MegaWaffle
MegaWaffle
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- MegaWaffle
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Hex: Burns when I pee.
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@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1570747#Comment_1570747
Well you gave an interesting thought i must say, it is true that you can get some hits, or avoid getting hit, but 2 things may also happen now
-the..."aim system" gets confused and prioritise an obstacle to the survivor (if that makes sence)
-with the hit check (and that already happened to me today tbh so i can count it in) the game doesnt give you the hit because of it
I know this issue exists with Nurse (so many blinks that have pulled me to an object while trying to lock to a survivor) but is it that the hit is locking to the object or is it trying to lock onto the survivor but an object gets put between them.
Assuming I understand what your saying I cannot say I've encountered this problem on anyone other than Nurse (PS4 and a little PC, player).
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First off I'm not a fan of calling a 360 an exploit. Yes console is affected by horrible FPS and I can understand why people could consider the term as a result, but I still feel its far more logical to try and move unpredictably to avoid a hit rather than run straight. I would hazard a guess the vast majority of players are not hunting "millisecond frames" to mess with hit detection but rather move unpredictably to avoid an easy hit.
As a mainly console player 360's are far more potent than PC. For obvious reason the frame rate and overall connection to one another are often not as strong as PC, so such sudden movement can catch you off guard. It is not difficult to hit a 360 when you A: Gain a little game knowledge or B: Start to expect all survivors will try it (sorta like Dead hard), and while the animations may seem off at times if you really look at the swing time and were the survivor was at that moment they make sense, again animations may seem off due to connection.
As for the camera following survivors, this is intended as the "hit" had already been registered as the game tries its best to sync the animations up to it. This is so hit seem more "natural" and less janky, yes we still have plenty of jank but it would be much worse if the animation sync was also none existent.
So my final thought are, 360's are a last ditch effort to avoid a hit and unless used against an inexperienced player will result in little to no length in survival time.
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@Lavos99z said:
https://forum.deadbydaylight.com/en/discussion/comment/1565328#Comment_1565328
They're downing the people and hooking them. It's not their fault if they didn't realize this garbage was still happening. This is not entitlement on my part. It's the killer taking advantage of an exploit, a reportable offense. Look it up. Please don't sit here and accuse the person trying to make it known that this is reportable and people should help out instead of going for an easy down. You're part of the problem.
I use to get stuck on trees too back in the day, but its not the killers responsibility to fix the game, its BHVR.
I'm not going to tell a killer he needs to lose out on a kill because I got stuck in a glitch spot BHVR missed, just as I wouldn't tell a survivor to quit a match if I as a killer got stuck in a pallet.
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@[Deleted User] said:
I find lullaby on 4 stacks way more difficult then 5. 5 is the equivalent of just healing or doing a gen with your headset off.
Its the actual delay of the sound at 4 stacks that messes players up...Doc or no doc.
I run lullaby all the time, if I can get it to 4 stacks with the Hex lit I start slugging and leave it at 4 until they cleanse the totem.
Agree.
With the sound at 4 stacks I am conditioned to know the times, so with a shorter warning it actually messes with me.
With the sound being completely gone at 5 stacks I have no audio to rely on so my reactions are based on sight and do not mess me up.
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@kate_best_girl said:
Imo yes and no. While the effect is insanely strong enough to shut down a lot of loops it also as you said, has its moments where the pallet being blocked is just not enough to shut down a big loop so tbh If they slightly reduce the numbers OR make a bigger cooldown it shouldn't be a hex.
I'm still on the fence if it will even have a noticeable effect because most loops have windows and since the range is only a Tier 2 Myers in radius the survivor could just use the speed boost from the hit to run to another tile, something many do already.
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@momkisser said:
I constantly see dumb ass killer mains tunneling, camping, and down right being dumb as hell because they're mad at survivors. They constantly use gen rushing or SWF as an excuse to do these things but what else are survivors supposed to do? Doing gens is the objective, why are you mad? SWF shouldn't even be an issue. If you can't counter a well coordinated team that says something about YOU as a killer. YOU'RE bad. Survivors don't owe you easy games because you're too brain dead to do your job efficiently. Survivors shouldn't have a disadvantage because they want to play a TEAM BASED game with their friends and work as a TEAM.
Just to play devils advocate but kills are a Killers objective, so rushing a kill is akin to rushing a generator.
Getting tunneled/camped sucks and getting rushed on gens sucks. That is the current game we live in.
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Is this a chapter release or simply a " paragraph " as they call it?
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1556552#Comment_1556552
ah then I guess I misunderstood, my bad
No, I didn't convey what I meant very well, it was my fault haha.
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@Ilovezarina5 said:
Why it isnt??? Like its useless already. I think this buff Will make it a great perk
I'm sorry but being able to see your scratch marks while injured AND walk a little faster!?
BHVR may have some questionable choices when it comes to balance but I would hope even they understand how OP that would be!
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1556496#Comment_1556496
These points are all true except the first one, Survivor queue was much faster before crossplay but now its kinda flipped, for me atleast.
Yeah sorry what I meant by the first point is that if you escape/die you can re-queue for another match faster. I did not mean your actual queue time is faster.
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Thanks, I just read that last panel and now I can't go back to work with my pants looking like this.
Daddy Myers <3
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-Survivors can get faster lobby time over killers. (EDIT: I mean that if you escape/die you can re-queue sooner. You do not need to sit around until the end of the match)
-Survivors can get items/add-ons without the need to spend any bloodpoints making their economy much cheaper.
-Killers have to stay in a lobby until everyone is dead or escaped.
-Killers have to spend bloodpoints in order to get any add-ons and have no way to reduce the economy they need to spend.
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@NekoGamerX said:
wouldn't this make NOED more op?
No because they can destroy the totem "Undying" to remove the effect, or actually be incentivised to work as a team to cleanse dull totems to prevent Undying.
Also if they never destroy Undying then NOED has one less totem to spawn on meaning you now only need to break 4 totems.
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/1556385#Comment_1556385
There should be an option to hook your teammates..
I just picture Jeff Probst sitting with the survivors around the campfire as they all cast their vote for who is getting hooked.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1553553#Comment_1553553
Yeah thats completely understandable, I've seen some run both and honestly just seems kinda overkill to me.
On the note of "overkill" it can be fun in low ranks to use both Bond and Empathy so you can watch all the new players immerse themselves pretty much everywhere.
I have gotten plenty of laughs from this.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1553532#Comment_1553532
I've found it works pretty well on high mobility killers, stealth killers and doctor. the others not so much.
also about running spine chill, despite premonitions cooldown I prefer it in most cases as it gives more information even if the cooldown is a tad long imo.
My issue with Premo is that you could spin your camera around to look at something and trigger it without actually knowing in what direction it "dinged" exactly.
I've had this issue with "Small Game" plenty of times, where I then needed to do a double take to find the totem. At least with Spine Chill I can determine the most likely spot the killer is coming from and just wait for it to light up so I know they are coming for me.
All personal taste based on how we play.
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@joshuashep22 said:
the entity works in some very weird ways, wouldn't it be possible for him to be a survivor as well?
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@Eredin_Bréacc_Glas said:
https://forum.deadbydaylight.com/en/discussion/comment/1548456#Comment_1548456
I disagree dragons grip is the strongest of the ones yeah the cooldown sucks but it can do stuff on its own and it's good at slowing the game down slap it onto a stealth killer or slinger and the affected surv can't do gens for 60 seconds or risks just immediately dying
Undying will be useful combined with ruin and might see some use in my Legion build
And blood favor seems to be useful on killers that m1 a lot and that fast its clearly good on clown, slinger and freddy I will have to test it first though to see usage on other killers
If stealth killers start using Dragon's Grip as a "meta" or popular build then we should expect to see more Spine Chill.
As a solo survivor I often run this perk simply so I cannot be taken by surprise. While I have adjusted my original look on Dragon's Grip due to other possible uses friends/community members have suggested I'm still on the fence about its place on my personal "tier list".
I could be completely wrong as I've yet to play with it and Dragon's Grip could end up being the most used perk in the game, only time shall tell.
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I can see each of these perks actually seeing use.
(personal opinion)
Dragon's grip seems the weakest of the three simply because of the cooldown. In higher rank matches you may get 1-2 uses max and you may still not get that exposed hit.
Hex: Undying will push survivors to work as a team to destroy totems so I'm skeptical on its final results, however it will help keep your totems up longer. I'm curious if it will be bugged so that Hex: Haunted grounds ends up activating several times XD
Hex: Blood Favor seems useful on a small handful of maps. Unless the pallet radius is increased its unlikely to yield good results as a survivor who suffers a hit won't stay at the present tile, meaning your blocked pallets won't actually matter. Smaller maps might be ok but I'm still not sure on the 16m. Maybe higher tier perk adds distance (if it does that is why I don't place it below Dragon's Grip).
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@NivlacACE said:
With how hard the game is to balance around both solo survivors and SWF (OoO being a prime example, on a solo survivor it’s a risky info perk but with a SWF it lets everyone know where the killer is at all times) it would help a lot to equal the playing field by giving all survivors the option to use comms.
This would obviously be a buff for survivors, but we already have the option to go in as a full team with comms which isn’t game breaking. By giving everyone comms you would be able to balance things such as object to be more fair without having to negatively impact solo survivors.
The one downside I see with this is the expanded possibility to be toxic to teammates, but games such as R6S seem to manage fine even with the possibility of being toxic over comms, and you could always implement a mute option.
At a bare minimum some sort of communication should be implemented, if not voice, perhaps a wheel of map-wide basic messages such as “killer on me” “need healing” “safe to unhook” etc.
If the game had comms I would have them muted 100%.
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@Bullettimegod said:
Somewhere lost in the skins. Maybe if we buy the right skin it will fix the game
I'm sorry but the fix comes in a two part skin but we accidentally put the first part in a "legendary" skin so you cannot match it with the second part.
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SALTY. SALLY. SELLS. SMELLY. SLIMY. SLUGS. SO. SHE. SHOULD. SUPPORT. SLIPPERY. SURVIVORS.
What does this have to do with the topic at hand?
Ask yourself this; Do YOU sell smelly, slimy slugs?
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Love the visual, the atmosphere, the Easter eggs, the fact that its an indoor map with confusing tiles (at least for now) but i hate the layout for getting from top to bottom. As a killer its infuriating and as a survivor there are so many angles that make the hallways easy sight vantage points.
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I WANT AN ACTUAL CARNIVAL/AMUSEMENT PARK!
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@Masochistic_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/1537562#Comment_1537562
And then the bonus would slide back to the other side. That's the point. It's a ballast.
It wouldn't solve anything because it would take time for the "ballast" to adjust to the influx from wither side resulting in false positives. The queue times would still end up all over the place.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1534283#Comment_1534283
I personally feel its WAY too slow. Especially when you compare it with inner strength. Inner strength counters sloppy and thana (depending on when you break totem) and is as fast as another survivor healing you. I don't see why self care is any better than inner but maybe I'm missing something.
I think both have a place.
Inner allows you to (as you pointed out) counter healing slowdown perks. It is not always faster than self-care however as you do need to find a totem, cleanse it and then find a locker, but it offers a faster heal at a more critical moment. It is limited in uses however since only so many totems exist and it doesn't feel great is others are breaking totems.
Self care allows you to heal how ever often you like and couple perfectly with a med-kit for healing. I personally prefer self care because I will couple it with my med-kit if they have slowdown perks to counter the perk, and I can simply save my med-kit for healing others (put it down then self care) if they don't.
I think self care just gets a bad reputation because new/inexperienced players think they must be fully healed at all times and so they often waste time healing. Someone who knows how to use self care properly will avoid having to pull a teammate away from gens to heal them, will create a disadvantage if you break a chase and can use a med-kit to bypass your healing slowdowns.
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@Todgeweiht said:
For me its the opposite. Havent seen self-care in a looooong time. It seems survivors are smartening up.
Self care is a great perk that simply receives a poor image due to many players not knowing when it should be used.
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@RoMainPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1528791#Comment_1528791
Okay, that's you though? You weren't screwing him out of anything? It's a very rare chance of happening, especially under those circumstances. Do you know how rare it is to get to endgame without being hooked once, and managing to kobe with the hatch right near by? It's was an insane amount of RNG luck, if he was really that worried about his 4k he could've waited to see if you kobied, downed you and hooked you again and then gone after the fourth person. Like no the killer doesn't have to respect it, but he should've known it was a possibility based off it being your first hook, he obviously wasn't worried about it, why were you?
If he had slugged you then went to find the last person would you have felt the same way? You still woulda been close enough to possibly crawl out and escape through hatch when the other person died. Would you have done the same thing?
It sounds like he dominated that match anyway if the hatch appeared in front of you, aka your team didn't have enough gens done anyway for it to have already appeared. So why the pity? It's his own fault for not securing the 4k.
Imagine if the last gen in a game had 4% chance to just instantly regress by 50% if not being worked on for X seconds.
Would such a mechanic feel like a "fun" interactive game-play element?
If I told you "well as a team you should have know it was a possibility and always kept someone running in to "tap" it to avoid the rare chance it happened.
-No I do not think its fun that as a killer you must slug a player then play hide and seek for who knows how long with the 4th survivor.
-No as a survivor I do not think its fun to be slugged for who knows how long, until the match ends.
So as a survivor (and as I said this is my personal take on it) when a killer doesn't want to be bothered with slugging because its a poor design to avoid a random hatch escape, and I as a survivor do not want a free pity escape thanks to a RNG 4% button press, shall let myself die.
So you are correct I wasn't "screwing" him out of anything...the game was.
EDIT: Also to address the part about "your team must have been playing bad for this to happen" yes that just goes further towards my point. The team did poorly and the killer was doing very well, so to have a 4% button decide to offer a free escape for no reason involving skill on my part I fail to see how this is good game design.
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@johnmwarner said:
Just had a SWF that stacked the purple lips and one of the green ones so heading in I’m assuming slippery meat build... I down the first pretty quick and stand in front of her she proceeds to immediately try and does escape on the third try I smack her down and she DCs.
Rest of the game went pretty korma but she stuck around to call me trash in endgame. I was right they had Slippery and DS/unbreakable.
Sorry, I don’t face camp but this is clearly the time. I’m not obligated to give you a free unhook, and no I don’t have to respect the 4% it’s no longer 4%
All this "respect the 4%" is just a made up rule people try to force others to follow.
I just had a match last night were I was 1 of 2 remaining survivors. I was on the hook and realized the last survivor was in a chase. I attempted an escape and got it. As soon as the killer hooked the other survivor (death hook) the hatch appeared in front of me. I waited at that hatch for the killer to come find me, let him down me and did not struggle as he took me to the hook. Because for me (just my own personal feelings) a random 4% chance to screw a killer out of a kill, just didn't seem fair.
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Teams with communication vs teams with no communication will always yield an advantage "casual or not", so yes SWF is an issue.
However as I also do not think SWF should be removed (as people enjoy playing with friends) the game at the very least should tell you AT THE END OF A MATCH who was SWF. This way you do not dodge the lobby but you understand why things may have happened in a more coordinated way, without the guesswork/accusations.
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@Momentosis said:
Are demons not horror
Doom Guy thinks not!
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"Have a second chance my child"
Miss
"Have a second second chance my child"
Miss
"Looooong sigh....."
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@PigMainClaudette said:
So, I need a new build away from my usual in order to spice up gameplay for me a bit, and I came to a realisation: My preferred playstyle as a survivor is to ANNOY THE KILLER to no end, by doing stuff like unhooking when they just walked away from the hook (about the distance that Devour Hope would activate, or rather, when the TR is gone), or tapping that generator you just kicked and disappearing.
Now here's the challenging part. I need perks to facilitate this and annoy the living hell out of killers without using Decisive Strike, Unbreakable or Borrowed Time. Bonus points if you can find a way for Self-Care to be used, as I do like to heal up where possible, I don't have Inner Strength as a teachable and don't like it anyway.
I'm thinking of having Breakout and Saboteur in there, but not sure what else.
Saboteur- so you can either drop the hooks they want to go to OR you can simply keep making "explosions" happen and keep the killer guessing what hooks have/have not been broken.
Head on - Because dropping a hooks often gets the killer to come find you and most times you will find a locker nearby. Many killers still do not expect head on and will get hit by it the first time. After that you can keep hiding in "high traffic" locker spots to allows keep the killer paranoid as to when you shall hop out of one!
Lithe/Dance with me - Since you can get those crazy chase escapes that infuriate a killer who now wants nothing more than to see you dead for your prior shenanigans.
While Self-care is great I'd personally just bring a med-kit faster and you often can find another easy enough in a chest.
I'm sure there are others, but these do wonders on low/mid tier players since they are most likely to fall for them. Just make sure to be polite after the match since having fun and being toxic seem to have a very thin line in DBD ^.^
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@Inji said:
The male character models are quite a bit bigger then female ones. (hitboxes are the same though)
As someone who also loves to play male characters I would recommend standing up sideways when hiding behind a tree. It will help hide that pesky medkit/toolbox.
PS: That drawing made my day, Thank you.
New survivor cosmetic when?
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1525135#Comment_1525135
Now, the thing is that I WOULD do this if I knew where all the totems were, or rather I'd just break it and be done with it, and the major problem of I am usually the one who gets done in BY NoED with no chance of recovery.
If I wasn't getting hit by NoED majority of the times it appears, then I could go "well I did totems......." but unfortunately I am doing the counter and getting punished for it, only to come here and see the "advice" that I am already doing.
Anyway, good to hear from you again. It's been a while.
Yeah, while the perk has counters the issue remains that your "team" often doesn't contribute to doing totems. As a result you either do nothing but hunt totems (as a solo) or are up in the air as to how effective you have been destroying them. If BHVE were to add a "totem counter" as others have suggested, this could cause harm to other hex perks resulting an even less effectiveness/reason to run them (I also don't like being spoon fed all my information).
Then there is the issue that NOED (like it or hate it) does reward players who are not as skillful by giving them a "steamroll" ability, add this to a killer who DOES show skill and you have a power that drastically increases their odds of gaining kills.
Its very similar to how DS does almost nothing for a player with a lack of skill/experience but can win a game for a survivor who has that skill. NOED is not a very healthy perk for the game, even if I personally don't have much (ish) issue with it as I tend to play for my survival alone. Its still one of those things that just doesn't feel good to go against.
A survivor pulls off a nice Dead Hard and I often say/feel "damn, nice play" or a killer manages to keep Pop Goes The Weasel pressure up I'll say "damn hes keeping me on the offensive". I feel such perks feel fine to lose to because the skill the player exhibits is what pushes its success.
If a killer who was pushing a close match with us and was really putting on a good match suddenly has NOED pop and dominates, it just feels "cheap". If a killer who was being dominated suddenly has NOED pop and now gets two kills (most likely trying for a 4k slug or a single facecamp kill) it doesn't feel like I got outplayed or lost to a more skillful player. THAT is why I'm not a fan of the perk, counter-able or not, but I'm also not going to speak to BHVR on the perk being changed/altered because the forums rarely offer decent feedback or its drowned out in pure toxicity.
PS: Yes it has been some time ^.^
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1522631#Comment_1522631
They’re expressing the frustration of having been the one to do the majority of dull totems but maybe not have found the last 1 or 2, is the first survivor the killer finds after last gen pops, gets insta downed, dies on their very first hook in the entire match, and is understandably furious that the other 3 survivors didn’t spend any time whatsoever doing any dull totems during the trial.
I find it far more consistent if you do bones but keep one up (even if you are unsure as to the total completed). This way if NOED does pop because you didn't do all the bones, you know where 1 is and can easily find it (most likely having become NOED. This is just something I have had luck with playing solo.
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@Financial_Stability said:
I'm talking the levels of a DBD 2 kinda foundational rework.
So much of this game was built on bad coding habits and Unreal Blueprints (which Scott pointed out in one of his vids, will link). I think the best thing in terms of game health we can hope for is a foundational change to the code, and along with that perhaps some meta changes (perhaps like each survivor specializes in one field. Also perhaps expanding objectives and making them more interesting and complex).
I know it's probably never going to happen, with budget and all that. This is just a pipe dream that would be a fix to most every bug we encounter currently.
But with the large team over at BHVR, how long would it take them to make a DBD 2? Food for thought.
Coming in 2022;
Dead By Daylight 2 - Entity Reloaded!
- Updated graphics
- Enhanced sounds
- Bigger, badder killers
- 100% more sleazy tops
- Shirtless Myers
- Legion got a gun
- And so much more!
*DeadbydaylightisatrademarkofBHVRstufiosandinnowayendorsestheconceptofDBD2EntityReloadedorthelisteditemsabove....exceptshirtlessmyersbecausehesahunk*
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The issue with Hex perks is how unpredictable their success can be.
You either have amazing RNG with totem/hex spawns and you have some time to get value from your hex totems OR the totems are out in the open/survivor spawn right on top of them.
Because things are so inconsistent its not worth running Hex perks. A build that has consistently decent results will net you an overall better score than a build that fluctuates wildly.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/1508995#Comment_1508995
What do we want?
EDGY COSMETICS
when do we want em?
NOW!
B-but I want SHIRTLESS MYERS!
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@VonCrow said:
Hi,
I would like to suggest a search bar for perks so we are able to see which characters have the perk we're looking for.
Example, If I have a challenge to search chests, I can put "Plunderer's Instinct" on the search bar and see which survivors I have with that perk, instead of looking one by one.
I know it might sound useless for people that have all perks in all characters, but just a small feature that maybe you like it.
To add to this I would also like the ability to have "perk builds" saved.
This way I can alter my build for challenges if need be but always have my preferred builds saved for quick picks.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1509608#Comment_1509608
That could make sense at low MMR but not high MMR, and not for the situation I’m seeing.
Presumably people with no data would count as low, so I shouldn’t be facing them as a “good survivor.” Snabkm nit bragging, I’m not great by any stretch but I’m outclassing the killers I’m seeing.
That makes sense and I normally wouldn't even bring up my theory as a possibility, but due to DBD only now getting a MMR system and having all the playerbase dumped into this blender I feel it may not be working (ok I highly assume) as a normal MMR system would.
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@PerkyPerky said:
https://forum.deadbydaylight.com/en/discussion/comment/1509088#Comment_1509088
For 32 seconds, yaaay!
And how many seconds does it take to hit a good chasee? He just erases it by M1 for 32 seconds.
Yes but if they were injured with no way to heal themselves they would most likely be on a generator.
I'd rather see someone off healing themselves then getting 32 seconds of generator progression.
I play solo and I run self care simply because I don't want to rely on my teammates, but if gens are taking longer than I'd like I will stay injured and push a gen down. Self care has its uses but can also be a boon to the killer if its being used incorrectly. A medkit is faster than a self care heal so that's another reason to WANT self care to be used, because it mean they are most likely not using a medkit.
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@johnmwarner said:
First, I don’t believe the 10 game nonsense anyways because I’ve seen streamers play way more Than that and still get terrible matchmaking.
But why would it take 10 games to stable when @Peanits claimed the MMR was running in the background to gather data already?
To answer that first bit, I believe the reason people still seem to get odd games after their "10 game set" might have to do with the people who have not done their 10 games. I'd assume this will become a far rarer occurrence later down the road but the first 10 matches pair you with random people. So even though you now have your 10 there might be many others all looking for their 10 matches that got paired with you as a MMR test on their part.
Just a theory I don't really know.
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@Sinister0208 said:
I have said that Bond is the best solo queue perk in the past, but using Kindred again after a long time this is hands down the best solo queue perk.
It gives so much information, like which killer it is, if they are camping, if they are putting down traps near the hook, which survivors are going for the rescue and which are working on gens. Even tells you which direction the killer is headed after the hook, gives you an idea if the killer is using BBQ and Chili.
I implore you please run this perk if you solo queue it helps the whole team, and you, immensely.
Bond and Kindred are both great solo queue perks, however once you are out of low/mid ranks I don't (with exceptions) find that Kindred does much. Most players seem capable of figuring out if its a camp/patrol and who may or may not be going for save.
Bond just offers so much information at moments that I find are more important. Just my personal preference.
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@Mikeasaurus said:
I've had killers do this to me before. If they do it, I just start to crawl the oppisite way from the hatch to prove a point. I could care less if they kill me or let me have a free escape, but there's no need to be toxic about it really.
I typically give last survivor hatch if I had completely dominated the match.
When I drop survivors I tend to put them right on top of it (or close enough) and then go walk away to a pallet or something to break....many times however (after realizing they have not tried to escape) I'll find them trying to hide in the grass or spinning in circles.
I really don't get it.
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@BigBrainMegMain said:
Because they want to avoid a dumpster fire.
They've let bugs, glitches, performance issues run for too long and players are agitated.
So they want to avoid the obvious.
This is most likely the case however this is exactly the reason they need to be more open for discussion.
Aside from staff being put "in the hot seat" on such topics I also think another reason they want to avoid it is due to the amount of toxicity the community has garnered. Sadly due to this issue never being stemmed they would be dealing with lots of "strongly worded rage questions/comments" and "trolls" aplenty...
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@vogit10102 said:
Yes, I know killers don't want statistics, because 2k is not clearly the average. And yes, I know last one was so "killer friendly" that devs said we can't make our opinions about them.
They told the community to take the last set with "a grain of salt" as many factor were not included in the data shown, yet countless posts heralded the data as Gospel Truth.
I think BHVR knows it would be a huge mess to release anything again.
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@FablPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1501830#Comment_1501830
Yes thats exactly what i mean
Possible the visual effect of the beam and the actual hitbox of the light are not in sync. It happened in the past.
I personally have not had any issue but I also rarely use flashlights so I may simply not notice the issue.
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@BillyMain77 said:
As a rank one killer not being able to change my killer after seeing the survivors before hand doesnt bother me. Tbh no matter what items the survivors bring in im not changing my build. Now if i get a team of blendettes i bring a mori.
On the other hand it does suck to not be able to level up other killers while searching for a game especially since MMR and cue times are really messed up right now, and its not uncommon to be waiting 10 or more minutes for a match.
I get the OPs point and get where you're coming from.
For me if I want to play Hag and I see 3 or 4 flashlights I'd rather change my killer for the match then ruin my build to try and fit Franklins in. If I cannot swap Killer then sadly I'd rather leave the lobby.

