kingcarl2012
kingcarl2012
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- kingcarl2012
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@Batraidyn said:
Yea that would be I little inconvenient because the survivors would have to press something to note they are in a SWF and depending on the number it would but difficult but would be cool
Not really, the game can see if you are a party when you queue up together, the only difference would be whether or not they are actually on comms, and if they are the degree to which its banter/coordination.
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I would argue that the only issue with tombstone piece is the fact that it is very difficult to know that it is in play until it is too late if it was more telegraphed so you knew you had to counter it I think it would be fine.
As an example if Myers runs tombstone piece have him actually have it as a necklace/medallion that can be seen.
I dont really have that much issue with it though, I just play like he has it by default not much difference between getting one shot vs grabbed out of a locker anyways
Pre-nerf Iri head would have been my vote
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@fake said:
There are archive challenges that can be accomplished by both survivors and killers.
For example, set the Survivor challenge to a slot and then set the Killer archive challenge to a challenge that is attainable by both. At this time, the challenge equipped in the Killer's challenge slot will not progress based on Survivor play.
What about allowing this to progress?
Sorry if my comments are misplaced and it does in fact progress.
Why not set the one that can be accomplished by both in both slots, you can only progress one challenge at a time.
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@Cybil said:
There's a 30% off sale going on right now. Is there anything you've been waiting to take the plunge for?
https://us.v-cdn.net/6030815/uploads/6WLHMN2F6N7W/little-number-png.png
I finally decided to get this little number while I could.
Finally picked up the Ash hand puppet skin :)
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@oh_salutations said:
I've been doing the Halloween challenges and am stuck on the get Treat 2 times while smashing pumpkins. I was playing Survivor and had 2 in one game but then non of them counted
(0:03) First one (1:39) second (5:21) showing the challenge not counting
Ive had a couple lock up on me usually a restart fixes it
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@jmoyano92 said:
I agree. this design flaw is one of the worst things in the game. toxic killers forcing survivors to help them find last player and avoid the hatch spawn.
Ummm... This really isnt something you can put on toxic killers, this is survivor on survivor violence.
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@VaporLion said:
https://forum.deadbydaylight.com/en/discussion/comment/3239020#Comment_3239020
I totally agree with you. Prove is broken and i always regret when not running it. I think its the only Perk that is stronger than exhaustion Perks. On the other hand i feel like the gen speed should be a bit faster when working together.
Lol Prove isnt even strong though
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@Blizwise said:
Question for you killers. I know most don’t like tunnelling as a killer.
But my question with the state of the game do you feel kinda forced to tunnel with health kits and circle of healing in almost ever game?
I personally hate tunnelling but it seems like some games your forced to tunnel just to stay ahead of gens and healing even though killers are at a high of being strong.
It depends on the state of the match itself. I dont tunnel at 5 gens, however once gens start popping and depending on how I am able to maintain pressure, i may decide to advantageously eliminate a member of the opposition.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3237238#Comment_3237238
In almost 2500 hours I have never gone against a killer who actually attempted to mindgame me with insidious in that manner. I had a myers sit in the exit gate once and tombstone me but that's it.
Just rework it.
I use it as twins to fake controlling victor for gen grabs after a kick
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@PB_TORCHer said:
I thought the cross play was random, not friends. Are you100%sure we can connect and group w/ specific players from different plats??
https://forum.deadbydaylight.com/en/discussion/comment/3236882#Comment_3236882
Absolutely i have pc friends on my ingame friends list on my Xbox
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@PB_TORCHer said:
Last thought- I believe this could produce MORE SALES. Instead on “feeling” lock to a platform. If saves were shared it could entice players to buy on different platform so they could finally play w/ there friend on another plats they couldn’t before. So many gamers buy other games multiple times for friend purposes. This could really encourage it on DbD. Ms/Sony or whoever is making decisions should think more sales from new players, not the thought of losing them
The game already has crossplay and you can play with friends on other platforms regardless of what platform you are on.
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@Jangles said:
Alright, Not blaming anyone in particular cough CLAUDETTE cough But if you have bond and you're actively running the killer into people to drop chase, We all know and we're all silently judging you.
If I am running bond it is to not run into allies in chase, however if im on death hook and you havent been hooked once i will gladly try to drop my chase on you
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@Entitled_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3233917#Comment_3233917
You're not wrong,,, maybe an indication to survivors like your aura on hook being a different color or Smth? Because as it stands right now people will just come get their unhook points even if you clearly are trying to give up
I mean worst case you get unhooked and just wait for the killer to come back or run to them and get downed again
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3233427#Comment_3233427
Yeah, I don't play survivor much but I get that it's harder for survivors to escape with their 30 void points. 🤷♂️ Good luck though!
It really isnt i had a wayyy easier time getting the cosmetics as survivor, half the time you can see a deposit point when your on the gen. So half a gen deposit finish gen and deposit on the way to the next one.
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@LastTourniquet said:
I honestly don't really know how to counter this perk in Solo Queue. When playing SWF it makes sense that you can just say "I am about to be downed" and your teammates will let go of gens. However in Solo Queue you rarely, if ever, have any information about when the person being chased is about to go down. The only exception to this is if the person being chased is looping the killer rite in front you while you are working on a gen, which isn't something that should be happening in the first place.
The only semi-reliable counters I can think of are to either run Empathy (it has more range than bond and its easier to tell who is being chased) or to not work on generators that have been kicked if someone is injured in chase.
Obviously there are flaws with both of these:
- Running Empathy relies heavily on your ability to make educated guesses on when someone is about to be hit based on their pathing, it also (more importantly) relies on the killer you are going against not having a 1 hit down mechanic. If they can just instantly down someone then they might just down someone before they show up with Empathy. The only other solution here would be to run Bond + Open Handed, and running 2 perks to counter 1 perk also doesn't seem like a great idea.
- Often times there simply isn't any generators that haven't been kicked, or completing the ones that remain untouched by the killer would result in you setting up a 3-gen for the killer which is obviously not a good idea.
Normally I am pretty decent about figuring out counters for different perks and perk combinations but Eruption just seems like there isn't a good solution for the survivors (again, specifically Solo Queue). It almost makes me wonder if maybe Eruption shouldn't have an infinite duration or shouldn't be allowed to be applies to every generator at once (I am aware of the 30 second cooldown between uses).
Thoughts?
Run Alert so you know which gens have been kicked and try to work on the other ones.
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3232796#Comment_3232796
There's something to be said about the social coordination needed in order to get players to join a KYF lobby to get those achievements knocked out in the first place, but otherwise I agree.
Suppose in the end it's a matter of direction: a standalone product that can be fully experienced with a smaller audience (KYF retaining the Peer-to-peer is interesting), or something that mandates an official online only component.
There are achievement hunting sites that make finding a group pretty easy.
In the OPs example of Friday the 13th almost all the achievements can be knocked out in under 10 hours, the only real exception is playing 1000 matches as a counseler, and 1000 as Jason, so a 5 person group to unlock those achievements since each one needs 1000 as Jason is gonna take 5000 matches which is why it takes so long to 100%, even if you are boosting it to get it done as fast as possible.
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@AssortedSorting said:
I mean, not sure why achievements can't be earned in KYF lobbies, don't think any achievements specify official matchmaking only.
Probably because achievements were created as a way of extending the lifespan of a game, and if you could earn them in KYF you could probably knock them all out in under 20 hours pretty easily.
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@kizuati said:
I've seen so many people saying that buffing the stun timer/making it usable on both hooks would make it an offense perk...I feel like y'all dont know how DS works.
It used to be a free stun for 60 seconds no matter what. This has not been the case for months and months?
If a survivor is trying to "FORCE DS" then they're a) not healing other people b) not doing gens c) literally not doing anything to progress the game in any way. If you're seeing that locker hop and being triggered by that into eating DS... That's on you? Let them locker hop and waste their time.
Y'all are wild. DS needs some really strong buffs so there is passive detterance and fear of DS so tunneling isnt as sad of an issue.
Even after disabling on conspicuous actions, it was still used offensively
The thing is killers that hard tunnel are just going to do it anyways they dont care about DS they never have, instead what you get is killers that try not to tunnel getting hit with a DS and then tunneling because they already are getting punished for it.
I still dont think DS is the solution for the issue of tunneling, a better solution would be like 10 seconds of 100% invisibility, no blood scratchmarks sound or collision with the killler, that can be cancelled if you feel safe and want to heal, and like 4 seconds of aura read on the unhooker for the killer, and the same for the unhooked survivor on the killer. For the record I am aware that half of what I just described is basically a basekit Babysitter with invisibility, but I think that would do far more for tunnelling than DS ever would and there is pretty much no way that could be used offensively against the killer, it is purely anti tunnel protection.
Edit: It would probably need to get downgraded to just the basekit borrowed time in endgame.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231660#Comment_3231660
Killers never have to hard tunnel the unhooked survivor, and if Survivors are attempting to 'offensively' use DS, they are actually giving Killers a free slug and extra pressure regardless. A Killer can just take that free pressure and snowball a victory regardless of re-hooking them. Even then, Survivors can never 'attack' a Killer with DS, as Survivors never can force a Killer to pick them up or out of a locker. It is entirely the Killer's decision to grab them.
As far as the hiding unhooker, it kind of is a perpetuating problem. The Killer hard tunnels through BT and theoretical DS, so the unhooker knows it is just better to hop on a gen ASAP. A lack of intel perks from the Killer is now being considered the Survivor's fault. Floods of Rage for example hard counters unhook and hide. A Killer BMs a Survivor, so the Survivor brings the countermeasures the next match. Afterwards the Survivor does the same to the next Killer, and the arms race cycle repeats itself. If basekit solutions are made to prevent the worst, then the game will be much more enjoyable. Survivors could get basekit DS (disabled with Prot Hits), and Killers could get a reveal on the unhooking survivor if they perform an action at the hook, perhaps with a small Haste boost to make up for lost time in the action.
The thing is killers that hard tunnel are just going to do it anyways they dont care about DS, instead what you get is killers that try not to tunnel getting hit with a DS and then tunneling because they already are getting punished for it.
The best Idea i have heard is the DS stun tying into the number of gens, with it scaling based on how many gens are left.
I still dont think DS is the solution for the issue of tunneling, a better solution would be like 10 seconds of 100% invisibility, no blood scratchmarks sound or collision with the killler, that can be cancelled if you feel safe and want to heal, and like 4 seconds of aura read on the unhooker for the killer, and the same for the unhooked survivor on the killer. For the record I am aware that half of what I just described is basically a basekit Babysitter with invisibility, but I think that would do far more for tunnelling than DS ever would and there is pretty much no way that could be used offensively against the killer, it is purely anti tunnel protection.
Edit: It would probably need to get downgraded to just the basekit borrowed time in endgame.
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@OgReaperOfDeath said:
I completed the Adept Cenobite challenge. After getting a Merciless Victory with only his 3 unique perks I was not awarded the achievement.
https://us.v-cdn.net/6030815/uploads/M9A8NO9FRO21/cenobite-merciless-3-unique-perks-png.png
https://us.v-cdn.net/6030815/uploads/75V7BF1ZE2NT/adept-cenobit-achievement-no-proc-png.png
I would bet that with those bp totals and the fact that you are currently gold rank (might be ash) you probably didnt get merciless killer, it looks like you killed them too quickly, it looks like 2 or 3 of them died on first hook. You need to look at the emblem page to see if you got merciless.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3232028#Comment_3232028
How can it be used an attack perk then? If nothing is forcing you to get DS'd,which with it's current deactivation conditions,there isn't,how can it?
OK lets play your game, I go for the unhooker get the down and while I try to hook that person, i get body blocked and they wiggle out and i down the person blocking the hook, pick them up because the other person is gone, and eat a ds.
Am I tunneling? No im not, DS really shouldnt apply here not as an anti tunnel perk anyways.
Instead its being used to avoid the repercussions of an offensive action
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3222599#Comment_3222599
Ds was used as an anti-tunnel perk because, after the restriction of the conspicuous action, the survivor could not contribute to the game's progress without suffering the penalty of losing the perk's effectiveness. Additionally, I reiterate my statement, No One, absolutely, No One forces you or any killer player to pick up the unhooked survivor. If they are on your way, just hit them, leave them on the ground and proceed to chase the other survivor (the rescuer). The survivor on the ground will not do gens, totens, blessings, chests, healing, etc. He/She is just wasting their time being there, and you or any other play gets to benefit from it. For these reasons, there is no such thing named "Forcing DS" because YOU and the other players have a choice, the choice to slug and not tunnel. Therefore, if you have gotten more than 2 DS in a game, this is on your playstyle that is being counterable by a punishing perk.
I never said anything about forcing ds.
Now lets play your game, I go for the unhooker get the down and while I try to hook that person, i get body blocked and they wiggle out and i down the person blocking the hook, pick them up because the other person is gone, and eat a ds.
Am I tunneling? No im not, DS really shouldnt apply here not as an anti tunnel perk anyways.
Instead its being used to avoid the repercussions of an offensive action
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3231660#Comment_3231660
please tell me how a survivor can force current DS even if it was changed as outlined above. ENLIGHTEN me.
I never said anything about forcing ds
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@Blizwise said:
Played a cenobite killer today, same name, but he had zero terror radius, no heart beat to be heard at all, no red light showing the way he was looking.
he ran:
hex: plaything
Lethal pursuer
addons: wriggling maggots
Spoiled meat
I do not know Cenobite at all, I have not unlocked him as a killer to play. I know this perks and addons do not take away terror radius and red light, but does he has ability that hides them?
Hex plaything can make you oblivious so you cant hear his terror radius/see his red stain.
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@CursedPerson said:
So I think they should buff the unhooked survivors to have no grunts of pain, no scratch marks, and no pools of blood for 20-30 seconds after unhook. Make it a conspicuous action too so less abuse.
Hardcore tunneling is unfun for the survivors. This will help lower the skill floor for new players who don't realize they should be taking aggro to people who camp or come right back to the hook. This gives more "fair play to all party's, you can still catch the same person but its a better chance for them to have a chance at play
I like this idea 30 sec might be a little long but with the current practice of many survivors abandoning the person they unhook because they have borrowed time it would be good if the only scratchmarks they saw was the unhookers leaving the hook.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3231831#Comment_3231831
Are you doing this on purpose?
I said... A FLASHLIGHT IS A USEFUL TOOL TO BLIND A KILLER WHO WANTS TO TUNNEL YOU AND HELPS TO LOSE THE KILLER!
DO YOU UNDERSTAND THIS? STOP SEARCHING AND NIT-PICKING EVERY TINY SINGLE SITUATION WHICH MIGHT CAN HAPPEN JUST TO KEEP THE CURRENT TUNNEL SITUATION AS BAD AS IT IS RIGHT NOW.
I hope writing it out in full caps helps you to read and understand better.
See heres the thing you dont actually care about tunneling, you just want ds back so you can bully the killer with it better, just like all your complaints about the flashlight changes because you cant clicky clicky at the killer anymore.
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@DBDVulture said:
Poll was held here :
https://forum.deadbydaylight.com/en/discussion/347657/do-free-perks-belong-in-the-shrine
Long story short 80% of people voting were in favor of changing the shrine to get better access to premium perks. Removing the "free" perks from the base characters from the shine gives everyone better access to the DLC.
Define free perks, are you just talking the basic absolutely free characters or are you including characters that can be bought with shards?
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3231686#Comment_3231686
Using flashlight can be a tool to lose a killer trying to tunnel you. So no. DS has already enough restrictions
Nope, you go for a flashlight save or body block the hook when I am obviously not tunneling you should be fair game.
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/3231677#Comment_3231677
I will give you a guess as to how many gens they completed during my time on hook lol
0?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3231660#Comment_3231660
No one said DS would not deactivate after 60 seconds or touching objectives anymore. So yeah, it would definitely still be an anti-tunneling perk only.
Sure but a few new conspicious actions need to be added like using a flashlight, putting yourself in between a killer and a hook, and matching skins with another survivor.
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@JordanMalicious said:
Played a game where all 3 of my teammates did nothing while I sat on hook. Even when the obsession got into chase, the other two didn't bother trying to save until well after I got into second stage.
They were more worried about gathering void energy because of this stupid Halloween event. So I ended up finding the killer and getting myself outta the game because those teammates would've let me die on hook anyway.
Get a message after from one of them calling me trash.
Buddy, you refuse to unhook when I have kindred and you can SEE that nobody is going for an unhook yet you do nothing, you're probably the trash player.
Events in DBD are fun and a cool opportunity for modified gameplay, but it often brings along a certain type of mindset that can ruin the gameplay in general.
I mean i wouldnt mind too much if i got to second stage and 4 gens were done in that situation, but im assuming that wasnt the case.
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@CoDismylife said:
Either make it 5 seconds or let is be usable more than 1 time.
The tunneling is getting out of hand. Killers have no shame and are not afraid of DS. And it gets really crazy if you have players picking A Tier killers with meta perks AND are also good at the game but still go hard tunnel.
Tunneling is not a necessary tactic to win games but is way to rewarding.
DS was a good way to improve QoL and we need it back.
Yeah sorry but no, your suggested ds isnt an anti tunneling perk, it would go back to being used to attack killers who arent even trying to tunnel.
You get 10 sec of borrowed time with haste, even f you get hit you still get a sprint burst to get away and get to a structure.
The bigger problem is the unhooker, too often now the unhooker bails instead of protecting the person they unhook because they have borrowed time.
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@Arbmos1998 said:
With the current Tome as well as the Haunted by Daylight Event Tome happening at the same time I figured now is the good time to go for all the BP and Rift Fragments but after completing every challenge in Tome 1, 19 Challenges Total, 9 Regular Challenges worth 3 Rift Fragments Each, 9 Challenges worth 5 Rift Fragments each then the Epilogue worth 10 Rift Fragments. 82 Fragments Total 8 Rift Pass Reward Tiers.
Then you have the Haunted by Daylight Tome. 13 regular Challenges worth 3 Rift Fragments each, 1 Challenge worth 5 Rift Fragments then the Epilogue worth 10 Rift Fragments. 54 Fragments Total 5 Rift Pass Reward Tiers.
So by completely everything so far what's out that only gets you 13 Rift Pass Tiers, then of course you have extra for playing matches but even then now after finishing everything so far I am only currently at Tier 21/85, It just seems like very low reward for completing everything so far and just comes across as a very unnecessary grind especially when you can only have 1 Challenge selected at a time and most of them require multiple matches played to even achieve.
When it comes to Battle Passes I am currently progressing in Overwatch, Fortnite and DBD. Overwatch I am currently Tier 46, game has been out just under 2 weeks and that's only by completely near 2 weeks worth of Daily Challenges, you are rewarded for 3 at most worth 3000XP each, and near 2 weeks worth of Weekly Challenges 11 per week worth 5000XP each. 10,000XP is 1 Battle Pass Tier.
Fortnite I am currently Tier 106 Week 4 into the season and that's by playing both the PvP and PvE, PvE I use just for a VBuck daily's and PvP I go for the Daily, Weekly Challenges which I have completed all so far and the Milestone Challenges I just progress out throughout matches.
To me personally I believe the DBD Rift could potentially be just a bit too grindy with very little reward for how much you complete, completing a total of 33 challenges just to level you up 13 tiers just seems incredibly low. Yeah cool there are currently a few Rift Fragment daily's just by logging in but that doesn't always happen every Rift so I think BHVR should look into reducing the grind even if it means creating more Challenges worth 5 or more Rift Fragments. With how this time they have done the extra Tier 71-85 bonus skins maybe they could do extra bonus Challenges that could even be more difficult than current Challenges we get currently but as long as they aren't boring grindy challenges which basically just say "play our game". Or even just make it a select lot of challenges are unlocked at a time so you can complete multiple at once.
For example:
Bless 1 Totem as Mikaela Reid
Unlock 2 Chests using Clairvoyance
Finish repairing 2 Esoteric Generators
Earn 50,000 Bloodpoints
You could easily smash all these out in 1 match especially with the Event offerings giving a lot more BP per match, imagine if you could. That in itself would create less grind. I don't see a logical reason in only being able to do 1 challenge at a time, what other Battle Pass does this?
So your complaint is that the rift is too grindy, even though your approximately 1/4 of the way done in under 7 days when the rift goes for like 85 days.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3215713#Comment_3215713
Because they both removes any chance for the losing opponent to make comebacks at the end of the game.
NWO is a perk that's should give you an extra 60 seconds to try to get a better result on a match where the survivors completed their primary objective. Its current implementation not only does that, but also makes it nearly impossible for the last survivor alive to have a comeback.
So the last survivor who lost the match because their whole team is dead, and then lost again because the killer closed hatch, is now mad because they are having a hard time with their 3rd chance to try and get out.
Even though the killer went the whole game with 3 perks, and earned the stacks on the perk that only kicks in during the end of the match.
Maybe that survivor should have been playing with 3 perks and brought low profile to counter for the endgame, or brought a key to open hatch after the killer closed it.
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@Okonar_ said:
It's rly frustrating to get terrible maps like eyrie, badham, garden of pain, etc, IN A ROW, just because of map offerings. I know its not just me who want they removed, but if you guys want to keep them in the game, please consider making it like "increases the chance of getting this realm" by like 10%, so at least we have a chance of getting something else. There are many variety of maps in the game but people will only use offerings to abuse the OP ######### anyway... so imo its better let the fun of variety to the RNG!
If you want that you should try using map offerings.
Some people use them for advantage, some use them for necessity, and some use them for a change of pace.
I know after 2 or 3 games in a row on RPD without offerings, I'm gonna use one just to get a different map.
Also try playing scratched mirror Myers on shelter woods, now there's a wonderful experience.
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@Pumpkinbros said:
are you kidding!? honestly, yeah it sucks cause we didn't know, BUT AT THE SAME TIME LIKE, I got every single character to have every single tier 3 perk all at the same time, when I only really cared about 1, so I'm perfectly fine with the result, it's not like I was planning to play EVERY SINGLE CHARACTER, in the next month, and I don't suspect you were either, you're totally right to be upset, but honestly those items and offerings meant almost nothing to me
For survivors sure but for killers it sucks ive been playing so many addonless games because Im still leveling up others to unlock perks.
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@lav3 said:
https://us.v-cdn.net/6030815/uploads/URB1798TNZLH/381210-20221015041143-1.png
I ended up most of my matches with 26~29 Energy (which I didn't get single cosmetic) and this is getting annoying.
Pumpkins feel like they spawn much less than last year and don't think they respawn at all.
Pallet stun is meaningless against killers like Nurse and Nemesis.
Gaining Void Energy from generators are fine but 30 Energy required for unlocking cosmetics is too absurd imo.
I wouldn't feel bad at all if these Energy numbers are accumulated with several matches, but they don't.
Please reconsider and lower the amount.
I think you must be getting really unlucky, or you may need to bank more often. I only played a few hours last night and hit 6/12
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@WeakestNurseMain said:
So long as killer gets some kind of buff, I don't see a reason why it shouldn't become basekit, it promotes pretty healthy play and adds a layer of strategy to perks like STBFL and Play with your food.
Well since DS was often used offensively against killers who were trying not to tunnel, i would say that is 1 reason.
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@Rogue_Element said:
I think survivors should have the option to be able to hide their prestige level at the start of a trial and only revealed (as is the case for the killer) at the end of a match on the results page. My reason for requesting this is because my favorite character is currently prestige 30, and since about prestige 25 I have noticed I get targeted quite a lot. To determine if this is because of my prestige level I've played several games as another character who is only level 3, and have noticed a significant difference in how much I'm targeted. If survivors can only see the killer's prestige level at the end of a trial, it's only fair that this should work both ways. It will also combat higher prestige survivors from getting singled out by killer's before the trial even starts.
No I like to have some idea ahead of time if I'm getting screwed over by terrible matchmaking.
Playing an add-onless M1 killer and seeing a bunch of P12-15's or higher, No thank you.
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@Seraphor said:
P1 > P3
P0(lv50) > P2
P3 > P9
P2(lv50) > P6
That's why. For the sake of hitting one extra button, you gained an entire additional prestige level, for each you already had.
If you had enough perk tiers unlocked to gain you additional prestige levels that way, it was already known that it wouldn't be worth it to prestige. This was common knowledge.
The idea was to count your perk tiers on each character, and if they had over 170 perk tiers, it wasn't worth prestiging them because they would already go straight to P3. With 120 being a sort of 'soft cap' that would get them the equivalent of a P2 lv50.
Actually its P0(lvl50) - P2(lvl)50
So its 1lvl 50 bloodweb and then P3
I for example prestiged a bunch of killers and survivors and lost tons of stuff because my choice was prestige for P1 to go to P3, or get P1 lvl 50 in catch up, effectively meaning i would need to do another 50 levels of bloodweb on 25 characters to be at the same spot.
So at the time I made the choice to sacrifice stuff to save 1,250 bloodweb levels, which was meaningless because i would have gotten all those characters to P4 lvl 50 with both catch ups essentially P5 with 2 bloody cosmetics instead of P3 level 0. So when you look at it completely it really is losing all that stuff and being farther behind on prestige as well.
Its like going for a save for a good teammate in endgame, knowing your trading your life for theirs, and them not moving after being unhooked making your sacrifice meaningless.
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@Krazzik said:
Just had a game where survivors were following me around and saboing every time I downed someone so I couldn't hook and get energy. Then they have the gall to complain in endgame chat that I was slugging
I had mostly good games when playing survivor but first game as killer and I get survivors literally stopping the killer from being able to do the event.
Sabotaging isnt trolling.
Trolling would be a springwood offering, a shack basement offering, and everyone running flip flop/boil over/No mither
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@Azuilaz said:
can you refund killers on console if so id like to refund the most boring waste of money ive ever spent (mastermind)
Why no like Wesker?
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Coup de grace, lot of fun to catch them off guard with a mega lunge when they are waiting for a hatchet.
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I had a good laugh at someone because they DCed against a baby nurse and even 3v1 we dominated to the point we gave her some free hooks.
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@dugman said:
Continuing a series of threads on the least picked perks according to Nightlight, next up is The Twin’s perk Coup de Grâce (0.7% usage)
Coup de Grâce - Each time a generator is completed, Coup de Grâce grows in power. Gain a token. Consume one token to increase the distance of your next lunge attack by 70/75/80%.
Interestingly I do occasionally see a streamer or two who really like this perk. When it actually works the extra lunge distance is kind of handy to get a hit on someone you otherwise wouldn’t before they reach a pallet or vault.
The main reason I think it’s not popular is probably the reason I don’t personally use it, it’s inconsistency. It has a limited number of uses at best, and there are a lot of times when a normal lunge would work just fine but if you did one then it would use up one of these tokens and waste it. So you can end up actually choosing between losing a token for no reason or not lunging at all and maybe not getting a hit. It’s this weird trigger and token condition combination that’s kind of a turn off.
If it were up to me, I’d probably make it simply be a permanent passive +X% lunge distance boost with no restrictions for some appropriate value of X (50% maybe? Hard to say.) That would be way more reliably available and easier to work with. Even with it giving less distance than the current 80% I’d definitely rather use that, just my opinion.
It can be really nice and catch people off guard i like to use it as a surprise on killers with a power that makes lunging less frequent, Hunteress, Wesker, Demo, because most times you would just use your power instead of lunging.
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@TeabaggingGhostface said:
I don't care, if they want to boon totems so much then they should run small game
Im guessing it because there is a tome challenge for booning as mikaela right now
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225709#Comment_3225709
Okay, well, maybe it would help if you could answer this for me: what exactly are the players competing for? What reward does the game offer the participants that is of such value, that it requires a competitive mindset? As I mentioned elsewhere, the game does not make use of leaderboards, so it doesn't celebrate achievements of great measurement or quantity. On top of that, the game also does not officially declare anyone winners or losers. If you're a survivor, you either die, are sacrificed, or escape. If you're a killer, the potential outcomes are brutal killer, merciless killer, or entity displeased. Everyone is given a certain amount of bloodpoints based on their performance, and yes, those who are knocked out of the game will receive less. On the other hand, you know as well as I do that it is entirely possible for the killer to murder or sacrifice all four survivors, or for all four survivors to successfully escape the killer, and yet each player ends up earning a reasonably equal amount of bloodpoints, provided they satisfied certain conditions of their respective four categories. And last but not least, the bloodpoints are nothing more than common in-game currency. If you get knocked out early from one match and end up with a smaller amount, there's always the chance to earn more in the next match.
So...if the game does not recognize any kind of extraordinary achievements...if it doesn't declare winners or losers...and everyone is rewarded with identical currency...then what is it about this game that engenders a competitive nature of such intensity that it invites unparalleled hostility between the participants?
See the whole thing puts me in mind of young children playing in the back yard with Nerf guns and water guns to play in some fashion of pretend war. They divide into sides with an unspoken understanding that, depending on what might strike them and where, some of them will end up "dead." Naturally, every team invariably has that one kid that will argue about whether or not they actually took a hit, but generally speaking children will participate in this kind of play without worrying about any sense of "winning or losing." They play. They fire their weapons. They take hits. They enact some hysterical pantomime of death. They have FUN. 🤷♂️
Well as you pointed out there are bloodpoints, which if there was no competitive measure in those everyone would just get a flat amount for completing the match.
As for winning and losing, your right the game doesnt set a definitive standard condition allowing players to define it for themselves, some play to the emblem system, for survivors it can be either escaping or the team escaping, for killer it can be based on kills, and some find victory in having fun as you said.
Competition is built right into the core of the game, two sides working against each other, each trying to complete their goal before the other.
You seem to be automatically associating a competitive mindset with inherent toxicity. You can be competitive and play with that mindset without being toxic. Take any beer league sport, bowling, hockey, baseball, they can be competitive, have winners and losers, and yet still be played for fun, and in a respectful way.
This question you asked:
then what is it about this game that engenders a competitive nature of such intensity that it invites unparalleled hostility between the participants?
The answer to this question has nothing to do with the game and whether you or I see it as competitive or not. This is specifically related to individual people and their behaviours, some people are just jerks not really anything you can do about it.
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@AnchorTea said:
Title. It's a pretty average perk. Most of the time it's used for the funsies. The ability to stack two can help make it better and add to the survivor meta.
No thank you 1 at a time is plenty
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@[Deleted User] said:
This update is really disappointing for anyone who enjoys using flashlights.
it was really unnecessary to nerf flashlights as much as they did and this patch feels rushed and unfinished. Why do survivors hold flashlights like samurai swords in the lobbies now lol? I thought that was just a ptb thing.
Before you say "just because you cant clicky doesn't mean its a nerf"
I am not talking about the clicky (strobing), here is why this patch nerfs flashlights.
1.) The flashlight angle is now terrible, its extremely low and you have to aim really high to get blinds, what is the point of changing the aim and f***cking with everyone's muscle memory for no reason?
2.) when you click you are forced to hold out your beam for a long time even after letting go of m2 meaning you can no longer use flashlights to help with 360s nor can you readjust your timing with a reclick.
3.) the cost of clicking your flashlight consumes so much battery because you no longer stop flashlight-ing after letting go of M2. You press M2 and it keeps using the beamer for 2 seconds even after you let go of M2
The solution:
-Allow survivors to use their flashlight and immediately turn off their flashlights when they let go of M2 just like how it used to be except now don't let them re-click immediately after letting go of M2 to prevent strobing.
-general buff to all flashlights charge sizes (increase the battery of all beams)
-stop changing the flashlight aim and revert it back to what it used to be.
It seems like with every patch bhvr is trying to make this game less fun.
Not really seeing any problems other than the bug with the aim which has already been addressed.
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No you didnt you said its not a competitve game, you also said It's a party game for the enjoyment of all without competition.
To which my question:
If that were the case then why eliminate players at all.
The relevance of the question i will explain for you. Eliminating a player gives a competitive advantage, and knocks a player out of the game ending their fun. So why do it if the game is what you said it is?