Volfawott
Volfawott
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- Volfawott
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Usually have to have evidence of your accusation when reporting you can't just say somebody was griefing me and leave it like that.
None of the stuff you talked about was griefing if they try to submit evidence like that it would clearly show it
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@MojoTheFabulous said:
What would even be the point of that? Only the person with it would see it so it's not like people with the original versions can somehow flex.
^
This ×100
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@Crackgear said:
https://forum.deadbydaylight.com/en/discussion/comment/1203358#Comment_1203358
I still don't understand why Joey's has black paint marks around his eye , is it to hide his eyes in the darkness more or is it a Camouflage like Jeff did to cover his pupils/iris
It's a camouflage his eyes whilst he's wearing his mask you'll notice if you wear both of Joey's masks on Frank Julie or Susie you can see the skin around their eyes
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Yes both free and premium tiers are the same level so once you buy the premium pass you'll collect everything
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Spoopy Frank
Approves of survivors using dead hard to avoid frenzy
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Oof fair assessment
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The problem with open up is you really have no idea who's the person taking the game hostage for example in a situation like mine.
If there's a Dead Zone where the killer hook the survivor the survivor and the survivor keeps running to that area who's taking the game hostage then if the killer chooses to slug and leave the survivor down are they taking the game hostage or is it the person who keeps running to a place where they can't be hooked.
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There is still defined as taking the game hostage because in that current moment there is nothing that survivor could do besides disconnect to escape. Simply because if the other survivors just decided not to do gens that game will not end for that person.
Take this scenario and imagine this person has an active reverse bear trap on their head instead they're at least bound by the ticking of the timer. Is it a scummy move for a pig player to do definitely could you make an argument for griefing definitely but in that case considering they have a way out of the game besides disconnecting it wouldn't be taking him hostage.
The first scenario is completely based on whether the other people decide to complete the gen or open an exit gate. Until those two what comes happened there is no way that player can get out of the game without disconnecting there's no timer no nothing.
In the second scenario even though it's still just as toxic the survivor question can at least just leave whilst the reverse bear trap time it ticks down and come back. Which by the way depending on how many gens would be quicker than waiting for everybody to complete gen.
Or an easy way to explain it scenario two the game will eventually end for that person or the killer will have to free them in scenario 1 there is a possibility that the game will never end for that person that is what makes it taking the game hostage.
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The Pug is meant to be anti tunnel it has always been established even by the developers as being an anti tunnel perk it is not freedom for you to do whatever stupid move want for a 60 seconds because you know you're not going to be punished.
I think the idea is a great change it still works as an anti tunnel perk but if you make any attempt towards objectives you could get screwed over however it also allows for clutch endgame decisive plays for example someone with decisive using borrowed time to save someone has been camped and using the decisive to escape themselves.
However if you have decisive strike up and you start working on totems or a generator you are not being tunnelled if you feel safe enough to do so so the perk should deactivate.
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Most of the time people disconnected because the game doesn't go their way.
I have had people disconnect because they're the first person down.
I've had people disconnect because they've missed decisive
I have had people disconnect because I was Legion post rework Legion by the way
I had someone disconnect because they got double trapped when I was playing Amanda.
I've had someone immediately disconnects because the killer had no one escapes death
I've had people disconnect because they get in gen rushed
I've had people disconnect because they got looped too hard.
I'm sorry to be this guy but if you didn't disconnect because of a bug, connection issues or the game being taken hostage you didn't have a valid reason to disconnect.
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@Dr_doom_j2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1336302#Comment_1336302
Incorrect on many levels.
1. Scummy is in the eye of the beholder. Not everyone agrees that using NoED is scummy, and under what usage does it fall under scummy or not scummy, seems to elude anyone who is confronted on such a manner. Trust me, as a killer player mostly, I KNOW what can feel like scummy perk play. You may not have even been around for old DS, old BT that protected both savior and saved, instaheals at pallets, etc. Talk of scummy play, most of those plays removed whole minutes of killer vested chase and down time. But just because your don't like how they were used, doesn't give you the right to harass that player, tell them they're wrong because they made an ingenious and malicious build, and they're the one that needs to improve.
2. The beartrap scenario.... You're either entirely aware that's bannable and are being facetious, or you are so knew to the game you don't realize that's technically reportable. Either way, it's not allowed, unless something very recently has changed that's been known.
3. Anytime cleaning up with NoeD is allowed to happen, that is the survivors fault. At most, the killer should be able to net a kill or two - it's a total misplay of the totem isn't broken, or a door isn't opened before more than one person is downed and hooked. If the killer is slugging at the end, that also probably means he was building on an endgame build in the first place, and he played with no perks just to get a strong end scenario. Still beatable, especially if you figure things out before endgame, like when you notice no slowdown perks, or no tots and I'll effects all game, someone might want to break a totem or two.
4. Aww the big one, the killers most averse tool... DS..
I don't love defending this perk in it's current form, but look, it was much worse once upon a time, and if you're made aware of it early it's not bad.
The problem with this perk in my mind is, especially with all it's synergy, the best play is to eat DS as quickly as possible in most cases as once it's gone, builds around it fail completely, but if left unchecked and not tunneled out immediately, there is the potential that the survivor will at end game, deliverence themselves off the hook when you choose to apply pressure somewhere else, hit AD with a perfectly timed extraction transition into AD burst, get smacked down and left (because they are the obsession, duh), pick themselves up with.... That perk that lets you get yourself off the ground (escapes my mind for now) while in the exit gate, and then get smacked down again, only to DS you and out the gate...
But that said, there's usually a way around it. Notice btw, I say usually... Because I freely admit, there are some scenarios on which you just can't possibly be expected to win..it happens to everyone, and to this date no single person has never lost a game on either side. To that point, all sides have SOMETHING to complain about, for sure, but I believe at this point, it's all but pointless to get upset at the way others play the game, if only because you'll never be able to control that in the first place, and technically it's all working as intended.
The amount of blind assumption in this post is ridiculous I'm going to poke it out one by one.
1) I'm well accustomed to Old decisive strike and old borrowed time and well accustomed to what mettle of men used to be.
As for old decisive strike I've received tons of hate because I used to juggle survivors with it so The Obsession couldn't get it off.
Old Borrowed time was stupidly ridiculous and was practically ggez you lost in endgame
Please don't try to bring elitist entitlement to make when you have no idea how long I've been playing the game. It makes your comment stink of arrogance and ignorance.
How old decisive used to work or how old borrowed time used to work has nothing to do with this discussion bring it up to try to pass me off as a new player to discredit what I'm saying is pretty underhanded.
2) Trapping a survivor in the place so they can be killed by a reverse bear trap or endgame collapse is not bannable at least for taking the game hostage while you might be able to make a case for griefing the action itself is not bannable. Either you have no idea what holding a game hostage means or you just assumed it's reportable because block someone in a corner. Literally slugging all four survivors and just letting them bleed out which by the way takes a lot longer is also not taking the game hostage or bannable
3) As for my no one escapes death argument if you actually bothered to read what the post was about you will understand that I'm saying if you're going to do something that you know is going to annoy other people you can't really complain when it annoys other people. I have no idea why you're trying to defend noed because I never once said it was a bad thing to run. I said if you're planning on camping and then just using noed to counter the people who gen rush because of the camp don't be surprised if you get called out for that
4) once again I was not arguing on whether decisive strike is a toxic pug or whether it can be used in any game situations if you actually read my post which I'm pretty much assuming you didn't.
My criticism with it was for people who use it as a free card to not be punished for making bad mistakes for trying to popping generator in the killer face or going for a really stupid hook save normally this would be punished by a down and a hook but decisive strike will protect you against this. The people who do this do it with the full knowledge that this with the full knowledge that decisive or protect them is it a Smart Play yes is it a little scummy yes
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@Dr_doom_j2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1336233#Comment_1336233
This is exactly the reason childish terminology for game tactics doesn't work and should end. Everything someone doesn't like about the game loop, they just ascribe it a new eptiaph and demonize anyone who plays anything around it. Nothing capable of being used in this game outside of unintentional bugs should be called out at all, people can use DS and BT however they like, and by the same token, no one should be calling out a killer because you decided to leverage said perks and it didn't work in your favor.
People are free to use perks in whatever way they want to however that doesn't make them immune from being called out if they've using in a scummy way.
You're free to farm someone on hook if you have borrowed time I'm that doesn't mean that the person in question can't call you out for farming.
You're free to trap someone in a corner with an active reverse bear trap on their head as that's not bannable doesn't mean you are immune to being called out for it.
Free to camp all game and rely on no one escapes death to clean up of the kills but once again that doesn't mean that you shouldn't get called out for doing something that's a scummy play
If you decide to use defensive strike not as an anti tunneling perk but as a free card for you too to complete a generator or get a ridiculously unsafe hook that's all fine and good but once again someone can call you out on it.
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@PigMainClaudette said:
I hate the current iteration of Ruleset No. 2, as it promotes people with an RBT on to work on generators in order to reveal the auras.
SO! Let's punish them for it instead.
- Disables the Survivors' ability to see the Auras of Jigsaw Boxes while their Reverse Bear Trap is active.
The other one I'd look at changing is Huntress' hatchets and it is literally just giving it a minimum range.
This idea is beautiful.
Incentivises survivors to actually go and not pop generators instead for them to look for the Jigsaw boxes.
It also gives some counterplay to the survivors as they could 99 gens and complete them when they think people are safe. However still leaving room for the pig to fight back with perks like Pop Goes the Weasel, Surge and ruin that could punish the 99 percent
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It's done so everyone can move along with their games faster if it was changed most survivors who don't have Deliverance or something like that will literally just sit on hook for a minute and make the killer wait
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@CoinSquire said:
https://forum.deadbydaylight.com/en/discussion/comment/1334440#Comment_1334440
I started this "New discussion" just to comment on how pretty hair physics were before, regardless of whether they are realistic or not, i prefer more the loose movement hairand obviously it's just my opinion :) (and some other people)
Don't get me wrong I've stated several times on the forums that I want the Old hair physics back or at least a slightly toned down version if they don't want it to be quite as Glitchy.
Hell I have even advocated for some of the older outfits to get the same hair physics treatment like Min's bob and Meg's braids
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I'm assuming with soul guard you can get up infinite amount of times as long as you haven't bled out or you're still cursed by a hex.
You probably wouldn't want unbreakable that speed up the recovery time but no mither is incredibly unnecessary
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1334450#Comment_1334450
That's the issue, it'd let you know exactly when the survivor stopped running.
But it would also pause if they're mending. Also against Legion survivors immediately just start mending anyway
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@CoinSquire said:
https://forum.deadbydaylight.com/en/discussion/comment/1334284#Comment_1334284
They can put a little more loose on the Kate's hair, it would more cool, not flying hair like the old one, but more loose on the hair would be very cool, its a really hard work, but in my opinion worth it
I have really long hair and I could tell you you if they were to coded realistically you would have the hair constantly blowing in the survivors faces if it's not tied up.
Hair like Yui, Min, Kate and Jane's let down hair and basically act like this
As for having a ponytail or having it tied up it really doesn't bounce as much as you think unless I'm shaking my head wildly it doesn't move anywhere near as much as it used to in game
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To be fair I like wake up I think it needs a buff to it's opening speed especially considering somebody standing next to you with leader does wake-up job better.
Also increasing the opening speed will also make it a little bit more on appealing to people who often get left as the last survivor as it will help somewhat combat if the gates are close together
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Amanda.
Amanda's letter: I love this add-on it is transformative but situational because you have to Crouch to activated and whilst crouched you're slower than nurse transform crouching into something you going to do reliably.
Also due to the small range you're not going to really get much use out of it in really wide open maps and closed Maps are your best option so not only are you moving slow but it's very map dependent.
All of these would be fine if it wasn't for the fact that you lose three reverse bear traps and only have two boxes practically making the reverse bear trap you do have pretty much pointless before the endgame collapse change I would literally just use this to keep one survivor locked in the game for a while I can't even do that anymore.
My suggestion make this fully transformative change Amanda from a stall based killer into an ambush based killer.
1) Remove all reverse bear traps and jigsaw boxes ( let's be honest the one reverse bear trap with a 50/50% chance of getting it off wasn't helping you much with stall)
2) Increase the Aura reading range between 18 and 24.
3) increase movement speed when crouched this would encourage pigs to stay in Crouch a lot longer rather than just going in it every now and then to get an aura Reading.
4) if all of this is too strong add movement speed to penalty to Amanda to balance it out but at least test to see if it's too strong before you jump in with the movement speed penalty
Ruleset number 2
This addon has been a point of contention for a while most people tend to ask for it to be added to base kit and the response is usually but that would be a bad idea as it would encourage change to be complete gens faster so people could see where the boxes are.
When that response is usually given I always ask a question and then why is this an ultra rare if it's more detrimental than beneficial
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I'm going to get it because Silent Hill is one of my favourite franchises along with the saw franchise.
While I completely 100-percent agree with you on the perks.
Trail of Torment and Forced Penance are terrible and the sad part is they don't have to be.
Forced Penance: First off 90% of a time you won't get people actively going for protection hits.
As you have stated before any survivor with two strands of logic will just do objectives until they're broken effect is done or in failing that you're just going to end up chasing the person who you inflicted with broken making it pretty much useless
Devs come on you have perks like Deliverance, Second Wind and for the people that have proven that survivors will just do something whilst the timer is there.
Don't even get me started on the fact that some people are comfortable running perks like no mither. 30 seconds of broken isn't going to phase many survivors.
Trail of Torment, Devs really I don't even have to go over this because it's already been beaten like a dead horse. Severely reduce the cooldown and get rid of the light up gen.
Perks like dark devotion and tinkerer already do this it's job better. In fact if you have nemesis along with dark devotion you could pretty much have a near constant undetectable.
I don't really have any complaints for the survivor perks all of them are decent but not amazing but decent the closest to being amazing would probably soul guard.
Blood Pact probably needs a little bit of tweaking but in its current state it's alright, situational but alright
Repressed Alliance is honestly my favourite out of all these perks out of a concept of value outside of halting regression from Pop Goes the Weasel or ruin it can also be amazing for stopping survivors from 3 genning themselves when you're playing solo Survivor literally block the gen off be like no go work on the others
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Honestly the only thing I kind of want them to do is go back in touch up some of the old default designs.
Try to add the hair physics the back again so some of the hairstyles don't look so stiff and do some with the old characters to.
Meg, Nea and Min have very unnecessarily stiff hair as some of their defaults.
Meg's default is horribly stiff as well as some of her alternates.
Min's Bob is so stiff it ends up looking like a wig from the front the hair of needs a touch up and some hair physics. This also goes for her prestige head and her purple rift hair
Nea has this problem with her night out cosmetic.
Outside of those three examples I don't really have any problems with the character models
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Honestly I think the injured noise reduction should be increased to 100%.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1327939#Comment_1327939
Ok then please explain the lag switching nurse i just went against who hit all of us from the other side of the map even though we all had decent ping
They fixed the bug that sucked you to the window, while that really helps, lag switching and vpning killers still exist
You just explain that yourself lag switching or VPN abusing
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Claudette Morel
Botany knowledge: I don't need to go for this is pretty no duh.
Autodidact: reflects her struggle with learning and grasping subjects when she was younger
Stake Out: she's very shy and introverted so I doubt she'd aggressively take on the killer rather she probably hide waiting for the right time to do something when the killer leaves
Empathy: previous experience I probably made her very sympathetic to the plight of others.
David King
We're gonna live forever: sees benefit in fighting for the people who truly cares about.
Mettle of man: when he wants to protect someone here but himself in harms way to make sure they're ok.
Breakout: typically a mixture of what I said above
Head on: literally willing to take on the killer her head on and enjoys being very aggressive
Feng Min.
Technician: lone wolf perk that benefits you only you and one that is negated and hindered if you actually work with somebody else
Sole survivor : once again lone wolf she usually isn't the type of person to go actively go try help people even if it's no danger to her.
Inner strength: destroys totems for her own benefit but it's benefits are limited and if she pushes too far she'll be left with no support reflecting her over indulgence in training.
Decisive strike: keeping herself protected and looking out for herself however she does have a tendency of putting herself at risk when doing so hence becoming The Obsession.
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@TheRockstarKnight said:
No, I don't think we will.
The game is based around being a 4v1, not a 1v1v1v1v1.
Even though some people will play selfishly, I don't think we'll ever see a character that fits the archetype you're looking for - certainly not in any way that translates directly to gameplay (i.e. perks designed for sandbagging).
I mean more geared towards their backstory that they're like that.
As for perk you can simply make perks of benefit more from you either being by yourself or have a stronger effect when others people are dead.
Technician something from Min who is already considered a lone wolf is not designed to be used with people.
No one working on the gen with you gets the effect and if you're working with someone else you often negating the effect that the killer will hear sounds or them messing up a skill check as they don't know the 50% noise prevention.
The pack is designed for you to work on gens yourself.
Another good example of a perk would sole Survivor one that gets stronger the more people around you die.
Looks like these could reinforce the survivors selfish or wicked mentality but without actively sandbagging
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1330257#Comment_1330257
NOED exposes everyone for no cost. Rancor exposes one person for a cost. Survivors get to know where you are after popping a gen. Remember just increases the timer for the exit gate and only works if you're finding your obsession and smacking them. Blood warden is only active if you hook someone during the EGC and they're only being seen if they're in the exit gate area. I think all of those perks are fair. Blood warden could be amazing with NOED though. You get a hook and they can't escape while getting one hit.
I'm not trying to attack you I bring this up because a lot of people tend to act like anyone who uses no one escapes death is a bad killer who can't play the game.
Lots of people could just simply use the perk because they they like it or they just like running end game builds.
That would be the equivalent of seeing anyone who runs sprint burst is bad with chases
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@Orion said:
Nea (literally a vandal), Bill (two tours in Vietnam because he enjoyed being there), and Ash (extremely selfish) don't count?
Not what I'm really talking about.
I'm talking about two examples of survivors
1) one that has committed crimes and has done a lot of bad things in their life as I said the closest we get to this is David King. Essentially imagine if Legion became a survivor instead their actions would be considered morally reprehensible but they could still be a survivor rather than a killer.
2) if you ever watched horror films I'm sure you've encountered that one character who values their own life above others which means they'll often push other people down so they could escape and those people end up dying or still a means of escape so they can leave and talking to people like that.
Nea: has only really done petty vandalism honestly the Legion has a higher rapsheet than her whilst all being younger
Bill: I don't consider someone who enjoys war or battle to be morally reprehensible he enjoyed the chaos in the action however further games has been shown multiple times that he is a caring person so doesn't really fit either category.
Ash: this is pretty much just like David a douchebag with a heart of gold he can be an absolute douche sometimes but for the most part he does care about the people close to him
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1330088#Comment_1330088
I don't use NOED for two reasons. It would rarely proc for me and because it's a crutch perk that rewards killers for not playing well. That's all it does. You can't expect survivors to do 5 gens and all the bones within the time it takes for one person to die on hook. There's just not the time for it. Survivor takes 2 minutes to die on hook. Takes 80 seconds if everyone does a gen and it takes 14 seconds per totem plus the time to find all the totems. No good killer uses NOED because NOED will only help killers who aren't playing well.
You know you could say that for almost every endgame Perk in the game right.
With the logic you use
Remember me
Blood warden
Rancor
Are all clutch perks
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@Bovinity said:
Meanwhile:
https://us.v-cdn.net/6030815/uploads/DGO4C5F7FX5J/image.png
Not sure survivors even know HOW to be civil.
Jeez some people can be toxic when they win and toxic when they lose there's not really much you could do to avoid that.
You simply just have to hope that you bump into those who are toxic and actually made the game enjoyable there are a lot of survivors and Killers who do this it's just the vocal minority that tend to call the loudest
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@Bovinity said:
Survivors always place the responsibility of giving them a "good game" on the killer.
Was watching Alf's stream earlier. He was killer, got matched against a 4-man SWF that he recognized. They were playing ALL of the stuff. DStrikes, DH, UB, you name it. Even had one player with Object, and Alf was playing Hag!
Long story short, he gets a 3k and lets the last guy get hatch. One guy even disconnected after their DStrike wore off and they got mad I guess. After the game one of them comes into his stream and - I ######### you not - says:
"I wish you had played nicer."
Holy #########, man. Really? You're running the whole damn package, even Object in a 4-man, and you wanted the KILLER to be nicer? ######### hell.
Yeah it's annoying
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I was a Friday the 13th loyalist basically was playing a game in and out until one day my ex-boyfriend convinced me to try out Dead by daylight and I completely fell in love with it.
I started by maining Feng Min and Huntress.
Then Amanda came along and I dropped huntress like a stone.
Now I'm a player with 4K hours
My mains are
1) Amanda
2) Legion
3) Demi Logorgon
For the Killers in that order
1) Feng Min
2) Cheryl Mason ( I know she's not out yet but she's going to be my secondary main)
3) Yui Kimura
For the survivors
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1328931#Comment_1328931
Unfortunately, you get many greedy team mates who try to unhook aswell. And as soon as they see others around they rush to the unhook to get the points. It's a common theme in solo Q. So might aswell just do it, especially when you have BT
But doing that does nothing but screw over the other Survivor and in that case you're the only one to blame for that.
The killer is not obligated to go after you instead especially when you're handing them free kills.
The reason why solo tends to be such a frustrating aspect it's because you often have to rely on randoms to not screw you over and carry their own weight. As I said to this guy borrowed time a precaution against campers or hard patrolling Killers it is not a free pass to go over and get a cheap save.
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@Steel_Eyed said:
This is what (sometimes) happens when you give advice to someone who didn’t ask for it.
My problem isn't that they didn't take the advice my problem is that they're probably going to continue doing this further along the line because they don't see a problem with it
And if anybody does point out the problem they will blame everyone but themselves that is not healthy gameplay.
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@tippy2k2 said:
I try my best not to tunnel but I'm not going to just ignore survivors playing like morons either.
If you let me walk 10 feet before unhooking, I'm gonna turn right around and ######### slap you for it.
Although I will commonly just slug the person who was saved if I can't get to the person doing the unhooking. It punishes the survivors as a unit for dumb plays but minimal punishment for the person who was unsafely hooked.
Fair enough but the one thing I don't like is when people like this don't take their own actions into account.
It's a lot easier to blame the people you farmed and the killer rather than realising that if you had probably waited the 20 seconds it would have taken for the killer to leave the area you could have got an a safe unhook without any hassle.
Literally each hook stage lasts a minute you do not have the save the person in the first 10 seconds
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@SketchyPenguin said:
I may be the only one but Scream Queens "scream" to fit this category. They are better as Legendary skins instead of an own chapter.
So either Chanel Oberlin or Chanel #3 in either season 1 clothes or season 2 nurse outfits for survivors.
Red Devil Killer or Green Meanie as Killer skins.
https://us.v-cdn.net/6030815/uploads/T0QHHE4V4WVF/97a778babbcd3067460943c8d7b38003.jpg
https://us.v-cdn.net/6030815/uploads/2T2YM31MX5VK/red-devil-red.png
https://us.v-cdn.net/6030815/uploads/M56VJ5E3YJ3W/scream-queens-season-2-villain.jpg
No love for Chanel #5
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@Snow_Lep said:
I could be wrong. But unless it has been patched or changed, I do believe each of the 4 standard traps is tied to the 4 boxes. The 4 standard traps (meaning without addon for more traps) are rng, but follow a specific rule. The rule I (and many of my friends) have observed is that each trap is tied to a specific box. Meaning the first trap she uses will go to one specific jigsaw box. The second will go to a different box but CANNOT be the same as the first box.
Think of it like this. Trap 1 goes to Box A, Trap 2 to Box B, 3 to C and 4 to D. The box that gets labeled as A, B, C, and D are randomized so they aren't predictable, but you can use this to your advantage.
If you see someone get their trap off at a box, then you can know that it is NOT your box (there are exceptions but I don't know exactly, only speculation on the way the addons add rules).
The addon rule addition speculation.
If there is an addon to add an extra jigsaw box, it just adds a random element of rng to the search. Where Traps 1, 2, 3, and 4 could be tied to boxes A, B, C, D, or E now. As far as observed, it still follows that if someone else gets a trap off, then that box CANNOT hold your key.
If there is an extra trap addon (with NO extra box), it adds a Trap 5 that then gets tied to whatever box it would like. This is the least clear one, as it is hard to test and get info on since most Pigs do not get all 5 on different people. I am unsure if it follows in that traps 1-4 are tied to A-D and then the 5th is where it can be whatever box, or if it picks another number trap to double up the box on.
If there is an extra trap addon WITH the extra box, it doesn't cause all 5 Traps to be tied to each specific box. It uses the extra box rule, and then the random aspect of the extra trap rule combined, making it the worst of all to figure out exact details for the way it creates and uses rules.
This is actually incorrect I had a match when I was playing with friends where the pig had 5 rtbs and three of us managed to find it in the same box whilst the other two traps were connected to different ones.
Before the game even properly loads in all traps are allocated to random boxes some may have overlap some may not but before a pig has even placed the trap on you it already has a assign box to it this is specifically done so a group of friends can't just call out which box they got their trap on.
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The problem with Instagram love is that they removed a lot of progress from the Killer.
For example insta healing a survivor who just got downed with a syringe would completely reset the progress making the killer have to go through the entire thing again.
It wasn't fun for the killer it didn't feel nice it was a pain in the ass and it usually meant that probably last 30 seconds almost half a gen now has to be done again from stage 1
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Oh boo hoo you disconnected out of spite to try to stop the killer from getting a 4K and you got punished for it.
If you got disconnected unintentionally because of a connection issue, taking game hostage or a bug that is understandable but you outright did it out of spite just so the killer can't get a 4K and your friend can escape you don't deserve leniency for that.
Whether you like it or not as slugging is an intentional mechanic the Legion in question wanted to get the 4K so rightly slug due to ensure that he has the highest possible chance that is perfectly fair. You considered that toxic and didn't want to wait for yourself to bleed out do something else go downstairs make some tea or a sandwich
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@BBQnDemogorgon said:
Tbh we need a James Legendary then this
The Legendary skin would be fine I just wanted to repost this
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1327494#Comment_1327494
What the hell is your problem? You are like a tiny annoying bug.
U know what is a "glitch" aswell? Combos in fighting games. Yes, exactly. They weren't intentionally in the fighting games back then. And look now: they are established techs now.
The difference between combos and stuff like this is that combos were ironed out and worked with to be fair and fluid anybody playing.
The hook techs you describe to weren't not if you wanted to come back it would have to be refined and ironed out so it doesn't feel cheap for the killer side
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@Gonourakuto said:
https://forum.deadbydaylight.com/en/discussion/comment/1321444#Comment_1321444
I said nerf thana on legion not thana on itself , thana is a very good perk if you get everyone wounded what no killer can really do outside of legion and thats why this perk is OP on him
So nerf a perk because a killer can use it effectively.
So might as well nerf.
BBQ and chilli on Billy
Monitor and abuse on Myers
Infectious fright on Nurse, Oni
Nurse Calling on Stealth Killers
Stridor on spirit
I'm sorry but that philosophy is incredibly stupid.
Whether you like it or not you can't just nerf a perk for a specific killer because it works well with that Killer's power.
You're going to have perks that synergize well with the killer's power that's just a fact however they shouldn't be handicapped because of that.
As for Legion specifically when they have a don't waste time healing Legion is too efficient at injuring survivors for the time you spent healing to be worth anything. Usually the time you save in a chase for being healthy against Legion is about 4 seconds literally the time it will take them to stab you with frenzy and then exit frenzy
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I think the thing that people tend to forget is perks combined.
In fact mettle of man had to major problems with its core design
1) it was way too easy to get is it only required a basic hit this needed incredibly punishing for M1 Killers as they had no counterplay
2) in combination with other second chance perks this perk was disgusting and can extended chases to ridiculous amount of time even without any skill on the survivors part.
The problem with adding powerful perks is that you have to take three things into consideration
1) The combination with other perks it doesn't matter whether it's a new Killer perk or new survivor perks how the interacts with the other perks needs to be taken into account.
It can't be way too powerful in combination or completely invalidate too many other perks. For example perks like in a strength invalidate sloppy Butcher nurses calling (and that one Crown perk that nobody uses)
2. How interactive The Killers power powers are basically the backbone of dead by daylight you don't want too many perks that completely make a killer invalid.
For example calm spirit counters to doctors tracking but it doesn't remove any other aspects of his power.
Spine chill seriously counter stealth killers but it doesn't remove anything else Amanda can still bear trap goes face and Michael can still stalk as for Wraith yeah sorry buddy ( I guess you could still go fast whilst cloaked)
3) it has to be able to be run someone competently by itself if it needs extra suckling for it to work then it's not exactly succeeding as a perk.
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Monstrous shrine simply because that perk is so bad you would have to be a noob for you to constantly keep putting it on your builds.
Say what you will about no mither at least it has amazing synergy and is a vital component on an injured setup when you're running this isn't happening, dead hard and resilience even with a build specifically catered to the basement there are still better perks in monstrous shrine.
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I'm 61 little behind @Aven_Fallen beat me to it so I'm sad
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1325250#Comment_1325250
I am rather awarded for playing good instead of being awarded for having bad players as my opponents. But this is probably the common understanding of gaming - just have it as easy as possible to get maximum rewards.
I think if someone wins by a landslide, it is fine to not rank up that much. For both sides. Because they clearly did not face opponents which are good enough to justify a big reward.
That would be fine if the emblem system actually rewarded you for playing well which it doesn't it rewards you for playing a game of arbitrarily tick the boxes.
You are literally punished for survivors mistakes if someone doesn't go for a save you get punished.
If you're really good at Billy and you could easily get your chainsaws you get punished.
If you're really good at Trapper people fall into your traps you will get punished this is not rewarding you for playing good
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Dismissing a flaw in the game mechanics by lol just use this punk doesn't really help.
That would be like me telling a survivor who's irritated by gates spawning right next to each other to just run wake up and stop complaining.
Using a perk to counter a playstyle for example slugging or gen rushing is one thing however using it to cover up flawed mechanics isn't for example close spawning exit gates or non priority pick up
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@Bugcats said:
I think survivors should be guaranteed a safety pip if they finish a game by escaping the trial. Some games there's literally nothing you can do about a killer who camps a teammate other than finish the gens and escape; but quick game means 9/10 times at red ranks I de-pip. It just doesn't seem fair that by playing the game and escaping as survivors we still get punished by a killer not playing the game how it should be played. Just a thought and would be a pretty nice peace of mind buff for survivors; not even a gameplay buff.
You do know that means I could basically sit in basement and do absolutely nothing but just spam emotes and just escape through Hatch that means I'll safety by default even though it's undeserved
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@dollidahlia said:
https://forum.deadbydaylight.com/en/discussion/comment/1320482#Comment_1320482
Even if it was the new survivor it doesn't affect you Because its JUST A SKIN. PH is a whole new character they are trying to critique. We are trying to see if PH needs a buff or nerf, im just saying if you play anything other than PH or clown expect DC's and have fun when you waited 20+ minutes for a lobby. This is coming from a killer main btw
People were able to find a bug with huntress that she was no longer slow down winding a hatchet this was an unintended side effect of the clown buff now can you imagine if everybody immediately disconnected against a Hunters this would go completely unchecked until it hit live.
When cursed Legacy was released the Perk nemesis was extremely broken on Legion because of how deep wounds worked back then. Can you imagine if everybody disconnected against the Legion who was trying out the new perks instead of facing them again this would have hit live and it would have taken a lot longer to fix.
You seem to act like just because their survivors are skins testing them is not important I'd like you to remember all the ptb Kate Denson. Whose hook screams injured noises and voice in general was extremely irritating and uncomfortable to listen to for both survivors and Killers can you imagine if nobody tested that and that hit live
The ptb is a place to test out how will features not only interact with the game but interact with previous features.
This includes
Testing old killers on new maps
New perks on all The Killers
Changed perks on all The Killers
Testing any Killers that received changes
Testing any survivor perks that received changes
New killer
The new survivor perks
The new survivor themselves
How old survivor perks interact with the new Killer and mechanics
How old killer perks interact with the new Killer and the Mechanics
How old and new perks interact with each other.
If the ptb was exclusively only for the new chapter or the new changes you wouldn't have access to anything else.
Advising people not to experiment and test things out can actively be harmful to the game because it allows bugs and unintended features to slip by
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Honestly with the exception of legion there really isn't any killer that you shouldn't heal against. This is only because they can injure you so frequently and efficiently that the time you spend healing is usually negated very quickly so that time spent healing could be very easily used doing generators instead
If you're up against Oni and you actively refused to heal your making his snowball potential a lot more dangerous I would rather have someone self care to prevent him from snowballing easily than running around leaving blood orbs trying to look for someone to heal them.

