Tactless_Ninja
Tactless_Ninja
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Survivors are chaotic evil so they need to be metal.
Jeff main.
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Ehhhh could work. But all the gimmicks they could have had are mostly taken by Demogorgon.
But hooking people would be similar to cocooning them. Facehuggers would need to be a thing. Acid blood or spit. High mobility a must. So would stealth capabilities.
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/1154235#Comment_1154235
I'm not seeing that at all.
I could start writing down their names, but I feel like it'd become a hit list for when I'm playing killer.
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I'm rank 2 sometimes 1 on PS4. Deathslinger has been getting snowballs every game. I've had a few games where they didn't hit a shot and their Noed failed spectacularly, but he's consistently been a terror.
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Red rank Deathslingers be like "Wat".
They've been consistently hitting every shot.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1154135#Comment_1154135
I didn't understand what you meant when you said "doubled with only 2 people" - can you clarify? In case this addresses that - with 2 people on a gen + prove thyself they both repair at the same speed that they would if they were both working on their own.
In terms of your second point regarding numbers being a mess - I completely agree. Noone really understands exactly what the perk does, unless they take the time to read through the theory and do some math. This is why killers fear it so much and survivors think it's worth bringing to a match (aside from bonus bloodpoints)
Edit - in case you're interested, here are the links where you can:
read up on prove thyself : https://deadbydaylight.gamepedia.com/Prove_Thyself
standard generator repair speeds: https://deadbydaylight.gamepedia.com/Generators
The time it takes to finish a gen going from 80 to 40. Doubles your effectiveness.....or halves the time to be less confusing.
If I'm reading it right, you're right about diminishing gains after two people but that means if they're running off in pairs, that there's really no reason to group up to finish a gen unless you're really pressed for time and down to the wire.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1154050#Comment_1154050
You're missing one important thing regarding prove thyself. It's not very obvious, so I'll try to give you an example - I hope it helps.
Without prove thyself:
- 1 Survivor - 80 seconds/survivor/gen
- 2 Survivors - 44.44 seconds to finish the gen, so 88.88 seconds/survivor/gen
- 3 Survivors - 33.33 seconds to finish the gen, so 99.99 seconds/survivor/gen
- 4 Survivors - 28.57 seconds to finish the gen, so 114.28 seconds/survivor/gen
With prove thyself:
- 1 Survivor - 80 seconds/survivor/gen
- 2 Survivors - 40 seconds to finish the gen, so 80 seconds/survivor/gen
- 3 Survivors - 27.8 seconds to finish the gen, so 83.4 seconds/survivor/gen
- 4 Survivors - 22 seconds to finish the gen, so 88 seconds/survivor/gen
As you can see in terms of overall gen speed it's only efficient for 2 people to stack on a gen if one of them has prove thyself. In any other scenario gens would be done faster if survivors split up and did gens separately.
Now to add more context into this imagine a real game - you hook a survivor and see all of their teammates on BBQ. What would you rather see - 3 survivors on 3 different gens all in different parts of the map, or all 3 survivors stacked on the same gen? I would personally shed a tear in despair if i see the first scenario. That's when I know I'm fu**ed. However in the second scenario (or even if it's a 2 and 1 split and one of the 2 has prove thyself) I know that all i need to do is pressure those 2 in order to gain/maintain control of the match.
Lastly, I'll mention that from personal experience usually the people who equip prove thyself (aside from the noobies and potatoes) are the survivors who don't intend to spend much time doing gens. What prove thyself allows you is to max out your objective points really quickly and then spend the whole match messing around with the killer, getting chased and helping out teammates. That's why I said that as killer prove thyself is my second-favourite perk - it's because people who use it are either absolute potatoes, or people who don't plan to spend much time on gens and just want to max out their objectives as quickly as possible, so they can move on to the fun portion of the match.
Ok. Thanks for the breakdown.
Though wait, it's doubled with only two people? Isn't that a huge oversight? Wouldn't that mean they'd need to readjust the bonus anyways for parity?
They recently changed Doc because his numbers were everywhere. Wouldn't a lower but more evenly distributed bonus across all survivors make more sense?
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@Mo4ntus said:
https://forum.deadbydaylight.com/en/discussion/comment/1153912#Comment_1153912
But the scary thing is that it doesn’t have to be a swf anymore anyone can sabo now
You try being a solo saboteur? You have to already be on the hook. Guess wrong and your efforts are invalid.
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Get as much bloodpoints as possible then move on. Something not working, then switch perks.
Switch roles and occupations occasionally. Survivors have gen-jockey, altruistic hook diver, immersive stealthy boi, totem crusher. Killers have farmer, sweaty one shot, basement build, pinball, slug, ambush, 3 gen.
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An even slower version of perma T3 Myers.
Survivors all have to deal with a stamina bar.
Worked for F13.....or didn't depending on who you ask.
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@Demogordon_Ramsay said:
Babysitter. High-risk, high-reward that allows you to help out vulnerable teammates in a way that actually takes pressure off of them. All it needs now is to ignore Undetectable and it’s honestly the most well-balanced Survivor Perk in the game imo.
Only works at long distance. If a killer is camping, and you do a BT save, 4 seconds isn't long enough for them to lose your trail. And because there's no icon, you could save a survivor and they'd follow you leading the killer back to them.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1154005#Comment_1154005
Actually as killer it's better if survivors dog pile on gens. That means they're concentrating their pressure at a single point on the map, making it easier for the killer to interrupt all of them at once and split their own pressure on multiple Survivors at the same time.
In addition to that, even with prove thyself, survivors are less efficient if there are 3 of them on the same gen and only as efficient if there are two. That's why prove thyself is my second-favourite killer perk after self care. It forces survivors to waste their time doing gens together in pursuit of delicious bloodpoints :)
Selfish care has shown itself to be undesirable. I've seen the effects of that backfiring more often than not.
But Prove Thyself, my games go quicker. It's attrition. You are gradually ticking away at it faster much faster with than without, and even if you chase everyone away, you can still have one person come back to save their progress.
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I DC'd against a tunneling scratched mirror Myers yesterday. No penalty.
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They just need to reduce the bonus for working on the same gen. Gens fly when you either leave people alone while they're on a gen, or they dogpile one and then move to the next.
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Spies from the Shadows.
It's so unpopular I actually got accused of cheating for using it. And notifications were going off everywhere.
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It not only didn't give me the trophy, but it started mashing all the results screens together.
When it rains....
I had to abandon Bill to get this trophy. His sacrifice was for nothing.
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There's nothing they can do without breaking the game. You give everyone heat vision and number counters, it becomes a math game and everyone turns into a bot.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1152440#Comment_1152440
Not sure why a Native American would wear a cowboy hat...
They can wear all kinds of hats. Beanies, bomber caps, trilby, berets.
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@Dwight_Confusion said:
They do. Hex Perks. And the downside is that it doesn't exist after 14 seconds of 1 of 4 survivors being on it.
Yeah...
Totems should have a counter so I know when I can safely butt dance in front of the exit gate and BM with impunity.
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Schrodinger's killer.
They're simultaneously op and weaksauce as the skill increases.
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1152028#Comment_1152028
The trade off for the faster sabo speed is you gotta do it in one go
Also gotta already be in position. Just saying it doesn't feel like that huge a buff. Feels doable, but same could be said about flashlight saves.
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I thought Jake was some sort of Native American. Has cowboy hats, and has inner peace and birds love him an stuff.
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Tried sabo'ing in front of a killer. Apparently getting slapped resets progress. Hook also reset almost immediately.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1152006#Comment_1152006
Yeah Myers can't hit you from 18 meters away and reel you in, btw
But he can mori you while standing after never being hooked. Which people are ok with?
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1151927#Comment_1151927
I realize you probably thought that was very clever but sight and hearing are two different senses. Just for future reference
And human beings as animals have adapted defenses to deter predators, like peripheral vision. It will alert you by percieving environmental changes and direct your attention towards it allowing you to react to external stimuli.
Unless they affixed skillchecks to the generator itself, you have zero reason not to occasionally look around.
Also Myers has been in the game for a few years, so there's no excuse at this point.
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Look I know BVHR is lacking on a few accessibility options, but I don't think they can do much if you're legally blind.
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@kaio_stk said:
https://forum.deadbydaylight.com/en/discussion/comment/1151555#Comment_1151555
I am a main Laurie and I use the combination of his 3 unique perks together with another perk and does not activate or receive tokens, I did not test in KYF because it will be indifferent if it is working there I will not play there
KYF is a private lobby of the game. There literally no difference between the two besides having everything unlocked for testing purposes or messing around.
You can also have a direct line of communication with the killer to see if it in fact is not working. Even setup various scenarios within a controlled environment.
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No no, you did it all wrong. You're supposed to comment on their post with "Wow, they really do suck xD" or something to that intent.
Then pm them with a single phrase.
"I know."
Use that for every response.
I know. I know. I know.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1151724#Comment_1151724
Yes but if, when Im getting chased, I hear a gen about to pop, I don't make an effort to run up to it. Some people do because a) Potato b) They want another survivor to get clumped.
It's a possibly that some of the circus behaviour can be connected to players attempting Tome challenges. Who knows.
I often only hear a gen when I get close. And by then the killer is probably already notified. Either I offer myself up as a sacrifice which would be pointless because we're already in earshot, or I commit towards running towards a loop that may or may not be in general vicinity.
Or I could get on comms and make the game an even larger cesspool. But messing up then reacting to it, is core DBD gameplay.
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@Dr_Loomis said:
I have had my fair share of qualified Maris Pipers today. Running up to where I'm fixing a gen, killer in tow. Absolute twonks.
If you don't run bond 24/7 then this can be an honest mistake. And you can't really change directions while injured. You need to commit to one direction.
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Ever hear of host advantage?
Also host migrations are a plague. Warframe is ruined by them.
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Are we talking about actually contacting support or using that little menu right next the the props button? Because that menu feels more like a rep report.
Clicking Trolling or Unsportsmanlike is more like pressing a "You're a #########" button.
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Red rank has always been boosted. Save 2 people, do 1 gen. The formula has been around for years.
Only explanation I can surmise is the toolbox changes were so devastating that people have lost their minds.
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Fast queue is because of the potatoes. Like bruh.
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@Todgeweiht said:
You play on console? I would recommend adjusting your sensitivity so that suvivors cant 360 you as easily
The issue is with the aim dressing. They explained it recently. The attack is within a cone and then goes through several checks for a hit to register. You'll also lock onto walls and objects because of how it works. I could hit a survivor dead on and my cursor will spin around them and not register. 360's are an exploit.
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@GhostofYharnam said:
Plague isnt weak unless you go against good survivors. Good survivors can deny you your power turning you into an M1 killer.
Deny your power by....what? Not cleansing? You're exposed and a one hit down. She's basically Myers at that point but with bonus coughing noises to track them down. Can casually break people unlike normal M1 killers too.
By cleansing then hiding when you got red vomit? If they're not hiding, you can easily get downs with your murder sprinkler.
Some combo of DS and BT that literally affects almost every killer?
What?
@CronaWins Those unopened traps are distracting. The survivors might possibly feel threatened.
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You test this in KYF?
It has no indicator it's working. Unless you're running OoO and he doesn't see you immediately, there's no way to tell normally.
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He's a big hulking 7 foot tall cowboy. Just use your eyes?
You been breaking his totems? Because ya'll seem to be Oblivious.
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They were all potatoes and you have zero skill.
It's ok now citizens. I just disarmed this situation! We can still continue believing he's weak.
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That's....really farfetched and insane.
You tag someone and reel them in for a guaranteed hit.
Demo charges in a straight line then loses distance recovering.
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> Clown
Think I found your problem ma'am.
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All my games against him yesterday were 4k's except for one poor fellow who despite having Noed couldn't hit anyone.
All of you play exclusively in swf deathsquads? Pubs were mess.
Oh and he had no problems tagging people on console.
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I found it hard to tell where the edge of the map was. Everything kinda blends together.
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@BenZ0 said:
Agree, same goes too Ruin. They shoukld disable the "damage" animation. But that is not the only issue, totem spawns are making those perks garbage aswell.
Notification disappearing is fine. But the only tell that something is wrong? Why don't we just disable the entire HUD while we're at it. Hell, animations too. I want to see my character floating across the ground T-posing while slapping my toolbox rectangle against a checkered box.
@Rezblaze Next time you scratch your nose and a skillcheck appears with no warning, remember you started digging that hole you're now standing in. I'd wear a bandana at all times to keep the sweat out of your eyes.
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They streamlined him.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1149506#Comment_1149506
You should just go back to reddit
Sorry but I only speak in poorly edited screenshots of pop media with my own biased views scribbled in with crayon. Could you run that by me again but this time as a funneh maymay?
Faux edit: Oh wow, gold. Thanks stranger.
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Wat? Her Lullaby isn't directional anymore so you can sneak in a hit while they're trying to figure out where you are. Much different from a terror radius. She's also a huge pain if you can master hatchets at pallets which doesn't require open space.
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-Load up game with TEMPORARY XP BOOSTER
-Get tunneled to death and camped just like any typical BPS game
-welp.gif
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Psh just jump to the side like you do with Billy, the most powerful and balanced killer in the game.
A negative F minus killer like Deathslinger should be cake. Those survivors were potatoes.
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Just listen for them touching your bones, or use Thrill of the Hunt.