bjorksnas
bjorksnas
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10 matches played, wow definitely no room for errors in the data, impossible for the actual bell curve at any point not to be directly centered where this data is, no sir this is the real data not Gerry rigged in any way shape or form.
Maybe give some substation amount of data, INCLUDING data from other players because of course if you only take data from one player at 2 standard deviations to the right of average player skill on average they will beat AVERAGE (hope I said it enough) survivors, one killer doesn't not all of dbd statistics make, you are gonna need a few more statistics from both yourself and others.
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@TheButcher6641 said:
https://forum.deadbydaylight.com/en/discussion/comment/1962523#Comment_1962523
I realise that and I've fixed it:
Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 5 seconds. Protection hits do not trigger ds. Ds begins to deactivate after performing an action, deactivating takes 40/45/50 seconds.
still dislike the change in comparison to the devs change
a better alternative to the one you suggest is, upon being unhooked ds activates, while ds is active if the killer picks you up you can succeed in a skill check to stun them for 4/4.5/5 seconds, if you repair a gen, become fully healed, heal others, cleanse a totem, unhook a survivor, or another survivor becomes unhooked (while you aren't in the dying state) ds deactivates true anti tunnel perk even comes with the safety of if you get healed under hook but don't finish getting healed you still have ds up
succeeding or missing the skill check permanently disables ds for the rest of the game
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Still being able to work on gens while invincible
Thats going to be a NO it capital letters from me
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@onemind said:
1 why main spirit
2 thoughts on iron will
3 thoughts on stridor
4 thoughts on scare crow mind game/stand still
5 most annoying thing to see as a spirit
Answer as many of these as you feel like I'm just curious
I did it for a while because I mained each killer for about 2 weeks while developing a basic skillset for each
Iron will is annoying to deal with
if you can have a perk slot used to remove sounds I can use one to bring them back
never used it so idc about it
iron will + stridor + audio bug gets me every time or even worse stridor + audio bug and the survivor has no audio anyway
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umm...
you need 5 gens done for hatch to spawn with 4 survivors alive
if gens done are equal to or greater than survivors left alive then hatch spawn, my guess you just didn't have enough gens done
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/1955170#Comment_1955170
I know, I played against a billy who didn't have any terror radius altering perks but his terror radius and saw would both alternate being completely silent. I'm not new to the game I just wanted to make it known that it isnt working right.
What perks and addons did he have
My guesses were
Tinkerer
or Iridescent Brick
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Outside factors, apex muffler makes no chainsaw noises outside the terror radius which means they have other perks and addons to reduce terror radius or to reduce range inside the terror radius even more
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Thats a hot take the devs doing what they want to the archives suddenly mean they are reworking the backstory of a character to add that to the game
My thoughts they just were already on a roll with the other characters and wanted to keep going with them and just kinda got on a roll and jake got left behind and instead one of the next two survivors will have being LGBTQ in some way as part of there lore but not be their main and only character trait
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Well im going to take the other stance on this
deathslinger
because If he tuned his gun back to how it was when he first made it a ranged disembowelment would be pretty devastating in a fight
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honestly keeping the glitch as a marketing tactic to make more money while patching it for only specific sets that break like clown with a different head would probably earn them more money then outright patching it
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1951211#Comment_1951211
Disagree. Harder gameplay should be rewarded by better results.
Harder gameplay is rewarded with better results (sometimes)
Examples Spirit and Nurse
Sure they can both preform pretty well even with decent people playing them but when you watch people go the distance one becomes a mountain that is insurmountable by most while the other is spirit, not saying thats a bad thing but once you have sound down its as simple as perfecting your craft, but nurse has potential to go far and beyond anything a spirit player could ever hope of preforming.
Example Freddy and Blight
Sure you can say how easy it is to 4k with freddy, even tell me you have 10 games in a row without any escapes because of how strong his power is before you had a game where survivors did all the gens and 2 got out, but having seen my mountain of experience with blight I can tell you one pales in comparison, blight is infact one of the strongest killers in the game with both one of the highest mountains to climb and one of the strongest payoffs I can count the number of fully powered gen exit gate escapes on one hand, its 4, with 8.4k lethal rush hits landed on blight
Given the right characters enough time their potential truely shines which makes even spirit and freddy pale in comparison to some of the most potent characters in dbd so don't fret about harder gameplay being rewarded, it currently is.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1951054#Comment_1951054
Being good in a fps arguably takes more skill than looping in DBD. FFS people rip on killers like survivor is so hard, just sprint burst to the main building or shack and you run around and around and around. It's not rocket science and any m1 killer is easy to loop because the mechanics of the game literally don't allow them to get a hit in unless you screw something up.
That's not to say there aren't good survivors and these good survivors are normally able to adapt and keep a spirit and nurse running too, but I see so many red rank survivors that have their ego boosted by exhaustion perks, god pallets and holding W. You can actually waste a lot of the killers time with no skill required.
being good in an fps is one thing but having the fps suddenly play at the speed that dbd plays at it becomes much easier especially when you are the only one with a gun and you can force most shots successfully
however yes that is not all there is to it, its basically playing dbd then a fps on top of it which is a combo that requires a bit more out of the average person
it has its ups and downs to it but skillwise and gameplay wise that someone who is skilled is hated
2nd parts a bit ranty but yea people who think they can do something with god pallets make them good at the game are wrong, it's about the people who can make something great out of something bad that are the survivors to watch out for
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1951110#Comment_1951110
I had no idea holding M2 to look down the barrel of your weapon took skill. The prediction is 50/50. The spear travels at such a high velocity that survivors don't have time to dodge it. They either preemptively move out of the way or the killer simply misses. I mean, that or your projectile phases through your target.
so you agree that it takes skill to not miss the target, thanks for playing
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1951271#Comment_1951271
Holding w isn't really counterplay though is it?
alright look at it this way
you can't loop freddy due to his power
so instead if you spend the same amount of time running in a straight line towards a pallet distanced to drop it before he hits you, you would have spent the same amount of time reaching it instead of just looping something with a normal m1 killer
the difference is that it cancels out freddies power because its only strong at loops and not strong in a W chase
1 pallet against a 115% speed killer buys you 2.7 seconds if the killer breaks it
in 2.7 seconds a survivor can gain 10.8 meters of distance the killer only gains 0.6 meters on you per second which gives you 15 seconds to run and find another pallet
looping against a killer wouldn't save you any time just stretch out the 15 seconds around the loop
freddys power cuts loops short so if you don't give him a chance to cut a loop short by finding a pallet around the 12-16 second mark of a w chase you can use that pallet to keep the chase going, and you spend the same amount of time pallet looping within the W chase so not much of a loss
You can also loop around most windows but only 1 loop unless its already trapped which makes it a no go
at that point he is just a weaker trapper because he would have to prepare ahead with his power instead of being able to use it actively
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1951054#Comment_1951054
How can you compare Deathslinger with Freddy?
Deathslinger has to actually aim well and predict movement
Yea Freddy Just has to abuse the fact that no one actually does the counterplay against him of holding w instead of looping
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@DetailedDetriment said:
When it comes to characters like Freddy and Deathslinger, the only amount of skill required to perform well is learning tiles. That is what players find annoying. The worst is how players know the ins-and-outs of Slinger by just playing Battlefield.
I know they feel robbed because of how much more they had to learn but still the killer has to do something they don't get everything with nothing it still takes a bit even if its less than the survivors might want them to have to learn
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@Lexilogo said:
Yep. Even if you boil things down to a literal M1 Killer against no Perks, no Items Survivors, the process of looping, trying to keep track of/predict the state of the other players in the game, and using those opportunities to achieve your goals absolutely does take skill. That, while it might not actually retain a playerbase due to not being very interesting, would still have a skillcap worth several hundred hours.
with that said freddy very consistently gets results that are too good in proportion to the effort you need to learn him and spirit while having a much higher skillfloor has a similar problem, thank you for coming to my ted talk.Im not saying that certain characters don't take what feels like mountains less skill to still get a good result im just saying to some level you always have to somewhat play the game to preform
but yea more skill based play for freddy would be nice -
@DetailedDetriment said:
When it comes to characters like Freddy and Deathslinger, the only amount of skill required to perform well is learning tiles. That is what players find annoying. The worst is how players know the ins-and-outs of Slinger by just playing Battlefield.
Nobody can have skills across genre and use that as a selling point to interest people in new characters
thats not a good marketing tactic
having characters with skills across genres of games
now thats a good marketing tactic
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mathmaticall survivors can manage
25% of the gen in 5 seconds
about 28% in 14 seconds after
7% more if they have streetwise
thats only 60% of the gen in 22.5 seconds
so telling me 4 gens done in 27 seconds is way too much
(counting all survivors have same build and split so 4 gens at 60%)
cheating is afoot
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1949597#Comment_1949597
yeah i have a build as well that counters gen rush and make the survivor game crash so i get a 4k, but ya'll dont deserve it...
why would I need that I play blight thats enough to win every game
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1948485#Comment_1948485
"Im keeping it secret" this isn't a circus bud, this is a forum, basically you're making this is a "yes, no, yes, no"
I know a build that is amazing in team based and solo play that counters spirits with stridor as well as soft counters plenty of other killers in the game but yall don't deserve it anymore
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1948092#Comment_1948092
There are 21 killers (I think) and using a specific build to counter a specific killer doesn't work.
Survivors dont know what killer they are going to face and using stridor isn't usseles if the survivor doesn't have iron will, it is a really good perk on her, and if the survivor have iron will, well, ez win.
Using a specific build to counter a specific killer does work its just finding a specific build that works in general still on everyone else that nobody wants to spend their time or effort on (I know one though but im keeping it secret)
There are 22 killers
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@RaginRendon said:
https://forum.deadbydaylight.com/en/discussion/comment/1947622#Comment_1947622
I shouldn’t be forced to equip a perk for a killer that I won’t always face.
So why should spirit have to equip stridor to hear sounds against survivors they might not always face just to use their power
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That's actually an undying shadow nerf, having your aura revealed by a dull totem from undying reveals the hex.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1944141#Comment_1944141
I agree that an obsession in every game would be nice, but there needs to be a give and a take. Removing the pressure of no obsession (because when I see an obsession as a killer I instantly think they are going to take stupid hits still) means there has to be something given to killers if your removing that. My suggestion was allow for 2 obsessions if 2 people take obsession perks. This would be a buff to killer, letting them know there is multiple ds's. Just a thought.
Survivors get a lot of information on when the killer is chasing someone (the obsession) so having 1 obsession hard cap is for the sake of game balance and having 2 would make survivor much easier
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While thats still the best blight build to some extent due to his mobility, there are more ideas you could do
Hidden Skillcheck blight
Vigos Journal + Soul Chemical + Huntress Lullaby + Undying + BBQ + 4th perk (probably ruin)
Hard Skillcheck Blight
Soul Chemical + Unnerving Prescience + Huntress Lullaby + Moniter + BBQ
Information Blight
Whispers + BBQ + Thrilling + Pop
Snowball Blight
Alchemists ring + Moniter + Infectious Fright
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Kinda but not exactly, playing killer feels completely normal, I just play blight who can manage to wipe the floor with people 3 times before they hit the ground
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Honestly with the change coming to ds I think an obsession in every game is a reasonable change to come along with it
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@SilentPill said:
https://us.v-cdn.net/6030815/uploads/0D14OX72EX1J/715c48c8-bf98-43ea-ba37-1555f64be137.png
https://us.v-cdn.net/6030815/uploads/VF58FIHNPO2X/7f3d51f7-d804-4a82-b459-c8a5ac42ad0f.jpeg
https://us.v-cdn.net/6030815/uploads/47BETP71DMXK/737b420f-1870-4297-ba96-834740721253.png
Sleeping on this OP combo!
1/4 games you will get a mori or two off and the other 3/4 you will have 2 perks!
that badham preschool one is very dated
the game one has been moved into the corner so its a little more hidden if it spawns there (it can also spawn in the room above which is decently hidden
hawkins only has like 2 bad totem spawns the rest are extremely well hidden
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They are on the opposite side of the coin, don't care for what they say they don't know what you go through
the vice versa is also applicable don't insult them or belittle them you don't know what they go through, just give them a gg and hope that overtime they learn to do the same
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It still gives deepwounds ingame I bonked someone with bt and they got the deep wound timer
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Its actually closer to 29, the map has 25 tiles (door tiles are merged with the tiles next to them for pallet spawns)
the 21 non corner tiles have 1 pallet each, with either a pallet on the floor above or a pallet on the floor below
Corner tiles can have more pallets detectives room that always spawns includes 4 pallets 2 top and bottom
Staircase has 2 pallets one top one bottom (up to 27 now)
the other corners have 1 pallet each and include the drop down room with the staircase
the room with the pallet behind a storage rack
and the room with the top floor pallet that is next to a hole in the floor
most of the corner room pallets are god pallets with 3/5 of those tiles including god pallets
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1942125#Comment_1942125
Eventually they'll have to slow down at somepoint. You cant have dozens upon dozens of killers and it allows players to get more hyped and speculate more.
Not with that attitude, but also with a 6 month most peoples boredom levels would far surpass any hype they could muster
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Content is the lifeblood of this game if it slowed down the game would stagnate to the extend where people might have enough freetime to make a game that updates faster with a similar premise
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Got tired of doing 4+ gens a game while gremlens walk into bushes around me so I decided to play killer
haven't shifted main since
will still play a few rounds of survivor to remember why I don't play survivor
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1941460#Comment_1941460
That's literally not map rotation though, that is players using the offerings to pick the map.
This was with an offering so that means the map being disabled trumps using addons to play outside of map rotation my guess is the game isn't disabled only crotus and autohaven wreckers
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Yea, this doesn't really even see like an issue 99% of the time unless the killer has knockout you can tell when the killer picks the survivor up and puts them down, what difference does it make that you can't see the timer
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whats the point of stealth if its not actually stealthy
if you want to remove stealth give up another perk slot or switch out object
if you want all in one with aura and removing stealth for one perk slot thats just entitled and not a sensible idea for balance
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Thats just how bodyblock works
when you lose collision the killer can hook so you can only take 1 hit under the hook due to how long you lose collision for, just take a hit earlier then run under the hook using the speedburst and by the time the killer makes it there you will have collision again
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Changed in the twins patch from 8 meters of aura reading to this
Almo likes it though he said it himself its a more fun and unique addon
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botany knowledge makes 12 charges a full heal, any addons or items that make multiples of 12 are your go to
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Distraction build
Red herring + Pebble + Head on + Quick and Quiet
Speed Build
Fixated + Spring Burst + Tenacity + Hope
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Killer feels exactly the same ive had my lunge start point blank against a survivor and it not hit the survivor and just wiff on them without them using Dead Hard especially with nurse
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The problem is forcing yourself
just relax and when you feel up for a few matches play them casually
that and ignore the forums so many people treat their poor ideas and morals as gospel so its really hard to enjoy "discussing" with a lot of people
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@Vompo said:
https://forum.deadbydaylight.com/en/discussion/comment/1934955#Comment_1934955
So is this a new thing or old?
Nah glitches are a constant thing
99 glitches in dbd
99 glitches in game
take some code patch it around
108 glitches in dbd
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Its also the same in reverse, played nurse was physically point blank against survivors, still whiffed attacks even if I was on top of them for the entire lunge
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@Asssblasster625 said:
https://us.v-cdn.net/6030815/uploads/57IZGSCQNI1B/image0.png
Bring the old one back
you forgot to add the minecraft stone axes into the hotbar to represent the 5 hatches huntress has left
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The problem with the constant patches is that sometimes files mess up, Idk if its your internet or storage that is slow to make the download take 10 hours
but yea every year or so you will probably have to reinstall the game on steam due to the stacking of small file errors
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I already miss my custom icons, they looked so pretty
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So the thing with breakable walls is that there are only 7 that spawn in the map, 1 per gen, and where they spawn is right next to the gen on the wall the gen is against or near it (bathroom gen)
So basically you can predict ahead where the breakable walls are and most of the time use them to corner survivors and force a hit or two
