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The_BiggCheeze

The_BiggCheeze

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The_BiggCheeze
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  • @gendoss said:

    You should use it. At level 1 it hit me through a downed pallet and a full dead hard. Probably latency but it still did it.

    It's meant to hit you through pallets.

  • @Mew said:

    the bug still works, so you can still glitch your sets

    True, but I've heard it's much harder than what people used to do

  • He's HEAVILY perk reliant. Without anything to really apply pressure he's pretty useless. He's a mix of both Plague and Pyramid Head and is a worse version of both of them. The only thing he has going for him is the zombies, and those will literally get stuck on nothing in the middle of a field, so you can't rely on them at all

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263538#Comment_2263538

    sounds like the system is working then. Maybe you shouldn't DC just because you don't like how someone plays?

    Yes, being forced out of the game due to multiple freezes in a row and being punished for something out of my control is the system "working fine"

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262114#Comment_2262114

    You can already do alot of those things in game (I know you said, you don't have to buy it) It's just that playing a custom match has almost no difference from playing a regular match.

    Exactly, there's no gameplay modifiers, there's no ability to choose what tiles spawn. It's just a normal game of dbd with your friends.

  • @Verconissp said:

    Then you won't learn how to play the game if you're gunna pull that stunt my guy,

    If you want to get better. Play Hard Matches,

    It's a very Hard sounding of "Git Gud" As much as it's a ######### thing to hear / say. This is 100% true.

    Yes, play hard matches, as if that wasn't all I've been dealing with since they turned on SBM. And yeah, you can learn from those matches, if you actually get the chance to even play them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260807#Comment_2260807

    How are they forcing you? The rift is optional to complete, and I'm almost at level 70 already only doing killer challenges and occasional survivor ones. After they reduced the amount of XP per rift fragment getting to level 70 without doing a single challenge is totally doable.

    "Only doing killer challenges" Really? When I'm here done with all the killer challenges and didn't even make it to level 40 on the rift. You obviously play more so don't go saying you're almost at 70 JUST from the killer challenges, because that just isn't possible.

    And yes it's doable without doing challenges, but it takes much, MUCH longer.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260807#Comment_2260807

    No one forces you to play something you don’t want to play. Don’t be ridiculous.

    if the camping is your problem, maybe adjust your playstyle. Play more immersed (while still progressing the objectives), use for example Spine Chill, Urban Evasion etc to not get caught in the first place. Or perks that help you evade a chase (Dance with me, Quick and Quite etc).

    The camping isn't the main problem.

    I WANT to learn, I want to play survivor more. But when me trying to help my team only gets me killed, or progressing our objective gets me left on the hook, why should I bother about staying in a game that hasn't even ended.

    And I run builds that help me from being seen, builds that let me keep tabs on where the killer is, etc. And I STILL get handed the short end of the stick (If having the stick handed to me at all).

  • @Mooks said:

    maybe don’t join a game if you don’t wanna play? Slugging is a normal part of this game..

    if they actually force you to farm with them you can record it and report them for it accordingly. But if this keeps happening i am not sure if this is actually the case, at least i am not experiencing farming often at all.

    Maybe have the devs not force people to play a side they don't want to because they barely give us any rift challenges.

    I want to play, but at the end of the day everyone gets away while I'm camped on hook

  • @TheArbiter said:

    You sound like a great teammate

    Gee, what gave that away?

    Maybe the fact I prefer killer and prefer killing survivors and their teammates?

    But killers don't get a lot of rift challenges so here we are.

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260505#Comment_2260505

    Was this by chance on a farm map with everyone ending up in the basement?

    No, I haven't been to a farm map the past 3 days

  • @Mooks said:

    Didn’t they say in a previous testphase it takes about 10 matches to settle the mmr initially and until then the matches will be pretty random?

    you can’t determine if it works as intended from an individual standpoint either way. That needs more data and statistical analysis.

    All my killer games have been rainbow ranks, with even the reds being as bad as a rank 18. I've not seen an increase in skill from the survivors.

    But there's ONE thing that is the same across all the killers I've played against, RANK 1, Ruin, and any other perks that were best for the killer they were playing.

    And the only difference I have seen both today and yesterday, is the huntress match I just disconnected from, where the other 3 survivors were brand new with no perks and left me to die on the hook.

    Nothing has been random, it's been the same aside from the match I just left

    Edit: My bad, I forgot another similarity between all the killers I've played against. They are all rank 1 PC PLAYERS.

  • Huh, a post that brought up fnaf and no one went crazy over it. Maybe the community has changed.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258161#Comment_2258161

    Sometimes you die early but your teammates escape anyway. I've died too but it allowed my teammates to get out. I've been matched with people who were like rank 13 who played better than a lot of rank 1s I've been with. The old system did not indicate skill, it never did.

    It's been like this ALL DAY though. I was pipping just fine when I was playing survivor after the reset, now it's straight up impossible for me.


  • @gendoss said:

    The old colored ranks don't matter in MMR. You should be ignoring what colors you get matched up with because it's not affected by actual skill. That's the whole point of MMR.

    Still doesn't excuse why almost no one else get's downed aside from me, always being the first or second dead. As well as the other day I was going up against survivors that were actually on par with me if not a little better, and today It's like I'm playing against myself and worse.

    They. Messed. Up.

  • @Nyx32 said:

    They could make this a perk like the new Flashbang so that you don't see the survivors standing in the loading screen with the tape and know that they are using one.

    Then we are left with the same boring old Items and a new firecracker every now and then. You can't change what audio is played, the range, or time it takes to break it if it's a perk. Making it an item will make it more malleable and useful for more situations. If the devs made it just a perk, the only thing it would do is cause noise notifications and nothing else. That's boring.

  • I mean the devs are always showing the female characters stomachs in cosmetics. I wouldn't be surprised if Jane or anyone got a full on bikini like in F13

  • I actually like both of them. It'd be nice to finally have a perk that changes how totems spawn for once, instead of leaving it up to the game to spawn a survivor right on top of a totem/hex.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251851#Comment_2251851

    Oh, I thought by default it was a noisemaker (with periodic alerts, about three base over whatever duration, that can have audio), balanced due to the radius in which the alert appears to the Killer being relatively small enough that any time the Killer spends running over to it is largely minimal, but enough to perhaps distract so you can move/waste a bit of the Killers time, especially given that once the Killer finds it they can destroy it.

    Yeah I wanted something that is balanced and fun. As opposed to the normal stuff of flashlights and toolboxes. Survivor items have gotten stale and need something new.

    I feel people could find ways to make it more versatile instead of just placing it and leaving it. Like using it in a chase with the running audio add on. get out of sight of the killer, place it down, and go the opposite direction.

    Or place it behind a rock near the edge of the map, make the killer think someone missed a healing skill check.

    I genuinely think this would be a good addition to the game.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251761#Comment_2251761

    No but seriously, I get what you mean. It shouldn’t be abusable with the notifications. Red Herring and Diversion do have some heavy cooldown after all..

    Which is why I added in the different types of addons that can be used. Ones that make different audio cues, not just noise notifications.

  • @Nathan13 said:

    I don't know if I want an item that can give killers notifications??

    You can place it in a location and it will play audio. Like a pebble, or red herring, but mobile and more versatile since it can play breathing sounds, grass crunching, sound of pallets dropping, etc. Used more for disorienting the killer. The only downside is the killer finding it, since they can break it.

    It isn't active as long as you have it so it won't be doing anything to lure the killer to you unless you want it to.

  • @[Deleted User] said:

    Sounds cool, here's my feedback

    (Cassette tape player)

    While holding - Use Item button: Change state - On/Off

    While On, consumes charges and loops noise if any addons add noise, and after a given duration will "rewind".

    Rewind is the source of the notification so there is no initial notification when turned on.

    Survivors should be able to pick it up even if it isn't theirs, and be able to turn it off.

    By default it plays no noise (apart from maybe a minor static noise), and just performs the "rewind" notification at each time interval.

    Constant sounds that would fool me:

    Add-on that adds Injured grunts.

    Add-on that adds the sound of healing.

    Add-on that adds Gen repair sounds.

    Add-on that adds intermittent rustling grass/footsteps.

    Some other add-ons:

    add-ons that increase/decrease the time before the tape rewinds and causes a notification.

    add-ons that increase/decrease the range of the notification

    add-ons/variants with more duration.

    add-on that removes the sound of dropping an item.

    Well you wouldn't be dropping it. There'd be an animation of a survivor placing it down on the ground. That way it becomes an actual asset the killer can interact with, given killers can't interact with dropped items aside from Franklins. As for the rest you are pretty spot on with what I had in mind when thinking of this.

  • @Laluzi said:

    @SurpriseSurprise makes a great point about other survivors needing to have the ability to turn it off. Someone else's distraction could end up being inconvenient when a survivor wants to work in that location, and players could use this item to grief other survivors by revealing their location. Like the sound of those addons, too, especially hiding the item drop sound and mimicking gen repair/healing. Injured grunts might be trickier because unless you link those grunts to the player who used the item, it's not going to be convincing - like if the recorder plays Dwight sounds, but there's no Dwight in the match, that's pretty useless.

    Specifically why I said survivor running or pallet drop sounds. None of them involve any sounds that a specific survivor would make, because who would have a recording of that. And as for the griefing part, Flashlights can be used for this as well. But for both the audio device and the flashlight, there's a risk. With the flashlight you risk the killer not caring about who you're trying to grief and instead goes or you. For the Audio Device, you risk losing it given the killer has the ability to break it.

    No item is free of being used for Griefing unfortunatly, even keys since you have aura reading addons on them that can allow you to bring the killer to others. As well as people being able to steal your items during a heal.

    This is still a work in progress idea though and I'm sure if it was actually added to the game there would be some anti grief mechanic put in place.

  • @Laluzi said:

    (You forgot maps!)

    But that's actually pretty clever. Put it next to a gen that nobody's working on and lure the killer there. You could also use the pallet one or footstep one to fool killers into thinking you've taken a certain action in a chase when in actuality you're moving in a different direction.

    I'm not sure how useful it would be in general, since killers can see if survivors have this item and would know to be wary of suspicious noise notifications once acclimated to its existence (as opposed to perks like pebble or deception, where the invisibility of the perk is what makes it useful), but I agree more variety is needed and this provides a fun dimension to gameplay. At the very least, this would make a fun event item instead of Firecracker #5.

    Perhaps an addon that lets it spawn on the map and you can see it's aura. Or have instead of it being in your hand like normal, it could be on the survivors right hip instead. given this is an item you'd have to place it'd make sense for it to act a little differently.

  • @GeneralV said:

    Yes, please! We should be able to change everything in Custom Matches, from old killer powers to old maps.

    I feel like old killer powers would be a bit complicated given they'd have to change add ons and such to accommodate. Like they can't just add in old Freddy, It'd be too much work I think.

  • @spookyscary said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246660#Comment_2246660

    dude, every killer is going to have to accept the fact that there will be at least 1 game where they don’t get a single kill. It isn’t fair for new survivors to be punished for the killer being bad and having to sit through a facecamp/tunnel

    And it isn't fair for killers who are still learning to get penalized for trying to get a kill.

    The problem for you is that you ONLY see it as a survivor problem. Please have an open mind and look at it from BOTH angles. Not just one.

    Edit: Survivors are not entitled to an escape just like the killer isn't entitled to a kill. But you shouldn't penalize people for trying.

  • @TragicSolitude said:

    I don't even think you can use the Blight Serum killer add-on from Halloween in custom games. That really sucks.

    Yeah, can't use it at all, even if you have it on a killer. It's lame

  • Or camping is a valid strategy when used appropriately and shouldn't add debuffs of any way.

    Imagine playing killer and you get steamrolled by survivors and you want ONE kill. You are forced to camp them. And now because you want one kill you are penalized by losing speed, or hook progress being slowed. This would solve nothing and cause more problems and especially hurt newer players.

  • @glitchboi said:

    Yes, oh my god please.

    Exactly, there's enough room for 4 more survivors on the current layout. You can even put the other killers icon in the top right.

  • I'm sorry but if you're first post here is talking about how killers are "too strong" and survivors are "too weak", I can't take you seriously.

    Go build a time machine and play back when the game originally came out. When killer vaulted windows 3 times slower, windows were never blocked, shack had 2 windows instead of one, survivors got sucked to the other side of pallets out of reach of the killer when they dropped it, before killers had noed, before trapper could reset his traps on the floor, before bloodlust, etc, etc.

    You say killers have everything going for them when in the beginning it was the exact opposite.

    Please before making any posts like this, learn the game for more than a month. Unlock perks, watch youtubers and streamers to see how they play, just learn in general, instead of complaining on the forums about something you don't understand.

    Edit: I just looked at your post about adding Jason, you clearly haven't been here the last few months

  • @S0nny said:

    ggs, thank you for not proving me wrong

    The only thing you've proven is that you're upset about ONE killer (Just like the rest of this community) in a game that has 22 other killers with a new one on the way. You aren't the only one that hates a specific killer. I hate trickster and you don't see me all up in arms and making a post about it.

  • @[Deleted User] said:

    it's the warning period for killer to dodge

    survivors have not readied up at 16 seconds? they could swap. looking at a dodge here, onto the next lobby

    Yeah but if your adjusting your build, uh oh, you waited one second too long, now you're forced to wait an extra 15 seconds for no reason

  • Yun-Jin.

    She is just unpleasant to listen to "DOI, GHU, DEH, GOI" Like wow.

  • @GeneralV said:

    Next month, actually.

    Damn, thank you for letting me know

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