yandere777
yandere777
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It be like that sometimes
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They stopped releasing splinters a while ago so your answer is no
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@Ihatelife said:
So it gives only a chance rather than guarantee second perk...
No, after level 40 on the bloodweb 4 perks spawn, you can choose one guarantee perk and hope the entity doesn't take the second perk you wanted. After that you choose between the last 2 remaining perks and the entity takes the perk that was not chosen
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@Awakey said:
Her Omegablink add-on combo only adds 7 meters to her blink, for a maximum of 27 on her 1st blink, and ~16 on her chain blinks. It's not a lot, really.
Edit: Typo
It is not a lot, that is true but you missed the fact that the ranges don't compensate for her blink speed and how long she has to charge for the max distance. which is the issue with those two add-ons. she goes 44~ meters in the same time it will take to go 32 meters and she can actually charge up a 32 meter blink faster too.
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The way the game does percentage based things is additive for buffs and multiplicive for debuffs. So a 24% perk and a 12% perk will give a 29% debuff, not a 26% debuff. This is done so you will never reach 100% debuff which literaly stops all progression. Additives stack and don't have a cap. A 100% buff with 2 33% buffs and a 15% buff will stack to 178% due to being additive.
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This wasn't ment as a buff. The devs wanted freddy's power to be consistent. You never heard his TR while asleep so this is more of a clarity type of change.
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These leaderboards just look like people who haven't played in a minute. Too much teachables on the low ranks to call em new so I'm not sure
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@Nickdela9812 said:
https://forum.deadbydaylight.com/en/discussion/comment/699797#Comment_699797
They don't actually. It slighly increase the charge time, but there is a reason why nobody uses charge time addons: they don't really do anything to help you. You complete your blink charge faster, yes, but we are talking about milliseconds. A value so small that we shouldn't even take into consideration; indeed, i never noticed the faster charge time while playing with those addons, and even if there was, the blink, because of the same movement speed as a normal blink without more range, is gonna be the same, and that means more time for the survivor to react while she is blinking.
You missed my point. Every aspect stays the same but you just go further. These aren't real numbers, just an example. Lets say it takes 4 seconds to charge a full blink and 4 seconda to travel a full range blink. With the two range add ons, or takes the same 4 seconds to charge and travel but you go a whole lot further. So if you charge 2 seconds you'll get to the 32 meter range faster and shorter than you would have without the add ons.
Its not the add ons fault, its the way they implemented it.
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Or just bring back old legion lmao
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@Nickdela9812 said:
I know Nurse is probably gonna receive an addon re-balance soon, but the only addons they should nerf are the ones that add you more blinks, but about Omegablink, people should really consider watching some numbers because they are overhyping something for what it actually isn't: If you go to the wiki, it tells you that the 2 range addons combined together, they only add 11 meters with 2 blinks (43 meters instead of 32), so it's not really that big of a deal, it's strong, yes, but it's doable, a Nurse with 3 or more blinks who knows what she is doing is far more dangerous; not to mention on narrow jungle gyms or tight buildings you can easily miss your distance with omegablink, so you'll have to adjust correctly; and not to mention you can go even farther with 1/2 more blink/s addons + a range addon; so really, the only reason why people are screaming so much about these addons is because some streamers are saying they are OP, only cause of the visual effect it does, which lets you think you are going farther than what you actually are, but they don't consider numbers and the problem these addons could give you in tight places in chase. Of course they are op if the survivor in chase only runs in a straight line, but that has nothing to do with the addons.
The best addon build with Nurse for me is Fragil + Ataxic (and Ataxic alone adds only 5-6 meters of range, so, seriously, the overhype people scream about the range addons, it's only due to the visual effect that lets you think you are going farther that what you actually are)
Nerf her additional blink addons, not her range ones: they are the only good and balanced ones she has (and please buff every other one, they are trash)
The thing about her omegablink is that those add ons also increase every other aspect of the blink. You go further with the same charge time and the same blink speed. You can go like 40-50ish meters in the same time it takes to go with no add ons. Same for just quickly tapping the blink button, you go further distance at a shorter time and faster speed.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/699000#Comment_699000
Just because you get lucky so often does not mean more unexperienced players should not have any chance in this situation. I also do not understand how I can hide while EGC has triggered and the killer can literally stand between the two gates and see them. It’s not like he has any reason to go away.
it is also not really rare to happen and in most cases the killer already had an easy game.
I did not say the survivor should have a guaranteed escape in this case, btw. But the killer shouldn’t have a guaranteed kill either.
Not every game has two gates like 5 feet apart with no LOS breakers. Most maps and games have objects that force the killer to move real close to check on it. The exit gates aren't the problem, its the lack of objects to block them.
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Honestly. I just want the game to end at that point so i kill people to get myself out of the game
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Not to mention perks like this are multiplied and not additive. So it's actualy even less than a 34% debuff
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I'd say a better wording would be "people who don't understand both sides" i say this because i main killer but i have a firm understanding of survivor because of all the videos and reading on the forums, yet I'm not toxic in the slightest
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Thats when they just tunnel one guy for a ds and bam! Build useless lmao
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/695659#Comment_695659
You realize you're able to tell which perks others are using by the effects they have in game, correct?
Please troll someone else
Why dismiss him like that though? Just be civil about it. My first thought seeing this post was "maybe its just dying light" unless i missed a comment i see no reason to talk like that.
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@Peanits said:
It is intentional. Invites are meant to respect whatever that player has their status set to. If they want to appear as offline so nobody bugs them, it will prevent you from inviting them.
Could there be a way to invite members inside your party regardless of being online or not? Could be a nice simple fix
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@underlord99 said:
mine just crashed 2 times in a row , I was playing Myers while using dying light .
Sad how i gotta stop using dying light now. It was a fun perk but isnt worth losing bp and add ons to use
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/693211#Comment_693211
Not even most. Half at best
7 out of 11 of the perks i mentioned are no longer even a thought on him. All he counters is borrowed time, the pebble and stake out. Sure the perks that are useless on him aren't all considered good but they are absolutely useless on freddy.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/693166#Comment_693166
It doesn't, tough...
Borrowed time is now bad against freddy
Dark devotion works on awake survivors, and who uses dark devotion on freddy?
Pebble is now worse against freddy
Distressing, why would anyone use this on anyone but doctor?
The increased terror radius on agitation is meaningless, no one uses it for that.
I can go on, but do I need to?
I rushed out my response. I meant to say most of the perks. I agree with what you said but that still doesnt change the fact that perks like infectious fright, and unnerving are now useless. Unnerving could have been okay if you used the dress add ons with it but now its not so great.
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Thank you peanits for the clarification
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@Penny said:
https://forum.deadbydaylight.com/en/discussion/comment/692891#Comment_692891
it doesnt hurt him
But it doesn't help him. And in fact, it hurts his potential synergy with all of the perks i listed
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@Peanits, sorry to @ you but could you clarify something for us? Does oblivious get rid of the red stain?
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/692652#Comment_692652
Wait for real? No Red Glow while in the DW? I'm still downloading the patch. That seems like a bug on BHVR's end that will get patched out within 24 hours, ''too strong'' just like getting Exposed hits on Pig's Ambush which they removed for some reason.
Actualy since red glow is generally tied to the TR this makes some sense. Not sure if this actualy works though but i hope this is the case
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Borrowed time
Dark devotion
Pebble
Distressing
Unnerving presence
Technically agitation
Monitor and abuse
Object of obsession
Insidous
Overwhelming presence
Stake out
Kinda tinkerer
All of these perks are either useless on him, or work better against him.
OoO is like chasing a ghost face because now there's no TR thats stopping you. m&a is useless unless you like having weird fov. And so much more. Not sure how to feel about this one to be honest.
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@Mr_K said:
BT applies to the hooked survivor so my guess it would still trigger. If not, expect the devs to "fix" it shortly.
If the rescuer is asleep it wont apply but even if they manage to get BT off, freddy can tunnel just like it was old BT because if you hit them they'll fall asleep but since theres no TR BT wont even work. This just made freddy the best tunneling killer lol. Besides wraith cause he number one with that
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How was your day? Gotta be civil lol
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/691321#Comment_691321
I think the new Dying Light is a bit too weak. If you could keep what tokens you have after the obsession dies... because the obsession isn't effected by DL. You can get 8 tokens, but what does it matter if the one person left isn't effected? It's way worse.
Even though its weak i still like the concept of it. I get bored of running pgtw, bbq, ruin and a random 4th perk every game.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/691311#Comment_691311
I'm excited for that too:D
Imma have some fun with the new dying light. Time to bring out the thana, dying light, sloppy and nurses on freddy with a black box + swing chains. Feel bad for all the future games. They not gonna get anything done
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Mainly excited for the bloodweb changes
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Imma count to 5
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do keep in mind that the wiki is NOT always correct
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@NuclearBurrito said:
THE WOLF
Terror Radius: 12 Meters
Movement Speed: 4.4 M/S
Height: Tall
Power: Call of the moon - Start the trial in your base form.
While in Base form (human form)
- Move at a reduced movement speed (4.4 M/S)
- You have a reduced Terror Radius (12 Meters)
- You lose your Red Stain
- You may desecrate Prayer sites
Injuring Survivors while in base form causes them to become Tainted until Hooked or Purified. While Tainted a viable dark mist surrounds them and their portrait.
While in Beast form
- Move at an increased movement speed (4.8 M/S)
- You have an increased terror radius (40 meters)
- Tainted Survivors in your terror radius become "tethered" to you
Taint
For every Tainted Survivor teathered to you, all Survivors inside your terror radius move 5% slower.
6 Prayer Statues spawn around the map, you do NOT see their aura's. While in base form you may interact with them to destroy them. This locks you out of wolf form for 45 seconds but renders the statue unusable for the rest of the trial.
Destroying a Prayer statue takes 2 seconds and is effected by Brutal Strength and Fire up.
A Tainted Survivor may interact with a Prayer Statue for 10 seconds to purify themselves of taint. If they are tethered with you when this happens you will be kicked out of wolf form instantly. This also reveals the aura of that Prayer Statue to the other Survivors.
Tainted Survivors do not see the Aura of the Prayer Statues.
Transforming
Holding M2 will cause you to slow down and transform and switch forms. This has no cooldown by default.
While transforming into Beast form you will howl, producing a map wide non-directional noise and disorienting any Survivors in your (new) terror radius (Makes their screen blurry like with Clown).
Transforming into Beast form takes 2.5 seconds
Transforming into Base form takes 1.5 seconds
While transforming you move at 3.68 M/S
Addons
Brown:
- Move faster while transforming (0.1 M/S)
- Decrease how long you are locked in base form after destroying a Prayer Statue (by 10 seconds)
- Decrease time to transform into Base form (by 0.5 seconds)
- Tainted Survivors glow white
Yellow:
- Move faster while transforming (0.2 M/S)
- Decrease how long you are locked in base form after destroying a Prayer Statue (by 15 seconds)
- 1 less Prayer Statue spawns
- Decrease time to transform into Beast form (by 0.3 seconds)
- For every Tethered Survivor decrease the Action speed of Survivors in your terror radius by 5%
Green:
- Decrease time to transform into Beast form (by 0.5 seconds)
- For every Tethered Survivor decrease the Action speed of Survivors in your terror radius by 8%
- 1 less Prayer Statue spawns. You Destroy Prayer Statues 50% faster
- Increase slow down from each tethered Survivor in your terror radius while in Beast form (by an additional 2%)
- Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 3 seconds)
Purple:
- Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 5 seconds)
- Increase your movement Speed while in Beast form (by 0.1 M/S)
- When a Survivor becomes tethered their Aura is revealed for 3 seconds
- While in base form tainted Survivors are oblivious
Red:
- Hooked Survivors stay tainted
- You are not locked out of Beast form when breaking Prayer Statues
Perks
Mark of the Beast - Mark a Survivor when you hit them. The next time they attempt to heal, repair, open an exit gate, open a chest, break a totem or sabotage a hook reveal their location for 3 seconds. Can be applied to up to 2/3/4 Survivors at once.
Hex: Decay - After a Survivor has vaulted over a pallet 4/3/2 times it will instantly break. This effect is disabled once the Hex totem is cleansed.
Growing Rage - Any time you are stunned gain a token. After preforming a break action move 2.5% faster for 1 second per token. Lose 3/2/1 tokens after hooking a Survivor.
Why even play in your base form? From what you said a tainted survivor needs to purify so why taint them in the first place. You spawn in, go wolf boi, now you are 120% and there is no way for survivors to do ######### to you because you are 20% faster. In a different perspective, you are always in bloodlust 1. If you can switch between modes with no time limit i feel you need more ways of being kicked out of the mode. Getting stunned by pallets could be a good way to boop you out. Maybe breaking pallets too but that just seems overkill. I agree with an earlier idea of slower vault speeds but i dont think disabling his vault is where its at. If you cant vault while in beast mode then now you are forced to play shacks with bloodlust.
But back to my main point. Base form is actualy useless because it gives survivors the ability to kick you out of your power for what? 3 maybe 4 seconds. Thats really not worth it, maybe if there were a cooldown placed after being forced out than it'll be more worth it. Cool concept but there are a ton of unnecessary things. The howl for transforming sounds cool but it can also be used to spam it so it can be annoying. Same for that clown effect you wanna add onto survivors.
If you say being tethered is the benefit to being tainted, even that isnt worth it. It'll just make chases even more brain dead. You move at 120 while the poor Dwight you are chasing is now moving at 95 because you managed a cheap early hit with your 12 meter tr, which was reduced to 4 meters due to m&a. At that point it's bloodlust 2. His chases are very boring and unfun. Might as well face old legion with franks and deep wounds study.
Also, the way you have it worded means you can only cleanse while tainted but being tainted and tethered are two different things. So you cant even cleanse inside his tr, which can be increased by 25% with distressing and by another 8 while in chase with m&a. You effectively have a dumber tr than impossible skill check doc.
Being tainted is a death sentence but at the same its stupidly easy to get tainted again after the first cleanse.
I'm not trying to be disrespectful but i wanted to give you my critical feed back on your killer idea. I do hope you'll respond because I'm open to a discussion and helping to flesh out this idea
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@Crazewtboy said:
Someone brought up the point that the cap is there so people can't hack bloodpoints. Anything above 1mil turns into an immediate flag unless it was compensated by BHVR. I agree though, it is stupid that we can't even hit level 50 with the current cap. Surely raising it to make that possible wouldn't hurt.
Maybe its because you only need lv40 for the 3 perks
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@Fibijean said:
If you mean lore-wise, I would guess it's just a coincidence. As CthuluSE hinted above, arguably Huntress is ambidextrous.
If you mean in terms of the game itself, I'm guessing it's because it saves the devs a lot of work without affecting the quality of the game in any way. A left-handed killer would mean they couldn't reuse any of the animations currently in the game which depend on the killer's M1 using their right hand (which is more than you think, probably) and would have to create new ones. This would mean less time spent on other things that might improve the chapter like the quality of the new animations.
Not to mention it'll just feel real weird and awkward to play as. Also it'll be awkward inn console due to the default attack being tied to the RIGHT R2
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They answered this before.
If you limit the places totems can spawn too much it will be easier to know where to search. If you do this there will be less places to spawn so that means less places to search. Totems are a double edge sword so if you don't want the risk go for something else
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/84418/no-hud
I want this because this could bring the "horror" back to Dead By Daylight!
Also, I had an idea, this should be applied to Third Seal in my opinion! :)
This could also give blindness add-ons a whole new meaning
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I disagree. If i don't wanna talk to people i shouldn't be forced to talk with them or face a severe disadvantage. I know if i have this opinion there are plenty others out there who have the same one. This option will kill a bunch of peoples solo experiences and it could also make some forms of ingame harassment possible, not to mention you can do all types of trash talk and verbal abuse to someone for not doing something. The only positive that this change will bring is making the balance changes easier by knowing who to balance it to
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@FancyMrB said:
Yes please!
Sometimes the game glitches and all I have on my HUD is the tittle of the map. I love when this happens! The lack of information gives the game a bit more edge and is more engaging.
I am all for not being spoon fed information ^^
One of my freddy games had a glitch that actually made me lose my entire hud and it honestly felt amazing. Not only i couldnt see the survivor's status i didnt have my screen clouded with random stuff. Not to mention i think the chase music was bugged during this too so i didnt have that music when you pick someone up.
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At first glance this sounded really stupid but after thinking about it, it's not that bad of an idea. With deep wounds you shouldn't be able to cheese the TR not letting it go down so it makes you wanna get out of it to clense, if you dont you risk getting caught by nurses calling. Basically with this it adds an incentive to escape the killers TR.
But legion, you are probably thinking about. Legion is weak. He smacks you once then can M1 you. This will only give him tracking on people who already goofed. Survivors will have to treat mending the same way they treat healing with nurses and thats to not heal if they hear the TR.
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For those who are unaware, freddy's traps do not count against losing bloodlust. If you place traps as hag or trapper their bl won't disappear either.
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@ThGameIsHardButSoAmI said:
here's why:
second wind: if I see a survivor getting broken after being rescued, you can bet i'm not gonna let him heal while working on gens- encourages tunnel
No mither: if a survivor has no mither, i'm not gonna slug him, that's like sluging someone that you know has unbreakable
Deliverance: doesn't affect him too much, but might be tunneled thinking that it's second wind instead
suggestion for no mither: start healthy, once injured you have the broken status effect for the rest of the game
I think this effect in the HUD only encourages tunnel, but i might be wrong. thoughts?
If this is how you feel about these perks than I'd say running decisive strike is the perk for you. It combos well with those perks, practically guaranteeing 60 seconds of not getting hooked.
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I was once called a ######### herb. Good times
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@Shirokuro said:
I love whenever a post like this is made, most replies are straight up just "No. It'll just make meta characters"
Like seeing 3-4 Claudettes almost every lobby isn't a thing already.
Instead of 3-4 claudettes it'll be 3-4 "insert new meta survivor here" claudette is literaly already a "meta" survivor with how easy she can blend. You just proved why this aint a good idea. Now my mori will be saved for 4 dwights or megs or whatever becomes meta. Not to mention survivors who main someone that got a useless good stat and a pretty bad negative stat will be ######### because they got every perk for that survivor but can't play it because they will be at a disadvantage.
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Issue with spirit is the moment you give survivors information while she is phasing, i mean and type of info, her ability to kill will plumet all the way to myers tier at best. Killer's in general rely on survivor's mistakes so when a killer who can actively force out a mistakes is thrown into the mix things get hectic.
Spirit has a cooldown on her power, moves at 110% speed, lets survivor's know she is near with her swooshing sound, doesnt see blood and survivors in power. Her only form of tracking is breathing, scrath marks, audio clues, explosions, walking and running in her power. If you shake her off while in her power it will heavily hinder her due to the cooldown and the 110% speed. There is no low risk in her because of her always having what some survivors call a "50-50" with her. If she misses then you can extend the chase more and if she doesn't then you got hit.
Survivors have plenty of tools to counter a spirit. Iron will takes away some of spirits only information, lightweight will make it just that much harder to track you, spine chill will tell you if she is looking at you so you can move a bit to that side until it stops lighting up, windows are a direct counter to her power because she cant phase through em, if you are running near a completed gen the noise will make it harder to hear you, and urban evasion helps you hide easier around rocks and such.
If you feel you HAVE to run 4 perks to "barely" counter her then that's just a you problem. If its possible to get to rank 1 with no perks it shouldn't be a problem when none of your perks dont help you out. Especially when they work just as well against other killers. Before you say not every survivor can get to rank 1 perkless the same can be said about not every spirit is god tier and can track perfectly all the time.
Its a 4v1 game and you should never have an advantage over the killer in a 1v1. You are meant to go down at least once and probably die in half your games. Not every game is an escape and not every game is a death
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Oh and the reason they are common is because 3 of his add ons give him the ability. If i were you, I'd be more afraid of dream snares because those will get you hit before you could even drop the pallet
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I main freddy but dont use his pallets that much but i have some tips.
If you see 2 pallets next to each other one is always fake so drop one of em early or dont even risk the loop. Remember that you only see them when asleep so when you are getting chased the first time look around and scout what pallets are used and what isn't. If you noice that the freddy is respecting some pallets but not others this will tell you outright that he knows it's a dream pallet. Drop pallets you think are fake a little early. Play around windows more than pallets. He is an m1 killer if windows are available so double t-wall tiles are bad to him.
The above tips dont always work but help you minimize the chances of getting caught in them.
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No, I'm on ps4.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/651211#Comment_651211
https://us.v-cdn.net/6030815/uploads/594/BUGEMAHVGETI.jpg
Right here, it shows the base TR is at 32 meters
Thank you but now im wondering why the wording is weird, the killer shows 32 but the text on his power says you dont hear it until 16 meters.
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@[Deleted User] said:
No.
Incorrect.
Awake survivors hear the TR at 32m. He’s completely invisible outside of 32m, intermittently visible within 32 &16m, and completely visible within 16m.
And TR affecting perks will take effect on the TR, but not the lullaby sleeping survivors hear.
For example: Awake Survivors will hear the TR from further away when using Distressing, but it won’t affect the lullaby the sleeping survivors hear. The lullaby is always fixed at 32m, and is non directional.
I can accept everything you said except them hearing that tr at 32m. The only reason is because it states and i quote "awake survivors hear the terror radius and see the nightmare from within 16 meters" if what you said is true could i ask for proof because as it is right now, what you said directly ignores what the game stated. Sorry if i sounded aggressive with my wording.