ThiccClaud
ThiccClaud
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I smell a severe skill issue in here
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@Chaotic_Wretch said:
Absolutely not. That's just giving another life to a survivor who the killer worked hard to kill(in most cases). If that person was the best looper and the killer just barely got them out, having them come back would be devastating. This is a terrible idea.
Just kill the bot first lol
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0 mistakes? I saw 2 minutes and 21 seconds of mistakes
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I love being tunneled by a Wesker and then becoming 8% slower after 15 seconds of chase, this design choice has been very fun and interactive to be on the receiving end on. After all, he hit his power once so he deserves the hindered effect, in addition to his natural secondary objective slowdown and chase power.
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437829#Comment_3437829
Usually in 30 seconds I make the first hook. In these 30 seconds 2 gen pops. But remember don't tunnel, because if you tunnel you're bad.
Casually, when I tunnel, I make the second kill around 2 gens/ 1 gen and half remaining, so I 100% make a 3/4 (I don't slug for the 4/4, I'm happy with the 3/4, it's still a win)
In what world can 3 survivors do 2 gens in 30 seconds?
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@illNicola said:
Don't trust who say that survivors are overnerfed. They often bring up nerfs that are months and months old. On the other hand, if we look at the killer side, in every patch you can see killer perks' nerfed to the ground. Currently, killers have jolt as their only useful slowdown, pop is occasional, eruption no longer prevents anything, pain resonance was randomly nerfed just because it was used so much, and anyone who says it stays strong has no idea what people are at high mmr.
Yes, survivor is the power role now, they can devour gens without problems since killers don't have efficient slowdown anymore. Survivor is way more chill than killer, even when I win when I play killer I am too stressed. Simply killer is the hard role in the game, it has always been like this, but now it really is hell. Don't listen to anyone who says "Eh but killer is too easy, it's never been easier" because it's a huge bullshit
Ever tried playing for fast downs instead of slow downs?
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437537#Comment_3437537
What killer players are winning 90% of their matches? Please, introduce us to these god-levels players so we can learn their secrets of success.
Pro streamers who play 16 hours/day don’t count. I’m talking about the average player who plays a few times a week
You guys are like 400 rated chess players complaining that you can't win against Magnus Carlson
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Can I ask what killer(s) you are playing?
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Inner healing is good against the following:
-A nurse's calling
-Sloppy buchter
-Caulrophrobia
-any ######### hex perk
-any ######### aura perk
-you can use it mid chase
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Why would you nerf Billy again?
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You start at half infection when you get unhooked, how the ######### are you guys not getting infected during chase? It's not like you can spray mid chase. And it just feels like this is a free tunnel mechanic for garbage killers. Also if he hits you once he is "succeeding"????? Imagine huntress huntress hitting you with a hatchet and then a timer runs for 50 second which makes you 10% slower after the timer is done. Is that fair?
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@Mat_Sella said:
I don't know how anyone forgets the reason why
EVERY Billy player before the Overheat mechanic would run circles around the map until they found someone, then down them while turning on a dime, then run circles around the map on repeat until everyone was dead.
Fail? Camp a hook.
You didn't have to try, eventually you'd hear a gen or find a survivor.
The mechanic currently does nothing if you arent doing one of the above, its nearly impossible to overheat and people just love to whine
If you never overheat with billy you are either an absolute God with him (hitting all your curves), or you don't know when to use your chainsaw (so a complete noob). I feel like this statement is made by the latter player
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I love how BHVR takes so much time to remind of some stupid rules they made up on the forums, instead of taking the time answering my questions.
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@Rizzo said:
Please avoid unnecessarily tagging Developers, thank you.
In what world is that an unnecessary tag?
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I love how this forum is full of 200 hour andy's that don't get that this combo usually gets used by killers you shouldn't predrop. Like bubba, demo and iri button legion.
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Enfury is a stupid combo anyways. I would compare it to old dead hard as in its an killers making a mistake but compensating with perks. Spirit fury is boring gameplay especially with certain killers. It doesnt need a buff
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3143530#Comment_3143530
He actually has a point, you said that to prove comms don't make much difference you can
Just do a little experiment and run Bond + Open Handed in solo queue. No amount of communication or information is going to make the random Meg do a gen over the nearby totem/chest. The main reason why SWFs are better than solo queue is not the comms, but the fact that they did the matchmaking themselves. I play SWFs without comms and its nothing like solo queue
Of course that's a terrible experiment because you're running two perks to get information that if you were on comms you'd partly get for free. Also if the Meg was on comms with you then you could be asking her to get on a gen or ask what she was doing which would spur her to get on a gen.
I'm not disagreeing with you that showing auras isn't as good as actually being on comms and directly giving feedback on what's going on. But I guarantee if people in solo queue got Bond and Open Handed -for free- along with four other perks they would have better escape rates.
You are totally not getting why I said to do the experiment. The point of the experiment is to see what your teammates are doing. Which in solo queue is nothing most of the time. No amount of information giving is going to change the fact that the random Meg just doesn't want to sit on gens
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@VideoGameMage said:
So? This excuse shouldn't be used to not bother helping solo q at all.
I'm just saying it's not going to magically make solo queue less frustrating. If anything, it will make it more frustrating knowing that that random Meg has the right information and is still too ######### to do a gen
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@tendyhands said:
Used up two perk slots and is comparing that to getting info for free. 5head
Maybe read before you reply, it would make you look at lot less stupid
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I just want Skybilly back, insta saw was not really that fun to play against or that hard to play as
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If you need gen defense, you are just bad at the game
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So we had Skybilly, then Spacebilly got reintroduced, and now we have nothing. Why can we not go back to before patch 5.7.0?
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@Mandy You might as well take your time to answer the question that is being asked
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This comment is just straight up harassment
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I still miss him
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@Iron_Cutlass said:
Okay, I get that towards the end of the match, survivors just want to escape, so they hide. Sometimes it is taken too far and they will hide for 30+ minutes in an attempt to get the killer to DC or give up.
However, I just had a match that took me 15 minutes to injure a survivor before other survivors started touching generators. How do I know this? Simple, Plague infection duration addons. I was running Hematite Seal and Prayer Tablet Fragment (110 seconds of an object being infected), and infected every single generator, and people only started to get infected after I downed a survivor after 15 minutes of searching. I only found them because I heard the sounds of lockers from them swapping between lockers to avoid crows.
Is it reportable? Frankly, I dont know. If a survivor was never found, there is a good chance that the survivors would still be hiding and would not touch generators. And again, the match elapsed 15 minutes before a single generator was even touched.
Sometimes people are so oblivious to the fact that their own playstyle is boring. They pulled the old UNO reverse card on you, an were just as lame as yourself.
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@Ivansanchez224 said:
This game is way too easy for killers it’s insane. I’m a killer main and if I play 10 games 9/10 of those I win fairly easy. I don’t think killers should be able to see the survivors aura at all because that just defeats the sole purpose of what the survivors are supposed to do which is to hide and be stealthy. I also think the hooks are way to close to each other and need to have a cool down after someone gets unhooked from one. It’s ridiculous how I can just throw another person on the same hook without any penalties right after someone gets unhooked. The game has started to get boring with just how easy it is for killers. Also the killers range needs to be nerfed. Too many times I find my self downing someone with hits that shouldn’t have connected. Tell me how I can down someone when they just vaulted through a window or pallet despite me not being close to them at all.
just stop using double range
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Guess I'll go play double range nurse
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Don't worry, they spent time and resources patching Skybilly instead. I hope you are happy
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that's called a split survivor spawn
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Well do you play with dead hard?
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@Mandy said:
It's a one hit down...it's not something that's supposed to be easily achieved. There's also the chained movement speed increases to consider.
Survivors will play around it by not mending, which also gives an advantage to Legion there.
survivors will 99 their mend after they get hit
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I would love to sift through bogus reports and filtering them so a BHVR employee only gets bannable reports
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Dcing is mainly a survivor problem, when the killer dcs no one has a bad game
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if(PLayers.Count == 0){
if(players[0].side == "Killer"){
Survivor dummySurvivor = new Survivor();
dummySurvivor.Spawn()
}
else{
Killer dummyKiller = new Killer();
dummyKiller.Spawn();
}
}
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I just want to do some totem hunting while not ######### ove rmy teammates in public games
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Why do maps sometimes spawn godlike setups with long wall jungle gyms into killer shack?
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This is how the devout emblem works:
20 points for each survivor killed
10 points for hooking all survivors
10 points for more than 9 hook actions.
4*20 +10 +10 = 100 = iridescend emblem
you only killed 3 survivors, giving you a score of 80.
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/946881#Comment_946881
Yes, the rare offering which has a single use and is supposed to protect your items, is entirely worthless by a perk which has infinite uses.
The commenters are ruining this thread by making HEAVY assumptions on what I'm actually suggesting.
you didnt clarify it. If multiple people are saying the same thing, you might want to consider improving your communication instead of blaming them
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this guy is straight up mad at commenters because he lost an item while using white ward
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I just like the idea of an Ebony mori actually being an ebony mori. Also ######### Claudettes, literally.