TripleSteal
TripleSteal
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- TripleSteal
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ROFL
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It can also helps both sides with their respective quests.
"Almost no killer sees it possible and almost everyone thinks it's disrespectful" - you are wrong; speak for yourself.
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The first argument is just made up and weak, but second one is a plain joke.
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Not sure if OP's baiting or actually being delusional, but the story itself is worthless regardless. 0/8 thread.
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Disregarding keys, the chest drop quality in general increased, as if plunderer became a universal built-in perk.
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Why's nobody mentioning Victor, though? :/
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Happenned to me once as well, glitch triggered by a locker grab.
My (survivor's) model was visible as being carried by the killer to me and killer only; the remaining 3 survivors had it displayed standing near the locker I was grabbed from. We did not find a way to un-glitch it - FL blinds and pallet stuns simply did not have any effect on the killer.
Wiggle bar appeared in a normal fashion, but the progress was continuosly being reset (every 0.3-0.5s).
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@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/2094210#Comment_2094210
Yeah, I found this out the hard way when I tried a flashlight blind and was like wt fing f.
That's hands down one of the most awkward bugs I've encountered to this day. How did they even make a purely visual cosmetic item affect gameplay interactions?
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If by any chance you are playing ashley with muppet cosmetic, it messes up FL aim and moves it about 15 degrees to the right of where it should be, and a bit lower too. This bug is unique to this specific cosmetic item, though.
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It has always been this way, and I thought it's a feature rather than a bug.
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4 matches in a row against OoO last summer
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2091188#Comment_2091188
I have a question:
Can you explain the flashlight comment?
And about Shadowborn, I understand the sentiment, but some people use it out of need rather than comfort. I know there are some players who get headaches playing some killers (or even all killers) without the additional FOV from either Monitor and Abuse or Shadowborn. I personally cannot play Blight without the extra FOV from either stretched res or Shadowborn, the latter being the best. I've tried for several days and I get legitimate headaches on the native FOV for killer.
In general, the native FOV on this game is really low and I can't play on it for all killers, but I use stretched res for everyone but Blight. I'd love to not use Shadowborn but I'd get migraines after 3 games.
Good point about shadowborn, I agree.
Regarding flashlights, players bringing this item tend to focus on it a bit too much instead of trying to win, and waste a lot of their own time as a result. Someone following the killer to get a potential FL save means less survivors doing gens.
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▪Twins is (are?) 4th strongest killer in DbD.
▪Assuming everyone in a match is actually good at the game, freddy is ~10th strongest killer.
▪99% of hitboxes' complaints are based on confusion between hitboxes and server latency issues.
▪Single survivors' mistakes often cost as much as killer's, it's just much less obvious.
▪The feeling of losing control of a tense match due to missing crucial timings by several seconds or comitting a single slight mistake is not unique to killer gameplay. However, you only figure it out when you are playing in a strong SWF against a very decent killer.
▪Hiding in lockers is a viable approach.
▪Not breaking ruin at all is sometimes the right thing to do.
▪Doing dull totems is a waste of time from the perspective of team victory; just the same as searching chests.
▪90% of game mechanics are hard or impossible to figure out by just playing; watching guides is a must if you want to improve.
▪Any information survivors give to the killer is important. Disturbing a crow half across the map from the killer currently chasing your teammate not only reveals your position at that very moment, but also allows the killer to predict your future actions.
▪Flashlights significantly decrease survivors' odds to win in an average match.
▪When surfing a wall and getting close to its corner with a huntress behind (assuming not enough time to fully charge the hatchet - a clear 50/50 case), only the worst and the best players keep running straight; everyone else jukes.
▪Perk section. Using shadowborn is a bad habit. Iron maiden on huntress is overrated. Huntress is the only killer for whom bloodwarden is consistently viable. Bbq < tremors, if not accounting for BP bonus. Thana change was a buff because the only two killers it can be played on suppose no healing anyways. Ruin+pop is good on several killers (3, to be precise), and it's more viable than ruin+undying against experienced players.
▪People unsatisfied by the quality of purchased product are significantly more likely to write a review. Forum population is by nature not representative of DbD playerbase as a whole, average opinions here are considerably more negative.
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The cropping which duplicates several replies on each screenahot makes it a bit hard to understand the whole thing, but apparently it's just a random troll.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2089734#Comment_2089734
Ever hear of the famous 3 gen problem with dbd? Heres the math. 4 survivors start seperate on different gens. You say find one after 30 seconds. First hit takes 20 seconds because of that being average loop time. Second hit we'll say takes the same no dead hard to extend it. Hook takes 10 seconds. Thats 80 buddy boy and the gen that had 30 seconds on it they can just finish if you don't go back to it.*gen pop gen pop gen pop* this is exclusive to m1 killers with no real map pressure. So no billy nurse spirit or any of them.
I see people coming up with this approach rather often. It is only viable to a certain extent, as it doesn't account for pretty much anything tactical. Choice of gens to defend, double spawns, control over chase trajectory, choice of the area of the first chase, juggling targets, choice of the first hook once you got a down, etc. etc.
In a very unfortunate match (bad map with unlucky gen spot/tiles generated, paired with poor spawn point guesses) against competent survivors it might go precisely the way you described, though; it's just a rather rare case. However, this is still not a completely unwinnable scenario - depends on the gens you are left with, which you can sort of control.
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@Mercês said:
https://forum.deadbydaylight.com/en/discussion/comment/2089642#Comment_2089642
Lack of success? Do you think you're the only sitting with 90% win rate with killer also? I'm a competitive DbD player and my Nurse sits around 90% perfect games. Being a good killer player and getting very high win rates doesn't negate my experience as a survivor. It just means that you're both a top tier killer and a survivor. What's the point here?
Unless I'm being stoopid (which happens rather often), this statement nullifies your previous claim. Your personal success as survivor against less skilled killers playing relatively weak characters is not a relevant indicator of an overall balance state.
OP complains about his struggles with M1 killers in pub matches against average red ranks. This situation is a "git gud" case, rather than "legion unplayable pls fix" sort of stuff.
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@Mercês said:
https://forum.deadbydaylight.com/en/discussion/comment/2089530#Comment_2089530
You're plain wrong. It's not even close to 1/10 trails you enter that shows that most of killer's roster have no competence about experiment survivors, let's even say 1/100. These are my last 5 matches, for example:
https://us.v-cdn.net/6030815/uploads/2AMNSVWJ6TVZ/screenshot-28574-29.png
https://us.v-cdn.net/6030815/uploads/ZZE7U3M56A6V/screenshot-28575-29.png
https://us.v-cdn.net/6030815/uploads/EA38M331FMRS/screenshot-28576-29.png
https://us.v-cdn.net/6030815/uploads/R12B5Y5DY4WA/screenshot-28577-29.png
https://us.v-cdn.net/6030815/uploads/7NH3UXP0KO8B/screenshot-28578-29.png
I've played one after another (you can check with the BP difference, one of them I got rift points), and you can also see that I've got no SWF.
And I still escape at least 7/10 of my matches, and it's very very very very very rare to get a killer 4k, it's something like 1/50 matches (assuming 4x rank 1s vs rank 1 killer). I think most of the solid rank 1 player base can confirm my stats.
You can say that 1/100 matches you'll go against a death squad, that I can probably agree. But a death squad doesn't show only that M1 killers are powerless, they show that every killer is powerless.
I have been tracking my killer matches for a long while, and I play most of the M1 killers. Lowest lethality is Pig at 87 or 88%, the rest are in between 90 and 94 percent. I'm by no means a top level player, currently a whole tier behind competitive killers skill-wise.
"Death squads" do not show that all the killers are powerless, these 1% of matches are the only interesting games we get as of now.
Blaming your lack of success on external factors rather than learning from it is a counter-productive, albeit emotionally comforting approach.
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I disagree. In my opinion, you are blaming your lack of competence on game mechanics.
The share of matches that actually show you why M1 killers are bad against competent 5k+ hrs/each SWFs/comp teams is less than 1 in 100 trials you enter (due to current MM state). That's not often enough to make up for such an elaborated complaint.
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If it was valve's game, the fix would have come quite literally 1.5 hrs after patch release :)
On a serious note, pallet bug is anything but game-breaking. It's slightly annoying at most.
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6/10, I don't like gameplay patterns of the new killer and a new map is yet again not here.
A huge positive point about this chapter is that unlike 3 previous DLC releases, All-Kill did not break the game in several important aspects simultaneously.
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0 out of 2 possible
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Not a bug.
Merciless victory = double pip (regardless of the q-ty of kills or bloodpoints). You did not get it in this match.
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For grabs, server-sided > survivor-sided > killer-sided
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Yeah, sure, that's precisely why he has been basekit killer for 1v1 tournaments since forever...
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K.
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Cool story
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Yes, and several months ago textures/collisions were changed making it extremely easy. You don't have to do anything specific to succeed.
Before that change, when practicing in a custom lobby I pulled it off once in 50-70 tries and never understood the pattern; sometimes it just worked.
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@Starshadw said:
The reason folks are de-pipping is because his emblems are borked somehow. Honestly, it's infuriating, and it should be at the highest priority to get fixed. I've seen probably close to a dozen streamers play him and get high scores, yet still de-pip. It's ridiculous.
He got precisely the same issue as plague (M2 injuries not classifying as actual injuries inflicted for the purpose of emblem scoring). Plague has been in the game for quite a while.
Don't expect a "fix" any time soon and you won't get disappointed.
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This perk is simply weaker than all the other exhaustion perks (except for head on).
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I stand for equality.
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It is already one of the best killer perks out there.
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All of them.
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I run an excel spreadsheet for my killer games, but I don't go into such specific details, focusing on overall performance instead.
It's just
killer/map/N of kills/N of hatch escapes/N of key escapes/killer addons used/OOO in play or not;
with a few cumulative graphs and piecharts.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1964917#Comment_1964917
Lmfao how do u still have this? xD
Also uhh i cringe every time i see supalf's name. Don't get me wrong he's good but abuses fatigue cancellation and overall plays in a disgusting way too verse :/
I kept your drawing as a great example of short, comprehensive and yet very important gameplay advice.
SupaAlf's guide is OK. Gameplay-wise it's more reasonable to watch unknown eastern streamers found through leaderboards, imo.
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Blight
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Firecrackers (which currently appear in your bloodweb as an event item) blind both killers and survivors.
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It's not just bad luck, bloodweb follows a pattern not letting you get too many level 1 perks untill you leve up already acquired ones. I can't come up with exact numbers here.
This bug/feature came with one of the patches in Autumn; so far neither of the bug reports on this matter were marked as Not a bug or Acknowledged. It is still unclear whether this change was intended or not.
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Tl;dr guide by @nursewannabe
SupaAlf nurse guide:
https://youtu.be/XPQb8B7pMIMregarding advice posted by @Thunderous_670 :
1) do not blink in front of people. Your 2nd blink should ideally go inside your target, more or less.
2) Fatigue cancellation has been recently acknowledged as a bug (using it is not bannable, so dw); presumably it's getting patched rather soon. Investing time into learning it right now seems suboptimal.
Random pieces of info/advice:
-you can aim a bit upwards when blinking to guarantee maximum blink range (as long as there is no actual 2nd floor around your location)
-if your sensitivity is high enough, you can rise your pov during fatigue to negate fov restriction, but you'll have to turn back down once fatigue ends - otherwise you'll find yourself staring into the sky
-you can rotate your camera during blink
-using single blinks is the fastest way to traverse the map; only use 2nd blink to actually hit ppl
-if you M1 immediatly after blinking, your lunge range is reduced. It is a mechanical limitation unique to nurse and hag. Waiting an extra fraction of a second neglects this effect as you get enough time to build momentum for a full lunge speed
-don't copy perk builds from the very best nurse players, you'll need 2-3kk hours for m&a+deerstalker+nurse's to become an optimal perk set for you. Use something less sophisticated like bbq, corrupted, sloppy+nurses, IF, ruin+undying, ruind+haunted, devour hope+undying, whispers and so on. Nurse is a flexible killer perk-wise; find what you are most comfortable with.
-dropped pallets are your friends: they guarantee you hits on survivors stuck in animation; don't break them
-FL is supposed to lightburn nurse preventing her from blinking, but due to latency/desync/bugs it does not work as it should (and never did); don't be specifically scared of flashlights
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@KiwiCoattails said:
https://forum.deadbydaylight.com/en/discussion/comment/1964311#Comment_1964311
How is it not a real job? You sound so bitter lol. It’s the same as people who do YouTube as a career, they’re providing a service and are being paid for it. It’s a form of entertainment. Literally no different than watching a TV series or movie.
Imagine job shaming in 2021. So embarrassing.
"Get a real job" is too trash of a statement to be answered by just "ok, boomer"; it's probably on "ok, zoomer" level.
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I do not see such a trend here or anywhere else.
The few posts related to ttv names that appear here are almost always "I equip moris when I see one" or "I dodge lobbies when I see one" kind of stuff, both being hardly relevant and rather rare.
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The devs said they are aiming to release a fix in the next patch (4.5.2).
@Peanits said:
https://us.v-cdn.net/6030815/uploads/HTQ80WBMD8JP/450nextsteps.png
Following the 4.5.0 update, we have been closely monitoring feedback on a few different key changes. Already we have begun making changes, and we would like to address as many as we can in one go.
HUD Update
https://us.v-cdn.net/6030815/uploads/2UASMIV3Q3P0/wip2.png
Above is a work in progress preview of the changes we’ll be making to the HUD for the 4.5.2 update. Please note that this image is not final and could be subject to further tweaks and polish.
To summarize some of the most notable changes, we have:
- Moved the Survivor statuses from the top left to the lower left
- Lowered the hook counter
- Moved the generator counter/objective to the lower left
- Removed text from objectives
- Added a separate scaling option for skill checks
- Increased the size of bleedout and hook progress bars
We hope this addresses some of the concerns over the HUD being too spread out, as well as skill checks being difficult to see on lower scaling settings. The changes listed above are planned to appear in the 4.5.2 update. We are also working on more changes to the HUD which will appear in later updates, such as:
- Changing status effects to avoid red-on-red
- Increasing the visibility of Killer powers (e.g. Reverse Bear Trap timers, Doctor’s Madness, etc.)
- Increasing the visibility of text on high resolutions
Survivor Locomotion
We are also reviewing feedback for the new Survivor animations. While the movement itself hasn’t changed, new animations and transitions can make your character feel different to control. We want this transition to be as smooth as possible, so we are looking into the following:
- Removing camera position changes
- Fixing some animation bugs
- Reviewing turning animation to better reflect the old animations
We are tentatively planning to address some of these issues starting alongside the next Chapter. Please note that this is by no means a comprehensive list and we are still actively discussing feedback, including possible causes for motion sickness.
Hit Registration
Many of you have reported strange hits after the 4.5.0 update. You’re not alone, this is a high priority issue, and our team has identified a potential cause. We are aiming to have the fix ready for the 4.5.2 update.
We have also investigated an issue which would cause Killers to be teleported to the wrong side of the pallet. This issue will be fixed in the 4.5.2 update as well.
Miscellaneous
Finally, there are a few frequently reported issues that we’d like to cover before we sign off:
- Losing pips in custom games: Fixed in 4.5.1
- Missing collision on a structure in the Asylum map: Fixed in 4.5.1
- Impassable areas in some maps: Fixed in 4.5.1
- Losing pips even though you appear to have safety pipped: Fixed in 4.5.2 (this was a visual bug where the game would incorrectly show you a higher quality emblem that you actually earned)
- Misleading collision on rubble piles surrounding the Asylum: Fixed in 4.5.2
Once again, please keep in mind that this is not an exhaustive list. We will include a full list of bug fixes alongside the respective updates.
We’d like to thank everyone who took the time to give constructive feedback and report issues from the 4.5.0 update. Please keep them coming!
The Dead by Daylight Team
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It is a universal issue that has been acknowledged by the dev team, a fix is expected to come in the following (4.5.2) patch.
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Rift cosmetics generally migrate to the store 6-12 months after the rift ends.
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Tachanka next killer confirmed
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Saddest map to miss hatchets at, the terrain mocks you with a funny plop sound every time.
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There was an issue with MM yesterday, I'm not sure whether it got fixed or not. You should have turned crossplay off in order to find a match.
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Same here.
Disabling crossplay worked for me.
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Also it is possible to teleport on top of a dropped pallet as hag if you time it properly, which allows you to climb a lot of different loops. It's not too useful, though.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1954722#Comment_1954722
Yeah you lunge onto the vault on the hanging platform right? I saw Otz trying to do it at one point
Yup, that's it.
Upd. Apparently shack roof was locked in 4.5.1 and it's not doable anymore.
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Maps matter a lot.
On a large sample of tracked data survivors on my worst maps have 5-6 times greater probability of escaping relative to my best maps.
