TheRockstarKnight
TheRockstarKnight
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Clearly Michael & Bubba think alike.
Halloween is best holiday, my mind can't be changed.
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@aderpymuffin said:
It could be apart of a town urban legend. Or perhaps he spent some time there before the entity caught up with him. Its not specified that Ojomo was taken immediately. It just says he was never seen by anyone again.
Most likely it's just a story, or a side effect of the Entity's touch upon the real world.
That said, on the note that Phillip might not have immediately taken, I always liked to imagine Phillip was given the Wailing Bell before he was taken to the Entity's Trials, and that he slaughtered the mob Azarov worked for, crushing their dead bodies in the same machines they used to dispose of their victims.
I like it because it makes the Entity's choice of him as a Killer seem more natural, puts more menace behind the specific wording "he was never seen again", and still stays relatively true to the popular image of Phillip as one of the less mentally unstable Killers (he killed other killers, not random innocents).
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@brokedownpalace said:
Is there something different about the Pig that these issues pop up with her so often? Or is it because Pig has reached meme level so we're always on the lookout for issues?
It's partially because Pig has reached meme level. Trapper's power gets messed up (more than once in almost nauseating ways) with practically every other update and nearly nobody brings it up.
That said there must be something different; Trapper's problems are usually the result of bugs and they get fixed. AFAIK most of the Pig changes have been intentional and/or haven't been reverted.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/708684#Comment_708684
That seems like it would make gameplay less interesting for the Pig, as all she would have from a Killer interaction standpoint is the ambush.
Is putting RBTs on Survivors before hooking them really that interactive?
I suppose there's the potential "will I trap them or not" dilemma, but I don't see how removing that in favor of everyone always being trapped is a bad thing.
If it is a big issue, there's no reason her Ambush couldn't be modified to be more interesting. I've been thinking for a while it'd be cool if she could fast vault pallets and windows while dashing; it'd increase the potential for mindgames with it, and make short loops very unsafe against her.
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Anyone else think Amanda's traps need a full on rework rather than just a buff?
What if, instead of Amanda personally trapping Survivors, every Survivor starts the game with an RBT? Instead of Survivors immediately removing them, the RBTs have three mechanisms and cannot be removed until all three keys are found.
The first two gens that get completed activate the first mechanism, the second two gens activate the second mechanism, and halve the total time on any still active RBTs, and the final gen activates the final mechanism and havles the total time on any still active.
So instead of Amanda being reliant on quick downs in the early game to slow generator progress, Survivors are forced to either do a 2nd objective or die three times throughout the course of the game.
Her add-ons would almost all need to be modified of course, but I think the traps would be much more in keeping with the spirit of Saw's 'twisted game of life and death' than they currently are.
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@Adeloo said:
I will slowly add sketches of the decoration and cosmetics on my suggestion ;)
I started with the totems since we both suggested it ^^
That's great, and I love it.
@NaroxdamXias said:
So this is probably something asked before but can we have soem changes to these things in theme for October?
1. Totems to be changed into pumpkins. That way a normal pumpkin is like a dull totem, and a hex totem is a jack o'lantern.
2. Haddonfield should have a red sky or something that looks bewitching in theme, because of the Halloween movies or at least have another map/street with the Myers house like Lauries.
3. Possible Left 4 Dead witch skin for hag? It would be a good cosmetic to go with Bill and the other cosmetics that are supposed to be Ellis, Rochelle, etc.
That's all the idea's I have that I really would want for DBD this Halloween. I hope the devs make more stuff or consider these ideas. Please comment what you guys would like to see, I really wanna know what everybody else thinks for Halloween in Dead By Daylight this year.
These sound good to me.
I'd like to throw in a suggestion of locker decorations. Whether they're all Hallowed Blight-y (covered in glowy ooze and wrapped in Entity plant tendrils) or they just have standard Halloween flair (a few Jack-O'-Lanterns around the base of the locker, or bats sleeping inside by the hatchets, or Halloween masks stuck on the doors, or maybe some cobwebs with colorful spiders) I wouldn't mind; as long as they get something cool.
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I do.
He was such a unique Killer; trading immediate presence and ability to harm for the ability to slow down the game AND keep perfect track of Survivor locations.
The New Nightmare is better to face and easier to play, but Old Freddy was fun to play and I miss him.
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@Efra_Legend said:
After a long DBD session my Nancy and Demogorgon were at levels 30 and 20 respectively. After booting up the game again both were back to level 1, the dailies I had completed reappeared and all BP earned during the session were gone. Its as if that entire session of playtime never happened, which id pretty big deal. This was on ps4 btw.
I've seen a couple of posts about it on the Bug Report section but not many. I want to know how broad this issue really is? Has anyone else experienced it? Has it happened multiple times to anyone? Is it platform specific?
I just hope it gets adressed in hotfix soon. Waiting until the mid-chapter update for a bug like this to be fixed would discourage a lot of people from playing the game.
Yes, it's happened to me repeatedly. I'm also PS4.
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Any time a bug happens, but mostly bugs that lose you a kill/get you killed.
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Undetectable is okay.
Honestly though the devs are caught between a rock and a hard place with Undetectable. If Spine Chill/Premonition work on Stealth Killers then the Stealth Killers still aren't very good at stealth; it's just Killer aura reading perks (which are already not great) getting nerfed. If Spine Chill/Premonition don't, then they become nearly worthless perks.
It's a lose-lose.
As for Oblivious, it's a terrible concept right now. There are tons of issues caused because of it.
OoO prevents any mind games on an Oblivious Survivor; Coulrophobia, Unnerving, Overwhelming, Dark Devotion and Infectious Fright all become useless against Oblivious Survivors; The Doctor loses half his power against Oblivious Survivors; Prayer Beads Spirit is even stronger against Oblivious Survivors and Spirits without Prayer Beads are weaker against Oblivious Survivors; The Legion goes back to their pre-Rework state against Oblivious Survivors; Borrowed Time becomes worthless if either Savior or Savee have Oblivious; and the Comms-Noncomms Survivor gap becomes even bigger.
Oblivious might be okay in the future, but at this point it'd make things worse rather than better for the game.
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- I kill people who sandbag.
- If a Survivor was really good and had stupid teammates that got them killed/threw the game I let them go. Even if they were cocky/tbaggy.
- If all the Survivors are just super terrible I go easy on them and don't 3 hook them.
- If someone DCs and they weren't as good as dead I go easy on the others.
- If more DCs happen I just let the others go without even hooking them.
- If a Survivor gives a gift I accept it. Whether that gift means I let them go for a bit or let them live depends.
- I try not to tunnel if I can help it.
- If all 4 Survivors are alive at the end and the person I get is on their first hook I let their teammates save them. I know how much it sucks to die on your first hook.
Of course I operate on a Pirate's Code sort of basis. Guidelines, not rules. It's supposed to be fun; I try to be nice but I don't take the game or my 'code' super seriously.
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I'm using it until I get all the bloody masks/faces that I want and all perks on all the characters I play regularly.
Unfortunately for me that'll probably be most of this game's lifespan since I play somewhat infrequently and they keep adding content.
It's a shame too. I usually have more fun running builds without BBQ and the aura reading almost never does anything for me that just using my eyes and brain couldn't.
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༼ つ ◕_◕ ༽つ ༼ つ ◕_◕ ༽つ
SUMMON THE CHAPTER
༼ つ ◕_◕ ༽つ ༼ つ ◕_◕ ༽つ
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@Kaelum said:
https://forum.deadbydaylight.com/en/discussion/comment/688999#Comment_688999
This is a false statement. There are some overlapping loops that are either double or triple loops, where entity blockers only block 1 path for basically 1-2 loops. With balanced landing, there are in fact infinite loops if the RNG of the progression system is in your favor. Hell, the new laboratory map even has one, and has been documented in several videos. BHVR is oblivious to these loops, as they don’t know how to run them themselves.
There are also some window loops where 110% movespeed Killers can lose chase while still following the Survivor; meaning the Survivor can use the window infinitely and, because no chase also means no bloodlust, the Killer will never catch them.
These loops can (they aren't guaranteed spawns) spawn on Rancid Abattoir, Wretched Shop, Suffocation Pit, and (IIRC) Groaning Storehouse. However they only really effect Huntress, since Hag and Spirit's powers can make any loop unsafe.
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@Akibahara said:
Alright,
So the Demogorgon, Nancy and Steve are the next new characters on Dead by Daylight. However, if memory serves correct, the Demogorgon is in the Upside Down which is under the control of the Mind Flayer - a malevolent entity similar to, well, the Entity from Dead by Daylight. Lore-wise, why would the Mind Flayer let another foreign deity snap up one of it's creatures?
I'd like to headcanon that the Entity and Mind Flayer are siblings.
Our Spider in the Sky just borrowed one of her brother's toys.
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@brokedownpalace said:
What do you expect them to do? Put him in a sun dress?
I'd pay for that.
I mean, as long at it's pretty and not gross or raggedy looking.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/651044#Comment_651044
Gimping the gameplay mechanics of the other side is never a good idea. This perk as I said before is so easy to implement to be a great anti-camping perk but as it is now it's just bad and outclassed by Kindred. This perk is probably the worst perk from this new chapter.
Agreed.
I really hope they add or change *something* to make it either stronger or more versatile before release. Because in it's current state it doesn't seem useful enough to ever warrant using.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/651067#Comment_651067
No wait, scrap that. Bashing a button for longer doesn’t sound fun
Also agreed. IMO, struggle state needs a rework for a number of reasons.
But that's another topic for another thread.
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It's just part of human nature.
That which is unpleasant, painful, or undesirable is generally brought to and kept at the forefront of our mind.
People complain and will continue to complain because they remember moments to complain about more than they remember moments to give praise about.
There are positive threads and posts on these forums, but the negative ones are easier to talk on and thus more attractive.
I'd like to think the devs understand we're here because their game has made a huge impact on us. After all, nobody complains about something they don't feel strongly about.
That said, we could all definitely be nicer around here. Complaining =/= whining or being rude. It's possible to bring up something we don't like without insulting anyone.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/648544#Comment_648544
Fair enough. I was just making sure I hadn't missed something.
Nope; you're good.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/648530#Comment_648530
I asked what the reward is for leaving the hook, not what the punishment is for camping.
There is no emblem 'reward' for leaving the hook. You just don't lose points if you leave the hook.
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@Usui said:
There's nothing to discuss here, just another UNDERWHELMING set of perks, including this one. BT beats this perk in every single way possible.
Kindred honestly outclasses this perk. It helps Survivors coordinate a save and tells them if the Killer is nearby. Not only is it stronger, it's more reliable in that it doesn't have any additional requirements besides you being on a hook.
Unless you're super afraid of running out of struggle time while on the hook when someone gets within 16 meters there's no reason to run this perk over Kindred.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/646958#Comment_646958
What is the reward for leaving the hook as far as emblems?
You lose points toward Chaser if you are near a hooked Survivor without an unhooked Survivor nearby.
It's not that much really; thankfully since you seem to get docked points for camping while the gates are open.
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@anarchy753 said:
The issue to me is this.
Regardless of the intention, it's not something reliable enough, nor gamechanging enough, to justify a perk slot over even perks we consider "mediocre" already.
Even when it triggers it may do nothing at all.
I can see this.
It's basically on the same level as Left Behind and No One Left Behind. You can't rely on it activating and it may not even help if it activates.
If it were either unreliable or weak it could be fine, but since it's both there's no real point to using it. Especially since Kindred is a thing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/646722#Comment_646722
The person who rushes to the hook is not on the gen and that is where he/she should be when killer camps. That is why the way this perk works now is flawed.
As I suggested the perk should work like that:
- The timer should stop when killer is camping and no survivor is near 16m radious. The timer should reactivate if someone else is near the hook apart from killer - this is the way this perk should work to combat excessive camping.
That would make it into an incredibly strong perk. Combined with Kindred it would effectively hard counter camping.
And honestly, I wouldn't have any problems with that. The perk would be useless if the Killer doesn't camp or if Survivors force the Killer to stay in the area. It'd also have counterplay in that the Killer will notice you not dying so they're free to actually play Killer instead of waiting for you to die, so campers have no real reason to complain.
It'd have a purpose and it'd be effective.
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@xllxENIGMAxllx said:
It's an anti-camper perk his purpose ?
Imagine being at the very last second of the hook when the teammate come to save you. This waste 16s to the killer if your team are doing generators it's 16 additionnal seconds.
On a SwF this perk can be very powerful against hardcore camper.
It only trigger if a fellow Survivor comes within 16 meters though.
Unless they're doing a generator very close by, the teammate would be better off just staying on a generator. Additionally, you would NEED SWF to use it in an efficient way and if you do manage too it only buys an extra 14 seconds.
I just don't see it really helping against a camper.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/646691#Comment_646691
You misunderstand. They will make the changes regardless of what the community says or doesnt. They're not looking for input rn. They are tweaking it as they see it will be good or bad. Once it hits ptb they may ask for input. And hell they may even lurk here and see something and use it. But every other post already complaining about the perks, when they're very likely goi g to change anyway, does nothing except flood the forums and start petty debates.
They give that disclaimer BECAUSE people on here argue so much before anything is released.
"They will make the changes regardless of what the community says or doesn't."
I'd prefer to think otherwise. The devs have shown countless times that they listen to community feedback. They don't always act on it right away, or even ever, but they do listen to us.
As for flooding the forums, I haven't seen an oversaturation of Camraderie posts. If the mods think there's a problem they'll do something. Until then I don't see why we can't try to discuss an upcoming perk a civil manner.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/646685#Comment_646685
Right. And as they said on the stream if anyone actually watched it.
M cote said very blatantly and directly to the screen: "THESE NUMBERS AND EVERYTHING WE TALK ABOUT WILL CHANGE ONCE OR TWICE BEFORE PTB, AND PROBABLY AGAIN BEFORE LIVE, SO THIS INFORMATION WILL BE IRRELEVANT BY THE TIME YOU HEAR IT."
So it will likely change. But I still believe it's fine as is, it doesnt have to be op to be released and used.
That's exactly why I want people to talk about it.
If the devs think it's great and fine it will probably stay the same. If they don't think so it will probably change.
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@Carpemortum said:
I love how we get 6 survivor perks and were bashing one of them. We got twice as many perks as normal. They cant all be good, meta perks. 1/6 being niche is fine...
But it isn't out yet and it doesn't NEED to be released that way.
I'd rather say something about it and get people to start talking about it than say nothing and just accept having another extremely underwhelming niche perk.
There's plenty of time before the chapter goes live. If enough people say something maybe the devs will take a look at this perk and think about whether it really does what they want it to.
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@Khroalthemadbomber said:
I mean it HAS potential. I've died on hook from struggle just as someone reached me MULTIPLE times. This perk WOULD prevent that. So it does have a purpose, albeit not terrific.
I never said it was without potential; just that I'm really underwhelmed if I understand it right.
Personally, I've never died because someone reached me just a little too late and, to me at least, it seems silly to use 1 of 4 perk slots for a perk that will only help me in that specific scenario.
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@pootis_Bear said:
No more rick roll
But I just wanna tell you how I'm feeling. :'(
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This.
Having to mash a button isn't tense or scary or an interesting representation of struggling to survive: it's annoying and takes an unnecessary toll on fingers and buttons.
That's also to say nothing of how lag spikes can instakill you because the host just doesn't register you mashing spacebar/c/x/whatever.
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Your heart's been aching
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We've known each other
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/644194#Comment_644194
Never gonna say goodbye
Never gonna tell a liiiie~
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@Catbucket said:
https://forum.deadbydaylight.com/en/discussion/comment/641630#Comment_641630
As was stated a few times in this thread, they literally cant. They dont have the rights to the actor.
They don't have the rights because they never asked. AFAIK Kyle Gallner, the actor who played Quentin, found out Quentin was in DbD the same time as everyone else and was disappointed nobody tried to contact him about reprising the character.
That said; BHVR can't change Quentin now because I'd imagine they'd need to renegotiate with the NOES license holders in order to modify a licensed character.
There's also no real motivation for them to spend money redesigning a character that only a few people play; especially since they can't make any money from a redesign.
They'd be losing money, probably a lot, to make the 50 of us Quentin Mains happy. It's just not a smart idea from a business perspective.
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I love Huntress (Huntress Main if you couldn't tell) but honestly I'd put her below Freddy and Ghostface as well.
Freddy can end loops with incredible efficiency using snares and Ghostface can catch anyone without Spine Chill or OoO by surprise if the GF is good.
Huntress can be incredibly devastating when in the right hands, but she depends a lot on map layout, favorable hitboxes/latency, and building pressure quickly. She just doesn't have the consistency or map pressure to be a high tier Killer IMO.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/632426#Comment_632426
In the past I’d agree with that since she has gotten cucked by a lot of the newer maps...but now her lullaby in non-directional. That’s a pretty big change. She doesn’t really NEED 115% movement speed to be honest. It wouldn’t make her OP though. Still don’t think she’d be better than Hag even with that.
I mean, Hag is incredibly strong tho.
She's not as easy to play as Hillbilly or Spirit, but IMO she's second only to Nurse if you play her well.
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Can y'all please stop with these threads?
It's been made abundantly clear that the devs aren't interested in making Legion stronger, more fun to face, or more fun to play. No amount of asking or begging will change their minds.
@Alther_Primus said:
While I could sit here and argue all day and night about how Legion deserves a ground up rework more than Freddy ever did, I do want to say something in regards to base kit:
If you're not going to rework Legion from the ground up, please at least revert the Frenzy Speed changes. You removed the lethality from the power, no need to slow them down as well. As it currently stands getting 2 chain stabs on Survivors that have more than 2 brain cells between them simply doesn't happen because you run out of gauge long before you reach the second person, and I'll also mention how Frenzy Vaults feel like hot garbage still. Please, at the bare minimum revert the speed nerfs to the supposedly agile teens.
I whole heartedly agree with every bit of this, but it won't happen. People have been asking for these two things (as well as the still absent button changes and removing the power loss for successful M1 hits) since The Legion nerfs went live on the PTB and it hasn't been changed.
The devs have their priorities and unfortunately the Legion isn't one of them.
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That's for you to decide.
Every person is the arbiter of their own goals in life, and there's no way of knowing for certain whether you did the right thing (unless we get answers after we die).
That said, I'd like to suggest that people exist to be kind and love one another as they love themselves.
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I've had a number of bizarre dreams.
I remember one in particular I had as a kid was incredibly graphic. The sky was all red, the way it sometimes gets just before dawn, and I was being chased through my neighborhood past dozens of butchered bodies; most of whom were people I knew. Without wanting to get into any detail it was just really gruesome and horrifying for me: so much so I was nauseous and I threw up when I woke up.
I got over it really quickly, but the mental imagery of so many people I knew and cared about horribly mangled really shook me up for a while.
This was way back when I was like 7 or 8 too, before I got into horror movies, so heck if I know why I dreamed it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/625308#Comment_625308
My stance is from killer perspective
Okay, then I can understand where you're coming from.
I was talking from a Survivor perspective. I agree with you; Killers going AFK doesn't need any extra punishment.
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@[Deleted User] said:
Absolutely not!!
After all the posts about people complaining about DC, and then this!
Some matches are such complete one sided, exploitative bullcrap that it’s better for ones mental health to just AFK.
Otherwise a DC is an instant loss of 2 pips and risks a ban.
What?
If you don't want to or can't play the game, just don't play the game.
And if you're having a rough match you can DC or find the Killer and let them kill you. Or you could keep playing and do your best to get points and help your teammates.
There are plenty of solutions besides AFKing. As a Survivor, the only thing AFKing is good for is screwing over the other Survivors.
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I agree something more should be done about AFK Survivors.
I had a game recently where we had two AFK Survivors. The Killer ignored them and instead went after me and the other person actually playing.
Unfortunately for us, once I died my teammate had no chance of Escape. Hatch couldn't spawn because she technically had two teammates left and she had 4 gens between her and the Exit Gates. Eventually the Killer found her and killed her before then killing the 2 AFK Survivors.
IMO, AFK Survivors who are outside a certain radius from the Killer (not the Terror Radius, because that can be exploited) for an extended period of time should be automatically Sacrificed by the Entity.
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@FiftyCalReaper said:
https://forum.deadbydaylight.com/en/discussion/comment/624153#Comment_624153
Haha I wonder if you went against my Bubba
Me too now. I've faced so many in the past week I honestly wouldn't doubt it.
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@xnes_galax said:
These are my personal survivor "noob sterotype"
Dwight : let me crouch near generators instaed of repairing them
Meg : let me crouch and stand still whenever i am within the killer terror radius
Claudette : let me self care with sloppy butcher in a corner every single time i am injured and ignore everyone else
Jake : nothing really
David : let me farm people while chased by the killer
Laurie : let me run straight to the killer to use DS after the unhook
Feng : let the killer grab me because i want to finish the gen
Nea : let me try to be "toxic" but instantly die and rage quit
Ace : same as nea but with style
Quentin : best survivor in the game
Tapp : let me get smack by the killer like every second
Cake : let me chase you down to heal you no matter what
Adam : let me think i am a claudette and crouch near the killer
Jeff : nothing really
Jane : let me abuse lockers even if the killer is right in front of me
Ash : same as nea, but more tryhard and more rage quit.
Bill : not much experience since i am on ps4
"Quentin: Best survivor in the game."
Finally, my sleepy boi getting the recognition he deserves.
For Bill I suggest: "Let me repair generators no matter what but go down almost instantly in a chase."
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Trapper.
Even though I run Small Game, his bear traps make me super paranoid. After a Trapper game I'll even find myself worrying about stepping in one while I'm being chased by Michael or the Spirit.
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Weirdly enough I see more Bubbas and Nurses than anything else.
Not that I don't see plenty of Spirits, Maxes, Freddys, and GFs, but Bubbas and Nurses happen almost every other game.
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I'd support a '2nd Legacy'.
Not necessarily glowy cosmetics, or even any cosmetics, but something cool for the people who already grinded for all perks to be maxed out.
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Agree. I've always loved Small Game (it was my first perk on Quentin (for anyone wondering, back in the day a Survivor didn't start with their teachables)) and I can't believe how many people think of it as weak or even useless.
There *are* plenty of useless and underwhelming Survivor perks, but there are also no few perks that are criminally underrated and deserve more love from the community.





