isilmerel
isilmerel
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Comments
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@IMilkNobody said:
https://forum.deadbydaylight.com/en/discussion/comment/1546516#Comment_1546516
he doesnt have built in iron will anymore they change it
Oh, did they? When? I didn't notice. ๐
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@coppersly said:
Why Ace specifically? Wouldn't someone like Claudette be better because she can hide more easily?
Ace is softer than the rest of the survivors. He sounds like he has has built-in Iron Will 1, so if you throw on Iron Will 3, he'll practically cancel out Stridor.
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@Masochistic_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/1546048#Comment_1546048
You're not meant to be able to reliably avoid getting hit even if you make mistakes.
Could we get this as a massive banner on the main loading screen, like, forever?
I second this motion!
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1546200#Comment_1546200
i say that because survivor like do the last min or last sec switcheroo to key or broken flashlight so no way counter it in time.
Oh, I understand that part. That's why I said lock it halfway through and give the second half of the lobby countdown to the killer for prep.
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Run Prove Thyself for coop actions on gens, run We'll Make It for heals.
If someone with prove thyself hops on a gen with me, I'm more likely to stay on that gen. Same for healing, if someone unhooks me with we'll make it, I'll stay for a heal before running off.
This is all provided the other person actually notices that they have the perk buff on screen...some people just don't pay attention.
Sometimes, games are just unlucky. Sorry you had bad luck.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1545928#Comment_1545928
then lock survivors items then.
I rarely bring items into survivor matches, but I don't like the idea of completely locking items before queueing because sometimes I forget that I have a challenge and put on an item while in the lobby. HOWEVER, I wouldn't be opposed to locking items halfway through the lobby timer. That gives survivors time to put on their items, but also gives killer time to swap perks/addons after seeing survivor items.
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Because I enjoy the game. When I get to a point that I stop enjoying it, I stop playing for a few weeks/month. Usually, once I take a lengthy break, I can enjoy it again.
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I was just in a game where two of the survivors got stuck in it at the same time. Felt bad for them. I ended up downing them so I could pick them up and get them out of there, then let them go back to the match while I went and found someone else. I'm sure they'll fix it. I just hope it's sooner rather than later.
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@Zeidoktor said:
Fall Guys on Steam has to disable names entirely for exactly this reason, if I recall correctly.
It wasn't just toxic names - they had a bug that allowed Steam players to add HTML/CSS to their usernames to change costume colors.
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You can wiggle out, but it's not perfect. @Ivaldi posted a video: https://www.youtube.com/watch?v=7LGgu5dDMhA
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It came out perfectly.
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Yes, but not until they fix the security hole that lets hackers force DC other people.
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@Sheridan_LT said:
Yeah guys urr... Trying not to feed him IS IMPOSSIBLE. Especially in non-SWF solo queue, sometimes dudes just feed him and he tends to use the Evil off of one guy to chase another, basically effing you over even in the best break LOS and loops.
He WILL build Evil 3, no matter what you do. And you guys are saying he doesn't get a speed increase with EW 2-3 at all, but I SWEAR TO FREAKING GOD I saw him move 150% his speed straight up on Evil 3, EVERY single time.
A Bloodlust 3 Meyers with PWYF is fast.
If possible, loop him outside of chase: Break line of sight as much as possible. Pay attention to where he is (look behind you often), if you see him turn one way around a wall, take advantage of that and run the other way, keep as many objects between you and him to break LOS (it's around 4 seconds or so of loss of LOS to end bloodlust). Then take him to the next loop.
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For me, unless I have a daily/challenge to escape, I don't care if I die. I will try to save the last hooked because maybe that person cares if they die, maybe they have a challenge, maybe they will have a better time if they actually get out. It doesn't matter if I die, pip, depip - rescuing the guy being facecamped is rewarding.
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Nope. I suffer through every game. Only time I leave a lobby is if I need to afk or if a friend wants to swf.
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I just wish they would rework all of her old side shave heads to make them look better, like the new ones they came out with for kate and meg.
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@pseudechis said:
Breaking glass, maybe more likely jekyl and hyde kind of scenario.
That's my thought, too.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1538158#Comment_1538158
How does that make a difference in the trial if they are both identical? What makes the person who used cells to expedite the process more likely to "win" in the trial than the person who did all the grinding?
This. If anything, I would guess the guy who grinded it would be the better player because they'd have more playtime.
pay for convenience != pay to win;
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I approve.
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@xEa said:
First!
Just for preparations, we will see A LOT of these posts in the near future. Elo hell vs Dunning-Kruger-Effekt.
Cant wait for it.
Waiting for the bruised egos like
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Jake out-blending Blendette. That's a new one. ๐
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@Pryometrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1487463#Comment_1487463
What does prestige have to do with anything though? There's little advantage in that regard no?
Bloody clothes. Bendies blend better.
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@Hoodied said:
Hag
I concur.
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I used to rate them when I had really fun matches. I usually just forget and move on to the next one now.
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I like the way both Yui and Zarina look. They're two of my favorite survivor designs. ๐คทโโ๏ธ
Aesthetics will always be subjective.
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It's hard enough for me to see, I can't imagine what it would be like now for colorblind people.
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With Nea's outfit, the head worked perfectly fine with other outfits. I don't see why they can't let us use the head separately and keep the shirt and pants linked (even if we're forced to buy the entire outfit as a set).
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@cinqs said:
https://forum.deadbydaylight.com/en/discussion/comment/1482446#Comment_1482446
Nope, just today before i write this, i was playing dbd. The killer didnot have Stridor. Isn't it Stridor can only be heard from the killer perspective?
If the killer has stridor, you hear yourself as the killer would.
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Did the killer have Stridor? Stridor counters Iron Will, and the survivor will make sounds.
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@Uistreel said:
I know there are lots of different factors that can influence them, but I think it mainly comes down to: In most cases, noed rewards you for losing, while adrenaline rewards you for winning
This.
I wouldn't mind if noed worked like Devour Hope. Get 5 stacks and you get your 4 insta-downs. Earn noed like survivors have to earn adrenaline.
By the same token, don't activate adrenaline when hatch closes, only when all gens are done.
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I think all survivors should have some sort of face mask cosmetic, too. I bought the masks for all the ones who have them, but I'd like to see them on everyone.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/1479465#Comment_1479465
you live in the UK or US i presume? I live in the UK and let me tell ya, i have lost the motivation and will to do anything
US. And same. I play some dbd, but I don't even have the will to do that most days.
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Hag. Which is going to make the next rift really fun. ๐
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Wallowing in self-pity while stuck at home, alone, during a failed governmental response to corona virus. I'm getting pretty good at it.
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@Veen said:
Jane hips.
I was going to answer with "because I'm a massochist." But let's be honest, this is the real reason.
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@DawnMad said:
Well this is not an actual strategy, no experienced killer in their right mind would chase a survivor for that long without pressuring the gens. Healing, unhooking and especially running around is what survivors end up doing most of the match instead of the generators. Props to you for putting that effort in the math though, that's basically the worst case scenario for a killer.
This.
But...it still happens.
Was in a solo game the other night where Oni brought ebony mori. Tunnels Ace from the start. Hooks him once and tunnels him for the rest of the game to get that mori. I only did 1 gen. Other two survivors working elsewhere (I never saw them). Kept seeing Ace run the killer into my area, so I kept trying to help him. I must have taken at least 3 hits and multiple body-blocks for Ace (I was running self-care/botany for a challenge), but the killer was never interested in switching targets. Killer DC's when the last gen pops and tells us to all kill ourselves.
A lot of killers play poorly and blame it on swf genrushing.
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The cage relocates if pyramid head gets within 5 meters of the cage for 1 second.
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@Frareid88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1470562#Comment_1470562
I called someone a Hypocrite for saying its okay to do one thing but not another. Fair play though
You called me a hypocrite when I pointed out your false equivalency of slugging to literally holding the game hostage by not progressing the game.
The better equivalency would have been a killer bodyblocking you at the totem spawn on coal tower in the corner of the boxes that has no escape, and not letting you leave until you DC.
If you had used that argument, I would totally agree with you.
I still don't agree with any argument you've used so far.
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@Pryzm said:
Report it and let the Devs sort it out. That is the danger of a 3 gen strat. It works when they don't pay attention, but you risk a prolonged game with immersed players. In some, not all cases you get players who legitimately are trying to figure out how to get to the gens, but are hiding in the meantime. In others, you get players who figure they will punish you by hiding and trying to get you to DC.
3-Gen strat with caution. No matter what, even with honest players, you will be looking at a very very long match. I had a group 3-gen vs my Trapper recently. It was an overall accident by them. I was not playing that strategy, but it just ended up that way. I was dreading the next thirty minutes of cat and mouse. I killed two, and two got out with a key they found. I was so relieved, honestly relieved that it was over. They did not try to hold the game hostage, but what could they really do? 3 Gens close together riddled with traps all over. I mean these gens were close. One in the killer shack, and one 2 seconds outside on either side. Absolutely nuts! That may be the only time I've ever been grateful for keys as a killer. lol
This is understandable.
But I bet even you saw them intermittently trying to progress the game (even if it took a long time), not just outright hiding and not even attempting to get to the gens?
@Frareid88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1470542#Comment_1470542
If you take your head out your ass for 2 minutes to actually try and understand the whole concept I'd be happy to debate. But you are such a 'mad lad' there's no point at all. THE GAME IS DEVELOPED WHERE THERE IS NO TIME LIMIT TO DO A GENERATOR. GET IT IN YOUR HEAD. THE DEVELOPERS MADE IT THIS WAY. THE DEVELOPERS
Just because there is the functionality to do it doesn't mean it is intended gameplay.
The automobile is designed to transport you from location A to location B. Driving to and from said locations is legal. Speeding is not legal, punishable by fine or incarceration. The car's design includes being able to go fast, faster than most speed limits imposed. That doesn't make it ok to drive too fast when there are rules for how fast you should drive in every location (even on the Autobahn in select areas).
This game's design does not include a timer on the match, but it is not intended gameplay for players to intentionally hold the game hostage, and even the devs say is a punishable offense.
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@Frareid88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1470482#Comment_1470482
No the other doesn't.
Yiu have to do 5 gens to open a gate. Just because survivors don't do it in a timescale is not holding the game hostage. That's entitlement at its finest
Using your own logic here, the same can be said about slugging...the only difference is that the slugging game ends in 4 minutes. Not the timescale you want it to, but at least it will end.
This guy's game was held hostage for over an hour: https://forum.deadbydaylight.com/en/discussion/comment/1459137
That is definitely not "works as intended."
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@Frareid88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1470457#Comment_1470457
Point out one solid point here
The game will literally end within 4 minutes (max) if you get slugged and bleed out.
If the survivors refuse to work on the last gen and just hide, the game can go on indefinitely unless the killer finds them (who knows how long that can take against good hiders) or the killer DCs.
You may not like having to wait those few extra minutes for the match to end when you're slugged, but the game will definitely end. The only way for a game to end in a match where the killer can't find the survivors is for the killer to DC. This is the difference. One automatically ends the match, one relies on the killer DC-ing and losing all their bloodpoints at the survivors refusal to progress the game.
It's not killer bias, it's game mechanics understanding.
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If you mean cosmetically, I think Oni or Plague
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I don't remember much about the actual matches...but I know that I blew every single skill check for at least 20 games in a row. I am not even exaggerating. My friends still make fun of me for it, over a year later.
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@Frareid88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1470383#Comment_1470383
Hypocrisy at its finest
It's not hypocrisy when there is literally a timer on bleedout - eventually the game will end because the survivor will die. Survivors refusing to progress the game and hiding from the killer is actually holding the game hostage. The bleedout timer is only 4 minutes and starts at the first down. Survivors holding a game hostage for 10+ minutes is not even close to equivalent.
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@Frareid88 said:
What about killers when they down survivors and don't kill them and let them bleed out? Is this not the same? As it happens every other game
No, because there's still a timer on bleedout. There isn't a timer when survivors refuse to progress the game.
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@brubli said:
Not even in the same league
This.
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๐คท Just start it with 1 down and give it tokens for every hook, like devour hope.
0 tokens: 1 use.
2 tokens: 2 uses.
3 tokens: 3 uses.
5 tokens: 4 uses.
That way it's not completely useless if a killer gets zero hooks (since it's still a hex perk), and it rewards them more for completing their objective (hooks/kills).
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Keep the 1-min timer, but make it deactivate once the survivor does anything to progress the game (work on gen, open gate, heal/be healed).
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Matchmaking and lack of a real training mode.
The PC tutorial is a joke. Even the mobile version has a better tutorial. There's a pretty high learning curve for this game to not get absolutely stomped as a new player with broken matchmaking.
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@DTJObe said:
https://forum.deadbydaylight.com/en/discussion/comment/1469873#Comment_1469873
You do realize that even saying, "The killer is chasing me," let's everyone else on SWF team know that they should be working on gens? Five words can destroy the tension of whether the killer is currently a threat or not and allow the other survivors to push their objective, punishing the killer for working toward theirs. SWF is destructive for the game; this is a minor inconvenience for people who use it to bring SWF back down to SoloQ level.
You do realize that when I say "don't use comms" I mean absolutely zero communication between survivors? They are streaming. To their own separate streams. No one has the other streams open to listen because it's too much noise to be able to hear the game sounds. I mean zero communication between survivors. They. Are. Just. That. Good.
Your theory for detecting mic would screw over people like that. It's not a good solution.
