bgbomb
bgbomb
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Let him can down a survivor after 8 knife no metter the health state.
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For myself
key=2pt
tool box=1pt
medkit=0.5pt
I will dodge the lobby if pt>=2.
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Let survivor's stalk limit slightly regressive over time .
Of just remove the stalk limit.
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Why so surprised?
Can you remember how long since they say they will make a mmr system?
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Just like people over use tunnel.
everyone have different definitions of Gen rush.
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Because it is made to let people using new ruin.
And it already finished it's job.
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/2135557#Comment_2135557
But is this poker? No its a multiplayer video game.
What is being cheated? Saying that the killer is here and the killer is there.
Okay? Does that prevent your skills? Does that stop you from downing people?
No, it's just the others know that they are safe...for now.
It's not game-breakingly unfair. Numerous swfs I've played against I've beat.
You win some you lose some.
LOL
SWF is like wall hacking and maybe more.
Arua perk is existed for a reason.
Does that prevent your skills?
Maybe not just like wall hacking doesn't too.
Does that stop you from downing people?
Of course yes.
You can knowing where have pallets and where don't have in a chase.
Hide yourself from a silent MM even before he walk to the area .
which destory the main ability of mm by a not even in game program.
And lot and lot more advantageous you can gain by this not in game tool
Cheating is cheating.
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I don't know?
Why is hacker hated?
I am very sure it is a way that make sure you can enjoy your game too.
Cheating loser.
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No.
They will not ban survivor.
It will be something like break down tech not a bug.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2118807#Comment_2118807
Unless you're playing Bubba/Legion/Billy with Spirit Fury/Enduring, in which case it is some of the most mindless fun in DbD
Imagine someone really playing legion with spirit fury and enduring.
LOL.
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To be honest.
What is the difference between voice chat and wall hack?
They both gain advance by not in game program.
And make some of their opponent play style totally meanless.
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New killer?
Where?
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Killer's stuff.
Skip
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@Frontdoor6 said:
Since the update, i've noticed Killer que times have been longer than usual. Am i the only one?
Also, i'm a rank 5 killer being put with red ranks :/....its like...where's the logic in that? And i'm a rank 5 survivor being put with other survivors that are like rank 16. Seriously, what?
Can someone explain
Yeah you are the only one.
Unless red rank killer's q-time are longer.
Quit the game before.
And come back to play this update.
Get instant match from white rank to purple rank.
Not reach the red rank yet.
And after green rank i nearly match to red rank every single game.
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Just like the only useful hex perk is old ruin.
Dev even need to create a perk like old undying to keep killer to hex perk.
And yes even with that there is still only hex perk that people would want to use.
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???
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@[Deleted User] said:
So, while I agree the DS nerf is fine- you could still tunnel someone even when old DS was a thing. Old DS the problem was it was being used to punish killers who were not tunneling, in a pile of unfair ways.
You just....eat the DS and then down them again, they can only use it once; and then you proxy the hook and as soon as they are unhooked down them again even through BT and they have no DS so you kill them. You lose like, most of your gens, it's never been good for your actual success in the game- but you can absolutely do it.
That person gets like no blood points because they didn't get to do like anything all game, and you get like....one kill that game. It's boring for everyone. Like DS was never full immunity, if the killer is not a complete potato or especially if they have an instant down of sorts- they WILL get you eventually.
@NoOneKnowsNova said:
You get unhooked. Killer tunnels you, you stun them with DS, they proceed to tunnel you (If they're Nurse or Spirit congrats that's about 10 seconds before you're down again).
You get unhooked. Killer tunnels you again. You have no DS this time, you die.
Ds stun the killer like 5 sec.
Even if we only count 4sec for survivors to run.
It is still 100*4=400% distance.
And even if we don't count about pallets and windows.
The survivors only run in a line without looping.
The killer still need 400/(115-100) =more than 26 secs to catch up.
In other words once the ds is active you are nearly safety.
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@Pukenplag said:
So everyone has been complaining how tunneling has increased after the ds nerf. But then run ds, no? Well, not exactly. And here is why:
Since ds is no longer God Mode, people run it less, so the killer sees there is no obsession so he tunnels. Then you take ds but now he sees the obsession and no longer tunnels. Now ds is a useless perk slot, since you will never get to use it as you are not tunneled.
See what I mean? TL;DR : No obsession, no ds so tunnel. You have ds, there is an obession so the killer no longer tunnels and now ds doesn't have any benefits so you have a wasted perk slot.
If It make killer don't play tunnel.
Then it already do what it should.
You don't stun the killer with ds doesn't mean that ds is useless.
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To prove that auto aim still exist.
You will feel that when atk a survivor who start to flying.
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You have that.
And it has a five mins cool down.
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@Seraphor said:
They've obviously never played him.
He's not super weak, but he's really easy to outplay if you have decent cover, and on console it's practically impossible to aim his knives with his ridiculous recoil, which is thankfully going.
No.
He is super weak.
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@Mandy said:
yes, I double checked on this yesterday and it's confirmed that something is not working as intended and it's being looked into.
Thank you really really much.
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@Zeus said:
Isn't that the perk that rewards survivors for getting hooked?
So?
If your team not being hooked you are winning anyway.
This perk giving you a BNP without you really need to do anything.
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A hope that make my survivor's qtime being short enough to play.
New killer +2 killer change should keep killer busy for a while.
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TBH
After the buff that let TWINS can see the brother's arua after special atk really help them a lot.
If the sister can get some ability they might be T1 killer in my opinion.
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"unbreakable and dc combo"
what a a toxic play.
The game is really unbalance right now.
Maybe you can try survivor which is lot more relaxing and enjoyble to play.
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I give it 60%.
He would get a nerf.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2056925#Comment_2056925
Did they change it in the PTB? Last I played I got one token per skillcheck and one token per skillcheck and one token per skillcheck etc .etc.
If i not read it wrong.
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@Seanzu said:
Oh, survivors are getting yet another perk labelled meta and too strong by killer mains?
Let's not forget survivors haven't had a meta perk since David King, 4 years ago, yet almost every dlc has had a perk that has been deemed "op" by killer mains.
Killer Mains: Ugh SWF are too good and unbeatable
Also Killer Mains: Those unbeatable players are definitely going to bring a reliant on hooks to do a couple more percentage on gens instead of just bringing a BNP or toolbox
lol
What?
I just amazing that i can bring a perk that give me BNP in match and wonder why nobody talk about it.
Why so salty?
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@ShamelessPigMain said:
Prove Thyself will come in handy more often.
The point of fast track was to help survivors push through games that aren't going so well. If they're getting a lot of hooks, and nobody's working on generators, the game grinds to a halt. Fast track hopes to break that stalemate by letting survivors work on generators. It's a nice little safety buoy to help you stay afloat when the ship crashes.
That being said, it doesn't do a very good job at it. Sure, a potential of 54% shaved off of a generator (44-ish seconds) sounds great, but in order to get there, you have to hit 27 great skillchecks and your friends are all dead. I really think that it should be 4 tokens per hook, or give tokens when you are hooked as well.
In the normal game, with 2 dead survivors and the 2 other survivors have been hooked once or twice (we'll assume 1.5), that means (2x3x3)+(1.5x2x3)=24 tokens, 48% saved per fast track if you hit 24 great skillchecks (which isn't going to happen), saving you 38 seconds on a gen, if they've all been hooked before the last generator pops, and if the killer doesn't regress the generator If you could save that 38 seconds in a quick burst, it would be great, but unfortunately it's spread between how often you get great skillchecks. That's the calculation if it gave you tokens when you are hooked.
If it was 4 tokens per hook, you would get 36 tokens, many of which you aren't going to spend, but granting you a potential 72% or 56 seconds on a gen. Wowee, that's amazing, until you realize that 1) you're already losing and 2 of your teammates are dead and 2) it's potential. You are not going to be getting 36 skillchecks on a single generator.
So the buff to this is obviously to increase the great skillcheck zone and significantly increase the odds of getting a skillcheck when fast track has tokens. Cut down on the potential gains and translate them into actual gains.
What?
No
once you hit the Great check you will use all your tokens in one time.
So you don't need to hit 24 great skill check
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2056739#Comment_2056739
yeah you can use it any time you want.
and then you'e forced off your gen and the killer has ruin or pop.
It is up to you.
This will happan even you are not using this perk.
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@pikalover123 said:
https://forum.deadbydaylight.com/en/discussion/237735/why-nobody-talk-about-fast-track
What does BNP mean?
A RED tool box add-on
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2056770#Comment_2056770
4 perk syndrome. To be meta a perk needs to debunk one of the top-performing perks. Fast Track will see play for organized gen rush SWF, just like Prove Thyself does. But it will never be as popular as one of the aforementioned perks bc it doesn't do something invaluable.
Suppose you DS a killer and extend a chase for 30 seconds (not unrealistic) before going down, the best-case scenario you got 3 teammates working on gens for 30 seconds, a net benefit of 90 seconds for the team. It is also not uncommon when bringing a full gen repair build (Prove Thyself, Resilience, etc) to be tunneled by the killer and get no values of your perks.
It's kinda difficult to translate the impact of chase perks to team efficiency, but they do create an invaluable impact on the game.
IDK
But use 1 perk slot to get a BNP.
It sounds really really good for me even if playing solo.
DS+DH+fast track+BT/arua perk is a really great build for me.
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@gatsby said:
Fast Track is like Soul Survivor. You only benefit if you're team is getting destroyed, which means you'll probably lose the match if you get good value from your perk
I have to say no.
5 hooks is not a big number.
This perk will benefit you in most of match.
And for others match you are winning anyway.
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@lagosta said:
Unless you're going for a very specialized build fully dedicated to gen repair, it's not really worth it.
Meta perks are meta for a reason: they allow you to do something invaluable that you cannot otherwise. You can't pick yourself up without Unbreakable (No mither is a meme, Soul guard is unreliable), you can't stun a killer in his grasp without DS, you can't iframe without Dead Hard, etc.
Fast Track can come in clutch in some moments and it is a good perk, but I doubt that in the eyes of the community it will be meta.
Remember how fast 2BNP match could be.
Now we have 3-4 BNP at 5 hooks and it is a perk not add-on.
I really can't see the reason why this perk would not be meta.
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@KingFrost said:
5 hooks = Two teammates on death hook. Or one dead teammate.
If DS still a thing.
killer need to perfect tunnel 2 people to get 1 kill.
So survivors are still alive at 5 hooks most of time.
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@bjorksnas said:
5 hooks = 15 stacks of fast track
15 stacks = 15% bonus progression
bnp = 25% bonus progression
not the same but also that means you are playing with 3 perks for a large portion of the match and skipping a bunch of skillckecks progression / not working on gens for 5 hooks of teamates which means you are pretty close to a game losing situation
you don't need to "skipping a bunch of skillckecks progression / not working on gens for 5 hooks of teamates which means you are pretty close to a game losing situation".
You can use it anytime you want.
Of course you can save it by not hit the great hit to make a lot of program in a short time if you want.
But not necessary.
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@bjorksnas said:
5 hooks = 15 stacks of fast track
15 stacks = 15% bonus progression
bnp = 25% bonus progression
not the same but also that means you are playing with 3 perks for a large portion of the match and skipping a bunch of skillckecks progression / not working on gens for 5 hooks of teamates which means you are pretty close to a game losing situation
BNP is not 15%?
My bad.
But still very strong.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2056673#Comment_2056673
A BNP only takes up one add-on slot and is likely to save you more seconds over a match than this perk. This takes up a perk slot and is likely to save you fewer seconds over a match than this perk. The BNP is also more flexible because it doesn't depend on getting and hitting a great skill check. You can use it on command.
5 hooks is only the same as a BNP if you can't hit skill checks. Those skill checks should really be hit, so you need a minimum of 9 hooks to happen before all gens are completed for this perk to be stronger than a BNP. I say "minimum" because there's no guarantee that you'll be able to use all of the tokens you accrue.
Really? BNP is more flexible?
hummm
Because skill check is too hard to hit?
hummm
InTeReStInG
To be seriously
Even you miss the great check you still save the token.
=>you can use it for the next great check.
=>5 hooks = 1BNP
And BNP need to finish in one time so it could be wasted if you not hit the BNP skill check or being chase by killer during fixing with BNP.
So i think fast track is more flexible than BNP
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Why?
It is even more powerful than BNP in my opinion.
And it is even not a 1 time-use add-on
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Killer's problem.
Skip.
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He said Coup de Grâce is not bad too.
But we know it is really bad.
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Justb dodge it.
Key is more unfair than bnp.
And bnp is already too much.
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@xXCAM3R0NXx said:
Spine Chill offers 6% gen speed... Nice
Combined with resilience 9% speed... 15% is great..
But it only works if spine Chill is active... This means whens the killer is looking a you... 9/10 times spine Chill is only active for a good few seconds when the killer is approaching you...
So you get 6%....for about 2 3 seconds... By that time you have to run away as the killer is in your radius..
Imo, if you're using spine Chill for any sort of gen rushing builds or gen speeds...then it's just pointless...its a waste of a perk slot. Put on built to last, prove thyself, streetwise, resilience...Its just not worth it..
You are right let's remove the speed bonus then.
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No.
Killer can't have good stuff.
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Maybe you are the one who is lagging.
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@Leachy_Jr said:
I really do not think you should punish people for playing with their friends. Just balance the game around SWF and we wont have to have SWF only balancing.
well.
It is a really selfish thought if I have to say.
Then if we balance with solo why killer should being punish for other players playing with their friend?
If we balance with swf why should solo player being punish for not playing with friend?
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You are bad doesn't mean that survivor is weak.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1919014#Comment_1919014
You know that you need survivor who play the game for having a lobby...
You know that we have too too too way too many survivor right now right?
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/1912432#Comment_1912432
So going down from rank 1 to 15 is of no use?
they would not match with rank anyway.
the only effect of new reset rank system is let rank's reference become even lower.
MMR can't magically make a fair match if the problem is still there.
WE DON'T HAVE ENOUGH KILLER.
So it will still become a unfair match making for killer(dramatic increase searching range) or survivor need to wait for a long long time.
And they try their best to hide all the clues can show us our skill level in next update that they even rework the rank reset system.
So I believe that MMR won't really do anything but hide the problem.
I hope the update can prove me wrong.
But I really can't see how these updates can solve the problem.

