lagosta
lagosta
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- lagosta
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definitely. They had a survey that inquired about that mechanic some time ago. I think it's not high priority RN. In the meantime you can bind that to your scroll wheel and suffer less.
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yep, posted those a few weeks ago. The trees bamboozled me, my teammate, and the killer. The generator on the small boat only fat-shamed me when playing killer.
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The baby dweet on your team:
7,397 votes and 144 comments so far on RedditAnd the best jumpscare i've ever seen:
2,245 votes and 63 comments so far on Reddit -
Baby dweets. But my blood boils if I see someone Urban Evading.
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Was it a p3 claudette? Prestige outfits are generally darker and help survivors blend with the environment.
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Oh, Jesus no. The switch option just renders perk related to gen aura useless in the beginning of the game, and we already have search for totems that are in very hidden spots in the new/reworked maps. Not to mention that the devs would have to make perks compatible with that.
If you really want to increase the time to do objectives, instead adding new, make use of existing unused resources like dull totems. IDK, make that every totem increases the time to complete a gen by 4 seconds. That way in the beginning of the match the gens take 100 seconds to complete and give us a reason to invest time searching and cleansing totems.
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@GodDamn_Angela said:
Deathslinger where?
in the republican party meeting.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1849880#Comment_1849880
but also remember that pop is commonly paired with corrupt, which prevents about 1 gen worth of early gen progress from stopping survivors doing a gen where they spawned + forcing them into you for early game chase + pressure
you are comparing a 2 perk combo to an individual perk when it can just as easily be paired with more perks
Bc corrupt provides map control and not regression, you cannot not reliably translate one into the other. You can argue the since they are hexes they need to be powerful, and that's true. What I am saying is that if perks alone or in combination are so powerful that you need to be pigeonholed into using or countering them, then we have a balance problem.
Matches with Ruin+Undying are polarizing, the killer either stomps the team or the survivors get rid of half of the killer's perks 2 minutes into the game.
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@TotemsCleanser said:
I have seen a cool Dead Man's Switch build involving that perk + Nemesis + Oppression + Lullaby. It's niche af but the point of it is that you're always chasing the obsession (because of Nemesis), then when you hook them you immediately kick a gen so that Oppression will activate and give any gen that's being repaired a difficult skill check, and hopefully with the Lullaby stacks survivors will mess up and the gen will be blocked by Dead Man's Switch.
It's far from being meta, but very fun when it works, lmao.
Sounds fun! will try it
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A single match would be a display of skill and luck. If you average many, I think the average outcome should be a 2k.
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@Phasmamain said:
How that and the pinky finger have lasted so long I don’t know
old kits that need rework in a time with much more pressing matters.
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Even when using Detective's Hunch, doing totems is not my highest priority. To optimize my chances and time, it's better to do a gen first, have the perk activate and see the general location of the totems before going for them. Often times, I need the perk to activate twice to find all totems. In the meantime, the killer is chasing, hooking, and interrupting gens bc of Tinkerer. Not infrequently, we need to fix the equivalent of 7-8 gens bc ruin undid lots of work.
Now compare that to Pop, which is also considered a top tier perk. Killers often on this forum argue that they can get an average of 4-5 activations, that is equivalent to 1-1.25 gen regression.
I can say that on my recent matches, if the killer lost with Ruin+Undying one of 2 scenarios happened:
1-Extremely unlucky totem spawn.
2-They didn't play to the strength of the perks they brought, by shooing survivors of gens.
Suffice to say, Detective's Hunch is a staple in my builds bc if left Unchecked Ruin+Undying can be devastating. It's not only you that's losing perk slots when your totems are cleansed, I am also losing DH when I go in a trial that the killer brought no hexes.
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I disagree. Daddy Myers seems buffed enough.
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You just need to make sure that those addons will be used in combination with other to outset their meme factor. Nurse for example: if you put distance addon, you basically have pre-nerf nurse.
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Boil over doesn't affect wiggle speed, it increases the sideways push you do on the killer and obstruct hook auras for them.
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@trick said:
https://forum.deadbydaylight.com/en/discussion/comment/1848141#Comment_1848141
what so im 7.5k hours, but i dont kno when to use selfcare right? xD sure mate sure
Clearly, I didn't make an absolute statement or take the time to go through your profile and check your played time. Take some of those hours and learn to look elsewhere besides a mirror.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1848141#Comment_1848141
Quiet often if you cut into chases by taking over from the injured one, and then use the hit to juke the killer. Or with the killer that camps and you dont want just to hooktrade. Sorry, maybe i am just not good enough, but one heal per game really isnt enough for me. but then, i dont use dead hard or ds, so i cant just fail and get extra chances.
I don't use them either, and it's hard to justify taking a hit for an injured survivor in a chase most of the times. If I am close enough to the chase while repairing gens, then the injured survivor failed to notice that and brought the killer to an area where they can disturb many people at once. If I am far away, I won't be running half of the map to take a hit or even risk accidentally sandbagging my teammate.
I do help and take aggro for teammates that are on deathook if I am not. But most of the times your team doesn't need someone to take a hit, they need objectives done, doors open, and a safe rescue.
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There are moments when you need to play injured and people who rely on SC usually fail to identify those. A brown medkit is 100% more time efficient then SC. A yellow with bandages is also as good with 2 heals. How many times do you need to heal in a match to justify bringing self care instead of a medkit?
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I am not sure, but I think killers requirements for piping/not depiping are higher compared to survivor's.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1846948#Comment_1846948
Yea and this kind of stuff makes it extra stupid. You could even have Bloody Coil to make it so that now the survivor is injured and easier to track.
It's just dumb. Like why can he do this? Because he is F tier? That's honestly no excuse for this kind of BS. It's the Wobbles defense and that is just another kind of bull ######### right there.
It's for the lulz. you can easily step out of the trap before the 30 seconds mark. So you just disarm again and complete the opening. But whenever it happens to catch someone is sooooooooooooooo fun.
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Hear me out:
1-Equip Iridescent stone+ Fastening Tools.
2-Get 4 stacks of Remember Me.
3-Trap both gates.
4-Profit.
Any survivor that disarms the trap will take 36 seconds to open the door. The trap will reset in 30 seconds. :D
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Leave Doctor alone!
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@MrGrizzly said:
https://forum.deadbydaylight.com/en/discussion/comment/1846836#Comment_1846836
I seriously can't believe that, isn't dead dawg smaller?
It's true. Midwich has an area of 7,264m² after adding both floors. It doesn't fell small bc of the long corridors and walls that block adjacent spaces. To give a perspective, the second smallest is the Coal Tower with 8,448m², the third is Dead Dawg Saloon with 8,704m², and Mother's Dwelling is the biggest with 12,032m².
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/1846826#Comment_1846826
So it does.
My mistake. Thank you for correction.
Regardless, an awful perk that should never be learned or used. There should never be a situation or perk that requires to be actively losing a chase.
My change to the perk would be your red stain is hidden until you injure a survivor and it goes on Cooldown. Still wouldn't use it though :)
No worries. I like the idea of not having a red stain until the hit though. That is a good way to welcome new killers into a benefits of moonwalking without making them dependent on the perk.
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Haddonfield by a long margin. Midwich is by far the smallest map in the game.
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/1846802#Comment_1846802
Your terror radius is unaffected by this perk. Otherwise, it would simply give you the "Undetectable" status effect, which hides the stain and your terror radius. It does not. If it did, it would be a better perk. Still garbage though.
but that's what the official wiki says: https://deadbydaylight.fandom.com/wiki/Beast_of_Prey
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/216544/beast-of-prey
It would certainly improve this terrible perk, but in no way would it be OP. A very small improvement.
Yeah, it would allow some mind games if your line of sight to the killer was broken, but you still hear their terror radius during chases and the unique killer noises they make (Trapper breathing, Hag gurgling, etc.). Smart survivors don't rely on the red stain as good killers can also abuse this.
This perk needs an entire rework along with many others. As it changed recently, I doubt it will get a rework in the foreseeable future.
The main benefit is disabling the red stain, but I think the terror radius in also disabled so the survivors cannot track distance by the frequency of the heartbeat. It could serve a purpose for inexperienced killers that don't know how to moonwalk well I guess.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1846721#Comment_1846721
Hoarder had the effect where it decreases the rarity of chest items removed because the chest code was too spaghetti to make it work.
Calling it now: Matchmaking has the same problem and the developers have no idea why it is doing what it is doing. Even if they wanted to show this information they couldn't.
If they at least had the ranks hidden, we'd have a better experience.
I am a survivor main and killer on greens/browns as I don't play enough before the resets happen. I have the macro knowledge, but not an accurate mechanical skill to perform and mostly play killer for rituals and challenges. Due to that, I have an innate advantage then the survivors on my actual rank and perform consistently. The rank system fails to identify that.
During MMR I had a better killer experience overall. Survivors were on par, either with good mechanical prowess or making good team decisions, but with glaring failure every now and then just like me. I had fun matches at the time despite the rainbow in the post match screen and felt properly challenged after some time. If that rainbow was not there, the backlash in forums would not be as big as it was.
As it stands, the rank system is only a measure of time invested. If you're skilled you can climb faster, if you're average you will get there eventually.
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They needed to stop showing ranks in the after match screen and display actual relevant info as to why we were matched together.
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@Withered8 said:
It's actually interesting how nearly everyone on even the forums thinks there's problems with spirit. Yet for some reason the devs don't seem to have any plans in changing her, even Freddy and ds have planned changes.
Her sound bug was too good to be true. I hoped they at least kept that for as long as they kept the hill of death.
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Your best option in a situation like this is to take your leave. If your teammate back-to-back hookbombed you, go back to the queue, hope for better teammates, and let them be stuck in a 3v1 with the killer.
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What would you say of Spirits using Headphone and Equalizer?
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I've been constantly running DH just for Ruin+Undying. This meta right now is very unkind to other hexes, besides the occasional H:HG. That combination is so strong that it is a loss bringing other hexes along just to avoid losing Ruin respawn points.
Also, many survivors are bringing maps as well as Detective's Hunch. On the one recent game a killer brought NOED, i knew the 2 remaining totems so it was not difficult to get rid of it. The whole perk was resumed to 1 exposed effect.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1843970#Comment_1843970
Kicking pallets is a single action, you cannot cancel it or continue later. So this is not inconsistent imo. But From your list, I have to add that Demo Shred has no progress bar. This is probably because the abyss and Shred is on the same action and it could be annoying to have a bar everytime you just want to check for killer instinct, but I would at least like an audio or visual cue to know when max range is charged.
This is a bit inconsistent
Yep, I didn't wanted to go through every single action. It is indeed inconsistent which actions have or not action bars, and I was illustrating counterexamples to Tsulan statement that killers have no action bars at all.
What he is arguing tho is that the killer should have access to a progress bar generated by actions of survivors (wiggling). That precise interchange of information doesn't happen at all in the current game and whenever that happened before, it was removed. Plague could see infection progress and Legion could also see DW progress. That seems to go against the design philosophy of the devs in exchange for indirect signs of progress between rivals.
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Keep the item seems a little bit much. A score event for destroying items with FD or for leftover items after the trial seems easier too implement.
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If you're focusing on quantity of cosmetics, don't go for licensed ones.
The survivors with most number of cosmetics belong to the initial roster.
If you really want to be unique, P3 Quentin.
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Yep. Doc is good in smaller maps and exceptionally powerful against more inexperienced survivor, but as long as the team knows how to spread and do gens it it doesn't matter. He lacks map control.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1845188#Comment_1845188
He doesn't! The silent hills devs haven't confirmed that he does. If I remember correctly, it changes from person to person or something.
And huntress, the Russian thickness, why shouldn't she be sss?
The creator Masahiro Ito stated many different things. In apr 2012 he said it was a head, but his current answer is I will not reveal. Other iterations of besides his canonical appearance in SH2 present a fleshy substance, but those have no involvement of the original creators.
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Killers groaning when i hit them with a pebble
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Put an offering to the Underground Lab and profit. Some survivors tend to be greedy with pallets.
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Victor has no terror radius and do not benefit from perks in general. I've seen people leave Victor idle in a corner of the map and fake with Charlotte while looking down and using Insidious beside a gen to get grabs. You just need to switch between them every minute or so to avoid victor coming back.
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Iron Will will sponsor many plays that wouldn't be possible without it. It's hard to really estimate it's value tho, except against a Stridorless Spirit.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1844672#Comment_1844672
I didn't make this myself, I made it with some friends, and even tho one of us wanted him in the SSS tier, we all agreed that the pose and the pyramid were too unattractive. Also we didn't like the character. So bottom of S he goes for the body alone
But, he has a normal head under the pyramid! And huntress first?
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@crystalkitti said:
That map is ripe with spots that both teams can't get past (usually around trees) even though it's visually big enough, and even generators with certain sides that are completely inaccessible (despite nothing being in the way).... but I've never seen this. RIP! I know he's got broad shoulders but YEESH! xD
Mah boy Doc is THICKER than a bowl of oatmeal. Jk, this bug was a first timer for me it might be infrequent.
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@bghgu said:
https://forum.deadbydaylight.com/en/discussion/comment/1844705#Comment_1844705
can you make sure it still works? they could have changed it since the last time you got it.
Can't be found anymore. :(
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@bghgu said:
do you have the steam url?
for one of them i do, the other had no steam profile
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@Grandpa_Crack_Pipe said:
Jokes on you, buddy, next game I see you you're getting last second swapped into my No Mither Self Care David.
Don't forget the medkit for further efficiency.
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Why is that Fine Looking Ass mr. Pyramid head not SSS+++++?
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@Nessyhere said:
I've been getting partial blinds from people behind me I've been walking away from, might be some spaghetti code.
I don't think so. I was working on a gen and getting the impressions that the particles were messed up, but after I noticed the yui and meg had those flashlights I started recording. It was not only for me, but for everyone in the match, we discussed in the post match chat. You can clearly see Yui pointing the flashlight to me here:
https://youtu.be/8rBt9i-f3VA?t=69They've done that to the killer multiple times and the flashlights had an absurd amount of charges.



