White_Owl
White_Owl
About
- Username
- White_Owl
- Joined
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Comments
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Can you guys stop pretending it's only one side that is toxic? I'm finding a lot of killers playing scummys for no reason, way more than survivors actually. Toxicity is not exclusive to one side.
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Clown is definetly underrated. I play him often because I find him fun, and he is actually good if played right.
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@ShrekTheThird69 said:
Whenever i play killer i try not to tunnel people or camp but every time i let them go Its just a no pressure genrush and the game is over.
Then you're doing something wrong. Not tunneling can give a lot of pressure, especially if you make it not clear that you're not tunneling.
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I feel you. Azarov's Resting Place is particularly terrible in that regard, I usually avoid at all costs the main building because of that.
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@D3_destr0y3r said:
https://forum.deadbydaylight.com/en/discussion/comment/1383837#Comment_1383837
You can just not upgrade it like people are currently doing anyway. Because that's a preferance not the literal power level
I already have it at tier 3 on most of my killers, it's too late for that.
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Knowing this community, salty killers would ######### talk SWF players for being SWF if they didn't risk to look like idiots if there is no SWF.
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I'm one of those who prefer it the current way because I don't like noise spam and I'd rather have a less "optimal" perk than being distracted and annoyed.
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Father Campbell’s Chapel. It feels more diverse and balanced than Family Residence, although aestetically it is inferior.
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It's the nature of competitive games. I haven't played a single PvP game which was free of toxicity.
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I like the idea, they could add a "last resort" score for forcing the survivor to use the hatch to escape.
I'm also all for more survival points sources.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1382063#Comment_1382063
I think they figured it'd be pretty obvious once someone spotted the new pedestal that there could be more than one.
For the Nea that trapped me in a room just because I got the crown it wasn't so obvious :/
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1381666#Comment_1381666
What I mean is that it takes way more to max out a character than it did back then even with the updated bloodweb
Legacy wasn't for maxing for maxing out characters, but for prestiging. And the grind for P3 is not that bad, especially if you use BBQ or WGLF often.
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Once a player interacts with a pedestal, or after a certain amount of time passes, that pedestal will disappear and a new pedestal will appear somewhere else on the map.
Why they didn't explain this? Without this info people act toxic towards the first guy who got the crown.
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That's not true, tunneling is not "the best decision a killer can choose to make". It is sometimes, like when there are few gens remaining or someone is a potato, but most of the times it's a waste of time since you renounce to build up pressure in the present to get some in the future, when it might be too late.
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Yesterday I got bodyblocked in a single gen room in one of the houses in Springwood by a Nea because I got a crown. Events really bring out the worst in people, this community doesn't deserve them.
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My best advice is to imagine scratchmarks (or use Fixated) and use them to confuse the killer. Run on your tracks or walk alway, make them believe you're doing something while you're actually doing something else.
Never put yourself in a situation where there is a dropped pallet between you and the killer and she has her power ready. In those cases there's little you can do if the killer knows how to "exploit" the situation.
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I'm not having problem doing it. I noticed that Surge counts for the challenge making it easier, if it can help.
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Sure... if you want so bad to be facecamped every match.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1366664#Comment_1366664
I think OP was asking if the game itself was in either side's favor, not the devs.
I had a different impression, OP mentioned how killers get more nerfs than survivors, not that they are weaker.
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It's not biased. I'm pretty sure the developers don't have the survivor vs killer mentality the playerbase has, they actually try to make everyone happy which is crazy hard considering how polarized the community is.
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My got-to build is BBQ, Surge, Make Your Choice and Sloppy Butcher. It snowballs like crazy since it's easy to get the first hit on exposed survivors.
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I'd rather they rework/buff those perks so there wouldn't be reason to avoid them.
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That's a bit dramatic... I find the current sabo way better than before since you don't need to waste half a match to prepare hooks. Doing that as a solo survivor was basically throwing the match for the remote chance of doing a sabo-save.
Also, I found the perk better than toolboxes since it's faster than most of them. It just needs to go on cooldown only after a full sabotage.
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Jeff and Jake, they seem like nice guys.
Someone who I wouldn't want to meet is David King and Ash. The former is kind of a terrible person and a criminal, the latter is a huge moron.
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Looping as we know it probably not, but the game is clearly built around the idea that survivors should extend chases as much as they can. Otherwise there would be no need for the two hits mechanic, windows and pallets.
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Considering you use the bottles mainly at loops, it won't affect him much imo. Still a nice QoL change.
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Not to be that guy, but probably the reason is that many would use that information for tunneling.
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A power should be reasonably punishing if you use it wrong, that would basically remove the penalty of missing a shot.
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I think its effect is more psycological than real. 16% is not much, but the red bar does make it seems slower somehow. Plus against Legion you don't need to heal most of the time (you'll get injured again soon), so you can make up the time lost from the perk with the time not spent healing.
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I don't use it because I prefer other perks, but as a solo survivor I totally understand the reason DS is so popular and I'm happy when killers get punished for tunneling a teammate. What I don't understand is survivors who try to force its use against a non-tunneling killer (me in particular). That's just stupid, it's a one-time use perk and this behavior makes me want to tunnel the guy.
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@johnmwarner said:
Thanks, I swore I had it earlier maybe I’m just underestimating 10 meters
Also 60 seconds are a lot more than it seems. To get the challenge I had to follow a Nurse for most of the match.
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Never played the game, but having watched the movie I'm pretty happy about the character choice. I always found Pyramid Head quite fascinating (and terrifying).
I'm glad it wasn't Candyman too, I watched the movie for curiosity and found it kinda meh.
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The changes to medkits from some months ago indirectly nerfed Pharmacy, while before you could get 2 heals from the medkit now you get only 1. That makes it good mostly to hoard green medkits for later use imo.
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Yep she doesn't have a high skill ceiling, but I find her ok balance-wise after the last nerfs. The only thing I would add would be a sign that she is charging her power from the survivor's POV, so that she needs at least to start charging and lose sight of the survivor for a little while before starting a mindgame. I find the stand-still-to-win tactics kinda lame.
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I'm completely not against slugging, since it's high risk-high reward and requires a good amount of skill and luck, but I understand the frustration (and boredom) from staying on the ground for minutes waiting to die.
Personally I like the addition of a small chance to recover, since that makes it more spicy for both roles, but most importantly there should be a way to give up if it takes too long. 4 minutes is a very long time and if the killer doesn't have BBQ or Deerstalker the risk of not being found at all is high.
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I don't get the point of this discussion. The game obviously doesn't have next gen graphics, but it has a very solid artistic identity, something that most games lack. Who cares about freckles, Cheryl's model fits very well and that's what counts.
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I don't but I can understand. When playing survivor my n1 rule is "Never trust the Claudette".
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The same happened to me, except I was playing Wraith so I even had to uncloak after the grab attempts failed. At this point trying to go for grabs is just a waste of time.
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Farm with survivors... grabs are too buggy right now, at least for me they fail 100% of the time unless the survivors allows me to do it.
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From what I understood, the update will be like the one Lery's Memorial Institude got, which didn't have a performance impact (or at least a negative one)
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I think people overrate Ghostface. He's a good and fun killer, but he can easily countered and while playing him you need to play around the fact that survivors will counter you.
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If you are a masochist I get why you would use this addon. It doesn't even give more points like the Speed Limiter does.
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The Huntress and the Oni are not just murderers, but expert fighters who can subdue even big groups. The Nurse instead has telekinetic powers. I feel this trio would be unbeatable and could provide the best protection.
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@NuclearBurrito said:
My suggestion is making it hide your scratch marks and blood splatters for 3 seconds after you are hit by the Killer.
This makes the "no scream when hit by the killer" part of the perk actually useful. Since he can use the brief moment after being hit to lose the Killer with the speed boost.
You could very easily use it as part of a "vanish" build.
That would make it a very cool perk, but scary in the hands of good survivors
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I don't think you should look at realism in such a huge weapon.
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It's not exactly encouraged, there's a tradeoff: points vs efficiency.
Also, you don't count that the speed at which a generator is repaired affects the ability of the killer to disrupt progress on it, and that's the main strenght of coop repairs. Good survivors know that repairing a certain key generator faster (for example, the gen at the center of Azarov's Resting Place) is better than repairing two, less important ones .
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@Ghostwithaface said:
The worst part about this challenge is, i have no idea how if i'm with in 10 metres or not of the killer. That and there is no way of knowing how far away or how close you are to getting the challenge done. All you know is a you failed or b you were successful. Nothing inbetween.
You can guess the distance by the heartbeat music, it changes at around the 10 meter range.
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One word: quickshots.
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At this point it's kind of tradition.
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Personally I would add a bonus effect besides dropping more blood, something that could make sense with the added loss of blood. I'm not sure what effect though.