WaveyTrey
WaveyTrey
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Any killer. Hexes aren’t meant to last. They’re meant to get downs faster at some point in the match.
For example you combine Blood Favor and Crowd Control you catch loopers in half the time. Usually at the start. Then you proxy camp the hooked while getting more downs during save attempts. If the team bursts your totems then they wasted time on that. Someone is on the verge of dying, and no gens got done. Then you punish any rescuers. Remove the death hooked.
In Public Matches you want the game to be reduced to 3 players ASAP if you want to “win” as in get a 4K.
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My current doc build is Coulrophobia, Overcharge, Gift of Pain, and Distressing.
Once survivors get mangled and decide to heal I’ll use Overcharge to regress the gens I have to keep them off of. If the scourge hooked heal they’ll get that gen/heal penalty. Giving me time to dedicate chases on other survivors. Distressing + his add ons will makes his TR gargantuan when Static Blast is ready. So Coulrophobia will begin reach injured players from afar. Since Coulrophobia speeds up skill checks I’ve seen players missing them often due to doc’s madness. A more reliable version of Huntress Lullaby imo since they can’t break the dang thing.
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Usually the 3rd survivor that is slugged will get picked up until that survivor wiggles free. To rat out the 4th. So hiding is pointless. Even if you COULD escape as the last by hiding any remaining survivor, especially SWFs, will collaborate with the killer 8/10. Even if you played well too. At least from my experience.
First… There needs to be a “selfish” aura perk that keeps all other survivors from seeing the aura of said survivor. That way you can’t be sandbagged, or ratted out by ***holes. As solo YOU DO NOT WANT others to see you..!
Second… remove spectate from players that aren’t together. If I’m playing alone the defeated players shouldn’t be able to see what I’m doing from the “Afterlife”, and then whisper to others in regards to my whereabouts. Which automatically spells capture/defeat.
Until all that is fixed I won’t be playing solo survivor anymore.
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I had won around 50 matches in a row with old school doctor, before static blast. 3-4ks too because Hatch was available at the time.
I went from like brown to red rank over that course. Then I took a break from playing. Then when I came back static blast and cross play was available I believe. Then I lost the streak after like 54. I started facing incredibly laggy PC players that would blip around purposely. They’d be running forward then blip back to where they were after I would swing at them, making me miss until they reach pallet/vaults. Even Unrelenting couldn’t counter it.
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As a glutton for punishment solo survivor I now run MoM, Sole Survivor, Wake Up, and Dead Hard.
In the beginning I work on protecting survivors that suck at chase while getting MoM stacks using DH. After that I reserve the 3rd protection hit for whenever I need MoM activated.
If I’m the last survivor I’ll open the exit gates incredibly fast after the killer finds hatch. If MoM is active I’ll open it in a killer’s face as they walk up. I’ll endure all the hits until I’m out.
This build falls flat when SWFs sandbag you. It’s so annoying that their dead buddies can spy on you, and tell their remaining party what your intentions are based on what you’re using. They’ll make it so no one escapes even if they’re bad. Hoping the killer spares them, which they almost never do. That’s why I grew to hate dbd. SWF intel is simply game breaking for non-SWF period.
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@Marigoria said:
Pharmacy was a nerf since others will just open chests before you get injured.
Appraisal is just another chest perk, it won’t help you much either.
Wake Up and Sole Survivor are end game perks. Sure, but what happens during the rest of the game? Good luck to getting to end game with all the killer basekit buffs and survivor perks that helped solo Q getting nerfed.
Yeah. Having to be injured to use Pharmacy is kind of stupid. This means you will always need to use coins to benefit from pharmacy now. What I would do with the old pharmacy is use the bloodied blueprints to see where basement is at the start because there’s always 1-2 chests around the basement. A good alternative to using coins that are a lot rarer.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3011930#Comment_3011930
I love these people who say they win most of their solo q games. Mind streaming it so we all can become gods like you?
And no, hiding all game and going through the hatch wont be seen as a win.
Remember that hatch isn’t considered full winning for solo Q. As in raising MMR. Normally as solo If I escape 5 times 3 of those times were probably the hatch. All because my teammates are bad at chases.
Normally when I see everyone dropping like flies, especially to a Basement Trapper/Hag, I’ll do as many gens as I can. Cleanse as many totems I can find. Then I’ll hatch escape, but alas you gain nothing but pips that way. That’s the big problem. Solo Q should allow MMR increase via hatch escapes.
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Nope. The devs can balance Solo Q by enabling MMR to raise through hatch escapes, but ONLY if you enter a lobby by yourself. “Parties” shouldn’t be able to raise MMR through hatch because they have synergy that single players don’t.
This way solo survivors can run builds that help them escape after everyone dies. Wake Up, Left Behind, or Clairvoyance. Plunderers, and Appraisal for a chance to find keys after a hatch was closed. Why? If you’re up against a mobile killer you’re not opening any gates… 😑😑😑
When you play solo you shouldn’t have any intention of helping everyone else escape. Everyone is a means to an end. You leave once that exit gate is powered, or when everyone dies.
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@jesterkind said:
I like it, though I worry that it'd basically just be a fundamentally better Blood Warden that both cannibalises its effect and completely outclasses it.
Not sure how to avoid that problem, unfortunately- which is a shame because I do like this idea.
Blood Warden is still very useful in this situation because if one gate is opened the killer can hook a person in that time survivors must open the second gate, or break the NOED totem. If the killer times this they cause both gates to be blocked for another 60 seconds. Then reveal anyone hiding on either gate.
It all boils down to how the killer executes their objective at EGC. NOED to lure them all into clustering at a single gate you know will be blocked for a snowball. Then time the downs, hooks to keep them even in further with Warden. If survivors are smart they can loop/bait/wait all of that out. If they’re cocky, or a potato they’ll surely get caught.
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@Mazoobi said:
Interesting... haven't seen a NOED idea like this before.
Blocking both gates is unfair. The killer can sit on their totem. Blocking ONE gate is completely fair. Survivors are free to open the other gate. It’s as simple as that. This merely gives the killer the time/opportunity to catch more players. Specifically cocky players intending to tbag at the exit gate they purposely 99ed. This will get the many of them.
Blood Warden, Remember Me, and No Way Out are steps to the right direction. Killer perks should keep survivors IN the trial in a way that’s actually fair. In the sense the killer worked for it from hits, downs, hooks. Then survivors made the careless mistake of letting the situation unfold.
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NOED is called NO ONE ESCAPES DEATH. Meaning imho NOED should be….
Whenever the first exit gate is opened and a dull totem remains on the trial it’ll become a hex totem. Upon activation The Entity will block the first exit gate opened until the Hex totem is cleansed.
Meaning survivors that purposely body block their way across the map to a single door at 99% as to tbag the killer will be be surprised to see that this exit becomes blocked entirely. Their cockiness, and abuse of second chance perks becomes their literal doom. They cannot crawl out of this gate, nor use DS to get through this gate. As most times survivors never 99% both gates. Survivors now have to take the precaution of opening BOTH exit gates to be safe from this scenario, or break the hex that might block the 99% gate they all want to run through. Giving the killers the potential to catch more players at EGC.
Blood Warden, Remember Me, and No Way Out are steps in the right direction. There should be more perks that increase the time it takes to open the gates by % too. Pentimento does it, but it requires too much effort to really capitalize from it.
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As a solo player I’m starting to enjoy Sole Survivor. Killers like using aura reading. Clowns with Cigar Box. Huntress with Deer Stalker and Glowing Concoction. Blights with the serum that lets them see you when they bump into stuff. BBQ. Floods of Rage.
Sure when everyone is alive it’s useless. That’s like saying when everyone is healthy We’ll Make It is useless. The catch is when the perk is needed it’s actually beneficial. Whenever players go down you get protection form all of that aura reading killers will have. People underestimate how good that is. If killers realize that isn’t working against you it throws them off their rhythm.
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@legacycolt said:
Nurse needs a complete rework tbh. No teleportation, she needs something complete different.
The only “possible” rework that Nurse could get is when she fully clenches her hand to “Blink” she turns completely invisible by going to the spirit world. Survivors hear a TR, but cannot tell exactly how close she is until she is visible. She gets a movement speed buff, and can move freely on any leveled surface. As in through the walls, cars, etc. However, not from one floor, or elevated level, to another. She can’t see any scratch marks, but hears increased sounds in the spirit world. When 1 charge runs out she comes out, is allowed to look around, and turn invisible again but for a shorter time. Basically how cetaceans dive, come up for air, and then dive again. If she misses a blink attack she gets punished like she regularly does.
Rework her add ons for when she’s in the spirit world. Spasmodic Breath gives her the 4.6ms while in the spirit world. Anxious Gasp will make players scream if she moves through them while in the spirit world. Jenner’s Breath is the only power that allows her to “blink” back to where she did the first clench. So if you turned invisible next to a gen, and after looking around you activated the second the second farther away… She can choose to warp back to the original location. Badman makes her completely undetectable while in the spirit world. Kavanaugh is changed to increase how long she can “stay” in the spirit world.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3005926#Comment_3005926
I don't know if I've ever seen someone more biased towards one side.
1.) This killer moves too slow to catch players normally.
2.) The ONLY way to catch players is to learn how to use the powers effectively.
3.) The powers are glitchy. They can/will mess up no matter how good you get with the power.
Lastly Nurse players are in full control. What I mean is if a nurse misses a blink, and it wasn’t because of some glitch, it’s their fault. This is the same sense that survivors are in full control. If they get caught it’s really their fault. They lacked of knowledge/awareness of where vaults are, pallets are, totems are, etc. They don’t know counter plays to killers.
Nurse is a killer based equivalent of survivor players… Where you have complete control of an outcome. If you dedicate lots of time playing while using meta perks you’ll surely win all the time. The player spent thousands of hours mastering blinks. That’s all there is Nurse so you can’t argue/complain about that… The only time Nurse is “overdoing” anything is when she is wearing Infectious, Agitation, and Starstruck. That is just insanity.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3005882#Comment_3005882
Mmmm not quite, but sorta. A highly skilled killer with trapper won’t dominate and steam roll like he would if he had Nurse. Technically he could in some ways, but at least with Trapper the survivors could see clear as day it’s a skill level thing and they were simply outclassed and outplayed, as opposed to Nurse- who leaves you feeling like you had absolutely NO CONTROL, WHATSOEVER.
With Nurses you are outskilled, and outplayed. As it’s not just a skill thing. It’s a design thing. Good design + Good Skill = Truth. There’s a difference in a well designed monster and a poorly designed monster. In this case you have a well designed monster where you time your blinks well to deal any damage for the monster is too slow without the power to just catch any player normally. This requires lots of practice by the way. Then you have poorly designed monsters like Trapper where injured players can literally Dead Hard over Trapper’s one power. Rendering him completely useless as everyone uses DH. A million hours won’t change that. Killers like Trapper and Clown have “NO CONTROL WHATSOEVER” as you put it. For that reason they aren’t used often. The Killers are supposed have a sense of control in which the survivors can seize from them if they try. The best killers will slam survivors the way survivors mains slam gens.
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@GiveMeTheBox said:
The problem is her potential. A decent nurse player is fun to go against; a 3000 hour Nurse main is borderline impossible to play against.
It’s impossible to balance the experience of dealing with specific monsters/perks while appealing to the multiplayer’s satisfaction of winning/losing. Not without ruining the whole thing. Poorly designed monsters will always fall short, and will not be used. Nurse is a well-designed monster despite the bugs. That’s what all killers in DBD should be. Potential based where someone who is dedicated to the killer will win all the time due to practice. Not just some technically designed monster in which everyone can get free kills with very little practice. Imo Spirit and Blight are worse. They’re just as strong, but easier to learn. Even their add ons are typical more powerful.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3005836#Comment_3005836
Okay, I'm glad the only reason anyone has played this game for over 10 hours is your second priority.
It’s not an excuse. It’s the reality of what the devs want. The players winning constantly have hundreds, possibly thousands of hours of gameplay. Even against really good Nurses. If a player decimates as Nurse it’s because they’re pretty good. Meaning you’re complaining about someone being good at the game. 😂
One trick is playing Nurse, not mastering Nurse. That’s what I did. Learn the basics of her blinks. If you play her consistently enough you’ll notice survivors always take you to specific locations where you might blink through the ground, or where you lunge into fire barrels. From there you learn how to deal with all of that, or give up playing her. As survivor I simply incorporated that knowledge the best way I can to escape chases with Nurses. There’s plenty of videos to watch to learn counter play as well.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3005826#Comment_3005826
It's almost like we're playing a versus multiplayer game where sides are meant to be given a fair shot at winning.
The point of The Killer is to create the experience that you’re up against a specific monster. In the case with the Nurse you experience what’s it’s like to deal with a “real” ghost. Appealing to the fickle multiplayer experience is always second. So no there won’t be any “fairness” against any “real” ghost. She’ll always be broken and unbalanced because ghosts break all the known laws that we have to apply. 😂
You don’t face nurses every day. On top of that you don’t face really good nurses every day. When you face a Nurse we either escape because the player is laughably bad, or we all die swiftly because the player is insanely good. People just wanna win more against the best ones as to brag.
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Complaining about how a ghost acts in a horror-like game… Is like complaining about pepperoni on a pepperoni pizza…
DBD has multiple killers with “ghost” powers. The devs broke the powers into separate killers instead of one superpowered ghost. Wraith can turn invisible like a ghost. Spirit can phase out like a ghost, but she still has to move around physical things. Nurse is a true ghost like in the films. Phasing through whatever objects you try to use. “Real” ghosts don’t care about walls, doors, or whatever you try to use.
Nurse is amongst the only killers that provides the game with the feeling it should. Filling survivors (Players) with dread and hopelessness. That’s why her learning curve makes up for how OP she CAN be. People complain about good Nurses because they wanna brag about escaping/outplaying them more often. You aren’t meant to escape really good nurses. It’s a freaking ghost!! It’ll get everyone.
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Have you considered camping, and tunneling? As bad as survivors complain knowing when to get someone out of the match is essential to winning. Ultimately more BP. You’re already playing in a non-meta way. So I assume when you hook someone you leave that person alone to chase someone else. Allowing the hooked to be rescued. Healed. Etc. With that method you probably hooked everyone once. They all tbag at the exit.
Nope. Nope. Nope. Say you hook someone a minute before Corrupt Intervention ends in between the 3 gens blocked by The Entity… You can plant your big butt in the middle until second phase, and patrol to down the one going for the save. That’s 1 injured person on phase 2, 1 person on a hook, and 3 gens in very close proximity. Capitalize on the players blunders the same way a survivor will do to you. If you’re playing for BP you have to be even cheaper/toxic. Even WGLF encourages flashlight saves, pallet stuns, etc.
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I actually main Doctor. You really have to learn when to break the chase. Know exactly when someone will reach T3 madness. When to hook or slug. Doctor takes a lot a work, but I find him fun to play with.
I haven’t learned Dissolution/Bamboozle on him yet (THANK YOU RNG). I believe they both would decently on him, but alas I don’t have the perks to try together. As of now I run a ”Lockdown” doctor build. BBQ. Rancor. No Way Out. Remember Me.
Forget gen pressure because of the later two perks. Focus on hooking everyone at least once. Try to save Static Blast for when a gets done as Rancor will reveal everyone’s position for proper blasts. BBQ lets you know if they’re too far from any static blasts upon hooking. Bully the obsession for Remember Me tokens, and to lure the altruism out. Once the obsession has been hooked once and you have 4 tokens from them you ignore them until EGC. Try to eliminate at least 1 other before EGC asap. At EGC have 3 players left when NWO activates. Static Blast to find the obsession to Mori, and then T3 slug/hook another before No Way Out ends. You have a whole minute. By the time NWO is over the last the person will hurry for a door, but they’re stuck on doors as they take 36 seconds instead of 20. Find, and finish that person. Against smart survivor it’s hard to pull off, and you have to move quickly. If I get 4 stacks on each perk I’ll often get a 4k this way. At worst with half each around 2 survivors. Since I always get to Mori the obsession 😂.
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Why use Aftercare when you could instead be using Mettle of Man? In solo it’s better to work on taking extra hits to make up for people who suck at chases, off themselves on hooks, etc. It works in either 3 ways.
1.) You escaped the trial, and you never needed it.
2.) You activate it, and it helps you escape by granting 3 hits.
3.) You activate it, gets you tunneled, but everyone else escapes.
I currently run MoM, DH, Head On, and Sole Survivor. Often carrying med kits I farm via Pharmacy and Ace in the Hole. I Had a match earlier where an Ace sacrificed himself on hook after 1 gen was done because as we tried to heal him we all got stabbed. Then he got downed. I instantly gain a token to disrupt killer aura detect by 24M (Killers often use BBQ, and Floods of Rage). From all the stabbing I had activated MoM to take an extra hit which stalled long enough to get the gens done. Feng died trying to break NOED. I got 48M aura protection. Me and the Yun escaped because I made her see my aura across the map by the exit gate. Then I hid well when she got within 48M. While she was looking for me with her NOED Yun broke her NOED across the map in killer shed in which Legion ran to get her. I opened the door. We both got out.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2999419#Comment_2999419
Now I would like to keep arguing on how oblivious isnt dangerous at all, but you see, you have said something that is very true therefore I have nothing, so ima just go and find a discussion where I can make fun of sadako, cheers.
Oblivious lets you potentially get closer to a survivor before they realize. Since they’re used to hearing the TR. Like an Oblivious Doctor that produces fake TR with a red stain around you. On an indoor map like Lery’s and Raccoon City killers can get the jump on you. By then the chase music starts.
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More fun to run full totem build. Thrill, Undying, Plaything, and Pentimento.
Survivors might leave the totems alone because it takes all day to cleanse and they see nothing affecting them. If they cleanse they spend like 30 seconds twice on totems because Undying makes Thrill happen twice. 3 totems are free to place Oblivious onto survivors. Whenever survivors break their totems you use Pentimento. Sometimes Thrill is still active the entire time. Whenever you remake totems Thrill gets a debuff token back. So you can constantly keep applying the gen penalty with the cleanse speed debuff.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2999302#Comment_2999302
You have a point the second we talk about removing the red light from a killer like Blight, Nurse, or LF who is extremely dangerous in a chase.
Pig and all the stealth killers generally speaking are exactly not that. Because they do not have anti loop or any real method of dealing with a pre drop pallet they are extremely weak.
Imagine for a moment if we removed the mori offering and instead changed it to force survivors to play in first person. That would be really interesting. In some ways it would have a similar effect to removing the red light because you would not be able to move as survivors are accustomed to doing.
Let's be perfectly honest for a moment and talk about something; the red light makes sense in some ways but generally speaking most of the tiles in this game are silly because the red light exists.
That’s probably because the “Red Light” should only be revealed to whoever the obsession is. The killers often know you have DS, MoM, OoO, etc. Meaning the obsession can see the animosity in the killer’s eyes as they’re intending to do something that would **** the killer off. You have DS, and if you use DS you become the new obsession. You’re seeing the killer’s whereabouts with OoO. You’re trying to activate MoMs 3rd hit.
When you aren’t the obsession you lose the visual advantage of the red light so you have to make better predictions as to where the killer may be facing at a given time. Survivors can make themselves the obsession with perks as to gain the red light advantage. For killers their Obsession perks become more about changing who you would prefer to see your red light based on the circumstances. If someone’s on death hook you wouldn’t want them see your red light so you can potentially catch them quicker.
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DS shouldn’t activate when the survivors are in the exit gate where Bloodwarden takes place. You’re basically out by then, and should leave immediately.
Meaning survivors who mess up cannot just crawl all the way out of the trial anymore at EGC once a gate opens. They can crawl in front of a gate where another survivor can pick them up before the 60 seconds end. They can also use the 60 seconds to crawl somewhere they know where there’s no hook in an attempt to wiggle free, and then run for it.
If they attempt to crawl past the door into the open area itself DS should deactivate, and the killer gets to pick up the survivor.
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@Norhc said:
You know we already know the next 2 killers, right?
I haven’t looked into that yet, but I’m guessing they’re humanoid 🥱…
More denizens of darkness would be great. The lore speaks of nightmarish monsters already within the Entity Realm. We should see some of those since The Dredge is clearly based on that. Given Dredge was born from all the negativity orchestrated by Otto, a supposed member of some secret cult that is fully aware of The Entity. Makes me think what other monsters could come into being this way.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2992995#Comment_2992995
But is it a Splant or a Plider?
Eldritch Splider. Funny enough there’s a plant that looks like a leaf. 😂
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@GentlemanFridge said:
Still expecting (and dreading) a spider killer at some point.
I’m sure the Spider will be like the Entity itself or some impression of it. The Entity seems to be a blend of a spider and a plant.
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It should only take around 5 bars for Sadako to Mini Mori via Condemned. I think it’s like 6-7 bars. That’s why The Onryo sucks.
Her actual power is the ability to condemn a player, and then Mini Mori someone who has the red ring; However, it’s neigh impossible to do this consistently. The devs made her main ability a gimmick since an insta kill would irritate players. If you’re lucky you can pull it off every blue moon, but then you waste more time trying to Mori someone than to just play accordingly.
I’ve Mini Mori’d more with my main Rancor Doctor than with Sadako…. 😔
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Nope. It’s insanely useful against PGTW. They walk over to the gen to kick the crap outta it. Then you finish in their face. They waste their Pop.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2988192#Comment_2988192
https://forum.deadbydaylight.com/en/discussion/comment/2988406#Comment_2988406
Exactly this, protection hits are something like, 10m near an injured survivor counts as a protection hit, it would completely negate BT if the person that saves you is injured when they save you, the killer could then not hit the saviour and hit the saved which would down them through BT because they're within range of the injured saviour.
I usually don’t see BT abuse when saviors are healthy. It’s when they’re injured. They risk the save anyway if the killer is far enough away from the hook to set up their abusive tactics. Then the rescued body blocks the injured savior.
Scenario B. Injured savior unhooks. They DH through each other to make you miss. The rescued person kites behind the injured savior until they reach a safe zone.
All of that would craziness would cease if BT wouldn’t count for protection hits. The injured savior wouldn’t risk an unhooked person getting hit again unless the killer is far enough for the unhooked to get 10 meters away from the savior. The injured savior now has to distract killer, using DH to stall probably.
Survivors can no longer stand next to each other while injured, or save in the killers face unless the savior is healthy. The saviors should always have to heal first to guarantee safety, which is how it should be.
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The Blubbering Blurple Monster.
Grimm Shady.
Maurice.
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I’ll say it a million times. Borrowed Time endurance should last 15 seconds, and if the player is hit during that time they’ll endure another hit. If a protection hit is registered while BT is active the player will fall down instead.
It’s supposed to allow the rescued person to get away from the hook after being unhooked. A means to counter tunneling as killers come right back to down the same person. If killers knew that unhooked survivors were protected for 15 seconds they would look for the unhooker most of the time.
The moment unhooked survivors use their endurance to protect the other then it’s beyond the intended purposes.
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@RisingTron said:
I don't mind the darkness surrounding us. But that small circle around us should be a BIT brighter. Just enough so that the areas that are too dark are at least manageable. I like not being able to see, I love the atmosphere. But being trapped on the stairs in MacMillan because I can't see which direction is down sucks lol
I mean have you cut all your lights off, and tried going down some stairs? You always turn the lights on first before ever doing that. As your next step might be your last heaven forbid.
That’s why I love Dredge. It’s power actually doing what it should. It’s not some gimmick. I was hoping flashlights had a greater impact though. Given the fact that the survivors power is finding a flashlight to navigate the dark. I was really hoping the new Flashlight Perk decreased Flashlight consumption, or gave you a Sport Flashlight.
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@RisingTron said:
I don't mind the darkness surrounding us. But that small circle around us should be a BIT brighter. Just enough so that the areas that are too dark are at least manageable. I like not being able to see, I love the atmosphere. But being trapped on the stairs in MacMillan because I can't see which direction is down sucks lol
Yeah. You do get stuck sometimes. At least the creature is an eye for an eye type. It makes it difficult to see for everyone even itself. 🤣
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@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/2988156#Comment_2988156
I don't want a big nerf though. Just brighten it up ever so slightly. So that it still has the obscurity, but not to such a massive extent.
Dredge makes auras needed more now. There’s a **** add on where the trial begins with Nightfall, and you can’t see a thing. It’s actually pretty cool navigating the dark using aura powers. Makes it feel like that’s how to game should be played when the situation is at hand.
I heard there were once Moon Rituals in the game that affected the natural lighting. I hope the devs add those again, but that they greatly affect nighttime outdoor maps. Then if the map was a daytime map it gradually becomes a dusk with darker/cooler colors. An example being with max darkness we’d get a scary MacMillan Coal Tower, but only a nighttime version of Rotten Fields.
Adding elements like that would make the game way more immersive. Aura reading and Whispers is always a thing so that would counter things like Prestige Blendette.
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@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/2988156#Comment_2988156
I don't want a big nerf though. Just brighten it up ever so slightly. So that it still has the obscurity, but not to such a massive extent.
Nope. The devs will overdue the brightness because like The Entity they can never make something exactly as it should be. They can never get it right. On top of PC being able to brighten their games and use filters until any level of darkness is basically irrelevant. Then no one will use Dredge again. 😭
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@SMitchell8 said:
Really enjoyed my 2 games as dredge, feels good to be a monster running around in the dark being flashlight clicked in match 1 😉
Anyways, the biggest issue I'm having as a console player is the L1 button. It's a proper handful having to hold down the L2 to teleport, L stick to move between each locker only to then have to press L1. It genuinely feels really akward and not console friendly at all, R1 would have been ideal for it.
Also got a breaking animation issue in which the sound is well ahead of the animation.
Apart from that, a nice killer to play as.
Yes. I’m still getting used to it’s power. It’s tricky trying to cancel it’s power at loops with the console controls. Sometimes I end up standing there. Then the survivors panic, and bump into me. Lucky I guess.
Some people say Dredge is clunky on console I don’t think it’s clunky. Just awkward. It’ll take some getting used to but Dredge is no Trickster on console. Totally unbearable without having to camp/tunnel because the aim is just wonky. 😭
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@lauraa said:
people are just overreacting because its the first day, as per usual.
A lot of people have fussing about it. If enough people complain it’ll get ruined as everything else that was rather healthy to the game, or required you to actually try. Lol
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I got a tunneled by a Clown because I saw where his Ruin was on Garden of Joy. I was like A TUNNELING CLOWN!! 😭
Getting tunneled doesn’t anger me anymore. It’s highly effective so killers will do it. I just laugh my *** off.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2986644#Comment_2986644
Can we have this flan specifically?
You read my mind. 😂
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@ad19970 said:
Yeah I do agree this might be too much. It definitely doesn't remove visibility completely, I am still able to see my close surroundings, but it's dfeinitely harder to navigate, and arguably too hard for people that aren't as experienced with DBD.
They gone lern todaeh. LUL
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Does waving a flashlight at the remnant disrupt them?
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@Xx_Daniel_xX69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2986837#Comment_2986837
I want that internet speed to be able to download that fast, anyways God try my guy 👍
My internet speed is quite fast. You can have a bunch of devices using my internet and it never dips. Despite that it’s not the fastest available speed. Mines is like the 3rd fastest? I think..? I remember the service claiming there are two more speeds above what I already have. 🤣
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@WaveyTrey said:
It seems the patch corrupted our system altogether. Restart didn’t work. Clearing the cache didn’t work. All that is left is to delete the game, and download it again. Since that won’t remove my saved data.
I’ll let you guys know if that works! I’m hoping!!! 😭
Nope. What the ****! I was looking forward to this day..! Uuugh 🤦🏽♂️
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It seems the patch corrupted our system altogether. Restart didn’t work. Clearing the cache didn’t work. All that is left is to delete the game, and download it again. Since that won’t remove my saved data.
I’ll let you guys know if that works! I’m hoping!!! 😭
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@Xx_Daniel_xX69 said:
https://us.v-cdn.net/6030815/uploads/G2FRLJZYESHS/16546160537605619121948252784035.jpg
I'm on ps4 and every time I try logging in so far I get this, ive restarted my game and console so I have no idea what to do please someone help 😭
YUP! This is where I am rn!
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So I downloaded the latest patch, and now I can’t log in… I restarted my game. It still keeps saying initialization error.
Normally when I reset the game this goes away. So what’s happening here? How can I resolve the issue?
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2982806#Comment_2982806
Yep you sumed up the reason I use premonition over spine chill.
The killer is in control of the perk, and wise killers can use it against you. I just can’t sit well with that.
Usually when I have Premonition it’s to find the killer for a reason. When I use Premonition to find the killer I’ll break all the hooks in the area without notifications. Find injured/carried survivors so I can body block to activate MoM.
It’s a very good Solo Q perk imo. Maybe because I solo most of the time it works for what I intend on doing. Spine Chill is literally remote viewing with SWFs though. 😂