madradfox
madradfox
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- madradfox
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Every case is different.
You can't compare getting tunneled by the Nurse with KLB+HP, the Spirit with MDR etc. to getting tunneled by the Pig. One is like a ride on Tokyo bullet train, while the other is a drive through the NYC Midtown tunnel during rush hour.
In the case of the former, it's almost guaranteed you will spend more time hanging on a hook than doing anything else, and no BT+DS combo will save you; their ability to cover large distances allows them to implement this strategy with little to no cost in terms of map pressure . The latter will typically have to make a deliberate decision to stay within a reasonable distance of the hook to make the tactic viable.
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@The_C12H15NO2 said:
LOL easy counter. Let go of the gen after you see the killer pick someone up to hook. scourge hooks are already rng based on the map. This is just a lazy complaint. simple counter. the killer won't know you're on this gen since they no longer get the noise notification and if you let go, they won't see dms activate. it's still a weaker combo than before with the counter play (which already existed) being better.
Your so-called "easy counter" translates into the 3 other survivors surrendering 10-15 game seconds, i.e. 30-45 effective generator-repair seconds - on every down. I would highly recommend thinking before speaking next time.
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I once fell for a "farming" Bubba....and just Bubba, but Bubba before his 4.1.0 rework. Even made a thread with a poll about it on the forum.
Personally, I thought it was a really clever play on his part, especially when up against the ropes, ( and back then - before 4.1.0 - that poor, poor child wasn't just against the ropes, he was practically a punching bag) but I will never forget how salty the other survivors were in the post-game chat, and that thing had no filter back then.
Those were some crazy times back then...the way it felt to see a secret offering in pre-match, which 95/100 time meant you'd be going up against an Ebony Mori, only to learn a few moments later that your killer also happens to be an Iri-Head Huntress on a warpath and getting gone in 60 seconds. Commodius toolboxes having 180 charges at +50% speed bonus, allowing one survivor with Commodius+BNP+swivels(+35%) to actually be more efficient than 3 survivors working on a single gen today. Welp, there once was a time when this game was at the cutting edge and practically single-handedly advancing the science of broken game design. Anyone remember "The Hills Have Eyes" event, which ended up lasting for a month and a half all the way until the next update?
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Pro-Nurse people: She's perfectly fine. It's your own fault!
Anti-Nurse people: She literally either needs to go or be reworked from the ground up.
Me, an almost 4K hour solo-survivor: Perhaps we could just change her attack from basic to special to prevent things like Starstruck/NOED? [gets stabbed by both sides]
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Nurse has the lowest kill rate but is without a doubt the strongest killer for one simple reason: her mechanics fall outside of the normal range of what one could call the standard arsenal of all DBD killers.
If someone were to give you a bow and a bunch of arrows chances are you would be terrible with it at first, but there is a very clear reason why even in Ancient Rome those gladiators equipped with bow and arrows (sagittarius) were only put against animals or Noxii (lowest of the low, traitors, deserters etc.). In Nurse's case the bow happens to be magical: the quiver never empties and its arrows are capable of shooting through walls.
This being said, I understand why BVHR devs are reluctant to touch her. This game needs that one killer capable of cutting all survivors - including SWF teams - down to size once you reach a certain skill level with them, and I say that as a solo survivor-main approaching 4k hours. However, one thing that absolutely needs to be addressed is the fact that the use of her unique power still represents a basic attack, and that should definitely be changed
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Freddy used to be such a great killer....
...but then he crossed paths with a BVHR dev and the last thing our poor Freddy heard was "You're in my nightmare now!"
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Had the same issue recently, restarting the steam client without trying to start the actual DBD game fixed it.
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OhTofu's recent video explains quite well how busted her range addon is:
https://youtu.be/GO__HqIcmk0Take a look at what happens at 10:39 if you still have your doubts about the whole range/speed issue.
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Blight is fine.
Nurse on the other hand has already crossed the OP line. I would not have called her OP a year ago; the best killer avaiable? Absolutely. Overpowered? Not quite yet. That changed when the fire nations attacked....
I think it was about 6 months or so that Otz made a point of saying that many already available perks cannot be buffed because of Nurse. Similarly, many fantastic ideas for killer perks cannot be implemented because if equipped by the Nurse they would be game-breaking.
The devs however were either not aware or simply ignored such warnings, and introduced such changes anyway.
As a result, new perks like Scourge Hook: Floods of Pain - perfectly fine perk for all other killers - are invariably broken when used by the Nurse.
Nurse with Agitation, Starstruck, Floods of Pain, and Distressing/Lethal Pursuer/Devour Hope simply cannot be played against.
How do you protect yourself from Starstruck+Floods of Pain combo? Even if you wait out the full 30 seconds for exposed to go away - risking stage 2 in the process - you still won't be able to prevent the Nurse from getting the Floods of Pain bonus: an insanely long 7 seconds of seeing everyone's auras making the hits from this killer impossible to avoid. On top of that, by the time you are done with the unhook the nurse is guaranteed to be far enough away to gain a Devour Hope token and then good luck getting rid of that once they get to 3. Floods of Pain ends up being a very substantial buff to Infectious Freight (a fine perk, except that it operated very differently when used by the Nurse). You get 1 extra second of aura reading, you no longer need to put anyone in the dying state first, you no longer need to leave anyone slugged on the ground before going after another survivor, there is no map range limit, and if you combine it with Starstruck there will only be a 30 second for survivors to execute the unhook without survivors risking stage 2 . This means Nurses can leave the hook, check on a couple of gens and if unhook happens they will most likely get one use of FoP+Starstruck, and if there has been no unhook after 35 seconds then they can just blink back to the hook and either block or force next stage that way, getting a huge time discount on it.
Finally, we still have the same old elephant in the room: All of nurse's hits - with and without the blink - are considered Basic Attacks.
All fast or projective-based attacks that can actually do damage you are special attacks. All except for the one based on a mechanic that allows it to ignore distance and physical LOS obstacles.
Blight's Rush is a Special attack, Huntess' Hatchets, Demogorgon's Shred, Nemesis' Whip, Pig's rush, Victor's Pounce, the Trickster's Knives, the Artist's birds (these cannot even do damage if there are physical barriers in the way on the first hit), the Plague's Purge, and Pyramid Head's Rites are all Special Attacks. Nurse's Blink is the only outlier.
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After 3k solo survivors, Pinhead is the first killer that makes solo play an absolute nightmare. It is not his power alone that causes it but the complete lack of communication that currently exists between solo survivors.
You can have 3 survivors near a box, and there is no way to guess or even indicate to each other who should get the box, who could also help cover/divert killer's attention etc. You typically either get more than one person gunning for the box as if it was a fumble, or more often nobody that is actually free to do so actually goes for it, and the chain hunt begins while you are 80% done with your gen, and you still find yourself forced to make a blind run for it.
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I am honestly very confused by people who still insist that grades have nothing to do with skill or even old ranks. The old emblem system is still in place as far as grades go, and you CAN still de-pip. You just cannot revert to a lower grade once you reach a new grade level.
People who reach Grade 1 still have to get 12 match points per pip (not counting double pips) to traverse from Grade 4 to Grade 1. If you escape, your MMR will go up, and you will go against harder opponents. Even if the MMR is completely black and white with regards to kills/escapes, you cannot easily get 12 match points without escaping, unless you purposely try to do exactly that for some reason.
Hence you cannot just brute force your way to Grade I through sheer playtime alone. There is still a good amount of skill involved (not to mention you are also guaranteed to improve through the time you put in), and with every Iri grade your perfomance has to be reasonable enough to guarantee those 12 match points needed to advance.
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This is coming from a 3k hour solo survivor main so take it with a grain of salt I guess....
In my opinion the most recent incarnation of the Wraith feels much closer to the old, old Wraith than its previous zoom-zoom model, and that is NOT a good thing. The zoom-zoom model needed tweaks - it suffered from the worst possible issue, namely his chase interaction was way, way too short to allow newer/less-experienced players to properly learn how to counter him - but what we ended up with is again a bit underpowered.
Otz had the absolute best suggestion for buffing&nerfing Wraith: Make his uncloak/lunge tremendously faster when uncloaking outside of POV of survivors BUT also have it suffer a substantial penalty when doing so right in the open and inside of POV of survivors, i.e. similar to how ghostface's mechanic works. (This should of course also work mid-chase with regards to looking behind you).
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All 5 gens completed...3 survivors left...you're on the hook...you see the aura of one survivor working on the gate....while the other is on his way to make a valiant rescue. Before your feet get a chance to touch the ground again, the survivor on the switch takes a hit...goes down...and 5 seconds later they meet their end on their death hook....yet there is no room for dispair in your heart for one of your brave teammates is about to save you. Unfortunately for you, grasshopper, the survivor you foolishly assumed was going for the rescue happened to be @FlameGNG ,who instead pulled out a @%^@# knife and stabbed you through the heart.....thus keeping both his hatch escape and kill streak going.
You claim you carried the game but let the rest of your team die, you have no interest in saving the other teammate who is clearly only getting hooked for their second time, and now you also want to be able to speed up their sacrifice or better yet kill them yourself for your own benefit.... Seriously, how big of a scumbag are you?
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@hiken said:
its not about brown it happens with green aswell there is a problem with medkits in geenral when having 16 charges, havent tested purple medkits...
While I have had this happen with an Emergency(green) Medkit, it has only happened once. However, I cannot say for certain if I truly got more than one chance to test this before this morning. In practically all instances of using a green medkit, i happen to have one from the start and by the virtue of it I am also able to upgrade the kits with Gel Dressing, as well as either Surgical Suture or Needle & Thread. Having 32 charges, accompanied by 100-150% additional skill check trigger odds assures so many skill-check opportunities and virtually assures a great skill check on at least one of them.
However, I am 100% certain that this morning, when using a chest-found green medkit I was able to heal for a full health-state without hitting (or even getting a chance to ) a great skill check. I don't think I have had any issues getting 2 full heals using a First Aid(yellow) Kit+Bandages either.
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If the next map - whenever that one comes out - is anything like RPD then I will certainly consider quitting. In terms of enjoyment, playing on RPD is only slightly behind injecting lysol into my veins.
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People suggesting that Engineer's Fang should be base kit need to get their head examined. This add-on will be practically game-breaking once the PTB and the Blood Favor changes go live.
The new Blood Favor is going to be:
- based on damage state change
- centered on the survivor
Pinhead already has an incredible ability - one of the best ones in the game - to stop the totem cleansing action mid-way.
However, having equipped the Engineer's Fang, for the cost of 1 perk, 1 add-on, and a 0.25s delay, they will now be able to:
- a) inspect whether a totem is being cleansed from a distance (base-kit)
- b) prevent it from getting cleansed (base-kit)
- c) injure the totem-cleansing survivor (Engineer's Fang)
- d) block all pallets inside of a 32m radius from the location of that survivor for 15 seconds. (Blood Favor)
If the chain hunt is active, there is already absolutely nothing a survivor can do about not getting injured by the Fang, with pallets being the only meaningful way capable of slowing down the chase. Now, with Blood Favor+Fang, Pinhead's ability to quickly end a chase skyrockets, since survivors don't know about the Fang being equipped until they get hit for the first time.
Imagine running safely towards a pallet, and seeing the projection spawn in front of you. Under normal circumstances, you would have nothing to really worry about because even if the chains hit and bind you, you will only get slowed down, yet still be able to drop the pallet if needed. However, with Fang+BF, you not only will end up injured but also not able to drop that, or any other pallet inside of 32m.
BF+Fang will automatically prevent any looping of the shack when healthy. In fact, when going up against that combo, any survivor that knows how to loop will find it safer to have it start when already injured, as then only the killer's M1 will cause pallets to get blocked , and if the M1 connects then they will go down and then BF pallet blocking won't matter anyway.
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I cannot wait for this map to either die a painful death that it rightfully deserves, or get a much needed rework.
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I only play survivor, but the only build I feel remotly salty about is Pinhead with Engineer's Fang. These days I would much rather play against Spirit with Mother Daughter ring.
I cannot even begin to imagine what devs were thinking when designing that add-on, but it had to be something along the lines of "huntress' hatchets....but from random directions and with a homing system".
I honestly expect Pinhead's power to have to be tweaked eventually. I don't think it was designed with much forethought, and with the amount of anger I keep seeing in the post-game chat when playing against Fang+Hoarder+Ruin+Undying, it is only a matter of time before people just start DCing en masse, like it used to be the case against Iri Heads.
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@GoodBoyKaru said:
I like holding the box because the music is nice :)
Yes, it is! They should add a finger-over-mouth "shhh" emote, so you could do that in front of the killer....preferably behind a pallet.
Actually, generally speaking that emote could be pretty useful.
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Red ranks are not ranks, they are a mindset. Expect the same thing you might except on your next trip to the bathroom after gorging on Taco Bell for 2 days straight. As Terry Tate the office linebacker put it: "Get ready for the pain train, boy....pain train is coming....woo, woo!!"
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Ive been getting Hawkins like there is no tomorrow. Worst stretch was 7 times in10 matches 2 days ago.
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Something is definitely off with spawns....2 days ago I spawned inside of Leatherface's radius on Coldwind.
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Strange thread....
If the absolute worst case scenario of a SWF+Toolboxes+BP+PT+4pGen can still lead to a 4K then complaining about current gen speeds is just silly. If you wanted an easier time you could have brought addons, no one stopped you. This type of an SWF situation is also not representative of every match in DBD, but in fact represents just a small minority.
After 2.8k hours playing solo survivor, I have seen pretty much every iteration of survivor builds, and frankly at red ranks BNPs are quite rare these days, not to mention multiple BNPs.
Actually, on second thought this thread is not strange. It is just plain stupid/
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@nutmilk420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2413924#Comment_2413924
So you see sprit do her phasing animation you run towards her husk and blind it she gets forced out of the phase looking in the opposite direction, use pallets to cancel her phase and escape instead of trying to run pointless loops. Mind games are a huge possibility you can back track over your scratch marks, use perks like Dwm or deception to hide scratch marks well she phases. We all know about ironwill.
Ya there's no consistently reliable one thing to do,but understanding the spirits power then making use of your environment to out play her is basically the counter. I can think of one situation the spirit was phasing toward one of my team so I just blinded the husk an she poped up in the middle of the map trying while close distance letting buddy get away.
I don't know what game this individual is playing, but it certainly is not Dead by Daylight.
Their first point is completely false - blinding the husk will not force the Spirit out of phase. All it will do is destroy the Husk and its TR.
The second point, namely using pallets to cancel her phase, is a bit cryptic. However, if what they actually mean is employing a tactic that actively revolves around stunning a phase-walking Spirit, then....may Lord have mercy.
Again, the last sentence again describes a mechanic that is not currently present in DBD. Blinding the husk does not force the Spirit out of her phase walk.
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Spirit is not the problem. Sprit's addons are the problem.
I am not even talking about the "Mother-daughter Ring", "Prayer Beads" or "Yakuyoke Amulet". Even her green addons are , namely "Dirty Uwabaki" and "Katsumori Talisman", can boost her power to an insane level. With those two, she can travel at 8.0 m/s for 6.5s(+0.5s) allowing her to cover 56 meters - retaining the speed/lunge boost for an extra 0.5s after phasing - while inside of the same timeframe survivors can only cover 28 meters. Even Wraiths with Windstorm cannot match that.
"Mother-daughter ring" can make the Sprit move at 9.8m/s, which is faster than the movement speed of a chainsaw-sprinting Billy at 9.2m/s.
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I find it quite ironic that OP is complaining about the very effect that allowed him time to get to 9 hooks, and there still being 1 gen left to do, with Myers. OP completely ignores how much gen repair progress they prevented when not actively stalking any survivors.
On this particular map , spine chill is especially beneficial to the killer as its detection cone completely ignores elevation and line of sight. As killer, you don't have to be on the same floor or even be able to get to a survivor without breaking a wall. As long as both of you are within 36m of each other, and the XZ direction of your gaze is aimed at the location of a survivor, you will cause the spine chill to activate. On the other hand, whenever the killer begins to decisively move to a particular location with a survivor, the constant need for turning in the narrow corridors found in the Meat Plant effectively "jams" spine chill's notifcation system, making it completely unreliable.
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Tunneling is countered by being good at the chase as survivor.
No. Being good at chase revolves around knowing the mechanics and taking advantage of each other's relative positioning. You don't win chases by waiting for the killer to be right on top of you and then actively trying to outrun them. You win chases by making sure that positional gap between you and the killer never gets small enough that your every maneuver will effectively put you inside of their striking distance. Best loopers always know where they currently are in terms of map positioning, as well as the next safe spot to go to after their current tile gets used up.
On the other hand, tunneling immediately forces the unhooked survivor to already be in the weakest relative position at the start of the chase. When you are getting tunneled, the killer already knows exactly where you are, you are already injured, bleeding and making extra noise. If you happen to already be zoned out and you have no Endurance there won't be anything you can do, as you obviously won't be able to afford to take a hit to gain speed and distance. Even if you do get Endurance and are great at looping, at least one of your routes away the hook will already be strewn with pallets you happened to drop earlier.
At that point, all veteran survivors know that their only way to escape the trial is to extend this chase - and the next one that will be in store after their next unhook - long enough for their teammates to finish the remaining gens. If there are still 3-4 gens left, and you are getting tunneled by a reasonably competent killer, there is practically nothing that can be done to ensure your survival. Having other survivors take hits for you will force them away from doing gens, force them to heal before trying to rescue later on, and in general will just help the killer apply more passive pressure in chases.
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@PsychoTron said:
I played clean and fair, no tunnel no camp not using NOED, when gens were being done.
1 of the gates were open, EGC occurred and the timer is going down; I went to the other gate and downed someone and hooked them.
Is there anywhere I should go? What does the Killer Etiquette Manual state in this situation?
I just face camped her, she died. Post chat she was salty I 'pitched a tent to camp'.
Should I have given chase to 1 of her rescuer and abandon the hooked survivor which would have eventually led to another teammate rescuing her? Then I should get tea bagged and clicky spam at gate, with post chat calling me a baby killer and how you fell for such an easy ploy while they go have a laugh at my expense?
Is this the way I should have played? ๐
to hell, Mr Bond.....I expect you to go to hell.
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Same issue.
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@Kirkylad said:
Survivors go into a match trying to make it unfun for the killer.
Killer plays spirit and claps the survivors.
Survivors: dude how dare you spoil our fun that's so unfair!.
๐๐
Your comment is completely irrelevant with regards to this, or frankly any other situation because players who pick stridor Spirit have to do so before they have any idea who they will be up against or whether these survivors will try to "make it unfun for the killer". If you are going to play Stridor Spirit, just own the choice you are making, instead of trying to excuse it or blame it on survivor items and addons.
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Yeah, no survivor is going to use this perk because no one likes to bring perks that may not get used in a match. Very rarely is ruin/dh so impossible to find that you wish you had brought small game. Small game is also better than this perk because it notifies you everytime you are close to a totem and you can just inspect it to see if its a dull totem or a hex in need of cleansing. There is no requirement to cleanse that dull totem as SG will notify you all the same if you get inside of the radius of any other totem.
This perk literally requires survivors to cleanse every totem they encounter to reap a benefit, and then traverse the entirety of the map to possibly only get to cleanse another dull totem, and then to only have the aura of the next dull totem revealed to them. It is easy to lose your sense of direction with regards to totem locations when/if you encounter the killer and are forced to do a bunch of looping in the meantime (if you dont believe me, see if you can remember 2 different totem locations all at once that show up when you use a rainbow map).
It is absolutely in every killer's interest to have survivors waste time cleansing dull totems, when their hex is still active in order to locate it, and it is even more advantagous if there is no hex present.
Small Game and Detective's Hunch are better than this perk in every meaningful way and killer mains are again making a mountain out a meaningless molehill-like survivor addition.
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"hello everyone, i am a new player i got dbd about 3 weeks ago"..........Noooo, get out while you still can. The entity is playing a mindtrick on you, and eventually you will become like us, mindlessly traveling from match to match looking for that one final Quantum Leap through the exit gate that will bring you back home
In all seriousness though, you are embarking on a journey into arguably the least forgiving game for beginners, on both sides of the match. Treat your first 50 hours as the introductory phase where your main goal is to collect enough bloodpoints to have a good range of perks to play with.
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I read that as "The Crows should have their own cosmetic slot"....and was totally on board
There is no better bug inside of DBD than when the killer (only seen it happen to Trapper) spawns with a crow over his head, that somehow also becomes part of their killer aura and gets displayed in red as part of their aura when you use Kindred.
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Every experienced survivor with over 1k hours has gone through that teenage stage where they thought self-care was the best thing imaginable since sliced bread, and for a certain period/rank-range it likely was, but the closer you get to the top of the rank system, the less forgiving your matches become.
You simply cannot take yourself out of matches for 32+ seconds (its always, always more than that because location location location) every time you get injured, and then pop back in to say hello. That's easily 50% of a gen that now another survivor has to cover for you, because whem you use Self-care, in order to for it to be the most effective, you also require a place with seemingly more privacy than your typical bathroom.
I will gladly heal you, I even bring Kindred+BT specifically with you in mind. Instead, try to stay inside the match with your fellow survivors, and together we shall reach the gates of Valhalla, where we will all ride eternal, shiny and chrome.
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Solo-survivor. I stay away from killers, because everyone knows they have cooties.
Are you a good sport? Yes, or at least try to be. I will never leave a survivor to die on the hook as long as the gates are closed and Kindred is telling me its not a camping Bubba. After over 2k hours , I know that each exit gate is just an entrance gate to the next match. Killers can have my ass, but my spirit will never surrender and hence it will always roam free, side by side with the Mohicans.
Do you feel the need to max out all of your characters with all perks and prestige them? I don't think I ever did it on purpose but It just kind of, sort of happened over time. I have prestiged other characters, but my main survivor character (or even the 2-3 secondary ones) will never ever touch that thing (see above footnote regarding cooties)
Do you get tilted when playing this game? Aside from versing that one trapper player who purposely holds survivors hostage inside his matches and must have 40-50 reports filed against him by now (I know I have filed one for each match and there have been 4-5 of those over time), there is very little that bothers me these days. I may get a little tired if I see fellow survivors moonwalking for no reason in front of me, or their non-indicative clickety-clicks, but these days I will literally turn my POV away from that while on a gen. My spirit = unbroken
In all honesty, there is only one single thing that still puts me on any type of tilt: players that get rescued along with BT status, who still purposely throw the rest pf the game because they genuinely expected a safe rescue+heal afterwards. These people are truthfully very rare among survivors, but thsoe that do belong to this cult tend to be very vocal about their beliefs in post game chats.
Do you buy cosmetics? Yes, but these days I only pay with shards and not cells. I refuse to purchase any more cells/rift passes until the madman that designs these current tomes gets relocated to the BVHR basement. We are currently on chapter 2 of the most recent tome, and the second survivor challenge either requires you to purchase Zarina or complete the ridiculous "Vault a window/pallet in a chase 5 times - and also do it in the same trial" challenge.
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But we are rewarded, and the name of the prize is PTSD.
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I encountered numerous rank and emblem errors the last 3-4 days before reset. I'd have matches where +1 pip, would procude a -1 result. Where depiping , would show my actually rank as being a full level higher in the lobby. I even got a ghost -3 depip after turning off and then later turning the game back on the last day before reset.
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Yes, let's remove ranks and 4 red-ranked SWF survivors to have an equal chance to be matched with those casual rank 19 killer with 11 hours in DBD, and with a rank 1 killer with 2k hours.
It will be a party alright, the rank 19 killer will just pull a Cartman saying "@#$& you guys, I'm going home", and rightfully so because there is nothing fun about matches like that.
It is akin to showing auditions of people who can't actually sing on TV for those reality shows, or putting a fat person in a race just so the audience can laugh at them and feel superior.
If you want to make this a party game, here's a better suggestion: make some actual friends and then just play together, and eventually your ranks will stabilize within a certain range on its own, and the system will match you accordingly.
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When you trip one of the Hag's traps and she uses her power, does the currently controlled phantasm feel sadness and fear knowing it is about to disintegrate?
Actually, does the Hag herself ever actually know whether she will get to do the actual prestige or just end up the one getting blown up?
....I think devs just call it teleporting, because they don't want to acknowledge she gets extra 30-40 kills every match.
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Speed will slow down when she vomit
First of all, it only slows down to 110%, which is the base movement speed of many killers.
However, what you seem to be ignoring is that bringing the "Worship Tablet" not only speeds up activation at pools, but also gives her a speed boost to 117% while vomitting with Corrupted Purge. Combine that with the Rubbing Oil addon , which works for both Vile and Corrupt Purges and her speed nerf only occurs over 0.75s for Vile, at the end of which her power meter will be full. Actually forget about Vile purge for a sec, do you have any idea what this does to Corrupted Purge when used by competent Plague players? It allows them to fire a corrupted stream covering the entire duration of invulnerability frames from Dead Hard.
She needs going to edge of the map to get his power corrupt
No she doesn't. She simply needs to go to where the corrupted pool happens to be, and there is nothing that makes pools only spawn near edges of maps. In fact, good Plagues will understand that infecting as many important objects/survivors pallets etc. in the vicinity may have a much higher EV in the long run.
Not to mention that, two of her best add-ons happen to be the Ashen Apple and the Blessed Apple, each allowing her to now start the match with one extra already corrupted fountain (on top of her default 1), and the Ashen Apple also adds increased duration of infections from corrupted object interactions.
Survivor will heal easily when clean in the fountain.
This tactic is akin to always healing against Legion, hiding in Lockers against the Huntress, using W against the Nurse, and - my absolute favorite - looping Myers thinking you're buying your teammates time. All of these moves are exactly what these killers want.
The healing you get from these fountains is nothing but a trick. Yes, you will be healthy and clean but for how long, as touching a corrputed gen or corrupted hook during rescue will simply restart the timer. From then on , as long as you are running or interacting with objects you will reach the vomitting stage after 50s and injured after 100s.
Assuming it takes you about 20 seconds total to get to your fountain and then to nearby gen to work on, and then another 80s to fully repair it, the total cost of that gen repair was: 100 seconds , new Corrupted fountain and one less fountain available for future cleansing , and you already in the vomitting stage, and likely only seconds away from being affected with Broken. Not to mention that you just announced your location to the killer by popping that gen, who may now be approaching equipped with the same exact corrupted purge you created for her.
Cleansing after your second hook or very near endgame , or if an emergency calls for it are all appropriate. Never ever cleanse before working to fully repair a nearby generator. If you get pressured off it (and you most likely will because cleaning takes time), you never ever want to give the Plague the ultimate gift: a chance to both break and then re-infect it , and then collect that freshly-created corruption from the nearby fountain.
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RE: "Does Plauge need a nerf?"
Dear Drixpy_Jayyyย
Today's holiday - per US holiday calendar - is in fact Mother's Day. You seem to have confused it with April Fools' , which you will quickly find if you select April 1st in your calendar app.
Please note that per company policy, being an actual fool on a daily basis, does not entitle one to the benefits and traditions of the April Fools' holiday.
Regards.
HR
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I just hope we finally get a new map, and one that is better designed than Silent Hill.
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@ShamelessPigMain said:
1) Please don't ever use the phrase "bump box" in reference to anything again
2) It'll take time to get used to, Blight is one of those very memory-heavy killers since your intuition isn't always right.
1(a) The aforementioned restriction and the enforcement thereof shall not apply in reference to Jane Romero , a.k.a "The Thiccster". -
That threads like these can ever lead to anything constructive...
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If you play on PC, get Equlizer APO. It's both free and it's amazing. (Here's is the link Equalizer APO download | SourceForge.net)
It is really easy to tune to your liking, and you can easily amplify a specific frequency band (for example: boosting sounds made by survivors, which I'm guessing would be much higher on the spectrum than TR)
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@Mister_Holdout said:
Oni is a relatively hard killer to play well. As such, you won't see too many of them.
But they used to be around, and I'd actually see them quite often and as such not seeing them anymore strikes me as a bit out of the ordinary. While I have encountered a similar situation with respect to Freddy, in that case I could at least chuck it up to Freddy being a licensed killer.
The only explanation I can think of with regards to Oni is that his teachable perks are simply not worth 9000 shards when the same can be spent on the Clown, the Plague, the Hag, or the Legion, with the return on your investment being not just the killer character itself but the incredibly strong perks that can ultimately be taught to other killer characters.
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To summarize:
1)No one is sure what this challenge is precisely asking for
2)One of the ways you can complete it easily, is by dashing into a locker, after a danger-close unhook.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/2007119#Comment_2007119
No. It doesn't. You can enter locker slowly instead of rushed action, use head on, quick and quiet, deception to remain unnoticed or just jump in a locker when killer is carrying a survivor
Yes under normal circumstances all those strategies could work, but once you add the 5 second requirement,most - if not all - of them go out the window (or inside of a locker)
Whenever a killer finds you, in the vast majority of scenarios it will be when you are working on a generator. For the survivor-killer meeting to register as a full-blown chase, the survivor absolutely has to get spotted. Once that starts, this same survivor has to:
a) get away from the killer
b) find a nearby locker
c) get into this locker
d) complete all of the above within 5 seconds.
Q&Q is the most effective when you double-back over your own red marks, and getting a chance to create such scenario within 5 seconds of a chase start borders on impossibility.
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@HellDescent said:
Just get into a locker after chase starts. You have a 5 second window to do so after chase starts
Typically for chase-based challenges doesn't the chase have to be fully in effect for them to register as complete?. I.e. doesn't it require both proximity and being in the field of view of the killer? In other words, completing this challenge pretty much requires trading a hit/grab for it
