TripleSteal
TripleSteal
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- TripleSteal
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I'd rather keep the excusive (I didn't prestige anyone back then which I regret, but I still believe it's fair the way it is)
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~45-50, but I had to set in-game resolution to minimum
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@ChurchofPig said:
MacMillan Estate = Washington
Autohaven Wreckers = not entirely sure but there's a theory of it possibly being in Virginia
Haddonfield = Illinois
Lery's Memorial Institute = Illinois
Red Forest = somewhere in either the middle east or Russia but I'm not entirely sure
Springwood = Ohio
Gideon Meat Plant = New York
Yamaoka Estate = Japan
Ormond = Canada
Hawkins National Laboratory = Indiana
Grave of Glenvale = not entirely sure but I've heard it's in Arizona, Idr the reasoning
Silent Hill = It's actually in Maine
Maps I have no Clue = Coldwind Farms, Crotus Prenn Asylum, Backwater Swamp
Red Forest is in Ukraine (real name of this location is actually the same, iirc). It's near Chernobyl. This land was part of the Russian Empire during WW1, though; that's why Russia is mentioned there.
Glenvale is a rough copy of a place in Arizona, according to one of the devs' videos. Its location is not confirmed in lore, though.
All the 3 realms you listed last are set in the US, but the exact state they are located at is unknown, afaik.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1891506#Comment_1891506
Grm pantry is not imbalanced map. there's enough pallets where the survivor is able to loop, but not too much to the points its overbearing. The only thing to watch out for Grm pantry is that main build has mini-god window loop on first floor on main building. If they ever decide remove bloodlust, they will need address that top window as it is infinity even at bloodlust 3 when looped clock-wise. In case nobody knows what i am talking about, you vault the window on left house, than vault 2nd window on right house and depending whether the killer is rank 20 or rank 1, He'll either push you clockwise in where you can fast vault other window 3 time until its blocked or if the killer is rank 1, he'll push you counter-clockwise which forces medium vaulting left house window, If looping counter-clockwise, you want to vault other window. Pretty much all rank 1 survivors and killers know about that loop. Killers should avoiding that loop as it is of similar strength to Old Ironwork of Misery Infinity window.
Haddonfield and Fracture cowshed are just broken maps that desperately need reworking. Haddonfield has too many imbalanced windows and both of those maps have way too strong filler pallets that are completely safe. Its a good thing that most of survivor playerbase is terrible at survivor as it doesn't show in statistics.
I'd say badham is around Thompson House-level strength. Both are super strong survivor maps.
I have (relatively) long term killer lethality data tracked, and iirc both backwater swamp maps are in the bottom 5 (I'm not on my PC now, so I can't say the exact numbers/placements)
I play pretty much all the killers, so it's not something character-specific.
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You have 4 typos in the word "less"
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Playing since july 2016, can't even understand what bothers you
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Default Nea skin
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It will likely appear in store 6 to 12 months after the closing date of that rift, because this set was one of the most popular ones (if not the most).
Btw on the screenshot attached by OP only the torso belongs to this set.
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Sloppy is extremely common, and so is STBFL.
Dedicating a couple of slots to gen control (ruin+undying or tremors+pgtw) works as well.
Devour Hope, MYC and Noed are all situationally viable.
Corrupted intervention is universally good.
Bbq is a worse version of thrilling tremors but with BP bonus.
Nurse's is kinda OK, particularly if you are already using sloppy.
Surveillance/discordance/whispers are also efficient if you know what you're doing.
Lastly, there are some niche builds around PWYF, but personally I don't recommend it.
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All challenges related to the basement are currently bugged, this issue has been acknowledged and will probably get a fix in one of the upcoming patches.
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That's not a good neither a full explanation of one of the most peculiar mechanics this game has; it's just one of the aspects.
There's a rush turn (capped at 90 degrees iirc) and a lunge turn, which add up to your full turn angle; which is then multiplied by unique lethal rush hitbox.
Lunge turn can be huge due to the fact that lethal rush attack for w/e reason does not collide with any objects other than survivor hitboxes, and thanks to it you can surf obstacles while lunging. Attack hitbox on lethal rush is significantly different to normal melee attack hitbox; it is pretty much a 180 degrees cone. As a result, hits to the left or to the right of your target will connect, even though visually you are hitting empty space. The downside here is that lethal rush lunge range is slightly smaller than normal.
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Badham is 5 different maps with completely different balance.
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Hillbilly and huntress
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@WeenieDog said:
The only reason I can think of is that maybe due to how his stalk depends on how far the survivors are, that at that range, the stalk rate so small that it rounds to 0 anyway.
To develop this concept, it could be that it was initially meant to be 40m by devs, but since stalk rate is a discrete number, after coding a formula to calculate it it turned out that on the (39.85; 40.0] range stalk rate was indeed rounded to 0. And then nobody really bothered to correct it to make max stalk distance 40m as (presumably) was planned initially, because the deviation is pretty much irrelevant.
I did some maths; if the assumption is true, it seems that stalk rate modifier is calculated with0.00125% as a base unit (1/8 of 1%) with any intermediate values being rounded up, and then the final figure is rounded to 0.005 (or 1/2 of 1%) before being put into stalk rate formula.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/1889558#Comment_1889558
The hitbox persists for as long as the animation plays out and for whatever reason it overrides melee attacks. Not sure about projectiles.
That may look buggy, but it always works like that and it's very consistent. It's just the way it was designed. Why? Because. You have to stay back until the animation is over and only after you lunge. Or, better still, instead of lunging you get close spamming space bar for when they jump back in.
Also, for whatever other reasons, it's the only exhaustion perk that doesn't make you exhausted by simply going for the activation trigger, i.e. fast vaulting out of the locker. You actually have to stun the killer. It makes no sense whatsoever, especially for devs who are obsessed with 'consistency'.
Back to the OP, I've gone against Head On squads. While it might be frustrating, they're very inefficient teams. They almost exclusively get away with it if the killer tilts. Which, to be fair, is probably the whole point of the strategy. Full meta perks are much stronger and by a long shot.
That's not true (unless something was changed recently that I'm not aware of - if so, I'll be glad to change my point of view upon sources provided)
Head on stun is validated basing on killer position at the point of time when survivor initiates jump-out-of-locker animation, but applied once it is finished wherever the killer is at that moment. The validation itself is survivor-sided, which sometimes results in questionable stuns from your perspective as a killer. For the very same reason, it does not override melee hits and if you are fast/lucky/laggy enough, you can hit the survivor mid animation.
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Stalk her
Rotate tiles when looping
If you are the one being chased, force her to decide between dropping a chase and leaving trapped zones; do it as often as possible
Don't be afraid to reset and heal, you are not playing against nurse/legion/etc*
Co-op gens*
Focus on the worst gens first, don't leave yourself with a gen triangle
Take protection hits for injured teammates and run towards safe zones*
Avoid early unhooks, don't hesitate to let your teammate transition into 2nd stage on their first hook
*against hags you go for a lot of plays that would be highly suboptimal against any other killer
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Can I suggest a generic "gid gud" here?
This perk is bad, and you should feel bad for letting survivors making it work against you.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1888517#Comment_1888517
Depends on your preferences, do you want your partners small, disfigured, twin bother sitting inside of them watching you have sex?
...instead of joining in?
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Once in 10-15 games probably
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I strongly recommend asking in Technical Issues subforum rather than here
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Yes, apparently.
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@ulquiorra_cifer said:
https://forum.deadbydaylight.com/en/discussion/comment/1887386#Comment_1887386
But do you have to use it to play her now?
No, why would I?
It's an entirely educational add-on and that's the whole point.
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Wait off early freezes and try to rotate around the map a bit to load remaining textures into my RAM in order to avoid further stuttering
:/
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1887454#Comment_1887454
Yeah, we’ll never know until they tell us the absolute truth regarding MMR... until then, likely is all we have to go on, and it really isn’t much, tbh
Occam's razor is a good instrument for assumptions of the kind. Bhvr isn't quite into overly complicating solutions, from what I've seen.
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WARNING! NSFW
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@Xyvielia said:
With MMR ranking players supposedly by in-match skillset, you’d think the devs have all this info at their disposal to dish it out to the players.
They may not release those post match breakdowns due to the other players in the match may not wanting their stats made public for the entire team.
Mmr is likely based on rate of survival / lethality, rather than in-depth performance analysis (which would be both complicated to interpret objectively and just unnecessary).
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@ulquiorra_cifer said:
https://forum.deadbydaylight.com/en/discussion/comment/1886543#Comment_1886543
It isn't. You dont actually learn her muscle memory with that add on.
You might not have learnt it; I did.
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@ulquiorra_cifer said:
https://forum.deadbydaylight.com/en/discussion/comment/1886420#Comment_1886420
It doesnt help anyone. The only reason you think its good is because you probably haven't taken it off yet.
Now that's just wrong
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I've used this add-on for about 20 matches at the very start, and I think it helped.
My vote goes in favour of plaid flannel.
@ulquiorra_cifer said:
https://forum.deadbydaylight.com/en/discussion/comment/1885210#Comment_1885210
Again, not necessarily. Actually, in my experience, the best ones use shadowborn. Rayoxium does(she holds the world record for fastest 4k with nurse and huntress) Umbra does.(if you don't call her one of the best...get help.) And ussylis does(imo he's the best survivor in dbd, but a really good killer as well, and he mains nurse.)
Some players of the kind, Umbra included afair, comment that using shadowborn is a matter of personal preference/habit rather than an optimal choice for efficiency. Some of them regret getting this habit, too; this perk is a bit ambiguous.
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In which universe are bans for your connection problems ruinning experience of 4 other players in each trial you abandon "unfair"?
"If the game was balanced then people wouldn't DC and their would be no bans"
lol
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Favourite:
Huntress - insane skill cap, fun to play, 40% of my killer games were played on huntress
Legion - natural fit for my playstyle, they just feel comfortable despite being helpless against very decent survivors on certain maps
Myers - the only killer I have above 90% all-time lethality with for inexplicable reasons
Least favourite:
Deathslinger - personal preference
Ghostface - don't like his optimal gameplay patterns
Oni - false autoaim spins frustrate me enough to put this killer aside after having learnt the basics
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I believe all the interactions that are not related to injuring/downing survivors with m1/m2 attacks are validated on survivor side. Grabs, head ons, pallet stuns, tonic intoxications, flashlight blinds, gf reveals, and so on are all survivor-sided, or at least seem to be.
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Dbd aside, isn't it the only way to run in this kind of clothes?
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You are not obliged to be perfect to win in dbd.
The point you make is valid (and I really appreciate it being discussed cause for whatever reason it is pretty much never talked about); I only disagree with the conclusions you derive - in my opinion, high skill ceiling doesn't lead to frustration, unless you desperately need to reach a certain level in order to play proper balanced matches. That's not the case for dbd, as the vast majority of killers, as well as survivors, are rather mediocre; and that's perfectly fine.
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For every awkward niche perk complaint I read, there's bigger fish complaining about even less common and more inefficient perk.
Welcome to the "Nerf monstrous shrine" thread waiting room.
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Btw - just basing off your favourite movies list - have you seen pulp fiction, reservoir dogs and usual suspects?
Edit: also (in my opinion) Jack Nickolson's best film (by far) is One Flew Over the Cuckoo's nest, but his magnum opus in terms of actor performance is probably As Good As It Gets. You might want to give it a shot, too.
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The order is random; and most of those are different to each other in genre/style/aftertaste.
-One Flew Over the Cuckoo's Nest
-American History X
-12 Angry Men
-City of God
-Memento
-In Bruges
-Eternal Sunshine of the Spotless Mind
-Forrest Gump
-No Country for Old Men
-Life is Beautiful (Benigni's 1997 film - there are several other movies that share the same name)
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According to the information you provided, you lost the match and your rank was adjusted accordingly.
Escape =/= victory. Hatch BP reward is an RNG consolation prize and it doesn't change the fact that the match is lost. In your case, you didn't contribute enough to your team's performance, too.
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No.
They overlap and not add up.
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There's no legit reason for that, and assuming you are not exaggerating, it's reportable (under "holding the game hostage" report subcategory). Luckily, this kind of matches happen extremely rarely.
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It is a map addon called Glass Bead.
It allows you to set one mark per match; it looks like a column made of light and is visible to all survivors. You can set such mark anywhere you want.
This addon is generally considered to be useless.
https://deadbydaylight.fandom.com/wiki/Glass_Bead
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In order to receive actual help, you might consider moving your post to https://forum.deadbydaylight.com/en/categories/technical-issues
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Dbd leaks claim it's February, 2nd
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Not killer's xD
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None.
Playing against very decent players a whole tier above me can be hopeless, but never scary; too bad it happens less often than once in 500 hrs with current MM.
Fear is not quite what top level dbd is about.
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I'm pretty sure it is a girl; likely the same person as on This is not happening perk icon.
It is just my personal impression, though.
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@CLB198 said:
Aim at a location and throw when they cross it
This
This approach should cover 70-80% of your hatchet throws untill you learn to flick consistently, and even then most long range hatchets should be used following it.
You don't move your imagenary crosshair, you wait for survivor players to move themselves into it, and release the hatchet when it happens.
Some specific notes - most survivors follow similar patterns that you can learn and recognize as you play more games. Majority of players able to fake turns when juking are not good enough to not overuse it.
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N E C R O P O S T
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Killer perks (with few exceptions) have a significantly greater effect on how the match goes relative to survivors' perks.
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If you are seeking attention, you might want to repost it in General discussions for larger audience.


