SWF will abuse this.
No, this won't be common in rando games as there is no coordination all it will lead to is even higher kill rates in rando games.
I'm convinced that what the killer side of this community wants is for survivors to spawn on hooks.
If a SWF is coordinated enough, the second a survivor starts losing a chase, they’ll go in a corner far from hooks and close to people to tell them to come help
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I hope. My favorite part is reading the about the lore, perks, and powers for the chapter.