fluffybunny
fluffybunny
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- fluffybunny
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Comments
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I agree with this. Huntress Lullaby should affect the Jigsaw Boxes.
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@n3on said:
Who else is tired of seeing comments designed to undermine a persons character in order to either bolster their own opinion or dismiss someone elses. Just stop it people, it costs nothing to be nice and respectful and whats more, people will like you, respect you and appreciate you for it.
I used to use this perk but I got tired of knowing my team mates can see everyone's aura and continuing to do gens anyway.
First part to me or to him?
I've had a game where someone had kindred while both me and another person was on the hook and both of the gen people decided to stay on their gens until the other person died and I was second staged. @n3on
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Join July 2018 and I believe it was to report an issue I was seeing in the PTB if I remember correctly.
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@RoKrueger said:
https://forum.deadbydaylight.com/en/discussion/comment/384408#Comment_384408
I started using it when I read that it countered the new DS. It was an Entitys sent!
No need to waste survivors tears though. Just don't equip DS, that way I would have wasted a perk slot.
It isn't a wasted slot, though. It's useful with pallets, too, that way you can eat the stuns and not worry.
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@HazeHound said:
@fluffybunny somehow i doubt it that you are consistent r1 and still don't understand core game mechanics and value of teamwork. Unless you are just hatchstandoffguy every trial :P.
That's hilarious coming from someone who thinks Kindred is one of the best perks.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/388724#Comment_388724
I'm glad it's not bugged and sometimes doesn't hit. I'm glad it's super easy to aim and doesn't curve making it impossible to hit around corners. I'm glad it goes through walls. I'm glad it doesn't slow you down extending the loops and making it impossible to hit. Also, "If you get them in an open area." So, something any killer can do, except more efficiently? I don't know why anyone thinks she's strong, but I will assume you're the kinda champion that runs in a straight line and wonders why you broke so fast.
Also implying broken stops loops or pallets. Amazing
If people cleanse. Yup, I love my power being in survivors hands and fully healing them. Thanks BHVR, very cool. She's been out for what, about a a week and people are already hard countering her with baseline mechanics in the game? What a stellar killer.
You can hit over objects, which is something Huntress can't do, because of the curve. Isn't this an issue of people not wanting to learn a new killer? If you get a survivor while they're out positioned, you can spray them with your vomit and then one down them. That's something only a few killers can do since when you hit the survivor, they typically get a speed boost and can run towards a safer area. I haven't had troubles with her personally, but the people I'm facing aren't really the best since I'm stuck in higher ranks thanks to the new ranking system.
While her slow affect could be reverted for all I care, you do realize it notifies the killer of the survivor's position essentially when they cleanse, right? And once again, it gives you one of the strongest aspects of hers.
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Typically 1, though the new ranking system has me stuck between 9~10 since it's reliant on the team being somewhat competent and solo play is a massive mixed bag. A little more coordination wouldn't hurt. You'd understand if you played solo survivor.
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@HazeHound Because it's like Boil Over in a SWF group and I shouldn't be asked to bring a perk in case I'm hooked with randoms. c: I'd rather just not get caught and use better perks that help me while I'm on the ground and not dead.
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Her power can still be used to one-down people if you get them in an open area and if people cleanse, you have an ability that can hit through people and get them from further away. I don't know why anyone thinks the Plague is weak.
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@Hazehound It would benefit solo players and if solo players are brought up to the same level as SWF, killers should be able to gain tools and buffs to counter both. There shouldn't be easy games and hard games depending on if you're going against randoms or SWF. The perk is in no way the "best" perk, either lol. Is Boil Over also one of the best perks in the game for you?
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I don't think I get the joke.
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@VoodooTheKiller said:
https://us.v-cdn.net/6030815/uploads/789/VW49XFT7GKZ7.jpg
https://us.v-cdn.net/6030815/uploads/393/LBSFHXX6RHDC.jpg
1 dc at the end of the trial, 1 went to second stage on first hook, and 1 gave up on first hook....i still pipped. You are wrong about what you think it takes to pip and not pip.
Survivor is still a pain to pip with. Your team has to be somewhat competent, but not too good and the killer needs to be good to. Anyone throws the game and you're likely not pipping. @VoodooTheKiller
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/388400#Comment_388400
Again I will kindly ask you to please consider inactivating DS if someone else is hooked during the 60s timer.
That way it stays only as an antitunneling perk and not a 60s free escape regardless of anything else.
@Condorloco_26 Billy or nurse could easily counter DS, then. We don't need to buff two of the strongest killers while nerfing all the other ones. Allowing the perk to not be affected by Enduring isn't even a big deal. The stun time is short and at the start of picking up, so you'll be back to doing stuff quickly. If you find yourself having an issue with the new DS, change targets.
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/388400#Comment_388400
because why should a killer perk ever counter something of the survivors kit right? we need more second chance perks and free escapes in this game.
I agree with @Peanits.
@Kenshin It already has counters. Wait out the timer or change target. The stun isn't even long and it's right at picking up, so you'll be right back to doing stuff quickly. It has changed from a free escape to something that has a prerequisite (being tunneled off hook).
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@Saint_Ukraine said:
I used Kindred the other day, and no one came for me. I died on my first hook. Bunch of f*cking a**holes. Took that sh*t off and put on perks to help prevent my getting hooked in the first place.
@Saint_Ukraine Why it should base-kit. Solo players should get the same information SWF gets. They shouldn't have to waste a perk on something like that especially since if you get hooked while solo, you're likely not getting off, even with a perk to help coordination.
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If you have items, take them off. I play SWF sometimes and don't get dodged.
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You need a good balance of both, imo.
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@Master said:
https://forum.deadbydaylight.com/en/discussion/54135/fix-your-vaults
The killer is able to hit you through the window, try it yourself in kyf. Let a survivor or position himself in front of the window and the killer can hit him from the other side even without any vaulting involved.
There is no magical forcefield that activates after you vaulted thw window
@Master I think they're talking about the bug where you vault something, but it doesn't actually vault it. Like you fast vault at the window, but it doesn't allow you through or something. I've had it happen to me once.
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@HazeHound A troll? No, it isn't pointless and wouldn't be broken. Go back to your bridge, please.
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Yes, they buffed Kindred instead of making it base-kit. Many don't want to waste a perk slot on something SWF doesn't need to bother with. Don't blame them.
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@Khroalthemadbomber said:
Yes Enduring makes it virtually pointless, but in turn, you actually need to have a killer RUNNING Enduring for that to be that case. By that standard, because I run Stake Out, Ruin is useless as all of my Tokens make my skill checks successful Hex Skill Checks.
I actually made good use of the new D-Strike yesterday, running into the basement to rescue a survivor from a camping killer whilst d-strike was active. The one I rescued had Borrowed Time on them so the killer went to pick me up, and I stunned them for the escape.
The main difference from before is that it's not as braindead as it once was. You actually need to think about what you're doing before you use it.
Though for stake out, you need to get tokens for it to work. It isn't really an apples to apples comparison. @Khroalthemadbomber I think the issue would be if Enduring is still considered a meta perk to killers like how DH, SC, Adrenaline are for Survivors, for instance. I was thinking that Calm Spirit counters Spies, but neither are meta or often used (calm spirit, at least). So I'm not sure if that's a fair comparison, either.
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Claudette would be sneaky. You wouldn't see her coming until she was on you.
Meg would have sprint bursts. Gl trying to outrun her.
Nea would fall on you from above.
Jake would drop hooks on your head.
Dwight would trap you in lockers.
@thatguyinktown I'm pretty sure they're referring to if survivors were killers for other survivors.
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@PinkEricka said:
https://forum.deadbydaylight.com/en/discussion/comment/386230#Comment_386230
@fluffybunny With the new matchmaking system that just got butchered... If you’re finding lobbies fast but you’re getting high ping killers.. just dodge. You’ll find another match quickly WITHOUT having to wait a long time.
Dont want to take the chance that you’re playing with rank 15 teammates? Play with friends.
I was waiting longer than before in solo que just to join a red ping lobby I had to dodge. The only one benefiting from the change is SWF.
Dont want to take the chance that you’re playing with rank 15 teammates? Play with friends.
They're shooting themselves in the foot if they really think it's a good idea to limit survivors to SWF. Killers don't even like SWF, so it doesn't benefit anyone to pair solo players with lower ranks/newbies, which they often were.
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I'd rather have long wait times than bad ping and rank 15 teammates.
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Kate 'cause she's a cutie.
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If you get all but one totem, the last one could be in a hard spot to find. Honestly I usually don't bother with totems anymore unless they're on the way. You can work around NOED and if it's an issue, you can always find the totem after the fact. Sometimes I'll keep them and check back, too, to see if the totem was lit up after match.
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@NeaJovovich said:
Solo queuing is all I do.
I'm legit taking a break from this game... everything from the toxicity of the Killers playing cheaply to the Survivors literally doing NOTHING while I loop the Killer for a good while.
Then I get hooked and all the Survivors literally just crouch and inch towards me. Then they want to spring to action once I hit the second phase of my hook.
Then I log on to these forums to see ######### is going on and I see Killer Mains saying "DoNt GeT yOuRsELf iN a PoSiTiOn To bE cAuGhT bY tHe KiLLer."
I'm sorry to break it for them, but getting caught and chased by killers is literally part of the game design - DUH. The fact they would say that is beyond ridiculous and just goes to show how much of their input is null.
@NeaJovovichHonestly everyone should just SWF with how things are currently, I guess. Bite them in the butt since those same killer mains rarely like SWF.
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I've had troubles pipping, too. You get people dropping like flies (or straight up running into the killer's arms after you save them) or DCing. In games where everyone gets out, I sometimes still don't pip especially if the killer wasn't very good and didn't catch anyone.
There honestly should be more built in things to help Solo. It needs to be brought up to SWF level, but they're being coy about it. No, I don't want to waste a perk slot on Kindred if I wouldn't have to in a SWF. Why does that not make sense?
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@Nikkiwhat said:
It's vastly tighter to get pips as Survivor for the games I get.
-only 2-3 load in
-almost 2 DC every game or every other
-Killer Tunnels and camps a person down and teammates don't do gens.
-people get downed way too fast
-frequent games with horrid ping and Hitbox issues.
I'll be lucky to get a pip nowadays
@NikkiwhatI've experienced this, too. It's so frustrating.
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Sometimes people want to say "gg" or to check what the killer was running. Other times, they could be watching 'cause to see if everyone makes out. I always laugh when I check to see if everyone got out and see someone got caught 'cause they tried to get the NOED totem despite not needing to. They kind of have it coming then.
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I also really didn't like DS. It felt unfair some got easy mode due to the perk and could easily bully and throw the game with it. I also think either Enduring shouldn't affect it or it should be back to its old times (4 seconds I believe). Either or seems fair to me.
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@Theluckyboi said:
https://forum.deadbydaylight.com/en/discussion/comment/382431#Comment_382431
How many killers you see running enduring after the latest update? almost nobody uses it unless they wanna try an anti-loop build
@Theluckyboi I've seen people who make a hobby of tunneling say they put it on since it completely counters it and they like ruining survivors' days or something like that.
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@wisdom said:
https://forum.deadbydaylight.com/en/discussion/comment/384265#Comment_384265
You want to slug every survivor every time on the off chance they might have ds?
Yes, slug all the survivors regardless of if they have recently been on the hook or not. 1000 IQ plays.
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@Kenshin said:
thank god its like that now. DS should not be in the game anyways. i still remember the unrelenting change. from meta perk to no one every used it again.
Old DS shouldn't be in the game. The new variation has requirements. The user needs to be tunneled off hook or farmed (which both are unpleasant) for it to go off and it has a minute timer. Enduring is quite the meta perk, too. You can bring it to counter looping and pallets, for instance. It isn't like it's just to counter these perks, so it isn't a gamble to use.
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It's probably a bug tbh.
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Yeah, solo's significantly harder. I've heard people can't leave higher ranks 'cause the people they play with are really bad and I've experienced quite a few sweaty killers and dcs/suicides. I had a game where three people DCed at once at the start and of course the killer didn't go easy. I've had too many games where I was tunneled off hook, too. It's worse than before.
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@NoShinyPony said:
@fluffybunny Okay, I get what you mean.
Imho it would be enough if the devs lowered the amount of emblem points you need in order to pip for mid- and high ranks. Also from a technical point of view, that could be adjusted super quick.
@NoShinyPony Yeah, sorry. I wasn't sure how to adequately explain it. I was thinking that, too, though. A slight adjustment and to just have the ranking go by the same amount would seem fair to me.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/383102#Comment_383102
I was agreeing with you and telling him what your point was. I wasn't saying to "git gud".
OH I'm a girl. You were referring to me when you said he? Sorry, I misunderstood.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/383116#Comment_383116
@fluffybunny What do you mean by "the notches should count"? The notches represent the emblems.
@NoShinyPonyI mean like the fill up parts. There's a lot of space that counts for nothing.
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@NoShinyPony said:
@fluffybunny If you get good teammates, you are not going to pip either. Keep in mind that survivors split the work between them. Survivors are basically competing for emblem points.
You are only going to pip if you do the majority of the gens, the unhooks and juke the killer for 3 gens' worth of time. That won't happen with good mates.
@NoShinyPony I think the intent was to have killer pressuring everyone equally while keeping pressure on gens, but I don't think there is a killer that can realistically pressure both gens and survivors during chase, for instance. Not easily, at least, if there are some. I'm aware that having really good teammates will likely give me a black pip or a depip, though I'm mostly talking about having semi-competent survivors. Honestly the notches should count towards the pip and not just the emblems imo.
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@NoShinyPony said:
Yes, it's too strict. You should pip with that on green ranks.
I remember someone expressing (don't remember who) how the buffering zone between the emblems should count towards the pip and I agree with that especially with pipping this hard. There's a lot of dead zone.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/383049#Comment_383049
He's making the point that you will often be pixels away from a pip. This happens all the time to me at purple/red ranks.
I didn't know "Git gud" = "I'm also pixels away, too." The point is that this is bound to happen during reset, too, and many people having issues pipping at the red and purple are likely to have issues higher up, too. I'm someone who's almost always at rank 1 and can play competently. The thing holding me back the most is people killing themselves on hooks, farming you when hooked, and just not generally going for the save. I play competently despite people DCing/killing themselves on the hook, and I'm rewarded with a black pip in most cases.
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A light show! Woooweeee
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@Bug_Reporter said:
LOL
G I T
U
D
You arent even playing at red ranks, im stuck at Rank 4 because even when i get 4 kills i still black pip because someone DCed or suicided on the hook, or i downed everyone before hooking.
I'm not playing in red ranks 'cause I took a break and stayed at green ranks after rank reset, sweetie.
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@Incirion said:
https://forum.deadbydaylight.com/en/discussion/comment/382879#Comment_382879
But you can be slugged 50 different times in a game. You can only get tunneled off hook twice.
Yes, but by the second time you're tunneled, you should know they're gonna tunnel and have a route or a plan before getting saved. Both being able to get yourself up and stunning for the escape are strong. That's why they're both a one-time thing. The only issue I have right now is that either it should go unaffected by Enduring (seen people say it's fair to killers who don't choose to take enduring) or to make it 4 (what it was before) 'cause being able to down someone right after they use their anti tunneling perk is a joke.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/379189#Comment_379189
You want a target to blame? Blame scoring changes as you're getting tunneled no matter what. We gotta get at least 9 hooks to pip once on top of playing strong in every other area. Unless DS is going to start killing killers nothing is keeping you from getting tunneled.
Survivors are having a hard time pipping, too. I'll play competently and won't pip while solo, and the coordination with SWF almost seems necessary. I'm not sure if this was done on purpose.
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@Wolf74 said:
https://us.v-cdn.net/6030815/uploads/695/3DE5IDZC5QSX.jpeg
Some people consider the truth "rude".
Some people lack empathy and are stuck in an echo chamber. Someone's "truth" isn't always true. Gotta realize the world is flat for some people and that's their truth.
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@DemonDaddy said:
No thanks, free escapes are just bad balance. That what made the previous version so bad. Killer requires the perk if they want a hard counter to ds.
What made the previous one bad was that it was a free escape for no reason. All the survivor needed to do was hit a skill check and they could choose to do so whenever they please whenever they're caught. As a killer, you wasted time slugging, juggling, or eating the DS AND non obsessions could get a wiggle DS.
You could waste your time taking someone to the hook just for them to strike you and run off.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/378486#Comment_378486
All you guys are thinking is to punish the tunneling killers, but yesterday I got hit with two DS in the same scenario:
Surv 1 is hooked, surv 2 saves her,
I chase and 2-hit surv 2,
surv 2 is hooked, surv 3 saves him,
I chase and hit surv 3, BUT mid-chase I run into Surv 1, who hasn't healed or hid, or ran away. Obviously I down her, and eat DS immediately after. All this happened in less than 60 seconds obviously.
No enduring equipped, surv 1 gets away, surv 3 gets away too. Punished for no reason, or at most, punished for capitalizing on the other players' mistakes. Really made me think about equipping enduring on all my killers now.
If you all are going to ask for enduring not to work on the stun timer, then make new DS not proc if someone else has been hooked during those 60 seconds.
The only thing is that players adept. You should have known who you had recently hooked or had a general idea. If someone's running at you injured or getting in the way, there's usually a reason for that. It's like if someone runs at you while injured, good killers will expect a DH and wait for it.
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Honestly the stun needs to be unaffected by Enduring or longer (the length it was before). I wouldn't say it needs to be usable twice. Unbreakable can be used to counter slugging for instance and it's usable once.