yandere777
yandere777
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@Shocktober said:
Former pig main, she's near the bottom or at the bottom. Good survivors will just run off the tile when you crouch for a dash attack, so it's borderline useless against them.
She is good with double purple add-ons for the head-traps but what killer isn't good with double purple add-ons? Stock traps are nothing more than a time waster unless you are tunneling off the hook, and at higher ranks that usually just means you will get DS'd.
Her greatest strength is that random people will come up to boop the snoot, and it's up to you if you want to take advantage of that or not.
Your dash example is true unless the pig does it to bait them out of the loop. You crouch, roar then uncrouch and they'll be in a sticky position. Personally all i use is her brown crouch addon and brown recovery addon. It lets me have more leeway with her dash and use it more freely.
Not sure what you mean with the stock traps part. If you can could you be more clear on which addons they are lol. But either way whatever they are tunneling as pig hurts her more than any other killer. If she tunnels a trap then the trap is useless.
Not necessarily trying to defend her or say shes good or bad, just trying to bring some clarity to your points lol
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@Mak0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1166074#Comment_1166074
You still produce blood orbs during blood fury It’s just oni can no longer see them or their auras
No blood does not drop when he is in his power. Yes he can't see the remaining orbs but you dont drop any new ones either. Next time you play against oni and are injured when he uses his power you can see for yourself
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Wraith because he just pops up anywhere lol.
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@Predator3174PL said:
"Oh, you mean like Left For Dead? No, never considerd it!" (Mathieu)
RIP Pyramid head then…
I mean, he could be the next chapter. He's iconic enough in my eyes and he has a humanoid shape
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@Fibijean said:
Rank only means nothing because the system is so badly designed. When people say rank means nothing, they don't mean skill means nothing, they mean rank is not an accurate reflection of skill as it purports to be.
The fact that rank 20s are not on a level with rank 1s will be true regardless of whether ranks exist to showcase it or not. Removing ranks won't make new players suddenly good enough to be fairly pitted against veterans.
Sure, being paired against good players will make new players improve faster - assuming they don't quit the game first because being stomped match after match is demoralising and not fun for the majority of people. At the point where you're following that up by saying "it will make balancing easier because the developers won't have to worry about rank 20s' fun", it comes across like you just don't care if new players have a good time, or at the very least haven't properly considered this from their perspective. Again, whether or not ranks exist has absolutely zero impact on balancing, because new players and experienced players both still exist and need to be accounted for if the developers want the game to survive.
I'm not saying any of this to be mean - ideas and feedback, expressed constructively, are always a good thing - but I strongly disagree that removing skill-based matchmaking would make the game either healthier or more fun, at least not for the reasons you've provided.
Darn, here i was thinking i was on to something lol. Thanks for the feedback, really appreciated.
And all this is assuming they revamp the tutorial because the ones they have right now are severely outdated and only tell survivors to do gens, hide, and unhook. If new players were properly told how to loop then it will be a lot easier to retain them with no sbm.
It also would allow the devs to embrace swf with them being able to properly show them the ropes a bit easier than rank 19 timmy being in rank 1 chad's lobby lol.
We may have differing opinions but i firmly believe this is a healthy general idea at the very least. Will end a decent amount of the games problems.
Oh and honestly the game currently doesnt give a rats ass about the new players anyways lol. Killers rank up too fast and get sat by competent greens really easily while survivors struggle to claw their way out of the camping no gen finishing hell known as brown and yellow ranks lol
Oh and most my points are just my ideas at the time. Legit no coherent process of them being typed lol. Once again thanks for responding and sorry if i sounded a little too closed minded lol
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@Hag.is.Dtier said:
Ah yes Oni, Billy on a timer that has a buggy clunky lunge that anyone with experiance can juke easier than a controller killer. Another killer overrated by streamers and mains.
I mean, he's still pretty good. His power is on a timer but it's much deadlier than Billy's chainsaw ever can be. And I mean out of loops cause we all know how Billy's curves be lol. But Billy can't do what oni does. Oni can kill them before they can get to a loop. Billy can reach them as they get to a loop and then proceed to curve on em
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@leyzyman said:
https://forum.deadbydaylight.com/en/discussion/comment/1210271#Comment_1210271
I'll be honest, balanced was kinda powerful, but I dont think a nerf was needed to it. There was only 1 real map that it was truly broken on, and instead of fixing the map (which that loop is still basically a near infinate), they gutted the perk that was needed. If I had the choice, it would have been:
1. Remove the exhaustion part
Or
2. Make the landing reduction 30%/40%/50%
But hey, my ideas are different.
The reason the perk was nerfed to how it is was so the devs can play around drops a bit more freely. Just think of the oni map with new balances landing.
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No you dont get banned for allowing true love to blossom. You literally got them married so why are you in trouble. You just gave them a wife,maybe some kids and a few new headaches.
Ok seriously you wont be banned. If the system worked like that then every player wouldn't be playing right now lol
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@thesuicidefox said:
According to the description for White Ward...
Burning this offering grants you protection against the loss of your item and add-ons.
However, when I tested this, it does not work as stated. If you die with the item, yes you keep the item and add-ons. But if you escape you lose the add-ons. This doesn't make any sense honestly, and I doubt it is a bug, as the devs were pretty explicit in stating that you must use Ace In The Hole in order to keep your add-ons if you escape.
So can we get this changed? It feels a lot more reasonable to ask the survivor to burn an offering than to use a perk for something like this (although I want to point out it makes sense for the perk since it is designed to earn you items with add-ons). If you want to look for items in a game and keep them plus the add-ons, bring AITH and escape. If you want to bring an item with add-ons into a trial, offer a White Ward (or bring AITH if you can afford the perk slot).
Honestly i feel it should work but why have two things that essentially do the same thing. They could change the wording to make it more clear on you losing them if you die. But i do feel the devs made it clear that the only way you keep your addons is with AITH. Survivors have AITH to keep those rushes going and killers have their own ward to keep their killing going.
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@plunder said:
https://forum.deadbydaylight.com/en/discussion/comment/1200316#Comment_1200316
Considering you gave no real input other they suck tells me nothing of real importance. I say they shouldn't work. But I at least stated that I was willing to compromise with restrictions. I even stated that you shouldn't get second chance perks endgame. That they should for only when generators need to be worked on.
How are the restriction changes I suggest bad? I state ds and borrowed not to work at endgame if they have 3 or 4 survivors left because you have 3-2 other teammates to back you up late game so you shouldn't get second chance perks endgame. But at endgame its 2 people left then yeah it maybe should be active it's only you and one other survivor. To work with each other. Same with noed if you only have 2 survivors left endgame you don't need exposed. If you feel like you need it with 2 survivors left you not a good player. I also suggested the movespeed nerf to prevent slugging multiple survivors. So once you hit two survivors into dying state with the change you are slower. So you are forced to hook.
Its bad because of how restrictive they are for no real reason except you dont wanna deal with them during egc that's why. No other perk does something even this restrictive or close to it. Oh my bad one perk does and its that one Laurie perk that absolutely nobody considers.
And i gave input on how to deal with the perks normally. I told you to eat a DS so it is impossible to show up in endgame and i also said to slug to avoid DS. If you wanna use a perk that will heavily punish them then bring in stbfl so you can recover fast enough to kill them before the unhook. I even went as far as telling you that these fancy DS and BT plays already fall apart if one or two people are dead by then. Why do you wanna limit perks for survivors when all 4 made it to the end. You aren't supposed to be guaranteed a kill just because they all lived past the 5th gen.
If you really wanna hard counter those 2 perks just slug like honestly thats all the advice i can give.
Why would you want them to be active with only 1 or 2 people left? It's near impossible to do any saves like that. They just have to leave because the killer can just camp, like they should, until the final survivor leaves. Most they can do is a 1 for 1 and hope the killer eats a DS.
And i purposely didnt talk about noed because that was not the topic.
Honestly my point is to not make the perks so restrictive and wordy. I also didnt give any other suggestions because I'm fine with how the perks current place in dbd. Like you are adding all these if/so/or/and situations that the perks will be an inconsistent mess.
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@xTalon32 said:
As far as I know Legion isn't nearly as weak as you make him out to be. In fact, I'm pretty sure most killers find Legion pretty good, and most survivors think it's too overpowered.
I'd take all the reworks, ideas and changes almost every player made for him is enough evidence of nobody liking his current place. And sadly its not for being strong
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@mutante said:
https://forum.deadbydaylight.com/en/discussion/comment/1200354#Comment_1200354
Yes, you're right. I completely missed Novembers stats. Would like an update still.
Honestly sameee. I love me some stats lol. Especially now that toolboxes and ruin was nerfed. In fact i think it'll be more appropriate to show stats like 2 weeks after the ptb. To let stuff die down and we can see stats with
- No ruin
- A lot less pseudo infinites
- Neutered tool boxes
- Gen speeds slightly being touched
- Maps being fair
Like I'm honestly looking forward to this now lol.
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@mutante said:
https://forum.deadbydaylight.com/en/discussion/comment/1200332#Comment_1200332
Sorry but I'm a data driven person. I prove points with data analysis and statistics.
Thats perfectly fine but in this case the date you used, even if it was right, isn't useful because you immediately shot yourself in the foot with
"My guess these win rates are between 85%-90% right?"
Most made up statistics are generally incorrect and you also show some imminent bias in general.
Like i said it's fine to use stats and facts for points but i guess i forgot to say to use multiple facts. And i guess fact check the stats next time too because as people stated, it already was proven that those stats were incorrect.
Im not trying to call shots at you by any chance lol
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Haha good laugh. Thanks but no.
In all seriousness tbagging does more harm to the player if the killer can keep their cool. This actually sounds like a you problem because nobody minds tbagging. They just hate the feeling that they can't reach the survivor, aka bad maps
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@mutante said:
https://forum.deadbydaylight.com/en/discussion/comment/1200254#Comment_1200254
Interesting... Didn't remember that. Thank you! Must be something around 70% still.. Which is still very high before Hex:Ruin nerf.
I remember from a while back that it was confirmed rank 1 survival rates was actually around 46%ish soooo yeah lol. But dont try to make points based on stats. Make points with stats being able to back you up but not being needed to prove your point.
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Sorry but none of these changes are healthy or that great. I get how you feel but that's not the way to change them. If you don't wanna deal with an endgame DS then either dont let end game happen or just eat the ds. If you dont want an end game BT save then just slug them or force them out. Those BT saves normally dont work if at least one person is dead by the time end game happens.
And not trying to call shots here but what do you want with this post? Its a title that makes the reader think you have a reasoning behind it but all i saw were changes with no reasons as to why. You didnt say why they shouldn't work and why they are allowed to work. Just saying they shoudnt and moving into the next part. Again, not calling shots. I just wanna have a civil discussion
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1195670#Comment_1195670
Thanks, I usually pick up on new killers fast but that Oni made me look like a newbie. Probably one of the worst games ive had lol
Haha that's understandable. Personally I would actually say to hold off on oni until after controller sense gets doubled. It'll probably mess you up a lot haha
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You need to do wide turns and don't move your analog stick forward. It slows you down. You should only move by strafing left and right. After that you just need muscle memory.
Ps4 oni main here lol
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I would assume it makes it harder to chain loops at the ward. Being able to use one pallet there, then 3 window vaults and still making it to another loop was what was absurd about it in my opinion. We'll have to wait and see how the map plays now but my guess is you'll get the hit quicker because now there are less pallets in the map to chain around
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@PigMainClaudette said:
Personally, I'd just like to see the Black Pip requirement just straight up lowered for every DC, with a guaranteed Black for if the killer DC's.
If we did want to impliment this idea though, and with how people are expressing concern over the final generator, lock it so the final generator and exit gates can't be opened and increase the penalties for clicking on [LEAVE MATCH] that way they are warned and it isn't 100% abusable.
I feel your idea is the best so far but i also personally think nothing is needed to be done about this situation.
The game is a 1v4 so If someone dcs or dies it goes into the killers favor. Thats the way it's balanced. So no matter how much they compensated the 3 survivors and 1 killer, the game is already ruined. The killer literally has to be a potato on crack to lose that game.
There is no real solution cause you cant reward survivors but you also cant just leave them there with nothing except death. The blackpip idea is nice and all but it can easily be abused by survivors suiciding on hook and/or hook bombing because now they can't depip at all.
Which is why i say leave it alone. If it aint broke dont fix it. Rn the compensation is a bit lackluster but its still something.
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You'll probably see more since the splinters are gone. That means one mori/iri head every web lol
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1173984#Comment_1173984
So if I don't need perks to counter killers, tell me how to counter Spirit.
There is no spirit counter because you cant counter her rng-like playstyle. You go one way and she goes the other or she goes your way. Its random. Thats the point. You can't hard counter her without perks but you can greatly increase your odds of not dying if you play smartly. All the little things that people say to use is said for a reason. If you say "ohh a good spirit will still get you" well tough #########. Guess you got outplayed because she was good.
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@Peanits said:
Regarding sabotage time: Right now if they decide to keep sabotaging the hook after being hit, they will sabotage it, but they'll wind up trading themselves for the person you're carrying since you'll be able to hit them immediately after. We're keeping an eye on it just in case to make sure it doesn't get out of hand.
For Hangman's Trick, the number used in the PTB was much higher than anticipated. Due to the spacing of hooks, that 16m radius gave you essentially map-wide aura reading on all survivors, completely overshadowing perks like BBQ & Chili. The idea behind the perk is to help combat sabotage, not to give you information on every survivor. You'll still get information on the survivors before they can sabotage a hook, letting you react and change your plans sooner.
As for the last question, I'm not entirely sure what you mean. The Doctor received some add-on changes in this update, but he also received changes to his base kit as well (in addition to the massive base kit changes from the mid-chapter). Killer like The Plague and The Trapper also received base kit changes in this update. We don't focus on one or the other, we update both add-ons and base powers. Additionally, we do tend to make add-ons that change the way a killer is played these days rather than being straight upgrades over their default power.
Then could you explain the oni add ons? Legit the only ones that dont effect a numerical value are his super ######### ultra rares. One doesnt change their gameplay if they go against a topknot crutch oni. They just die faster.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1146829#Comment_1146829
The music adds intensity to a chase? I just find it incredibly annoying most of the time.
Honestly this. When the music was bugged i was having a blast. Its so dumb that i a random ass fire barrel is loud enough that chase music makes that a possible juke.
Not to mention randomly getting chase music because a claudette ran in next to you when you didnt see her is stupid too. Sometimes i question how i saw them lol
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Normally I'm unable to play for a couple weeks due to irl bs just so happening when a new chapter comes out. Heres hoping i can play lmao
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Oof, hope we play then. I'm an oni main
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Wow, way to go at getting mad at rng. The pallet addon sucks anyways, you are neutering your power and putting it on luck if the survivors have a braincell or not. So dont get upset when you can't find an addon, especially when the said addon has 3 different variants.
I honestly refuse to believe you can't find 1 out of 3 add-ons in a bloodweb. Imma need more proof than your words for that one.
And the sabo buff aint an issue, its easier to flashlight save so no need to sabo when flashlights are better. So therefore sabo is not an issue.
You're getting all your frustration mixed up with rng so I'd take a chill pill here and think about this a bit more.
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@mrdead said:
https://forum.deadbydaylight.com/en/discussion/comment/1136033#Comment_1136033
DBD. Can't please 99% of the people EVER.
Except the same group complain no matter what. Even then we the minority, most their players dont use this. They just play.
My point is nobody is ever happy even though the devs obviously care for the game. People should just be patient for once ffs
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God damn these forums are something.
An update comes out? Screams buggy mess
Delayed to fix the bugs? Asks why
Like there is nothing you guys are satisfied with.
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@MiniPixels said:
https://forum.deadbydaylight.com/en/discussion/comment/1124760#Comment_1124760
Wow, that's honestly really surprising, I thought it would be more. Thanks for taking the time to make these stats.
Well those "4man OoO abusers" never truly exist anyways. So that's not so surprising.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1119800#Comment_1119800
I wouldn't be surprised if that is the plan for the near future as far as problem maps.
Only issue with the second option is it'll be way easier to just add a doorway into that spot. Since the devs place a wall they acknowledge the problem but cover it with yet another bandaid fix
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Its not clear at all. What if they just can't play on china servers due to queue times and such. If anticheat doesnt pick it up it aint cheating. If it's improbable to track then it aint worth it. Vpns can be used for tons of things and sadly getting that advantage is one of them but it's near impossible to tell if that's the case at all.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1118309#Comment_1118309
Who cares about 1, 2 3 or 20 different versions of a keys? They have the same effect.
Yes, green moris can "only" be used for one survivor, but that is the thing: You only need one survivor to be rip super early and it is GG. No argument.
How can a key win a match instantly? They have to do all the gens, and if you as a killer can not get anybody until then, you deserve the loose.
You can only guess what this is in his hands? What? Trust me, if it looks like a key, it is not a medkit or a flashlight. Also not a toolbox. It is also not nothing. If you really cant see a key in a lobby, your monitor is #########.
Your last argument is same as second one. It does not matter. If you get an early kill with green mori, it is GG. If someone really loose that game, this killer should hope for rank reset so he/she will face survivors that are on the right skilllevel.
And yes, we dont talk about red moris, those are uncompareable overpowered.
Again, lets remove keys and moris. I bet a lot that survivors wont care too much and killers would be super salty about that.
If the game is balanced around 2 escaping and 2 dying then the game will obviously go to endgame, which means every game or so the gens should all be popped, which means it's not the killer's fault if the gens get popped. The devs even stated that 1-2 gens should be done in the first couple minutes. So that means in 2ish minutes 2 gens get popped and one guy goes on hook. 3 gens left, 1 hook and now assuming the killer goes into a chase immediately after that they will waste a decent 30-60 seconds on the second guy. The first guy is unhooked, and that means while all that happened the 4th guy is doing a gen. One more gen pops soon after and the killer has 2 hooks and 2 gens left. Now the killer finds the first hooked survivor and downs him too, which means he moris him. But that guy and his unhooker were on a gen. So this means one more gen pops. Now we have one guy dead, one guy on second hook and 2 guys never hooked with one gen left. But oh no! There was a key and at 3 survivors the hatch is spawned so they all get out. Guess the killer got outplayed.
This scenario is a rank one game with optimal survivors, they loop the broken loops and leave the killer stuck in a mindless m1. The killer can't abandon chase because the survivor will hop on a gen and the killer will lose all their time searching for a new one, who will loop just as well. On most maps it takes either one hit, a sprint burst or decent tiles to get into the main building.
My point is keys are better than moris because moris only work on bad survivors. Keys work on any skilled killer no matter what. Not to mention a skeleton key with duration and the killer aura addon is ten times deadlier than a mori. Legit has no downsides or counterplay. The killer doesnt even know you have it either.
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imagine complaining about addons yet doesnt look at the new killer addons. those were made in an era where strongaddons were everywhere. nowadays you'll be lucky to find a decent pink addon that is not a gimmick.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1109064#Comment_1109064
If a hatchet hits you while being 30 cm from your head, then the hitbox is broken, because it doesnt make any sense for it to hit you. This needs to be fixed, especially since new killer requires even more precision.
If hitboxes werent "broken" then there would be no need for "Aim Dressing" whose whole purpose is fix akward hits caused by bad hitboxes.
No the hitboxes are not BROKEN. They are bigger than they look but they are not broken. The hitboxes are just misleading. Last time they tried making hitboxes more fair against huntress the axe legit wiffed through the survivors body.
And no again because the awkward hits are only so awkward due to sudden movements, aka 360s. They are legit there to make hits look better. You dont want stuff to look better now? Because thats what your asking by not wanting aim dressing.
Your idea will make some survivors more meta than others because of their hitbox sizes and will just limit more of the devs creative freedom.
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@Archimedes5000 said:
Have you seen the lastest dev stream? They explain pretty clearly that their hit boxes are #########.
So bad that you need "AimDressing" on melee so that hits look normal, and they dont work on Huntress because it was designed to work only on melee, they didnt even consider ranged attacks.
When was Huntress released again? 2 thousand years ago? And what? We have a hitscan killer in the lastest PTB?
Aim dressing is there so hits that connect actually look like they connect. And thats so noticable because 360s.
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You say fix hitboxes when they not broken and have been proven countless times to not be broken.
You really just want them to change hitboxes in general, that's not fixing. It's just changing
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@BlueFang said:
https://i.imgflip.com/3pja6a.jpg
Imagine a wraith using omega pallet destroyer builds with wall break
There is no refuge
Oof, they don't miss out on too much early game because they destroy and move faster. I'll try that out now.
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No i want him to vault the walls lol.
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@Mikeasaurus said:
Survivors have the easy one! I've attempted 5 Gatekeeper emblems in over 15 matches now. I'm starting to go mega tryhard just to finish the 1st challenge!
Easy gatekeeper is mori lol
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They didn't wanna make like 7 billion variants for each map and deal with balancing around lighting being changed. Which is understandable because thats why tinkerer was changed too.
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@Dokta_Carter said:
https://forum.deadbydaylight.com/en/discussion/comment/1097458#Comment_1097458
Its funny to see people say that Oni is op when oni is like budget Hillbilly
Its because oni is ten times easier to land hits in demon dash then it is for billys chainsaw. Not to mention better movement and easier to use in chase and not as punishing to use in chase. Oh and he looks cooler. I wouldn't consider oni a budget billy in the slightest, two different playstyles
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@fleshbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1096757#Comment_1096757
Actually this is quite amusing. Id be embarrassed as a dev. How could they miss this? Not even lock out the splinters for the very played character?
This should have been a simple binary exclusion state. Either a 1 or a 0.
Nah, it'll wind up breaking selfcare by making it heal 80% faster and affect gen speeds too
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@NullEXE said:
Listen if you're scared the killer is going to see your Key, play Steve with the Scoops ahoy outfit. His hand clips into his skirt/scoop, and hides the key so the Killer can't see it.
Or just be a claudette in the second spot. Keys are like near impossible to see there. I have to squint so hard to see that a balled fist is not a key. Only to find out it was one
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Trick question. Its the maps. Huge maps exaggerate killer strength and gen speeds, small maps do the same but in reverse.
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@Its_Vigo_Here said:
https://forum.deadbydaylight.com/en/discussion/comment/1095491#Comment_1095491
no he's upset about the mentality behind it, the survivor sits in the exit gate trying to get a tea bag, and then locks the killer for being unable to find hatch with the extra time that the survivor decided to take. it's less to do with survivors sitting in the exit gates to give more time and more to do with the mentality behind denying a hatch just to piss someone off. It's the intent not the action.
At that point i just collect orbs as oni and run around in demon dash breaking pallets. Easier points and much better than that 1 "250" bp for closing the hatch. They can do whatever. I'm just getting my leftover points. And besides, they already escaped lol
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I've never ever heard of this. Like wow, whats next? SURVIVORS RUNNING OUT TO AVOID GIVING KILLER THEIR CHASER POINTS AND HOOK POINTS. Like just... Just wow
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It also tells you if an injured survivor is on a generator or being healed. It counters survivors trying to back track on you, it can even destroy iron will users if they try and hide. I enjoy the addon, and its best friend is the blood spawn addons. I just despise oni's other pink addon. Can't think of a single use for it
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@IFeelFantastic said:
As far as I know, it doesn't matter whether the survivors are awake or dreaming, the hooked survivor gets Borrowed Time when they are unhooked.
It does matter. Being asleep gives the survivor oblivious, which means no tr, which means no bt
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Because that binding absolutely sucked aids. I remember i would accidently press the touch pad on ps4 and it would invert my #########, never found the solution until like 6-7 months because i didnt know how it was happening. Lol
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1095234#Comment_1095234
But he is talking about PC.
And you can always rebind it to something else (or nothing) if you press it by accident
Just cause he is talking about pc, doesnt mean that consoles can't put their two cents into this too, the change affected everyone so everyone should be able to comment