luvcraft
luvcraft
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- luvcraft
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now I'm hoping for Freddy to get a bunch of Englund-Freddy dad jokes.
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Imagine if hook camping earned you "camping coins", and you could pay camping coins to be "the official hook camper of Dwight's present outfit" and nobody else could be "the official hook camper of Dwight's present outfit" unless you sold that honor to them for camping coins. This would not effect Dwight's present outfit in any way.
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it's there because he was the first licensed killer, so they wanted to make him intentionally OP. It's been nerfed a few times, but it's still in there I guess because it was sort of a signature for him (and there's an achievement tied to it). Honestly I'd be fine if it went away. It's super un-fun to go up against, and feels like cheating to do it. :)
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ah, so using NC and BBQ to see where there were groups of survivors. got it.
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I'm sure someone else can find and link to the Q&A for it, but I'm pretty sure they said the current hatch situation is temporary, and they have a better solution in the works that reworks hatch, keys, and moris all together into a new system.
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What perks were you using? I presume Discordance was in there?
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A survivor could DH through the killer though, right? Looks fine to me. 😁
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@Aneurysm said:
Spend that 50k BP wisely
I blew it all on brown reagents. Disappointed to discover they do NOT taste like chocolate milk.
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@RainehDaze said:
And obviously none of these calculations factor in the time to project the portal into position from a distance, in which situation an attentive survivor can and will start juking, which makes it a lot riskier to fire--you'll gain a little ground from faking it, sure, but if you miss...
the table includes the time to project the portal for all of these, including long distances, and I just discarded all the times I missed. The risk of missing is absolutely a factor that compounds the fact that even if you perfectly land every attempt the benefit is negligible at a short distance and negative at a long distance.
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@dugman said:
To evaluate the benefit you need to factor in the relative speeds of Pinhead and the survivor during the phases of the process and see how much distance Pinhead gains on them.
For reference, survivors move 1.1 m/s with 3 chains, 1.7 m/s with two chains and 2.3 m/s with one chain, and 4 m/s normally. Pinhead is stationary while controlling the chain but moves normally after it hits, so he’s statuonary for about 0.5 second then chases chained people at 4.6 m/s
So for the first half second, the survivor gains 2 m until the chain hits
In the next second, survivor moves 1.1 more meters and Pinhead moves 4.6 meters. So he’s already caught up a net 1.5 meters 1 second after hitting, even taking into account his moment of being immobile.
In the second second the survivor moves 1.7 meters but Pinhead moves 4.6, catching up another 2.9 meters for a total gain so far of 4.4 meters
In the third second the survivor moves 2.3 meters and Pinhead 4.6, so Pinhead catches up another 2.6 meters for a total gain of 8 meters.
That means that with one successful use of his power Pinhead can catch up 8 meters to a survivor in 3.5 seconds.
Now let’s compare that to just not using the power at all. Pinhead moves 4.6 m/s, and the survivor moves 4 m/s, so Pinhead catches up 0.6 meters per second. Over the same 3.5 second duration that is 2.1 meters gained by Pinhead, only 1/4 the amount he would have caught up using the chains.
So even though the survivors often break free of the chains, Pinhead still potentially shaves a significant amount of time off a chase by using he chains, especially if the survivor is at least 8 meters away when he hits them.
even assuming the survivor stands completely still while breaking chains, at long range (like the 8 meters you suggest) it takes 0.44 seconds MORE to cast the chain than it does to break it, so pinhead loses 0.44 seconds of chase time / distance than if he hadn't used chains.
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@eric_alrasid17 said:
https://forum.deadbydaylight.com/en/discussion/comment/2673810#Comment_2673810
Great idea, but unfortunately I won't get steam points for buying DLC if I doing that.
then enjoy spending 35 cents on steam points. 🤷
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@JPA said:
Why do this to yourself though
I didn't. I immediately quit and linked my account. :D
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...
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Jonah and Mikaela got the note about how survivor queues are REALLY long and you should bring a book. :D
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@Superyoshiegg said:
What does 'survive with twitch' refer to, and why do you report people for it while simultaneously thinking its not a reportable offence?
survive with friends while at least one survivor streams on twitch and the other survivors watch the twitch stream while playing so they have perfect knowledge of that player's state and can coordinate really well. Similar to "survive with chat" where the survivors are on chat with each other the whole match, but even nastier because they can actually SEE what the leader is doing in addition to hearing each other.
this is a non-bannable offense, but I think it fits into the "unsportsmanlike" category. Of course, the perfect counter (at least when the twitch streamer has TTV in their username) is to also watch their stream as the killer, which is called "stream sniping", and isn't against DBD's TOS but IS against twitch's, but I don't know how aggressively they enforce that. I would imagine it would be hard for a streamer to call foul against an opponent stream sniping while simultaneously getting an advantage by inviting their teammates to stream snipe, but I don't know for sure.
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@GannTM said:
Can they at least kill switch the map until it’s fixed?
I wish they would.
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@luvcraft said:
https://forum.deadbydaylight.com/en/discussion/comment/2661524#Comment_2661524
is there a video of this somewhere? I've found youtube videos showing survivors getting up there, but not killer.
I figured it out and made my own video. :)
https://youtu.be/hb3N5Q1FK7sHope this gets fixed in the next patch; without research killers have no idea how to get up there, and survivors are totally safe.
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@ShErMaDeRmA said:
For killers trying to get on the wagon on Dead Dawg go to the bottom right of it and just shimmy your way up. Keep moving up it but be moving side to side. The trick is getting high enough on the wagon side that when you come back down you skip along some collision and hop onto it. I would say its necessary knowledge with the number of survivors that have tried to be pricks by using the bug.
is there a video of this somewhere? I've found youtube videos showing survivors getting up there, but not killer.
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@Mandy said:
I will clear something up here....the area on the Dead Dawg Saloon that's been discussed in this thread, is not bannable, or reportable so please do not waste supports time in this. The killer can also reach the survivors in this area.
With exploits, we do list on the report page (as linked previously) which ones we ban for.
And yes, people are banned for various cheats/hacks etc - it's just that as we don't allow threads here of that nature, you don't see the complaints and we delete the ones that are here for various reasons. Steam also, we also close threads on this subject.
And whilst you might have heard some streamers say "bhvr doesn't ban cheaters" I'll respectfully remind you, that these people do not know our processes and does not know our team of ACM's who do these bans. It's just a rhetoric that gets thrown around.
EAC gets updated to block cheats, people find a way to get around this, then the updates happen again - it's sadly a vicious circle.
wait, you're saying this specific exploit isn't bannable because killer can get up there? HOW? I tried for a long time, both from the top and the bottom and couldn't do it.
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one time along with the "gg"s in post-match chat, one of the survivors told me he'd looked at my steam profile and was super excited that I'd made a game he'd played a ton as a kid. ❤️
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I've also gotten the same maps a whole lot, but I think it's just luck of the draw, especially since my repeated maps are different from the others listed here.
It would be super sweet if, instead of completely random, the chosen map was the one all 5 players combined have played LEAST RECENTLY (unless there's a map offering, of course). But I'm sure that's a super super low-priority feature.
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@stvnhthr said:
Was it that same employee who was remoting into my games? I didn't want to think that was the case, but the lack of response kind of confirms it. I get it. You can't share internal problems, but thanks for getting him off my case.
remoting into your games? that sounds weird. what did it look like?
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@Steel_Eyed said:
It gives the Cannibal perfect charge usage. The killer player doesn’t have to hit the power button every few sweeps.
but what if I always run into stuff and only want to use one or two charges per chainsaw?
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@ShinobuSK said:
How does it counter DS?
Survivor A is my obsession. I can't get any tokens for hooking survivor A, so I don't. I hook survivor B a couple times, getting 2 DL tokens. The third time I catch survivor B, he DSes and becomes my obsession. Now I can get tokens for hooking survivor A, and can end up with a max of 11 tokens (2 from my new obsession, and 3 from each of the others).
Without DS, the most I could get is 9 tokens (3 from each non-obsession).
It's not a direct counter, but DS does make it better. Also, a survivor with DS is a little more likely to be a runner build than a gen rush build, so the obsession boost helps them less.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2651196#Comment_2651196
Ooh, I am telling on you. Behavior is going to hear about this one and you will be in SOOOOO much trouble.
..
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@nikodemo said:
I've been having a lot of fun experimenting with builds focusing on the obsession.
DL, STBFL, PWYF, Rancor
that's a good mix! I wish I hadn't missed Rancor on last week's shrine. Current shrine has Dark Devotion, which is also a great combo with Dying Light.
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Yeah, sorry, by DL I mean Dying Light, my favorite perk, and super underrated IMO. Nobody tell the devs, though! 😀
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thanks!\
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@ukenicky said:
Reasons to be worried about her:
She can potentially injure survivors from anywhere on the map, through walls and obstacles if they are swarmed and get hit by a dire crow. That is nutty
She can pretty freely scout and harass survivors off of gens or even her hex totem(s) by firing off dire crows towards them. Huge information and set up for injuring survivors who get swarmed with crows
Using her power correctly in loops creates a situation where survivors either stay in the loop and almost certainly take damage from dire crows OR hold W and leave the loop where she will likely catch up to them and M1 because she is 115% despite her anti loop and ranged attack potential
She's very strong but we're not allowed to talk about it because killer mains think she will be gutted before hitting live. Regardless, I'm going to acknowledge her potential and discuss it because I'm hype to play as her and she already seems better than most of the cast.
I'm a killer main and I approve this message.
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I don't think "get every single character to 3-50" is the goal of the game. I mean, it might be your personal goal if you have a certain kind of completionism, but it's not the final, roll-credits end of the game. I don't think BHVR intends for that to be the ultimate goal of the game either, so they're not going to tune progression or give you every character to support that goal.
An average match typically gives me enough BP to finish one high-level page of a bloodweb, which I think is as it should be. If I want more BP from a match, I can always add a tome challenge or daily (if one's available). AND BHVR is constantly giving away codes for BP; right now you can use the code CIPHERSALAD to get 150k BP for free. That progression seems totally fine to me. I have a few killers at 3-50, and everyone else at 1-50 or 2-50, and I frequently max out my BP because I don't particularly want to prestige anyone and clear their inventory.
A nice thing about the way DbD is structured is that there are multiple options for "goals", including the aforementioned "getting every character to 3-50", finishing the current tome (or all tomes), getting to killer / survivor rank 1, etc., but there's no "final" goal to the game.
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BHVR keeps track of all the props people have gotten, and on the 10th anniversary of DbD they're gonna give the player with the most props... TEN THOUSAND bloodpoints!!!
😁
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To be honest I think Pinhead's chain is specifically designed to be a crummy power, and really only useful in synergy with the box (hitting someone solving the box, or hitting someone during a chain hunt to slow them down enough to get hit by a couple of chain hunt chains), because Pinhead's REAL power is chain hunt. I guess that's the reasoning behind having the range and steering add-ons; those might be useful if you're trying to hit a far-away survivor who's solving the box, or during chain hunt.
It's confusing, though, to have this power that you can use at any time and seems like it SHOULD have other uses but doesn't.
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@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2634250#Comment_2634250
Less add ons to balance if they are useless :)
true
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@Kurri said:
Idc either way, all survivors are the same and deserve the worst treatment.
nah, I'm one of those weirdo killers who lives for 3k+dunk matches where in the post-game chat all the survivors go "gg! that was so much fun!!" It's a tough balance to strike, but so rewarding. 😁
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One thing about chains that really drives me nuts is that before Pinhead my main was Doc, and when I know someone's about to drop a palette on me I charge my power so I can dodge the palette, hit them with my power, and then break the palette while they're reeling from my power. With Doc, I can start breaking the palette the SECOND I release the power button to hit them.
With Pinhead I try to do the same thing, but after hitting them with my power it takes about two full seconds before I get the option to break the palette, at which point they've already broken two of the three chains. It feels like a bug how much of a delay there is between hitting the survivor with chains and being able to break the palette.
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@Sonzaishinai said:
I think that was the intention all along and that long range shots are only for interrupting actions.
beyond box solve, what actions can it interrupt? You can still drop palettes, rescue, and vault (although only at slow speed) with chains. Can you repair or heal with chains? I've forgotten.
And I've done the math, and past a couple meters it takes longer to cast chains than it does to break out of them, so even if you can interrupt someone repairing or healing with chains, you've actually netted them MORE time to repair or heal than if you had just walked toward them without using chains.
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@Ghoste said:
If I can tell they're noobs, I can't help but ease up on them. I've wasted a LOT of good add-ons and offerings because of it but.. idk it's way more fun to meme than to steamroll them, to me anyway.
same, but it's hard when I'm "seeing red" from getting stomped the previous match, and my lizard brain just thinks "yes! by playing mercilessly I'm doing way better this match!" 😁
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Does anyone actually use any of Pinhead's increased range add-ons? They're totally pointless since the longer the range the worse the power is (except in the rare case where you're hitting the survivor solving the box).
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I also frequently think this, but the problem is there aren't enough universal perks to fill out the bloodweb without ranks.
There are (I think, now that Demo and Nancy and Steve's have been made universal) 20 universal survivor perks and 15 universal killer perks.
So without any teachables unlocked, a survivor would have 23 perks spread across 50 bloodweb levels. (20 universal + 3 teachable), and a killer would have 18. That means more than half of the "pages" of the bloodweb would have no perks. Compare that to now, where almost every page has at least one perk, and higher-tier pages have as many as 4 perks to choose between (with the entity automatically eating the other 2). Without ranks, there really wouldn't be enough perks to have those bloodweb pages where you have to choose one and lose the other.
Maybe that would still feel OK, and obviously that would get better the more teachables you've unlocked.
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With her goofy "setting up and firing giant blue crow heads" power, she feels and looks more like a League of Legends character than any sort of "horror movie killer".
And the fact that it takes three different button presses to setup and fire a crow head at someone, and unless you get a lucky straight shot your reward for doing so is that you get to see where they are until they take a few seconds to shake off the crows? With this after Pinhead's chains it feels like killer powers are getting more and more complicated and less and less effective.
My gut reaction is that she's trash tier, but I might change my mind after seeing how she performs outside of PTB. It's hard to gauge killers in PTB with MMR turned off, and I can't tell if a killer is just bad, or if it's the fact that all the survivors are red ranks.
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@Crowman said:
First, you aren't running Chatter's Tooth addon are you?
Second, when you pick up the box and everyone screams as they get hit by chains there's a small window before the box respawns and the chain hunt starts again.
ah, so, chain hunt only happens while the box is in the map, and is paused while the box is despawned by PInhead picking it up? That makes sense! Thanks!
(nope, wasn't running Tooth)
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@HaunterofShadows said:
yeah I got hit by chains even though I wasn't in chase and a chain hunt wasn't active even though I had not solved the box either. The hunt wasn't active and I was still hit by chains before I could even start to solve lament configuration
were you holding the box? you get chains just for holding the box.
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remember that every character has 3 perks: the really strong perk, the average perk, and the garbage perk. This is just witchy's garbage perk.
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@Myla said:
Machete man trapper would be having a mental breakdown if another machete man joins the game.
*cries in Billy*
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@Shaped said:
I think you should play killer more.
I'm a killer main. Who wants everyone to have fun and not feel tunneled.
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I just got a weird salt!
someone was really upset that I was playing Doctor on a PTB.... for a new survivor.
🤷
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@Mr_Critical said:
So Dead Hard is an insanely good perk and is used a lot, (In several games today only one game had a survivor not using it), so if its Nerfed, How would you nerf/change Dead Hard in a way that still makes it a good perk?
My idea would just be to remove one of the two factors of it, The Dash forward / The Invincibility, Though i think the dash is the stronger part so maybe just keep that.
THIS IS NOT A DEBATE ON IF IT SHOULD BE NERFED/CHANGED, JUST HOW YOU WOULD!
About 50% of the time the survivor I'm chasing does a great job of nerfing it all on their own by Dead Harding straight into a wall.
But anyway, I agree with the replies saying you shouldn't be able to Dead Hard THROUGH the killer.




