kingcarl2012
kingcarl2012
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3143603#Comment_3143603
Someone needs to open the door for that sort of social context to exist--be it online or IRL.
Do you think it's appropriate to try to open that door with an insulting comment to someone you've never met before and whose mental state you cannot judge by body language? This seems like the kind of thing you'd do after a few matches with the same player when you've had a chance to try to ascertain their mental state.
The difference between what you're doing in chat and what trolls do in chat is that you hope the other person enjoys it while the troll hopes they don't. This is a distinction without a difference for players who don't enjoy it, and they will (rightly) think you are a jerk after such an interaction. If this doesn't bother you then it sounds like you aren't a very empathetic person -- or, at least, that you value "finding like-minded individuals" more than the others' feelings.
To me, "gg ez" is far more mild-mannered than some of the things you can do to players in-game.
"Worse stuff exists" is a poor justification.
Someone is going to think I'm a !#&% no matter what I do.
There is where we have some common ground. People can find any reason to be offended.
All I'm saying is be mindful of how your words affect others.
Here's the thing, gg ez is a pretty innocuous taunt. If i feel like trashtalking i will start with something like that, it's a challenge, A "hey you wanna go?" If it goes by the wayside with no response it'll end there but if you respond, thats the equivalent of a "Bring it on lets go dude."
Thats exactly what happened in that chat, challenge issued, challenge accepted, game on. Nothing else that was said crossed the line no personal attacks, no threats, it was a group of people trashtalking about a game and the game alone.
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Still works. Thanks!!!
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Sometimes it isnt even about the 4k, I will do it sometimes because i think that player was really good and i wanna kill the one left so i can give the better player hatch
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3142447#Comment_3142447
Wrong. In any serious sport match if the referee notices insults from one player to another they get a punishment. So no wrong example.
Totallly wrong watch a hockey game they will discipline for racial stuff but theres plenty of trash talk way worse than what is in that chat that they let slide, because when you play in a competitive enviroment emotions get heated.
Now the issue with regards to the OP, if you cant handle the trash talk, dont engage with the trash talk. They stepped into the ring instead of just ignoring it, and started chirping back, which just elicits more response. Nothing said crossed a line, is it bad sportsmanship, sure but lots of things are on both sides, that arent punishable, so you just gotta move on.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3141315#Comment_3141315
There are developers who make full $60 games with no microtransactions and continue to make FREE content all the time for the people who played the 1 time purchase of $60. They don't need $10 or $15 for a skin.
Your forgetting that some people dont have to pay for the game, its been on gamepass for xbox/windows store for years.
Aside from that point, i have no problem with what they charge when skins are new. I do wish that older skins would have more sales/price drops, and also find it odd when older non licenced skins are only available with auric cells and not shards.
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Funnily enough Microsoft is all over this on xbox, i have gotten many people chat banned and real banned for that kinda stuff, one swear word gets handled in minutes. I dont know how fast it works on the other consoles but the lack of proper handling of that stuff on behaviours side is most likely why theres no endgame chat on console.
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@zgameboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3140169#Comment_3140169
the husk counts as the body? that is quite interesting might have to try it
As Twins you can stand still and people think your controlling victor because charlotte has no terror radius when you run around as victor, i use it that way all the time, not 100% with spirit and dredge and how the terror radius works with the husk but been meaning to try it.
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@zgameboy said:
Reverse bear traps give objective points for searches instead of survival just kind of weird
Insidious has never not been used to camp which is a shame could be cooler
taco bell causes loose stools
I'll give you the first and 3rd point. The 2nd however is wrong while that is how most people use it, i have used it in some select loops and using it on a killer than leaves a husk (Dredge, Spirit, Twins) can be quite hilarious.
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@Ghoste said:
Sabo is just bad when you could bring a toolbox instead. It also requires some coordination i.e. SWF. Breakdown is the same; good in SWF, weak in solo.
Not entirely, Sabo lets you know which hooks are scourge and which arent, a toolbox doesnt. While definitely more useful in swf you can still make use of sabo if someone goes down near you while doing a gen.
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Lullaby needs to be a hex, it may not be great at high level, but it is downright oppressive at lower level. I'm also old and have crappy reflexes and play on console where skill checks are already harder so once its powered up i dont touch gens till its gone, i will run the killer or search until hatch spawns for that totem.
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@tendyhands said:
I almost made it all the way up the basement stairs with the 5 seconds! So glad survivors got something out of the update.
Your welcome glad you like it
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@KayTwoAyy said:
I think everyone's rule of thumb should be:
- ask once if you're trying to be helpful
- ask twice if you have a build or challenge dedicated to it
- don't ask a third time
What if i ask once and patiently wait for an answer? Ignoring me is not an answer.
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I think the bigger issue is agitation, none of that would be nearly as powerful if agitation didnt boost her above her base movement speed.
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@botany_nerd said:
https://forum.deadbydaylight.com/en/discussion/comment/3137157#Comment_3137157
how am i suppose to know you have aftercare? its the same as not knowing i have selfcare or not. and even then the problem is when they dont leave when it's obvious i don't want them to heal me. why is that so hard to accept?
Because with very few exceptions your worst case scenario if you break off of partial self heal is you still have part of the med kit That you can use on someone else. Frankly if you wanna do you and heal yourself that's fine but you can't tell other people what to do if you're just gonna do whatever you Wanna do anyways.
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@botany_nerd said:
https://forum.deadbydaylight.com/en/discussion/comment/3137113#Comment_3137113
the reasons are irrelevant im talking about the fact that when they don't stop healing themselves these people don't leave they just sit there.
and i already talked about we'll make it so im not addressing that.
Medkit may have ran out and your using selfcare so them healing would better, guessing your close to done and covering you in case the killer comes so they can take chase since your heal is so important to you, wanting to get a quick tap in to activate aftercare, having trouble finding a gen and hoping to run together and you might know where to go, the list goes on and on.
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@botany_nerd said:
i am seriously sick of other survivors who run up to me while i use my medkit and then keep tbagging trying to get me to let them heal me. why the hell would i waste my medkit by healing a little then letting your tbagging ass touch my when im at 70%. GO DO A GEN.
There are plenty of reasons . I can know you have a medkit but what i dont know, is it a green fast heal medkit? Is it a yellow medkit with 36 charges and a syringe/styptic? One of those you wouldnt want a heal the other you might. Maybe i still have double healing from that unhook perk, maybe you have streetwise/built to last, maybe you already used/gave someone your fancy medkit and are using a yellow you found in a chest, if your at 10% i can heal you now and you can 90% one later and get topped up just before finishing a gen with someone later. Plenty of valid gameplay reasons there, without even going into achievements/archive challenges as another one
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@RavenzZ said:
Now if you're going for every perk for every survivor/killer then without a doubt this reduces the grind but I main Nea, and only really care about having all perks on her, and this new change seems to make it way harder to get every perk since I have to get all characters that I want lvl 3 perks on to prestige 3 instead of level 40 + 9 levels on Nea.
No you only have to get them to prestige 1 and then you can level them up in Nea's blood web same as you always have been able to. You only need to prestige 3 if you want them auto unlocked at tier 3 on all characters.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/341505/can-you-nerf-prove-thyself
I thought all PTS did was compensate for the multi-survs on the same gen penalty?
Besides the bloodpoint bonus.
Yeah it gets rid of the 15% penalty for each survivor on the same generator
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No notification, and when i do a post its flagged as new for me so when i go back to see what someone wrote, someone is me.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3135793#Comment_3135793
The killer can see a 99'd gate as well as a survivor. Perks like OTR and DS deactivate when the gates are powered, so why are killers still given the aura of the exit gates for the duration of endgame?
No they killer knows where the gate is they dont know if someone is opening it or if it's 99ed or if they have to contend 1 door or both, which you can see on the hook with your hand holding aura reading. As for perks borrowed time still works dead hard still works, OTR/DS are disabled because they can basically give an automatic escape with no effort from the survivor. Its also funny using OTR/DS as an example when you were complaining about them earlier in the thread.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3135749#Comment_3135749
Give them five seconds to figure out where they are and that's more than enough. Survivors get no more and if one is hooked when the gates are powered, the camera swings in a such a way when the Entity impales you that you might not even get the chance to see where the gates are at.
And right there you lose all credibility in your arguement. You can see where the doors are by teammate auras while they 99 the gates. May as well just get rid of all aura reading on both sides, scratch marks/blood, skill check notification sounds, and red light/terror radius too.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3135462#Comment_3135462
Tinkerer is shorthand for any perk that eliminates the need for the killer to have gamesense. If I'm hooked at the time the exit gates are powered and the Entity's claws begin to impale me/changes the orientation of the camera, I might not be able to get to see where the exit gates actually are. Yet, the killer is able to see where they are throughout the entirety of endgame. Considering that strong survivor perks now deactivate during endgame and thematic choices (like the claws changing the orientation of the camera) hinder survivor gameplay, I don't think it's too much to ask killers to remember where the exit gates are. This is hand-holding.
Reassurance requires survivors to not be on gens and brings the survivor to the killer. That's not a strong perk, much less the stronger perk in the game
As far as the killer perks, these are perks that are run by streamers that main killer that win 90-95% of their matches, if not more. Hexy and Pro Vengeance are the main examples. They're not particularly skilled mechanically, but they never lose. These are their perks, though, and it's a way to understand their success.
The killer gets to see the objective they have to defend. Arguing that they shouldnt see exit gates is like arguing they shouldnt see generator auras.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/341398/another-survivor-nerf
Searching 2 mins around map is your own fault I do think though lethal pursue should be basekit but that's still way too long time to search. I think survivors should never spawn fully separated too. But I don't see another survivor nerf happening gens are already almost too long I think many would quit if they take any longer.
They really need to flip flop the shroud of binding and shroud of seperation
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@Beatricks said:
SoloQ survivor is literally unplayable, you need to play 20-30 games to have a single decent match, it's beyond ridiculous. Killer was pretty fun for a while, except those ludicrous waiting times, but for the past couple of days every single team I went up against was a seal team six, efficient, well coordinated with no weak link everyone knowing how to loop proficiently. And those guys don't seem to go up against the 10k hour starstruck nurse, how curious.
Its not unplayable, its harder to escape but far from unplayable.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3135528#Comment_3135528
But i’m not holding the game hostage when the killer can literally just hook me and end it.
Or you wiggle out and escape, like i said neither of you are progressing the game your both at fault. Its a question of who breaks first, and if i didnt already have that achievement with how much of pain it is id keep you in that locker until you DC.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3135494#Comment_3135494
I’m not gonna just let the killer kill me lol.
Its 50/50 your both holding hostage technically because neither of you is progressing the game, the killer could theoretically grab you out of the locker and let you wiggle out to keep trying to get the achievement and you can just keep jumping in lockers after wiggle out, so really its a battle of wills.
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@dugman said:
An obvious issue with this is how can the system tell if someone is intentionally missing checks or is just playing badly? I guarantee there are new players who try to pull themselves off hook and they die on second stage because they don’t get what’s going on yet but they obviously shouldn’t be banned.
Also note that disconnects never ramp up to literally permanent bans so even assuming the devs wanted to ban quitting on hook (which I don’t think they do) it wouldn’t make sense for rage quits on hook to be even more serious than disconnects.
All that said, I do think the self-unhook mechanic is a bit silly the way it works. A system I’d prefer is if you don’t have a perk or other effect that specifically lets you pull yourself off a hook then you can’t do it. There’s really no particular need for the 4% unhook thing, it just adds extra randomness for the sake of extra randomness. Then change Luck a bit so if you have Luck you do get a chance to unhook but it’s not 100%, and/or maybe also gives you some other benefit like changing the size of skill checks or giving you a random chance to block a hit with Endurance, etc. That would self unhooks a little less swingy and also as a bonus mean people who want to rage quit actually can’t intentionally speed up the wait time on that first hook.
I dunno I've had it work when the killer is tunnelling and its down to final 2 yeeting off the hook while the killer chases the other person, or when the killer has everyone down and actually hooks instead of slugging everyone. I wouldnt want to lose that cause its really funny.
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If they take away the penalty fine but they have to take away the stealth acctions too
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@Kaapskaaps said:
I think there should be a give up button in certain situations. There are far too many games where a killer will slug one of the last two remaining survivors to get a 4k and the slugged survivor can't do anything for possibly 4 minutes (I think that's how long the bleed out timer is? correct if wrong) if they don't have a perk to use to get up with and if there are two or more gens left and the last survivor wants to try to get hatch, they also have to wait for a long time to do anything since most of the time the killer will patrol the slugged survivor. It's just a waste of everybody's time. You can give up on hook to give the last person a chance to get hatch so why shouldnt you be able to do that while slugged? It makes no sense since you can at least get points in struggle phase for skillchecks but being slugged on the ground gives you literally nothing. The only way to get out of that situation would be to DC but then you have to deal with a 5 min penalty either way.
Another thing would be to get a surrender option like in some other competitive games, where one side can choose to end a match early. Maybe give the opposing side a bp bonus if the other side surrenders. It would help in unfun matches where one side is being bullied or even held hostage by cheater. Killer can surrender the match by themselves and maybe survivors need 3 out of 4 votes (or the majority of the remaining ones) to surrender.
Slugging for the 4k is a valid strategy, slugging for the bleedout is kind of annoying though i will give you that.
The easiest thing to equate to slugging for the 4k on the survivor side would be 99ing the exit gates. So if you take away one you also have to take away the other one.
The problem there is exit gate regression really hurts a survivor in a 1v1 once hatch is closed since a common trick is to partially do the gate without the light coming on and hide when the killer does his patrol and goes back to the other door finish the gate and escape.
If your being slugged for the 4k there are things you can do, if you really just dont care about the result, or the killer gets your teamate and it looks over tab out and watch a youtube video or just do something else for those minutes, or sometimes it backfires and you can get hatch because of it.
If the killer is patrolling the slug you can still do stuff find and cleanse a totem for bp, go for chests to maybe get a key in case you lose hatch race, heal up grab some points working on a gen. If there is one gen left and it has partial progress this is almost the only way to get the left behind achievement, get it 99ed and when the slug dies finish it and try to dissappear hope the killer goes for hatch and play the door game.
You also have stuff like this on the killer side where you have to sit and wait out the entire EGC because survivors wanna sit tbagging at the exit or sit on hatch and dont just leave which while a shorter time is more of a pain IMO because if youve already broken pallets and stuff and dont wanna get BMed all you can do is corner up and wait the full time.
As for the surrender option that has many problems. From i dont like this map/killer, I got hooked/downed first, they switched last second and all have whatever item/same character skin. Its a Slippery slope to abusing that function.
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1. Demo, he's just so cuddly and wants to hug everybody
2. Pig, respect the snoot, boop it baby.
3. Doctor, no amount of apples will keep him away.
4. Nemesis, STARS!
5. Twins, Victor is like a smaller less cute demo, but still wants hugs
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@Espshiva said:
Ok this is from killer point of view so don't come at me, I play both survivor and killer both have been iridescent 1, but a few things I have noticed about being killer.
Firstly.
Generators need nerfed again, it's not fun when you have been searching the map for over two mins, and found nothing but faded scratch marks, then next thing you know boom, four generators are done back to back, it's basically a lost game after that, especially after the noed/hex ruin nerf, Combined this with toolkits and other survivors the time to complete is not long enough.
Second.
Yes you fixed the camping with killers but now you have survivors practically lining up underneath hooks while carrying a survivor, blocking off your hooks (is this body blocking - a reportable offence) sabotage I understand and agree with but straight up using yourself to block the hook should not be aloud. From a survivors view, yes, the killer nerf with camping needed fixed and was, but now it's horrendous to play killer and have your hooks blocked off by people sitting under them this need a fix or some sort of penalty for doing this.
Thirdly.
Dead hard and endurance effects these need looked at again in my opinion, I purposefully don't run this perk because I know how annoying it is to go against, not saying they are bad just maybe changed a little bit more.
This is just my opinion, and like I said at the start I run both killer and survivor.
First, I'm sorry to say if you are losing 3-4 gens in 2 minutes without finding anyone you have a much bigger issue than gen speeds.
Thankfully there are several perks you can use to help with this corrupt intervention, lethal pursuer, and many other aura reading perks.
There are also killers that have powers that can help with this, stealth killers like wraith so they dont know you are coming, doctor with his static blast is amazing for countering stealth.
What killers/perks do you usually run?
Second, body blocking to prevent a hook is definitely not bannable, and i do find it amusing that you say they fixed camping.
But here again there are options, first of all if multiple survivors are lining up you can either divert to another hook or just drop them and you can start smacking everyone around till its clear. This can also be corrected with better game awareness and knowing where more people are so you an pick a better hook
There are a multitude of perks to help you here as well, starstruck exposes everyone in your terror radius while you carry, iron grasp/agitation will help you get to another hook instead faster, mad grit pauses the wiggle timer when you land a hit making bodyblocking, hangma s trick can tell you in advance if people are around the hook.
Third, there is no problem with endurance perks they are in a very good place, with a little more info on why you think they are a problem id be happy to discuss/give advice on that.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3134335#Comment_3134335
I can’t DC tantrum free tombstone mori survivors in the tutorial though.
This isn’t about winning it’s about an uninterrupted game using fun builds and what are the most fun builds as killer… typically the more oppressive ones that have rage quitters going mental.
For that custom games with friends works well
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3134379#Comment_3134379
Oh there is plenty that can be done about it. I've suggested before that slugged survivors should be able to recover over time without the need of a perk. A perk should only speed up the process.
I just meant in terms of banning because it doesnt actually break any rules.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3134402#Comment_3134402
The killer can reliably identify the area where it will spawn based on his own starting point and the auras of the survivors on Lethal. a survivor running toward the box only confirms it.
Ok so we have moved from perfectly to reliably, i can reliably predict what gen people are gonna work on first does that need to be changed i dont even need lethal for that.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3134367#Comment_3134367
Because the killer is faster and also knows where it is? Because he'll also see your aura running toward it on Lethal? Because you'll end up handing him a chain hunt and a hook immediately?
Does he know where it is or does you running there on lethal tell him?
Fact of the matter is the killer is guessing and you know for sure.
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@Gorgonia said:
Considering the hatch doesn't spawn anymore until you're the last survivor. Slugging all 4 survivors and leaving them to bleed out is a type of "keeping the game hostage" behavior.
I would include a new mechanic:
If all survivors have been downed for 1 minute, they will die automatically and the trial is over. You give that minute for survivors to be able to use perks that allow them to get up by themselves.
Unfortunately its not holding the game hostage as there is a set 4 min timeline on match ending. It is scummy and it sucks, but theres nothing can be done about it.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3134170#Comment_3134170
Yes it's an asymmetric game so objectives work differently for both sides. If it was intended to work that way, don't you think they would have just made the match start with a chain hunt active?
I don't see the problem why don't you just go get the Box at the start of the match
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@pseudechis said:
I'm curious if there is any sort of timeline for this.
I realise its the weekend and there are probably a lot of kids playing but seriously everyone gets so dang upset over this game.
Its very tiresome having to game with such tantrum throwing children.
I'd love to hit up a few more games but until there a bots to play against I'm going to call it a day.
This game really needs a working solo player mode, PVP with the DBD player base can be a real ugh! experience.
Just play in the tutorial
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3134260#Comment_3134260
You also can use the Red add-on Compound 33 which, in addition to Hindering survivors near your slams, automatically breaks any pallet you slam into without having to hit the attack button.
I dont think that counts for the tome challenge though.
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@kingcarl2012 said:
Bounce into the pallet then hit attack
You have to attack the pallet while charging at it after your first bounce
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Nope
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@Star99er said:
Been trying to do his Speedy Demise Rift challenge for hours with no luck. Any other console players struggling? I can't stand playing this killer.😔
I got it done without too much trouble, if your not very good with him i reccomend using his power more when you catch survivors out in the open, go for a single bounce in a V tou can curve a but before you hit a wall to make aiming your bounce a little easier.
You can also try higher sensitivity or the add on that gives you more time to aim after a bounce, and because you need downs anti healing perks like sloppy may also help
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It also a killer which the OP specifically says
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@Arkck said:
In my games recently I've been going against survivor's who dead hard but just don't have the dead hard animation and usually its every time there injured they always get a dead hard endurance no no matter what,are you guys experiencing this too?
If theres no animation are you sure its deadhard and not another endurance perk or a styptic agent
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@Blue_Archer33 said:
I've been thinking the exact opposite of you in regards to taking advantage of the new Monstrous Shrine - who can activate the faster hook progression quickest? Upon hooking, Onryo (Sadako), Dredge, Blight, Spirit and kinda Wraith have the ability to book it away from the hook after throwing on a survivor.
Especially with Sadako and Dredge you can hook a survivor and immediately teleport away to begin that bonus hook progression.
On another thought process, consider Pyramid Head. Throwing a tormented survivor on a MS hook (for their first hook) adds the threat that the they are very quickly approaching an easy Final Judgement if the PH focuses on booking it away from the hook.
Dont forget about demo and freddy
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@AnchorTea said:
Title. It could take a day rather than 90 seconds but were in a video game.
It really depends on whats wrong. My brother used to have a pretty good side hustle dumpster diving home depot for warranty returns, couple hours work on average on generators and air compressors, and ready for resale.
Now keep in mind the entity probably isnt too creative and seems to generally like the idea of fair play so probably does simple damage to wiring and part alignment instead of straight breaking stuff.
The survivors are also on an infinite loop so if they remember past trials and its generally the same issues it could be pretty fast.
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@Audiophile said:
When there’s a game that is clearly solos and you get the one or 2 people that quit, maybe the third quits or dies on a hook… when the 4th guy walks up to you and just wants mercy because he got screwed by his team… Why do 90% of you just kill them rather than be decent and let them get door or hatch? It literally takes no effort on your part and you prove nothing by killing them. Why is the instinct to be mean rather than merciful? I have my own opinion but I’d like to see if I’m right or not. Thanks in advance.
Bloodpoints, and your gonna get into a new match as survivor faster than the killer
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3130248#Comment_3130248
Doesn't need any changes? You sure about that? Because that same argument could go for old Pain Res. Didn't need any changes. Still oppressive as heck. Reassurance is at least 4x more oppressive and you can have 4 instances of that perk.
Yes, it does need changes. No killer should deal with potentially 30 minutes of hook time.
The only way you would have to deal with that much hook time would be if you just camp and never chase/down someone else.
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@dugman said:
One type of perk we don’t have yet (unless I’m forgetting something other than Pebbles) is a perk that dislocates or shows fake auras to the killer. Something similar to Distortion, for instance, but instead of completely hiding the aura it shows the aura but in the wrong location.
Not sure how well that would work?
Would it be on command like pebble? I dont know if the killer would chase based on a random unprompted aura read.
Or would it be like distortion but instead of no aura it would show a fake? This would have the benefit of being less detectable by the killer but tough to do because the aura would have to move and not be static and making sure it doesnt spawn with teammates.
Or would it just create a 5th aura so the killer knows about it but has a 20% chance of going for a fake? If multiple people run it you would have to make sure only 1 fake aura spawns, imagine how busted that would be on a swf if everyone ran it and there were 8 auras on the map.
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@itsPina said:
https://forum.deadbydaylight.com/en/discussion/comment/3131300#Comment_3131300
Yes its always been p2w. I've seen BHVR employees (I think it was Mandy specifically) say the game is not P2W because of the Shrine and Iri Shards but with Reassurance that is not true. We will not likely see that park in the bloodweb for an entire year... if not more.
Ok so using reassurance as the example how am i winning games now if its not in the game yet, doesn't that effectively mean its not pay to win.