ZerLukas
ZerLukas
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- ZerLukas
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There can be a few reasons. On higher ranks it can be because it's almost imposiible to pip as a red rank survivor without altruism points so there is not much difference pip-wise. And enjoyment-wise it's still usually more fun trying to snatch a hooked survivor from a camper that just rush gens and leave. Though in Bubba's case that usually ends in joining them on a hook.
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And why would you take both a pistula offering and a sabo build? Especially if you're playing SWF - why would all of you take pistuals and bother sabotaging?
Doesn't make sense to me. If you want to sabo just don't take pistulas and you'll likely have only 1 or 2 event hooks to worry about.
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That key could be found in a chest.
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I used to watch him some time ago but no longer do.
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True but many perks were green-purple-purple before now are yellow-green-purple. Those actually became cheaper. I'm not sure if perks became cheaper or more expensive in total but the difference shouldn't be that big.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1698093#Comment_1698093
And exactly how would console do this?
No idea really. I guess devs didn't think about consoles when they came with the idea of limited codes.
Your best chance is if the codes are not copy pasteable and everyone needs to input manually. And even then a keyboard will have an advantage.
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Don't bother DC'ing. There always are a few dozen people already waiting for the code with the redeem code tab in the store opened.
If you seriously want to get a code you need to open the tab and wait there preferably knowing exactly when and where it will appear. Then the instant it appears you need to copy it, Alt+Tab, paste and press Enter. All of that should take like 3-5 seconds or it might be too late. (If there is no option to copy-paste it's around 10-30 seconds depending on the length of a code)
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Yes, there is one. That's the message that came with it.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1697635#Comment_1697635
Assuming the MMR is still designed to work in the way that the devs say it is, then it's supposed to gauge how successful and how often you play each killer. Since ranks don't play a part in the MMR, it would make sense to see a successful "rank 20" go up against a higher rank should that player be very good with certain killers.
The thing is - if he's successful but that low on rank, he either doesn't play the game for a lengthy amount of time or frequently throws the matches on purpose. Both will get him pretty low on MMR. And if he continue to do that - he'll probably stay low.
Another bad thing about MMR is that if he's a good Trapper and is high on MMR but doesn't play Wraith and is low on him he can just play Wraith to bully some noobs. An when he start getting strong competition on Wraith he can switch to Billy, Bubba, Myers or any other M1.
What I mean is that if a killer wants to bully new survivors, MMR won't hinder that ability but likely will give him even more options. So I wouldn't have high hopes for that.
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There are killers who don't play the game that often and so derank very far so it is possible to have a fully perked killer even in rank 20.
But 4 perks don't really mean much - it only means that this player was recently leveling up that killer.
Also MMR won't help you much. If that killer is a fully perked rank 20-15 he prpobably didn't play much recently and after MMR is on he'll still be at the bottom.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/1697558#Comment_1697558
Was it you first event? Cause moonrise event had better lantern hunting mechanic with more gains. Or you played that too and enjoyed 4th year more?
No. I've been playing since 2016 so I've been there for most of the events.
Maybe I understood the title question wrong but I thought you meant what was the last event that you enjoyed. 4th anniversary was the latest and I enjoyed that one. But it wasn't my favourite. My favourites events were in 2018 (that year's Halloween event, Howling Grounds, Scorching Summer BBQ)
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The 4th anniversary event with crown hunting was fun for me.
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Noticed that too yesterday, but Spirit's stance looked funny so I don't really mind if it stays liek this for her. Not sure about other killers.
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I've got like 400 points last game when it shoud've been close to 8k. This challenge is definitely bugged.
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There is an event?
But seriously BBQ gives more bp than the event hooks. BBQ+pudding or streamers - much more. Not sure about survivors and event gens, didn't play them yesterday.
The event just doesn't feel special so I have no real incentive to not play normally and kill everyone asap.
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Reworked.
My biggest problem with DS is its synergy with perls like BT and UB.
I've been thinking recently and I liked one idea about a DS rework: change its effect into the one of BT - deep wounds instead of being downed for 60 seconds after every unhook.
With this DS can do its primary purpose of being an anti-tunnel perk but it wil kill the current DS+UB Small PP build.
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Meh. That's my reaction.
I didn't expect much and I was right. The idea of event addons is okay but other than that it's just another rift. Gameplay-wise at least, visually the new hooks and gens look fine.
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Are those codes limited uses or limited time use?
Like first 10 people to input the code win or like it's available for everyone but only for the next 10 minutes?
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Was it anger or just calculation tho?
I mean you saboed a hook in his face once, so until you're down/on a hook/dead he has no way to guarantee that won't happen again (he couldn't know that you only had a brown toolbox). That's why he tried to tunnel you. But after that failed he just chose to slug not to risk losing hooks due to sabo again.
Sounds reasonable to me.
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Many killers never liked looping in the first place, myself included.
Doing circles around pallets is repetitive and boring. Especially if it is a non-mindgameable tile.
Also for Doc or Billy it is usually better to try and hit you with their power as they need practice to do it more consistently and get better this way.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1665295#Comment_1665295
Well the totem thing came to mind. Small game and someone with leader would take out Undying totems quickly. But it's still very general use.
Getting exposed by Mikey or Ghostface, maybe Sprint Burst? They have to be Line of Sight to use their expose so you'd be able to spot them if you're quick. Just move into a position where only certain angles can be seen and it'd eliminate a number of potential areas. If Spine Chill is still lit up then you know they can still see you. It still works in the same sense but only against their power.
If the killer hooked someone across the level and I was on a gen, I'd know they have BBQ. I can either commit, or reposition at that point. Usually people with Kindred let you know if a killer is coming your way. It would also enable Red Herring builds if I know they're coming and want to continue befuzzling them.
If it goes off after every gen, it's either Bitter Murmur or Rancor.
If you're using a healing build, it will pretty much do the same thing against Nurses Calling.
Every killer usually only has one aura reading add-on though. So it's not like you have to do tons of math in your head to figure it out. Only requires familiarity with each killer. Like if Hag's traps are setting it off, then she has Willow Wreath and that after teleporting to a trap she knows exactly where you are.
And it really depends on what buffs activating Spine Chill would give you. If they keep the gen speed then a killer with lots of aura reading abilities will be shooting themselves in the foot. Although if it still gives cleanse speed bonuses and vaulting, then it enables movement actions like running away or quickly hiding.
And Dragons Grip is the most recent scream perk. I'd say that's dangerous without Calm Spirit.
Maybe your experience as a survivor is different to mine but in my latest games 8 times out of 10 the killer is Huntress, Spirit, Doc or Bubba and the only aura-based thing they use is BBQ. That's why I consider an aura detect perk a very bad one - it won't even work that often and when it will it's effect doesn't seem that strong.
There just aren't enough Myers's and GF's to pick a perk specifically against them.
Using it against Undying seems more reasonable but I already use Small Game and using two perks purely against totems seems too much to me.
I really would prefer your idea as a buff to Distortion instead of a Spine Chill rework.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1665158#Comment_1665158
Calm Spirt also protects against screams which several killer perks enable.
And there's no shortage of perks that expose your aura as well. Those were just a few examples. Do you really want me to go down the entire list of killer add-ons and perks that expose auras? There's a lot.
https://forum.deadbydaylight.com/en/discussion/comment/1665190#Comment_1665190
Whispers works well for killers because it lets them know to keep searching an area. But it's kept in mind that there's potentially 3 other players in the area with zero indication to that being the case when they finally do find someone. This doesn't even take into account what the other players were doing.
If survivors got their version of whispers, it's immediately skewed in their favor since they only need to worry about 1 player and their objective isn't to find the killer, it's to deal with a static objective.
And 36m isn't high risk. It's simply being in the area. This buff would go vertically through floors as well.
I actually didn't know that. But the only somewhat dangerous perk that involves screaming is Infectious Fright. And it isn't meta on most killers, at least not on the most popular ones. So It also isn't a perk frequently seen. Perks like Deathbound are even rarer.
And no need to list the number or things that give auras. The fact that there are so many actually is part the problem - you see that a killer sees your aura but there are so many options that could give that aura so you often won't even understand what in particular gave you away. Except for maybe BBQ after someone's hooked but that's so often used that it's expected anyway.
Just tell me honestly would you use the version of Spine Chill that you propose? And if yes, for what purpose and in what builds?
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Back in 2016 when 5 gens were done the other 2 could still be fixed for additional points and survivors often tended to stick around wasting killer's time by fixing them. So it was changed that ater 5 gens are done the remaining too get automatically fixed as well.
That's the reason gameplay-wise.
Lore-wise there isn't one.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1664994#Comment_1664994
It wouldn't be garbage, it'd be niche. Calm Spirit is garbage till you need it. You'll know exactly when Ghostface is exposing you but not when he was approaching. That is the trade off. Pig is setting off Spine Chill? She's using Amanda's Letter and you now KNOW she's definitely nearby.
And it doesn't detail what other balance would need to be done to the perk. But as is, getting hit with a killer ping while say breaking the Undying totem would boost your speed breaking it for however many seconds you're revealed for. Undying is 6 seconds, so that's a 6 second boost breaking the totem that is revealing you.
I guess your definition of niche and my definition of garbage are quite close. If a perk is super situational that perk is garbage to me as it is too unreliable to bother using. And I do consider Calm Spirit garbage. Spies from the Shadows isn't meta and hardly any killer pays attention to crows nowadays. And if it's a Doctor I'm not gonna bother to even try stealth against him. I'll either rush gens or loop.
Also why the hell would I need a perk specifically against a Pig with a specific ultra rare. Pig's already rare and using a perk to prepare against her specific addon is in 99% cases a waste of a slot (I actually needed to google the effect of that addon to even remember what that was - that's how often I encounter it) Same with Ghostface and Myers - both are rare so using a perk slot to prepare against them is very often a waste.
The example against Undying is better as it is much more likely to happen but I'm already using Small Game against totems (and NOED in particular) and I'm not gonna spend more than one slot against that.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1664885#Comment_1664885
No it's to fill a niche. You never know when your aura has been revealed besides one other 3 use perk.
Terror Radius already gives you killer info. Stealth killers are supposed to NOT give you that TR info. Working on a gen is supposed to have issues. Otherwise it's a straightforward do gen then leave game which is vastly insulting as a killer player and an uninteractive skillcheck simulator for the survivor.
There's supposed to be an inherent danger in doing a gen alone because you have no back up. This screams of complacency.
https://forum.deadbydaylight.com/en/discussion/comment/1664895#Comment_1664895
Why are you playing videogames when THE RAINFORSETS ARE BURNING DOWN. better join a mission and serve soup to homeless people since there are more problems in the world than Spine Chill.
More like to add another garbage perk to a whole dumpster of those.
What's the point of knowing that a killer sees your aura? How can you capitalise on that info? Would you as a survivor use that perk? I know I wouldn't.
I get your point from a killer's side - Spine Chill hurts stealth killers. But from survivor's side you're turning a good perk that isn't another 2nd chance perk into a garbage perk. Also it's a perk that benefits solos more than SWFs - so you're hurting those more.
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That change would pretty much make the perk worthless. The whole point of Spine Chill is to get the info that a killer is at 36 meter from you or closer and if the perk's lit all the time it means the killer's coming for you, you need to get your ass of that gen and run.
But your version - I see no reason to take that perk. Like okay, killer saw me with an aura but where the hell is he? Should I bother getting my ass of a gen or should I ignore the perk? No idea. Then what's the point of the perk?
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Lery easily. I really hate that map as Nurse.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1656955#Comment_1656955
That's a tricky one, because the larger the range the more space you'll have to look around.
But it also decreases the chance to miss a totem and reduces time looking for one, especially on Swamp maps where it can spawn in some far corner of the map.
Also if you're somewhat familiar with totem spawns you usually can quickly guess where that totem is.
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I'd prefer an increase in Small game's range at least on levels 1 and 2. (10/11/12 meters instead of 8/10/12 or 12 m across all levels)
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Usually I hop on a gen but if I see a totem I'll break it first.
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I can assume that the place where the basement spawns can be considered the main building.
So for Lery it could be either that cabinet or the central part with stairs.
For the Game it could be the bathroom.
For Hawkings - either that lab with glass windows or somewhere near the other place where the basement spawns.
Not sure about Midwich. Basement there spawns in the corner next to the stairs. Maybe the closest room will be considered the main "building".
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There are a few things to point out besides just the fact of it being Solo/SWF:
1) How many people are there in that SWF. 2-man is not that big of a difference from Solo but 4-man has a whole new level of coordination. Any need for information perks simply vanishes so they can bring a ton of 2nd chance perks instead.
2) Just how good those players actually are. Even a 4-man of rank 20 players with 10 hours won't be hard to deal with but an SWF of 1K+ hours players will be extremely difficult to deal with for any killer player.
The thing is SWF won't turn bad players into good ones because they play together with comms but it will turn already good players into an almost unstoppable force.
I'd say that any 4-man with comms with players that have at least 500 hours can easily be OP if they try at least a little bit.
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I still think that overheat is an unnecessary mechanics and pretty much all of his new addons are either complete garbage or just not something I'm gonna play as.
He simply became a lot less fun, just like Nurse after her nerf. I really can't think of a single good thing that he got with this update. At least gameplay wise.
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PH has enough counterplay. He's still for the most part an M1 killer that can be looped.
Maybe survivors don't like him because his cages don't let them stab him with DS.
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The game is 4 man SWF-sided.
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It depends on my mood but I often dodge:
- Keys
- 4 man SWFs. I usually can check profiles and friend lists in under a minute so I often know if they're SWF or not.
- People with "Toxic" in their names.
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I'm on PC but i don't think the platform really matters here.
I used Self-Care for a long time and recently started using medkits instead. I still usually use Self-Care if I bring a different item or go itemless.
But I've always considered using Bond for heals a bad idea for several reasons:
- If you spend more than 16 seconds looking for an available teammate you waste more time than with Self-Care. By saying "available" I mean one who isn't chased, downed or hooked.
- There might not be an available teammate at all. They can all be downed, hooked, chased, dead or just be toxic jerks who won't give a damn about healing you.
- While someone else heals you they are distracted from a gen. It's also more effective for everyone to do separate gens so I'll just heal myself and hop on one.
- It's a minor thing but you get points for healing yourself but not for being healed. Yeah, it's a bit selfish but I don't care really.
Generally the reason is that Bond is not very reliable and makes you dependant on others. Which is not a good thing if you're playing solo and if you're SWF you don't need Bond as you can just tell others where you are.
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What some survivors don't get is that survivors escape when they cross the exit line and their status changes into "Escaped", but not a moment before. All time before that they are very much killable, even if there is an opened gate 10 meters next to you.
Also what would you do as a killer in that situation? Just allow everyone to escape when you still can secure a kill?
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I just don't buy cosmetics at all in any game. At least not with real money.
It simply never seems worth it to me. Especially on killers where you don't even see your character most of the time during the gameplay.
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Something like that.
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Well, it's literally his job to play this game. No wonder he's that good.
What it proves that you can win regularly with every character... if you play the game for 8 hours per day or something like that.
Though I'd like to watch those games that were against red rank 4 man squads.
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No, not even close.
I think Spirit is quite average in regards of how much skill she requires - not too easy, not too hard.
Nurse however has a rather high skill floor.
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She's fine but very different from the rest of the cast. 5 blink and omega blink were op but they are long gone.
I still hate her cooldown and still think it was a terrible idea.
Also most of her current addons are trash except for those that reduce that cooldown.
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Simple answer, never!)
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@HarlowXRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1572876#Comment_1572876
I also suggest placing them in random areas I do it alot and people get trapped alot too I switch up alot all you have to do is catch them off guard or run them into traps also.
In my experience random spots rarely work against experienced survivors unless maybe when they are rushing to unhook and are solo so the hooked guy didn't warn them.
Other than that I can maybe think of narrow passes with grass on Haddonfield.
My problem is not that I can't get people trapped. I can and it's not that hard. The problem is that Trapper has very hard time dealing with genrushing. And unless survivors really screw up you can't do much about that.
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@HarlowXRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1572838#Comment_1572838
You just have to put traps by windows and pallets instead of around survivors. When you level him up higher his traps are godly especially with add ons but without them you have to be strategic or at least those are my thoughts.
I know how to trap loops.
The problem is that if survivors just genrush you lose as you have to spend time setting up traps and if you don't use an ultra rare addon you have to reset them each time they work or get disarmed.
And unless you're lucky to get a few trappings in a quick succession you're just unlikely to get enough pressure to stop that gen rush.
The additional problem with swf is that if one survivor knows where your trap is then all (or most) survivors also know where your trap is. Kinda like with totems.
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@HarlowXRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1572803#Comment_1572803
lol trapper doesn't need any buffs hes if you know how to use him op and easy to win with.
he can get lucky but usually he's not very good. especailly against swf.
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Dunno. I just want Trapper buffed.
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Well, Nurse is probably grieving about her dead husband, Pig is still obsessed with Jigsaw, Huntress seemingly prefers little girls, Spirit probably hates all men after what her father did to her and Plague apparently only can express love (and everything else) by vomiting.
So Hag is the only one who actually wants to eat him... literally.
So them moriing David with no problem makes perfect sense)
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I see only one way to make UB+DS combo fair: once one of the 2 is used - both are permanently deactivated till the end of a trial.

