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AlsendDrake

AlsendDrake

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  • @YokaiPhaseshift said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683555#Comment_1683555

    Do you have a link to this info? I haven't heard about this, it sounds really interesting though.

    It's the new mode that came out this week or next week called Minor Arcana. There's vids of gameplay on YouTube and such.

  • @LuffyBlack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683555#Comment_1683555

    Why the hell isn't Identity V on PC? I never understood this

    It is. I play it through DMM, a Japanese game launcher because I migrated over from Bluestacks when it went live, but it's available. Iirc, you can find more info on their official site, and if all else fails, try the reddit.


    It even has PC and Emulator players have their own quene (that I think mobile can opt into but I don't remember for sure)

  • @Kbot22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682975#Comment_1682975

    Then what game is the right game? There aren't any other games like dbd

    Identity V is a thing. In fact theyre even about to launched a mode that's 4v4. Each team has a Killer who's job is to kill the other team's king while each side also has two other survivors who are to run interference, be it by helping protect their king, or using their items/plain old sandbagging to help their hunter catch the other King.


    Also survivors can decode (gens) and when a team has a total of 300% progress, they get a buff.


    Looks cool.

  • @LSerpentine said:

    Hear me out. I like that some killers are strong and you can adjust playstyle. However, I don't know how, but regardless of what perks i'm using (or even the randoms i play with) Clown always cuts me down fast.

    I've tried being sneaky with Nea, Sabo with Jake, Quick'n'Quiet with Meg and Loud and brutal with David. Somehow I still die quickly???

    Any tips or thoughts about this?

    I think the concensus is clown is pretty weak. Sure, he can win chases quicker. Sometimes, and can negate hard loops, but longer or chained loops he can suffer at.


    And on top of that, his power is chase only, so he has no tracking, and most importantly, no mobility. He has to walk to every gen on his own, with no way to really threaten them from afar.

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503570#Comment_1503570

    That would put Bloodwarden in a really weird spot, though. Killers are notified when they can activate BW because the End Game Collapse has started. With EGC starting before the gates are opened, now the Killer doesn't know when they can hook someone and trap unwary survivors, yet if they do, likely all survivors are trapped inside before they even have time to react.

    It puts BW in an unfair situation for Killers prior to opening the doors and an unfair situation for survivors after the doors are opened. Triggering BW would now be way too difficult to pull off right and simultaneously impossible to beat if it ever managed to activate.

    Doesn't Blood Warden light up when a gate is opened? I seem to recall that was used to know when it was open pre-EGC.

  • Remember reading about one time survivors got mad they were camping the hook. And gens. At the same time.

  • Maybe if anything widen it? So it's a wider area and not an instant giveaway, but let's you still get out of los possibly. Or maybe make it have a skew, like it can be up to say 10° off, so it's not entirely accurate but enough to let you put a wall between you?

  • @Criminal_89 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249206#Comment_1249206

    The main point of my post is “why the survivor is unable to do any actions after getting shocked for 3 seconds” Because the Dr can shock the survivor make you unable to vault for 3 seconds, which I think its OP feature and kinda a broken to pause the survivors and make them unable to perform any actions for 3 seconds!!! Thats not how it was before the rework at all.

    I'm fairly sure the time you can't vault didn't change. You've always been unable to interact for a few seconds after getting zapped. The difference is before he had to swap stances. Now he doesn't.


    Also, those notes are saying originally he had to wait to attack for 3 seconds. They have since halved it to 1.5 iirc, as before the zap and stun were nearly the same time period, and so that plus all the other factors meant he had no real chance to capitalize. Now he gets a 1.5 second window to do so if it hits. The zap can be juked or outsped as it has a delay and paired with latency means you can see survivors scream then vault anyways on killer side.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199130#Comment_1199130

    Nope i change targets and guess what the next survivor heads right to the loop because they know how godly the loops are any decent survivor team knows to go for those loops. So what do i chase noone?

    Ofc. Go sit in the corner and let them do gens you meanie!


    Seriously, this is what I don't get about people who are just like "just chase someone else!"

    What if THEY run straight to that loop? What if the third person does? What if the forth does? They just act like the other survivors won't go there if smart.

  • @aloneinmycoffin said:

    I’ve played this game with some of my friends since the beginning (2016), when it was really fun. But we all stopped after a year, when this game become “only for the killer’s fun”. I thought this couldn’t evolve worse, but here we are 3 years later when as a survivor you literally have no chance against a killer, nor fun playing.

    I’ve returned to this game a week ago and the first new thing I see are more killer buffs??

    Ok, I get it, you want the killer to be able to catch every survivor even if it is “experimented”, but how about the rest of us, not red ranks or anything?! We literally spawn near the killer every damn match, and you plan to make the maps even smaller... Besides that, there are hooks everywhere so no chance of wiggle off if you aren’t swf... And the killer can now close the hatch?! What should I do if I am the only one remained, he closes the hatch and the time is running out? Just die, isn’t it lovely? Should I bring a key on every match? Or try to open the door? I’ve tried and it’s near impossible when the killer is Demogorgon, Billy, Huntress, Spirit etc. Not to say that killer mains are salty and thirsty af.

    I’ve played this game many hours in the past and never abused an infinite, swf gen rush or any of the things you try to prevent. I am not “God” at playing survivor, that’s why I’ve never had a red rank, yet I try my best to just enjoy playing but it has become impossible to even “learn” to play again.

    I think I’ve played killer for 2-3 times in my life and even so I can make a 4 men...

    You guys just make this game less fun for every new player or survivor main. But who cares about them, right?

    Note: Sorry for possible mistakes, my mother language isn’t english.


    Let's hit some points.


    The issue here is SWF vs Solo. SWF absolutely has the advantage against Killer. Their issue is they've (finally) started moving towards balancing for SWF, but forgot the step thats to bring SWF and Solo in line.


    You're not supposed to regularly wiggle free, it's more there so they don't just Basement hook you every time. Wiggle frees should be rare or require coordination and teamwork.


    Hatch isn't a free out. It shouldn't have ever been. If you're to a hatch play, your team lost. And if the hatch is closed you're now on a THIRD chance, so it should logically be hard (though I liked one idea I saw where you'd slowly have door progress while being chased to reward a chase and escape). Know the only thing even close to a hatch is the perks Rancor and NOED. NOED may not trigger if totems are done, and Rancor requires you to find and hit your obsession before they leave when they are aware they're an instant kill. Plus both of these eat a perk slot.


    And they absolutely make changes for newer players, even gotten flak when they gutted Ruin for the purpose of buying early game time because the checks were too hard for new players, but after that gens started flying more and I think killers started leaving so they had to do something for them.

  • Iirc there was a tourney where they had a rule whoever gets to the hatch first wins (this was pre EGC and Hatch Closing)


    Marth killed the last person and blinked onto the hatch, then the last survivor ran up and jumped in when it opened anyways after he went for the hits , and the refs gave it to the survivor, costing Marth the tournement. The refs claimed the Survivor got it because they'd been there already, even though they had not been at the hatch until after Marth blinked on top of it, and people aparently say the same situation has happened before and they gave it to the killer.


    This is all off memory or reading about it ofc

  • @MrTbagFace said:

    People who enjoy using infinites>Killers that cries about everything.

    Tbh i enjoy using infinites and playing against them.The infinites aren't that powerful as u think they are,in my case i can use them max 2 times before killer catches up to me.The bloodlust,killer power,entity blocker AND the great ,,hitboxes'' are helping the killer to catch to the survivor faster.The breakable walls are crap.

    Just wanna point out if you can only use an "infinite" 2 times before you are caught... Go na have to say it's not an infinite.

  • Map Pressure. Sure, her traps can apply a little pressure, but also survivors could just get the hat off instantly. Or do gens untill multiple are ready to pop then get it off.


    In roaming either she's 115 with full try or like 90 with no tr.


    And if anything, Deep Wounds may also buy time too, yet Deathslinger suffers similarly.

  • @shalo said:

    I made 3 for Survivor Ellen Ripley.

    Do it with Flare

    Standing within the Killer's Terror Radius while not in a Chase for 50/60/70 seconds activates Do it with Flare.

    Once Do it with Flare is activated, press the Active Ability button to throw a flare towards a Killer carrying a survivor, this causes the blind effect on the Killer, causes them to drop the carried survivor, and stuns them for 4 seconds.

    Get away from her, you #########! - Ellen Ripley.

    Game Over

    Once the Exit Gates are powered, your Movement speed is increased by 2/4/6%.

    Game over, man. Game over! - Private Hudson

    Quiet, They Might Hear Us

    They Might Hear Us can be triggered once per match.

    The vault and hide actions' noise detection and audio range is reduced by 100 % for 15/20/25 seconds

    We'd better get back 'cause it'll be dark soon and they mostly come at night. Mostly. - Newt

    Psst, Game Over is just weaker Hope

  • @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181052#Comment_1181052

    Only on the DBD forums will you find people that are willing to accept stats from random people that favor their side of the story over stats from the official developer team. 🙃

    I only said I'd seen them... My point is that stats keep swinging back and forth anyways, and likely will, as they try to balance for two different levels of survivor: coms and no coms, and it'll likely cause ping ponging.


    I personally have said for awhile now to give solo come or at least something close enough, then balance around coms.

  • I think someone did a recent count of killers and they were usually sub-2 kill games, it's not official stats, but the stats are wildly varying.

  • If he respects the pallet and shoots you and the pallet went down he has to break the chain manually or eat a stun then reload.

  • @JoeyBob said:

    The game isn't suppose to be balanced.

    Missing the point like always.

    Uh... What? So the game should just favor one role over the other?


    Thought the devs said they aimed for a 2/2 split.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158370#Comment_1158370

    Oh, that's one of the things Freddy can do. Because the survivor on the hook is awake, they only get the lullaby and not the actual terror radius. Consequently, they don't get Borrowed Time which requires a terror radius.

    I think you got it backwards.


    Since Freddy's rework, you have a Terror Radius while they're awake, but once you fall asleep, you become oblivious, thus he loses the TR and Red Stain, and you hear the Lullaby instead.


    Not only that, but Borrowed Time runs off the unhooker, not the unhookie.


    I think what's really happening is it's bugged, seeing as that happened and the Wraith stuff.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153167#Comment_1153167

    So according to you, the EGC shouldnt be neccesary because those few times survivors took their sweet time to leave the premise to try and make killers dc was fine? Remember? The whole game mechanic that was added to remove the ability for people to basically keep someone hostage for a few minutes? Realistically, it wasnt that much longer either, at most 5 minutes before survivors finally left the premise, which is only 300 seconds. Great to know you dont mind that then, ill ask the devs to reinstate the old ways.

    No, EGC was added because the survivors could, if they saw fit, hang around for as long as they wanted, just hiding in corners to waste the killer's time.


    Slugging has an absolute maximum time.

    Old gates open did not.

  • It's not like they didn't know you had it too

  • The first is kinda like bodyblocking, but unlikely. If they can't add an interaction to deal with hostage taking bodyblocks...


    And I'm pretty sure 2 exists. The chain breaks faster if it's going through another survivor and you can bodyblock for them, at least in ptb.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149652#Comment_1149652

    Why would you bring an addon/item in a game if you have ace in the hole ? If you can answer that you will understand how irrelevant that change is. The whole point of ace is to FIND an addon. Ace still wont help you if u die which should and will happen half the time minimum not to mention you will lose the item too

    But if it does protect them, that's why I said it, because heavens forbid I mention it if it does that...

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149744#Comment_1149744

    Seems to be mobile only, unless I run an emulator on PC?

    There is a PC version. It even has crossplay with mobile. I've had the PC version since it first came out, so I use DMM, but it's available from another place too, I'm not sure though, but if you go to their main site they should have a link to it.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149678#Comment_1149678

    Guess I'll look it up, if I ever need a change of scenery.

    Let me know if you want me to tell you a bit more in depth, I'd be happy to tell you, even add you and maybe show you some of the things in custom matches sometime. (They do have bots for 1v4 custom matches even if they're not the best)

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149651#Comment_1149651

    Had never heard of that game.. it's literally a cartoonish version of Dead by Daylight, from the trailer I saw ;p

    There's a good number of differences too.


    Survivors aren't just skins, way less grind, 100% free if you want, 2v8 mode. I highly reccomend it.

    And Joseph is one of my favorite characters. Built in cipher regression via his photos and the games health system is different allowing partial hits.

  • Welcome to the world killers have had to do forever


    Tbh, I prefer Identity V's system. Way less grind

  • @kcwolf1975 said:

    Many survivors will complain/whine about everything. They will even turn on their own and complain about other survivors perks. Apparently you are garbage if you run selfcare.

    Best part is that if you use it smart, it can only save time. Either 2 survivors lose 16 sec, net 32, or 1 loses 32, net 32. Oh look, it's the exact same time loss!


    So long as you're not potato it's no issue

  • Does not ace in the hole not protect them?

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149571#Comment_1149571

    How dare they make a good tracking perk that's actually useful for killers, better nerf it before it goes live, wouldn't want to ruin the experience for survivors! Nevermind the fact that they said themselves generators were going too fast.. but as soon as perks come out that would help counter generator speeds, they nerf them to the ground. And wonder why everyone runs the same boring perk combos.

    Meanwhile Identity V is going quite well.


    For reference, the cipher's (generator) light pole is not only visible in the aura, but starts to shake as it's more progressed while being worked on, meaning Hunters have a better version of Gearhead at base basically.

    :P

  • First heard of it when watching gameplay from Tru3 I think (I mostly only watch Otz, Tru3, and Monto)


    Pretty dumb, but I'd take the Nerf if it stayed for a few seconds after letting go

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149536#Comment_1149536

    Yeah same.. I was trying to get all 4 sacrifices done on the same hook, max I achieved was 3, but I guess I'll never be able to get 4 now that death hooks don't repair anymore. And I like how they never addressed those changes anywhere to try to justify them.. they just put them in the patch notes and hoped no one would noticed.. but they never bothered answering the few of us who did notice and complained about it..

    Like how Gearhead needed a Nerf. Even though it could aparently be made completely useless.

  • @Spooky13 said:

    Ghostface and Spirit's kill rates are really surprising. Ghostface is one of if not the best of the basic M1 killers, and Spirit is arguably the best in the game.

    Possibly that status means more weaker killers play them as well?

  • Wanna know what's a double slap?


    Sounds like they kept the already existing counter which once survivors learn means the perk will be useless, as aparently the second they let go of the gen, the aura goes away, so if they let go the second they hit a check, the killer would get no use of their perk at all.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149368#Comment_1149368

    30 I think.

    Still a moot point. The perk worked on more than just sabotages (death hooks and breakdown hooks as well) and it was 10 seconds at level 3.

    Still, if it had even been like, 10-12 meters max it may be worth it.


    Tbh that sacrafice hook Regen was why I used it when I did anyways. Rip.

  • Don't forget that sabo only has hooks broken for like 39 seconds if I heard right.

  • @Todgeweiht said:

    Yes, its really ######### dumb, I hope they revert it back in the hotfix or something because I really cant understand the reasoning the devs had behind nerfing it.

    I mean, I kinda get it, it had no "counterplay", but even then, why reduce the timer?

    I think if you let go of the gen right after hitting the check the aura would immediately stop, so it did have counterplay already iirc.

  • He has no map pressure. Keep objects between you and him and he has to chase at 110% speed as his shots can only injure you, he has to actually Melee to down. He also does have to reload after every shot.


    So just keep objects between you two as long as possible and so long as your team is doing gens you should do well

  • I think it was a proposed change now that I think about it and look it up.

  • @ermsy said:

    I think all killer obsession perks apart from one promotes leaving the obsession alive until the end of the match.

    Remember me would be the only one where you'd want to tunnel the obsession.

    Also just because the survivor is the obsession doesn't necessarily mean that they have DS.

    And even Remember Me now loses half stacks on obsession death iirc.


    If you're the obsession, killer usually wants you to be the last one standing.

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121473#Comment_1121473

    I play killers if there is a daily. Of the 81 days I have in game (I am a devotion level 7) maybe a total of 1 day will have been as a killer (maybe even less). Obviously my killer rank is very low (rank 16 or 17 I think) and thus usually play pretty bad survivors. Had two dailies yesterday...chase survivors as Freddie for 180 seconds and catch three survivors in a bear trap. I got a 3K in one and a 2K in the other (should have been a 3K for the trapper too but she slipped off at the last second right as I got her to the hook and was able to run out). I am awful at killer, but then I don't like killers so not really important to me to play them.

    I'm saying it more as a top to help. If you play the killers you struggle against and learn some of their ins and outs, you can counter them way better.


    Like, in Identity V, I'm not the best Ripper player as I don't play him too often, but I've played him enough to know his tricks, and when I face a Ripper when I play survivor (he's one of the better hunters. He's kind of a Wraith-Huntress hybrid.) I typically do much better than the others, as I know his cooldowns and abilities and how to counter them. And also when something is fishy (I legit faced someone who was using an ability that was like, absolute fastest in any mode 12 second cooldown every 4 seconds or so) I'll ask if anyone else noticed the crazy fast cooldown and just get lines that show they don't even play him but act as if they know everything. Someone legit told me the power cools down faster once he's built up his presence (in Identity V, Hunters powers grow stronger as they damage survivors, unlocking abilities and upgrades.) But I know that is false, but they were so insistent.

  • It's a sign Leatherfaces power is pretty poorly designed tbh. Other than this, Billy does pretty much anything he can do better

  • Also, try killers, get a feel for their powers strengths and weaknesses. It will help you I promise.


    An example I give is technically a different game, but it's Identity V which plays very similarly. I'm a Hunter main as I just prefer that role. However, because of my experience playing as all the Hunters , when I play survivor, I know their counters. I've legit kited Hunters longer than the characters who are designed to kite as characters who are designed to suck at it because I know the Hunters weaknesses and I know the maps.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114998#Comment_1114998

    I think you are missing my point. The purpose of a perk hasn't changed in any given rework. Sure, it isn't impossible. They can change anything they want in the game. But there isn't a precedent. If you want to talk about Left Behind then we can sure do that. What is the purpose of Left Behind? The purpose is to increase your ability to escape if you are the only survivor remaining. Whether it increases your speed to finish gens, open exit gates or find a hatch isn't the important part. After the end game collapse was introduced, fixing generators when all the other survivors are dead is utterly pointless. The perk had to change. But the purpose didn't. This is super relevant to the change to Hangman's Trick. What is the purpose of Hangman's Trick? The purpose is to be a counter for survivors tampering with your hooks.. in other words sabotage. Does the rework serve that purpose or a different purpose? My argument is that it now serves a different purpose.

    And there you go moving the goal posts.


    The primary purpose of Left Behind was to repair the gens. Now it's hatch. That is a pretty significant change, like it or not. The identity of the perk DID change.

    If you try hard enough you can find a way for any change to not be a change...

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114683#Comment_1114683

    I think you are getting a little lost in the weeds here. Read the first line of text in the perks. For example:

    Hex: Ruin - A Hex that affects all Survivor's Generator Repair progress.

    That is the intended purpose of the perk. That statement is true for old ruin and new ruin. Forget all the late game, early game, blah blah blah stuff. Those are just opinions which are debatable anyway. What is not debatable is that Hex: Ruin affects the survivor's generator repair progress. Old or new. You brought up Decisive Strike so let's look at that one real quick. The first line of text is the following.

    Decisive Strike - Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.

    That statement is true for the original perk and the reworked perk. Now let's look at Hangman's Trick. The first line (reworked) is the following.

    Your ingenious modifications to Hooks alert you of tampering.

    Now when you actually analyze that statement it isn't quite as clear cut as the other examples. The old version of Hangman's Trick did alert you when survivors tampered with your hooks. The new version would indeed alert you to tampering. But it is doing a whole lot more than just alerting you to tampering of hooks. It is showing you the aura of every survivor on the map within 16 meters of a hook. Bear in mind that most generators are within 16 meters of a hook. So if a survivor happens to be working on a generator on the other side of the map the killer will be able to see that survivor's aura before they have a chance to hide in a locker or move 16 meters away from a hook.

    That survivor clearly isn't at risk of "tampering with your hooks" in any meaningful way. So clearly the perk is overperforming. Almost every person who would be running this perk isn't doing it to prevent hook tampering. They are doing it to scout survivors over the entire map. Preventing hook tampering is a distant secondary function. And it's an easy fix too. I'm good with it revealing survivors near hooks but it only makes sense to limit it to the hooks that are within a certain distance of the killer. The closest 3 or 4 hooks would be more than fair. Anything more than that warps the intended purpose of the perk too much.

    And think you're trying to shift the conversation here.


    My point is the devs very much CAN change the purpose of a perk. They have before, funny how you went into a long speil on the flavor text of the perks but ignored the big point I had. How Left Behind's function completely changed. This is just a PTB, so it makes sense the flavor text hasn't been altered yet, and I'd be happy to agree 16m around every hook may be a bit excessive, my point was more along the lines of the devs are fully within their right to change the purpose of a perk, and if they go through with it, I'm sure they'll change the flavor text, as they changed sabo's icon due to traps being unsabotagable, I'm sure they'd be willing and able to change some lines of text too.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113994#Comment_1113994

    But the identity of Hex: Ruin did not change. It was a perk designed to slow generator progress before the change and it is still a perk designed to slow generator progress. Plenty of perks have been changed over time but I can't think of a single instance where the primary purpose of a perk changed. The change to Hangman's Trick fundamentally changes it's purpose.

    But the change from early game stall to "late game" does change its Identity. Before it was a bit of a time buyer, but now you have to push people off, meaning it completely changed from good for M1 killers to not so much, with it now shining best on those killer's who had the draw of not "needing" Ruin in the first place


    Also, DS was changed to anti-tunnel.


    But actually, there WAS a perk that had it's ENTIRE Identity changed. Left Behind. Remember, originally it was a gen speed boost to finish the gens and power the gates, but now it's a hatch finder.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1109943#Comment_1109943

    That makes absolutely no sense. Here, let me remind you of the first line of text in the perk: "Your ingenious modifications to Hooks prevent tampering and permanent damage." That is the purpose of the perk. The very nature of the way hooks work is going to change in the next patch.

    Since hooks will automatically respawn after 30 (or whatever short period of time is decided) seconds the functionality of this perk will change. But the purpose of the perk remains the same. To "prevent tampering" of hooks. It is not intended to make every hook on the map a surveillance camera to spot survivors. Trust me. There is no way this perk will remain the way it currently is on the PTB.

    And it really shouldn't. It would be utterly broken and be used by every killer and not for the reason the perk was designed.

    I mean, this is just a PTB. They can totally completely change a perks Identity.


    I mean, they DID change ruin from an early game stall to a "Late Game Hex" so there's no reason Hangman's Trick can't change too.

  • Also, iirc, hatchets have their own "capsule" that's a full sphere, so it's like throwing a canonball.


    They tried to make the hatchet hit detection match the hatchet itself at one point but in doing so somehow made the hatchets just phase through survivors on direct hits sometimes and had to reverse it iirc

  • The second you said old Freddy was OP ever you lost me.


    Map pressure is god in this game.

    Even on release, old Freddy literally had negative map pressure. He had less than a trapless trapper.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091056#Comment_1091056

    Not really. Most other online games don't allow you to force the other players to sit there held hostage for 4 minutes.

    You do realize if there's a certain amount of maximum time, then it's not really being held hostage, right? Devs even addressed this iirc.

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