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anarchy753

anarchy753

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anarchy753
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  • @Fibijean said:

    They're not going to release two perks that do the same thing. For one, it's redundant, and for another, if a second perk were introduced that could truly replace Ruin, it would be no less bothersome to face. It wouldn't necessarily replace Ruin either, since killers would as likely as not just stack the two for greater effectiveness.

    And at the same time they can't release a new one and nerf ruin so they can be together without being OP, or they get screamed at for pushing PTW.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942066#Comment_942066

    Why do people complain about hexes? You know there are perks to protect them right?

    There are hexes to protect hexes. I'm not bringing MORE temporary perks to try to solve the issue that one perk is temporary. Not to mention the two defenses either hinge on bringing ALL hex perks, or are a one-off effect that can trigger while someone's injured and do literally nothing.

  • Garbage.

    As survivor I've had game after game of SWF treating me like #########.

    I've been left on first hook to die early in the match while all 3 just walk in circles doing nothing, when the killer is nowhere near me.

    I've had squads of 3 people running Sprint Burst and flashlights so they spend all match walking everywhere at crawling pace so they don't trigger SB, then not getting a single blind all game anyway.

    And game after game after game I just get people staring at me like they're stoned and refusing to heal me, so then the killer shows up, sees I'm injured and ignores them.

    On the killer side I just had an absolutely frustrating match on the new, just utterly abysmally designed map. From a 1k, I got the other 3 all downed near an exit gate. 2 got to escape for free because ONE hook spawned on a whole 25% of the map and I couldn't physically carry either of the other two to a hook without them wiggling off, or being in range to crawl out anyway.

    All red ranks btw, except a few brown SWFs.

  • Small correction, that's 22 charms.

    The recolours should absolutely not be praised as content, when they're so incredibly similar that nobody could possibly tell the difference, nor their individual rarity by looking at them.

    I'm being generous here and including one of each of the brown ones, and the red ones.

  • @Almo said:

    Tunnelling is a natural gameplay element much of the time.

    Compare to getting in a game with some guy who Moris you, and only you, immediately every match he sees you in.

    This is just one example. When I tunnel people (it happens on occasion), it's often because their rescuer disappears too quickly so I'm left with only the one target, or because they're deliberately getting in my face all the time so I just make sure they're dead.

    This is not "Targeting specific users repeatedly in order to ruin their game experience".

    So it has to be repeatedly? If you play solo survivor and you get paired with a team of SWF who leave you to die on first hook with 4 gens to go and 4 people alive and you aren't being camped, you're allowed to slug them to death if you then get them as killer right? Just not repeatedly.

    1. Do all the challenges, they give fragments that you need.
    2. Play at least 1 match of survivor and killer each day for the daily XP bonus on each.
    3. Play mostly killer unless your killer queue times are huge. Fragements are based on XP which is 100% determined by how long you're in a match. As survivor you can die early but as killer you're in the match the full duration every time.

    That's basically all you can do to work on it.

  • I find it really aggravating when I escape him in a chase, but then just scream and the chase is back on.

    He didn't do anything skillful to cause that, he didn't track me down, RNG just said "he found you now!"

    Weirdly enough, that isn't part of what's being changed.

    I don't think the loss of the static field is bad at all, in fact the static blast is way more powerful outside of revealing everyone at the start of the match. I feel like he'll also be way more fun to play now without form swapping, movement speed slows, and being able to reliably cause stalling to multiple survivors rather than just the one directly in front of you.

  • It was mentioned on the recent Q&A (https://www.twitch.tv/videos/523225267?t=1h10m36s) when discussing how they changed hook tech. They said "at one point even something like being able to crouch under the hooked survivor came up" but essentially they say they decided against that. So somehow they accidentally managed to put that in anyway.

    So no, it's not intended. You almost certainly won't get banned for it either way.

  • Yes, the pallets are incredibly safe.

    That's largely countered out by the difficulty in finding gens, VERY strong totem spawns, and the fact that you can easily three gen yourselves in ways you can't even see, but the killer can.

    I'd say it's one of the more interestingly balanced maps because it has some extreme strengths for both sides.

    I also just like rarer maps in general cos they change things up a bit.

  • I don't know, I really just feel like it's a do-nothing perk to make other perks function at a useful level.

    I don't want this crap taking up a perk slot just so other obsession perks (which TBH are pretty underwhelming) can work.

    And really, the builds that it works in rely so heavily on survivors not using their eyes, and making mistakes in chases that it just doesn't feel worth it.

  • I don't really know that any challenge was "hard," nothing was actually difficult.

    There were long boring grinds, like however many unhooks and gens prevented doing interesting challenges across the pass, or "gain 200k bloodpoints (but only like 10% of what you earn counts!)" but they weren't hard.

    There were entirely luck-dependent challenges like Dark Senses or 6 feet under which completely relied on the opposing team playing in a specific way, or your own teammates being either saints or worthless.

    I can't think of anything that actually stuck in my mind as a CHALLENGE.

  • Haven't kept track, but I'm gonna be honest I'm pretty much done spending money on anything that isn't content.

    With the addition of the battle pass which already takes hundreds of hours to complete ("70" was a really bad joke by the devs) asking for even more money, alongside constant additions to the store with either no option for shards, or an unreasonably high shard cost, I'm just really done with opening my wallet.

    Let the one pass keep refunding cells to keep that going, and only pay for DLC bundles. I'll put my money into games that create good content without constantly having their hand out, like Warframe.

  • Just gonna say, every single time Spine Chill comes up, it's an echo chamber of everyone saying how underrated and underused it is.

    It's in nearly every game at red ranks now in my experience, usually more than 1. It's not underrated, it's not underused, it's pretty close to the top meta.

  • It certainly seems like it. I don't think I've played against a Spirit that gets out of phase range from the hook.

    An you're injured off the hook so that's a free easy guaranteed down for her too.

  • @Boss said:

    Can't speak for the Survivor ones, but i flew right through the Killer ones.

    Furtive Chase was used for once.

    Nemesis was better, because it was always swapped to someone you were already in a chase with.

  • I did it with Pig, but the killer is really interchangeable. I ran Iron Grasp, Agitation, Ruin and Devour Hope.

    The biggest thing is really the map. I ran a Game offering because the map is really small, and while the basement is in a far corner, it's accessible from a large area of the map with those perks. It also has disgustingly good totem spawns, and while my ruin died halfway, nothing else happened all match because they never found Devour Hope and were frightened to do gens.

    Devour Hope also gave me better control over where people go down. I don't need to worry about them getting injured and sprinting to the wrong side of the map, just 1 hit and they're done.

    I used a few early hooks to gauge how far I could carry someone and knew where I could get to the basement from.

    After that it's just luck that the survivors don't actively saboutage you.

  • I'm trying to be as nice as possible. If I've lost, I'll make sure I'm not doing anything to prevent myself going to the basement if they killed 3 others there.

    As killer I had someone crash early and played nice, and turns out I let someone get their 4 gens with Dark Sense because of it.

    Other survivors have been really exceptional in helping me do survivor challenges, so I'm not putting that toxicity out there of trying to saboutage others.

  • Kinda feel like they should make BBQ's bloodpoints per unique survivor hooked baseline, then we'd see a lot more variation in perks.

    To be fair, survivors should then also have some equivalently simple bonus, like 25% for each gen completed while you're alive (up to 100%) or 25% bonus for each survivor who escapes, but that'd be harder to do if you died early in a match.

  • I legitimately clicked on it from the main store and had a look and never noticed it was Meg until looking at this thread, legit thought it was Nea.

    It's nice she has some un-sporty clothes, but that head piece is a trainwreck. Not sure what the team's obsession is with half-shaved heads but it certainly doesn't translate to nice looking cosmetics.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/936336#Comment_936336

    I think it's like a flag that they manually put on a post to let you know that it has been seen by them even if they haven't replied.

    Yeah but that's what I mean, they used it for like 2 weeks when it came out, then I haven't seen anything even when they are actively replying, even when the non-community manager guys come out of the woodwork to comment on stuff.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/114370/holiday-code-hunt

    You guys should have hid it in my BHvR reads

    I have so many yet so little people look at my wall

    Didn't even know they used that button. Even when they comment on threads it never seems to change.

  • All of me just feels like this whole tangled up issue would be so much easier if Feral Frenzy and Borrowed Time didn't use the same debuff. We get so many issues because you can't change one without affecting the other, usually buffing and nerfing in the incorrect direction.

    I know it's technically a decent buff, but would it really hurt if BT just had an endurance hit like MoM, no Deep Wounds? How often does it matter? 9 times out of 10 the killer chases the person who just got Deep Wounded anyway, and since running pauses it now nobody is ever going to go down to it in a situation they wouldn't have anyway. If it triggers in the endgame, they're guaranteed to get to the exit gate without the Deep Wound timer being the deciding factor.

    After that any balance changes to Legion can then JUST be about Legion, no "that sounds good but what about Borrowed Time against Doctor" or "We wanted to change Borrowed Time so Legion just got nerfed for no real reason."

  • I just used her "become an M1 killer after a blink strike" add on because I had a daily to chase for 3 minutes.

    It was actually pretty fun to use, and so many people tried to loop objects that aren't loops or run in straight lines and died because I was faster, ended up with a 4k.

    The only feedback, it would be really nice if the effect was cancelled when you hook a survivor, going from a hook to the next point of interest is a bit ######### when you still have 20 seconds of walking to go.

    As for Nurse overall, people don't like the fact that she's no longer a guaranteed win that removes all survivor skill input from the game. They liked their "I win" button.

    A lot of the complaints seem strange to me. People say "get rid of the charges, make fatigue longer." Like, it would be the same amount, do you REALLY want to be staring at the ground for 6 seconds at a time?

    She's still immensely powerful and can very easily maintain continuous pressure in a chase, and honestly, probably can double blink the amount people used to anyway. But the fact that it's on a timer makes people really conscious of it, or they fall into habit of muscle memory and accidentally trigger it 0.01 seconds early and that means "NURSE BAD, NERF BAD!"

    TLDR, she's perfectly fine. A decent player can still perform well on her, she's still fun to people who aren't stuck in the past of her omnipotence.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/935827#Comment_935827

    Does it really cripple the match when it gives you early game information, easier time finding survivors, and potentially able to secure the late game by forcing a 3 to 4 gen strategy?

    I think your looking at like Corrupt Intervention vs Ruin. Instead of asking yourself what can CI give me over Ruin?

    It does. It's a perk designed to help the early game. You can find someone earlier, however you can still only chase one person, you still have to deal with all of the pallets in that first chase. At least 2-3 gens will still be completed in any situation that they would have before, the only difference is where they're located.

    From then on, I have 4-5 gens left that are basically as spread out as possible, making patrolling them a nightmare, and giving even uncoordinated teams the easiest situation possible because just two people working on different gens wastes a lot of my time trying to keep either from being completed.

    Hell, with the way spawns are going these days it's inherently a disadvantage. Most games I can just walk to the furthest gen from me and scatter at least 3 survivors off it because they all spawned together and got to work. As Plague that's 3 people instantly sick. Instead with CI they scatter around and I have 3 people on 3 gens no matter who I choose to chase which is far more efficient for them.

    And I don't run Ruin, I find it unreliable and it isn't my be all and end all of comparisons for "is a perk good at stalling?"

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/935717#Comment_935717

    It’s why Plague gets the most value out of CI. Either she deters survivors from completing ANY gens for 2 minutes, or she gets easy passive infection from survivors deciding to work on the 4 available (and infected) gens, ensuring survivors are broken well before mid game.

    Even so, I find Plague dominates the last couple of gens. I'm not going to rely on a 2 minute perk that doesn't actually slow down gens at all when it cripples my potential for the rest of the match.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/935572#Comment_935572

    I never use either of those perks but I do know that Infectious Fright is pretty solid on killers who can either end chases quickly (Nurse/Billy) or killers with instadowns (Billy/Myers/Plague if survivors don’t cleanse). I’ve seen players make good use of it.

    Corrupt Intervention is good for early game and can help apply some pressure. I don’t personally like it but again...players have made good use of it.

    CI is good for the early game, the issue is it sacrifices the late game. It doesn't stall anything very well, just changes which gens get done first. Since it blocks those furthest away from you, that usually means 3 gens at 3 really distant corners unless you're on Azarov's. I'm never touching a perk that relies on absolutely crushing the early game or else you suffer later.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/935121#Comment_935121

    2 out of 3 of Plague’s perks are pretty good and used quite a bit. Corrupt Intervention and Infectious Fright are used pretty frequently.

    There's a couple of killers IF is used on and it's mostly instadowns or it's just wasting your own time, and I really don't play them.

    CI is a really great way to ruin your own lategame because it basically guarantees the last 3-4 gens will be incredibly split up. I would personally never touch it with a 10 foot pole.

  • @twistedmonkey said:

    It's a catch 22 as if they spawn too far apart its survivor sided and too close its killer sided but it is random and you win some or lose some.

    Some maps are worse than other of course such as the game or lerys as ive found these maps are more survivor sided in this scenario for the most part.

    Personally I don't mind and accept my fate as the game is over if it happens so I let them hook me to give them the points and end it.

    I wonder if a solution which could be viable though for hose that do is making it so the spawn distance affects the time to open which isn't then affected by any perks.

    Just a thought as it opens up more play and makes going for it risky but worthwhile instead of some just waiting for the entity to kill them instead.

    Yeah look at M1 killers on Hawkins. You may as well not even shut the hatch because it's almost impossible to get between the two gates fast enough.

    It feels really ######### to have done well, then the mechanic for beating the survivors in 2 different ways is a basically guaranteed escape for one if they aren't a terrible player.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/935091#Comment_935091

    Yes, next time they should do it when no one in the entire world is asleep.

    Or you know, spread it out slightly rather than dropping all 10 at once. Merry Christmas NA.

  • I would fix the mistake I made and not go for all teachables. It'd cut the bloodwebs needed to make a decent or fun build in half or more to not have the heap of garbage that can show up.

    Seriously, can you imagine a world where Up the Ante wouldn't waste bloodwebs, or Beast of Prey, or everything from plague's perks onwards as killer?

  • I think this needs the disclaimer that comes 50 times with every piece of statistics we get given;

    "Conclusions should not be drawn from this data as there are many variables that can affect it."

  • What a nice event for the side of the world where this didn't happen at 3am.

  • I got my escape as Claudette challenge done on the first match.

    Only because my 3 teammates all DCed though.

  • @ChiTenshi said:

    ^^ Pretty much this.

    They will happily read, take into consideration and possibly respond to criticism if it's well written and constructive; a post that addresses the point concise and clearly.

    Rage, sarcasm and blind threats will be ignored.

    Sarcasm? Oops, guess I know why my posts rarely get replies.

  • I think it was in reference to the person that made a large post which was basically "how dare you kill off Legion, I give up, I quit" etc with no actual content besides complaining, and then they went to harass the devs about it in their streams.

    This is probably just to reinforce the message to create constructive feedback if you want it to get through, not just a big piece on how upset and fragile you are as a player.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/932022#Comment_932022

    You mean if they're leading you away? Well, you can just hook them closer to the basement even if you can't actually hook them in it just to move the game in general closer to the basement, or you can try to force them to run back towards the basement by physically cutting them off.

    Yeah, except when they know they're dead and go "lol I lost but I can make you fail your challenge" and run to the opposite side of the map and just stop there teabagging.

    Which has happened to me 4 matches in a row attempting it.

  • If the devs are so concerned with the time lobby dodging wastes, why does it put a killer back in the same lobby they just left?

    All it does is prevent that group getting a killer that's going to take them and wastes everyone's time.

  • Claudette is smaller and quieter than most survivors, and her dark skin tone and many dark cosmetics lead people to play her because she can hide without having any form of skill.

    Because of this, killers already dislike Claudettes. Better players also play a lot of her because all of the above is just added benefit.

    Because killers already dislike her due to that, it has become popular to play her when you are a toxic player, or want to annoy the killer. This pairs with the fact that she has many very ugly, very fluorescent clothes for getting the killer's attention and being in their face all game.

  • Except most people only put options on their polls they agree with, or try to make the other ones sound less appealing. I prefer a discussion than a discussion prefaced with a bad poll.

  • This challenge is just terrible.

    I'm really sick of match after match of survivors who know what the challenge is just sitting down to die as far as possible from the basement. It doesn't matter what you do as the killer player, if that 4th survivor doesn't want to play along they can easily just choose to die and prevent you getting the challenge without any possible counterplay.

    Why this challenge made it through I will never know, because the only "strategy" that has a chance of working is lose so many games trying to do it that you end up in the brown ranks where people don't know what a basement is.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/931885#Comment_931885

    Maybe they brought a medkit? I typically see more ppl using medkits than selfcare anymore, but it can look the same if you're just going off an aura.

    Medkits don't take 30+ seconds and work for 4-5 heals over 10 minutes.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/931930#Comment_931930

    Assuming you've already taken the time to put multiple people into tier 2.

    People will probably learn to counter this by not grouping up with the added weakness of also being immune while in lockers.

    Iron Maiden may become a niche perk for him.

    Yes, but before his only stalling was basically on people who had JUST come off a hook. It only served in tunnelling really. Now he can let off a blast every minute and see how many people he hits to tier them all up. Not to mention once they've gone tier 2 once they're always 1 zap from 3, no more chasing with several time wasting zaps guessing when it will trigger.

    Discordance will be a great option for him, and Distressing is probably buffed on him.

  • @Deadeye said:

    I'm not 100% sure about how they define basic attacks. I'm pretty sure the nurse blink hits are not treated as special attacks and can trigger sloppy butcher, or am I wrong on this one?

    I'm just worried about the declaration, that Frenzy hits are not treated as basic attacks anymore. I think, if it fits to Legion, then Myers will be targeted as well. There is basically no difference in how the power works "on your basic attacks". Legion activates the power, then wielding the knive from top, applying Deep Wounds effect and reducing cooldown to 0%. Myers activates tier 3, then wielding the knive from top, applying Exposed effect and increasing the lunge. Both have additional effects like faster vaulting or faster movement speed.

    So can we expect Myers to get his perks rendered useless in tier 3 as well soon? Like, no Surge or Infectious Fright while in tier 3? Of course Sloppy and Franklis as well, but I'm more worried about the first 2 mentioned. If this is the case, I would think about reviewing some perks, if they really need basic attacks to trigger. Like Demogorgon's very own perk Surge not being able to trigger on a Shred attack.

    I mean it's not an active power in the same way. Myer's charges up then gains a timed buff. You can't activate it and deactivate it at will, it's just that his lunge length increases, and every survivor is affected by exposed.

    As his power IS exposed, it wouldn't make much sense to make it a "power hit" as that wouldn't trigger exposed.

  • This sounds incredible. Static blast instantly tiers up survivors. You find people on a gen, you zap the lot of them and go into a chase with one. That means 1-2 other people are wasting time snapping out of it, AND IT DIDN'T TAKE 15 ZAPS TO DO THAT.

  • @ChronoSeth said:

    The reason it should not count as sacrifices is because it is a seldom action with loss to the survivor who disconnected. And the reason for that is from both Survivor and Killer reasons.

    Lose and Lose, you did not Sacrifice the Survivor. You did something that angered them, or the other Survivors did something that angered them.

    That survivor lost items, pip, bloodpoints.

    Yes, the issue is people get angry because they're losing. The winning team does not deserve punishment because they're winning, even if the loser wants to go have a tantrum and quit.

  • I can't run kindred or empathy any more.

    It physically pains me to see self-carers in action.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/931777#Comment_931777

    Lol. The killer is literally supposed to murder you, why is everyone in this community obsessed with them playing "nice"? Do you see the artwork for this game? With survivors being dragged bloody and screaming to the basement?

    Or maybe have you read some of the killer descriptions?

    It is a nightmare of unrestrained, feral rage as it hunts down its prey and rips it to pieces, devouring every last morsel of flesh and gore, leaving nothing for scavengers. The creature is untouched by any sense of compassion or restraint. Looming over its victim, it shows no doubt or mercy, just the pure instinct of its insatiable blood lust as it delivers the deathblow.

    But hey, the Demogorgon put me into the basement.....what a toxic baddie killer man.

    I'm mostly a killer player and I find being constantly made to take people to the basement with EVERY batch of challenges really annoying. 1. It's not how I like to play, so it makes the game a little less enjoyable to have to run a build for that. 2. It makes other players annoyed because going to the basement for every unhook SUCKS. 3. It's pretty tragic that they're out of ideas on tome one. It's not like the basement is Trapper's thing. Is EVERY tome going to have 50 basement challenges?

  • Waving your arms on the hook generally means "I am being camped" as it's really the only information you can signal that can't be confused with just doing nothing because you aren't trying to signal anything.

    If people aren't coming to get me, ONE arm wave helps to get attention. Repeatedly doing it says to people "the killer's come back, it's not safe" and if you're doing that to say "come get me" it's a great way to go into second stage for no reason.

    Additionally it's good to give a wave when someone's close to you but they're headed straight at a trap on the ground, they may not always get it but sometimes they'll change their path, especially if they know it's Trapper.

  • You just have to blind them while carrying. They don't have to drop the survivor.

    As soon as the killer starts picking them up, blind them in the animation, timing doesn't matter at all.

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