Tsulan
Tsulan
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- Tsulan
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Or just remove the different levels of perks...
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Imagine asking for someone to get fired because of not being able to pip in a video game...
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Drop the pallet earlier? I´ve been getting 3 or 4 man escapes all day. Only time the killer gets a 3 or 4k is when someone rage quits early on.
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What is exactly unplayable? The constant depips?
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1949258#Comment_1949258
I suppose he would be talking especially about the hits where you swing at a pallet, get stunned as the survivor throws it down, but the survivor gets hit anyways AND you end up on the same side of the pallet that they are on. That's a very noticeable "hit that shouldn't be happening" that even a killer would see, regardless of how this seems to be a desync issue.
I myself haven't experienced the "pallet vacuum hit" (or whatever you'd like to call it) while playing as killer (I guess I don't tend to swing through pallets or something?) but I've experienced it as survivor and I've seen gameplay where other killers experience it. My boyfriend and I have been joking that Enduring might be one of the very best perks in the game right now, due to the fact that, theoretically, you could get a pallet vacuum hit, and then knock them a second or two later after ending up on the same side of the pallet as the survivor LOL
I've definitely noticed a lot of killers who know about this issue taking advantage of it while they can, too 😵
The problem with the vacuum hits is, that they hit killers when they shouldn´t. It looks like the pallets have a greater range.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/1949234#Comment_1949234
Source?
https://forum.deadbydaylight.com/en/discussion/comment/1949230#Comment_1949230
MMR is already active on PC and XBOX. Not sure about Playstation.
https://forum.deadbydaylight.com/en/discussion/217721/developer-update-january-2021#latest
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@IsJustMe said:
https://forum.deadbydaylight.com/en/discussion/227672/news-4-5-0-next-steps
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.
Its a Joke or? we have to wait until 4.5.2 befor you Fix this? Thy devs, its not a big Problem if you get a Hit from the other Side of the Map "Pretty good Job....."
I play both Surv and Killer and even as Killer sometimes i think "#########"
You think ######### as killer? Thats weird. Cause apparently its a desync, which makes the hits look normal on the killer side. Survivors will just land, where they are on the survivors side.
Anyway, do you really want a rushed out patch that might break even more stuff? Because thats what usually happens with rushed patches.
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Wish granted. Ranks will be removed.
What are your other 2 wishes?
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@Gibberish said:
https://forum.deadbydaylight.com/en/discussion/comment/1948728#Comment_1948728
If a DBDxRE crossover is gonna happen, it's gotta be Nemesis as the Killer, though I am not sure how you could make him both accurate to his character traits and make him viable for DBD.
Well, i guess he´s already prepared for running in circles.
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1948863#Comment_1948863
You mean the perk combo that was useless against the teams that you needed it against, yet amazing against the solo queue players that are going to struggle against it? (Just like old Ruin?) Yeah, no, that stuff kinda needed to be changed. There's still other great slowdown perks in the game, like Sloppy+Thana, Corrupt+Pop, Surge has been seeing more value recently, and Ruin+Surveillance with another Hex Perk is still strong.
My point is, there's still a ton of gen slowdown in the game right now. Ruin+Undying wasn't the end all, be all of slowdown perk combos.
All gen slowdown perks (no exceptions) are weak af. Imagine them being as strong as survivor perks.
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@greekfire774 said:
@Tsulan ah, could you imagine the rage If old ruin could be paired with undying? That'd be absolutely perfect right now.
Yeah, when people complained about the Undying Ruin, i always thought, that the old Ruin would have ruined their day/week/month.
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With Undying gone, survivors already moved to the next perk that punishes survivors for just doing gens.
I guess nothing will be enough until the game is a pure gen repair simulator.
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Remember when we had a good combo to slowdown gens?
Something that gave survivors an incentive to do something else than gens.
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So... Devour OP, pls nerf?
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Just take another obsession perk? There are plenty of obsession perks. Doesn't need to be DS.
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Have you seen clowns belly jiggle?
Is that also disrespectful?
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As said above. It's not the hit boxes but desync.
The hit's look normal for the killer. But look terrible from the survivors perspective.
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The game is as terrible for killers as it is for survivors. The bugs affect everyone, not only survivors. Oh and Undying was nerfed. So matches take (as predicted) less than 5 minutes.
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/1941428#Comment_1941428
Completely untrue. I rarely survive my matches because I play stupid a lot and prefer to see others escape rather than me.
Pips are coming at the usual rate for my own playstyle. Getting singles reasonably often, and only depipped twice when I was blown out of the match early, once from tunneling and once because I was dumb. Over roughly 25-30 matches.
If a single emblem category is causing you to depip all the time, you need to work more on your gameplay. Not saying the category isn't broken, it obviously is, but don't exaggerate the effect of this.
Are you sure about this? I barely pipped, because i played a perfect match, but died in the end. Now guess what happens when i didn´t play a perfect match. I also depiped a couple of times, when someone disconnected during the loading screen.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1939727#Comment_1939727
Because that's how you choose to see it. People who say that just have a dirty imagination.
No imagination. I´ve seen people run like this in RL.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/1939682#Comment_1939682
If this were the case survivors would get killers of a higher rank. example a average survivor rank of 4 would generally get a killer rank 5-8 and it can be anticipated that a rank 6 killer would get an average survivor rank of 3-5. But instead I am seeing things like what VSLI picked where a Level 1 killer gets placed with 15-17s and level 15 killers being placed with reds and purples. Since WILDLY wildly mismatched plays are happening on both sides of the coin, its more indictive of a poor matching system than a poor pool selection.
Or its what one of the devs said during the last Q&A: Because there are far more survivors than killers, (on any rank) the system grabs that one killer who just started the game and matches him with whoever has been waiting more.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1941071#Comment_1941071
At which point you were already running a strat with a high chance of not paying off.
Why? Because running a endgame strat that focuses on players getting max points and survival time (aka no tunneling) is bad?
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@TimeOutTimmy said:
https://forum.deadbydaylight.com/en/discussion/comment/1941113#Comment_1941113
Sure it is playable, but by no means is it what I would consider fun. Survivors who are experiencing the hit issues cannot gauge any distance when it comes to a killer.
I dropped a pallet, killer didn't get stunned, but he aimlessly took a swing and I took a hit. The clown standing at the top of the stairs hitting me while I am at the bottom.
I normally have no issues maintaining red rank. I have went from a rank 3 to an 8 within the past 2 days. It is so ridiculous, it has become comical.
That's because of the unbroken bug. If you don't survive it's almost a guaranteed depip.
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@KawaiiArii said:
https://forum.deadbydaylight.com/en/discussion/comment/1941113#Comment_1941113
Can I ask what your method of playing is? Are you a stealth player? If not, are you going down immediately in almost every chase?
As a nonstealth redrank, I can usually stay in chase for a three gen run. But with this current update, I'm going down immediately in every chase.
I'd say I play mixed. Stealthy with a Jane. What usually gets me killed is the new dead ends on the reworked maps.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1941113#Comment_1941113
Haha yeah that injured animation looks ridiculous you are like...pitter pattering away from the killer.
It always looks like they are on their way to the bathroom.
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@Canas said:
How come the majority of posts in here are about Freddy instead of Clown?
I´m so sorry. I didn´t want to change the whole subject.
You are right. The rework did nothing meaningful to him.
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It´s not unplayable. Hit box seems a little larger, unbroken is bugged af and the injured running animation are the things that bother me. But its by no means unplayable.
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@Boosted_Dwight said:
This still looks pretty off. It's still an improvement for sure but do they HAVE to use vertical portraits? It's just so strange to look at imo. Everything in there just seems so awkwardly shoved into one spot.
Step in the right direction for sure but still needs some help. I still think this is way better:
https://us.v-cdn.net/6030815/uploads/ENNCIUPP91DG/20210212-095602.jpg
Mark this one as answer please. This is how the hud should look like!
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1941081#Comment_1941081
considering that logic most players actually hated playing as or against Freddy back then so i'd say the rework did it's job well.
Most survivors hate the new Freddy. So was that intended?
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1940916#Comment_1940916
His uniqueness is why he was so weak until late game, The REAL problems those freddy players ignore was how his slowdown was not just too strong it was horrible to play against. He was not a fun killer to play as or against unless you could deal with getting looped until there were no pallets remaining.
As long as he was like that he was a failed design right from the start.
Now what is more important. The fun factor of a killer for the killer or for the survivors that play against him?
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1940906#Comment_1940906
Swivel hook was implemented at the same time as Killer's suctioning into the hook animation from a distance.
Your arguments wreak of bias.
How is wanting equallity for both sides being biased? O_o
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1940514#Comment_1940514
At which point you've already lost. Lack of body blocking won't matter in that scenario since you'll at best pull a 1k.
Unless i played for a Blood Warden with progressed EGC. Then this could make the difference between a 1k and a 4k.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1940916#Comment_1940916
Yeah I can understand if you think Freddy's rework was a failure. I don't, because looking at it from a technical standpoint he's a far better killer than before. But that came at the cost of his originality.
Sure, he is better. But many survivors would call him OP. While i see him as a completely different killer.
What made him fun (at least for me) is lost.
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@QwQw said:
I'm sure a certain Clown main will have something to say about this.
But nevertheless, I agree with you. This is the first failed rework Behavior has made in my opinion. (excluding Billy)
The Freddy rework was a failure in my book. Why? Because he completely lost everything that made him different. Most (if not all) old Freddy mains hate the new Freddy. Because it didn´t address his core problems (it removed them, sure), but instead turned him into a completely different killer. The Clown rework has a similar problem. It didn´t solve his issues (map pressure) and ignores what makes him unique and tries to build up on that.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1939656#Comment_1939656
If that many survivors are alive to all body block a hook in end game, you should be worrying about how you let that many be alive past 5 gens, not the body blocking.
But, even in your scenario, sabo'd hooks come back extremely quickly, and dropping only does 1/4th of their wiggle bar. Drop them once, force the others out, and get the slugged survivor. 75% of a wiggle bar is almost always plenty enough time to hook a survivor.
Like I said before, a niche tactic that is typically countered easily if you just play it correctly.
Yes, its niche. No, i don´t see it very often. Yes, i adapted my playstyle accordingly. But thats not the point. The point was, how is body blocking still a thing? It shouldn´t work for killers nor for survivors. Why was the swivel hook only introduced for survivors but not for killers? Why make a mechanic, that works around the same object, completely one sided?
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@Iosefka said:
https://forum.deadbydaylight.com/en/discussion/comment/1940514#Comment_1940514
Maybe you just need to play different game if you hate survivors that much. You can use mad grit if you hate bodyblock but you refuse to use it so my suggestion is ADAPT
Like survivors adapted with Undying? Sure!
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1940407#Comment_1940407
In which case the entire time is injured and you can start slugging.
While they all run towards the powered gate and you can watch how they teabag.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1937734#Comment_1937734
Because the first one makes a rescue impossible. The second doesn't make a hook impossible. Hit the body blocking survivor and hook the other.
When enough survivors are body blocking, then the hook becomes impossible.
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Yes, it´s a know bug.
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@CoolerBleend said:
https://forum.deadbydaylight.com/en/discussion/comment/1939965#Comment_1939965
Holy ######### you haven't touched Nurse since Winter 2017-18
I know. Not a nurse fan.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1939931#Comment_1939931
1 Offering per Killer Bloodweb was pretty rare for me, most of mine have 2 Offerings, biggest I have seen was 4 (3 normal, 1 in a brown Box). For Survivor, I either get near to none or many. E.g. I got 2 on Dwight and 12 on Meg, with the same number of Bloodwebs.
This is how my bloodwebs look like:
Nurse is from a older event.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1939817#Comment_1939817
To be fair, now every Gen is an Event Gen and gives at least 1k BPs when completed without an Offering. If you use an Offering, it is 3k BPs per Gen.
Before, the Offerings also increased the numbers of Event Gens, meaning if only you burn an Offering, there will only be two Gens aka only two Gens for Bonus BPs.
So overall, the event grants more BPs than the previous ones. And since BHVR announced that they will not do large Events anymore, except for Anniversary and Halloween, I did not expect more than that.
They event offerings seem to be pretty scarce. In 2 survivor bloodwebs i haven´t found a single offering. While the killer bloodwebs only contained 1 per web.
Older events had up to 6 event things per web.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1939825#Comment_1939825
Then how do you? You wouldn’t limp like before unless your leg got hit. I’ll agree it’s a bit stiff but it makes sense for them to run like that
Well it would look different. The steps they make are to small.
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Pretty good job so far.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1939676#Comment_1939676
There's no such thing as higher ranks with competent survivors. If you want consistent competence...swf.
Sometimes you lose. Sometimes the others win.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1939727#Comment_1939727
Because you are in pain?
Thats not how you run while in pain.
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But why do they run, like they are desperately looking for a toilet?
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@potato_ASF said:
https://forum.deadbydaylight.com/en/discussion/comment/1939706#Comment_1939706
and we don't even have that now after 500 million years...
Now the question is: Why?
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We used to get event coins for hooking survivors on the event hook or finishing event gens (being alive while they were finished was enough).
With those coins we could buy event skins.
Now it looks like we will get the skins from event codes they release on twitter or something.
The BP were roughly the same.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1939671#Comment_1939671
You've been playing this game long enough to know that isn't true.
Totem spawns have been improved significantly in the last several years.
Calling your BS out on this one.
Yeah i have been playing long enough to memorise totem spawns. For example: first totems spawned at the beginning of the small hills we have in almost every match. Then they moved the spawn to be slightlighly hidden in the "pocket" of the hill and now the totems spawn 1 meter in front of the hill or on top of the hill.




