Shroompy
Shroompy
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@M1MASTER said:
No.
This is just another stupid oversimplified argument that obviously doesn't take into account how easily counterable he is by survivors with brain cells.
How is he easily counterable by Survivors now? That aspect of him never changed.
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sick.
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@ReginaldVonBartlesby said:
https://forum.deadbydaylight.com/en/discussion/comment/2721539#Comment_2721539
It's not just endgame chat though, I just get insulted for playing and winning games as a killer in general, I honestly don't know what I'm doing wrong, I don't tunnel, facecamp, or cheat in anyway, I don't know what I'm doing wrong.
who is insulting you besides people in endgame chat?
Besides, its just generic toxicity in games. Dead by Daylight is unfortunately not exempt from this
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If these things are bothering you, I'd suggest just turning off end game chat
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@StarLost said:
- I'm able to stall the game out essentially forever while still being within the 'rules'.
- I'm able to gain a substantial bonus to information and coordination without inflating my MMR.
- I routinely lose games not due to my own errors or the skills of the other side, but because someone else played poorly or gave up.
- I often feel like I personally have little control on the outcome of the game.
- I give photosensitive players headaches.
- I don't get enough BP on games where I lose.
- I control how the game plays out mechanically.
- The vast majority of my perks are boring and unengaging, even the powerful ones.
- I enjoy map offerings and further hook offerings.
- I tend to DC a lot.
- I wish I could play against a wider variety of opponents.
- I think double locker flashlight saves, pseudo-infinites and unhookable deadzones thanks to a single sabo are fair.
- It's expected to let me also win if you are winning.
- The other side often has the power to determine whether I have fun or not.
- I spend way too much on cosmetics.
- I'm not always aware of how frustrating it can feel to be on the other side.
- I should really play more of the other side.
https://forum.deadbydaylight.com/en/discussion/comment/2719505#Comment_2719505
- I wish I could use my 4th perk slot, but it's permanently dedicated to reducing the BP grind.
- Some of my addons are going to have to get nerfed.
- I routinely try to give the other side a partial win.
- I control how the game plays out narratively.
- I'm so used to being nerfed despite my character of choice being mediocre at best that I try not to enjoy myself too much.
- Most of the game's quirks, imbalances, nerfs and extant bugs cut against me.
- It feels like I'm held to an honor code that the other side isn't.
- I'm constantly paranoid about griefers, hackers and SWFs.
- I cannot hear the opening bars of the Halloween theme without shuddering IRL.
- I wish that I could play the character I enjoy and still feel like I have an equal chance of winning.
- I sometimes expect someone to pop out from behind my couch with a flashlight when I pick up a fork after dropping it.
- If I provide feedback on the game, the other side will paint it as partisan hatebaiting.
- I'm not always aware of how frustrating it can feel to be on the other side.
- I should really play more of the other side.
https://forum.deadbydaylight.com/en/discussion/comment/2719684#Comment_2719684
You're not helping.
https://forum.deadbydaylight.com/en/discussion/comment/2719652#Comment_2719652
You're not helping either.
- DH isn't a free win, but it can amount to a third health state if used correctly and if BHVR can't fix the validation issues eating powers and giving fake hits, then DH will need to be rebalanced to account for this.
- Moderately safe? That's fine, as long as there's some way to play around it. Being 100% unhookable with a single sabo or being able to completely guarantee a flashlight save? That needs fixing.
- Playing your absolute best and feeling like you lost because of your choice of killer/being sent to a specific map isn't fun.
woosh
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Tell me you're a killer main without telling me you're a killer main:
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thank you grandpa
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They never banned modders, they just made the more popular way of modding no longer work since some people wanted to ruin the fun and decided to use it for competitive advantages
As for cheaters they definitely do get banned, problem is DbD keys do go for quite cheap so its not too hard to get back into the game.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2718378#Comment_2718378
you need 15. only killer needs 16. and you can pip but die. you know if you can pip with 2 survivors escape?
Even with 15, they still can't double pip
Also you absolutely can still pip with 2 Survivor Escapes
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@Thrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2713920#Comment_2713920
when your role is survivor why isn't it reasonable to get double pips and not survive?
At Iri you need 16 points to double pip
If you die you can only get a maximum of 14
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2718153#Comment_2718153
I don't think that many were that worried about Expo, it was more Overcome (which I maintain that if DH got nerfed, you'd see a lot in SWFs).
Old Undying was fine. The issue was Ruin.
Aside from Ruin and maybe Devour, which other hexes were even a mild concern with Undying?
There were definitely complaints about Exponential, as well as Overcome.
Old Undying was powerful with Ruin and pretty much only Ruin, just like how people say Boons are strong but really they only mean CoH, Shadow Step and Exponential are fine
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2717956#Comment_2717956
Technically yes, but not equally guilty. There are levels.
I often see killers who are conscious about tunnelling and camping (i.e. avoiding it deliberately). I've yet to come across any survivors who even acknowledge faults on their side, let alone play to avoid it.
I often see killers giving hatch and escapes, just for the sake of it. I very rarely see survivors giving the killers any free hooks, even for bbq stacks when everyone's chucked in cakes, etc - not saying it never happens, but it's an exceptionally rare event.
Almost every time a new killer comes out, we see the survivors crying that they're OP somehow... they have no counter-play, blah blah blah. Yet when survivor perks are released that are OP and literally have no counter-play (boon totems... grants everyone healing, at double speed, and an indicator so all survivors can see where to go, all in one perk that one survivor can carry, which the killer has to somehow find and divert themselves away to stamp out, for it to only be relit again), then they're quiet. And many will go as far as to say that it's fine... on top of DS, BT, and all the other 2nd chance perks they need.
The two sides are not the same.
Again... this goes both ways...
Reason why you dont see Survivors giving away free kills is because that is a large portion of their BP, 5000 to be exact.
This happens with killers as well, remember Power Struggle? Buffed Lucky Break? Reworked Built to Last? Boon: Exponential? Killer mains immediately start typing away without any proper play testing.
Also you had some people say that old Undying was fine, when it clearly wasnt. Not to say Boons are fine, they definitely need tweaking.
So yes, both sides are the same. Theyre both equally as guilty
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@PlaysByShady said:
"Killer propaganda"... love it, it's something survivors never get accused of.
Same with bad game practices... killers camp, tunnel, blah blah blah. All bad. But survivors will never point the fingers at themselves for bad/unsporting gameplay, because survivors can do no wrong (which includes being unable to cry in unison for killers to be nerfed... leading to the situation we have now)
Both sides are guilty of this
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Winter Solstice
Hallowed Blight / Midnight Grove
Trickster PTB
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2717613#Comment_2717613
Not my fault they broke haunted that's on them not me then they decide its a good idea to be out in the open.
And its not the survivors fault if you don't know how to properly manage your time
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2716765#Comment_2716765
Nemesis has zero mobility options
He does quite a few things well, sticking on a survivors tush is not one of them
He may not have zero mobility but he keeps the pressure in chase by sticking on a survivors ass
Think about it, killers like Pyramid Head, Huntress or Trickster may be able to damage over pallets but after they need to wait a bit for their recovery and then break the pallet, Survivors gain A LOT of distance because of this, but with Nemesis they only gain the normal amount of distance from a normal M1, slap on STBFL and he becomes even more scary in chase.
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MoM, CoH, Overcome, Breakout
Run that with a Sabo box and youre gonna get easy stacks
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Nemesis is a killer that shouldnt have a problem to catch up to Survivors. In fact he's probably one of the best killers to stick on a Survivors ass.
If youre in Tier 2 or 3, when ever youre faced with a situation where you can whip a Survivor or a pallet, unless theyre already injured and infected ALWAYS break the pallet. This way Survivors dont gain nearly as much distance
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@ScottJund said:
It actually used to do this. For example, if you chainsawed a pallet as a survivor was vaulting it, the pallet would break and the survivor would go down, every time. When they added dedicated servers, they broke it and never fixed it.
I see it as breaking it in a different way, when this happened the survivor would never scream they just kinda instantly plopped on the ground
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Most of the time I just mess around with them. If you ignore them and dont let them have their fun they usually make sure you dont have fun either by holding the game hostage.
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dont you know?
That little guy is practically a heat seeking missle
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2716591#Comment_2716591
this was great, mant did break the pallet and also injure/down the survivor, I want this back
Well I dont know about the double wammie comin back
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Yeah honestly have no idea why these powers prioritize breaking the pallet over the survivor
it wasnt always like this, it once worked the other way around
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Meg, Claud, David, Kate, Yui, Zarina and Jill are my go to's
Al though I play Meg the most, shes the very first character I got to P3 and the very first character I got all perks on, was a big achievement for me at the time
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"Prediction Scripts"
lmao
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Back in August to Early October I was actually trying to write a post similar to this, where I created my own DbD by mainly attempting to fix some of the core issues within matches, mainly the common frustrations like camping, tunneling, gen speeds and the feeling of repetitiveness. As well I wanted to add more objectives.
I mainly wanted to focus on repetitiveness and gen speeds, I did this by making the game have 3 main stages, called Early Dawn, The Exchange, and Endgame Collapse. As well as making the killer have more control on the flow of the Trial, if they were performing well the Trial would progress much faster. Now usually this is a bad thing for killers how ever the changes I had planned would change that.
Early Dawn was a set up period, gens were blocked, totems were invisible and the killer would be Undetectable. After the killer would get a hit, or after 60 seconds have passed Early Dawn would be over. The Trial would then be in Limbo.
Limbo is a stage of the game similar to what we have now, both sides dont have anything other to worry about other than their objectives.
After the first stage of Limbo was over, The Exchange would begin. During The Exchange a random "Event" would begin, an Event would force both sides to pause their normal objectives and focus on this one, if they successfully beated the other side they would be rewarded. After the Exchange is over, the trial would once again be put into Limbo.
I had a whole new mechanic which I briefly talked about but didn't give a name, the Entity's Satisfaction. This mechanic controlled how fast the Trial would advance into the next stage and served as a secondary objective for both sides. Survivors would want to dissatisfy the Entity while Killers would want to satisfy her. This mechanic heavily influenced the final stage, being The Endgame Collapse
Depending on how satisfied the Entity was, determined how much time Survivors had before they would be sacrificed. In my version of the game the Collapse could start even if there are generators remaining.
There was a lot more, this was the main gist of it, I stopped writing it since I realized just how ambitious it was and kind of made me sad lmao
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That CoH isn't the issue
Healing in general is
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2715513#Comment_2715513
In my defense I was really tired.
No worries brother, I understand lmao
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@Sepex said:
I thought the whole 'Change my mind' meta was over...
read the title again
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Probably Charlotte's Sickle
The sharp edges only seem to be on the inside of the blade, the thing might as well be a donut shaped club
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@Uriah119 said:
https://forum.deadbydaylight.com/en/discussion/comment/2692403#Comment_2692403
Different perspective, same game. I’ll have matches where I can be chill and just have fun. Then I’ll have some where I’m struggling for first hooks on people.
I mean yeah, that happens. You're not meant to dominate or win every game, you just gotta move on to the next
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Trickster
Billy
Nemesis (al though Wraith might actually take this spot very soon...)
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I dont doubt you go against subtle cheaters from time to time
But I dont think you go against them as much as you think, some times you just get outplayed
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Merry Christmas to you too!
To all of you <3
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2712423#Comment_2712423
That's not bad game design because you could still predict where he shot.
Just because bad survivors couldn't figure out proper shot angles or couldn't read people properly doesn't indicate bad design.
just predict the dead hard 4head
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welcome to Dead by Daylight!
Where fun is not allowed, if you are having fun then expect numerous messages telling you you're in the wrong!
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2714280#Comment_2714280
As with everything - it depends on the implications. Honestly, I'd just fix both.
The spot on Gideon has been fixed with the rework
But you can still swing over some pallets like on Haddonfield and The Chapel
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Best Chapter has 2 contenders imo
Demise of the Faithful, since it brought probably one of the most balanced killers in the game (after a few buffs) and meta changing perks, Jane was also a nice addition and Head On remains to be one of the most fun perks in the game
Cursed Legacy brought along Oni which is a fan favorite, probably has one of, if not the best sound design in the game and has a power that has a pretty high skill ceiling. Yui is also a pretty cool survivor with pretty fun perks.
For worst chapter, Im gonna have to go with Darkness Among Us
Legion has probably been the most unhealthy killer this game has ever seen, your skill as The Legion or as a Survivor didnt matter, not to mention the infamous Moonwalking Legion "tech" and infinite Mend bug which plagued the game back then.
It was probably the 2nd worst chapter launch right next to A Binding of Kin in terms of stability, since they updated the engine and lots of things broke. I still remember having to deal with invisible survivors or killers for months all while having fewer frames.
It also showcased the devs had no idea who to listen to, so in a PTB they didnt address his issues but instead buffed them by reducing the Deep Wound timer if the survivor was already injured while hit in Feral Frenzy. Paired with Stab Wounds Studies and Franks Mixtape you could basically double tap a survivor and there was basically nothing they could do other than pray to who ever they believed in.
Legions reign luckily didnt last too long, and thank god for that
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^ What the person above me said, but it also only limited to 36m
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2714317#Comment_2714317
I already use SB, it's as good as DH if you know how to manage your exhaustion.
But to come back to the thread, I wouldn't mind. Experiments are fun IMO. I remember we had a week-end without Bloodlust. I was pretty new at this moment, I didn't notice the difference (I was extremely bad, it didn't change anything to me because the Killer caught me before Bloodlust could even starts its first tier).
I'm doing the experiment for myself as I stopped to run DH a couple of week ago. It doesn't feel as terrible as I'd think it'd be. I even feel better as I enjoy SB more, but I know it's purely subjective.
Ive always seen Sprint Burst as the stronger perk, it allows you to be safe in places that otherwise wouldnt be because the nearest safe pallet/window is too far.
But yeah, more experiments need to be done, it allows the devs to experiment and gather data while relieving people of mechanics they dislike just for a little bit
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@Grandpa_Crack_Pipe said:
Everyone's gonna say no, and then everyone's gonna be right here when she drops.
how much you wanna bet theres gonna be posts asking for buffs 19 seconds after the first millisecond the trailer comes out
EDIT: my tired self thought this was fine
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lol
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People would just use Sprint Burst and the stats wouldn't change much if at all
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2712891#Comment_2712891
You literally just compared trash to trash with these statements...I don't see how that gets us anywhere comparing what was dogshit back then to whats dogshit now...both of them smell like ######### so none of them are better?
Matchmaking was trash before....it didn't get any better when they hyped us up on MMR because balance was broken before they even introduced it. Comp players knew this, which is why tournament rules (RULES THAT EXISTED BEFORE MMR) put such a heavy slant against survivors....like cmon...its common knowledge.
Healing speeds before were broken, so much they needed to do a full rework on healing time, change the way mangled worked, and change a bunch of other healing debuffs. COH just undid the balance pass they already did to healing....like ######### was the point of nerfing self care and changing up insta heals etc....
Stale meta, and you bring up again...things that were busted back then that got fixes later. DS being the main culprit, and theres never been a problem with exhaustion perks (yet.....knock on wood knowing BHVR...) We had one instance where you could move in a 360 while casting dead hard and from what I remember that got fixed....(knock on wood again) And people bringing self care into a match even back then was a huge waste of time. Don't even get it twisted, killers loved when survivors would go SC without any botany bonus or anything else and just sit and spin for 15-20 seconds while you make your way to their other team mates because a lot of the time it was a crutch for bad survivors to not save properly and heal and cordinate with their team mates. AKA a solo queue perk.
Either way it goes...We could sit here for an hour going over what was trash back then, and whats trash now....problem is....why the hell are we still giving excuses for the trash in either timeline like its a good thing? Like ######### are we actually doing?
I'll call your bet, All the complaints that we had from back then are gone....if we pretend they're all gone. But if we actually...and I mean DEEPLY look critically into whats going on now...ITS LITERALLY NO DIFFERENT THAN IT WAS 5 YEARS AGO! 1 Step forward....2 steps back <--Bro...this is literally Korean Micro transaction game logic. 1 Patch to address player concerns, and another 2 patches afterwards to completely ######### up and create new problems you just fixed...
Just fixed healing...no problem lets ######### it up by introducing broken ass healing perks.
Just fixed map size....no problem...lets ######### it up by having our algorithm generate tripple T walls with windows and create cancerous ass maps like RPD.
Just fixed pallets.....no problem....lets ######### it up by adding ridiculous hit validation adding back in pallet vaccumes from 15 meters away.
Just fixed P2P latency by making dedicated servers! No problem! LETS JUST ######### IT UP BY ADDING IN HIT VALIDATION THAT COSTS YOU A STUN WHEN IT WORKS AND NOBODY EVEN GETS HURT WHO NEEDS TO LAG SWITCH WHEN THE GAME DOES IT FOR YOU!
Make it make sense my guy, we both been here a long time....make it make sense...
"I just compared trash with trash" I mean this is about Dead by Daylight's best timeline right?
What is the correlation between Tourneys and MMR? And yeah, Survivors may have "heavy slants" but wanna know something? So do killers! Restrictions go both ways, this goes for perks and add ons.
Healing has always been an issue that just recently got a giant spotlight shined onto it, I will agree it was pretty damn stupid of them and I hope they don't do the lazy route of just nerfing CoH, but reworking healing in general. Maybe adding a cap to healing speeds and a limit to how many times you can heal yourself/others in a match
There are very little ways to abuse DS, if any nowadays. Also Exhaustion perks were most definitely an issue, being able to recover Exhaustion while running meant that Survivor could either Sprint Burst/Dead Hard multiple times in chase, or if they were left alone even for a little bit after a chase they would likely get it again at some point. Pair that with loops that were much harder to deal with and you had a damn hard time. Also do you not remember how bad Self Care really was? People are complaining about CoH, something that takes 32 seconds to set up and actually get a proper heal out of, that can temporarily disabled. Yes it gives it to your entire team but back then almost every one was running Self Care because there were so little perks that were actually worth running. And everyone having access to a 24 second heal when the killer had nothing (Sloppy Butcher didn't apply Mangled at that time) to slow it down other than Thanatophobia, which added a measly 1.8 seconds best case scenario. Also only 4 killers had access to Mangled thanks to add ons, being Trapper, Billy, Huntress and Bubba.
Healing, we've touched on this
Maps again have been a big issue with DbD and I do hope some day we can live in a world that has proper maps
Also I don't understand this whole pallet vacuum thing, if this is how you remember it you might need to refresh your memory.
Hit Validation could literally not give you the scream or blood and then what? Like I agree, it needs to be fixed because it can be irritating. But what happens when they remove the scream and blood? The outcome remains the same, your hit got rejected because you didn't deserve it in the first place.
But hey, I'm just some silly little guy who's own optimism gets the better of him. I'm sure I'll be disappointed some day and join the hivemind.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/2713920#Comment_2713920
Your argument doesn't make sense because the role of the other side is named "the survivor". If you're not surviving yet you're still gaining (supposedly) double pips, then you're not really fulfilling your part yet still getting rewarded like you did.
The difference here is OP is going into the match with the intention to let those Survivors live, and you can still get decent emblem scores while doing so, getting a 2 hook on everybody I believe gives you a Silver Malicious emblem
Just like how if you die as Survivor you can get Iri in everything and a Silver Unbroken
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2713939#Comment_2713939
There is no way to 'deal with it'. If a duo wants to stall the game out doing this, they can do so.
What would be the harm in changing these locker spawns?
There would be no harm in changing these spots
But its like that one pallet spawn on old Gideon you were able to swing over, was it really an issue? or is it just a neat little trick?
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2713920#Comment_2713920
could say the same about a "survivor" right?
I mean, I don't know many people who go out of their way to get killed every single game they play
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ok
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2713918#Comment_2713918
It really doesn't. My MMR is likely pretty intermediate and I've had a 3man SWF use this to basically take the game hostage when only 2 players remained. Flashlights can last a pretty long time with the right addons, and it doesn't take much to blind when it's a 100% guarantee.
I'm quite surprised that this is a hill you are choosing to die on. To my mind, this is about on par with an infinite. Sure, you can sometimes mindgame it and one vault will eventually get blocked, but that doesn't mean it's healthy.
I mean I guess I'm just not dumb enough to fall for these repeatedly, my apologies I'll let them do it to me next time and I'll think about venting my frustrations with a forum post
seems to be what every one is doing anyway, complain instead of learning how to deal with it.
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2713916#Comment_2713916
You're talking like lockers are some type of scarce resource. On maps like MacMillian and Coldwind a lot of tiles spawn with double lockers, and main buildings usually have them as well. It's also not rare for gens to spawn next to those double lockers.
and you're talking like double lockers where theres an angle able to save from is more common than a pallet on the game. The only ones are long wall short walls on MacMillan and I think Coldwind




