Superyoshiegg
Superyoshiegg
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- Username
- Superyoshiegg
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@Steel_Eyed said:
Are all Trappers masks bugged or a specific one?
Just his Iron Chuckles mask, I believe.
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/2161998#Comment_2161998
Yes, i thought we should use "she" when referring to a female character, am i wrong?
Well yes, because the Trickster is definitely not a female character.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2162186#Comment_2162186
This should just be something he has by default.
Mans is looking NICE.
Interestingly enough, his face apparently is changed by his body cosmetic and not the mask.
Here's some other pictures, if you're interested.
This one is his Circus Strongman outfit.
This one is his frozen outfit from one of the last Rifts.
and this one is his default look.
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No, but they glitched one of the Trapper's masks, and by 'glitched' I mean removed entirely.
BHVR stole his mask, can't have ######### in the Fog.
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I reckon it's going to be worse then the original Lucky Break.
Realistically, you're not going to be able to escape the Killer and heal to full in under 45 seconds.
A normal heal takes 16 seconds, and Self-Care takes 32.
Most of the timer is going to be wasted in chase, because the perk does not make you invisible. The Killer can still see and hear you.
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Implying that ranks actually mean anything, when it just takes a bit of consistent playing to reach red ranks, and doesn't really actually require skill.
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I hope it stays.
Killers have complained about the DS/Unbreakable/Sprint Burst/Dead Hard, etc meta for years, but at the same time very resistant to buffing weak perks to add variety.
I'd like to see more perks get the Lucky Break treatment, such as Botany Knowledge, Streetwise, Up the Ante, Wake Up, Lightweight, etc.
Same for the Killer's side. Perks such as Agitation, Beast of Prey, Coup de Grâce, Monstrous Shrine, Insidious, etc could do with some tune ups.
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I don't think anything else would be getting an event in June, because that's when the game's anniversary is.
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@Clopotel said:
Uhh, so it can happen... idk about that, i have 1.3k hrs in the account, don't wanna lose it :(
https://forum.deadbydaylight.com/en/discussion/comment/2155206#Comment_2155206
It's just a disclaimer. I haven't heard of anyone at all get banned for using icons. Like I said, I've been using them for months with no issue, and so has many big streamers.
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The official statement is that they won't manually ban anyone for doing so, but also won't help you if the anti-cheat picks it up and bans you. So a 'use at own risk' sort of deal.
I use custom icons myself, have done so for months and haven't been banned.
If you're looking for a good place to find icon perks, the subreddit PerksByDaylight is a great start. I personally can recommend the Nebula and Glacial Pack by EvaZioNe. Very aesthetically pleasing :)
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@DropdeadPiggy said:
https://forum.deadbydaylight.com/en/discussion/comment/2154623#Comment_2154623
No it's not a second health because you're still injured, even after you use it. Missing a hit does not equates having a second state.
Yet missing a hit that otherwise would have connected, or making it to a loop they otherwise wouldn't have, is a pretty good way to have the chase duration extend drastically, the same as hitting a healthy Survivor gives them time to run while the Killer is wiping their weapon.
I also didn't say it is a second health state, because it obviously isn't. I said it 'basically is', which means it comes close to having the same outcome, which it does.
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Nope. It was during the game's beta, so a month away from five years ago.
It was against Trapper on MacMillan Estate of course, and I was most likely playing as Jake.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2154623#Comment_2154623
The majority of perks in this game take 0 skill to use.
and as far as I know it's always been used for distance, just lesser so when it could actually dodge a hit.
The majority of perks don't give such a huge advantage for no effort.
Look at the other Exhaustion perks. They all have some stipulation before they can be activated that reduces their usefulness, making them all viable alternatives to each other.
Sprint Burst can't be saved unless you waste time walking all over the place.
Lithe needs a window or pallet vault.
Balanced Landing needs a high enough drop (and some maps such as Shelter Woods have none at all, except the basement stairs).
Smash Hit requires a successful pallet stun.
Dead Hard can be activated on will to save yourself after making a mistake. That's pure second chance in a nutshell, and can be used multiple times per game. At least DS and Unbreakable are single use only.
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@Seanzu said:
Crazy how nobody complained about this perk for like 2/3 years and now it's talked about daily as being an issue.
Because it's only relatively recently been used as a perk to gain distance to a loop or window. People are only just now realising that it is far more effective at that than it is at dodging hits.
The latency causing exhaustion on the floor doesn't help this disparity, either.
Personally, I hate the perk. It takes no skill to use and is basically another health state when used properly (which is not difficult). I would be completely fine removing it from the game. It's the ultimate second chance perk, far more then Decisive Strike and Unbreakable could ever hope to be.
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Jake and Feng are the two oldest Survivors who haven't gotten one yet, so them.
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The max slowdown it can do is 20%, and that's only if all four Survivors are injured (in which case you have bigger issues to worry about).
Not a big deal.
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In what way are they holding you hostage? Blocking you in a corner somewhere and you're the last alive?
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Sounds like you're burnt out on gaming as a whole, not just Dead by Daylight.
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@TauNkosi said:
https://forum.deadbydaylight.com/en/discussion/comment/2152879#Comment_2152879
Well then. this is news.
Always has been like that.
Same thing applies to fast window vaults, jumping over pallets and missing a skill check while healing or repairing.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2152637#Comment_2152637
That does suck, and strikes me as a bit onerous. If you pay real-life money to make a character look a certain way, it's sort of a slap in the face to then arbitrarily decide to change the look later on to something you wouldn't have paid money for.
I understand it, but it's not a very good way to treat people who have paid for in-game extras. That's like a game of Call of Duty charging you ten bucks for a gun and then eventually changing to to hot pink. "But I paid for the gold one". - "Too bad".
That's like a game of Call of Duty charging you ten bucks for a gun and then eventually changing to to hot pink. "But I paid for the gold one". - "Too bad".
Well no, it'd be like if you bought a skin for a gun for $10, and later on they decide to adjust the overall texture quality of the base gun, which by proxy affect any skins it has.
None of the cosmetics in DBD change the Survivor's facial structure. You're buying them for the outfits and hairstyles. They're not changing the outfits you've purchased, they're updating the base model of the character.
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You'd rather lobby for them to get rid of the PTB altogether instead of asking for it to come to the console versions?
Reducing it to only Fog Whisperers would be pointless and make the PTB's existence irrelevant.
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@Sleem said:
https://forum.deadbydaylight.com/en/discussion/comment/2152689#Comment_2152689
The most I've ever done was be afk while swinging my weapon with a macro. Should I stop doing that?
Yep. That's called 'botting', and falls under the Unsportsmanlike Conduct category in the endgame report menu.
Full list of rules can be found here.
This is the relevant excerpt:
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Skill Checks are client side. They are not affected by latency or ping in the slightest.
Dead Hard is server side. It affects all players in the game, so the activation prompt has to get sent to the server so it can be distributed to all other player's clients before it can confirm that you in fact did just activate the perk.
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@lagosta said:
Knock out gives you a black visual effect on the screen and only triggers when the killer puts you in the Dying state, Third Seal applies on any M1 hits i think.
...Knock Out also gives the afflicted Survivor the Blindness status effect, which is probably what OP was referring to over the visual impairment for a few seconds.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2152408#Comment_2152408
5 of those 6?
Nurse, Spirit are S+, no doubt.
Huntress and Hag are A.
Deathsligner is B and Trickster is D (maybe C with his buff)
I said 'generally regarded'. I've seen people flip-flop on whether Deathslinger should belong in A or B.
Even if you consider him to be in B, then that's still 4 out of 6. Over half, so my point stands.
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@rileyjack1318 said:
-i never said anything about hatch standoffs or getting rid of hatch closing smh, i said bring back grabs, never said get rid of close
-i never said anything about nurse being 115
-ye nerfing keys would be better
-IK ive played the game for 3 years i know about the killers at the exit gate its just an idea
https://forum.deadbydaylight.com/en/discussion/comment/2152408#Comment_2152408
i never said anything about hatch standoffs or getting rid of hatch closing smh, i said bring back grabs, never said get rid of close
So you want them to add grabs without removing the ability to close the hatch? What's the point? The Killer already gets priority in closing it over the Survivor jumping in. All your change would do is screw over Survivors who got to it first by a couple of seconds.
The way it works now is fine. Whoever reaches it first wins, and the Killer is already at the advantage because they're faster and don't have to sneak around while looking for it.
i never said anything about nurse being 115
True. I was talking more about all the non-115% Killers, rather then the 110% Killers specifically. Bad wording on my part, my bad.
IK ive played the game for 3 years i know about the killers at the exit gate its just an idea
...where's the idea though? You want the Entity to block the Survivors the same way it blocks Killers? Then that means they couldn't leave at all. There would be no escape, it'd be a permanent Blood Warden.
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make all 110 killers 115, why they so slow? no reason other than giving survivors a chance
You'll notice that all the 110% killers either have ranged based powers (Huntress, Deathslinger, Trickster), or their power is very effective in the right hands (Nurse, Spirit, Hag).
Five of those six killers are generally regarded as S or A tier. Them being 110% instead of 115% is for balancing reasons, otherwise they would be too powerful and make all the 115% killers such as Trapper, Wraith, Legion, Clown, etc redundant.
just delete keys
The problem with keys is that it allows the Survivors to jump in the hatch immediately. In my opinion, the only change keys should get is some sort of unlocking animation that takes a few seconds.
bring back hatch grabs
Do you want hatch standoffs to return? Because that is how you will get hatch standoffs to return.
when the killer has the entity blocking them from leaving through the exit gate
You realise the Entity is always blocking the Killer at the gate, yeah? It's not something that sporadically occurs because of a perk.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2152317#Comment_2152317
Definitely skilled Huntress (especially for controller players) plus these three. Also in that exact order.
Well, at least the console players only have to do 10 Hex Totems to get Deep Cleansing, as opposed to the 100 PC players have to do.
Doesn't quite even out the 100 hatchet downs needed for console Skilled Huntress, but it's something.
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Either this:
This:
or this:
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I don't know. All the characters look much better in pre-rendered settings than they do in-game.
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@En3ermost said:
BHVR always nerfs licenses beyond recognition in order to make them fit into the game.
Demogorgon, Myers, Freddy and Pyramid Head would be literally unstoppable if they were as strong as they are in their respective movies/games.
Even Bill would put up one hell of a fight if he was as aggressive and resistant as he was in L4D. Same for Ash.
And the same will happen with the Resident Evil killer and survivors.
Demogorgon
Gets repeatedly beaten by teenagers and adolescents.
Steve with a bat, anyone?
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@En3ermost said:
As a huge L4D fan, since we already have Bill and we're even gonna get an archive about him, I'd love an infected from L4D as a killer (The Hunter would fit really well).
Also a legendary skin for Meg to turn her into Zoey, a legendary skin for Jake to turn him into Francis and a legendary skin for Adam to turn him into Louis so we can have all the 4 original survivors in here and not just Bill.
I don't think any of the special infected have abilities that would transform well into DBD. Except maybe the Jockey, but that would feel too similar to Victor.
Meg and Jake already have full outfits that have them as Zoey and Francis. Legendary skins would probably be overkill.
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...exactly 0 of the outfits are 10% off. The lowest is 25%, and only two outfits are there.
I'm more annoyed that Feng, Meg & Kate got double treatment, when other Survivors such as Jake, David, Ace, Jane & Zarina could've done with some discounts.
Well, at least Jeff got included for once.
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@Pixel_BoomBot said:
https://forum.deadbydaylight.com/en/discussion/comment/2148192#Comment_2148192
I mean the devs could add a text bubble mechanic for the main lobby and end game screen. Click a button to say "GLHF" or "GGWP". That would be a good substitute. And both killers and survivors can see it. Plus console players can use it as well. :)
Alternatively, you could just close the chat instead of trying to remove it for everyone and replacing it with an inferior substitute.
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Agreed.
I keep seeing all these fan edits trying to make the Survivors look like supermodels. Apparently, you're not allowed to look like a normal person without Twitter trying to 'fix' you.
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That kind of removes the whole point of the perk keeping you injured in exchange for various other buffs.
Your endurance idea is essentially another health state, meaning they're practically in the healthy state anyway.
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Same as PC, with the mid-chapter patch, coming within the next week or two.
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You got the item for free when you weren't supposed to have. Only people who purchased the DLC on Steam should've gotten it, but everyone mistakenly did.
You can't refund something you got for free.
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@Babawizwiz said:
so there really isnt a strat huh
Nope.
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@Judgement said:
Why do people keep saying they should be able to see the Spirit when she is phasing, or know when she is starting to phase? Why does her power need to be a one-way sight line, so Survivors can see her but she can’t see them? The entire purpose of her power is to force all sides to guess and that is only swayed by negligent design.
While she is phasing, blood trails (rework Father’s Glasses), breathing, and grunts of pain should be silenced - period. No perks should trump this. And that is literally all that the Spirit needs to have changed to make all sides happy. No more Stridor vs Iron Will. Her ability to track is no longer unbelievably bolstered by pressing M1 once before already and all parties still need to guess
There are ways to suggest changes to a Killer without neutering them entirely or making their power better off unused like Trickster’s Main Event, or Legion. Having the gameplay shaken up isn’t a bad thing. I despise Trapper because I hate being instantly hooked for vaulting a window but I don’t complain about it because that was my mistake for not double-checking the loop. I hate that Small Game is being changed to not detect traps because I used to use it to curb my anxiety vs Trapper and Hag but I understand why it is becoming Totem only because a single perk shouldn’t end-all-be-all two Killers. I dislike Deathslinger because the sudden gunshot terrifies me every time, but I’m not going to quit the game over it.
This game is a give-and-take. Both sides need to enjoy the game and lift each other up, not be going to war over each other. Be nice to each other, suggest fair changes that don’t reduce the amount of viable killers to fewer than there already are. Or you will get bored because the game will never change for either role.
The entire purpose of her power is to force all sides to guess and that is only swayed by negligent design.
There's no guessing on the Spirit's part if she can hear the Survivor's injured noises. Anyone with a decent set of headphones will always have the advantage in every situation. No, Iron Will is not a good counter, because Stridor trumps that.
It's not fair nor fun to be downed by a Killer that you cannot see nor hear, but she can hear you fine.
EDIT: I'm aware you addressed this in your second paragraph.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2145370#Comment_2145370
Back when I started playing this game in 2018, I always thought Dead Hard was survivor lag that caused me to lose chases. Took me a while to learn the existence of the perk, lol.
To be fair, Dead Hard didn't actually have an animation indicating its use until June 2018.
Prior to that, the Survivor kind of just ran really quickly for a couple of meters. I imagine that could look similar to someone rubber banding due to lag, so perhaps that is what you're referring to?
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I have my own gripes with Dead Hard, but you can hardly call people using it hackers.
Sounds like there's an issue with your game. I've never had freezing issues like you are describing.
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Spirit.
Doctor can be irritating to play stealthily against, and Freddy may have too much utility on his hands, but neither feel just purely unfair and unfun to play against like the Spirit does.
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@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/2143760#Comment_2143760
I disagree, they love to tease things that later make you say, "ah of course!"
I'm inclined to believe it really is just an announcement of the collaboration. The reveal showcase is still a month away, and the chapter itself a further two weeks later. It'd be silly to give away everything this early.
My bet is we'll see another teaser or two between now and the May 25th reveal, showing more on what we will be getting. After all, the person on the hook in the teaser is quite clearly Felix, so it's not representative of the actual RE survivor.
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No thank you. That would make it feel too oppressive and annoying to deal with as Killer.
I wouldn't object to the perk getting buffed in some other way, but this would be too much.
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Hope you can find a key.
Not every situation needs a viable counter. The survivor is not meant to have the advantage in that kind of endgame situation. The fact that the gates get powered when the hatch is closed is already a big step up in the survivor's court.
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It's an online video game. The majority of people you meet are going to suck, and it's not exclusive to Survivors.
Pay them no mind and move on. They're doing it for a reaction, so don't give them one.
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@J_Rod said:
I think it should stay since 3mins is nothing
But indefinite is.
The perk is bugged. The hooks do not respawn after three minutes, or at all. That's why people are upset.
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So is 'town' when you say 'Flavour Town'.
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@Progamer888 said:
https://forum.deadbydaylight.com/en/discussion/comment/2139942#Comment_2139942
Nope, i remember him being pretty ######### silent, at least i remember this way, it could even be me being high as ######### tho, i don't play a lot this game anymore, and i don't play a lot of Jake, so i could be mistaken.
Jake main here. He is most definitely not quiet when not running Iron Will. He is one of the loudest survivors in the game, as a matter of fact.









