burntFuse
burntFuse
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- burntFuse
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Comments
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1363853#Comment_1363853
Name a fix? Entity progression slows up to 90%, based on killer's proximity to the hooked survivor. There you go.
I don't know about 90%, but that's a better fix than the piddly Emblem penalty the game currently has.
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I just chalked it up to a wave of clueless newbies, but frankly this is something I've always seen people do in this game.
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Just throwing this out there because it kind of relates to this and all of the costumes are a bit overpriced when you think about it, but Robbie the Rabbit should have been a package deal. Expecting anybody to buy the same costume four times for each Legion character is ridiculous.
Also, introduce more shard costumes! There isn't a single one on the Featured page currently!
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You wouldn't need BT if you'd just pull people out of the cage before the killer runs across the entire map. If you see the cage icon pop up, just start running in the opposite direction and they'll probably spawn right in front of you.
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It'd look great, but you're already halfway in the Otherworld. If it peeled any more there wouldn't be any walls left.
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I'm probably going to lose my mind if they ever get around to doing a Nurse tome. I just recently finished her achievements and I don't want to ever go through that again.
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I agree that it should be removed if you're hooked. If you opt out of using it on the first hook for any reason, that shouldn't earn you a freebie for the next. The choice to hook or cage should only last for one instance. After that, if you want the option again it should be earned.
@Orion said:
I think it's consistent. Madness isn't removed when you're hooked either. In fact, there's no killer-specific effect that gets removed upon being hooked, to the best of my knowledge.
Freddy's dream state.
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Apparently some players have made a point to single out Lisa's to protest the new legendary costumes and her price tag. Saw a thread calling for people to tunnel/mori her whenever possible. If anybody is being toxic tryhards, it's on the other side.
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Killer Royale: No Escape
1 Killer. 99 Survivors. No hooks, No Gens, No Way Out.
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I love that a power that puts survivors on a hook on the opposite end of the map from the killer is still considered a tunneling incentive. Just be honest, tunneling happens because it's just a good strategy for any killer. Getting a hook after one hit is better than two, and having three survivors on the map is easier than four.
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Wait, what?
go to game and type in code
...Wait, What!?
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Forget Lisa. I want a Bubble-Head Nurse custom for...well, Nurse I guess.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1356637#Comment_1356637
Bunny Mascot Costumes fell into the Entities world with a bunch of stuff and garbage. They immediately decide to wear them.
Thus they are Furries. LOGIC!
I think the important thing to ask is if they're wearing the costume as a disguise, or because they want to be that character. I feel like Robbie the Rabbit being used by a gang of troublemakers fall into the prior category, while the Clown parading around as Mr. Puddles leans towards the latter.
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Is it weird that the inner garden has a loop with two consecutive pallets? I feel like that exists only for PH's benefit.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/1356637#Comment_1356637
BC elephants dont have enough hair/fur? idk compared to bunnies and stuff i guess.
Whether or not elephants are furry, Clown's suit is still felt and falls within the same category as other cartoon-like fursuits. Could you imagine how much worse a realistic elephant suit would be? All rough, leathery and saggy.
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Why is the "Let's not ruin the game..." argument always on the survivor's side? Killers are dealing with just as much frustration, and they don't have three other players backing them up.
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Map knowledge and experience with a basic M1 killer isn't helping me at all with playing Nurse. Her power does more against you when you can't use it well, and you're too slow to do anything without using it. On top of that I keep landing in the basement.
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Still waiting on the Steam release as well. Only thing out right now is the update patch.
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The saloon and temple both have spots where the totems are hidden inside boxes or inside of cracked rocks at the base of the windmills and pillars.
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Who is the worse survivor? The guy who doesn't stop to heal his teammate, or the guy who runs away from teammates to Self Care in a corner?
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Dumping a killer onto another survivor is a valid strategy. I'll run right over your scratch marks and Quick and Quiet into a locker if given the chance. If they can't survive after that, it's on them.
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Crutch perk or not, without it there's often no other way for a killer to stop a survivor from running halfway across a map to an open exit. NOED at least forces players to keep making smart plays rather than ending the game with a mindless bum rush.
Hell, most survivor complaints seem to revolve around not giving them freebies. Killers should start making idiotic complaints right back at them, like "You kept fixing gens I kicked!"
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I'm a terrible survivor. Can't keep up a chase and I'm awful at rescues. Only thing I'm good at is dumping the killer onto somebody else and hiding.
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I was thinking Third Seal might help hide his cages, but apparently blindness doesn't affect white auras.
@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/160990/does-anyone-have-a-good-build-for-pyramid-head
I was thinking about this build:
Infectious, Monitor, BBq/TT, then either pop, enduring or i'm all ears.
The thing is to down someone, and if you hear screams, send the downed survivor to the cage and start chasing that other survivor.
If you don't hear screams, then hook that person normally unless they are on final hook and you can mori them. Then using BBq/TT you can find other survivors.
If you hear a scream, wouldn't it be best to immediately do a shockwave in their direction before hooking? You might as well try to injure them as soon as possible and run them off, then once you hook BBQ will hopefully show you where they ran to. Does Pop even work with the cage? And wouldn't you want to try to land shockwaves rather than trying to lunge through pallets?
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Trying to play Nurse to get Adept, and I need to ask what's the best way to just get around the map when you're not in a chase? The standard movement seems so slow, but warping around and constantly being forced to stare at the ground doesn't feel any better.
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I thought Blindness meant the same thing to survivors as it does when a killer is blinded. Didn't get how they managed to dodge hatchets so well when they couldn't see anything.
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Do whatever you want. Moris are a tool the game gives you, so you might as well use them. However it is that you play, you're going to run into survivors who are going to complain.
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Pig traps make survivors waste time, often making them choose to run around injured, to go do a task that causes them to make even more noises. It's not a reliable killing tool, but if you don't mind the incoming salt it's a good way to tunnel somebody.
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On stages like The Game or Hawkins Lab you can also find gens based on the sliding doors. If one of those doors is closed, there's an incomplete gen near it.
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I got lucky and had another survivor loop the killer around a tile while I hid in a locker.
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Farming sucks. If you're going to do it, at least try to make it feel like normal gameplay. If you're just going to throw the match, don't have things drag on longer than necessary. Let survivors get their benevolent points with unhooks, but don't waste their time by slugging them over and over.
I'd comment on survivor orchestrated "farming" matches, but those are practically always one-sided affairs.
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I don't see how preventing you from healing has anything to do with Huntress specifically.
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I haven't so much as looked at the shrine since they added the shop. I buy all the DLC characters and just level them up for teachables, and I'd rather spend shards on cosmetics rather than BP. I can see it being helpful for new players, but I already have a full roster of level 50s.
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Just make all chest items come with at least one common add-on by default. That's not unreasonable since they all expire after the match anyways, and it'd make finding a broken key a slightly softer disappointment.
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If any keys should be removed from chests it's the green ones. Either that or add-on's should be guaranteed for all items found in chests, seeing as they're going to be deleted off the item in any case.
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Out of all the possible enemies, you pick the one that can be completely locked out of playing the game by a single survivor?
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Model swap all the killers with survivors.
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One person depip? At red ranks most likely everybody in the trial is going to depip because nobody's getting points for chases or hooks/unhooks. Every survivor's Benevolent emblem goes right in the trash along with the killer's Gatekeeper. The killer might as well spend the entire match staring at the corner in the basement.
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I spent $10 for cells to get in on the first Rift pass.
I spent the cells I made back to buy the 2nd Rift pass.
I'm going to spend the cells I got from that on the 3rd Rift pass. It's a self-sustaining subscription once you're aboard.
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If three survivors are piled together and I harpoon a guy who has been hooked twice I get called out for tunneling and camping. They do this even when they escape.
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What if instead of speeding up gen repairs, toolboxes added a buffer zone to gen progress where they'll no longer regress below a certain level?
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Judge Doom and Eddie Valiant from 'Who Framed Roger Rabbit?'
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My pro survivor strategy is to let somebody else 1v1 the killer while I twiddle gens and escape.
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I feel like the demogorgan does a good enough job of filling the alien creature niche for the game. It's practically a supernatural xenomorph anyways. I still would like to see the inclusion of a near future sci-fi chapter.
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I feel like there should be an exception for key protection add-on's. They're made to be lost in a specific situation, either when opening the hatch or being killed. Losing these after surviving and exiting through the gate seems ridiculous.
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Bigger hitboxes mean more collisions with obstacles. I'll take a higher accuracy requirement if it means less shots wasted for being too close to a shrubbery.
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I just eat a hit at a pallet to make sure I get the stun. Not optimal, but it's progress.
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@EvilJoshy said:
Maybe let us break the wall holding the window :P
I think the draw back is the shack is a good place to loop the killer but the basement is usually there. If you screw up and the killer downs you. Your ass is going in the basement, which is a dangerous place to be hooked.
Doesn't the new map's version of the killer shack have a breakable wall?
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@53nation said:
I was hoping this was about the achievement. No one ever swaps items with me at the exit gate. No one. Ever. I'm not even sure they brought these items in with them. Swf would solve this. I'm determined to get this by chance. ; ;
Just note who brings items at the start of a match and swing by their hook after they die.