throwaway79465468797
throwaway79465468797
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For me it's NOED because it makes the rest of the game a snooze fest. 9 times out of 10 the killer will try their best not to kill anyone before they can use it.
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I really don't want to be at high MMR, at least on PC... not if that means I run into more cheaters
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If you're playing Mikey I feel like the best time to stalk survivors is when they just leave a generator. That way they have as little time as possible to escape into a loop and you get the most out of your stalking power
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I guess that is the better solution: just move everyone to console ๐ maybe then there will be less cheating
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2564162#Comment_2564162
After his buff, survivor still able to DH through it.
There is a Purple addon that hes not able to pick up trap. Which mean hes unable to set trap at tight place.
Because if survivor DH through it. Hes forced to give up the chase or step on the trap on purpose
Yeah if they have dead hard then just set up traps in loops so you don't box yourself out of a room or hallway
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2564162#Comment_2564162
After his buff, survivor still able to DH through it.
There is a Purple addon that hes not able to pick up trap. Which mean hes unable to set trap at tight place.
Because if survivor DH through it. Hes forced to give up the chase or step on the trap on purpose
Yeah if survivors have Dead Hard then just set traps in loops and don't box yourself out of a tight room
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2564141#Comment_2564141
I meant on the addons- he's getting more interesting and interactive addons that might give him a little more of an edge, instead of just increasing/decreasing relevant time values.
Ok well thanks. I couldn't find the patch notes myself but I'll take your word for it
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2564132#Comment_2564132
Nah dude- he's been clunky and outdated for a while. He's a setup killer that has severe trouble setting up at the start of the match, and most of his addons are simple numerical buffs that don't really help him out very much. Any halfway decent survivor knows to be careful and to disarm traps where they can, so he's already starting at a huge disadvantage.
The buffs he's getting are both common-sense and badly needed.
Isn't the buff he's getting a numerical buff?
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@jesterkind said:
He's needed these buffs for a loooooong time. I'm one of the eleven discrete Trapper mains in the game currently and I wholeheartedly welcome new members to the fold for tea and biscuits.
Seriously, though, just the two traps at base is already going to make him so much more fun to play, I'm really looking forward to it.
Why did he need buffs again? Because people can dead hard through his traps? That's one perk, and pretty easy to play around...
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Maybe I'm just crazy but I don't see why Trapper needs a buff. Either way, I'll gladly accept it just like everyone has accepted that Wraith needed buffs
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I dont think theres any problem with controller players because they are all doing the same things we are. The one advantage we have over them is the 360 spins, but you can manage almost the same thing on controller.
Theres no precision in the game besides the button prompts. You can still line up your character for flash saves. Everything else I can think of is a button prompt. So your skills come down to your movement, which I believe controllers can manage very well
I wouldnt be surprised if most M1 killers can be played on PC with a controller and still do decent work.
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Guys if you run from the killer without initiating a chase then obviously you will run more straight lines to avoid the killer and prolong being chased...
This is referring to being in a direct chase where the killer is only a few feet away.
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The only way is to incorporate these totems into your rotations on the map, and make your rotations tighter so that they're never always able to look for it
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Wraith, Nurse, Huntress...
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If you cant reliably get them out of the locker, for any reason, you could always leave the area. Then you have the choice of looking for another survivor or coming back if they are injured just in case they left the locker.
It's also not a bad thing to get hit by it. Yes it gives them some time to run away but you'll usually cover the distance in no time.
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It's a good late game perk if you haven't died because killers will occasionally camp the hooks to secure kills. That perk gives your solo crew extra time to group up and help unhook them without risking a death on hook for that survivor.
I will say not everyone expects this or groups up in time to save someone. Often times this perk wont actually work. But in the event that you know they have camaraderie, then you know how to play around it.
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I think everyone is on the same page so far... but that doesnt mean everyone agrees with the OP. Not sure why you're being so aggressive either. If you have something else to say we can always talk about that.
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Well unfortunately NOED is a general perk and that means everyone eventually gets it. So if they want to start using it early on that's up to them. It's a nice late game perk that helps secure some more kills but I find it's not that great for M1 killers who have to chase to get their kills anyway. Most survivors will play split up to the end of the game so running around the map chasing one survivor because you have NOED is... suboptimal to say the least. Better to build around something else and not wait until the late game to start punishing players (if you're just an M1 killer anyway)
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If it were fake then there would be no legal dispute over it...
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2558948#Comment_2558948
that's not the point, the point is, the game could look THIS good, yet we will never have this
Thankfully not because I think it would definitely ruin a good bit of the experience... it's not supposed to look like a very serious horror game
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This is made with a map editor from another game ๐
They probably spent a decent amount of time on it, and it looks great, but it's not made from scratch
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It will only get worse for Behavior if they are indeed involved... people that are concerned will just continue to hold prejudice until they either confirm or deny it in some way. And if they take too long to confirm it then they could cause some terrible damage within the community. It's simply better to get this out of the way now than stir the pot.
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If they are waiting at the edge then downing them will push them through the exit gate. Otherwise your best chance of denying an escape is hitting them with chains just as they reach the door
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If you know it's a SWF then you can try a ward or your own map offering. When its solo queue theres no point in wasting either because they wont always bring an offering. At least in my experience
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I haven't run into very many cheaters, because I'm sure they're all in the red ranks, but this should definitely be at the forefront for Behavior. I remember EasyAntiCheat being notoriously terrible back in the day so I'm astonished that its resurfacing at all.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2556029#Comment_2556029
That is what my Slippery meat is for. I am not going to sit there for two minutes so they can play a qte simulator. We Yolo, or we die.
Taking one extremely low chance and making it a slightly better chance sounds like a great perk I should always take with me ๐
Slippery meat is probably the worst survivor perk imo
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They were probably doing it to the killer and not you. Also you should know not every survivor will try to save you during end game collapse. Especially now that enough word has gone around about MMR being tied to exit gate escapes. You'll start to see a lot more survivors play selfishly when possible.
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Not very often. Most of the time I'm stuck looping them for a bit but 9 times out of 10 they will get the injure and usually stick around for the down. Physically impossible to loop killers forever.
But I noticed with Nea and Balanced Landing I have a better chance of running the killer for longer or even giving up chase. So I really enjoy playing Nea right now.
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If you ever felt frustration or anger for being camped by a killer, and possibly tunneled to death, then you'd know the answer to that question. Sure other survivors can do gens. but what are you going to do? Spectate. That's it. I didnt log in to the game just to spectate other players.
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Blink instantly recharges when you down someone and there's no fatigue
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Maybe if the killer had to spend 6-8s removing the totem then it would make sense to turn it off... unlike hexes where we can't simply squash it to remove them
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All depends on what I want to do so I can't say there's one perk I always have to have
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Do you still let them boop the snoot or is that just for Pig mains
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I'm guessing the forum mods are the only people who come here on the weekend, and I'm sure they couldn't say anything.
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Just do co op gens, with or without perks/items, carry med kit and make sure to unhook survivors safely. Not a lot of ways to get survival bp except for escaping through exit gate. You do get some bp for healing yourself but I wouldn't bother. You get vastly more BP for healing others. Boldness depends on how well you can kite the killers. If you're not that good at kiting then go for totems and pray they have hexes.
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I think there is a vsiual difference... the icon is literally just half of a key, where the other icons look like a regular key
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I'm guessing the Stranger Things contract ended positively and the Hellraiser one did not
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2551857#Comment_2551857
Only thing that's weird about this whole voiceline debacle is
Chatterer is allowed to make sounds when he teleports, they are unique sound clips only he has
it's perplexing, I wish we could know what's going on with this whole voiceline thing
Well it's probably a 3 way contract that includes Boss and Doug. Then if Behavior says "We don't want NFTs in our game" that was probably a breach of contract. Then it's a matter of how involved Doug was in that contract
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2551846#Comment_2551846
If they have permission it must have been green lit and so BHVR are directly supportive of as they've allowed the use of their models in it.
I was so confused at first but I understand now. I meant to say that Behavior is not directly involved in creating these NFTs and probably have no reason to incorporate them into the game... and that could lead to complications, like with the voicelines and stuff going missing for no explainable reason
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2551834#Comment_2551834
They made the models for it, the NFT site says they're collaborating with DBD, they own DBD- there has to have been a green light somewhere along there.
I think the article literally says they just copy pasted the in-game model and they're offering it as an "NFT" because they have permission from DBD to do so.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2551821#Comment_2551821
How are they not directly involved they made the models being used there has to at the minimum have been legal permission for this
Because it's not promoted by Behavior, unless I missed something
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Says 10 possible subscribers will get anything on their website. Sounds like a way to build up a subscriber base and sell your information. Either way I don't think Behavior is directly involved...
Still better off just paying for the DLC because I don't see why this could be better.
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@GroovyAkiba said:
https://forum.deadbydaylight.com/en/discussion/comment/2551488#Comment_2551488
Infinite looping next to their generator just to go back on it cause you couldn't catch them seems downright scummy, maybe if those gyms had random spawns further away from said gen maybe.
Hopefully you're not to the point that you're infinitely looping a survivor next to a generator... I would say if you can't injure them in 12s or less it's time to move on. I usually smack the gen before I start a chase as well, just to buy some more time later if I need it.
The only time looping a survivor is beneficial would be if they were already injured and you have a good chance of downing them.
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@GroovyAkiba said:
https://forum.deadbydaylight.com/en/discussion/comment/2551478#Comment_2551478
I would be down with that, currently there are way to many easy jungles and god routes so a killer basically never gets a hit.
I think in most cases you can just leave the loop and not have to deal with it, and that's probably better than trying to restrict both parties from using their powers or basic functions like window vaulting
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Then the killer needs to pass a skill check to use their power, which is also given to them for free currently
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2550584#Comment_2550584
Good luck doing that. Stats say his killrate is 47% so not many people follow your advice i guess
Of course I'm not saying he cant be a weak killer ๐ just that if it were me I'd feel like my time is wasted trying to loop someone I can't even catch up to. And since I'm playing a ranged killer I have less chances to hit them inside loops
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2550560#Comment_2550560
And im just saying trickster can not allow that because of how his knives works
I know when I play Huntress that my best chances of hitting someone is outside of a loop. I feel like this also holds true for Trickster. 6 blades are easier to hit in the open than inside of a loop that could have high walls, windows, pallets, etc to block your vision, blades and pathing. It's not a good experience with Huntress I know for certain.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2550543#Comment_2550543
As huntress one your successful shot means health state. Trickster with his lullaby gives survivors enough time to find safe place and he can't just leave the chase because laceration decays. Terrible killer
Beauty is in the eyes of the beholder. I'm just saying that a ranged killer should not be looping for very long. That's probably why you're losing so much progress
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@landromat said:
Trickster is going to be bad no matter what changes they do because he can't deal with long wall loops. They can make him devastating in the open But one game of being looped for 5 gens in cowshed and you'll never play him again
I mean hes a slow moving ranged killer, so I wouldnt want to be stuck looping someone and lose. I dont loop people very often when I play Huntress either. Better to catch them on a gen or at least apply pressure some other way using your range.
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I'm ok with it because it puts more emphasis on people escaping instead of just messing around with the killer all game. It might even normalize the gameplay a bit. Not saying it wont cause some people to play a certain way... but overall I think it's better this way, because everyone has the same goal: survive and leave, without using hatch