Zeus
Zeus
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- Zeus
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Ah #########..here we go again
25+ mins is nothing. Tru3 had a 3 day ban.
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It seems EGC is meant to prevent players from holding the game hostage and is not meant to be an advantage for killers.
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@HarlowXRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1572931#Comment_1572931
I'm actually confused what is the point of a mori how do people enjoy moris they are a waste of time and they are kinda toxic too if i'm being honest.
Mori makes it easier to get 4k
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It depends on the survivor team. Never play plague hoping that they'll play one way or the other.
Usually when one survivor cleanses, everyone else does. Sometimes no one cleanses. It's upto the plague to adapt to the situation. But since she starts with a corrupt fountain, a lot of survivors resort to cleansing and dealing with corrupt rather than remain broken.
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He could have just stood still to see how she reacts. But honestly it looked like he was challenging himself by phasing and predicting.
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How about visionary showing the location and progress of generators with the colour of aura? (like wraith's ultra rare). Maybe a little bit increase in range as well.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1572212#Comment_1572212
while most of the post was a joke, I do actually find Oni really unfun from both sides, I've heard the reasons why people enjoy him from both situations, and I can understand them, I just don't enjoy him personally.
Everyone have their own opinions. None of them are wrong. Just the experience we had differ that make us look at killers differently.
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I personally feel oni is the most fun killer to play with and the most scariest killer to play against. He induces real fear. He's fast, unpredictable and can hurt you if you are outpositioned and also an M1 killer who can be looped at the same time.
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@ThePilgrim_Scott said:
https://forum.deadbydaylight.com/en/discussion/comment/1570284#Comment_1570284
wdym? Dead Hard is Dead Hard. It's gonna dodge the hit, unless you hit E while facing a wall.
There are cases where you hit E and you get exhausted but you get hit nonetheless.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1571633#Comment_1571633
Ever played pig on midwich?😈
Yes I have. Easy game and over really fast.
Died due to head pop.
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It's kinda meta on hag. I run it everytime I play her with the same idea.
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Start monitoring your ping and give us the results.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1571966#Comment_1571966
We are discussing why Survivor meta is stale and how it could be changed, please dont bring the usual "KILLER VS SURVIVORS" argument, we are not discussing Killers in this thread.
This is a killer vs survivor game. I dont see how it's possible to discuss one side without considering the other.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1570208#Comment_1570208
It shouldn't make a difference in very close calls (e.g. you drop the pallet, and they hit you just as you're dropping it). You should only notice it in more extreme scenarios, like if you were to drop the pallet and continue running and then they hit you. There's a bit of leeway. This is an online game, after all, and we can't expect the latency to be 0.
Does it make dead hard better?
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I think the devs care more about impact of graphical update on performance more than anything else this PTB.
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@RbLen said:
Agreed. But the devs don't want instances where a killer is denied of his power, hence why they gave Plague a corrupt fountain at the start. Then again lets be honest, when are you going to run into 4 survivors running No Mither, and you play Oni.
Streamers might be affected by this.
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@mostlyghostly said:
I keep seeing posts of games by good streamers where they get gen-rushed and completely lose the match. Lots of the comments just say that the killer in question should just 'pressure the gens' and then point out every small mistake the killer makes and blames that for why they lost the game.
This is very unfair because these survivors expect us to make 0 mistakes the whole game or we lose. Playing killer at the moment is so stressful because you have to be using your time extremely efficiently or all the gens pop instantly. It's not good for the balance of the game when making a few small mistakes will lose you the game as killer, but as survivor you have access to perks like DH that allow you to recover from a mistake so easily.
Most killers can't be in multiple places at once, and the killers that are just M1 killers with no map mobility literally can't do anything at all against a competant team.
The problem is, BHVR won't balance the game around the potential that good survivors have, because most survivors simply are very bad. THey balance the game around rank 10-15 claudettes who hide in bushes. It's a tough situation for them.
People are so good at pointing out mistakes. And some of them are really dumb.
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@Zozzy said:
I heard they are thinking about nerfing pop, is this true?
Wouldn't be surprised if it is.
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Mindgames that work against green ranks don't really work against higher ranks. You just have to do a double mindgame. Which means make the survivor think you are going to mindgame and not actually mindgame. Which means playing like a rank 20 is very unpredictable at high ranks.
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I run slippery meat just for people like y'all. Trapper and nurse are my 2 dreaded killers as survivor.
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Survivor perks are tremendously OP. Poor killer has no perks.
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New players go against new killers. And new killers have no clue that what they are doing is frowned upon. They just do it because it seems logical to do it and you can't really blame them either. Devs need to come up with something.
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Just run Franklin's.
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I personally feel that the initial distance you get from a killer, especially a stealth killer is more important than getting a window vault into lithe.
Also you can save sprint burst at 1% exhaustion and use it as a stronger dead hard. So many good things you can do with sprint burst that can prolong a chase.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1567249#Comment_1567249
Yet she was rank two possibly 1 before..which means she wins many of her games...interesting logic..especially for killer as emblems are pretty strict especially devout
I've also been a rank 1 killer and I have no clue how to play nurse and Billy properly. It's not mandatory for her to reach rank 1 with spirit. Coulda been Freddy for all I know.
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When someone uses an all hex build, that's the most spiciest match I'll ever have. I'm bored going against meta killers with meta perks. A change up would be much enjoyable.
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@Carlosylu said:
Having a bad internet is a really bad thing, you lag, you make others see you lag and mess up game features, it might be an unpopular opinion, but I think it should get a ban too, it's not fun to play against a teleporting killer that downs you out of nowhere, and it's also not fun playing against a survivor who can't be hit cause he teleports due to lag or even a teammate who messes up skillchecks cause of lag. I don't know why people play ONLINE multiplayer games with high ping due to a bad internet... I know not everyone has the money to afford it, but come on, sometimes one laggy player messes with the whole game... and if he was a survivor, thank you for lagging out of the game and leaving us in a 3v1 game, you deserve at least a minimal ban of 30 minutes
I got banned from matchmaking because EAC booted me out for no reason.
There's a lot of reasons why someone would DC and even though it's most often intended it doesn't really punish the above mentioned ones. People who DC do so by clicking alt+F4 and are usually done for the day or the session. The next session they can just log back in and play as if nothing happened.
It's the people who don't intend to DC that suffers from it the most.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1566946#Comment_1566946
I doubt he's getting many buffs, other than those that come from fixing bugs. Once his collision hitbox is fixed and the double stun removed, he's gonna be pretty powerful in the right hands.
Oh dont get me wrong, I do believe he has a lot of potential. As by buffs, I meant the bug fixes he gets. It improves how well he performs and I'm curious to try it out at the earliest.
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@redsopine00 said:
Erm how is it hostage taking when it's closed and the only escape is the gens or your gonna die
The final survivor would rather hide in a corner than work on gens. Especially if it's an immersed blendette in her natural habitat.
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I do think a lot of killers who think gen speeds are quick don't really tunnel. Besides if it's a good survivor team, your chances of winning are super slim no matter how optimal you play. Maybe that's why a lot of people play nurse and spirit.
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Nothing you do would matter if closing hatch doesn't trigger EGC. The problem of holding the game hostage still will remain which was the reason it was introduced in the first place.
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She's bad :/
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At this rate, they'll soon start adding cooldown to a cooldown timer.
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Dungeon offering is fine. Hatch offering is trash and unnecessary.
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Second wind is kind of a good perk. Besides you can't always expect good synergy between 3 teachable perks of the same character.
Also, I think Ash's perks are worse.
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Any news on blight's buff? Besides if it's leaked it's likely the PTB will be updated
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Spacecoconuts is a good hag main. Not really sure how many hours he has but it's a lot and he has a good guide on how to play her.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1566036#Comment_1566036
There are a few..
You could open up the dead end room on Dead Dawg Saloon.
You could open up the ramp in the bathroom leading to the 2nd floor on Midwich.
Didn't play the PTB yet but im sure there are more zones in there as well.
Badham has a wall which when opened gives access to a good window loop.
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Not really on its own. The only thing it does is make it harder to look around for the killer because you need to focus on skillchecks.
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@psionic said:
It will make the match more exciting, it will slowdown generators and automatically buff all the hex perks that right now are easily counterable.
That would be annoying for the survivors. Hex: Undying was made to deal with bad ruin spots a bit. And if undying is in a bad spot then it's highly likely the ruin isn't.
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They shared it once previously and a lot of people started using it as if it's 100% accurate and killers should be nerfed based on that data because they had around 75% kill rate on average.
They shared data on commonly used perks as well.
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I think the buff demo needs his portal buff and not his chase potential.
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Freddy
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@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1563944#Comment_1563944
You can't just claim abuse. Explain to the rest of the class how could 1 less gen per DC be abused? They DCed. Meaning they're out. No points. But for the other survivorS it would be less work to deal with with the same amount for the killer as if it went normal as if the killer had a kill.
Take this scenario. Killer plays trapper or hag. Has a really strong 3 gen with good trap placements. Really difficult and almost impossible for a survivor team to win.
Now if one survivor disconnects tactically at this point, imagine how annoying it would be for the killer. He didn't take a lot of chases just so he can hold a 3 gen and then survivors easily get around it.
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You mean 1 less gen when someone DC's? It can be massively abused
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People would buy mouse and keyboard and turn off crossplay and dominate console players who've turned off crossplay just so they don't have to play against a mouse and a keyboard.
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@shelobster said:
Huh. Didn't think of that, thanks. I just assumed in high ranks everyone knew their way around all killers. Then again I only play Plague so yeah.
Not necessarily. I'm a red rank killer and I have no clue how to play nurse and billy.
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@Kees_T said:
I appreciate if you take some time to read. (sorry for bad english, I'm from Brazil)
So I was playing with Trapper with iridescent Stone and Honing Stone, trying to do that tech to put Traps on exit gates with Remember Me so that the survivor will disarm the trap and get caught after 30s. The thing is, the survivor disarmed the trap, managed to 99% the exit gates and the Trap was still disarmed.
Resume of the match: There was only two survivors alive(one on the hook and the other one opening the gates(I was watching him from far away), the obsession was dead so it took him 36 seconds to open the exit gates, then he went for the save after 99%ng the gate. I recorded the match to be sure and it really took him 35 seconds.
After seeing this, I wanted to know how the algorithm behind the iridescent stone worked(I'm also a dev, so it made me curious), so I started a custom match with my other account to test this. And these are my results about how it works:
I've set all the Traps on the map except one, which I used to test the add-on, and these are my results:
- Trap disarmed in: 46:10, it has set at 46:40 (took 30 seconds)
- Trap disarmed in: 47:17, it has set at 48:10 (took 53 seconds)
- Trap disarmed in: 48:30, it has set at 49:10 (took 40 seconds)
- Trap disarmed in: 50:12, it has set at 51:10 (took 58 seconds)
- Trap disarmed in: 51:25, it has set at 52:10 (took 45 seconds)
- Trap disarmed in: 52:20, it has set at 53:10 (took 50 seconds)
- Trap disarmed in: 53:41, it has set at 54:40 (took 59 seconds)
- Trap disarmed in: 54:51, it has set at 55:40 (took 49 seconds)
- Trap disarmed in: 58:06, it has set at 58:40 (took 44 seconds)
The timer to reset the traps ONLY checks when the seconds in the clock is in the 40 seconds or 10 seconds, and thats why it says each 30 seconds, but there's a problem with that.
As we can see, all traps set itself each time the clock is in 00:10 or 00:40, meeting the requeriment that it has been disarmed for at least 30 seconds. Thats why if you disarm a trap at 00:11, it will only set it again at 01:10, taking 59 seconds, because when the timer checked at 00:40, the trap was disarmed for only 29 seconds. You can check this clearly by looking at my results above.
Now my question: Why make the code in this way? Yes it works for multiple traps that are disarmed, but If you disarm a Trap under 00:11 seconds and then this Trap was lucky to be selected, it won' take the 30 seconds but an entire minute. Why don't you guys make a timer for each trap that starts at the moment the trap was disarmed? I don't think it costs much resources since it's just a basic work.
Devs are gonna read all this and then nerf pig.
But interesting observation. Good job.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1563504#Comment_1563504
cool, killers also say nurse is unplayable and spirit is hard to play, what's your point?
Your counter makes no sense and is completely out of topic. I was talking about the devs