TripleSteal
TripleSteal
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- TripleSteal
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I think such a feature would have a negative impact on game health overall. My vote goes against.
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I watch stream records of less known players I find through leaderboards on mute.
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I get a lot of bugs when playing nurse but not this one.
Are you sure that you are teleported backwards and not just getting a reduced lunge range? Which platform are you on? What's your average ping to dbd servers?
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@Mr_K said:
First two are bugs.
Last two are inexperience.
https://forum.deadbydaylight.com/en/discussion/comment/1921342#Comment_1921342
Ofc they have. But like a year ago it goes ignored.
It's not quite correct to call it "inexperience".
The fact that you know that 12-15m of 2nd floor balcony close to outside ladder on Ormond's main building are a dead zone doesn't negate the fact that it's a collision bug.
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1 is relatively rare, 3 and 4 can be played around by memorizing all the nonsense collisions over a couple of hundreds of hours of playing nurse, but 2 is unbearable and has no counters.
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@SilentPill said:
Meh. IF will only work against bad players, and Myers can lose enough gens early that unbreakable can lose him the game immediately if he attempts slugging.
The difference between 16m and 8m almost isn’t enough to justify an entire perk slot.
Id run corrupt and 3x chase perks to make up for the fact he is a garbage M1 killer with a weak early game.
Where did you get this from? Myers is one of the best IF carriers in the game.
@Jetsallday24x said:
For all of you Myers Mains, lmk what you think. Drop some of your favorite builds. I appreciate any feedback or tips.
I vote against M&A as you won't get much utility out of 40m IF cues. If you want to reduce your tier2 TR, dead rabbit works for that without taking a whole perk slot.
I'm currently running IF, spirit fury, corrupted intervention and bbq (latter one can be swapped into tremors if for some reason I want to play optimally).
I play him very snowball-ish and only M1 in tier2 3-4 times per match.
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Some of your accusations expose your lack of relatively basic game knowledge and make your opinion not valid as a result.
Totems, hatch and exit gates have pre-defined spawn spots on all maps that are assigned with zero's an one's during map generation process, which takes into account min distance between similar objects adjusted by nearby landscape limitations, and survivors' spawn locations (for totems only). A large share of decent players knows all the spawns on all maps (I'm not one of the kind as I only remember totems and some hatches).
I hear you breathing behind a wall 10m away when I'm chasing your teammate and I know which character you are playing by how your breathing sounds, and I also know which locker you'll get into when your teammate goes down. I see the crows fly back to their spot on a rock 90 meters across the map and a self-caring claudette behind it gets a hatchet in her head. I know how 1k hrs survivors rotate around the map, where they look at, how they run different tiles and how they think. If I saw you 2 minutes ago, I usually have a general understanding of what you are doing right now. I can hear how the grass moves under you when you made one tiny step while crouching as an IW Ace 15m away from me to keep yourself behind a LoS breaker. On the othe hand, sometimes instead of refilling hatchets I accidently grab a wild Meg l who I thought was about to finish a gen half across the map.
Have I been accused of wh? Yes. Have I ever used any hacks? Take a guess.
Never in my dbd playtime I met an autoaim huntress/deathslinger, nor an auto DH survivor that I could not play around after this perk was first used and I knew about this given survivor having it. The share of hackers in dbd is extremely small relative to pretty much any game I've played.
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OoO does not work through undetectable, only revealing survivor's position to the killer but not vice versa.
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Never
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That on steam forums dbd mods should not just redirect technical issues questions to official forums, but also shut such threads down preventing other people from helping. I find it both unnecessary and harming.
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Empathy, the rest is barely relevant.
Solidarity is just a weak perk, and WGLF has straight up negative impact on your autodidact build efficiency.
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People with SC relying on it against stealth killers are the most adorable little creatures waiting to get grabbed of each gen they try to repair.
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To this day it remains the first and only game I paid money for after randomly running into it being streamed on twitch. I've never played any horror games before since I'm not interested in this genre, but I really liked the gameplay concept.
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@Pr0p3r9 said:
What about when Susie's Mixtape and Never-Sleep Pills come into play? AFAIK, those increase your Killer Instinct detection range without increasing your terror radius. I believe that those two would increase your Killer Instinct detection even without you having a terror radius. That would give you up to 24 meters of Killer Instinct while Undetectable.
That's a good question and I have no answer for it. Let me know if you figure it out, else I'll test it in KYF at some point during this week.
Theoretically it should work.
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This thread is a great example of intellect shaming
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I nearly hit 5 digits in hour count in dota2
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@Trashmaster said:
There apparently used to be a cap which was removed at some point, but you'll just never see more than 1 open handed in a match so it doesn't really matter
You can skip the word "apparently" here :)
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Up to date info as of now.
Open handed stack for kindred but the interaction is bugged for those survivors who do not have kindred themselves (range they see killer at when a fellow teammate with kindred is hooked seems to be still capped at 24m, albeit it's just a rough estimation).
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This thread made me go hmmmm.
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@Hex_Llama said:
If the Legion goes into Frenzy when using a perk that gives Undetectable status like Tinkerer or Trail of Torment, does going into Frenzy cancel the Undetectable status? Does it make a difference if you're using the add-on that makes your terror radius fill the whole map?
FF does not cancel undetectable status effect.
Undetectable reduces TR to 0 regardless of its initial value, so using iridiscent button add-on should make no difference.
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Claudette for the self-care, it was decent at that time
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I see you listed Not otzdarva, but forgot Otzdarva, how come??
As a serious answer, I watch some niche streamers w/o sound just for their gameplay of specific killers, mostly nurse/spirit mains from Japan and China. The last EU streamer I've watched was Jordirex (purely for gameplay), and as an actual streamer - Umbra, I like the way she talks.
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You keep undetectable and don't see any FF cues as it only works in your TR zone (which in this case is 0).
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My first guess is that flip flop might have been coded in an awkward way, and it simultaneously recovers you and increases your wiggle progression at 100% rate. The 0.5 modifier to wiggle is only applied afterwards, once the pick up animation is completed and the wiggle bar appears.
If it's true, it didn't make litetally any difference untill power struggle release years later.
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Nea
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Bloodweb perk appearance follows a pattern that forces you to level up the same perks to at least level two before allowing you to learn new ones. This concept was introduced in one of the autumn updates, and it's still unclear whether it's a bug or a feature.
Several bug reports on this matter I've seen were ignored.
Personal sad story - I first got stridor after p3-ing spirit somewhere around level 110.
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Currently there's a weird pattern resulting in most perks appearing in bloodweb twice in a row, so by level X you have less variety of perks than before, but they are mostly lvl 2-3.
It has not been commented officially yet, so it's unclear whether this pattern is a bug or a new feature.
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Afaik it happens due to the fact that clown bottle intoxication (same as most other non-lethal interactions) has survivor-sided effect validation. As a result player-to-server latency leads to inconsistent effect if the bottle just barely hit your target.
This is by no means a confirmed fact, though; take it with a grain of salt.
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Regarding the question, PH is already one of the strongest killers out there, albeit with a rather rude optimal gameplay pattern. He's not in need of buffs.
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What's the point of the video attached?
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My vote goes to freddy and legion.
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To add up to this nonsense, different killers have different maximum angles for fl beam to connect.
Just in case - keep in mind that whatever killer you are playing, m&a and shadowborn affect max possible blinding angle.
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Out of not yet mentioned solutions, infectious fright is awesome on some killers.
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@Shinigami_KiD said:
hi was wondering if anyone could give any suggestions on how to stop my dbd from automatically closing my app and signing me out of ps4. My friend and I have been wanting to play but can't and we already deleted our games and the data on it then reinstalled it but after a week it goes back to closing app and logging us out of our accounts. pls help😓
Try to make a post on Technical issues subforum for a qualified response
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@edgyjmm said:
https://forum.deadbydaylight.com/en/discussion/comment/1910836#Comment_1910836
Strongest killer, and fun if you'd like.
Freddy is probably the strongest for pub games, but he's a bit too straight-forward in terms of gameplay.
PH is more interesting, but his power feels a bit uncomfortable at first, same as with huntress - your M2 animations are slower than you want them to be so you feel a bit clumsy.
GF has a rather unique gameplay (that a lot of people don't enjoy). Bubba and Myers are sort of one trick ponies (personally I enjoy both, though). Demo is fun but hard to master, not to mention he's rather average in terms of strength even at peak performance level. Pig roars at people.
Disc. - if I had to choose for myself, I'd buy Myers first.
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Generic "git gud" reply.
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Best as most fun, strongest killer, most useful teachables, or perhaps something else?
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@RK67 said:
The bug still exists though in a different manner(blinds in less than a second).
I've read it as if you are claiming a general bug rather than some awkward personal experience/perception, and suggest me to test it (which I did).
English is not my first (nor second) language, so if you meant that as an expression of doubt or a question, I did not understand it; I'm sorry. I was quite possibly arguing with myself then. The only thing I was trying to do is to help; don't get irritated over a forum discussion with an idiot like me and move on.
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(Not an actual answer) on PC it is the same generic M1 button your press to repair gens, cleanse totems and so on. It is likely that Xbox controls have a similar pattern.
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Kindly re-read the thread, please.
The answer to your question was given in the very first comment. The whole discussion that followed was fueled by either additional questions or doubts in provided information, both coming from your side.
Please leave me a right to take new information on a topic I once fully investigated (and have thousands of hours of experience in) with a grain of salt, particularly if it comes with no evidence. It doesn't negate the possibility of you being correct, but I'll stick to a critical mind perception for now.
If you keep experiencing awkward blinds, make a video record and submit it to Bug reporting section; Ask the community is not the right spot for this topic then.
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@RK67 said:
https://forum.deadbydaylight.com/en/discussion/comment/1910418#Comment_1910418
I think not many users have complained or acknowledged it so it may have gone unnoticed so far(maybe not everybody would be experiencing it as well). You can test it, if you want.
https://forum.deadbydaylight.com/en/discussion/comment/1910456#Comment_1910456
What do you mean?
As I've tested all of it in KYF, watched most guides on that topic and run fl daily in every single match I play, I'm rather sceptical towards an unproven claim of a fl-related bug coming from someone whom I don't know.
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Whatever floats your boat, I guess
If you feel like you encounter a bug, record it and make a post in Bug reporting section; worst case it will be tagged as "not a bug", so it's a win-win scenario.
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The thread you linked is over a year old, as well as the bug it refers to (which did indeed exist).
Besides its direct fix, since then two major flashlight reworks were released as part of 2020 patches, messing both aim and timings and fixing them back again.
My explanation refers to flashlights' current state. I am not aware of any new bugs and I doubt they could appear without any dbd updates in place.
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I'm not arguing with you, I just know how it works. If you want to question it, you are free to start your own investigation.
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That in order to tractor tech on 4.4/4.6 m/s killers you need to force your character to walk slower.
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Every time someone points out that killer X was ignored during patch tests and received some new bugs as a result, you can hear sad nurse noises coming from the darkest corner of the basement, long forgotten.
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@RK67 said:
https://forum.deadbydaylight.com/en/discussion/comment/1909599#Comment_1909599
I was talking about how fast the blind appears on screen compared to normal brightness flashlight not the total time.
As long as you are not actually blinded, it's hardly relevant. The time gap you have to turn away and dodge it remains the same.
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@RK67 said:
I have observed many a times that increased brightness addons blind the screen faster(not taking into account total blind time). Also these addons don't give much room for player to evade the blind(they cover pretty much the entire screen compared to normal blind). In my playthrough I have found that increased brightness is very hard to evade.
It does not affect blinding timings, as well as any other add-on. This value is a constant.
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Any buff to camaraderie would significantly affect balance of comp dbd, in which its already an S tier perk