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Shadow_Da_Bagel

Shadow_Da_Bagel

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Shadow_Da_Bagel
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  • Yes we do. And it's always funny to me when I see them show up and I'm like, "I didn't do jack ######### for these points"

  • @Orion said:

    Just give me the bloodpoints that I would get for sacrificing them since they realistically would not escape otherwise.

    I highly doubt you always get a 4k despite the hatch. Anyway, giving people points for things they didn't do is not the way to fix the hatch mechanic.

    And how is that? If the last person didn't have a hatch, they would have to try and pressure the gens ALONE. This is why back then survivors would hide around the edges of the map since hatch didn't spawn unless they had at least 2 gens done. The developers added EGC and this new hatch mechanic for the purpose of stopping these hour long games and even longer hatch standoffs.

  • @TicTac said:

    Yh im for everything what guarantees less slugging for the 4k.

    I had a game that lasted like 20 minutes because of this lol. I didn't even think about this but if there weren't any more 20 minute games after waiting 10 minutes in queue this would be awesome.

  • @Mooks said:

    Oh didn’t know the cosmetic DLCs were part of the switch version as well. Neat. Can’t wait for cross progression to finally come! (Which was supposed to be September last year but who is counting months…)

    I really hope it comes so I can make the switch to PC from PS4.

  • @Seanzu said:

    The console version of the game is slightly more expensive than the PC version of the game, due to this the console version came with a few more Killer/Survivors & DLC when purchased.

    Thought so. Thanks for verifying!

  • @deckyr said:

    it's called a challenge.

    like... it has nothing to do with the perk.

    there have been prior perk challenges. "get healing skill checks while using the perk Empathy", is one example. does Empathy have anything to do with healing speed or healing skill checks? no. "stun a killer with a pallet that has been reset using the perk Any Means Necessary" - does that perk have anything to do with better stuns? no!

    the challenge is to unhook survivors in the terror radius while using the perk borrowed time. the perk is literally only relevant for validating the challenge, but it has nothing to do with the actual action you're performing, just like a bunch of the other perk specific challenges.

    I remember a challenge that went like this: "pick up downed survivors or pick yourself up while using the perk empathy." And you had to do this TWICE in the same match! So not only was it insanely difficult, but it also had nothing to do with empathy. Ended up doing this by using no mither and taking hits for survivors while they were in a chase, hopefully making the killer slug me. I got lucky by getting a baby nurse that really wanted to snowball after downing me. Meanwhile empathy literally got no use and I had to throw the game to get it (like this challenge). I guess that challenge to get healing skill checks kind of makes sense since empathy helps you to find people to heal, but making it based on skill checks which can be quite inconsistent (also like this challenge) is a terrible design flaw. Like just make it to heal X people.

  • @GhostMaceNotCrusty said:

    Without the terror radius part of the challenge, it just becomes unhook X people with borrowed time

    Even then, I would rather have it be unhook X people with borrowed time while within 32m of a killer. Perks like tinkerer and powers like Wraith's bell completely ruin this challenge and make it very inconsistent even though what you are doing effectively never changes: unhooking a survivor within a short distance of the killer. They could easily make it based on distance rather than the terror radius and it would keep its meaning. I am not kidding when I tell you that tinkerer almost messed this up for me on my third game. My second unhook didn't count because of it and I pretty much had to throw the game to get the last one. My teammates got out, but thanks to this challenge, I died.

  • @Nos37 said:

    I'm glad the points are gone.

    Now when I see the last survivor struggle on the hook in the basement, I know they're doing it intentionally to deny me the hatch instead of simply "I want muh struggie pointzz..."

    This reminds me of a time when a solo queue teammate kept struggling on hook even though there was a hatch offering for main building and I was in main building right by it. It was a hag and since she had already trapped up main building, I literally had no escape and we both died.

  • @KrosseKrabbePizza said:

    I take this controversial title to create a discussion.

    So we had a blight, we all were in the terror radius of the killer, when he picked up his first victim. So we all were exposed. Now there are 2 options for us: Run away, or hide nearby. 2 ran away one stayed there. Blighty found the one nearby and oneshot her. Then he ran directly to one of us and oneshotted her too. He picked her up and hooked her. The fourth person was nearby, but starstuck ran out. But with one downed and 2 hooked after like 1 minute into the game, it was obvious, that we would lost this game.

    I know, there are many IF´s in this situation. But in my opinion, Starstruck should be deactivated

    1. either after you hooked the person
    2. or at least after the killer oneshotted one person.
    3. make it a hex perk

    This is the greatest snowballing perk in this game and you can´t do anything against it, when the killer has a great map coverage.

    please try to be subjective, maybe you can change my mind, but imo its one of the strongest perks in the whole game.

    1 makes the perk almost completely useless. You would have to dedicate your entire build to it if you wanted to get it to work or waste time picking up, dropping, and finding a new target which then makes it extremely risky to use. 2 is unnecessary because it doesn't get activated enough times in a match to justify making it a one time use. 3 is absolutely terrible since it already has a cooldown on it. It would be almost as bad as blood favor and it doesn't make sense for the survivors to be able to take out a perk that already has an extensive cooldown. Also I feel like I might have been this blight, any chance that it was on mother's dwelling? I feel like it could have been me since I had hooked a bill, downed a yui and someone else, and then the other person hid but eventually ran into me.

  • @sesawyer3127 said:

    Can someone explain to me the difference between the falling animation and the new animation and how pointing changes that please. I have seen people do this a lot and never stood why?

    Basically the falling animation doesn't allow you to move your character but pointing would skip this animation allowing you to start moving earlier while downed. This could help you make sure that you can make it to a pallet after you get downed or if you're teabagging at the exit gates for whatever reason, you could make sure that you get out once you're downed in case the falling animation screws you over.

  • @Alice_pbg said:

    forever freddy isn't a thing since the addons got nerfed hard. more of a... longer freddy. i guess...

    Yeah I know. I'm just looking for a way to counter him until that gets officially changes.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/242933/forever-freddy

    His slowdown addons weren't even bad even though they are getting changed. If people only knew how hard freddy can get bullied by just holding shift w and just pre dropping pallets. He never needed a nerf despite how I always have said he has the lowest skill ceiling in the entire game. I don't know every single time I'm in a game with Freddy I bully him so hard that the player usually just gives up. People complain about ruin and undying not as much as before, but just find the totems it doesn't take too long if he is stacking slowdown like that it's not that hard to counter pretty much anything he will bring. I don't know how people have such a hard time against him. Usually the player stacking slowdown isn't very good anyways.

    It's the combination of sloppy thanatophobia for me especially when he slugs every person. Like a lot of other things in this game, the add ons aren't op until combined with these things.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128447#Comment_2128447

    why did you make the post if you know it's getting a nerf

    Again, if you read the post instead of just reading the title, you would see the questions I put at the end. Also we still don't have a release date for the official build (at least I don't think), so finding a way to counter it in its current state seems sensible.

  • @DoritoHead said:

    Oh boy, do I have news for you

    @GoodBoyKaru said:

    Who's gonna tell em?

    If only you guys actually read the post...

  • I agree with this 100%. I like playing against deathslinger much more than trickster and the fact that people find him annoying to go against also makes him boring to play against since the counter is to just gen rush. He's just boring, annoying, and weak and even though I have fun playing as him, I will almost always lose.

  • @GhostMaceNotCrusty said:

    Forever freddy nevermore

    Yep. I guess I’m lucky to have never faced him before. But I guess I had to at least once before he got changed.

  • @Lycidas said:

    It includes only bloodpoints gained from matches

    That includes bonus bloodpoints gained post-match like BBQ, WGLF and offerings so the quickest way to complete the challenge is play a killer match with BBQ, and throw in a survivor pudding for that sweet 100% bloodpoints bonus

    That way if you get a perfect match you gain 32k from the match, 32k from BBQ and 32k from the pudding: 96k in a single game if no survivor brings a bloody party streamers

    Thanks. I had a game where I had that exact combo on oni right before I saw this. Got a 30k from the match and a ton on top thanks to it.

  • @TragicSolitude said:

    The hatch existing makes these challenges just awful. No challenge or achievement should require killing more than three survivors. Slugging for the 4k is a playstyle that a lot of people don't enjoy doing and most survivors complain about facing. Why make challenges that require one of the most complained-about tactics?

    Yeah a lot of these challenges are poorly designed and promote bad gameplay. For one of the more recent ones, survivors have to take hits or get safe unhooks 25 times. We already have enough people being overly altruistic because of wglf.

  • @Unicorn said:

    Ahh... I remember this challenge from a previous rift. It got me a salty message from a David telling me to “off myself”, he and his SWF on my Youtube channel disliking all my videos and harassing me in all my comment sections & reported on DBD for “cheating”.

    Good times.

    But yes I agree, I highly dislike this challenge. It forces me to play sweaty and I’m more of a casual Killer :/

    Sounds like typical toxic survivors. Just bullying people because they are the majority. Could you post a link to your YouTube channel so I could check it out by chance?

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/240325/obsession-dcs-with-save-the-best-for-last

    Yes. There isn't a particular reason for it, my guess is it's tied to the fact the perk disables when the survivor is dead to discourage you from outright killing the obsession (obsession perks typically make you want to keep the obsession around as long as possible). And since a disconnect marks the survivor effectively as "Dead", it disables the perk.

    Not too big of a deal in most cases. If nothing else, the fact he disconnected saved you time and did you a favor anyway.

    Thanks. And yeah, him disconnecting really outweighed any use I would've gotten out of stbfl.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/2059497#Comment_2059497

    Eh, I am having a blast with trickster even if he is #########. Problem is the average player can not get any enjoyment from this game if it does not come from the dopamine rush of crushing the other team.

    True. I bought him because I still have a ton of fun just throwing blades at survivors and also because starstruck is so satisfying. But if I'm feeling the slightest bit competitive, the experience just turns sour.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2059456#Comment_2059456

    freddy has mobility, natural slowdown, a good chase power, and semi stealth.

    what does trickster have? Knives that at best take 3 seconds to injure a survivor and he can't switch targets because of both these and laceration decaying over time.

    that's it, he has no other gemics or mobility just that and a 24 meter TR so while he will eventually down a survivor by the sheer spam of his power the other ranged killers do it faster.

    The only thing this killer does better is dealing with bodyblocking once he gets main event.

    Yeah and even then his main event is more of a hindrance. It takes a while to wind up, it automatically throws blades, you can't hold it like a normal ultimate, it prevents basic actions, it stuns you for a bit afterwards, and you can't even finish the job once it's over because of the cooldown on blade throwing. Also, when you press end main event, the animation of throwing blades keeps going even though you're not actually throwing them which adds to the stun and cooldown afterwards. I'm pretty sure this isn't intented and is just a bug but it still hurts him even more.

  • @Yoonz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2059497#Comment_2059497

    You really circle-jerking a Killer being weak on release day rather than seeing how people play and learn how to play it first!

    No wonder nobody can take this forum seriously.

    I've said before that people are probably putting him down more than they should because no one has really learned him yet, but he is still easily the worst killer in DBD.

  • @PotatoPlayer said:

    I'd love to see the other ones! Seeing this new chapter makes me think we have a new map, but we don't :(

    Sadly, we don't. I think that the devs aren't going to create new maps until they rework the old ones so there may still be hope.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/237847/completed-daily-rituals-disappearing

    If you go into it and interact with any of them after they're completed, it'll auto-collect the rewards from them. I do it all the time.

    Thanks. I'll make sure not to do this again then.

  • The timing isn't the problem for me (I didn't even notice a change in it if they did make one), I just hate having to make the center of my screen where I'm aiming since my character is at the center. The old flashlight aiming made sense because you should be aiming higher up at the killer's eyes, this change was just stupid and unnecessary and the fact that your beam doesn't widen again (confirming that you blinded the killer) took away a good feature that wasn't gamebreaking or anything.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/2024258#Comment_2024258

    You would still have to lose those because they both provide bonuses to your healing speed. The abdominal dressings completely counter Thana at max stacks or Sloppy Butcher. Both of the addons you listed being put on an Emergency medkit causes you to heal like 80% faster than normal. That negates Sloppy and Thana together or just Coulrophobia.

    Yeah I made a mistake in this post, I meant Gel Dressings not Abdominal. I think it's pretty fair to lose add-ons that provide extra healing speed so I agree with you on that.

  • Came back after taking a break from this game. Terrible flashlights and completely unnecessary. Having the beam be at the center of your screen instead of slightly above is an extremely stupid decision and there was no reason for it. The fact that there is no beam confirmation that you got the blind makes them blatantly worse.

  • @DetailedDetriment said:

    The only time I think add-ons should be kept is when charges aren't used. If my med-kit is at 100% then I shouldn't lose my medical scissors and abdominal dressings.

    I agree with this. Maybe if you had an emergency med-kit and you only used the 16 charges that were already on the med-kit you wouldn't use the abdominal dressing or self adherent wrap.

  • I was thinking of this myself. I feel like it would be a really cool idea and make the game feel more realistic. I don't know how many balancing issues there would be, but I like the idea.

  • I'm mainly not a killer (16 prestiges on survivor, 1 on killer), but I still heavily believe that this game is survivor sided. Survivors have many perks that waste the killer's time and there is almost no counter to them. I have also seen a very clear bias in how long it takes for the devs to nerf survivor loadouts versus killer loadouts. I believe that this mostly comes from the fact that survivors make up most of their playerbase. Survivors can also bring items which drastically change the outcome of a match (crazy gen speed toolboxes, super fast and still efficient med-kits, ultra rare add-ons). Ruin and undying is practically a necessity at this point. As a survivor, I like to run fun builds, not meta builds, but I still find myself feeling bad for the killer when I have things like decisive (which doesn't punish tunneling at all btw) and syringes, toolboxes, or styptics. I could go on and on about things like this but I think you guys get the point by now.

  • @Boosted_Dwight said:

    Worst part was when the devs made two grab challenges on Tome 1. They're completely busted why would you make a challenge for that?!

    Whenever I got those challenges, I just went into a game and when it was down to last survivor, I downed them, communicated that I wanted them to work on gens, and then grabbed them. ez money.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808767#Comment_1808767

    I get that they have a similar effect on the length/rules of games, but they're completely different mechanics from a game design perspective that would require a different amount of resources to nerf or rework. Just because two different things have similar effects doesn't mean that they have to be changed at the same time.

    They kinda do. Before, if killers saw a key, they could put a mori in order to counteract the effect that the key had on the length of the match. Now, killers can't do anything about it (except for new franklin's but of course they locked that behind a paywall). This means that if a survivor puts a key, there isn't much that the killer can do in the pre-game lobby to put the game back into their favor. I'm a survivor main and I have to say, they've done really well at taking their sweet time in nerfing our loadouts. Being able to end the match early isn't fun or fair especially when its determined in the pre-game lobby.

  • @Huge_Bush said:

    I don't think any sensible killer would disagree with Undying needing to be changed. I think killers in general just get frustrated that anything that is deemed powerful gets looked at and changed much faster than anything on the survivors side. Dev's had time to nerf mori's into the ground (justified, but it really should be base-kit and no longer an offering) and they had time to change Undying, yet killers have been complaining about how survivors abuse DS for over a year and all they get is silence from the devs and belittlement from survivors.

    It's hard not to agree that the devs prioritize the fun of survivors more than killers.

    I definitely agree with this. I play survivor way more than I play killer and I'm still scratching my head at why things like keys, gen rushing toolboxes, and new styptic agents are still in the game. In my opinion, items have way too much influence on the game and your loadout highly determines your chance of survival. I understand that this might make the game boring, but balance should be the main priority at this point and I'm sure that they can find other ways to bring in entertainment.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860624#Comment_1860624

    Hey OP I found that killer main throwing a tantrum cause he’s upset he can’t rely on Ruin undying anymore

    1. He's talking about the bias of the devs, not OP
    2. He actually made a point, he didn't try to use "survivor main" as his main argument
    3. You're using the killer main as your argument
    4. Being able to stop generators is a necessity. Gens get done way too quick at times if the killer doesn't have ruin or any other anti-gen perks
    5. If you want to try and call me a killer main, try it. I have 16 prestiges on survivor and only one on killer and I still highly believe that there are way too many broken perks/items on survivor meanwhile killers are getting nerfs left and right
  • Got MacMillan estate against a nurse, was able to get in a chase and jump off of the hill 3 times in the match. All 3 triggered balanced landing and yet I didn't get anything. Guess it has to be off a building or something which really sucks considering a lot of maps don't have multiple floors.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/233278/protection-hits-should-apply-to-all-survivors-not-just-injured

    I wholeheartedly support this idea and I'd be more than happy were this the case. The only downside to this would be it'd be easier to activate Mettle Of Man, but even with this change I don't see it being too gamebreaking of a perk. Plus, more value from Forced Penance and WGLF is easier to get 4 stacks so you don't have to farm everyone off hooks and throw the game.

    Which I'm rather famous for.

    I didn't even think about Forced Penance (probably because they get very little use) or Mettle of Man, but I definitely agree that it would help Forced Penance get more use as well as making it so that you don't have to force protection hits or unsafe gameplay for MoM and WGLF

  • Absolutely not. It is simply strategy and while it can be unfun to play against, it's not your job to make it fun for other players, it's your job to win and sometimes camping/tunneling is just the logical thing to do. I find it toxic to message a player after a match and make it personal by insulting them. As a survivor main, I'm disappointed that other survivors try to bully killers into playing a certain way just because it doesn't appeal to them.

  • At least two people on your team were swf considering that they had a map with the hatch add-on along with a key with the hatch and death add-ons. Additionally, he didn't have any other slow down perks other than ruin which your team was probably able to take out pretty quickly considering that they had a totem add-on on their map as well. The add-ons themselves aren't too OP when they aren't combined with other slow-down perks and the rest of your team brought items that are specifically very useful against this type of freddy.