Seraphor
Seraphor
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@SkeletalElite said:
Personally I think they should just remove the ability to see what you're about to be playing against UNTIL the loadout becomes locked so that you can't do any sort of build tailoring on either side. If you want to run a hard counter in your build you should run the risk the opponent is not using what you are attempting to hard counter. Survivors don't get to know if their opponent is going to run strong addons/powers or weak ones, why should the killer get to build tailor to the items the survivors have.
Once the loadout is locked though, I'm all for showing what they have. Would even be cool if the different raritiy items looked different so you could know roughly how powerful an item they were using.
Imagine how unfair it would be if the survivors could preemptively know they were about to be up against a killer with multiple hex perks equipped so they can all build tailor by putting on maps or totem perks. These perks and items are balanced by the fact that they are hit or miss. They will only be useful if you have a secondary reason to be doing bones or if the killer is running hexes, and if they could literally ALWAYS be used to counter then it would severely limit the potential of hexes. It's kind of the same thing. Many killers who see multiple items will tailor to those items. If they see maps they may switch off hexes or if they see medkits they may equip franklins. If they see flashlights they may use lightborn.
Get ready for countless DC's in the pre-match loading screen when it becomes apparent all the survivors have brought a flashlight.
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Also, the Hatch isn't a 'free escape', it's not a win, it's a concession.
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Absolutely, a hit and run slugging killer can do a lot of damage by inflicting everyone with blindness. It also protects itself, as any perks or items that reveal the aura of totems won't work.
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@Mavericks said:
Cursed totems should just have immunity for the first 30-60 seconds of the match. That would be fine
This would work. Or, the penalty for cleansing a Hex scales with this early game countdown.
So if you cleanse it within the first 60s, you still suffer from the Hex for the remainder of that time.
Not sure how Ruin would work for that though. Maybe each Hex simply has it's own unique penalty for cleansing in the first 60s. Ruin's could be your repair speed is reduced by 30% for the remaining time.
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Holding breath could be a decent rework for Iron Will to give it more limited use, or even a new perk like Iron Will that's more powerful (can be used when healthy) but more limited (runs out after a while, and/or makes you louder when you let go of the button).
Breakable windows... that's just dropped pallets. You want some pallets to spawn already dropped. That's just robbing survivors of a stun opportunity.
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/2942947#Comment_2942947
Their trade off is, they take forever to be blessed, time you don't spend repairing, healing, or unhooking.
They take 14s, exactly how long it takes to cleanse a totem. That's not really a trade off, because it's exactly the same cost as cleansing the totem anyway. (it's actually less of a cost than cleansing, because you don't lose the totem entirely)
For example compared to Inner Healing. You spend 14s cleansing a totem, you spend that totem (it doesn't come back) and you get to heal yourself in a locker, once. Maximum 5 uses per game, IF no one else touches totems.
CoH however, you spend 14s blessing a totem, everyone can heal up in a comparable amount of time (finding a locker + 8s to heal, compared to ~16s to heal yourself or ~8s to heal each other), multiple times, and on top of that, if the killer disables it, you can repeat it an unlimited number of times
Even if you couldn't rebless a totem multiple times, you'd still get 5 uses per game, each of those having multiple heals on multiple survivors. It would still be significantly more powerful than Inner Healing.
I'm not agreeing that Hexes should be more powerful to compensate, but if boons spent the totems they used by way of being destroyed on snuffing out, then they'd be far more balanced in comparison.
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I'd like to not dodge TTV's. Occasionally I'll check out their stream after the game for a 'gg' and sometimes they turn out to be cool streamers.
But I've had too many TTV survivors who are ridiculously toxic to the killer. In game and after. I'll jump into stream after the match and find them calling the killer a whole host of slurs and accusing them of camping and tunnelling when they weren't, basically a big anti-killer circle jerk echo chamber, whether that killer was me or not. So if I'm killer and I see a TTV, I'll usually dodge more often than not.
It's a shame because I love to replay my games through the eyes of a streamer, and I have had a few good killer games like this. But the bad outweighs the good.
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Ok, so currently removing a tape shuts off the TV, and so does depositing the tape in the destination TV.
Well how about: depositing a tape shuts off that TV, but causes the TV it was originally taken from to turn back on.
Plus; any survivors within range of that TV when it turns back on, get condemned as if Sadako had teleported to it.
A vigilant Sadako could then port to the TV that just turned on as a survivor has lost condemnation, to potentially double up that condemnation.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2942773#Comment_2942773
Oh, I didn't understand entirely what you meant.
Well, the idea isn't the immediate reward. Not entirely. If you add 5% regression on a base kick, then it wouldn't do enough IMO to reward the killer. The base regression on a kick needs to be boosted as well to round it off. Because 5% only amounts to a few seconds of gen progress. Which can be given back fairly easily.
The goal for all three of these changes is to give the Killer significant rewards for running survivors off gens, kicking gens, and protecting them as they regress. Performing just one of these I feel is a change too small for the current state of regression, which necessitates perks.
5% regression is more than a survivor can repair in the 2 seconds it takes the killer to kick the gen. (In fact it takes 4 seconds to repair 5%, so that's 800% regression for that 2 second commitment to kick)
That alone makes kicking a gen a credit towards the killer (as opposed to how it currently is where a quick tap can make the kick negative pressure for the killer)
That alone makes kicking worthwhile, and would therefore make every gen kicking perk more worthwhile. Overcharge, Trail of Torment, Erruption, Dragons Grip, Call of the Brine, etc. All suddenly much more worthwhile to use.
So yes, the instant regression alone would be a significant boon for killers.
There's a reason why Ruin is a Hex perk. Automatic regression with no qualifying conditions would be incredibly oppressive. An active Ruin at endgame, especially in a three-gen situation, is already virtually impossible to overcome. The only reason Ruin isn't totally oppressive is because it usually doesn't last until endgame.
Ruin without being a Hex would be too strong (hence why my suggested Ruin alternative requires killer objectives to activate and is limited to a total of 4 minutes uptime)
Ruin without even costing a perk slot would be ridiculous.
The only way I would be ok with basekit automatic regression, would be if it scaled with gens completed, and starting less than base regression speed.
5 gens remaining = 0.2c/s
4 = 0.15c/s
3 = 0.10c/s
2 = 0.05c/s
1 = no regression.
This is because early game is where you want the regression. Late game regression can snowball into an unbeatable game.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2939386#Comment_2939386
Well.... then it would be time to change them.
A first step wouls be to nerf the meta.
For example (just brainstorming): DS deactivates when the EGC starts. DH is only usable 2 times. BT only works when the killer is near, UB loses the recovery boost (we have a boon for that) etc.
BT used to only activate in the killers TR. This made it ineffective against stealth killers.
Changing it to a static "within 30m of the killer" would have countered this, however this would be ineffective against teleporting killers.
However a system for limiting some more meta perks wouldn't be a bad idea.
Exhaustion was implemented to prevent you using multiple really strong chase perks back to back.
Well a similar system could be implemented for second chance perks. DS, Unbreakable, Deliverance. Using one of these perks gives a new shared status that prevents the use of self-same status perks. Basically meaning you won't be able to use DS, UB and Deliverance in the same game, so like Exhaustion perks, you won't want to bring them into a game together.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2942685#Comment_2942685
As I said above; Ruin at Tier 1 is literally just normal regression. 0.25 charges a second.
At Tier 3 its 0.5.
Plus, we already have a perk that does this: Call of Brine. It isn't exactly meta.
Yes I know... what about my post suggested that I didn't know the figures around Ruin?
Call of the Brine isn't like either the instant regression or the perk I suggested.
The instant regression would be basekit, not a perk. (And would therefore already boost the effectiveness of every gen-kicking perk like Call of the Brine)
The perk I suggested doesn't require you to kick gens, it's automatic regression you activate by progressing your main objective. It would be as meta as Ruin is.
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Basekit Ruin is a bit OP, even at half strength (or tier 1).
5% regresion on kicks is enough if you ask me. It gives immediate pay off for your direct intervention, and bonus if a survivor taps it immediately as you can turn it into 10%. Nerf Pop slightly to 20% so it's still 25% total.
Now I'm all for other perks similar to Ruin that aren't a huge gamble like hexes. For example:
After hooking a survivor for the first time, all gens begin regressing at 200% for the next 60s. All gen regression pauses while you are within 18m of a hooked survivor.
This would be a non-hex Ruin that discourages camping.
Combine it with something like Thrilling or the Scourge perk that makes you scream when you're on a gen, or just BBQ, and you can pressure the right gens to get your regression.
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@Aven_Fallen said:
I mean, should the Survivors go down on purpose?
If killers should not camp and tunnel on purpose, then I don't see why not?
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2942334#Comment_2942334
Well then when I got grade 1 for the first time when I had 80 hours I was among the best players in the game. I have 2000 hours now but I'm the exact same as I was when I was at 80 3 years ago.
Good for you?
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2942314#Comment_2942314
Ok so what you're saying is that there essentially is no win condition at all. There is no incentive to get better, no incentive to play against better players, no reason to get kills, no reason to escape, nothing. Just play as legion and run around the map to get as many hits as possible and then let them all escape to make your MMR go down but you still pip up. Peak dbd right there.
I mean if that's what you want to do, sure. This game's nebulous win conditions are notorious. If your win condition is memeing about and letting everyone escape then who am I to judge?
Pretty sure I said pips and grades are a win condition though, and they require you to actually play the game and try to complete your objectives.
Don't think you're going to pip up without a single kill btw. You can max out Brutality and Deviousness but with nothing in Sacrifice you're not going far.
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Not against it, but I think your scale is whack.
Something more like:
Ash: 1.2k
Bronze: 1.4k
Silver: 1.6k
Gold: 1.8k
Iri: 2k
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2942296#Comment_2942296
No... Pips are not the win condition anymore. It's only based on wins now, if you get 3 or 4 kills your MMR goes up.
Your colored rank or grade is not used for matchmaking and is now just a number that does nothing.
MMR is not a win condition. It's kept hidden for a reason. It offers you no reward whatsoever.
Raising your MMR just means you get matched with other players who have raised their MMR. It doesn't mean that you or those playes are better, or that you have progressed in any way. You can increase you MMR without doing anything (hide and escape) and you can reduce it intentionally.
You do not know the MMR of your teammates/opponent, especially if you've been queuing a significant amount of time.
Also a 2K isn't necessary a 'tie' nor is a 3K necessarily a 'win' according to MMR. MMR increases or decreases relative to the difference between yours and your opponents MMRs. Depending on the discrepancy between themn a 2K could potentially increase your MMR or at the other end of the scale, a 3K might not.
Plus hatches are MMR neutral. 2K a hatch escape = increased MMR.
Pips and Grades ARE a win condition. They do offer you a reward, in the form of a monthly bloodpoint bonus. They're tangible, you can track your progress and you can share your grade with others for bragging rights, etc.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2941685#Comment_2941685
This. Never go with numbers based on the last tally screen, it lies like a plate full o' piss...
It's not lying, it's just reflecting your actual score.
Why should you get a higher score just because you played a BP offering to inflate it?
IF you wanted to use the scores as a metric for much you did in game, the base scores without the bonuses would be the relevant ones.
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@Biscuits said:
Everyone in here awknowledging that people would dodge, proving my point that SWFs are not fun to play against. Whether they are sweaty or just trying to annoy the killer, they create a very bad experience for the killer.
Except where I said its all perception and mostly misconception.
Killers have a habit of leaving a bad game and saying "must have been a SWF" based on zero evidence, and never once consider if their 4Ks were SWFs
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2941178#Comment_2941178
I have a hard time considering third seal and dead hard anywhere near each other in terms of potency but sure.
...Ok?
It seems like you're twisting my point into something it's not just so you have something to disagree with.
"Ants and Bears each require food to live."
"Woah woah woah! Are you claiming ants and bears are even remotely similar?!"
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@EntitySpawn said:
I'd rather thrill not be a hex, but they probably want hag to be a niche all hex character
Thrill isn't a Hag perk, it's a generic.
Hag has Devour, Ruin and Third Seal.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2941145#Comment_2941145
whoa whoa,are you honestly going to compare exhaustion perks to hexes in terms of usage limits? One that comes back every 45 seconds you're not sprinting vs one that can be disabled 30 seconds into a match and gone forever?
In as much as they're perks that without their limiting factors would be too strong? Yes.
Of course they're not exactly the same.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2941113#Comment_2941113
So you’re ok with a status effect having zero potential value for an entire trial? Ok. I’m not even proposing anything crazy my man.
Yes. Exhaustion only exists in the first place to limit the use of very strong chase related perks. Plus the chances of most survivors running an exhaustion perk are very high, due to how powerful they are.
They're essentially the survivor equivalent of a Hex, strong perk, limited use.
That said I'd also be ok if they added a minor setback to exhaustion; slower vault speed.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2940844#Comment_2940844
That's only kind of true. In Actuality if you have high MMR spirit, your Nurse will be set around the same. Not exactly as high, but about. What's more this change was implemented before SBMM was even under development. But maybe that is why they implemented the lock in change? If so that's enough thing SBMM ruined.
And this isn't true either.
When they first introduced individual MMRs, they set your lower minimum MMR to a certain amount below your highest, so this would have been true then.
There isn't a running check that raises your lowest MMR as you increase your highest.
So lets say you started with a 1500 Spirit, your Nurse would be a minimum of 1300. But if you increased your Spirit to 1800, your Nurse would still be 1300.
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Only within a small radius, say 16 meters. This way it can be used opportunistically, but not abused by luring the killer halfway across the map.
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@The_Grim_Reaper99 said:
They really should show who is in a Swf before the match starts so that killers can prepare in game and mentally. But there should be an incentive otherwise Swfs would never get games and killers dodging often. I’d say there should be increased blood point gain from double to quadruple bloodpoints. That alone would make going up against 4 man Swfs more worth it for 4x bloodpoints especially if paired with bbq and blood point offerings.
Playing as a SWF isnt automatically more effective.
It provides the opportunity for better coordination, but it doesn't guarantee that it's utilised.
Some people play worse when they're distracted by voice chat, but simply enjoy playing with their friends.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2940362#Comment_2940362
Yeah I never understood why they forced killers into being locked into whatever killer they picked. I think it had something to do with when the hosting server was changed to be based off behaviour's servers instead of the killer, and they never reverted it? I'm not sure but yes, its unneeded.
But the last second change is done to minimise killer's dodging. Its a way to actually allow survivors to play sweaty, without waiting for an hour for a killer to agree. Its a perfect example as to why the post idea would not work.
It's quite necessary actually. Matchmaking is based on your killer's individual MMR.
If you're a god with Spirit, but a potato with Nurse, you'll be matched accordingly.
So if you could swap killers, you would just queue up as Nurse, be matched with potato survivors, then swap to Spirit so you could destroy them.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/2939946#Comment_2939946
What makes you think the que times would go up? Is playing against SWFs really that bad?
It doesn't matter how bad going against SWF actually is, it's the perception.
People think SWF are harder to kill than solo, so if given the choice, they will dodge every SWF they come across.
So no, terrible idea.
Now displaying SWF on the results screen however, would go a long way in dispelling the "SWF are OP" stereotype.
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Nah, usually what someone considers a survivor sided map, someone else considers killer sided and bice versa, and depends on the killer.
Play the map, doesn't matter if it was random or an offering. You don't know their intentions.
Wait until they actually start playing toxic, then adapt.
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Because survivors are more reliant on other peoples behaviour, as part of a team and being the non-power role against killers. Thus when they get angry, other people make for easy targets.
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I can confirm.
Teabagging with Ghostface makes everything better.
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@DrDeepwound said:
What they say: because killer will know he hooked Bill twice.
What killers think: We already know we hooked Bill twice.
With the amount of complains about tunneling, you think killers dont know who they hooked? LOL
That's the thing. Anyone trying to tunnel will know who they hooked. They're tunnelling, tunnel vision kinda comes with the territory.
But if you're just trying to have a normal game and try not to tunnel, it's a lot harder to keep track of the hook progress of 4 survivors simultaneously.
So hiding hook states actually promotes tunnelling, accidental tunnelling.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2939773#Comment_2939773
The best anti-tunnel change they could implement, at least that I can think of, is a few seconds of no collision when someone's unhooked. It wouldn't be abusable in any way I could see, and survivors could only use it to make distance and give themselves a fighting chance at outplaying the killer's attempts at tunnelling - and on the other side, killers can wait it out without worrying about bodyblocking or anything.
I agree with this, it's something I've suggested in the past.
Being unhooked should award the same non-collision as getting injured.
It would benefit both survivors and killers. Survivors wouldn't be unhooked just to go down instantly after being farmed off the hook, and killers won't be cheated out of a hit to the unhooker by a BT bodyblock.
But that's a very niche example of tunneling, which could still occur aftranother couple seconds, and would still require BT to counter.
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Anti-camping counter is rushing gens.
I'm not sure how you can counter tunneling without a perk or an item though.
As for basekit techniques in general, survivors also have 360's, various pallet techs, and disappearing around a corner that they can see around (third person camera) but you can't.
After all, camping and tunneling aren't features, they're behaviors.
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@Azshhh said:
They'll just give killers another one instead lol
Like they did with Boons.
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@Viskod said:
I've always thought each map should have a "thing" in it that changes the environment but it needs parts before it can be activated and those are scattered about the level and require an item slot to hold so no holding one and a health kit at the same time.
Killer that down you while you're holding one of the parts cause you to drop them, but they can't pick them up. They can however "sabotage" the "thing" once all the parts are placed if they get to it before its activated.
While this sounds like it could make the game more interesting, it's also adding an extra objective for the killer to defend as well.
We already have some maps that change when certain gens are completed. The Game, Temple.
Why not expand that to other things?
Maybe something on the Swamp or Eyrie changes when all the totems are cleansed, or certain doors open on Haddonfield if certain chests are unlocked.
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@MrHashtagYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2939352#Comment_2939352
I didn't like Rose The Hat and it should be Jack Torrance
Guy with an axe? Where's the power there?
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@MrHashtagYT said:
Candyman, and then FNAF or The Shining that would be cool
Doctor Sleep would be a great chapter, with Danny Torrence and Rose the Hat.
Could introduce new psychic 'Shining' style perks for each of them.
Rose could have a floating sprint power and a Doctor style illusory passive.
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Ghostface because he can teabag back.
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@xBlitzAce1989x said:
https://forum.deadbydaylight.com/en/discussion/comment/2937634#Comment_2937634
I've never had this problem on DBD before. I've also never seen someone just disappear the way he did. The fact that it was during a chase is extremely SUS not to mention that he was standing next to a tree.
"Dissappearing behind a tree" doesn't really fit with any cheats.
It does fit with what happens when you're lagging.
It's more easily seen in the chase a bit earlier than that, where the survivor runs into a wall and just keeps running in the spot, then all of a sudden 'teleports' around the corner.
Because your ping is so high, the game doesn't have regular up to date information about where the survivor is and whats they're doing, so it's just assuming they're going in the same direction they were in the last dara packet received and extrapolating that route.
In reality, the survivor wasn't running into the wall at all, they were always running around it, but you only received information about there movement briefly before and after they encountered that wall.
Likewise, the survivor likely never even ran behind that tree at all, but the trajectory they were going in at your last received data packet would have put them there.
The game 'caught up' at the moment they appeared to run behind the tree on your screen, and their actual location was updated.
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@RequiemLestat said:
@MrsGhostface That's what we all thought with the Pinhead license and the hook tease we got. I even allowed a vain hope that The Artist was Daniel Robitaille. The 6 would have to be upside down with an elongated curve for it to be juice flowing. But we can all hope, though. People seem to think the new killer will be spider based.
People said the previous killer would be spider based too, and the one before that.
Ultimately there's a ton of breadcrumbs left scattered to throw us off. Too much noise to make out the pattern.
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Absolutely not
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2938610#Comment_2938610
Of course I'm gaslighting you.
That's obviously the reason I made this entire thread before you were even posting in it!
Slipped @bm33 $5 to sweeten the narrative, and boom, it's paying off.
Huge /s
I already said how I got mine before your previous post. So no I'm not saying you were reading my mind or anything.
And you quoted my post explaining how they work, to (incorrectly) say I was 100% wrong.
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@GoshJosh said:
It’s not an achievement because it is entirely outside of the user’s control. Thank God it isn’t.
I dunno, run Ruin, Undying, NOED and Penti, wait until all the gens are done, slug everyone but one and wait for them to cleanse NOED (or don't wait at all if NOED didn't trigger at all), then while everyone is slugged, go around and reignite your totems.
Doesn't seem that much more cumbersome than a few other achievements.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2938576#Comment_2938576
Can 100% confirm over multiple games as Wraith that the DO NOT spawn if you just try to find them first w/o doing anything.
It's statistically (near) impossible for me not to have found any over 3 games with 150% m/s combing every corner of the map.
I mean, I can 100% confirm that they do... are you gaslighting me?
I can't rule out other bugs? But it's not just because you're a Wraith, or because you haven't completed some hidden objective.
It works as I said, or at least that's how it's supposed to work, and how it did work for me.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2937104#Comment_2937104
https://forum.deadbydaylight.com/en/discussion/comment/2938506#Comment_2938506
They either move around (unlikely) or they spawn after some condition is fulfilled. I think it may be related to hooks and / or repaired generators. I haven't seen a single glyph at the start of the game but I have found them in places where there previously wasn't one after the game went on for a while.
🦆🦂
Nope, they simply spawn over possible, but unoccupied, totem spawns. They're there for the entirety of the game, but also light up as an aura for a few seconds when EGC triggers.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2938548#Comment_2938548
Make a new and unique character with their own personality and style. Something that feels more genuine and intentional from the start.
Yes lets lock the first LGBT+ character behind a paywall so it looks like you're only doing it for profit, and have them LGBT+ right off the bat so that defines their entire character...
This is why you converse with the community instead of just doing the first thing that pops into your head.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2937960#Comment_2937960
On one hand i agree with you. Survivors don´t get skilled just because they play with their friends. Someone who is a potatoe alone, will most likely be a potatoe while playing with his friends.
However, a 4 man SWF has the advantage of giving everyone Bond, Empathy, OoO, Alert, Dark Sense, Kindred, Detectives Hunch, and a couple more perks for free. Simply because the whole team will know at all times where the killer is, what he´s doing, where totems or Traps are, etc. Which is a undenyable advantage. Even for potatoes. A little coordination can make all the difference. Say, the chased survivor has Adrenaline and the other survivors wait to finish the last gen. Not hard to pull off, but it can have a big impact.
Even that isn't as simple as you make it out to be. Playing DBD well and communicating several vital pieces of information about the location of several things to 3 other people at once over VC are two very different skillsets.
Most of my SWF games sound like this:
"Killers by the shack."
"What? I'm in the shack."
"No I mean the other shack, the building not the killer shack."
"You should have said killer shack."
"Well it's still a shack."
"Killer shack is a specific thing."
"Killer's left me."
"Yeah thanks that was about 30s too late because you two were arguing about what to call the shack, now I'm dead."
"Don't bring the killer to me!"
"I didn't know you were there!"
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@t0007319 said:
https://forum.deadbydaylight.com/en/discussion/comment/2937896#Comment_2937896
I feel like this is why the community thinks David Kings lore was changed just for PR then
Which community thinks that? Are you generalising?
@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2937900#Comment_2937900
Definitely a thought at the back of the mind.
How would you go about implementing sincere representation in a way that doesn't seem like just PR then? You might start by discussing how to do so with a community of LGBT+ gamers. Funnily enough, that's what they did.
If anything about this seems "just PR" I can agree the tweet announcing it was out of the ordinary, as they don't typically announce lore details in that way. However it was a detail that the community in question would want to know about.
Maybe a less grating method would have been to announce it in a tweet a little while after it was available to read. Say, today for instance. "Btw guys, you might have noticed... blah blah, we worked with GaymerX to... etc.".
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I got all five in one game on Haddonfield, as Wraith.
Stumbled across 2 or 3 during the course of the game, picked up the rest after they were illuminated by EGC.
Sorry folks, if there is a bug (I'll assume there is over the alternative of other players beating you to them every single time), it has nothing to do with being Wraith.
