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Terra92

Terra92

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Terra92
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  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2444372#Comment_2444372

    Keys are unbalanced to you maybe and others, but I think they're just fine. Requires X amount of survivors to be dead and/or generators to be done, can only result in a four-man escape if all five generators are already repaired. Have to know where the hatch is, be there with the key, and if others are coming, have them all there too.

    You have the new Franklin's Demise to completely remove keys from the match as well. So what is the problem here? Not getting a 4k every match?

    While I agree keys should be fixed sooner rather than later, I have to agree with that last sentiment. I often get the impression that the killers on this forum think they deserve a 4k every game, or there's something inherently wrong with the game balance.

    @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2444382#Comment_2444382

    about 90% of lobbies I see keys there's also a hatch offering. That puts a lot more pressure on killers especially if they're a SWF.

    With the hatch offering, you know where(likely) the hatch will be, though. AND you see its aura when available. If you haven't already killed anyone and you suspect there's a play for hatch afoot, you can stand by it and deny most of them the opportunity.

    @Ludicris said:

    https://us.v-cdn.net/6030815/uploads/LV2TQD63D4SV/image.png

    Wanna see proof of survivor sided? These upvotes. It's common sense to want balance in the game. Killer can't switch Killers last second, why should the Survivors be able to. Why should the Survivor be allowed to switch to a key last second, but the Killer have no time to put on Franklins? Why should survivors be allowed to switch to a perfect item layout, but Killer doesn't have time to switch to a sweaty build?

    Exactly. Common sense. They shouldn't. It's only fair that survivors have locked characters upon searching for a match as well.

    This forum is a horrible survey pool, you shouldn't take updoots on the forums with any grain of serious opinion. At best this is a very biased poll of people who can sometimes get around theor biases. But more often than not it's a bunch of kids whinging about what's fair and unfair in a video game designed around taking advantage of various circumstances.


  • @TotemsCleanser said:

    People that are like "just wake up and negate him his power lol" do know that waking up against Freddy is probably one of the most annoying things to do in the entire game, right?

    • Go to one of his clocks, which will always be literally on the opposite side of the map because it's been programmed so that it spawns as far from you as possible. Waste a lot of time going there and coming back to whichever place you were before. Be asleep again in 90 secs. Not at all efficient, might as well stay asleep wherever you are instead.
    • Miss a skill check, hence revealing your position to him and losing progress on whichever gen you're on. Epic gamer moment! And he even has an add-on that denies this.
    • Have someone else wake you up, which requires that one person to be awake (fair) but will take longer and longer each time this action is repeated. So it becomes an inconvenient thing to do sooner than later.
    • Let Freddy hook you. I mean, duh.

    Not to mention that all the stuff mentioned above will be undone within 60 secs (90 if you wake up in one of the clocks, but those are located so far from you that the extra time amounts to pretty much nothing) or if Freddy finds you and hits you. Boom! Asleep again. That whole trip to the clock, missed skill check, or finger-snapping from your fellow teammate is gone and wasted.

    "Don't get hit then" hey! You're so right! Too bad I will fall asleep again in 60 secs anyway, no matter if I get hit or not.

    It's honestly more trouble to try and stay awake than it's worth. While you might lose terror radius in the dream world, you can't see him fully until he's 16-32 meters away. Sure his Terror Radius might go off but you really shouldn't be running away from a generator until you know he's coming for you. So you have two choices, have no vision but be able to tell when he's getting closer via audio cues, or have an ever-present lullaby to signify when he's in range and be able to see him from across the map.

    I'd rather be asleep in the dream world and see him across the map coming to me, than to be awake and not be able to see him until it's too late. Being awake seems like more a detriment in general. And that's the sad thing about his passive powers, is that they actively prod you into wasting your own time and it doesn't even negate a little bit of his powers. You'd think being in the dream state was a massive debuff but all it does is make you Oblivious, which isn't even that horrible when facing a Freddy since you gain so much vision in his dream world. It affects only Stake Out and Diversion, both pretty uncommon.

  • @BasementDweller said:

    https://forum.deadbydaylight.com/en/discussion/260253/dear-devs-stop-listening-to-otz

    Otz made a video talking about how spirit's add-ons are problematic.

    https://youtu.be/1Dqzt_FRFPc

    But I guess the devs should stop listening to otz.

    I think the problem stems from people on the forums just throwing out streamer names like they're irrefutable proof towards an argument. It's honestly driven me away from these forums more than the trolls and the people who just don't want to have a conversation about anything.

    The main idea I get off the forums is that your opinion is garbage unless a well-known streamer or YouTuber also has this opinion, and then it's taken seriously by the bulk of the community(here). It's probably why people preface half of their threads with "I'm a Rank 1 X Main Surviver/Killer with eight million hours played so I think I know what I'm talking about when..."

    In reality, we should take people's arguments with at least some seriousness. Follow up with our own research and opinions and find a middle ground to actually hold a conversation. But this is the internet and flame bait will always happen regardless of how well intentioned someone might have been.

    Now, that being said, I do like it when someone puts the time into actually doing their research and pointing out flaws with some actual work. Sometimes they even get that stuff wrong, but it's at least better than, "I'm/they're a streamer therefore my/their word is God."

  • I like the locker idea. I think the aura reading it has is good, but honestly I'd like to see a talisman or something else to take that style of item use and even expand upon it.

    I think keys could be used to lock or unlock things quickly. They could be used to halt repair progress for a little bit, or to instantly unlock a chest, or even to lock some lockers for a limited time! Imagine running around locking some lockers, and Huntress or Trickster come to reload, and they can't access the locker. Or maybe your buddy(or perhaps just yourself) jumps into a locker and the Killer knows they are there, you lock the locker and they can't access it for 30 seconds or something. The player inside cannot move out but they have a safe 30 seconds to prepare.

    @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309272#Comment_2309272

    No, the keys should be as useful as mories are since that's their equivalent, not other items. No reasonable killer would care if keys opened hatch once all gens are finished since that only bypasses 20s of exit gate opeaning which is already undefendable.

    And keys would still be good if you team has lost, you're last alive and killer closed hatch. You'd still get 1 free escape at a point where it's reasonable.

    They would still have a lot of uses with change like this (arguable more then other items even) but wouldn't be bypassing main objective in unhealthy way anymore.

    And the best part, all devs have to do is change single number of gens from whatever it is now to 5 on the hatch spawn condition (like they did to mories, iri heads etc).

    That's the whole point of this thread though, innit?

    "How Would You Change Keys"

    Kind of self explanatory there. You're too stuck in the mindset of "keys MUST = hatch" that you can't comprehend them being used as something else. Think outside the box or stop investing time you clearly don't care about into this discussion.

  • I signed in just to say thank you for writing this. This post is the best on these forums, hands down. There truly is no better discussion topic out there.

  • You sound like someone who blames a victim because they "were asking for it."

  • @[Deleted User] said:

    I've tripped it in the past by editing replies immediately after posting. So that could be part of it.

    I'll edit my replies sometimes because of grammatical errors. And then the system decides, "nah fam we'll just delete it via 'waiting approval.'" I've given up trying to proofread anything because of it.

  • @[Deleted User] said:

    This seems to be an issue regarding various combinations of Survivor/Killer pings connecting to the dbd servers. Just since you can't see it doesn't mean it isn't happening.

    Also, take a look at your 1:00 mark. And consider that the 0:50 and 2:28 marks are likely areas where the Killer thought they would hit you.

    But all this is speculation at this point.

    Seriously, Deathslinger was nowhere near Zarina in that moment.

    My few games I played before deciding to wait it out(no dbd is better than garbage dbd), I was getting lunge-range quick attacks, it felt completely unwarranted. Those marks point out that the problem still exists. Just because the killer misses doesn't mean the server isn't completely screwed right now.

  • @Eathian said:

    It's always like this. Whenever there's an event Franklin's get used more.

    Yeah unfortunately when a good thing comes along, there are people who exist who derive pleasure simply by gatekeeping said good thing. Don't like it? Well now you're denying their fun by saying they shouldn't be able to ruin your fun. Oh the mind games fourteen year olds love to throw around like it's deep critical thinking.

  • I wish they had both tbh. You usually have to stockpile a ton and space them out. It's a fun surprise event item but I'm better with them than I am flashlights

  • HUD specifically, skillchecks were always funky. They felt like 20fps every time I had one. Now they feel smooth as butter.

  • @TheVVitch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940635#Comment_1940635

    100%

    The old animations were clunky as all get out and didn't make much sense. Your survivor was perpetually hunched over for no reason. People are just adverse to change especially since the old animations have been used for so long. Same thing with the UI changes.

    People are just adverse to change.

    The hitbox detection is my only real gripe this patch

    Once the hitboxes are fixed I'll start playing again. I can play with the HUD stuff, as much as I hate it, as long as they update it a bit in the future. It shouldn't be spread out so much, but I love how smooth skillchecks are.

  • I love the animations, I love the updated FPS, they look smooth as hell. The clarity of the UI, it's really good. I like a lot of the concepts they've added to the HUD, it's what a lot of people have been suggesting over the years and it provides a lot of QoL to a game where sometimes you focus too hard on one thing and don't realize a teammate is on final hook.


    What I don't like is the placement of everything, and the size. Prior to the game updating, you had two locations for all of your HUD stuff. Bottom left corner and bottom right corner for both survivor and killer. On the left corner and up the left side just a little bit, you had teammate/player health status, generators and items, and point progression, On the bottom right corner and up the side just a little bit, you had perks, buffs, and debuffs. And all of this was fairly large. Not large enough to be obstructive, but large enough to be able to glance and tell immediately.

    The current HUD has all survivors in the top left corner. Generators are in the top center. Point progress is in the top right corner. Perks are on the bottom right corner, debuffs are on the right center, and items are on the bottom left. We went from potentially 2.5 places to glance at the screen to 5 places to glance at, that are all over the screen. Everything is too separated. Maybe they were thinking it would be easier to see, but honestly it's just too much information spread out across the screen.

    Nearly every game I play shows information in one or two places, and if there's more, they're usually closely connected to the information bar, no more than an inch away. When they changed the HUD layout, I'm sure they were thinking it would provide more clarity, but in all honesty it just makes things confusing. And the top right corner for me personally is the worst place to put point progression on. I watch videos of people playing the game and I don't even see the points they get. Like that's how out of the way they put that piece of information. It's so small and far away from everything else that it might as well be twelve blocks down the road.

  • Yeah same. Tbh I only played like 4 hours a week, so it's not even playtime burnout. I think it's just the constant beating of new garbage to sift through every patch cycle. There's just no break with this company.

    I'm sure the devs are trying their best, and the changes look great, but especially with this current hit detection, it's absurd. I was getting non-lunge attacks from every killer at double the lunge range and getting injured/downed because of it. The game looks smooth as hell but that doesn't make my death any less frustrating.

    I'm just burned out by the constant problems. I wish they'd just give us a finished product, and not one that creates more problems than it solves.

  • What they should do is allow you to move the hud pieces wherever you want, size them however you want. It's a win win with minor gripes about how long people take doing micro-tweaks to their own preferences until we get a few "meta" layouts.

    Plus as a leftie I'd like to see certain things on the other side of the screen.

  • @EpicBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/226923/fix-the-goddamn-hitbox

    "uhhh play something else for a week. Try civilisation or something, thats a very refreshing change."

    Ironically that's what I'm doing until they fix this. Which is a real shame I was looking forward to the seasonal items.

    I'm not even checking the rift pass this time around they ain't getting a cent from me for a while.

  • @whammigobambam said:

    Not unplayable just extremely unenjoyable. Which single handedly defeats the purpose of gaming. I kept asking for horror in the surveys. I did not expect them to follow through by gutting the game.

    See you wanted scary horror, but they were thinking shocking horror.

  • @vacaman said:

    This patch might be a disaster but has any of you noticed a better performance in the game and less lag? Because now i can play hag properly like I used to before dedicated servers and don't get the same FPS drops that i used to get on many situations. Is it just me?

    No, no I haven't, unfortunately.

    I usually like to give BHVR the benefit of the doubt, but I've been getting killers who hit me 3 models further than usual, even with the janky attack animation problems I have. The game just isn't playable for me. Maybe a hotfix will help the networking issues but I don't even want to test it until I see uploaders posting decent videos.

    Like I'm sorry but I can't play this game anymore, it's a complete disaster. I was looking forward to the changes despite my apprehension towards the HUD, I like the upgraded graphics and most of the animation changes, but if I'm getting hit with a few Jane-sized hitboxes in between runs, how am I supposed to get better? How am I supposed to learn? There's no learning from that.

    I sincerely hope no one gives any more money to this game until this stuff is fixed. But sadly, probably several blind-bought the Pass before even looking at what it gave out.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906156#Comment_1906156

    I never said you literally meant 10 seconds. It was taken as a point.

    You realized after you made a statement that it wasn't accurate. You don't need to be combative, you're allowed to make mistakes, it's how we learn.

    So when I said "10 seconds" and was being hyperbolic, and you said I'm not being hyperbolic, in what world does that not mean you literally thought I meant "10 seconds?"

    I feel like there's a lesson in nitpicking details here that isn't being learned.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902639#Comment_1902639

    Is it too much asking for loops where both sides have mindgaming potential? Killer shack, jungle gyms, some pallets in the middle of Autohaven and MacMillian etc are all loops where both sides can outplay each other and usually the best one wins the chase.

    Loops like the bus or the house of pain are examples of one sided loops. The only hope the killer has is if the survivors makes a mistake. You can say the same about unsafe loops on Hawkins too.

    Yes I mean unsafe loops also exist, like you said. I think one or two safe loops--especially when bus isn't a guaranteed safe loop every time, is fine, compared to the 3-4 guaranteed unsafe pallets in every map. Both have their purpose, and the Killer can allow generators to be completed in those areas to create dead zones, know that a survivor is pretty much worthless over there, and be able to capitalize on it and go somewhere else.

    Sometimes you want to be able to mindgame each other, sometimes you just get lucky with positioning. It's kind of the game, the variety is there to make people think on the fly. The old godloops were a problem, for sure, but the game is so balanced now, arguments like these seem to want to swing it too far the other way.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1905181#Comment_1905181

    You're being disingenuous and backpedaling. We both know you weren't being hyperbolic.

    Why would I literally mean 10 seconds? That's an absurd statement to make. Admit you took the bait and move on with your life, dude. It's okay to realize you nitpick on the details way too much, recognize it and fight the urge to correct someone on the dumbest details, unless the details are the topic.

  • Why am I being shamed for building my own computer? Like sorry I spent time and money on something I really enjoy, next time I'll go play DBD on the Switch and be content with the 15-20FPS garbage so that I'm on the same level as everyone else.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902639#Comment_1902639

    Wanting mindgameable loops so each side has a chance of winning it and wanting them to be unsafe pallets are two different things. We want mindgameable loops, not unsafe pallets.

    Also since you mentioned chases under 10 seconds, you realize that chases longer than 15 seconds is losing you the game as killer right? How long you want the chases to last is unviable against good survivors, you literally do not have that much time with how fast gens go.

    Generally speaking, you have to be getting a hit or a pallet in 15 seconds or less if you want a chance at winning.

    I was being hyperbolic, to specifically bait out people like you who can't help but point out this crap.

  • @[Deleted User] said:

    Because the devs don't seem to know what looping is, so they have no idea how strong it is.

    Just look at the house of pain on Badham. Depending on what windows are open the building is basically an infinite and it also has a god pallet. Instead of balancing the building they literally made it STRONGER by adding a breakable wall which must be broken. As someone said above, these are just Nurse and Spirit loops.

    You have to give survivors something to work with, if everything is an unsafe pallet loop then chases last 10 seconds.

    I know you probably don't see a problem with that, but if survivors have nothing to work with from junction to junction then there's no point in playing the chase game. Everyone runs sprint burst and guns it to the other side of the map at that point.

  • If I'm having a particularly bad day I'll dodge keys, but that's just because of the stigma behind it all.

  • Small game.

    I went out of my way to cleanse all 5 totems, I prevented a Devour Hope from maturing and NOED from ever coming up. Was worth it. 10/10 would do it again.

  • Don't focus so hard on keys. They have their problems that need to be fixed, but focusing on them like they're the core problem, and not your own attitude about the whole thing, conflates the issue.

    If you wanna kill the guy for bringing in the key, go for it. If you wanna Franklin's the key bringer, go for it. If you take personal offense to someone bringing in a key you might as well stop playing the game now before something else completely minor happens and you get angry over it.

  • On the survivor side I've done all bones and waited for the post-game results. It's been pretty clutch in some situations where if we hadn't done them, it would have been a 4k because we pushed the last generator and got caught out right after it completed. It's a good feeling

    I know it's not what you asked but there it is lol

  • Some people want to use the items they find through matches or through the bloodweb. Some people have to use them to get certain archives done. Some people are jerks about it.

    Honestly if the community wasn't so wrapped up in this code about how keys are the worst thing in existence, we probably wouldn't have a nuclear stockpile to begin with. I have 86 keys across all my characters, and I don't use them because before it was an immediate ebony mori, and while I mostly thing the problem has been fixed on that end, it's still garbage to bring a key in and potentially ruin 3 other's game because the killer takes some personal offense to an item being brought into the game.

    But maybe I've just been unlucky. Maybe it's really just an unlucky few who have tried to beat that concept into my head. "Bring a key, you get mori."

  • @Blueberry said:

    Possible.

    The "stars" reference could also be relating to space stars, AKA Alien chapter.

    Resident Evil is probably the more likely one though.

    Personally I think the T-Rex from Dino Crisis 2 would be a great fit. Players are always complaining about how they can't get across the map in time on some maps, just make a giant killer who can reach the other side in a couple steps! Easy win

  • Noed is essential for the rebellion, you cannot escape it, you cannot stop it. If you refuse to cleanse bones with me then you will perish under the feet of the killer stampede.

    Noed is fine, it's a shocking twist to an(usually) otherwise easy game. Survivors get a lot of breaks, killers that bring in noed do so because they enjoy the potential backup it brings. I've had terrible games as killer before, if I had brought in noed I could have salvaged at least a little bit

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156014#Comment_1156014

    The devs do a pretty ######### job of balancing. If they preformed like this in any other job they would be fired. Tool boxes are still good, just not comically op like they were. In terms of buffs for killers plague got a fountain so she can use some of power. Woah, she might be top tier now! Dead hard just allows survivors to not give a ######### about their positioning. "Oh no i got caught, lemme just dead hard". The fact that it gives invincibility frames greatly increase the value of this perk. Without the frames you can still use it dodge attacks and dead hard to a pallet or vault, but then it wouldn't be insane. The perk is picked a lot at high ranks, the exact same reason why ruin got nerfed. The devs may be "trying" to balance the game but they are doing a piss poor job. This game has always been survivor biased.

    If you truly believe that they should be fired, then fire them by not playing this game anymore.

  • I feel like with items specifically, it's more on the community and how killers tend to act when people bring in any amount of items, especially flashlights, maps, and keys(especially maps and keys in the same game). Hell I even get killers who target me just because I brought in a med-kit. Like how dare I heal myself at a reasonable rate once per match.

    I think allowing add-ons to be sold back to the Entity for a fraction of what they were worth is a solid idea, it would give the devs a good clue as to what's actually valued if they kept track of it all.

  • I still see them fairly often. Maybe a 10-20% drop in usage overall. Which isn't bad, people just overexaggerate about this stuff all the time. Moris were meant to be a treat, not an instant/guaranteed-win anyways.

  • I rarely win against a Freddy, he's probably the only killer that I actually have an issue dealing with across the board.

    I wish he had to stand still while applying his traps, I mean it's just like half a second but that would honestly make dealing with him feel a little more fair. He's able to shut down loops more efficiently than Trapper, which tells me it's a bit of a problem. I think his mangled blood traps are a bit much, too once you hit one you've basically lost the chase, even if the chase hasn't started.

    I wouldn't want to gut him because I think the dream world pros and cons are really good, but a couple tweaks here and there and he might actually be fun to play against. I think his typical build has a lot to say about how much perks can influence a killer, even when the player behind the killer is not that great.

  • I mean unless it's a bannable offense to update monitor settings I don't think you're going to win this argument, to be honest. They literally can't do anything about it. It's the difference between playing Minecraft where you can't see anything in a cave and upping the gamma so you can see in said cave. Maybe the devs wouldn't want everyone to play it that way but they really can't do anything about it.

  • Don't worry, my dude, water under the bridge. I hope when they rebalance keys they add a new item that takes all the aura reading stuff from keys so we can actually use them lol

  • @Rabituin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1883255#Comment_1883255

    No its so i dont have to lobbydodge because of a piece of metal

    I was making a joke, "wedding ring...."

  • @Unnamed_Freak said:

    They are doing so she is nerfed. They did the same thing with Nurse, Hillbilly and Freddy(although his was deserved).

    They are doing it to Spirit because they want her nerfed, and the next is probably Deathslinger.

    It doesn't actually work like that, though. Some of it is warranted(though blown out of proportion), but the majority of the posts don't actually get taken seriously.

  • @crowbarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880809#Comment_1880809

    I frankly don't care. The goal is to change behavior. If devs don't take keys out of the game, I will make you think twice about running one.

    Seeing 3 survivors hatch out in a winnable game is ridiculous and happens often enough.

    Personally I'm of the mind--if they did simple changes--that Dull Keys should only open for one, and Red Keys can open for all. And that hatch should spawn when all generators are complete or there is one survivor left. The whole point of hatch is so that the game ends sooner while also giving both the killer and survivor something to do, either during a chase or when neither can find each other.

    If they were to do a complete overhaul I'd like keys to just be removed from everyone's inventories, or replaced with a new item that works as an aura reader or some other kind of doodad.

    The concept: In any one game, chests would have a percentage to find a single key that could potentially unlock the hatch at the end of the match, and could be increased via plunderer's, luck offerings, etc so it'd have to be pretty low to make these worthwhile. Once that key was found it's on the field and cannot be deleted, but that doesn't mean the killer can't force someone to drop it. If the key isn't found, then no one could open another chest and find it, it simply wouldn't be possible unless another condition was met, which would give the Killer something else to patrol other than the two doors during the EGC.

    When the Killer closes hatch and there is only one survivor remaining, all chests that have been opened are closed, and only one chest(chosen randomly) has the key, the rest have brown items or are empty entirely. The survivor has to go open the right chest and may choose to escape via hatch. This will allow them to pursue hatch archives, or hatch achievements without completely gutting the concept of hatch and its purpose in allowing final survivors to pursue an alternate objective, especially when the exit gates happen to spawn stupidly close together.

  • @Rabituin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880965#Comment_1880965

    I brought a green key with blood amber once (first time amber using a key) and the following happanned:

    Iri Head

    Mori

    Franklins

    Keys need to be nerfed (i just wanna bring a wedding ring)

    So you can marry your favorite Killer? Aww so sweet to find love in an otherwise hopelessly dreadful, never-ending existence. 😂

  • @WishIcouldmain said:

    You should just bring green keys to have them waste a perk slot.

    I do that sometimes just to see if they're in that mindset today. Sometimes I get multiple games in a row that all happen to have the same concept behind them, though I bet it's often from a perk change or just bad luck.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880902#Comment_1880902

    Not really. Since the dawn of DBD I have always considered it a good trade of 3 gens for 1 kill. I been facecamping with wraith since 2017. And now I got Bubba to use? It’s a very simple decision. I don’t mind if the games go down to the wire if I can spite a key user.

    I don't know how you've entertained yourself for this long if you truly only do that.

    I can't imagine you'll get much out of it come the new changes to matchmaking and rank reset

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880809#Comment_1880809

    But that's what he wants to do. To the sound of it, he's been doing it and it seems like it's working out for him.

    Just seems like backwards logic. 5 people in a game so you can only control what one does(you) and influence the rest in a very minimal way, on paper and in practice it's not a very sound thing to do. Survivors tend to be altruistic(as they should be), but if one person finds out and they happen to be talking to another survivor, you're not really making it work out for you. Yeah no one escaped through the hatch but people escaped regardless.

  • @SilentPill said:

    You are right, it was so hard they had to shadownerf moris out of the blue after 4 years but leave keys totally untouched.

    I just insidious facecamp keys half the time because I don’t feel like dealing with them.

    That's like cutting off your nose to spite your face. You've dealt with the one key holder, but anyone smart enough will just genrush. So congratulations you killed one dude but let 3 escape, rather than potentially kill two or three people and get so much more out of it, and the last person escaped because they had a key.

  • @jrinkwater said:

    Solo survivor is not as bad as many make it seem. It's more just annoying often. You got mind gamed by a pig pretending to be nice. pretty funny imo

    Yes forcing someone to be harassed and bullied for 10+ minutes is super funny, totally not awkward at all.


    It sucks that this killer did that. While I can't say that we should all expect Piggies to follow some arbitrary code of conduct when it comes to Snoot Booping, it's unfortunate and sad to see another Piggy abuse the good nature of what that sort of interaction usually entails.

  • @Kees_T said:

    I mean, people used it a lot for a reason right? 95% of the time people will use this add-on with the main goal to negate dard hard, which with a single button allows you to outplay the Killer.

    In about 1% of cases maybe, and even then it's for a couple seconds at best. A missed attack isn't like a strike on a player, the downtime on a missed attack is negligent at best.

    99% of the time Dead Head is used poorly, even in red ranks. Either timing is off, or you smash into a wall, or you thought you had enough time to use it but it goes off and you're on the floor, Dead Hard is hardly a "Push Button to Outplay Killer."

  • My granny. She'll scare you to death with her Scottish scary stories.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875384#Comment_1875384

    Something like this will probably only result in a fast chat restriction or ban from them. They have the power to just not deal with it.

    Complaining here literally does nothing to change their mind. None of those streamers come here, and you know they don't because you'd have so many people posting their streams in new threads. Enough that the mods would have to ban links.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875384#Comment_1875384

    Something like this will probably only result in a fast chat restriction or ban from them. They have the power to just not deal with it.

    Complaining here literally does nothing to change their mind. None of those streamers come here, and you know they don't because you'd have so many people posting their streams in new threads. Enough that the mods would have to ban links.

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