XLuka8001
XLuka8001
About
- Username
- XLuka8001
- Joined
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Comments
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Wether you get a brutal ruthless or merciless no longer depends on pips. Now you only get merciless if you 4k ruthless if you 3k and brutal if you 2k or 1k. However this won't affect how/if you pip at least i think so.
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@Ayodam said:
Lightborn? Franklin’s? Literally looking at the ground, sky, or a wall.
You can't look away since the only effective way to use flashlights is when the killer is animation-locked. And perks shouldn't be the only way to counter something which is an opinion the devs seem to share considering they made BT basekit(a change i agree with btw) and are now unironically considering making unbreakable basekit too
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@terumisan said:
Old swamp or current swamp being a maze?
Never played old swamp, but i am talking more about the inside of buildings on the current swamp maps being mazes.
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Godzilla had a stroke trying to read this and ######### died
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Deathslinger main here and i only remember spawning on the nightmare swamps once or twice fortunately. I mostly get autohaven or macmillain when playing him. Kinda wierd too since the swamp seems to be haunting me when playing literally any other killer that being part of the reason why i am a deathslinger main
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No give him the ability to fly instead
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Where nemesis
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By that logic we should also remove dead hard since it rewads you getting injured oh and no unbreakable because it rewads you getting downed. Don't forget ds which literally reward survivors for getting hooked.
See? That's you. That's how you sound.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/2310874#Comment_2310874
Depends on the variation you get - there are versions of Grim Pantry where there are no pallet loops in the entirety of the space between the main building, the dock, the shack, and the two story house. It can literally be just a massive dead zone in the center of the map filled with really tall grass.
Other variations can have up to 5 pallet loops in that exact same space though.
https://forum.deadbydaylight.com/en/discussion/261118/the-swamp-maps-suck
Yes.
Will that happen? No.
They'll update the visuals, add a few breakable walls (one is 100% going to be blocking the doorway next to the old Grim Pantry God Window), and maybe move a few things around.
Call me pessimistic, but they didn't do anything to fix the major issues with Disturbed Ward, Shelter Woods, Fractured Cowshed, or Rotten Fields - they probably won't be turning over a new leaf with the Swamp maps.
I too dread the day when breakable wallmaggedon catches up to the swamps since they are already terrible but the least the devs could to is make the buildings less maze like because right now it's horrendous both as killer and survivor. Some buildings you can't find your way in, others you can't find your way out, the inside is full of surprise god vaults that seem to be around every corner, pallets too. You never know when you might run into a wall and be at the killer's mercy unless he's lost himself but since you can't find your way out all you can do is wonder around like a headless chicken waiting for him. The really tall grass makes some killers like blight or hag a nightmare to play as because of their height and other killers like trapper or hag again a nightmare to play against because you literally feel like you are in a land mine field in that grass. And you know what the biggest problem is? Said grass covers 65% of the map and in the 35% where there is no tall grass there are maze buildings.
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@Seanzu said:
They always do changes from PTB to live, Lucky Break deserves it especially because it's too strong, they should just make it permenantly hide blood pools and keep scratch marks, it hiding scratch marks + blood pools coupled with Iron Will can make it almost impossible to track even a bad survivor if you lose LoS.
Imo they should reverse the time back to 90 seconds but instead only have it hide scratch marks and keep blood pools because then the killer still has a semi viable way of tracking the survivor instead of nothing, and the increased time balances things
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/240967/so-the-grab-bug
If they are running/ just came out of running they will do a fast/medium vault. That's not grabable. Only slow vaults. Its not a glitch, it's to punish survivors reusing unsafe vaults multiple times.
Well in my instances they were fast vaulting a pallet, they screwed up and when i tried to hit them it initiated the grab action but it just locked me in place without actually grabbing them and they got away so that's why i think that until 2xxx when they finally get around to fixing it they should deactivate all grabs except hook grabs because those are the only ones people actually use sometimes