jajay119
jajay119
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3249337#Comment_3249337
Being able to watch both exit gates on Haddonfield is hardly important if you don't reach a point where it's 1 survivor trying to open an exit gate. Haddonfield has ridiculously strong windows on the houses that can't even be reduced with breakable walls. Survivors can absolutely run killers around a house without dropping a single pallet for quite a while just because of how strong the multiple windows are.
It's times where its one survivor where this is the most important, really.
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There's a map on auto haven wreckers that had a hook on a hill and then another about 10 ft away from the bottom of it. You I had a bubba insidious camp us on them... but when it's that poorly placed I don't even blame him.
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Yes, you are slugging for an easy 4K. That is not in question here... it also doesn't mean you deserve anything. Whether I play killer or not really doesn't change that. Stop spitting your dummy out over a game where you've already deemed to have won.
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@Shartley said:
https://forum.deadbydaylight.com/en/discussion/comment/3249381#Comment_3249381
Except I do, and the survivor doesn't, because I played well in this scenario, and because the survivor played poorly.
If a survivor had managed to survive that long, evade you and find the hatch or do the doors they played well and you played poorly. Their job is literally to evade you and survive by whatever means necessary and yours to find and kill them by whatever means necessary which is obviously where 'I'm gonna slug and go after the fourth player' attitude has come from. Unfortunately, for you, survivors are wising up and not falling for the trap you're setting. BHVR also clearly agree with this because they're making unbroken base kit allowing slugged survivors to get up.
A 4K for killer, or a 4 man escape is meant to be the result of exceptional play. Slugging and expecting a survivor to walk willingly into your 'trap' isn't that. You don't deserve anything.
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If the team mate has played well throughout the match and/or has helped me a lot I will sacrifice as I always take the view I'd have been out of the game without them anyway.
Similarly, if there are two of us left and im hooked with an insurmountable amount of gens for two us to do ill suicide so they can have a chance at hatch/ doors. However, if its someone who has clearly urban evaded around the map map with half a gen to go whilst two of us get downed and hooked I'm holding on to that struggle phase as long as possible.
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The bubba who insidious face camped Two hooks (which were way too close together not to camp them) I had yesterday refutes your claim.
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@BlueHorkew said:
https://forum.deadbydaylight.com/en/discussion/comment/3249323#Comment_3249323
Unfortunately, she knew to not hit anyone to guarantee that kill.
Never had that happen in other map. Couldn' t they had another opening to basement?
I remember this discussion on here a while back, but killers thought it would be too unfair for them to patrol two entrances.
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I dislike the map a lot. It just feels like a lazy hodge podge of all the maps they've created so far with no really thought behind it. Certainly no attempt to tie it into the theme of the Dredge.
It's bland, uninspired and boring to play on. I know killers think its survivor sided but honestly apart from the house and the shack, as with many maps that have main buildings, there is a tonne of dead space and poor loops etc. Its not fun for either side I don't think.
They should have spent more time on repurposing Hawkins as a Resident Evil lab map than bothering to tinker with the RPD, to have no real impact, and put this mess together.
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It's really easy for killer to body block the basement. The only way past If they want to do it is allow them to hit you so they lose collision and you can get past. Useless when going in for a save though as you're guaranteed to be downed. Fortunately, it doesn't happen very often.
Tbh I think the basement is a bit of a relic that could probably go now. It used to be the hooks there were the only hooks that weren't able yo be permanently destroy able with a tool kit. Now all hooks respawn, unless sacrificed upon, and there tends to be one, sometimes two, hook(s) outside the shack if that's where the basement is I think it's just a waste of everyone's time.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3246059#Comment_3246059
It would be a silent buff to trapper. I’m all for it.
Not really a buff when youre reverting what was there before: if anything it was a silent nerf.
.
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@Hoodied said:
Idk if the dev notes said it, but is it going to be possible to also play against the offline?
I don't think the intention is to be able to play against all bots, but rather have one replace a killer/survivor who DCs so it's not a ruined match. If that's the case then probably not.
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"Welcome to the fog"
Literally the series strap line which they still use now. Kinda stupid when there is no fog.
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I'd rather them bring back the fog.
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This isn't game breaking.
Also, and ironically, yesterday I went against a Trapper who through stacking of regression perks and scourge hooks managed to get a gen I was working on to reduce from 80-90% to one 'pump' and then nothing twice. We got 1 gen done. Pretty annoying. Pretty hopeless.
It's swings and round abouts.
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I was playing against him yesterday and he was marking people without even being in his eyeline (im talking being in a completely separate room on The Game) . It was also much quicker than normal. Don't know if this a bug or a Cheater. He was literally marking people but making no attempt to down them at times... i don't know what was happening.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3242453#Comment_3242453
The chain hunt and box is Pinhead's slowdown power. Its like saying "Yeah just abandon gens to waste time with this trap on my head" against the Pig. Like those are their two main powers. Yes Pig has ambush and Pinhead has his Possessed Chain but those are not what make them viable as killer. I mean they have the most oppressive built in slow down in the game but thats because their chase powers are subpar compared to other killers with slowdown. Examples being Doctor or Legion or Wesker. It takes 30 seconds for the box to spawn after solving and an additional 90 second before chain hunt activates, assuming he doesn't find it first. This is plenty of time to do it and is punishing if you fail to.
That's assuming people will try and solve the box which most of them don't because:
1)people don't want to risk giving him a free down which is what happens a lot of the time due to being frozen in place while he teleports, even if you try and solve the box in a safe area.
2) the chains more often than not make it too hard if they're in play as they often don't work as they should.
The box feature itself isn't the issue but there needs to be a better counterplay than 'solve it and hope he ignores you' e.g having one designated survivor who can for 'x' seconds get to the box and solve it without the teleport coming into play. If the timer runs out then the box works as normal and everyone has to take the risk.
This way everyone has to keep an eye out if it's 'their turn' and it means at least one survivor is distracted from gens regularly.
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@Unimatrix00 said:
*laughs in Pinhead/Cenobite*
*Laughs in DC the second the chain hunt countdown sound plays*
(No, not really).
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@MaTtRoSiTy said:
Besides my aforementioned Pinhead, Twins, Legion and Trickster... I am starting to find myself just wanting to go next against Plague too.
How could I forget about Plague. I understand its part of her power but I actually cannot deal with the vomiting noise. It really makes me want to DC.
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@AshInTheTallGrass said:
Not challenge you, not keep you on your toes or stress you out, not even bore you---annoy you. Zero fun. Rub you the wrong way.
Dredge being able to pop out of lockers with zero warning and being able to knock the locks off - especially as they've now removed the counterplay of auto warping to the locked locker. The nightfall is also horrid.
The way Pinhead's box works too.
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Can we also have the fog back. That video is so atmospheric.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3239393#Comment_3239393
Oh I did, they were just re-iterating the same thing in slightly different ways.
@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3239393#Comment_3239393
But he's correct. The Nurse player is not selfish; the DCers are.
You obviously missed the one where I said I wasn't being serious. I was being jovial and poking fun.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3237537#Comment_3237537
What? "I want to play the killer I like so I'm selfish"?
This makes no sense. The Nurse players are not forcing Survivors to DC & spoil the game for their teammates...
Tell me you didn't read any further posts, without telling me you didn't read any further posts.
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Generally the zombies don't bother me, but their recognition AI and inconsistent speed really pisses me off. Half the time they get stuck on the environment then other times they're zooming across the map and following you upstairs and across three rooms in stupid amounts of time. Add to that they all seem to have a habit of clustering together at the moment too and they can be a nuisance.
There should also be a reasonable delay on their recognition or a limit to where they can go. Vaulting over a window or running through a door to get insta downed by a zombie you didn't know was there is not it.
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@xni6_ said:
they could reskin the map and make it blights map with the lab and everything. i liked that idea from wherever i heard it
They should have reskinned it as a Resident Evil lab and launched it with Wesker rather than waste their time on RPD to make it worse.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3237537#Comment_3237537
Nurse - part of the game
Rage quitting - not so much, rather just selfish behaviour that needs to be penalized
Joke - something not serious.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3233162#Comment_3233162
Regardless of whether you hate her or not, you're still being selfish if you DC against her.
OK, but you're selfish if you play her too, so....
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3237270#Comment_3237270
I use it when at a Gen when I know the Survivor is somewhere nearby while using whispers so I hide somewhere and go silent mode with my Demo Puppy. But other than that it's only a meme level perk that does need changed to be used AWAY from the hook
I'd rather it not be usable in the basement personally as this is where I see it being used most often. Normally by Bubbas and other one hit downers.
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If a hag wants to dedicate the time to setting umpteen traps then fair enough. The camera drag needs to go though.
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@pizzavessel15 said:
https://forum.deadbydaylight.com/en/discussion/comment/3229005#Comment_3229005
his sound is directional though
That means nothing to me as I don't play with ear/headphones.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3226311#Comment_3226311
Neither Stun nor Vault times were reduced. This tile is just bad.
Stuns were reduced from 5 to 3 seconds and killer speed for vaulting windows was uffed in the update that people hated. The tile may be bad but my point is I feel some tiles are starting to be more noticeably so due to the above
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Flashlights have been nerfed so much that I see most players just trying to use them as an annoyance now.
Don't get me wrong, I think being able to be blinded from the side was absolute BS but it just feels like they don't work anymore. I see so many people try and fail to use them now: they may be newer survivors but it's definitely on the up.
Personally I think flashlights should be one guaranteed stun as standard but the bulb is consumed on use as the entity's dark power causes a power surge of sorts which breaks the bulb and renders it useless for the rest of the match. The bulb and battery add ons can stay as they are for things like stunning zombies or burning the hags traps. But if you try to stun the killer the entire bulb and battery, regardless of colour or equipped items are depleted. In this form, the flashlight and all its add ons would be exempt from Built to Last to avoid abuse. Using the flashlight as an environmental tool which lasts longer, or a one use stun is the choice you make.
Id also make it so when the survivor uses the flashlight as a killer stun the killer auto-covers their eyes in a defensive motion for 3 seconds . In this way, the killer wouldnt actually see any light and their own arm would be the thing that blocks their vision. The flashlight would lose its light too so survivors would know instantly when it's been effective.
This would make flashlights more effective for survivors, especially as stuns have been reduced in time, and make the item completely impossible to grief the killer with.
I'm sure some think it could be abused, but no worse than now.
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I think stuff like this is just more noticeable since stun and vault times were reduced for killers. It definitely feels There are a lot of unsafe areas and dead zones around the game at the moment .
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The game isn't designed for survivors to be able to loop indefinitely. Killers have natural speed boosts and if you end up on bad tiles with dead space which can happen on a lot of maps you're going down because that's the way the game is designed. Amazing loopers are fee and far between and expecting everyone to be at that level is not fair. Sometimes I can loop well depending on the map variation and killer, sometimes the killer has better mind game ability than me. It's just the way it goes. At the end of the day, it's a computer game people play for fun. Not the Olympics, it's not supposed to be so serious.
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@VentingSylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3224224#Comment_3224224
Believe me, everybody feels the same that the stun should've never been nerfed to 3 seconds.
None of the stuns should have been reduced. By the time you can even start moving they've recovered and are on you again. Other day I palate stunned a Michael who had absolutely no issue catching up to me. A Michael.
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Dredge because I find him obnoxiously designed.
Pinhead because matches against him feel just too oppressive when no one does the box which many won't because they don't want to offer him a free down. Also, because even if you do pick up the box you still get chain hunted making it an all round tedious exercise.
Fortunately neither of the above are very common
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I had the same thing the other day. It was a bubba too lol
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@Deathstroke said:
I got the prestige catch up already and seen others getting it as well.
I definitely got it. I went from having yellow CoH on my Yui to purple from one day to the next with me not doing anything.
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@Bot_Salvo88 said:
I can confirm that I can't see a difference anymore. Killers STILL feel forced to bring slowdown perks even with +10 sec gen speed on each gen, survivors STILL feel forced to use off the record and maybe ds even with base +10 sec borrowed time base kit. Killers may use Save The Best For Last only because of Survivors using perfect Dead hards and, since killers don't want to sniff a survivor (rightfully), they gain a stack and that's it.
I noticed the use of slowdown stacks more after the update than before.
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I'd take basekit kindred, minus the ability to see the Killer's aura so the perk isn't useless, over basekit Borrowed Time any day. It's absolutely useless as a basskit perk and doesn't do the job it's supposed to of discouraging tunnelling. Basekit kindred would be useful just to be aware of what others are doing so I don't sit on a gen too long when I think someonelse is going for the save or multiple of us are, wasting time.
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I thought it was because of Dead Hard.
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@Leachy_Jr said:
https://us.v-cdn.net/6030815/uploads/CEVCT2ABOUHU/image.png
Like um, i haha yea wow he wow haha. wow. o_o mom sorry
Sorry lads and lesbians, shes MY wife not yours.
BHVR you could literally delete every other skin (which btw also look cool) and keep this and i'll still forgive you for slacking off this mid chapter.
Of which, yea, this event probably explains the lack of content in the mid chapter.
You do you, hon.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3218415#Comment_3218415
At least that is honest. Saying WP when you crushed them just comes across as mocking.
Depends on what kind of killer they were. If they played fairly then I take it as a compliment cause whilst they won I may have given them a challenge.
Are we really so used to toxicity that we assume any contact is inherently negative?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217742#Comment_3217742
But... that's...gen rushing, at least my definition, ik it's not a real thing, but that's...idk how to explain it, but it's gen rushing, lol
Then... don't... camp?
You can't have your cake and eat it unfortunately.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3217708#Comment_3217708
Killers here say it’s basically when survivors don’t save teammates & instead just focus gens.
Which is what you're clearly going to do rather than try to go for the save and get insta grabbed. It's probably the 'you're not entitled to an escape' Crowd that expect it too.
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@Gamedozer7 said:
Will BHVR stop making them bigger and bigger. I just got stunned from behind a green barrel on the farm map and had to turn the conner and walk forward to kick it. It's at the point where if I see a survivor drop a pallet I'm getting stunned.
Anyone else notice that they got even worse since they add the reverse stuns back.
I'm forever getting hit through pallet stuns, round corners and even through items in the environment. So....can't relate.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3209807#Comment_3209807
dcs don't count and no its because she's played a lot by both 6k hours dbd players and newbies, that's why u find killer that you barely encounter with high kill rate, only their mains are playing them, or even if a new player plays them they will like try them for one game and never touch them again, that would be ur sadako, twins and i think dredge
I was being facetious, not serious.
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As long as its not another 'let's warp around the map' or 'speed boost' killer I'm in.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3208313#Comment_3208313
23% kill rate on nurse
BUFF NURSE SHE MUST BE BUFFED
Thats cause everyone DCs as soon as they hear her.
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I don't play for BP. I literally have 2.9 million of them stocked. I play for enjoyment and I haven't found the game to have been too bad since the killer buffs... but then I don't take it very seriously. Despite being a survivor main I have actually always championed for killers to feel a bit more fairly empowered.
I am growing tired of the slug player three to find player 4 dance that has been prevalent in most games... but they're fixing that now so its cool.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3208741#Comment_3208741
How is it unearned, why do killers deserve punishment for playing well and why is it okay to reward survivors for failing?
Most survivor complaints were about having to wait for 4 minutes while they bled out. Giving them he option to speed it up fixes that.
Because slugging is the antithesis of 'playing well'.