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Swiftblade131

Swiftblade131

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Swiftblade131
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  • @powerbats said:
    Actually if you want camping to stop being so rewarding then stop punishing survivors for having to go for the unhook. You currently need altruism points of some kind to pip safely by doing an unhook, even an unsafe one. Because on certain maps Lery's I'm looking at you there's multiple gens where only 1 person can work on them. There's several other maps where that's an issue as well and even ones that have multiple sides can't be worked on.

    As long as the emblem system forces survivors to be altruistic and punishes them for someone being hooked then they'll be forced to go for the camper. You also have campers that can camp just fr enough away from the hook to be outside the terror radius but still camp.

    The Nurse, Billy, Clown even the Shape and Freddy can all camp just out of terror radius but get back to the hook either before the unhook happens or just as it does. On small maps Nurse and Billy are nightmares for this or anything with wide open areas like Coldwind.

    Pretty sure you can pip up not having saved anyone or healing. Assuming you get a fair number of points from generators and chase

  • @ShrimpTwiggs said:
    I agree. Camping will always be a thing. Whether the killer uses it as bait to lure other survivors in, or to secure a kill when the exit gates are powered, it's part of the game and the best thing for survivors to do is punish it by leaving the one on the hook and doing gens.

    Exactly

  • @Shadoureon said:

    @Broccoli_Jaeger said:
    Maybe you shouldn't have tried to change the game files

    Maybe you shouldnt make false assumptions.

    Roasted

  • @MrChills said:
    The devs already said they're wanting to make all progression in the dreamworld 0% and also reworking how the dreamworld looks so you can actually see #########. those should fix many things.

    If that is what they are aiming for, I can see the rage quitting now.

    For as easy as a killer he is to face, people hate him. Makes me chuckle sometimes.

  • @SpaceCoconut said:
    In every movie, he was brought to the real world in order to defeat him.

    Wouldn't it be cool if Freddy came out of the Dreamworld when the gates were powered?

    It becomes the final battle where no ones asleep but he doesn't need you to be asleep to hurt you.

    That is actually a really good idea. Would help him out a lot, he really does need a buff of some sort, and this could be a great spot to start.

  • @Cypraz said:

    @Swiftblade131 said:

    @Cypraz said:

    1. the generator must not be completed yet

    2. get the angle right

    3. don't be in company with another survivor

    Rules to successful chilli counter.

    Thanks for your concern, but I am already fully aware of how to counter BBQ and Chili

    You should change the "Rules to successful chilli counter" part... Since it doesn't counter 100% of the time, since the killer can move, believe that or not.

    lol you're not very bright are you? the chilli aura comes immediately upon hook it does not change according to the killer's movement AT ALL!! I love the cocky sarcasm but you just made yourself look really stupid.

    There have been plenty of times when I hook a survivor, and move around a bit, and end up seeing a survivor behind a generator because of the angle I am at. Which means they are not fully covered. So no, it doesn't counter it 100% of the time. This is what I referenced in my last post, but someone was to eager to point out how wrong I am I guess.. Have you played killer at all? Not to bright are we?

    I was asking the effectiveness of trying to hide from BBQ and Chili based off of my experience and use of it, and I wanted to see how others felt about it.

    Your the one who started this by acting like I don't know how BBQ & Chili works with your "Rules to successful chili counter" comment. You assumed I didn't know how to hide, for that blame yourself.

    I have nothing more to add to this post, thanks for ruining it. And here's to many more ruined posts CHEERS!

  • @Cypraz said:

    1. the generator must not be completed yet

    2. get the angle right

    3. don't be in company with another survivor

    Rules to successful chilli counter.

    Thanks for your concern, but I am already fully aware of how to counter BBQ and Chili

    You should change the "Rules to successful chilli counter" part... Since it doesn't counter 100% of the time, since the killer can move, believe that or not.

  • Okay, with the AM and PM part out of the way, my next question is this.

    Is it really still today which is the 5th, or is it tomorrow, which is the 6th as the OFFICIAL cutout time states.

    Or, is the 6th release time, specifically for Europe?

  • @ZeroAwoo said:
    It's 7pm CT/8pm EST today, ignore the unhelpful rude comment.

    Thank you

  • There just many useless perks

  • @akbays35 said:
    It seems like it has too many drawbacks and such a specific trigger that this perk seems nonfunctional, has anyone tried this perk with any notable benefit?

    It gives you a heads up that the killer is either coming to your general area or right at you, since it lights up when you are being stared at directly, however it only activates at 12/24/36 meters, which is 4 meters away from the base killer heart beat range of 32 meters.

    Skill check trigger odds are increased by 10 % with success zones reduced by 10 % and your Repair, Heal and Sabotage speeds are increased by 2/4/6 % (This only applies when being looked at by the killer, which triggers the perk effect)

    It is the most useful at tier 3, since 12 and 24 meters (tiers 1 and 2) are within the heart beat range, so you will already know. This is new player friendly perk. But as you gain more knowledge about the game and more experience, you will find it a lack luster perk.

    Simply being aware is better than the perk.

  • Man, everyone is so annoying.

  • The main issue is that there is literally 0 reason to stay at a high rank, especially if you have already gotten the achievement for reaching rank 1 with killer or survivor.

    At that point, they are just playing to have the most fun and get BP to prestige and get all the perks. What better way to do that than stay at a low rank and pick on the newer players? You can feel like your great at the game, and you will get plenty of BP, you might double, so just play poorly or DC the next few games.

    I would prefer to stay at my rank and face players of my skill or better so I can also get better. I don't like the idea of having to rank down to face the players that get a hard on for facing weaker players. Its pathetic and I also don't want to mess with new player experiences in the process of finding these players of equal skill level.

  • @Irisora said:

    @Swiftblade131 said:

    @fcc2014 said:

    @Swiftblade131 said:
    Been playing as survivor today, I am currently at rank 6. But for whatever reason my matches have consisted of survivors and killers that are around rank 16-1. Very extreme. Had a rank 1 killer vs me a rank 5 survivor and 2 rank 14 survivors. What is up with this?

    Been playing solo all day

    Depends what platform you maybe on. I know PS4 has a much smaller pool right now. This week has been a nightmare to do dailys.

    I am on PC round 19k were on at the time

    Yes but that is worldwide.. I live in Argentina and even in peek hours i have to wait 5 to 15 minutes sometimes. Im glad that the matchmaking get me people from everywhere because then i would have to wait hours.

    Queue time isn't the issue though, its poorly divided lobbies.

    The ranking system makes it look as such, getting rid of it completely would be the best option. Then no one would know who has made it to rank 1 and who hasn't made it past 15.

  • @fcc2014 said:

    @Swiftblade131 said:
    Been playing as survivor today, I am currently at rank 6. But for whatever reason my matches have consisted of survivors and killers that are around rank 16-1. Very extreme. Had a rank 1 killer vs me a rank 5 survivor and 2 rank 14 survivors. What is up with this?

    Been playing solo all day

    Depends what platform you maybe on. I know PS4 has a much smaller pool right now. This week has been a nightmare to do dailys.

    I am on PC round 19k were on at the time

  • @Mringasa said:

    @Swiftblade131 said:

    @Visionmaker said:
    The higher ranks are notoriously difficult to queue. That's one of the reasons people go out of their way to depip.

    But why though? Getting to a high rank isn't hard at all, I would think there would be more people.

    A lot of Rank 1 Killers left because of perceived apathy from the Developers about the major imbalances at high Ranks. Then there are the ones like myself who purposely depip to stay in the middle Ranks for fun gameplay without the frustration. You also have the Killers who have deranked to 20 for easy games and to bully the low Ranked Survivors.

    Many, many reasons for long queue times at the high Ranks. If they would implement a rewards system for Ranks each season, a lot more people would aim for the high Ranks. Until they do that though, it's useless to even try since all you're doing is giving yourself a headache with absolutely no reward. Maybe do it once for the Achievement if you need it, but otherwise find a Rank you are comfortable with and stay there.

    Problem is I play Killer as well, and with my killer I am also in the same situation. I should not have to De-pip to be able to even play let alone with people of equal skill.

    I play and I end up pipping, I think thats how it is for most people. To be forced to stay at a lower rank just to play is quite obnoxious.

    The devs should just rid this game of rankings all together if this is going to be a common occurrence. Or would this entail something worse? I really don't think it would. Since lower and high ranks are already mixing by de-pipping anyways.

  • @Visionmaker said:
    The higher ranks are notoriously difficult to queue. That's one of the reasons people go out of their way to depip.

    But why though? Getting to a high rank isn't hard at all, I would think there would be more people.

  • On some maps there are areas where the killer and survivor are both completely obscured, a survivor can get a hint which way the killer could be coming from via The Red Stain.

    Many killers will try to hide this stain by hugging the wall, or walking backwards to the pallet and then take a swing. Simple, but can sometimes be effective.

    However, as you climb ranks, you may find that this does not prove as effective, as most survivors at higher ranks know the safe spots of pallets, know when a pallet is safe or not, and are just more aware of their general surroundings, timings and possible tricks the killer might try to play.

  • Well, the thing for me isn't so much dodging SWF as it is leaving for the survivors with poor ping.

    I cannot tell you how many times the survivors sit there in the red, like what is running through their head? It sure as hell won't go down in game.

    Sometimes when I am not paying attention and do get into a game with survivors that have high ping, they either call me a lag switcher or just say I have bad internet. But you see... The problem is... You saw how bad the ping was, but you chose to stay, therefore you get to put up with it, not my fault if you are trying to connect from friggin Europe or Russia. Also, the lag is not always the killers fault, just putting that out there.

    So no, dodging shouldn't be punished, don't want to be forced into match with these types of people. They added a ping indicator for a reason, either use it, or I will assist you by removing myself from the equation.

  • I personally think it would be a cool idea, I am sure some others would agree, but kids being killed is a bad look for the game, even if it is just a game. Some people cannot accept that.

    We can pretend story/lore wise that there may be or are children, even if the devs have not mentioned anything about it. But it really just comes down to how it would look to the rest of society.

    And with how things have been the past few years, I can't say it would be a positive outlook. Even if the general audience does not care.

    But I do think a child as a killer has more potential to get into the game than a child as a survivor.

  • Have only ran into 2 of them since the update actually launched, played as him and against plenty of them during the PTB though

  • @Ricider said:
    I don't like the upcoming changes to Tinkerer, it doesn't feel like what Tinkerer should do and with these upcoming changes defeats the name for "Tinkerer". I really like Tinkerer you can make really cool builds with it but if these changes do come it will be sad to see it go, this is just my opinion.

    I agree, just doesn't seem useful, specially on Nurse or Billy, you can hear the chainsaw and hear the blinking, its just no good. And competent survivor will be looking around, not just listening for heatbeat

    Also does TR include the Huntress humming or no? If not, then well. Quit unpractical.

  • @EpicFailTryHard said:
    dude...you're like the wizard of oz or something.  how much for just the money exclusive items?

    I combined the killer and survivor money exclusives together. You would need 23,650 Cells to get all of them, so in the ball park of around $200, since that much would lend you 24,000 cells

    Money exclusives as follows:

    Very Rares: 12 items at 1,080 Cells and 3 items at 400 Cells
    Rare: 8 items at 810 Cells, 1 item at 675 Cells, and 3 items at 250 Cells
    Uncommon: 2 items at 324 Cells, 1 item at 297 Cells, 2 items at 270 Cells, and 1 item at 100 Cells
    Commons: None

    Hope this helps you out

  • @Crabdawg said:
    At least most cosmetics are just recolours atm so it's not too bad but it is pricey, I would like to see all the prices for each rarity as people aren't gonna pay for a blue shirt instead of red generally, they're gonna buy sexy suits and bear faces.

    Survivors:
    Very Rare - 8 of them 1,080 Cells each
    Rares - Found 6 items that are 810 Cells and 16 that are 675 cells
    Uncommon - 1 item at 297 Cells, 19 items at 270 Cells, and 2 items at 324 cells
    Commons are the basic reskins, blundles are 135 cells, each individual item would be 50 Cells (head, legs, and torso)

    Killers:
    Very Rare - The whole outfits are 1,080 there are also 8 of them like survivors, but there are also 8 items I found that are 400 Cells each
    Rare - multiple items in the ranges of 250, 300, 675, and 810 cells
    Uncommon - 2 items at 100 cells each
    Common - 63 different color swaps for 50 each and one color swap for 75 for the clown

    Hope this helps, also each item is X amount of cells, not total, I am sure you knew that though. :chuffed:

  • The problem is the way the game is made, that's what survivors have. Stealth is almost completely obsolete, and any competent killer can track blood and sounds easily enough. I can't really blame them, it is just the way the game is set up

  • Why can't we have like. The OLD system back, I thought that it was just fine.

    And I am talking about the one before the killer cube.
    Maybe that cube wouldn't have been so bad if the survivors had gotten their part of it to, but no they just put out half, then this Emblem System. The Emblem System is more obnoxious than anything else

  • Because BT, DS, and a possible hatch are not enough free escapes

  • Hm, fascinating. What else can we find? It's like finding treasure in a sandbox.

  • @SnakeSound222 said:
    Don’t forget that every time Killers get a worthy buff, the Survivor mains act like little kids and whine their butts off until the devs eventually change it. It’s obvious that BHVR only cares about their cash cows, the Survivor mains. Otherwise Killers wouldn’t be a joke. 

    Exactly

  • Mori or camp, otherwise it is quite useless, what it does does not need a buff, what does need a buff/change is how the effect of Dying Light is achieved since it is inherently a strong effect

    In fact, all of Myer's perks need tweaks, poor stalky boi

  • Eh, in game currency, I always go that way unless its something I MUST have, which the clown is good from what I have been able to play. But not worth cash, at least to me.

    If any of the other DLCs were play time currency, I would've done that or had I known a patch like this would come, I would have waited, but that is in the past.

  • @SaltyKiller said:

    @Swiftblade131 said:
    Feel free, to add to this document of survivor rules

    https://docs.google.com/document/d/1voGlXvx2WIRi5iJIKOWcQIrAM4nBO30M_1OB0Ry_X50/edit?usp=sharing

    So that us killers know when we are in the wrong and went to adjust ourselves to make sure, that your fun and comfort levels are at a peak 100%

    I'll save you the trouble and all of their rules can be summed up in one image:

    Lul, but where is the fun in that?

  • Feel free, to add to this document of survivor rules

    https://docs.google.com/document/d/1voGlXvx2WIRi5iJIKOWcQIrAM4nBO30M_1OB0Ry_X50/edit?usp=sharing

    So that us killers know when we are in the wrong and went to adjust ourselves to make sure, that your fun and comfort levels are at a peak 100%

  • I see, I have been enjoying the clown though, I like getting the practice in, he isn't to Shabby as a killer right now, we will see if this stays till live or if it changes in any sort of way

  • @Runiver said:
    He's actually quite good on the PTB right now.

    Agreed, I appreciate the .5 increase in his base kit for his bottles, I also very VERY much appreciate the fact that pulling out a bottle no longer applies a -9% movement penalty, very nice buff

  • It can be used to a killer's advantage

    Say if you notice that the survivors are a SWF team, or are just very altruistic, you can bet that they will be coming for the save, so some people would camp, some killers that can would fake leaving and come back (Which is still camping according to survivors)

    Either way, this can catch them off guard, or if they do not do generators and instead keep trying to rescue, take a hit, heal and then go back, it would waste valuable time.

    I always suggest, if you come across a killer that you know is camping, then stick around the killer for a little bit for some easy Emblem points, then go do generators. You may not get those altruism points, but you get points in 2 other categories, plus you don't run the risk of being the next one to get camped.

  • Just let him camp, said killer will learn after a while that his/her efforts are wasted

    If you are in a SWF group, just tell them to do the generators
    Hopefully if it is a match with a bunch of solos, they know better and just do generators

    Sure it is not fun for the hooked guy, but it is a play style that the killer may take. Every style has its advantages and disadvantages, I would assume that it is not fun for the killer to camp either, but who knows what is running through their mind. Maybe they had a bad last match, or they just genuinely feel that it is working for them in matches. Perhaps they think, "Hey, the others come to me if I do this", which is not usually incorrect, many survivors go for the rescue, rightfully so. They want points and/or want all of their teammates to live, perfectly normal.

    But it is just smartest to leave them be, don't punish the killer for camping, but getting more points for the killer hanging around wouldn't be a horrible idea, considering how boring it really is after all. (And infuriating to some)

    I won't bash killers for camping, nor will I bash survivors for complaining about camping, I completely understand both sides 100%

    I was in a stage where i thought camping was a good idea. Ended up learning my lesson real fast, but that was a different time. The Emblem system really does change how pips work.

    It really is just up to each person, if you want to go for the rescue, no one (besides the killer) is stopping you, if you don't want to rescue, then hang around the killer's radius to gain some points and then work generators, easy enough.

  • At least he is better than Freddy :lol:

  • Favorite - Rotten Field (Billy rules this map)

    Least Favorite - Bad Ham, just bad for killers in general (Trapper is pretty good on it though :chuffed: )

  • I would prefer to see generators take a bit longer, and then trash ruin completely, should've never had to be a band aid fix with a perk, just an overall balance change.

    I'll be honest, the pallet change and hatch change is nice, but I would rather a change to generators.
    Pallets were never a huge issue, considering the same thing is still happening, just now the chances of getting a cheeky hit before they get to the pallet is higher.

    Won't take long for survivors to learn a new way to pallet loop efficiently. Then we will be back to square one. I won't say it isn't better, but its all about adapting.

  • @FSB75 said:
    Hexes are amazing and powerful....just very poorly executed in game.

    In your particular case, it would appear as though you were "matched". Which is the purpose of balance. I'm completely speculating here....but with even a couple of survivors using a "band new part", I can see how Hex: Ruin could be countered (Again, part of the balance).

    1. Hex: Ruin: 5 % regression on the Generator and Great Skill Checks grant 0 % in progression.
    2. Brand New Part: Good Skill Checks grant 5% total Generator progression, Great Skill Checks grant 10% total Generator progression.

    Balance achieved.

    If they had brought in toolboxes/BNP then sure, but they did not. 1 guy had a medkit (he was solo) and the other 3 brought in flashlights (Obvious 3 man SWF given their names)

    The generators were done at an average game pace (Take that as you will)
    Basically, I am saying it was as if it didn't exist, which if they are skillfull enough to be able to do that, then props on them, but then it is a case of Ruin just being useless, it isn't challenging, most survivors got used to DS, which can get them used to hitting a Ruin skill check.

    Hell I am a killer main, I hit I would say 8/10 of the skill checks from ruin and just in general, its just not difficult. I can only imagine the perfect 10/10 players with 1,000s of hours in survivor can do.

  • I do know there was some Audio stuff in the 2.0.0 notes

  • @RSB said:

    @Swiftblade131 said:

    @RSB said:

    @Swiftblade131 said:
    I can actually hear survivors sneaking if I am close enough sometimes (When they rustle grass and bushes), I can hear their running footsteps, I can hear their exhausted breathing, I can hear their injured noises without Stridor!

    A big thank you for the audio improvements!

    Are you talking about the PTB, or the regular version?

    PTB, I tagged it

    I asked, because they fixed the sound in the last patch, not in the PTB, I think.

    The sound in the PTB is perfect, I had a harder time up until testing out the PTB. Perhaps they made it more prevalent than before?

  • @RSB said:

    @Swiftblade131 said:
    I can actually hear survivors sneaking if I am close enough sometimes (When they rustle grass and bushes), I can hear their running footsteps, I can hear their exhausted breathing, I can hear their injured noises without Stridor!

    A big thank you for the audio improvements!

    Are you talking about the PTB, or the regular version?

    PTB, I tagged it

  • @Leatherbilly said:
    Which killers would even get along? They're basically all psychotic except Wraith.

    I feel most likely would be Wraith, Freddy, and Pig

    I wanted to put Anna in there, but not sure.

    All we got is backstory to go off of, and I am not an expert on sanity and how it and the entity could affect their minds :lol:

  • @Runiver said:
    The question got asked earlier today.
    A devs adressed it.
    HE said that tinkerer do affect the reload time of the Clown, but it shouldn't.
    It's gonna get fixed soon since it's a bug.
    EDIT : SOurce http://forum.deadbydaylight.com/en/discussion/1711/does-perk-tinkerer-effect-clown

    Interesting, thanks for the answer

  • @SmallPenPen said:
    From the "PTB Information" section on the forums:
    When you pass Player Level 100, you will gain 1 Devotion Level and your overall Player Level progression will reset to 1 – as will XP requirements and Iridescent Shard rewards. Each level of Devotion represents 100 Player Levels gained.

    Coolio, got a ways to go then :sweat:

  • Interesting, guess we will find out eventually :chuffed:

  • Would be interesting to see cosmetics or easter eggs in either Death Garden or DBD alluding towards each game. Ya know, just a lil somthin

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