Myla
Myla
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2767785#Comment_2767785
There is a 15% gap between escape rate for solos and escape rate for SWF.
Now sure, some of that you could attribute to different players (more serious players will tend to look for any advantages, ie. SWF) - but there is a reason for that.
If more serious players go for SWF, that is another indication (besides...simple common sense) that SWF confers some serious advantages. Otherwise they wouldn't bother.
The simple fact that you can share information and coordinate perk selection is massive.
https://forum.deadbydaylight.com/en/discussion/comment/2767087#Comment_2767087
Asia too.
Which is why, I suspect, they are attempting to do it in a more universal manner - with icons.
https://forum.deadbydaylight.com/en/discussion/comment/2767791#Comment_2767791
Or lots of weak killers would get buffed.
I'm saying that there is a significant difference in escape rate between solo and SWF, which means that a system to bring solos up closer to SWF level is a good idea.
Just as I want to see underperforming killers buffed.
Perk coordination doesn't really help again all you need to do well in this game is learn how to buy time for your teammates and drag the killer away from important objectives. Ergo Hook and Gen getting worked on. Maybe players need to actually git gud? Give that a thought.
As someone who played with Random teammates and SWF you can do pretty much all of this with Solos again just equip Kindred if you have zero game and map sense. The game is inherently broken by itself. It completely has nothing to do with SWF being the way it is but they do show the game's fault's in its entirety. I played with a Ton of SWF out of curiosity and the team can be entirely dog crap with a one or two guys being somewhat decent loopers but because they know when to hold m1 they can get out alive because again the killers can't realistically chase four survivors. You can do this with Solo again equip Kindred.
Dead by daylight isn't an intricate competitive game that everyone has to be on Comms to win matches, You need to hold M1 and be decent loopers that's it.
Your 'underperforming' killers are balanced according to kill rates so I don't know what you're on about and some known joke of a killers Freddy and Cenobite are arguably overpowered so they deserve to nerf. Again statistics are bonkers.
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@CleanseThis said:
https://forum.deadbydaylight.com/en/discussion/comment/2767791#Comment_2767791
Deathslinger and Nemesis come to mind...
I don't like Cenobite's kill rate it's almost 60% therefore we should nerf him again and Freddy too. I don't like how his add ons is already worthless but just let's make his power worthless as well to balance it out.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2766340#Comment_2766340
Why is it silly? I main killer because I don’t find playing survivor all that fun in comparison. It’s not like the game is a job where I need to do crosstraining to get paid more, I’ll play the side I enjoy playing.
It's silly when you use "WhOa yOu'Re A SuRvIvOr/KiLlEr MAIN?" as an argument point. It's a dumb mindset and I just pointed it out. You can play whatever you want but when you use that Main Card argument sorry but that's just idiotic in my opinion. As I said before I play a lot of Survivor now but I have rigorously played killer a lot before that.
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@Clevite said:
"If the survivors are actually good",
I believe that is the important statement.
I just don't have the same experience, consistently.
Yeah it's why I made a topic like this.
@Myla said:
I'm from SEA and survivors are stupidly gen efficient.
https://us.v-cdn.net/6030815/uploads/PS70M2EY6B42/20220110144548-1.jpg
This is the average solo q game on high rank in my region.
How is yours? I noticed that Survivors in other region just run around with flashlights then only do generators when actually threatened by the killer.
In SEA people are gen happy. There are times where some pepega can't loop the killer for 30 seconds but those matches just end with 3 survivors escaping. Normally a killer would secure two kills in that scenario but I just played my cards right with the random and Borrowed time carried it to 3 people escaping.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2766324#Comment_2766324
I am playing solo survivor too. I am average maybe (I am good at loops and i am doing gens if killer is not chasing me). And if my team is good i have chance to escape. But my max escape rate is probably around 50%.
75% escape rate is not common for solo-q. You can't generalize this.
Thing is you're focusing on your escape rate which is 50% pretty good and balanced. But how many survivor in that match escaped exactly? My stats as you can tell survivor have the overwhelming victory with like 3 matches that could be considered the killer won and 7 draws. I died 10 times and if I recall it was the Survivor team's victory most of the time regardless I was just poor bloke that the killer could secure a kill on but it was still a win in the survivor team.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2766278#Comment_2766278
That's not what the stats say.
Also if you want to use stats so much when it's convenient for you then game would go horribly wrong? Lots of weak killers would get nerfed
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2766278#Comment_2766278
That's not what the stats say.
Yes because Solos are stupid and that's not a reason to willingly hand buffs to. You should want them to be better players not because they're so dumb that you hand them buffs? And I'm saying at the very top of Survivor play where four random actually good survivor can contest just fine with most 4 man swf.
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@ThanksForDaily said:
Survivor stats from a biased forum killer main without proofs.
Trust me bro. Nah.
I don't main anything. It's pretty silly to main stuff in this game and play only one side. But I did several times admit that I'm a blight main that plays Survivor now most of the time since it is relaxing. (By main because that's the killer I use a lot)
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@Shaped said:
I agree that the game is survivor sided when survivors are focused on winning and don't mess around.
I disagree about solo q being completely fine tho.
That's the players in SEA, they're really gen happy. Often times three gen popping in first chase and the team has to do absolutely mess up to throw it at that point.
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@MikaelaWantsYourBoon said:
Please stream for us and teach us Mr Master Survivor. I am not saying you are lying or game is not survivorside. But i want to see some skills, then i can be better too.
Please teach us. Because i am sure Ayrun & JRM are better survivors than you but even they have not this escape rate. We need something more than words.
The reason Ayrun doesn't have this kind of escape rate because that guy keeps farming Killers for content. You don't bring a flash light to win a game. You use it to annoy the killer. There are A LOT of times where he should be doing generators. Which is understandable if you're playing DBD for that long. It's freaking boring doing a generator and the game isn't a tournament game lmfao plus it's probably boring for the viewers watching someone do a gen right?
I never brought any items to annoy that killer in the match. As soon as I spawned in bless a totem if it's front of me if not then immediately hop on a generator often times away from the others because it's better to separate with others and do gen then hop again whenever I'm not doing anything. Killers can't realistically chase four survivor across the map. People need to understand this.
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@StarLost said:
The idea isn't necessarily to make survivor easier, it's to simulate something of the coordination of a 4man SWF to close the gap between SWF and solo, and then to buff killers accordingly.
Whether the final part ever happens is going to be the interesting part, but we'll see.
Solo doesn't need to bridge the gap since a group of random actually experienced players can play at the level of 4 man SWF. Might not be as efficient as the very top 4 man SWF team but it is enough. Killers can't realistically chase 4 survivor across the map. Just follow the golden rules of. Last one minute in a chase then drag the killer away from the generator getting worked on and don't give unnecessary free hits because that's pressure for the killer then just do generators. That's it you win most of your games. You literally don't need to be on discord to do this.
You also have three chances to do this and never mind the fact that second chance perks exists or medkits. Imagine if survivor actually know how to buy time for everyone? That's it. You don't need information 24/7
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@Predated said:
How is this handholding? You cant tell if your teammate is being camped without going there yourself unless you run kindred, that's not gamesense, that's you being forced to use a perk due to a lack in gamedesign.
Just because you can guess where your teammate is, doesnt mean you can guess where your teammate is going. Let alone that the killer has access to seeing scratchmarks in the distance, and any crow that flies in the distance is guaranteed to be a survivor. As a survivor, the crow could be the killer, and you dont see scratchmarks. Killers have gamesense of survivors because they constantly survey the map. Killers dont have to spend 80 seconds on a single location.
So you're completely wrong here. Survivors arent being handheld, all they are given, is an indication of what their teammates are doing. You have to figure out where they are yourself.
Seriously, what kind of gamesense gives you the information that a teammate is going for an unhook? What kind of gamesense gives you the difference in both you and your teammate knowing that you are not going for the unhook? You could be on a gen across the map, being further away from the hook than I am, but me already being quite far away from the hook too. Who would go for the hook in this case? I could already be on my way, wasting your time if you also go, especially if Ruin is up, OR we both could stick on the gen, letting the teammate go to second stage for no reason.
What kind of "gamesense" tells you the difference? What type of gamesense, other than seeing someone getting injured, tells you that a teammate is in chase(obsession being the exception, is the obsession mark wiggling also handholding too much?)?
None, there is none, it was hypothetical.
This isnt handholding, this is just confirming to everyone that you both are currently working on a gen. Calling this handholding, is like giving killers Bloodlust handholding. It's like adding a gen counter being handholding. It's like adding injured states to the HUD handholding. You can figure out if someone is downed if they scream, right? So why even have those icons?
The changes arent meant to give you super specific information. The list they have given was an example of what could be, but by no means would they include that entire list. Its too much work to learn, its probably gonna have things like "being on a gen" "being camped" "being in chase" "being healed/healing someone"(aka, being able to tell if someone is being healed or healing themselves) and probably "working on a totem". Essentially everything thats actually important to progressing the game. That's not handholding. It's just filling the gaps that gamesense cannot fill.
That's not a game design flaw. That's you have terrible game and map sense. God forbid you actually have to think of what's happening around you? You're not supposed to know what everyone is currently doing EVERY MOMENT OF THE GAME which most Solo queue players seem to think they deserve that amount of information 24/7 because discord exist and woe is me for I am suffering with random inexperienced players please bottle feed me I want a smooth match experience!. Me saying you should equip a perk is me saying you have awful game sense not that the game designed is flawed. Game design is flawed but for a different reason and that's balancing territory and a different discussion altogether.
Again it's fine as it is. You can reliable tell what people are doing. You are given a third perspective camera throughout the game take advantage of it. If Killers with a god awful first person camera and bad fov can predict what players are doing without any information perk at all then you can do it to a certain extent. Both killer and survivor are similar like this but survivor is especially forgiving in this aspect. Hook states a WHOLE MINUTE only move when you have to and you can win games and put trust in your teammates. Judge how long your travel time is to the hook in correlation to the hook timer and only move when you really have to at the very last second that you could afford or you judged that everyone in injured and you should drop whatever you're doing and go for the unhook to play it safe.
Again anymore than this is already handholding the players. You don't deserve every information handed to you in a silver platter throughout the game. Work with what you got.
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The mindset of high risk high reward should be applied to the Survivor. Maybe if stomping a boon would bring back a Killer's random hex maybe they'll think twice before booning the first totem they'll see.
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@lauraa said:
People complaining about this are just reaching.
Hardly. But I guess having to actually think as a Survivor is a foreign concept to the average survivor. How can I listen to music while playing Survivor otherwise?
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Well for starters they're all green tiered perks lol
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I mean the best thing to do is not play with him?
Doesn't seem like a friend since you described him as an acquaintance anyway. Like the type of people you randomly just met on discord and couldn't care less for.
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Are you on console? I would be find it weird if someone would just message me on steam just to say thanks lol. Could have just said it on end game chat.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754801#Comment_2754801
Honestly your right 😂 don't know what I was thinking. Definitely not busted at all lol
Only busted because the server is messed up where you can get hit despite being cover. Back when the game was P2P and you got a match where the connection is so smooth and you can accurately pinpoint if a fast vault is safe or not to the very last second unlike today dodging hatches were easy if she had no wind up add ons.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2754801#Comment_2754801
Totally not biased btw
I don't play Huntress. Just saying it from a perspective of a Good Survivor who faced a lot of old Iri huntress back then. A huntress without wind up add on has a lot of room to work with.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754342#Comment_2754342
People want add-ons to be strong but fair. Old iri head for Huntress was too strong and not fair, whereas infinite tier 3 is strong but fair.
Old iri huntress was fair though. She has the wind up of a Grandma lots of counter play to that.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/305430/alchemist-ring-is-balanced
The issue I see with Alchemist Ring is that it just removes any breathing time Survivors get against Blight, since normally he goes through a cooldown and then he needs to wait for his power to recharge, you sometimes cannot even get to another tile before he's already on your tail again.
There is breathing time but it is tight and weak survivor don't know what to do in that situation.
Let's take a look at the first down in this video and this is a very good Blight.
https://www.youtube.com/watch?v=XXVifQSGaYQDavid could have played that bench
and that would have been a difficult structure for a blight to play around with because of the tree and the other surrounding it then you wrap around the unsafe pallet if the Blight misses maybe even the safe pallet who knows. THEN even then there is a pallet in front of him which he could have reached with dead hard but he opted to dead harding through the killer and now he's out in the open
Maps have a lot of mini structures riddled across the map that you could use against Blight not reaching a tile doesn't mean it's over. You just have to make him a miss and be creative.
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Spirit do need it remove the speed add on s though
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@KolbyKolbyKolby said:
That argument doesn't make any sense at all. Like a Nurse addon that fully recharged her blinks with a shorter fatigue on a successful hit would be an equally terrible idea. It isn't hard to hit those hits as Blight, those are the majority of the hits you should be making if you're playing well. The normal downside of a hit is that you have to let them recharge and the addon removes the only downside. It forces there to be little to no counterplay as a survivor's best option when getting hit is to use the time and speed to get to a safer area, which just makes it a poor design.
Nurse ignores structures so yeah that's pretty balanced. Blight still has to figure out what to do when there's an obstacle between him and a Survivor providing a lot of counterplay to the opposite side.
There's a lot of structures to take advantage of even if you get hit by an Alchemist ring Blight even with the immediate rush option. Unless you're playing in a Corn map where there's a shack in the middle of the map so there's no structures to take advantage of and even then this isn't a instant win for Blight. He still has to see through the corn and has little structures to bump into as well and you could apply that knowledge to your pathing.
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@solidhex said:
nah it's overpowered and boosts many mediocre Blights. On a good Blight it's almost braindead, not every Blight rush hit is like super skillful or hard to get. And a good Blight doesn't have that much counterplay actually. I've played against some in kyf's and his synergy with some perks and playstyles is just dumb. Don't get me wrong i'm fine with facing Blights as long as it is not every second match, but the counterplay is not as easy as "just leave loop lol".
Yes, that's what Add ons are supposed to do. Give you an edge? If you're getting beaten by a Mediocre blight then he was by no means mediocre after all since he is getting hits in to get full value out of his add on. Sounds like the survivor was the mediocre one in that trial.
The counterplay is just leave loop on his Techs not his entire playstyle mate. His general playstyle is all about positioning and figuring out what he can and can't do his with his bump logic.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2753085#Comment_2753085
When it has an effect that strong, yes. It should absolutely have a downside.
"The downside is don't get hit. You get rewarded for making the Blight miss,"
That is literally the same "reward" you get on a Blight without the add on. A Blight with Alchemist Ring messing up and a Blight without it have the exact same punishment.
Yes you play better and safer. That's your reward. The add on rewards the blight better for hitting his skill ability that's it which again a lot of counter play on the Survivor side.
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@ShinobuSK said:
You may be right but its still just too good for purple add on.
It could be just faster token recovery and still be very good add on. Instant replenishing all tokens is too much even if its not easy to hit rush
I do think its strong to be purple though. I am fine with making it Pink.
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@Shroompy said:
Requiring skill does not justify its strength, especially when it has literally no downside
What does that even mean lol. The killer is supposed to have a negative for using an add on now? Like is he supposed to be limping on one leg after using an add on or something lol?
The downside is don't get hit. You get rewarded for making the Blight miss, Good distance from the miss lunge which is enough to go to another tile and a decent cooldown to his ability.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2751493#Comment_2751493
You have exatly no point to proof your theory.
Take a look at before and after licenses drop and then player population.
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It does. How do you think this game lasted this long despite being a perfect game with great balance?
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It does need content to stay alive player base wise. As a game though? Yeah it doesn't really need content anymore.
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More licensed killers.
Whether you like it or not more content is what kept the game alive.
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@GoodBoyKaru said:
Me, with over 3.1k hours on my main account, having consistently being rank 1 for years and staying there for most of the season, being matched with sub-300 players convinced self-care and urban evasion are a savior, who runs the killer for 140 seconds before going down to the tune of 0 generators being completed and then goes immidiately into second stage because nobody saves.
Sorry, I think that's a matchmaking issue
I don't know what kind of scuffed matchmaking you're getting at your region but I've been taking screenshots of most of my matches(If I don't forget about it) and not a single Urban evasion self care combo at high rank. Out of 41 games. Lots of self care though but most are still 3-4 man escapes.
You specifically remembering one bad match doesn't mean that's a regular thing lol. That's like a lot of killer crying about navy seals SWF when prior to the match they'd probably been winning left and right then only remembered that one stacked match
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@Sludge said:
Sorry I don't read reddit
I don't but it's a Scott Jund video.
https://www.youtube.com/watch?v=85es7S9UTewThat's the average player ranting about things in the game imo.
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Always said that it's just a perk that would Bully M1 killers that's it, Keep in mind by bully I meant a perk that's not meta but it strong with a SWF to mess around with the killer.. We had great success it with every survivor running Vigil then running heals and repairing generator in front of the killer's face and doing it all over again with COH.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2747684#Comment_2747684
Incorrect! Red ranks are, what, up to 250k BP?
Oh hell yeah 3 killers game with pudding
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Grades are worthless.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2746646#Comment_2746646
You reworded your initial comment without adding anything of substance.
You wrote an entire essay not knowing it's just as useless as mine.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2746590#Comment_2746590
So your viewpoint is useless, good to know.
Same as yours
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2746466#Comment_2746466
Too much information. However, a point action that give a Killer Icon that points in a general direction would probably suffice and be ambiguous enough.
Too much information? Isn't that what baby survivors want and can't learn? Bottle feed them everything lmao.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2746361#Comment_2746361
General location.
Such as: I’m in Killer shack looping the Killer.
The only needed information from that statement is how far away you are from Killer shack based on your map knowledge, and you recalling the general map layout.
Lets say we replicate that using:
Point - While in Chase
Player A presses Point while in chase with the Killer at Shack.
Player A’s Icon is updated with Obsession/Chase Spindles.
Player A’s Icon has a wide compass with a width based on range around their portrait Icon pointing towards their location.
Player A’s Character Portrait performs the following:
For Player A, who is in Killer shack: A circular glow (as they are on top of themselves) Surrounds their Character Portrait, and they have their Character Portrait updated with Obsession Spindles.
For Player B, who is nearby Shack: Sees Player A’s Obsession Spindles, and sees a general glow around Player A’s portrait as they are within range of needing to be paying attention to their surroundings to figure out location information.
For Player C, who is across the map; sees Player A’s Obsession Spindles and a narrower glow pointing in the direction of Player A
While this is much more general and easily digested information than SWF comms, it’s also lacking in the granularity that comms can provide, which I believe is an acceptable trade-off.
Why make things complicated?
Just give the killer an object of obsession aura 24/7 broadcases to the entire survivor team including his loadouts at some corner of the screen.
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Killer's precise location is broadcasted to everyone in the survivor team as well his ability cool downs and his entire loadout.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2746335#Comment_2746335
Lol what? Okay dude. 😭
Yes that's you
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2746319#Comment_2746319
P3 characters without perks means nothing.
In 2k is impossible to P3 lvl 50 all perks,every character.
Bruh I'm just talking about P3 that's it not including the perks its from a guy who just want to prestige 3 every character. Why are you being inherently sweaty for no reason, take a break from DBD my dude lmfao
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@ThanksForDaily said:
Not trying to discourage you but you will probably quit the game before P3 every survivor and killer.
I P3 all perks characters that I like.
If I recall there was someone who made a topic on how long it took him to prestige every character. Pretty sure it was 2k+ hours.
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It's pretty Meta for anyone new to the game since you immediately have access to a strong perk that counters exhaustion.
I do think it's Meta on killers like Plague.
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Honestly no it's not worth it unless you're a completionist or like the bloodied outfits. I barely can tell the difference between my Prestige 1 and Prestige 3's blood web.
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Don't tell BHVR I leaked this it's a frightening power
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2746228#Comment_2746228
I'm 99% sure that it's not normal. He is not that fast while charging his chainsaw
Nice. Never playing DBD at 3:00 AM. pretty cursed.
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@Kira4Evr said:
Dude, that man is zoooming
@ThiccBudhha said:
It is like Driftking Billy, only, well... No drift. He was fast af boi.
So that's not normal? I don't use Billy and I don't remember Billy being able to move that fast lol
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@Akumakaji said:
I also wanna comment on the colors. Why is everything so bright and vibrant? I would love a gamma-slider in the game, because I often can't find the survivors on dark maps, but I guess BHVR opted out of that one for a reason.
Game filter on Nvidia.


