slipttees
slipttees
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Comments
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/694911#Comment_694911
Yeah, survivors can be rotated in lobbies.
Others cannot see. :-(
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Add tbag in lobby?
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Rotate and other
@Yung_Slug said:
If only other players could see it so we could have a lobby of 4 survivors just spinning around.
I Want this.
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Plans for nerf survivors perks? Rsrs
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Missing the survivor in the inverted world. At least when it's on the hook.
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Jane big booty ;-)
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/627295#Comment_627295
Gatekeeping.
If people bought the DLC for perks only that is just as a valid reason to make the purchase as you buying it for only the skin.
Get my money back dude! rsrs
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@YaiPa said:
It will never happen. Despite all the stats devs can come up with, most of the red ranks players are swf. Since they use a third party system, there's no way to control them.
At this point, as killer, im fine to receive a bp bonus for full teams, and a small indicator to tell me the survivors who play together.
Indicator for no killer play against swf anymore. Muhauahua
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@Wuhelm said:
https://forum.deadbydaylight.com/en/discussion/comment/626831#Comment_626831
Or people unlocked his perk and moved on to other characters? Come on man QQ elsewhere as the devs had answered this numerous times.
Muahuahuahuahuahauh.
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@LordGlint said:
Its normal that a character's popularity will drop off after its initial release, especially if no new cosmetics are added.
Or nerf. kkk
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@The_Sharp_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/619919#Comment_619919
https://forum.deadbydaylight.com/en/discussion/comment/621662#Comment_621662
Something like this would need a major downside for the survivor besides being exposed because I don't think being insta-downed would be that big of a downside for being able to open the gate 30% faster. Also, Quentin's perk Wake Up already allows you to open the gates 5%/10%/15% faster, so using a reworked Left Behind with these effects would make it so that no one would use Wake Up, so you would have to come up with something else. Also, just letting them stack would be overpowered.
I think Wake UP is SWF perk, where all survivor see you aura while opening the gates. Left Behind not, focus is an solitary survivor.
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I think
1. Increases hatch noise in 5/10/15 meters
2. Open gates 20/25/30% more fast and you are exposed
3. Increases time switches light of gates 50% first light 65% secound 80% third.
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NO
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They are literally trying to end the game! kkkkk
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Wake Up no perk solo.
Left Behind solo, open exit gates 20/25/30% more fast and 6/8/10 meters up noise of hatch.
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Fucknite is crap. DBD more more better. DBD problem is small team to be work on it.
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remove SWF and kill this game!
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Mom is dead. ######### ash!
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@TeambossFloze said:
EGC best addition to game in a long time.
Yes. but unbalanced!
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@OpenYoureyes said:
https://forum.deadbydaylight.com/en/discussion/comment/606596#Comment_606596
Dc
Solo players
Hook farming survs
Camping
Lagswitchers
+
if 3 ppl suck, it doesnt mean the 4th, and probably best of them, must be punished.
Enjoy your free kills but dont try to call them legit or skilled.
They are not.
SWF killer disconnect kkk
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@Guertena said:
actually this trophy can be easy, once i was playing against a pig and remains only one gen, but she killed everyone, i finished the gen, opened the gate that was really close to me and got the achievement. so i don't know, get 3 friends do the gens and when remains 1 you say them to kill themselves and voilà, easy trophy
Farm is easy dude. No farm is very very hard!
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@Daniel101773 said:
Yeah I got the trophy but I had to ask the killer to let me get it done, thankfully they were friendly enough to agree. Doing it 100% legit is utter BS, everyone else dies and you have to do between 1 & 5 gens before killer finds the hatch? Yeah ok BHVR
Farm ;-)
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@Peanits said:
For the record, it is not impossible. The generators are only blocked when the hatch is closed. It is very difficult, but it's still possible. We'll see if we can find time to address it, but the schedule is pretty packed as is. Fingers crossed.
If you want an easier way to do it, whenever a match starts to go downhill, get a generator ready (99) and then set it off as soon as the other survivor dies. This way you'll be able to power the gates an escape normally.
Working killer. Understood (y)
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Wow... " 1vs1 fair, no gen, no find hatch, no open gates"
killer see SWF disconnect of lobby!
thats funny.
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@Marcus said:
If keys are fair from survivors point of view, then EGC is also fair.
fair like NOED. Lol
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UNFAIR Only 1vs1
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@Well_Placed_HexTotem said:
In your scenario, survivors:
- Failed to survive
- Failed to do all gens
- Failed to find hatch first
Yet, they’re still entitled to a free escape?
EGC is fair like NOED!
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I missed the fake generators. When you try to repair you enter the dream and the killer receives a notification and the option to teleport instantly.
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Yeah. Update with a lot of bugs too :-)
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/581562#Comment_581562
Because fook console man....
I know they're shitting on the consoles. But I wanted to know if you have an official translation team in Portuguese.
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BHVR have an official team for translations for portuguese?
if yes, why PC have translation and consoles not?
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add two more survivor gestures would be welcome.
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hitbox making more victims! Muahuahau
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BT is good now, stop right there.
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Fix Left Behind perk broken before.
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First, Official translation bro.
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@RoKrueger said:
Leave the ebony moris alone, they are fun and very rare :-)
If you don't like them don't use them as a killer and don't get caught as a survivor
tbag is funny ebony is OP is not good to game.
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Assassin complains of DS, MoM, BT and they were nerfed. Assassins always use offering Ebony Mori against a SWF. Why mori's can not be nerfed also by the "good" of the game. Why only surviving perks need to be nerfed?
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yes... 3 months useless
more useless Mauhau
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Mom useless. Rework
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@Volfawott said:
1) that's not going to fix the problem with high mobility killers and it's only really going to cripple slower or M1 Killers
2) could very easily use the lights to your advantage if you can't work of the lights there's your problem not the game's
3) for the love of God stop making this suggestion
No. Just because you don't like ideas. be patience.
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@Milo said:
@SeanLeo97 Hai, Surv Main here.
The only thing they could change is the spawning of the gates (if they can)
They have several options and do not do it because they do not want to.
- Gates spawn little more far and Hatch spawn far away Exit Gates
- Exit Gates switches lights need 40% to enable the first light
- Rework Left Behind to Open Gates 20/25/30% more faster.
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@Volfawott said:
My main point is exit Gate opening speed is such a niche thing that I don't feel like attaching it to two different perks is a good idea especially when the first perk it's attached to his already so situational at doing it's own job.
Would be a lot more beneficial to just but wake up so it could do its job a lot better and find something more unique to be centred around left behind rather than having one perk that's situational and another perk that situational, both revolving around opening the gates faster
I see no problem in having two perks to open the exit gates.
WakeUp you can see gates aura and other can see you aura while opening the gates 5/10/15% more faster. Ideal for Swf.
Left Behind mayber you could see hatch aura 12meters and open exit gates 20/25/30% more faster. ideal for solo
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How much easier for the killer better! lol
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/574071#Comment_574071
Then you run into an issue where the difficulty in opening and eggs again is typically when you're by yourself.
While wake up is good for the information you have no control on whether you are the one that opens the exit gate or not.
If you keep finding that somebody gets to the gates before you, honestly running leader is a lot better as you buff that person's gate opening speed a lot more than wake up does
if anything is bathed to do with opening exit again it should simply Blbe retained to wake up it's way too situational to justify having it on another perk
Leader needs someone is near to you win the bonus.
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No talking can be nerf. rsrs
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Here listen only killer. Why are you going to remove 4k easy?
Bye
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Specifically referring to the situation where the killer closes the hatch to trigger EGC, not when a gate is open.
Doing some of these things for me would be good already. I m
- Gates spawn little more far and Hatch spawn far away Exit Gates
- Exit Gates switches lights need 40% to enable the first light
- Rework Left Behind to Open Gates 20/25/30% more faster.
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@Peanits said:
While we're not necessarily against making changes to the collapse in the future, I'll just give a quick rundown on why we couldn't do these:
- This would bring back the old standoff issue. The survivor could just hide in a corner somewhere until the killer gets bored and gives up.
- The killer would likely see it too (odds are higher, even, since they are always running around the map).
- Adding time to the EGC wouldn't make it any easier to open a gate when the killer is patrolling them, it just delays the inevitable.
- I wouldn't be a fan of this personally, but I could be convinced otherwise.
- This would just reverse the issue, barring hillbilly. It would be a guaranteed loss for the killer.
It's definitely hard to escape as the last survivor once the hatch has been closed, but that is intended. At that point, the survivors failed to power the generators and failed to find the hatch first. Giving them an easy escape at that point would be a little silly.
Muahuaha. It could at least repair the perk left behind and slightly accelerate the opening of the gates or do something with your lights. We do not want easy escape, just something a little more fair in 1vs1.
1vs1 situation
While the hatch is open the end game only with 50sec until the end, however the killer can't close it.
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Killer camp hatch. U need more speed to open gates i think.

