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Thanks for sharing, forgot when I asked though
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I can't believe they really paid attention to a whiny, vocal minority of crybabies and removed bubba's masks
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He's boring and uninteractive, and I wish they'd stop trying to forcibly shove him down my throat just because of the publicity it gave to the game.
They should've just forgotten about that disaster of a chapter immediately after release, just like twins, and move on, not release a tome right after it.
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@Dino7281 said:
I have calculated it few chaptures back. For everyone all perks prestige 3 survivors and killers it was 594 150 000 BP. It's more now, but I am too lazy to count it again...
Roughly my same estimate, good to know
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I noticed that it takes around 10mln blood points on average to get a character from 0 to p3-50 full perks, assuming you don't waste blood points on previous prestiges. It usually takes around 1.3mln bps or so to get 0-50, do that 4 times + getting all the perks ~10mln
So, 29 survivors = 290mln blood points
26 killers = 260mln blood points
Total of 550mln cumulated blood points
Obviously this is a very rough estimate and based in my personal experience where I try to optimally do bloodwebs where I waste the least amount of points.
Usually after level 50 a full bloodweb costs around 50k bps per level unless very lucky with branches
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@Alpa said:
https://forum.deadbydaylight.com/en/discussion/comment/2728677#Comment_2728677
It already is bro. I'm sorry to say. I haven't had to deal with more competitive people in my life when I get to higher mmr
I'm sure you're at high MMR buddy, everyone in this forum is
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I equipped every survivor i have fully perked out with a different build and swap based on the mood
My favorite builds are the ones I have on Zarina, Meg and Dwight (Kindred/Open Handed/Windows of Opportunity/Visionary, Saboteur/Resilience/Breakout/DH, and Bite the bullet/Botany/Lucky Break/Desperate Measures paired with a medkit )
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2725076#Comment_2725076
It's when all the school children are asleep so suddenly you get people who are either semi competent or who aren't at all taking the game seriously, or who are just really terrible. It makes for a much more entertaining experience to watch two equally terrible players run a tile while you stand watching in the background than it does to get facecamped at 5 gens by a Pig w/ 4x slowdown, map offering, and busted add-ons who's name I shall not mention but anyone in EU should know who I mean.
Is it someone who was added to Seth's list and then removed?
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No, I don't want it gone. I want it reworked to actually be a real SBMM and not based on kills/escapes, which literally mean nothing
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@foxsansbox said:
How to find survivor mains that refuse to learn counterplay:
Create a Deathslinger thread.
Holy cow it's like their call to action.
What kind of counterplay do you propose to quick scoping? I'd be interested to learn it, might be useful on FPSes
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It's gonna basically be something something if survivors vault/drop the pallet use your power and hit them, if they don't then fake it and hit them
Alternatively it's going to be something something spam stuff that hinders survivors forcing the pallet drop or the m1
Anything well designed, powerful and entertaining for both sides? Hahah nah
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Favorite: the new map (finally not an indoor map, even though it is really too bright)
Least favorite: way too many. Boons, trickster, artist, the eternal farming not having been addressed yet
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2723549#Comment_2723549
Imagine thinking bloodlust is a 'hand holding mechanic' 5 years into the game's life.
It exists to ensure Survivors can't infinite, since they're literally, not supposed to be able too.
But I guess, if some folks scream 'NoED rewards failure' others will scream 'Bloodlust is handholding'. It's like some people don't understand game design and just think 'This prevents me from winning, therefore it's to be shunned'
Keep coping
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2723010#Comment_2723010
Killers don't have one single handholding mechanic, so I don't know what you're on about there. The egc timer literally slows to a snail's pace when someone is downed or hooked, just to give the survivors more time. And no, we don't need an EXCHANGE for 99'd gates regressing. That should just be a thing, plain and simple. Survivors escaping when egc is finished would absolutely ruin this game. There have been so many matches in F13th where people just run out the time limit, and it is so boring to play and to watch.
Right, let's pretend bloodlust doesn't exist
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@PlayTwink said:
Killer should have an option to smash a totem
With the addition that smashing isn't the same as cleansing, aka can't smash a totem and place pentimento over it
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@TeabaggingGhostface said:
99ing doors is an exploit imo, it needs to be changed somehow
You used the word that starts with e, your opinion is automatically discarded
Remember to never 99 survivors while playing Ghostface or Myers, it is an exploit /s
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@Chocolate_Cosmos said:
You don't want Twins to get nerfed (again) right?!
They are allready in a pretty bad spot now and the chance to see them in your games is lower than fiding a Unicorn next to your house.
This but meant in a positive way
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How did nobody mention midwhich yet? It's disgusting
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Everyone in this forum has high mmr but they keep losing, I'm bad at maths but things don't add up
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Here we are with this same quirky thread again, for the 748385 time
Ha
Ha
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Thanks for the interesting thread and the engaging replies, it was really nice to read
Quite a sarcastic remark but I felt it under my skin like a sort of itch that while reading this thread I'd come across some well known forum faces negating even this kind of evidence because if doesn't fit their "killer is inexorably weak" mindset :/
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@ermsy said:
I always thought doing an m2 while with devour hope up would hide the fact that it's up.
Going against nemesis today, he m2'd me and i got the notification. Is that a bug or a change I missed?
Neither, it's always been like this. I think there's just one killer whose M2 doesn't reveal DH, but I can't even remember who it is
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/295708/the-game-has-become-unplayable-for-killers
And this is why I put in the work to master nurse.
Nurse says ######### you to dead hard, can easily (once mastered) chain/follow up with hits and maps (outside those with two floors) don't tend to mess with her.
Cringe
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Twins patch.
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Only buff he needs is the breakable wall animation to be him slamming the wall with his wiggly belly
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I'm honestly curious how you could tell the difference between the badhams. What makes the layout of 2 and 5 stronger than the others?
Also, I'd put coal tower to killer sided, and suffocation pit and midwhich to neutral
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Offence for m1s, information for top tiers
I don't like that much stalling/regression perks
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I still can't believe they finally gave her directional phasing sound to finally grant some counter possibility that wasn't a 50/50, just to give her an addon that completely removes that counter option yet again.
Delete those two add-ons for real
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And here I thought people played with their friends because they wanted to play with their friends
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Depends on the kind of killer or survivor I'm against
Anti loop killers or early runner survivors that just predrop are boring. Anything else is usually fun
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Totems have always the same spawns.once you know the general area of a boon, you know where the possible spawns are. Then you follow the sound
It's just painful in multifloor maps, where the sound can be deceiving, but on every other map I have no problem locating them at all
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There's so much counterplay to alchemist ring that even in tourneys where people play "at the highest level", where the game is "clearly survivor sided and only nurse can compete", it's a banned add-on
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This post is literally the reason why we need mmr.
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She has a kill rate around 50% according to stats. Why would she need a buff "by bhvr's logic"? Statistically, she's perfectly balanced.
Also, after 749395 times I saw this same exact post, can I say it? Yawn
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Can we apply the same for killer, so we don't get nurses with 4 stackable slow downs?
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I guess I can endure it since it's the last time I'll have to deal with that garbage ass map
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See, the issue I have with this video is that it gives for granted that if someone dead hards, dash attack should go through them.
Well, in my opinion they shouldn't: the killer attacked that specific survivor, the survivors DH'ed, the killer missed and the attack is over, it shouldn't keep going towards another survivor. So, as I see it this change is perfectly fine in the context.
The issues is different with projectiles, as they are, obviously, projectiles, and nemesis not breaking the pallets.
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I just wanted to share a clip I recorded back in June:
Watch "e" on Streamable.As you can see, my hit went basically through that survivor (it wasn't even a full lunge). This is exactly how dead hard is supposed to work. It's something I'm used to, because my ping is good enough (25-45), and in my experience dead hard always works in this way when I play killer.
This isn't a dead hard buff, it's a fix. It's also taking away the unfair advantage people with worse connections had, as the hit was registered on their side regardless of the survivor's action.
This whole situation kind of reminds me of the change they did to J flicking, which console players complained about as it gave an unfair advantage to killer players (as console blight couldn't j flick). Same thing: an unfair advantage removed, which balances out players with good and bad pings.
The annoying part is the scream, that could have been fixed already by releasing the animation only if the server acknowledged the hit. The delay would probably be unnoticeable most of the times anyway
