Volfawott
Volfawott
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Yes the killer takes priority personally I don't care either way I feel like you should use logic when it comes to certain situations.
If you I think that the killers going to arrive there before it opens and might possibly get the priority on it abandon the hatch and go for a gate. If you know the killer mostly gets priority and you know the killers going to arrive at the Hatch long before it opens you can't really shocked Pikachu face when the killer gets priority
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A little hint for this challenge do not use balanced landing as a measure of what a great height is Hills or small drops can activate balance landing but it won't count as a great height.
A good way to factor it is as long as you're jumping from a 2-story area for example both asylum buildings, coal tower, every second floor on haddonfield and anything like that it will count as a great height
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If I see you at hidden offering usually my first thoughts are yeah probably best not to try to irritate the Killer or if that Killer starts losing the game hard probably best not to be the one they down.
If I see a key my thoughts are well little survivor I can't see what rarity so I'm just going to assume it's an ultra rare and you better start playing immersed because if not you're the one that's going to die first.
Bonus if I'm a survivor and I see another person with a key my usual idea is well I can't wait until this game goes completely heads up and this person immediately abandoned the idea of doing gens because of hatch. Also if you die I am totally robbing that key of your body
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@EmpireWinner said:
this psa was not needed, everyone knows the consequence running this perk
@OnryosTapeRentals said:
Most people who use this perk are aware of its consequences and do so knowing they will likely be the focus of the killers attention.
@katoptris said:
Anyone who run this perk know they will get tunneled. That the whole point of them seeing the killer.
You will be surprised my friends
I've just had several solid matches where different people started complaining that they were being tunneled and focusing a lot of my attention on them. These people from various different matches all had object of obsession. It's why I made the PSA in the first place.
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@WRussoW said:
If you're a smart killer with good mobility (aka the Spirit, the Hillbilly, etc) and you kill some survivors before the hatch spawns and you want to get a 4k, you'd let survivors fix gens until it spawns, find it and then kill the rest of the team. Unless survivors have a key, they don't have a chance to escape in this scenario. If they refuse to fix gens, a killer may just wait until they fix gens or wait until both survivors appear at one spot.
The devs have stated that a last survivor always has at least a chance to escape solely but the whole mechanic makes this statement straight up a lie.
Sorry to be the bearer of bad news but if you are the last survivor left alive after your team got wiped it should be difficult to escape whether it hatch or exit gates.
You essentially lost a game this is your last backup to try to at least claim victory for yourself why would it be easy it's going to be extremely in The Killers favor no duh.
Likewise once all the generators have been completed and the gates are open it's extremely difficult for the killer to secure a kill camping is not as effective as a survivors can easily co-ordinate and have a place to run to to leave it's going to be difficult but if you work hard enough you can claim Victory.
Both scenarios are about claiming victory in scenarios where you have lost it should not be in any way shape or form easy to do that
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@SeeYoureWrong said:
https://forum.deadbydaylight.com/en/discussion/comment/1279325#Comment_1279325
Honestly that last part was kind of hearsay from reddit
I think it came from one of the devs streams where one of the devs said that they liked the idea of Wraith and Nurse being a thing but it could have possibly been just a hype up the Valentine skin they were getting rather than an actual lore hint as this was the stream before they got released.
As for the Legion hanging out with each other this has been outright confirmed on multiple different streams including their creation one
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@ZarinaKindaThick said:
Or she can speak in small bursts of English, since she undoubtedly has encountered both English opponents and teammates in her career. Plus, a decent chunk of her cosmetics have English text written on them.
She technically didn't have to actually interactive any of opponents during tournaments outside of mild greetings.
As for the cosmetics it's not too hard to get shirt within certain languages the only thing I could at right think of that's in English is her coffee luva outfit.
A friend of mine has a shirt with Japanese text on it and they don't know even basic Japanese
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@hagling said:
this would make 3-gen strats even more miserable, I can't endorse. it sounds good on paper but once every doctor started running distressing + overcharge + unnerving presence for a guaranteed 4k everyone would wish nobody suggested it.
90% of the time it is very much a bad idea for a killer to solely rely on a 3 gen strat straight in the beginning of the game it's usually something that the killer has to default to if the survivors give them it.
3 gens strats are usually last resorts you really shouldn't go into a game banking on it.
If the killer focuses on a 3 gen strat too much in the beginning of the game it means they usually will not commit to any chases for fear of losing it. This results in the scenario of by the time the strat fully comes into play and there's one generator left the survivors probably haven't been hooked so they free to play as aggressive as possible. Guess playing aggressively is the one way to count a 3 gen strat
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42
I just need to get one more silver emblem to complete the last challenge in level 2 of the tome
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Honestly with surge I feel like a couple things could have them.
1) Remove the cool down and basic attack requirement honestly the perk not really strong enough to require two restrictions.
2) Keep the cool down and basic attack requirement (if it's too strong bump to cool down up slightly) and let it synergise with other perks for example Pop Goes the Weasel and overcharge. This will allow it to be more versatile also this would fix the annoying bug of it eating your Pop Goes the Weasel.
3) Keep the same cool down and the basic requirement however upon application it will not only damage the gen giving it the same amount of progression as a fail skill check but it will also implement an additional 8%
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@Danu said:
The problem is that that statement isn't entirely true either about it being balanced for survivor, it's very easy to just win the game by camping.
Otzdarva recently did an experiment on this, it was initially meant to be about noed and proving how easy it was to win the game by doing the laziest strategy possible: camp hooks and then endgame with noed. The problem in the first few games was that the camping strategy was so effective that a lot of times the game didnt even make it to the stage where noed came into play and he ended up having to drop the pure camping aspect of his trials to start to prove anything about noed.
I understand that 1)Otz's killer skill isn't representitive of the whole killer base for downing survivors to camp in the first place and 2) killers are still punished for hook proximity and 3) there is a lot of variation between games but the fact that camping made it so consistently easy to get 3-4k every match in the first place with very little if any other actions says something about how balanced it can be.
That being said I know it's a hard gameplay issue to address because there's no mechanic you can really implement to prevent it that wouldn't be completely unfair to all killers in general and it's not fair to punish killers for the actions of a portion of the playerbase either
The problem was left with the strength of Camping and more the fact that the survivors fed into it when you have someone with the skill level of Otz all it takes is a little bit of feeding and you could practically end up with an easy win wealth against more average Killers a little bit of feeding isn't going to do that much
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@ich_häng_mal_rum said:
I‘m not a dwight-main too, but I thought it would be the fairest way to start with the first surv and killer... so you can see in a lobby a feng with such a outfit must be devotion xy
That's not really the problem the problem is why should somebody who mains Min, Kate or Jeff have to wait the to ridiculous of devotion level for cosmetics they might not even use when someone who plays Dwight barely has to put in any effort.
If you're implementing devotion rewards it has to be in a way that everybody gaining it feels rewarded not they have a useless tack on.
It's been suggested before but they could implement a devotion store this would I have a bunch of cosmetics in it maybe even mori animations to purchase any of these things you will need the ocean tokens you will gain tokens every time you gain a devotion rank.
This reward dedicated players with devotion but also make it so you don't feel like you have to do above and beyond just to get something you'll find useful on your character opposed to somebody getting the easy track
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Well that's reasonable but how you going to place what item goes on devotional wgar let me be honest anybody who doesn't play Meg or Dwight is not going to want to get to devotion level 39 just unlock something for Kate.
Personally when it comes to survivor I main Min and Yui that's means I would have to get to devotion level 21 before I could unlock anything for Min now think about that I don't even want to touch on the amount of work and devotion levels with Yui.
As for Killers I main Amanda, Legion and Demi Logorgon. Now Mandy and Demi are licensed so we could skip over them but Legion is 30 again a lot of devotion levels just so I can give my main some nice cosmetics
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Yes
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It seems like a highly abusable thing.
I'm playing with my two other friends I happen to bump into a Joey that completely destroys us I'm just going to to avoid the Joey.
Then we run into Amanda who does the same someone and so forth until we have a pretty decent number of people blocked and because we're all together we're not going to face these people.
Might not much but now I think of the grand scheme of things where the situation is escalated multiple times with different people now it's going to take you a lot longer to find a killer match or a lot longer to find as game of Survivor
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@angematias said:
I must disagree with all present, I think Jane's lore was one of the best written so far, David's was super lacking because really, just another douche doing douche things because he had a bad childhood, really? But I found Kate's to be lacking, although the video of her managing to escape the entity's grasp was at least a little interesting.
In my opinion I don't really think that's the case.
Claudette lore offered a new perspective on why she is introvert but also a new perspective on how people treated her outside of the entity's game. The person she grew up to be is because she realised that she didn't have to follow a bell curve and you want everyone else was doing.
David's story reinforced one thing about his character he's a douchebag true but he does genuinely care about those close to him and would put his life on the line to protect them and this is before The Entity came into his life. He does this because he appreciate having people actually stick by him even if he didn't have anything to offer not like the fake friends he used to hang around with who was only around him because he had money and didn't want anything to do with him otherwise.
Jane's backstory was a decent looking into the creative industry and how corrupt it can be ( terrible and offensive productions get made because hacks have money) but in the grand scheme of things offered very little to do with Jane besides describing how she became a chat show host. Well I do agree it interesting and well-written it doesn't really feel like a dead by daylight story and it gives very little insight into what makes Jane well Jane
Kate's story as I've said in my comment above was creating expanding the lore entity I like the idea of how it could possibly play just a big of a role in the survivors lives before taking them as it does The Killers ( The dark Impulse felt by Frank and Rin's father before The Entity changed its mind on him)
However this is Kate archives not the entity's so why am I learning almost next to nothing about Kate and more about The Entity.
As for Jane I think her story is a lot better than Kate's at least we got a flair of Jane's personality even if it was only mild.
Min and Yui are my two mains when it comes to survivors so I hope they don't give them the Kate treatment when their stories come up
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When someone says Lightborn is overpowered and expects people to fall for that bait
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I have two blendettes who called me blind for not being able to see them crouched in the sanctum of wrath.
You can literally be wearing bright neon clothing with a blinking light at yells I'm here and that map is so dark you'll still probably blend in
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@calem said:
Eh, I'm not tilted when I verse it but it's not exactly fun either. The thing that makes it so strong is the ability to choose an indoor map, which makes it near impossible for the survivors to know where you are and when you're coming. I haven't versed it a huge amount of times, but I don't think I've ever escaped against it. Doesn't exactly help that indoor maps are generally in favour of the killer (depending on which killer it is though).
Yeah I'd say it's fun to play as but from me as a survivor, there isn't much counter-play involved. You get a surprise hit, the survivor runs, you can cut them off completely and surprise hit them again because you can see them through walls. You can't mind-game him. I don't really know what to do when versing a him on Lery's or The Game (but usually it's always Lery's). Usually I just brush it off as my monthly Jumpscare Myers game, same way I brush off my monthly Iri Head Huntress game.
The reason most people played on indoor Maps is because you can't exactly play a build like that in wideopen open maps.
Jumpscare Myers next to no chase potential you can actually infinite him hard even as a baby Survivor.
1) He's only about 6% faster than a survivor running
2) He can't gain bloodlust
3) Vaults slow him down immensely
Jumpscare Myers has one advantage that counters his non-existent chase potential and that is surprise attacks and mind games.
If you're in a to open area or a map that's not indoors you completely remove that advantage as he's super easy to see if someone's paying attention so most survivors will immediately begin taking advantage of your weakness prepare to initiate the chase long before you get the attack on them.
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@SeeYoureWrong said:
https://forum.deadbydaylight.com/en/discussion/comment/1271116#Comment_1271116
Don't agree with that TLDR but this is almost exactly what I've always thought. Different times to have the same character but different outfits, and different universes (which is why some people can wear bizarre outfits in game), whatever they wear actually makes sense to them. However, the lore itself is always a bit weird. According to the Legion (teen edgelord) bio, they were taken after killing the janitor. However, Susie's Rat costume says that she was taken after she killed the janitor because she had a passion for crime, where as she was timid in the bio. Or Dwight's parachute outfit, he got taken when he landed in the forest parachuting versus getting left behind and then taken. It's always struck me as hopeless that no matter what you did in life, you'd still end up in the Fog. The choices you made might have changed other people on Earth, but you won't see how they changed people because you'll be stuck forever and gone in the Fog.
@Seiko300 said:
This is something I actually find extremely interesting and fun to talk about, so let me explain (hopefully without ranting EDIT: I ended up ranting oh well. Read the history and then read the second explanation, the first is just a kind of offhand that some people have thought of before)
The place where survivors now find themselves in is not the real world, at best you can say it's sort of like a parallel dimension but really there's no other way to describe it than "The Realm of The Entity".
Most of what the entity is is an unknown mystery. Its motives, intentions, how it works mechanically / biologically is more or less incomprehensible and horror indescribable.
So already the answer is going great because we're admitting to knowing basically next to nothing.
However, there are a few things we do know and with what little information we have we can cobble together a reasonable explanation.
History / background info.
The entity, which is not exactly on the same plane of existence as the real world can actually pull survivors and killers from different time periods (and also dimensions, technically / supposedly). One of the very first characters we are introduced to: Benedict Baker is one of the first indications of this messed up chronology as one of his diary entries is dated 1956 but a few entries later there is a new date: 1896, which is repeated on many of his other entries about the entity, the bloodweb, the heartbeat, etc.
Benedict Baker's journal entry about The Hillbilly specifically makes little sense as the first hand-held, motorised Chainsaws weren't invented until in 1918 and thus a man that was taken into the Entity's Realm in 1896 should not know about their existence, let alone how to use one.
What we can gather from this (and basically what I just took a long time explaining even though the devs confirmed it in a sentence) is time does not exist in the realm of the entity. If we go back to one of the first sentences I said "the place where survivors now find themselves in is not the real world" you can also use this to infer that this place is not bound or perhaps only loosely bound by the same laws that govern our own reality. Laws about Time, Space, etc.
So now to answer your question there are two explanations for this, one is simple, and one is far more intriguing and thought provoking.
First explanation
The first is that the entity pulls from different dimensions the same person, this also neatly enough explains the different outfits that exist in the game they are all different versions of the same person. Take Dwight for example, two Dwight's spawn in a trial: one is wearing "The Great Gas Jockey" outfit and another is wearing the "Mr. Elf" outfit. This is in fact the same person Dwight Fairfield but from two different dimensions or times in two different dimensions, one where he was working as an employee at "Phil's Petrol" and another where he "he secured a part-time job at the mall. [over the holidays]"
However, this theory doesn't fit well since in every survivor's bio we are given more or less the circumstance or single canonical moment in time that they disappeared. Or were "taken" to the realm of the entity This was the one for Dwight:
"One weekend, on a team-building exercise from his dead-end job, Dwight's boss led them deep into the woods before breaking out his family recipe moonshine. Dwight remembered taking the first sip before waking up late the next morning all alone. During the night, the others had abandoned him. Once again, the laughing stock of the community Dwight tried to hike his way out of the woods. That was the last anyone ever heard of Dwight Fairfield."
Second explanation
The second which I believe is more reliable is a more science heavy explanation, and relies more on the lack of the existence of Time. Here's the best way to think about it: say you were in your room at home alone and then you walk out of your room. 5 minutes later, you walk back into your room and then walk out again. Thirty minutes later you walk back into your room.
Now take that same circumstance, and say time doesn't exist, throw it out the window. What happens? What is there to distinguish between you walking into your room 5 minutes later and thirty minutes later? Nothing. You walking into your room 5 minutes in the future and thirty minutes in the future is no longer separated by the time between because it no longer exists so you actually walk in at the same time
At that point you can't even call it the future anymore, because it's all mixed and mingled, it's the past the future and the present all happening at once. So the first Dwight is from 5 minutes ago, the second Dwight is from 15 minutes ago, the third Dwight is from 30 minutes in the future and the fourth is from now. Except there is no "now" because there is no time. And to each one of those Dwight's "Then" is "now" and they are all experiencing it in the same moment at the same exact "time".
So basically:
https://youtu.be/nRGCZh5A8T4?t=79
tl;dr Time does not Exist.
@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1271146#Comment_1271146
I think it also provides an extra layer to the twisted nature of the trials. Because in that situation, you're sitting next to yourself on a generator (which all by itself is crazy) but then he gets caught and you go hide and he gets hooked. Do you save him? But... he's not him, he's you and what happens if you die? Will that be you later? Or... was that you before? Under the intense pressure of a murderous killer hunting you down you try to wrap your head around it and it's just impossible. Because there's no way to distinguish it all, you've been here for so long, or have you? It feels like centuries... or.. yesterday?
It really adds an element of mental torture on top of the already gruesome nature of the trials. Something I don't think people who don't read / look into the lore much less analyze it completely understand. Of course this isn't something that's exactly confirmed, but it does make a lot of sense given what we've got.
I think the devs also confirmed that some survivors wake up in each new trial believing that it's their first. Which is both messed up, and yet in its own way, a kind of mercy.
I really love this community and the theories and headcanons you guys craft it's probably one of the best and none elements of this community.
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In saying that I do think you guys are going a little overboard in crafting an idea behind something that's just a game mechanic.
Since there's no universal group loadout pool for survivors everyone has their own individual loadouts it would be really annoying for example considering I main Min and sometimes Yui ( my only two survivors with all the perks and it's pretty much going to remain that way) that I couldn't play either because two people were playing them before I hit the lobby and then I was forced to play Claudette who has nothing good on her
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@VolantConch1719 said:
In regards to what we learn about Kate, Back to Zero is pretty bad. We learn that she was selling out, she was mad at herself about it, and heard that melody for a while. And that's pretty much it. Even Jane's archive, for as much as I hate it, built on her character.
The biggest thing I took away from Back to Zero was this statement. "She knows she’s always sensed and felt things others couldn’t."
What my current theory is this is what ties all of the other Survivors together. Perhaps this sense is what allowed the Entity to take them from their own world. Say what you will about the Entity only taking those who won't be missed. That flies in most cases, but Kate, Jane and Yui were well known, and the latter two were celebrities. No one would miss them? That makes no sense.
With that being my only big takeaway from Kate's lore and nothing else really major about KATE HERSELF, I can definitely say this was on the weaker end of the lore. Would I call it the worst, no. I cannot overlook the SJW fever dream that is All the World a Stage, but Back to Zero is only just above it.
Actually a decent handful of the survivors are well known within their communities.
Min was The Shining lion and a member of laser bears had crowds coming to watch her gaming considering her lore said that she had a specifically find places where people didn't know about gaming there's no way she wouldn't be missed.
Ace and David well not famous like Min were very information that Communities for what they like to partake in gambling and debt collecting respectively
Honestly I don't know where the concept of The Entity choose his people who won't be missed even came from.
I can only really see that point being argued for the first 4 original survivors after them that kind of just dropped by the wayside
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It's a very hard thing to actually lockdown.
Let me give you some examples
Let's say as a killer you see a bunch of survivors going for the hooks swarm you immediately decided to then start to finding the hook you can't exactly defend it from a mile away. You have to make sure you get for grabs.
Another example you just managed to down a survivor just before they left through the exit gate you do not have a reliable hook that is far enough to justifiably leave the hook area. So inevitably you have to hook them within walking distance of the exit. If you do anything other than pure face-to-face camping that survivor is going to have a very easy time escaping.
You would have to essentially figure out a system that could allow these things to happen if these scenarios are met so the killer doesn't get screwed over if they're forced to face camp.
You would also have to implement this system in a way that survivors can't just throw the Killer by looping extremely close to the hook or constantly running to the hooks to punish the killers
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@toxik_survivor said:
Yeah I blinded him I didn't know that.
Little bit of advice for the future it is not a good idea to provide a Legion whilst they are vaulting a pallet.
As multiple people stated above you will simply just cancel out their power without stunning them meaning they're completely free to just swing in your direction.
If you're going to blind Legion do it during pick up, pallet break or regular non frenzy window vault.
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I remember when the perk first came out there was a bug where it used to work on gens yeah it was not fun.
This was before its ptb nerf so it would do like 80% of a gen in onr6 1 skill check if you have full stacks.
But as of now it is only for healing like it should be
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@alullabyfortheclarks said:
now all these comments saying maybe others know chinese or feng likes being alone, but anyone thought of this? its the entity's realm so maybe language isn't an issue?
Kate sings for people in the fog so speaking is a thing
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1268421#Comment_1268421
Seriously though, Feng is the correct answer here. "U mad?" seals it.
I don't blame her if people kept getting my name wrong I'd be toxic too
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Depends on what you define as toxic. Because being toxic lorewise is definitely not the same as being toxic gameplay wise it's not going to be clicking flashlights and throwing butt dances at a trapper in lore
Min being a lone wolf doesn't care about the other survivors and would leave them injured or to die prioritising what she's doing over helping them. Even if helping them poses no threat to her. Also she comes across as the closest thing I would come to actively arrogant when it comes to survivors for example one of her quote is literally U mad
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@Fibijean said:
In my opinion, having the mask on Legion not only works thematically (unifying the members as parts of a whole by dehumanising them) but is the only thing that makes the character design even remotely intimidating. Take that away and they're literally just a normal person with a knife.
I think the fact that the Legion is just no more people with Knives is what makes them threatening.
Is there a group of people who at first glance you'll never know are killers they're not meant to be threatening from appearance but threatening on the inside.
In fact as they said during the devstream you meant to look at them and not be afraid at all which is why they're so dangerous.
In the grand scheme of things if you were to encountered Jeff in a dark alley when you're by yourself in the middle of the night you're more likely to turn around and walk away and probably walk besides someone for safety, someone like the blonde preppy girl or shy geeky girl with dyed hair only to respectively be killed by Julie or Susie
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Well compiling all we know about about Min.
In general it's extremely unlikely that she even has any intention of communicating with anyone else.
As stated multiple times through this thread she's a lone wolf. Even more so when you realise that some survivors for example Dwight only really help people for their own benefit. "We have to work as a team, I need you to survive so that I can survive!" — Dwight Fairfield's bonds quote
Min doesn't even do this it's really only herself that matters no one else.
"She came running, passed by a wounded girl and didn’t stop. Just a glance behind her, and she was off again. With a determined look on her face, like she had something important to do. A lone wolf maybe? I am not sure what I should call this new person."
Other journal entries are pretty clear in stating if the survivor is in trouble or not for example David. In this one Min isn't injured, running away from the killer or even trying to hide from The Killers presence. She quite simply doesn't think it's worth her time helping somebody out even if it doesn't put her at risk so I highly doubt she will actively communicate with people.
Considering being lonely means you actively feel upset about having no one to interact with I wouldn't call her lonely considering she seems to do this evidently by choice. Now the language barrier might be a factor into why she makes this decision however considering whilst in trials survivors can't speak and usually communicated other ways ( for example in opening cinematic Jake grabbing Claudette to stop her from leaving and shaking his head then pointing to a gen) yet Min still has no intention of interacting with people and these circumstances I doubt the language barrier is the problem.
Now when it comes to it Min and Yui most likely speak little to no English whatsoever. In fact out of the two Min more likely to have a vague grasp of the grasp and I'm being generous here of the English language in comparison Yui.
Doing gaming tournaments especially if they were international the idea of the language barrier has probably popped up for her. However esports teams aren't usually required to hang out with each other and translators will pretty much handle interviews so you don't have to learn a different language so outside of very basic greetings and a few phrases she probably doesn't know English.
However if people kept calling me by my surname like it was my first name and to add insult to the audacity pronouncing it wrong I would probably not want to interact or even save them either
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@Atrushan88 said:
I have to ask...how is being able to USE the perk bad? From every complaint I hear about DS, it's "I can't IGNORE the perk". Thing is, you actually can. There are many ways to do so. Why should a perk be balanced around "I can't make it unable to be used"? This is literally the argument I am hearing. The stun isn't that long, in some instances you can actually down the person right after their DS.
The main problem I have a decisive strike at least with me anyway isn't when I tunnel if I tunnel I get hit with it that's my fault.
It isn't the locker trick vectric has counterplay especially if you're someone like Trapper or Amanda as the former can just trap the locker screwing you over when you try to leave and the letter can literally just let your reverse bear trap timer tick down whilst you hide in the locker.
It's the people who normally go for generators totems or hook saves with the full knowledge that decisive strike would bail them out. I'm sure you've already been victim to the hit a healthy survivor who's working on a gen only for them to just continue working on it whilst you're in the hit cooldown and pop it in your face if I choose to grab that survivor instead decisive strike. Same thing goes with hook and totems
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As a killer it's a nice visual detail and I do like to customise each Killers hook differently just to give me a little bit of a difference from the last 8 pigs you probably went up against. Also it's one of the few bits of cosmetics on The killer's end that I can actually see besides my weapon.
As a Survivor they're incredibly small unnoticeable and I usually don't even remember I have them on. We are how many updates in since the first archives and charms and people have been asking for bigger more noticeable charms on survivors for a while now to literally no avail.
Granted I'm not asking you to make them massive but there should be a lot bigger if you're playing survivor I'd at least like the other survivors and Killer to somewhat see what I have on me. In fact the only person who tends to notice is the killer and that's pretty much only if they're camping you or picking you up other than that it's not really obvious
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@5thPerkSlot said:
No, nonono, I won't buy your "but, it is a valid strategy!" quotes, so let's talk about real stuff working, ok?
Every time the killer is near X metres from a hooked surv:
- Mechanism 1: a timer appears when the killer is not moving or very sightly around the surv, upon timer depletion the killer is paralyzed by the entity for X seconds
- Mechanism 2: there is a permanent radius of X metres around the hooked surv the killer cannot penetrate
- Mechanism 3: same as Mechanism 2 but the radius increases/decreases considering the killer is face camping or not (this is particularly good, since it rewards the survs trying to save the hooked surv)
- Mechanism 4: if the killer is inside X metres for X time, the vision field is reduced likewise when the end of Legion's skill and/or lower movement speed
- Mechanism 5: the hooked survivor obtains a progress bar everytime the killer is X time around too close, when this bar is replenished the surv can press action key or mouse to release short range call for the entity that stuns the killer for X seconds
Mechanism x.... yours?
Normally I would disregard a post like this is utter nonsense but let's poke each of your mechanics and see how they work.
1) This in fact on a level could work however it will promote hook swarming. This is when one or more survivors run up to the hook to try to cheese the same as quickly as possible.
If you've ever played killer you know those times where you could barely turn your back and walk two steps before the person who was hooked has been saved yeah that's because of hook swarming.
This also surprisingly enough leads to tunneling
2 and 3) I'm lumping them together because these are just as bad as each hook swarming you shouldn't be rewarded for rushing the hook.
Your idea would invite a bunch of people to be able to freely and without a risk and unhook someone with no danger in fact.
In fact there is such little thought to your actual idea that a survivor can genuinely just chill in the hook zone and not be touched by the killer because the killer can't go too close. Like literally just wait until their other survivor on the hook is about to hit a stage and then go for the save.
4 and 5) if these punishment can be lumped on the killer like this what's to stop survivors from just looping around the hook.
If you want me to be frank these have to be the worst suggestions I have ever heard for an anti camping mechanism and easily the most highly abusable mechanisms I've heard honestly I question if you have even played the game if you are suggesting these.
Now let's talk about endgame camping.
Unless you are playing a one shot killer or unless you have that dreaded perk no one escapes death that everyone seems to love getting their panties in a twist about.
Once the last gen has been completed if there is more than just one survivor as you are currently in a chase or or looking for a survivor by the time you've found and then down to one of the survivors exits are usually at 99%.
You are now left with two options
Option 1. Abandoned the hook for the sake of being fair and go look at an exit gate only for whatever survivor is there to open the gate then butt dance you before leaving or people just go save the person on hook heal them up and then open the exit and proceed to butt dance you.
Option 2. You accept that it's a lost game and at least try to secure one extra kill now with your little mechanics this becomes practically impossible.
How is this fair for the killer on any level now I guess you could also argue that the killer lost the game so they should just accept the loss and not camp if the survivors leave they shouldn't complain.
Then if you're ever going to use that logic please tell me how many times after the killer has wiped out your team and left you as the only survivor and closed the hatch have you alerted the killer to your presence then pointed at hook because you know accept your the defeat move on and you shouldn't complain.
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@BraveClem said:
It would be Nice to see silent hill in Dead by daylight but,Kojima doesnt work anymore nor want to with Konami,and doubt that Konami Would like to give Behaviour Permission,License to make a silent hill chapter in their game,They had Become More Rude to the community, After The Cancellation Of Silent Hills,They re turning into EA lol
But Who knows,the last Anniversary Logo from last year,was very similar to Scream 3,and then we got Ghostface (even if he is not licensed at all)
You know what they say Konami is Konami and Konami is the worst
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@Waffleyumboy said:
Those 1 mil bp are triggering my OCD
I don't have many reasons to use my blood points they kind of just sit down
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Survivors:
Megs: 98% of them are potatoes. I can deal with "noobs" because they can learn and get better. However some things just can't cure stupidity and that's the primary description of 98% of Megs.
Davids: Most I've encountered are extremely allergic to gens and do nothing but hook swarm often getting my friends and I killed either by farming or forcing the killer to defend their hook
Claudette: Mostly super toxic because of a certain YouTube (the YouTuber is not relevant anymore my their following still lingers) and they are also the survivors to go immersed in a lost game situation
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@Animator said:
https://forum.deadbydaylight.com/en/discussion/comment/1259509#Comment_1259509
At the moment, "hide and seek" is raw and not interesting, so it makes no sense to use perks, which can help quite a bit than anything, because the mechanics of "hide and seek" are unfinished.
The problem is to have a effective hide and seek element you have to have the maps facilitate that.
The maps need to be small and confined meaning that hiding incorrectly is punished and you will have to keep on your toes to live.
In Dead by daylight the maps are far too big. Let's take a mother's dwelling for example it is very easy for a blended to hide behind a random tree in the corner of the map and as a killer I do not feel like it is fun to search every nook and cranny to find that Claudette.
It was never fun before endgame collapse was implemented where if not enough gen were completed for Hatch so essentially the survivor would usually just go full out immersed and you would have to play an annoying game of search every inch of the map and hope you luckily bump into them.
This situation I described above was 1 vs 1 scenario however now let's take into account a different Factor say if two or three other survivors are still left alive I don't have the time to be searching for this random Claudette because her team working on gens.
In a situation like this I have two options continue searching for Claudette and basically throw the game or abandon the search and go on patrol gens in both scenarios the Claudette didn't win game of hide and seek the game was so stacked against me that I couldn't even play the game of hide and seek.
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It's quite possible you could put a div after the amount of blood points you earn in kill your friends.
You will only earn 25% or 30% of the blood could you make in the match this will make you kill your friends farming nowhere near viable enough for people to just spam it out.
If you don't want to implement that type of restriction you could put a daily bloodpoint cap on kill your friends meaning you can only earn x amount of blood points that day from kill your friends.
Both of these options will allow people who just want to have casual fun matches or tournaments to actually earn.
It will also be good if you decide to show your friends some of the ropes of the game that they could at least have a chunk of blood points in their pocket from it
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You could say this makes me sound toxic but I typically have to two instances where it all starts tunneling somebody.
They try to pull a scummy decisive trick I'm not talking about the jumping in locker I have no problem with that. Typically I usually have workaround if I'm playing Trapper out just trapped a locker if I'm playing Amanda you're wasting your own timer with the reverse bear trap.
I'm talking about the people who will do a Gen or a totem with full knowledge that you can't exactly pull them off it or you'll get defensived you tried to do that to me and I will make sure I tunnel you because you no longer have the defensive strike.
Flashlight clickers those who try to get you to chase them really hard by clicking flashlights and spam vaulting.
9 times out of 10 they are not as good as they think they are in chases but as I usually say if you want my attention so badly don't complain when I give you my full attention.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1257487#Comment_1257487
Slugging is taking the game hostage. I've ran into plenty of killers that think slugging is so clever and funny, leaving the last survivors on the floor to bleed out. I can't do anything in this situation. I have to crawl around in hope of maybe finding hatch if the killer hasn't already closed it and eventually bleed out, but if i leave prematurely then I will get nothing out of the match. So i have to sit there and wait.
Facecamping is taking the game hostage for that survivor, and mostly the team, they are denied of continuing the match and eventually led to die. Yeah, sure the team can counter this by doing generators but realistically, this isn't actually a solution, because it will happen to all of them and whilst the killer is rewarded for this behaviour, the survivor has to take a punishment and for what? trying to play the game but being forced to sit on hook because it's impossible to get off.
You don't have to camp the gates, as a killer, i tend to walk back and forth from gates in hopes of finding the survivor, hell sometimes, ill even let them escaping knowing that I killed the other three. But it is taking the game hostage because you shouldn't be camping the gates, you should be trying to find the survivors.
Taking game hostage by delaying how long the game goes on. The timer means that survivors eventually have to leave and the insta-kill on hook means that survivors can't struggle until their struggle timer runs out.
You don't know what talk the game hostage means.
Taking the game hostage is when you're people in a situation where the hsme can't continue and the only way you can get out is disconnecting.
You don't get to use your own interpretation of the phrase just to make your point.
These camping and slugging are not holding the game hostage you can make an argument for griefing but they're not holding the game.
Devs have made it very clear in what holding the game hostage entails you don't get to add bits and pieces because you feel like it
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@Ghoste said:
The Deep Wound effect is basically a pseudo Sloppy Butcher. Survivors already have to spend extra time to heal vs. Legion. Stacking mending with Sloppy is obnoxious and unfun, and that is why the devs removed Legion's synergy with the perk.
They removed it because of consistency with powers vs basic attacks it had nothing to do with synergy.
Third seal
Save The Best For Last
Remember me
Franklin's demise
All of these also had synergy it would be incredibly dumb from a balance position for you just to remove all of that because of one interaction with sloppy Butcher instead of just changing sloppy butcher itself.
As I've said previously in the Stream that they were talking about the changes they even said but they realise Legion was going to take a definite hit in the synergy but they really wanted to make sure everything was consistent.
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@Sydraen said:
Legion literally moves faster than the survivors, makes it hard to see as a survivor when in need of mend, increasing the chances of error in finding a safe spot to run away from a Legion behind them or hiding, and they basically get free vision on survivors in a proximity area.
Mending already takes time out and a Good Legion will be able to keep a mend up on survivors constantly, especially with map changes. You want to add to that additional time so that what, the survivor bleeds out from the Mend timer because you cant land an M1? Theres already plenty of slowdown Legion Builds with Thanatophobia etc.
I really dont understand the complaint when if you actually knew how to use Legion you'd know it wasnt a neccessary addition, plus if you did want to use sloppy butcher, just M1 like a Pig would, or a Myers, or literally any other killer who has movement abilities as their secondary.
The removal of synergies always going to create problems while yes mending can take a time out of the survivors activities there has also been several pieces of evidence to show that survivors usually don't care about deep wounds.
Coming from someone who uses Legion as a secondary main and someone who is faced against legions usually people will trust what could be objective after getting hit until the last couple of seconds of deep wounds and then start mending this way they maximise the most they can do from frenzy.
Especially considering that without Franks mixtape ( which is an awful add-on and nobody runs it) Legion cannot not down you and running causes your timer it's very easy for you to just simply do that and if the Legion comes back too close you could just run and still keep the timer up.
As for going up against Legion when they use feral frenzy you are a potato survivor if you ever try to find a hiding spot when you're facing that.
Literally the best counter you have is just run they will either not be able to catch you or it will give you enough distance that you could properly juke
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They did it because of consistency while yes on the stream talking about it they did mention that it probably wasn't the best decision for Legion specifically but it was in the effort to make everything more consistent.
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I would also fix her not having golden nails on her Phoenix polo and golden victory shirt.
They removed that a while back and I have no clue why it was actually a very nice feature hopefully the add it back eventually
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It makes no sense to just randomly lump one game mechanic Into The Killers kit for no reason other than survivors have to do it.
It's not consistent with killer gameplay and it's a massive break in the flow
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@Walker_of_the_fog_96 said:
@Volfawott I think you have not read the kate archives 😐
I have I assume to ever wrote it got paid every time I put down the word of muse.
As for the story itself there's nothing really interesting it brings up in relation to Kate.
It does however bring up an interesting note that just like The Entity can choose the people who will become killers and slowly corrupt them before taking them it might in fact stalk who will become survivors before taking them.
It's quite possible some of the other characters we play have had run-ins with The Entity multiple times before the actually got captured
But as for stuff it details about Kate absolutely nothing also it now made me hate the word Muse
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@Walker_of_the_fog_96 said:
This is one of the stories that I was most anxiously waiting for (my joy was even greater when I realized that you can easily unlock it in tome 1)
Too disappointing,
they hardly tell us anything new about Kate's life. everything takes place in one place and in one moment. (kate walks through the forest for inspiration, she can't get the sinister melody out and in the end she explores the cave, wow 😒)
they leave loose ends (who is anna?).
I certainly expected something better from this character, what a waste of lore.
Anna
Is the huntress
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For the love of God the devs have said countless times that it's not going to be changed for the foreseeable future. they have no current plans for the perk stop making these no one escapes death threads you are literally wasting your own time.
Sorry to be the bearer of bad news but you're not going to be that one person that changes their mind out of the how many people who have already made threads about this, complaint about it on Twitter or talked about it on Reddit
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Honestly Killers whose powers fight the emblem system.
Because you have to remember getting the adept achievement is no longer about how good you do in the game for example getting a 4K. It's about if you tick the appropriate boxes on the checklist.
Plauge. Definitely being primary example
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1248982#Comment_1248982
You already see who revealed you, I'm not against Killer Instinct, but you get little White Cues when someone looks at you and stops looking at you.
It's those cues that make no sense, it's an extra built in perk for Ghostface.
The killer instinct is kind of pointless when you've already forced to me out of my power and I have to wait for a cool down.
If I'm in the middle of stalking somebody and you force me out of my power I'm not going to be like oh well at least I have killer instinct I'm going to be very irritated because you pulled me out of my power without me being able to counter it killer instinct is not what worth the constant uncounterable power exits
