amazing_grace
amazing_grace
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Don't play to escape. Play to get better at the game. Change your win condition to be more than just escaping (good chases, good game decisions, certain amount of points).
If you're just getting tunnelled and camped, try to play more stealthy to not get found first.
Take a break.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3033247#Comment_3033247
Third, I really hope that BHVR never acquires this license again. If Netflix thought they want to make an own game and dont have to share the profits and pulled it from DBD because of that, they should not be taken back when they failed.
this one was just speculation though, wasn’t it? It could have just as easily been the case that both parties couldn’t agree on something when negotiating for the renewal
or have they actually tried something and failed yet?
I've seen ads for a candy crush style game that was stranger things themed on instagram. Had demo front and center. I assume this is the game that they went for, but I could be wrong.
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How wholesome. I'm glad you were able to share this moment with your grandfather and my condolences on his passing. Thank you for sharing this memory with the rest of us <3
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/331449/killers-secondary-power
I mean... With sadako... I don't think people just realise how powerful her "condemned build" (aka iri tape and healing) really is. They still playing her like other stealthy killer by chasing survivors.
Personally, I don't really think that she needs a serious buff, considering how quickly you can condemn them with these addons. I'm not gonna take too much into build... Just saying: If she played as supposed to... She is the hidden A-S tier at it's best.
https://forum.deadbydaylight.com/en/discussion/comment/3031492#Comment_3031492
Thats a good one! I really love the idea of killers being stronger at the late game.
The problem with Sadako is that the way you're describing how she is "meant" to be played is not something that is viable with just her basekit. Without those add-ons, condemn will most likely not be viable to kill a survivor off or spread accurate pressure. I do agree with you though that this is probably the best way to play her to make her actually scary, but in regard to game mechanics, she isn't currently designed in a way that you could do this every game, hence why so many people demand she gets buffed.
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I watched someone struggle to write "My ping" is bad. It was hilarious. No idea why dbd would censor "my ping" in chat, but they struggled for 10 different lines trying to type it out so it wasn't just #'s.
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Another aspect of Fearmonger exhaustion side effect is that the exhaustion timer is paused while they are working on the gen. This can really mess with sprint burst and balanced landing because they would need to not be on a gen for 40-60 seconds to get their exhaustion perk back. I think this is one of the more annoying side effects of fear monger, since it isn't just the 5 seconds that you have to wait out.
Something I personally find annoying about the blindness is that it counters survivors hopping off the gen as soon as the hook animation starts to avoid Pain Resonance. Usually when I play survivor, I will let go of the gen as soon as I see the animation of the killer hooking the survivor so the killer doesn't hear my scream. With fearmonger, I have to either risk pain res/dms, alerting the killer I'm working on the gen, or waste precious seconds that could have let me finish the gen before the proct or finish the gen before the killer came. This will get changed in next update though.
Fearmonger can also mess with survivors who rely on bond or empathy to track other survivors. It can affect a lot of survivor aura reading perks that you don't see as much but is a slight nuisance and annoyance for the survivor. Survivors get less info while working on gens. (I run Any Means Necessary a lot to track where chase is happening, and this counters that perk)
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Or... equip starstruck, stick your booty to the one side of the pallet, and do a quick 180 to maybe catch the survivor off guard and here the screams of the Meg/Leon who made the mistake. Doesn't work always, but is quite the laugh when it does.
I can definitely agree that pallet saves can be wonky based on the ping. I've seen killers get stunned from pallets when they were clearly out of it or killers who move quick enough that the pallet is literally a milli second too late.
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@xBlitzAce1989x said:
https://forum.deadbydaylight.com/en/discussion/comment/3023599#Comment_3023599
They must have reworked Boil Over again because it's virtually unusable unless you fall in specific spots. The gauge barely fills and most Killers know to walk down stairs so yeah... and Tenacity is another one that hasn't been working the way it used to.
Yeah, I haven't seen many boil over plays that were actually successful since the second rework (after the first disaster of it). There has been a couple occasions that a sabo squad might try to sabo for the boil over, which I just drop and they usually get punished. The only time I struggle with boil over is if its an indoor map and I get stuck in a door way.
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That was quick. I wouldn't judge the upcoming changes too quickly because they haven't even been released to live version yet. They'll probably be adjusted if they're too egregious from the PTB. Also, there's a lot of new perk combinations that could bring more fun in gameplay and just be goofy things to do.
Also, this is the completely wrong place to ask for a refund. If you have a considerable amount of hours in the game, you aren't going to get refunded because of an update that you don't like. If you want to make new friends and have people maybe spice up the game for you, check out the discord. That's a better place to find someone to play with anyway/
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@DH3206 said:
https://forum.deadbydaylight.com/en/discussion/330429/cant-find-any-invites-event-letters-ingame
Just wait until you get to the one that requires you to find one within 60 seconds after repairing a gen or hooking a survivor... :-|
I literally told my injured friend to hop on the gen and finish it with me so I could get the invitation that was in the tile next to us. The invitation disintegrated in front of me as I was running up to it.
Good news is that I have a knack at finding those types of things so I still got it, but yeah. This one is probably easier as killer but who knows, requires some good luck or good intuition at where it could spawn.
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I just wished they fixed the audio on iron will instead of changing the numbers on it. Iron will was fun to use with lucky break, but now that combo kind of is ruined. It can still work, but it is way less effective. Time to use knock off iron will by bringing bite the bullet. (Bite the Bullet is actually a clutch perk at times even though my friend tells me to shut up every time i say that)
I think it's absolutely hilarious that they pretty much nerfed Calm Spirit instead of buffing it. Being quiet while blessing a totem/cleansing a totem can come in clutch if it's a hex and someone brings the killer to you or if the killer is patrolling the totem, but a lot of the times the totem is visible from most sides so the killer will see you anyway. I could maybe see a small slowdown to help combat this so hexes aren't as vulnerable, but having the slowdown for chests and dulls is such a bummer. If you're opening a chest or cleansing/blessing a totem while injured, you're usually try to get a quick desperate heal. At that point, calm spirit is hurting you more than it's worth.
I love the perk lucky break so I'm excited for that buff too.
Pharmacy I'm a little nervous about people stealing chests. I also don't want to steal chests from others, but I enjoy opening chests for items. This perk will never be popular though, so I don't they'll look at it again if there are issues with it.
So excited for WGLF. I was already going to use this perk because it is in my normal build. I love doing risky quick pick ups on slugs, so now this perk is even better.
Overall, I'm very excited to try new builds. I'm thinking about an end game build on survivor side. I do a lot of end game altruism so I might mess around with a total end game build when I do duos. It's definitely going to be an interesting summer as they roll out this big update and probably make very quick fixes if things are out of hand. There'll probably be a bunch of bugs too just because of the shear number of perks they changed that could cause weird interactions with other gameplay aspects.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3023399#Comment_3023399
Doesn't prestiging characters in advance get you their bloody skins and their perks?
I thought getting someone to P3 before this progression rework would let you keep their bloody skins + have their T3 perks on all characters.
It does, but since the changes to BBQ and WGLF, it's better to just keep your flans and not lose all your items. It'll take more prestiges down the road if you want these items, but you won't lose anything to get these items.
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Stock up on the flans. Get as many flans as you can. Flans
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@Canas said:
This has to be one of the worst rift tomes I've seen so far. Literally gatekeeping me from every other mission by challenging my nonexistent luck with these damn invites.
https://us.v-cdn.net/6030815/uploads/9M9L7ET7KK5J/rift-tome.jpg
There are basically only 5 days left for these missions and I don't see me realistically completing these missions, especially if I couldn't even find a single damn invite after playing like 10 killer matches today. They desperately need to extend the available time for this tome.
I can agree that I don't enjoy the layout of this next anniversary tome. I really think they shouldn't ever have paths that you don't have 2 options for because of the "gatekeeping" issue. Especially because this tome is so short and it feels weird for them to put relatively time consuming challenges as road blocks. They can be hard for people to complete who only have a few hours a day at best to play.
I would suggest trying to complete the tome challenge as survivor. Although it's harder getting the actual mask reward, finding the invitation might be easier as survivor because you can run around and not have to worry about the gens all popping and survivors leaving. Good luck, I hope you can find them.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3021127#Comment_3021127
Oh, I see what's being said here.
...Ehhh? I mean, if you're hit with that status effect, sure, but not every killer is running that every match.
The problem is that these two perks aren't really the strongest perks in general and they are made totally irrelevant by the status effect. You could argue that there are a lot of perks that you bring into the game that can become/be dead perks, but these two perks don't really even get the intended use of the perk. It's a pretty weak argument to say that Hemorrhage is just a counter to these perks because it seems like they no longer work as they were intended to function.
Solidarity could be changed so that if you are healing someone else, the heal on your health bar doesn't regress for a few seconds after you stop healing someone. Resurgence could be changed so that the bar doesn't start to regress until you are unhooked. I think OP is mainly upset that these perks got "nerfed" because of questionable interactions made to base game mechanics and they haven't really been addressed since.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3021106#Comment_3021106
I don't remember those perks getting changed, what do you mean?
And, well, yes, the priority was shaking up the meta more than buffing random perks.
The Hemorrhage update caused these perks to become useless because the heal regression applies to them. I'm not 100% sure of the interaction with solidarity, but I know that it destroys resurgence. Basically, resurgence gives you the 50% to your health bar when you get hooked, so sitting on the hook will drain your health bar.
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I think it comes down to luck and also not focusing too much on just trying to find it. I usually find it in my matches pretty easily when I'm not looking for it. I've even found it 3 separate times in a match because I kept running into it when I was looking for a new gen. It can definitely be luck sometimes, but usually if you engage in normal chase and move around the map you'll run into it.
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@GannTM said:
I love how they nerf Iron Will right after Spirit and I broke up.
Time to get back together?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3020644#Comment_3020644
Yeah, that's true I guess, but yeah, like you said, how often does that happen? Lol
I probably can count on my hands the number of meme sabo squads I've gotten and I only remember a couple times where breakout inconvenienced me out of my scourge hook.
I do remember I got incredible breakdown value with a nurse that turned the game around, but getting value out of that perk is very difficult.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3020022#Comment_3020022
Or you could run breakdown, y'know, that perk that everyone knows exists, lol
Hey, when the survivor breakdowns your only scourge hook on one side of the map, its a little sad. Good thing breakdown is only used by adept Jeffs and some meme team sabo no mither squads.
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You can't type "sadge" that gets censored or Bill Bill Bill. Had that happen to me last night. A survivor kept saying something that was censored and I finally figured out they were saying that the Rancor in end game was hilarious.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3020408#Comment_3020408
Do you remember what add-ons the Pig had, out of curiosity?
Pretty sure it was the add on that increased the search time on the boxes (I've had quite a bit of pig games though surprisingly so I'm not 100% sure). It was on the game and the boxes had a really weird spawn situation where most were on only one side of the map, but still took awhile to get to each because of stairs/rerouting away from the TR. I was afraid I was going to get unlucky because my friend got his off with 1 try.
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@Object said:
https://forum.deadbydaylight.com/en/discussion/comment/3020448#Comment_3020448
The point is I don't want to switch my build. My build is nowhere near S-Tier build, it's a casual build, that synergizes well with each perk that I have there. I don't run any S-Tier perk, except perhaps Spine Chill and BT, which I often change for Prove Thyself or Botany Knowledge. In my opinion, making me change my build will not help me and make me enjoy the game more.
Yeah, that's the problem with just having certain perks with super high pick rates. You put them in the build to play more casual and just have 2 "meta" perks and 2 perks for fun/QoL, but because the main playerbase uses them, it gets gutted for everyone.
Although it may not help you specifically enjoy the game more, BHVR thinks that destroying and buffing certain perks will make the overall game more enjoyable. We'll have to see how the game health looks after this update, but we knew they had to do something pretty major to switch things up. That's the problem about a PvP game, one side's enjoyment is usually at the cost of the other side.
At least with the new changes, you don't have to run BT always. You can potentially put in another fun perk in its place. Same with spine chill. There isn't anything super similar to spine chill, but there are a lot of different perks that give you info on the killer/where chase is happening.
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Yeah, they somehow made Premonition better than Spine Chill with giving information. Although, it seems that BHVR main goal was to make people switch up their builds, and it seems like it's working. Whether it's working for good or bad reasons is yet to be determined.
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I almost died to a trap. I was on my third box searching it and I got it off, but if I didn't, I definitely would have died trying to make it to the fourth. I didn't waste any time either. A gen popped when I was on hook so it was a little too close for comfort.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3020022#Comment_3020022
I am saying this with the consideration of the recent changes we will be testing in the PTB - that favour the killer considerably in chase, stun duration reduction, pallet/wall breaking quicker, bloodlust quicker. The same way that a game isn't over just because the exit gates have been powered, the game shouldnt be over just because you got downed.
A killer can comfortably walk between three hooks without the survivor being able to wiggle off. It doesn't matter if one of the hooks in that area is broken because the killer can walk to another without breaking a sweat.
The thing is, the game isn't just over because you got downed. You have 2 hook states to spare, so it's not like you get killed on your first hook. Every survivor has 2 hook states, so if the killer is playing more relaxed and fair, he has a lot of hook states to chew through if they even want to get a kill.
Don't forget that they'll have to potentially change other perks that affect survivor wiggle speed and sabo builds if they were to change the wiggle time. Boil Over, Breakout, Saboteur, and sabo tool boxes would probably need nerfs/number changes to account for a base kit change to wiggle.
I'm not sure how much killer you play, but sometimes you down a survivor and pick them up to see one hook you can definitely reach and maybe a hook you could barely reach. There are some areas on the maps where you can reach 3 hooks easily, but a lot of times it's mostly just two hooks that are your options. Especially if you run a scourge hook, it becomes difficult to not take the first hook you see, which shouldn't be the trade off. The killer has to choose to spend more time carrying a survivor or hook quickly to get into next chase.
There are certain maps that have really bad hook spawns. This is moreso a map problem than the wiggle speed problem, but changing the wiggle speed would definitely not help this situation.
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I play both killer and survivor, the amount of time it takes to wiggle out is definitely reasonable. It allows the killer to have some choice where a survivor is hooked and I don't think the killer should have to worry about a survivor wiggling out after they caught them. A survivor has 2 hook states, so essentially making it easier to wiggle out wouldn't make much sense from a balance stand point.
You also have to remember that once someone is sacrificed, the hook disappears. If you make it so a killer can't reach another hook if you run to the destroyed hook, you'll get many killers who will just slug to death and have you bleed out. Not fun.
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I feel like people are also missing the fact that new/newer players will most likely not have many characters unlocked. I don't know about you, but I wouldn't sink a bunch of money unlocking DLCs on a game that I just bought.
The grind doesn't feel as much then for a newer player because they don't have much to work with anyway, so getting some free unlocks of perks on all their characters after prestiging just saves them some time in having to unlock.
Also, this greatly reduces the grind for the new player when they buy a new character. That new character will come with all the character perks they have already prestiged, which would be saving them a lot of time trying to "find" the perks through the blood web. They can hop into a game quicker with their "new" character they just bought and not feel naked.
Another thing, people are completely disregarding that part of the pain of the grind was because you had to hope the RNG gave you the perks you wanted on a killer. You would have to go through so many bloodwebs hopping to maybe get that one perk you wanted to play with, and that was for every killer. Now you can get that perk completely guaranteed by just prestiging instead of wasting bp on every killer trying to get that "one" perk you need.
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You aren't going to lose anything in this update. The perks will stay on your survivors that you already have, and if you didn't prestige a character, but have a lot of perks on them, they're doing a catch up system to prestige them to an equivalent amount. Once you prestige a character once, it automatically unlocks tier 1 on everyone AND it makes it available in the blood webs of other characters to get higher tiers.
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To my understanding, you can't stack endurance effects once you are in deep wound. I'm not sure how this interaction will work in the future, but I'm pretty sure they know that this would get out of hand if you could just stack endurance effect perks.
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@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/3019564#Comment_3019564
Wait. Isn't this this change excalty the opposite? The 75% reduction to grind only applies if you are aiming to have all perks on all charcters. If you want to unlock all perks to a single character the grind is actually increased since bloodpoint gains are gutted.
I think it's a 75% reduction to overall grind. The point is making it easier to get perks on everyone so that you don't have to dump bp in one character and then get stuck playing them because you only have perks on that character.
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I'll probably be switching up my builds a lot as killer and survivor because there's much more to work with to have fun interactions.
I will say the one survivor build that I want to run will be Overcome, Lucky Break, We're Gonna Live Forever, and Pharmacy.
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It kind of makes sense that they nerfed it a little considering it was part of the meta perk list. I don't think this nerf necessarily was the best answer, but I can see the logic behind their change.
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I asked this question earlier. Mandy confirmed that the perk still has the timer. It now just deactivates earlier if they get the down.
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@Canas said:
Call of Brine still seems better as a perk due to the 200% regression speed being applied from the get-go which is enough to fully regress a gen in half a minute after kicking it. Meanwhile Overcharge gives far less value if a survivor taps the gen after like 15 seconds.
While I agree with your point saying that Call of Brine might be better because it has the initial 200% and doesn't have a "ramp up" period like Overcharge. Overcharge still has its current effects of giving the skill check, which I assume they're keeping the 5% penalty if the survivor misses the skill checks. This makes it much harder for the survivor to just "tap" the gen.
Overcharge is also better when you hook a survivor next to a gen. Makes defending the gen and the unhook super easy and you can destroy progress on the gen by doing so. I think they're both decent perks now, just a little different in how you want to apply them.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3015311#Comment_3015311
I think of the same, Rummage for a single item like Haddie flashlight one. But Im afraid Ranger is abit too much that its easy to farm the strongest item. I rather to have them Brown Medkit with a 16 charge addon. Giving 2 heal but not speed buff.
To my knowledge, the Ranger medkit doesn't have a speed buff to self-heals, just to healing other survivors with it.
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3015373#Comment_3015373
Someone else running the perk didn't even cross my mind lmao.
I'd like to say that I'm overreacting but I've had my chests opened several time before with the old pharmacy so I'm very pessimistic about this.
Just wait until we get the tomes that have open chest challenges. Time to not run Pharmacy for a week because you'll only be met with disappointment and sadness.
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I'm overall excited for this change because it allows me to get more medkits in a game when I really need it, but I definitely am hesitant for other survivors opening chests.
I was initially really happy about the change, but now you make me feel a little scared knowing there's another person who runs this perk. Hopefully we never meet in game because we'll have to fight over the chests.
In all seriousness though, I'm hoping this perk doesn't get screwed over because of this change. I really enjoyed using this perk to get a free heal when I'm injured and needing to go for an unhook. I'm just hoping that no survivors start opening the chests for fun, because I am one of those survivors who chest goblins so.... yeah.
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@Cabbage said:
Corrupt will still last 120 seconds regardless of if they don’t manage to down someone within that time period, it won’t continue to last an infinite amount of time.
@Mandy said:
There will still also be a timer on the perk as there is now, so that it can't be used to take the game hostage in this manner - hope that helps to put your mind at rest.
Gotcha, that makes a lot more sense! Thanks guys for the answers!
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Have you tried playing survivor to see a different perspective on the situation. It seems that you are either mismanaging how long people are able to sit on the gens for or how to put pressure on the gens. I can agree that gens can go pretty quickly if you aren't able to start that first chase or get a down quickly. I was playing some Trickster yesterday and usually two gens would pop by the time I got my first hook (I'm not good at Trickster), but I still was getting mostly 2K or 3K. I think if you play survivor a bit, you can see why the gens go so quickly because if you are soloing a gen and there's no pressure put on you, then there's no reason to leave it. Playing enough survivor games will either teach you the mistakes that other killers make so that you "gen rush" them or will show you that "gen rushing" isn't as easy as you think.
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@Nazzzak said:
Yeah there is. I've only found one though since the chapter came out - and I have spent a lot of bloodpoints in that time
Interesting, on one of my blood webs last night on killer side I literally had 3 of them pop up.
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The rubberbanding in the game is a known bug that BHVR is trying to fix at the moment. This type of rubberbanding can't really be fixed on the players end.
Have you checked what ping you have in the lobby as killer? I've noticed that during this event, the game has been matching me to 100+ ping lobbies as survivor a lot of the time, so this could be the problem you are having with connectivity to the server. I have decent download and upload, but if the ping with the server is 100+, then I'll definitely have problems with smooth character movement.
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Yeah this sounds about right. Most of my games last night were very rough as in I'm being left on second hook/first hook because my teammates are either 20 meters from the hook hovering around for a save or just doing nothing. It's tricky saving against a huntress because she can go for the hatchet and m1 to deny the unhook, but you need survivors to pressure the unhook in hopes of keeping everyone alive.
As you said, survivors that do nothing at the hook is an indicator of an inexperienced survivor. Especially when there are two survivors there but neither pressure the hook. Certain killers you need to storm the hook for the save or just hook trade because time is what is needed, not some random escaping with 0 hooks.
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Dark Devotion can be used to trick survivors into thinking you are somewhere else. It's not a good perk... but i've used it a couple times just for memes and fun. I've put it on slinger so I hit obsession and then sneak up and snipe someone else on a gen. Sometimes you can trick people into thinking you're camping the hook and then pressure the gens. They're both not very strong perks, but yeah, that's how I've gotten value out of Dark Devotion.
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I want to say that my escape rate is probably at least 50%. The only reason why it may be lower is that I main Bill and am way too altruistic at times. I usually will trade myself and let myself die if it means I can save someone else and have them escape. There are a few occasions where I will just leave, but usually I'll always try for the unhook. There have been times I completely went on a suicide mission alone because I didn't want to let a teammate die on first hook. This Bill isn't going to let you die on first hook...unless it's bubba.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/3012143#Comment_3012143
I think it's gonna be a brand new perk tbh. Its current effects are pretty bad alone if they make the BP bonus separate to the perk.
It's more of a stretch but I would say:
WGLF loses BP bonus, BP bonus base kit.
WGLF reworked into a new perk.
Buckle Up receives WGLF's healing speed for downed teammates.
This would be interesting. I run WGLF half because of stacks and half because I like the pick up speed of the perk. If they change this perk and add it to buckle up... I'm going to be a buckle up gamer. Never thought I'd see the day where I would run buckle up.
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They were definitely hard to find at first, but now since I have all my masks, I usually pass them every game I play killer. I sometimes even stop and pick it up for the extra bp it gives. My best advice is to just take normal chases around the map and you'll find it eventually mid-chase. The aura reading is only within 2 meters so don't rely on seeing an aura and there isn't a sound cue to the location but just a sound cue to when it spawns/moves. I think it's harder this year because there isn't a sound cue when you're close and it kind of blends into the background on some maps.
I'm not 100% sure but I think they changed the sparkles so that only the person playing can see them. I don't think other players can see that you have sparkles around yourself. As survivor as well, you just need the exit gates to be opened to get your mask, once the exit gates have opened then you should be good.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3011807#Comment_3011807
I was tossing up between the two but i thought thry might remove undetectable and just increase movement speed so that m1 killers could still run it more effectively.
Sure affects gens in 32 metre radius, my thought is itd go map wide instead
I would think they're changing Surge so that both special and basic attacks can trigger it. Currently only basic attacks will trigger surge, so my best guess is they're going to include all attacks considering that's how they've changed perks in the recent past (Third Seal).
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Option 3 is the killer that gets me the most I think. I just hear the echoing of two sets of footsteps inside the beating heartbeat of chase and I'm just screaming in my head "I dOn'T nEeD yOuR hElP!!!" This killer is going to tunnel me at all costs and I'd rather you sit on a gen so I can get adrenaline than have 2 killers chase me. Makes sense though, I almost forgot that killers can't do gens.
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Yeah... haha... this is me as well. My first game of Blight I had the survivors T-bagging me at the exit gate because I missed a few of my rushes. Still had a 2k, but I definitely did some silly stuff throughout that game.
I wish the mmr was more like half your killer average mmr when you start playing on a new killer. I understand that it can't be too low because you understand the base mechanics of the game already, but I feel like with their mmr system, the mmr would raise pretty easily if you dunked on the "baby survivors" which would be a disservice to your ownself if you didn't take advantage of learning your power in more relaxed games. I get it though if they don't want newer players getting demolished, but like, still makes it a harder process to learn and play new killers without people bugging you about being trash with over 1000 hours.