Seraphor
Seraphor
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- Seraphor
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"Please don't assume all survivors are evil because you were bullied once, because clearly all killers are evil because I was bullied once."
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You have reminded me that David Bowie once lived. Thank you.
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Reduce the rate at which flashlights consume charges while on.
Add in a default minimum charge spent whenever the flashlight is turned on.
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@gentacle said:
https://forum.deadbydaylight.com/en/discussion/comment/2937844#Comment_2937844
I disagree ever since they decided that iron will should trump stridor. Killers have strong perks but the meta is preventing the game from being over in a flash while survivors get to use their strong perks. Killers get the 30 seconds that they lose from an optimal dead hard back from slowing the game down. If killers had real chase perks that didn't need to be loaded somehow things might be different but then survivors would be going down asap and still probably not be happy with it.
PWYF needs to be charged. Coup needs to lose generators. STBFL needs to be charged. Spirit fury needs to be charged. Enduring buys you an extra 1 second to kick a pallet or chase around an unsafe loop. Brutal strength probably shouldn't even be mentioned. Bamboozle is good except for when RNG decides to put two strong loops next to each other, or you get sent to the game. I guess beast of prey is technically a chase perk but lol. Blood echo needs certain conditions to be fulfilled (is it a chase perk if it relies on you to already have won a chase?). Hexes crowd control and blood favor can be destroyed and honestly aren't strong enough to be hexes, but would be crazy if they weren't hexes.
I can't think of any other "chase" perks killers get and they all have disadvantages or counter play or some other downside.
When it comes to direct counter perks, it's still in the killers favour.
Stridor works against all four survivors, but a survivor bringing Iron Will only benefits that survivor.
Survivor perks are generally therefore worth 1/4 of a killer perk.
There are exceptions of course, big ones being Boons.
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That reception desk vault isn't loopable, even with the window there. It's a death trap.
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@randonly said:
Idk about instantly open the gates, but allowing them to have a small speed boost to opening the gates wouldn't be a bad idea. At the very least it'd fit thematically.
The thing with opening chests faster is that in order to get any value from opening a chest, you would need to swap your key for the item inside of it, unless you leave the item there for someone else to take. Although if you find a medkit and heal yourself up with it, and then take your key back, I guess that would be pretty useful.
By instantly open the gate using the key, i meant take the same time to open the hatch - 2.5 seconds of animation with the key (just to avoid opening the gate in the killer's face and not getting punished).
And even if it took less time to open the gate, I don't see so much problematization, because in order to open the gate it means that all the generators were made or only one survivor remained (and the hatch was closed) - the animation always starts from 0 when reset and once it completes the gate goes to 100% automatically.
In a hypothetical scenario where Killers are using a full EGC-focused build, even here they wouldn't feel much difference, not least because the mandatory perk in this niche is no way out (with Noed, Blood Warden and Remember me), which blocks interaction with the gate (removes just a little bit of pressure from the remember me perk once the gate is unlocked ).Just noting that killers have full access to items that survivors are taking in the match, it's quite easy to replace one of the perks with Franklin's Demise
The most affected alone would be Remember Me, but 1 item to counter 1 perk alone isn't a big deal.
about the green key... well, it is already an underappreciated item, and it just wouldn't be worth spending time opening chests with it if... another green key appeared (quite unlucky).
Ps: There could be a new addon for keys to increase the rarity of items obtained from chests, stacking with Plunderer's Instinct. So, would be worth spending on the green key these addons, and even fully depleted (using the aura reading addons), it would still open chests instantly
Can we all take a short break to appreciate the use of the term "problematization" please?
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For all of his automatically placed traps, have them always spawn within 10m of a gen.
More likely to be useful, and easier to pick up if not.
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@Wrecked said:
I’m not sure about every character, but I’ve always personally viewed Claudette as being Asexual. She reminds me a lot of a girl I used to go to school with (both in looks and personality) and I recently found out that she is in fact, Asexual.
Am I onto something? 👀
I think DBD may be based on your life.
I would be very concerned. Watch out for fog...
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We've been begging for years, it's got to happen at some point.
I know Tony Todd is onboard, but I think it's MGM/Amazon they need to deal with.
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@Valik said:
IMO Thanataphobia needs to be reworked for this exact reason.
I hate how it gives a sizeable debuff for injured teamamtes (ok) but then it's completely useless when they die? Isn't this supposed to be the perk about being afraid of DYING? And yet the closer survivors come to death, the less actually afraid of it they are.
It should probably be a perk that slows down survivors action speeds depending on the severity of teammate's conditions. Like - Injured teammates confer a 3% debuff, Dying confers a 6% debuff, Hooked confers a 9% debuff, Dead confers a permanent 12% debuff.
At that rate, instead of gaining maximum value for 4 injured teammates, the greatest value is when survivors are at their worst. 1 dead survivor and another on the hook as the other 2 are injured? Fear of Death. 27% speed debuff.
But this also means that getting everyone injured with the Legion or Plague isn't an automatic 1/5 speed slowdown. Instead of 20% for everyone injured, it's only 12% - 15% when you 5th hit and put someone into the Dying state and 18% while they're hanging and everyone else is spread out.
Legion isn't the problem, it's that Thantaphobia is a little wonky.
5% slowdown per injury is nice, but not super strong. Punishing a killer for getting kills is a bit strange and kinda goes against the theme. Might as well get two birds with one stone.
This is the sort of snowball effect they want to avoid.
Eliminating a survivor already means overall gen progression is reduced by 25% permanently. There's one less survivor to do gens!
If you assume at any time one survivor is occupied doing something other than gens, being chased, hooked etc. then a dead survivor is a 33% repairing decrease.
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Killer perks are generally stronger than survivor perks.
I could get on board with a fifth perk, if they completely reworked Hexes and made it a dedicated Hex slot.
But that's unlikely now we have their counterpart Boons.
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The amount of MMR lost or gained depends on the relative difference between your MMR and the killers MMR.
If the killers MMR is higher than yours, then you lose less when you die, but gain more when you win, because it's assumed the killer is 'better' than you, thus it's a harder challenge.
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Overall, it's not as bad as the old one.
But I have issues. The map should be longer, and narrower. You shouldn't be able to see the end of the road from the opposite end, meanwhile the street shouldn't be 4 lanes wide.
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Careful guys, you might cut yourselves on his edge.
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@FeelsBadMan said:
Its funny how everyone is ok turning the male original characters into gays but as soon as someone wants to make one of the females lesbian the very same people are against it LMAO
Where... has anyone (let alone the "same people" whoever they are) said that?
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@Rythoriak said:
They only show up where totems can spawn. Anyone on the map can collect them and then it's gone.
*Anyone who also has the same challenge active.
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You don't.
I had a Ghostface match the other day, 3 hooks, no deaths, 5 gens done. Turned it around into a 3k due to over-altruistic actions.
I had a match against Clown, 2 survivors DC'd for no apparent reason at 5 gens. Me and the remaining survivor managed to sneak about and kite the killer enough to get all 5 gens done between us.
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Depends whether or not their Candy Crush reskin has been profitable or not.
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@Killmaster said:
I'd rather players be allowed to decide each character's background for themselves.
I mean, we have lore in the game.
You can choose to not read it, and have your own headcanon, but these characters do have a canon background. Those backgrounds include ethnicity, religion, cultures, politics, there is no reason to exclude sexuality from that range of representation, especially when several are already in heterosexual relationships. That ship has sailed long ago.
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Dude, mathing this out isn't going to win me over, it doesn't mean all that much. If you read my previous post you would have realised that.
Oh no, you've lost 2.7 seconds in a FIFTEEN MINUTE LONG MATCH.
That doesn't matter for survivors, at all.
It matters for killers because every second counts when there's four survivors smashing out gens. but survivors can literally crouch around the edge of the map for the whole game and still win.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2937016#Comment_2937016
How does that confirm anything? I thought everything is up in the air until its confirmed by the devs.
Confirmed by the devs, via the lore in the game.
It's not all about the tweet.
David isn't gay because of the tweet, that would be the cheapest, laziest thing they could have possibly done. No, its written into his lore, which is now in the game itself. That's what makes his character.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2937013#Comment_2937013
What am I not acknowledging again? Sorry I'm trying to keep up.
Sally (The Nurse) had a husband.
Felix has a wife!
Confirmed not gay!
And there's more than that I don't remember off the top of my head.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2936996#Comment_2936996
Yes. If the rest of the roster is ambiguous still, isn't it possible? I guess you can say it may be less likely for some but so far we only have 1 confirmed sexuality. It really only matters to the individual consumer at the end of the day.
"we only have 1 confirmed sexuality"
@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2936895#Comment_2936895
*excluding those character that have been revealed to have meaningful heterosexual relationships, but those you don’t wanna acknowledge…
"don’t wanna acknowledge…"
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/2936988#Comment_2936988
You're being really unhelpful. Just because you get lucky doesn't mean most people are. It's not about skill. It's about LUCK.
It sure is.
You're not expecting to get these done in a single game are you? They're CHALLENGES.
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You call chests a noob trap in the same post you say "Flashlights are useless"? Lolwut
Loads of good players open chests, I raid chests all the time, and they don't get me or the team killed. You're either obsessively seeking optimisation for a top MMR bully squad, or you're nowhere near as good as you think you are.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2936908#Comment_2936908
You don't know what they are! They could be gay too.
Literally proving their point...
"but those you don’t wanna acknowledge…" literally refusing to acknowledge it...
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2936581#Comment_2936581
Definitely not. Chests are a horrible was of time right now. I don't want keys to interact with chests, because chests are such a waste of time that it will make keys a waste of time by default.
I would say that Keys should give you aura effects for the entire match, such as the wedding band already does. Plus Keys have always been associate with group aura reading abilities already. Let the addons modify the aura reading affects, wedding band lets you also see the OoO. Another addon might give you After-care. Another add on my increase the aura ranges. Another lets survivors see you. Etc etc.
- Green Keys - Empathy
- Red Keys - Bond
- Purple Keys - Kindred
If keys made opening chest quicker, they wouldn't be such a waste of time...
Plus what happened to "survivors need more objectives"? Use the chests, they're in the game, this would make them more useful.
Again, why do keys have aura readings? It makes no sense, and we already have an aura reading item, MAPS.
If you want Kindred, run Kindred. Bond? Run Bond!
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"Have survivors escape the trial while you're still alive x times"
Easy, you just make sure you hang around while others escape.
"Repair 4 generators while using Dark Sense in a single trial."
Bring a good toolbox, Prove Thyself, Built To Last, and make an effort to repair gens. It is after all supposed to be a challenge.
"Green Glyphs that other survivors can steal from you."
Literally easier than totem challenges.
"Add stun the killer to that list."
Decisive Strike, Head On, Blast Mine.
I've literally done all of these as a solo survivor. Git gud. The game isn't going to play itself for you.
The only one that's remotely tedious is: Unhook a survivor who unhooked you earlier in the trial x times.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2936862#Comment_2936862
Sorry you feel that way about me. I just personally think things like sexuality of fictional characters is best left to the consumer. I know the world I live in. I know this world is insanely diverse and that no 2 people think or see things exactly the same. David King is now in a different light for a lot of people. I know he is also in a better light for some people too. The thing is it has caused both negative and positive discourse between the community when this would have never happened had David King, as well as the rest of the roster, remained ambiguous.
But this wasn't an issue when characters had been unambiguously revealed to be straight...
Whether you realise it, or would like to admit it, you have a prejudice against homosexuality.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2936350#Comment_2936350
I think I've been labeled a racist, homophobe and reductive homophobe in the span of about a day just voicing my opinion about David's sexuality. 🤣 I wonder if I'll get a 4th label by the end of today.
You can identify with whatever you want. I'm not you. I don't think like you. I don't reason like you and I don't label people like you. You and I are very much different so it comes as no surprise who I choose to identify with in fiction will be very different from who you do.
I mean, you've expressed a clear double standard when it comes to whether a character is revealed as gay, or straight. If that's not homophobia I don't know what is.
Maybe a little introspection is needed here. We all need to learn when we're wrong.
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Grind reduction, specifically:
@Seraphor said:
Another option:
When unlocking a teachable perk, that perk because automatically available for all other characters ta tier 1.
Essentially, this removes all tier 1 perks from the bloodweb, so only tier 2 and 3 ones will show up, reducing the grind by 33%.
It also means that you don't need to fish through countless bloodwebs to get a version of the perk you want, you will always have it available at tier 1 at the very least. Only if you want to power that perk up to tier 3 do you need to grind it out of the bloodweb, which will still be 33% easier to do.
Additionally:
New players should get a newbie BP bonus. Perhaps up to level 50, or Devotion 1 or something, you get +100% BP.
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@Kaitsja said:
I don't think MMR decays over time. Not 100% sure on that, but it definitely doesn't feel like it does.
It doesn't, but they increase the soft cap over time as more people reach it, and players at your level will gradually increase their MMR the more they play, overtaking you.
This likely has no effect if you're already at a very high MMR, because the top MMR bracket is pooled to facilitate reasonable queue times.
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Milo charm incoming!
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How did you find out your MMR?
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Another option:
When unlocking a teachable perk, that perk becomes automatically available for all other characters at tier 1.
Essentially, this removes all tier 1 perks from the bloodweb, so only tier 2 and 3 ones will show up, reducing the grind by 33%.
It also means that you don't need to fish through countless bloodwebs to get a version of the perk you want, you will always have it available at tier 1 at the very least. Only if you want to power that perk up to tier 3 do you need to grind it out of the bloodweb, which will still be 33% easier to do.
Additionally:
New players should get a newbie BP bonus. Perhaps up to level 50, or Devotion 1 or something, you get +100% BP.
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@Chilli_man2400 said:
after playing him I found out what his problem is with reveal. It’s the stupid affect how the reveal doesn’t reset instantly when Ghostface is not seen anymore. It stays so it doesn’t go away. Removing that would possibly make him better
It's hard to tell exactly how much, but presumably it's a bit like Tricksters lacerations. The drop off just needs to be tuned up a little.
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Honestly doesn't feel that different to me. Had about 5-6 games with him the last couple days, mostly got indoor maps, decent success rate and fun games. Getting revealed is a risk, so you put obstacles between you and survivors to prevent that. He sucks on outdoor maps, but that's always been the case.
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Hex and Boon reworks:
Boon Totems are destroyed when snuffed out, making each Blessing a one time thing for a maximum of 5 Boons per game. In return, the killer gets no noise notification on blessing and the range of the sound they make is reduced by half.
Hexes are all reworked into a 5 point sliding scale, maximum power at 5 totems on the map. Regardless of which or how many Hex perks are running, all 5 totems apply to all relevant perks. e.g. NOED: when the gens are done, you get a token for each remaining totem, each basic attack instadown spends a token, NOED ends when out of tokens. e.g. Ruin: 5 totems = 200% regression, 4 = 150%, 3 = 125%, 2 = 100%, 1 = 75%.
Key rework:
Keys no longer display aura's instead they interact with chests as a sort of item-wildcard, reducing the time taken to open, and increasing chances of a rarer item, add-ons can increase speed/rarity, but can also guarantee a certain item type (medkit/toolbox/map). Got no medkits? instead of spending 250k+ BP for a green/purple medkit, bring a key with a medkit add-on.
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I rarely ever encounter a Nurse, and when I do, there's a 50/50 chance it's either an eldritch god or a total potato.
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Additionally to the comment above, if it can still open the hatch, why not just keep it as a key?
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Keys and/or Maps need to be reworked entirely. It's bizarre that there are two items that basically do the same thing (outside of opening the hatch which is now very niche)
I think Keys should interact with chests. They decrease the time it takes to open them, and increase the chances of getting a rarer item from them. You could use an add-on to guarantee a medkit/toolbox/map. Unlocking consumes charges, and all keys could still unlock the hatch, so you're gambling on rolling a better item from a chest in exchange for giving up your hatch escape.
They would essential be a wildcard item, that you could use to choose your item providing you 'get it yourself' from a chest. So sure, you could roll a purple medkit on toolbox via the bloodweb and bring that in, but if you run out of toolboxes and you want to bring one into the game, instead of spending 200k BP trying to fish for one on the bloodweb, you bring a key and a 'toolbox-add-on' and try your luck from a chest.
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2936388#Comment_2936388
Is cleansing the new meta against her? I see that way more nowadays?
Generally if one survivor cleanses (rightly or wrongly) you may as well all cleanse and attempt to over saturate her power. Once all pools have been corrupted they all become clean again and she loses her banked corruption.
You can play around her power in either way, she's either a tier 3 myers, or a huntress with rapid fire hatchets. If you can avoid a Huntress or dupe Trickster, you can deal with a corrupt Plague.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/2936342#Comment_2936342
I think most survivors aren't hoping thousands of killers change their tactics out of a sense of common good for the health of the game. All this mountain of negative feedback about the enjoyment of this playstyle is aimed at the developers in the vain hopes that they will change something in the game to discourage it.
My favored approach would be to increase gen speeds while a killer is within 30 meters of a hook and no other survivors are there.
Every attempt at policing killer behaviour so far has backfired and ended up being abused by survivors.
Even this suggestion can be. If one survivor gives the killer a reason to be near the hook by looping or going for the save, then the other two can smash out gens.
The best way of making camping (or tunneling) less likely is to make it less desirable to the killer, by making the alternative more desirable.
The best anti-camping perks in the game are ironically the ones survivors like to moan about: BBQ, Devour Hope, Make Your Choice.
Now the opposite of your suggestion could make a very good anti-camping perk. A gen regression perk like Ruin-lite, that only triggers after a hook for say 60 seconds, but only if you're 24m+ from said hook.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2936073#Comment_2936073
I disagree completely. Making a new character for DBD's first would be lazy and reductive. They'd be brushed off as the token gay character, and "being gay" would probably be all that the character was about. As a gay guy I am very tired of characters whose entire persona is about the fact that they are gay. For DBD's first one I think its great that they had David come out as it where in his backstory because there was already so much else to David he's just also gay.
Going forward from here I'm sure there will be more LGBT+ characters and I'll welcome them, but I'm glad the first one wasn't just a character designed from the ground up just to be gay.
It's also far more relatable and comparable to the reality of most LGBT+ individuals necessary coming out journey.
Nobody comes out of the womb flaming, they have to discover their sexuality later in life.
In fact it's usually those like David, matcho, non-camp, etc. that end up coming out later in life.
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Survivor hitnox is always an upright sausage and looks a bit like this:
The size and shape never changes, only the position and thus speed of the vault and how fast you clear the vicity is the main factor.
Animations can be misleading, just look at the image above and see how Dwights head and arms are outside, while there's an empty hitzone behind his back.
You can imagine your sausage shaped hitbox and slowly phasing through the wall at the same time as your vaulting animation plays.
The only really janky thing about vaults is when you vault from a height. It will show an animation of you falling, but your hitbox actually remains at the height you dropped from until the moment you hit the ground.
This results in "hits through windows" that seem like they shouldn't land much more often than if you're vaulting on level ground.
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@Dabrownman1812 said:
The issue with me is laziness. As a writer I think it's lazy to just slap LGBTQ on a character because there's lots of fan art. I don't care for sexuality to be noted, but if it needed to be, why didn't the devs make a new character? The anniversary character could've been lgbtq with their own chapter, lots of love. The next tome could've been their tome. It seems more like they're embracing fanships than genuinely creating something. A lazy afterthought to virtue signal while they lie about mmr on a dev stream. I love this game but I hope the relationship with the community gets better.
Yes lets lock the first lgbt+ character behind a paywall, that definitely doesn't scream "pandering for profit".
Imagine spending 2 years researching, discussing with communities about the best way to implement lore, then you get called lazy.
The only thing lazy here is the argument you only put 2 seconds of thought into.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2935509#Comment_2935509
I suspect that the endscreens of 2 matches overlapped. But that doesn´t explain the rest of the match.
"Two matches overlapping" is an error with precedence.
I once saw the killer from one match swapped with the survivor of another.
The 5 survivor game ended instantly, the other game had Deathslinger and Nemesis v 3 survivors. Except Deathslinger was throwing hatchets.
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@Flopsy said:
I think the application of the green glyph being interactable is inconsistent.
In one game, two of us were already dead, on Yamaoka, and there were gens left to do (2 or 3 maybe, I don't remember). I found a green glyph near a gate and was able to interact with it even though it wasn't EGC and the gens weren't done.
Most of the time after that, in several maps I was able to hear the green glyph activate in certain areas, but couldn't find them. They only were revealed after the gates had been opened and EGC started.
The glyphs are available the entire game, you just see their aura at EGC.
If you could hear them but couldn't see them, you just weren't looking hard enough.
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@amazing_grace said:
From what I heard, for each person who has the challenge active, it spawns 2 green glyphs. It seems like though that anyone with the challenge active can close it... so yeah. Anyone claiming more than 2 in your game is probably stealing your glyph. Good luck all
Is this accurate?
If so, whoops, I got all 5 in one game.
I haven't seen any glyphs sincecI finished the challenge, so I don't believe you can interact with them unless you yourself have the challenge.
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Imagine if gens started running away from you when you got them to 90%, and they were faster than you.
That's what it would be like for killers if you could reliably avoid getting hooked.
Hell with things like DH, BT, DS, that IS what playing killer feels like.

