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th3

th3

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th3
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  • It’s assume rank rewards will come with the mmr being turned on. There is no indicator right now of when mmr will be turned on so rank rewards have no eta.

  • They only keep the ptb open when the number of CAU is high enough to gather data from it. When they close it it’s assumed not enough people were playing it so it’s pointless to keep it up.

  • Idk I’ve seen good console players but I’ve never seen a pc red rank survivor equip a styptic and a syringe on the same medkit.

  • I had a hag play super toxic with bleeding out and smacking in hook. They claimed they were just celebrating the DS nerf through their toxic actions.

    Hard tunneling since I inner strengthed and head on’d them.

    Just petty people who were upset or triggered.

  • @savevatznick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017328#Comment_2017328

    Regardless, exit gates regressing is a good idea. The whole point of the "Endgame Collapse" was to put a hard time limit on the game ending once all the generators were completed. Right now, 99ing the gates in all but the most clutch situations is virtually the same as opening them, and allows survivors to pretty nigh-completely ignore the collapse and carry on like it doesn't exist. Yes, a killer can open the gates, but why would they when they have someone on the hook and don't want to leave it when A. Opening the gates gives the survivors an ever freer out and B. they have to leave their one last objective the hook? All the EGC really has done is push Blood Warden even further into uselessness and not really fixed the problem it was made to fix.

    I’m not debating whether or not exit gates regression is a good idea or not. I’m simply observing something I remembered being said about the topic from the developers.

  • Something interesting that the devs have mentioned about gate regression. They play tested it and weren’t satisfied with how it played out with the exit gates automatically regressing. Don’t know what they aim for but if they play tested that and were unhappy with it then maybe that could indicate something.

  • @DemonDaddy said:

    @th3

    I don't deny that the end goal is malicious by your standards, but the actions I'm taking are no different than a designated runner on a team occupying the killers time. I am utilizing everything for my survival and nothing is lost team wise in terms of progression as the killer is focused on someone else away from the resources or on me resulting in my death or personal satisfying actions. I make safe saves and play my part outside of resource management.

    “I take the beginning of the match to run the map and drop as many pallets as possible before catching the killer's attention.”

    Totally dude, if you want to look less like a clown I would edit your original post where you expressly state you are trolling your team. Every post since that have been trying to excuse this behavior which make no mistake is detrimental to your team and can get you banned if they report you. You just should stop as nothing you are saying is making sense.

  • @Raja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016353#Comment_2016353

    No, no you can't, any win against swf is purely because they are new to the game, don't know the map or are purposely playing poorly. This is a game where it's 1v4 and the 1 is supposed to be power role, you think it's power role vs swf? Swf has kindred/bond as part of base kit.

    It's clown role vs swf

    You can be the best killer player and still lose with 0k entity displeased or brutal if you're lucky only against swf so there is no getting n better you just lose. This game isn't even skill really just rng and perk cheese.

    I disagree and I think your statement completely removes any skill from the killer. It’s extremely unfair to those killers who are actually good when you say swf gives free wins despite anything they do and they aren’t skilled if they beat them they were just playing bad. That’s a terrible argument.

  • I prefer facing swf because it’s an actual challenge, facing randoms isn’t fun it’s quite boring getting easy wins. Facing players who are worse than me and I stomp them isn’t fun, if I face a 4 man team I know it’s a real challenge and I enjoy that.

  • Rank reset will set the survivor back to rank 17 from 16 and then 20 from 17. There’s no way to manipulate the system to go straight to rank 20

  • yeah I've never been exhausted on the ground while dead harding for distance. Smh survivors should dead hard for distance more and stop complaining about being exhausted on the ground.

    in E Comment by th3
  • @MalEducado said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014133#Comment_2014133

    cause you say... its a mech of the game, its banneable to make genrush, to make click click...

    You are actively grieifing the survivor by preventing them from playing. That’s what op asked and he answered that. Genrush and click click aren’t preventing the killer from playing the game, trapping a survivor in a corner is preventing them from playing the game which as I said above is considered grieifing

  • That’s far enough out no so you can just leave?

  • Truthfully I’ve only seen killer streamers using different resolution and I can’t it’s so ugly. Hopefully they can change that

  • @OmegaXII said:

    I don’t think it’s bannable. You’re still playing the game as victor, so you’re still progressing the game. Blocking that survivor just gives you advantage, and there is no reason to let go of that.

    It’s considered grieifing that survivor and it is bannable. Even if you are using victor on everyone else you are still holding that player hostage and preventing them from participating in gameplay. It’s also scummy as #########.

  • @Fantasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014747#Comment_2014747

    Then risk going to one of the available gens or do totems like normal.

    You said it would be kinda fun for survivors to hide at the beginning but no its not. This idea would promote even more boring playstyles and what of someone equipping corrupt on top of this.

    No thanks. If you want gens to be blocked at the start of a trial equip Corrupt. If you don't then deal with it.

    in Closed Comment by th3
  • It's not fun to hide.

    in Closed Comment by th3
  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014624#Comment_2014624

    Is this a pc secret. Because I have no control on the chain at all when I am on console.

    It usually is based on whether or not the killer is moving backwards. You get more control as deathslinger when you move backwards.

    @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014631#Comment_2014631

    Because it's like the Clown's yellow bottles where the survivors for some reason get an advantage from the KILLER'S POWER. That should not be the case. It's stupid, plain and simple.

    Just move backwards and that negates any advantage they get. Why should this be changed when the killer can just choose to pull the survivor towards them. The survivor doesn't get an advantage.

  • @danielmaster87 said:

    I don't think they should have no control but they have way too much control right now, especially when you're walking towards them instead of pulling backwards.

    that's why you walk backwards, it pulls them towards you faster. If you choose to walk forwards you give them more leeway on the chain. Why should that change?

  • I use them pretty often, but mainly yellow medkits/flashlight/toolboxes

  • The game from the ground up is designed around the hunter having first person and the prey having third person camera's. It would just be insanely unplayable.

  • "Why can't I exploit bugs to gain a competitive advantage and get away with it"

  • Dbd isn't a horror game. It has aspects of horror but it just isn't scary. It's only scary if you have less than 10 hours and are rank 20.

  • I’d prefer survivors names to also be hidden from the killers perspective as a different solution.

  • @StardustSpeedway said:

    Only use it to max co-op points. Otherwise I rock other perks. Splitting up is the most efficient way of winning, so I hardly run it.

    Yeah when I use it I generally just max out objective points and then farm other categories lol I don’t have to hold m1 as long to get it maxed :)

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012201#Comment_2012201

    The way it worked before wasn't OK either.

    At least part of the purpose of increasing the stacking penalty was to prevent Killers from losing a generator before finding a single Survivor because they guessed wrong on their patrol. That feat is really only possible if Prove Thyself is in play. By buffing Prove Thyself so it continues to offset the stacking penalty, the developers completely subverted that purpose of the change.

    That’s debatable but I’m not interested in arguing, I just think otherwise.

  • @FFirebrandd said:

    It definitely did not need a compensation buff back when the negative modifier for stacking on a generator was changed from 10% to 15%. It has become my 2nd least favorite survivor perk to go against for a reason. Sure, in theory 3 solo gens is worse, but if the Survivors have split up onto 3 different gens I now have 80 seconds to get around to interrupting that progress and maybe undoing some of it. If they stack and bust out a gen in 40 seconds that's progress they've saved and I cannot touch anymore.

    Here's the thing. On a per gen basis, the default regression is... not great. -0.25 charges per second. However, that number starts getting scary if you can get lots of generators regressing while also keeping most Survivors busy. If you somehow got all 7 generators regressing, they'd be losing a total of 1.75 charges per second which is almost equal to the repair speed of half the team. In a more reasonable scenario, if you have 1 guy on hook, 1 in chase, 1 rescuing, 1 repairing, but also have 3 gens regressing... the Survivors are only netting +0.25 charges every second which is super low considering they need a total of 400. However, what if the Survivors are milking Prove Thyself as much as possible? Well, you still maybe have 1 guy on hook, 1 in chase, 1 rescuing, 1 repairing... but all the charges have been concentrated and saved so you can't get that pathetic base regression to stack and be decent by having multiple gens broke.

    Just to be technical about this. The change it received was to keep it in line with how it worked before. That’s it. The modifier was changed and the perk merely received a change that made it function just as it did before so there is no problem to be had with that change it received since it didn’t effectively end up changing anything in regards to how the perk is used or understood.

  • I enjoy his gameplay, I just think some of his win streaks are carried by predominantly bad opponents he faces but meh who cares. I only stopped watching him for a bit when ruin undying first came out and it was meta, that was too boring but thankfully he is using different builds now.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011741#Comment_2011741

    And you are not giving backlash right now?

    From my experience I see way more survivors insulting killers than killer insulting survivors.

    Not all killers camp, just I haven't been camped at all today but when I play killer everyone holds W

    https://forum.deadbydaylight.com/en/discussion/comment/2011738#Comment_2011738

    Oh just like how survivors want everything nerfed from killers? Freddy, spirit, oni, huntress, blight, twins, just like that or how? Or how undying got nerfed in 1 patch? Or how PH got nerfed as well? Like nurse? Yep like that.

    Just to correct: Undying was introduced in the Blight chapter Descend Beyond in September. Undying was changed in the second Midchapter not the first one.

    in Hold W Comment by th3
  • Survivors bring a commodius toolbox with a brand new part and charge addons. They also are running Built to Last and Prove thyself and Streetwise. But this is definitely shows how fast gens have the potential to go.

  • When snapping out of t3 madness they won’t be able to hear the skill checks. They just fixed the bug with lullaby which did that as well.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011624#Comment_2011624

    It's not a bad idea at all actually. It's a really solid idea, but I think that he has some other bugs that need to be fixed first before if they choose to add anything else to him. He already is one of the highest mechanically skilled killers in the entire game. This would ascend him even higher, but I think there is bigger fish to fry with him first.

    He already has an addon which allows him to insta down survivors. This just negates the punishment for mixing the clouds, also a longer pallet stun time is meaningless.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011600#Comment_2011600

    Can you read what Omega above answered to the same thing you just mentioned.

    https://forum.deadbydaylight.com/en/discussion/comment/2011605#Comment_2011605

    Legion is anti looping? Good to know, ghosty is anti looping? And no, looping and outsmarting one another is the best part of the game.

    You see slowdown builds because of that holding W as well, if it takes you a long time to down them because of holding W might as well regress that gen that they were working

    I haven’t seen a legion at red ranks that was also a red rank killer same with ghostface. I have only seen an Oni, Spirits, Nurses, Deathslinger (he dc’d after getting head on’d), and freddy’s. This is where I’m basing my statement off of. The only time I have seen a non anti loop killer has been when I get a green or purple rank killer who gets bodied. As for the occurrence of slowdown builds, it could be attributed to hold w strat but imo I think it’s just solid for producing results at a rate that is satisfying for people.

    @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011605#Comment_2011605

    I have not met a non troll post that has said looping is toxic.

    Please refrain from this complete strawma n, most killers do not believe this and it is the select few (5% at best) that believe such ridiculous notions.

    Sorry, but if I wanted to do something similar, I'd say survivors think winning the game is toxic for a killer to do.or that not giving hatch is toxic is a popular opinion among survivors.

    My bad didn’t think this was Reddit Ill make sure to distinguish my sarcasm from the actual response so this doesn’t happen again.

    in Hold W Comment by th3
  • @Volfgang57 said:

    I like the idea of increasing the bleed out speed if you're moving. So if you're walking while -not in a chase- it drains at 2x speed, and sprinting it drains at 3x speed. So 20 seconds becomes 10 seconds and 6 seconds respectively. What this should do is make it so you don't have a lot of travel time while deep wounded so you can't get to objectives as easily, and when you do get to objectives your timer is much shorter than normal.

    I think this would balance good because you can still get things done but you can't abuse it as much as it puts more priority on healing.

    This could also be explained because if you have a deeply bleeding wound moving around and running increases your heart rate which increases the bleeding

    So basically old deep wound mechanic. No ducking thanks keep that the ######### out of the game. I’m sorry but this is such a bad idea

    @Blueberry said:

    Make survivors be Deafened like Hags addon while afflicted with Deep Wounds. Now it's actually more scary and can allow for some mind games.

    Madness tier 3, no thanks

  • Killer meta right now is anti-loop killers+slow down builds. It’s smarter to take distance than trying to play every loop. Plus I thought survivors looping was toxic and not healthy for the game.

    in Hold W Comment by th3
  • why are you responding with such a stupid comment. Lacking critical thought processes is popular I see. Refer to the comments I made to someone else on how I framed my post before trying to be snarky

  • @Masterninja said:

    I wish that they change it in this:

    Increases aura reading radius of all teammates 8/10/12 and aura reading duration in a 25%.

    This way you can synergize it with other perks. For more uses, and variety in builds.

    I'd much rather it keep 16m anyways, nerfing the range would make it garbage tier and its barely outside of that as it is.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011176#Comment_2011176

    That's just admitting to being a bad survivor.

    I've won (and lost) games to every single killer, player skill is a much larger factor than what killer they chose in most cases. And even so, you can still pip without escaping a match, which I'd consider a good result.

    Whenever I have a fellow survivor give up, I never blame the killer, even if that's what they want me to do. The Killer is a player too. It's the survivor who DC'd/Suicided that screwed the rest of us over.

    "Durr thats just admitting to being a bad survivor durr."

    If I go on a long chase and see my team not doing anything I'm getting out of the game. Clearly the result will end with a 3-4k anyways so why waste time with players on my team helping the killer.

    Also winning as a survivor is escaping. Pips are meaningless and just shows you play often, and in your case you haven't played this game long enough to realize they are meaningless.

  • No point wasting time if you already know the outcome of a match.

  • As a solo survivor I don't like this idea.

  • Why void a match because one side brings an item which is popular to complain about. The whole point is both sides can bring unfair stuff so I don’t like the idea of canceling a match because right now killers can’t handle keys.

  • That’s wild holy crap, killer was on Mars

  • Same thing with killers sweating their balls off while playing their own bps or an anniversary offering.

  • I can tell the difference sometimes when they take a chase where the survivor has the better position. Experienced killers often will rotate to a different player since they recognize when a chase will take too long, and inexperienced killers get tilted and tunnel easily.

  • The description reads that they only affecting interactions which have a progress bar and vaulting speed.

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006151#Comment_2006151

    If this is how it works, which you seem to know what you're talking about, that sucks. Take me back to p2p pls lol

    Despite all of the misgivings, dedicated servers are objectively better. Both from a developer standpoint and player standpoint.

    Benefits from a Developer Standpoint:

    1. Improved feedback and customization: It's easier to identify issues through servers since they provide a platform which can be easily adjusted.
    2. Allows more services to be provided with dedicated servers

    I'm sure there is more but those I can think off the top of my head.

    From a player standpoint its a more secure way to play since you are not connecting to another player who functions as the server, but instead insulating yourself through the dedicated server. This means your IP and possibly other information is not exposed in a way that P2P would have done. Also dedicated servers lower the average ping for matches by virtue of the service they use (AWS Gamelift).

    All being said, Dedicated servers are an immense improvement to the QoL of Dead By Daylight and the only thing holding them back in this regard is ensuring all the systems are migrated from P2P to Dedicated Servers which I believe they have said they are coming close to finishing as its only a few edge cases left.

  • It's going to be a priority to cleanse as a survivor in my opinion. Like immediately. That's how good it is.

  • @adkawka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006555#Comment_2006555

    spirit has mobility with a hight potential for ending chases fast, BUT if u track survs correctly, especially if they dont use 3 SC perks and run iron will (that probably might be much stronger than one or two SC perks)

    Stridor counters iron will

  • Because those perks work best for the playstyle they use. Decisive and Unbreakable ensures that if the killer finds them in the 60 seconds following their unhook they can use decisive, unbreakable for when the killer slugs to generate pressure or to wait out the decisive. Borrowed Time for dealing with killers close to a hook, preventing them from farming their teammate/divebombing hooks, and dead hard is the easiest exhaustion perk to use since it has so many uses.

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