sanki
sanki
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- sanki
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Comments
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@Yung_Slug said:
I'm concerned that you decided to buy one without knowing what it was.
It sounds like something that those who like to shop online always do.
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LMAO! U bad ass must have watched 3D movies without 3D glasses, or how do U know that screen looks like๐
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I think the new tinkerer is useful, especially when it is equipped with spirit or the other killer can move fast. U can know witch gen U need to check, and the the survivors can't be aware of U easily.
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Thanks to all the people who had contributed to the community.
You guys make everything better.
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@ad19970 said:
Killers shouldn't need to tunnel in order to win games at high ranks. And as far as I can tell they don't have to. DS exists for survivors that don't want to get wrecked by killers that tunnel like crazy. Having a perk for tunneling killers that can heavily counter DS is not really a good idea.
But at high rank, almost everyone has DS, I do know the ways to anti DS, like mori or leaving unhooked survivors for 60 secs. You finally need to sacrifice one of them, and you may always prefer to chase someone got hooked for the most times, that isn't tunneling I think. If the Enduring works with DS or head on, then there will be more choices to anti DS or head on.
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@Sweet_Feng said:
https://forum.deadbydaylight.com/en/discussion/159880/the-enduring-used-to-be-an-excellent-perk
Trash. I'm playing well on rank 1 without tunneling 1 player. Try to get skill then you shouldn't have problems
If you play on Americas server, I do agree with you. You may even not need to run 4 perks to win, but if you use tool of internet to play on jap server or korean server, things will be different.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1341342#Comment_1341342
Thank you for proving my point why it's sad.
"I always get a 4k with a tunnel and you can't do anything"
That's pathetic. The only way you can 4k (aka 'win' the game in the eyes of most killers) is to use one of the cheapest tactics in the game that presents you absolutely no challenge as a player because your opponent has little to no recourse. And then on top of that, your post is actually suggesting the devs do something to make this EVEN EASIER for you. Why do you even bother to load into DBD, you clearly aren't interested in actually playing.
I don't know why I have to take risks to get someone survived and teabag to me. And I don't know how can you draw a conclusion that "the only way can 4k" by what I had said, I also can slug 4 survivor to win. But I just like the easiest way to win, I don't think that should be blame. Have you even played as killer? And now you tell me Im not interested in actually playing, excuse me? How can you know that ?
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And why not last for 60 secs and more.
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@ytduh said:
enduring end with the tinkerer changed
both trash perks not in meta all needs buffs
but theres so many perks being trash for long times
so this post looks pointless because enduring is not in bottom
IT doesn't matter. I just post this by coincidence.
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@GoodBoyKaru said:
Remember when enduring 3 reduced Head On stun time? I sure do- you could stun the killer and get grabbed while leaving the locker after their stun animation; I propose we don't go back to that time, please. Don't do this to my poor Head On.
I do remember that. but there are better ways to make a balance about this perk.
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@MusicNerd_TC said:
Still the best chasing perk in the game, it allows you to play aggressive and is amazing on every killer besides nurse.
Not so good, there are many perks better than it if Enduring doesn't not combined with Spirit Fury.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1341291#Comment_1341291
They're already doing that on matchmaking, PTB feedback, etc.
Yet it still continues.
My original comment still stands. โ๏ธ
U are right.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1341311#Comment_1341311
It doesnt necessarily have to make them useless. Just maybe less useful. Whats the ds stun time? 5 seconds? Maybe enduring reduces it down to 3 instead ๐คทโโ๏ธ
I agree that, just reduce a bit time, not too much, then it comes to balance.
@Sluzzy said:
Asking for a perk that already has an excellent use of reducing pallet stuns AND buff it to also render several survivor perks useless is an unfair request.
TBH, I'm not going to render survivor perks totally useless.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1341278#Comment_1341278
You can't tell me a better way to play killer than to tunnel someone out of the game? Then you need to improve your skills as Killer. That's sad.
I CANT tell a better way to play as a killer, that doesn't mean I DONT know the other ways to play as a killer, OK?
I do need to improve my skills, but not sad, cuz I always get 4k with tunnel and you cant do anything.
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@Crowman said:
It's better that enduring doesn't work on stuns by DS and Head On, because otherwise it would be much harder to balance those perks.
The balance of the Enduring got done by the devs roughly, they didn't keep two different rates for that perk after the "head on" came out.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1341239#Comment_1341239
With swf it just means there more efficient in getting the person up. "Hey my health is at tap" "ok im coming"
The slug still wasnt working on a gen, and the other person still has to get them, theyre just waating less time than normal. Im not saying its a cureall, but it is effective in dealing with ds and generating map pressure. Its npt worth it if youre not slugging and immediately chasing someone else
Umm, agree it.
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Such as ......the reaction of the whole forum.
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@FreakPrince said:
Another DS thread in disguise lmao
NOT MAINLY about DS, it is about Enduring.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/159880/the-enduring-used-to-be-an-excellent-perk
"...if the killer players want to play well in high rank, they may need to concentrate on one survivor, then hook that survivor 3 times to sacrifice him as quick as possible."
As a survivor, this is the LEAST fun way to have to play this game against someone. You are basically saying Devs should revert back to making it even easier than it already is for Killers to ruin the game of at least one person every match...which dramatically effects their whole team and the whole vibe of the game. Absolutely not. Not when Killers have already gotten a bevy of environment and quality of life adjustments to aid with the speed of the game. No.
Well, I cant tell a better way to play well as a killer if you say that. I mean if you cant sacrifice the survivor as quick as possible, the situation will be hard to control. The more survivors remain on game, the gens get done faster.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1341188#Comment_1341188
Oh im aware, i had survivors doing gens with an activated rbt on their head. No joke.
Slugs cant do gens. If nobody goes and gets them its still 1 person not doing a gen. If someone does thats 2 people not doing gens. It just depends on the situation of course.
Really? Those survivors just got mad with gens......ME too
Slugs seems doing well to the sole player, but not useful with swf or the survivor equipped with Unbreakable.
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@Boss said:
I feel like the durations of the 2 stun Perks could be switched.
Oh, there would be some big changes if you want to that.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/159880/the-enduring-used-to-be-an-excellent-perk
Ds or no, the strategy youre defining is tunneling. The problem with this is it only works on bad survivors. If you tunnel just 1 person and dont force the issue tge rest of the survivors are going to get those gens done very quickly. You have to keep them all injured and moving and downing them when they make mistakes.
And just so everyone is aware, THAT is tunneling. Sluggibg someone off hook is not
Actually, I tried many ways to slow down the repair rate, tunneling, slugging and keeping them injured with Sloppy Butcher. You may find that the survivors will keep doing gens whenever, even they were injured (especially high rank ), that is crazy.
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@Customapple0 said:
For the sake of balance it should only affect pallet stuns. Head on can be pretty much baited and DS already has a counter, Slugging.
Also itโs still a great perk on M1 killers, combined with Spirit Fury it gets you a free hit, potentially ending the chase much sooner.
To be honest, I cant tell another good way to use the enduring if it doesn't combine with Spirit Fury.
You may agree that M1 killers don't have enough grids for Enduring.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1341049#Comment_1341049
The only scenario I see Enduring being useful is when it's ran with Spirit Fury. Perks shouldn't be designed so they're only usable with another perk.
Cant agree more.
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@Jacoby2041 said:
Who you callin' Pinhead?
https://us.v-cdn.net/6030815/uploads/WESY12KMGJZA/image.png
Jokes aside, I'd be alright with it. Personally I'd be excited for Candyman or Jason the most, but I'd be cool with anybody as long as the power is good and they don't make the character into an actual joke just for them to be able to fit in the game
Lmao. Just know someone will put that Patrick star's picture up here.
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@C3Tooth said:
Consider 4% luck mean when you get trapped, the longest escape is 100% / 4% = 15 attempts.
Up the ante add 3% to each alive Survivor, which is each has +9% (not 12% since the alive Survivor gives 3% to other 3 Survivors, you only have 3 other Survivors to give you 3% each). If all 4 Survivors have this perk, they will have 27% for a total of 31% with base luck. (not counting luck offerings)
Its confirm every Survivor able to self-unhook if you have 34% luck.
Still not worth to lose 4 perk slots.
๐Are you serious dude? There maybe some problems with your math......
It is hard to understand how you calculated them, you know, 100/4=25......
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1301543#Comment_1301543
The wiki is not official; only community-run. It is possible for it to have incorrect information. The devs have repeatedly stated how luck works. Up the Ante does not interact with chests in any way.
https://forum.deadbydaylight.com/en/discussion/comment/633861/#Comment_633861
https://forum.deadbydaylight.com/en/discussion/comment/633861#Comment_633861
OK, roger that.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1301607#Comment_1301607
I'm not sure actually. The card does say "other survivors" so maybe it's only 36% since it wouldn't count yourself. That would just mean you need 4 survivors with UTA and Salty Lips to hit the cap.
๐, that is really troublesome. damn UTA.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1301096#Comment_1301096
Yepper doo.
4 instances of UTA hits the cap. Salty Lips gives +3% so if everyone offers it then 1 person can forgo UTA.
Fog also caps at purple fog. So if you offer purple fog then anyone offering any more fog is a waste. The only exception is if someone offers clear fog, as now the extra thick fog offerings will cancel it out. IIRC purple fog is equal to 2 yellow fogs is equal to 4 brown fogs. Clear fog is equal but opposite to yellow fog.
I'm a bit curious about that math. I thought that even there are 4 instances of UTA, the totally bonus is 36% (4ร9%, it's 9% because you can't get the bonus of yourself ), isn't it?
If there also have 4 salty lips, then add 12%(4ร3%) bonus, so it finally comes to 48% of bonus, right? But Where is the basic luck bonus(4%)?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1300740#Comment_1300740
It does not. Up the Ante only affects luck, and luck currently only affects the two things I mentioned.
I thought so too before I read that Wiki, just don't know who is right, Wiki said that it according to the devs, uh...
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1300740#Comment_1300740
It doesn't say that, at all. It says it's debatable and that based on how the Luck mechanic works, it shouldn't.
Pardon me... isn't that trivia said that? Or the trivia is wrong, it's edit by Oct.
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@TAG said:
Luck only affects two things currently:
1) The chances of self-unhooking without Deliverance
2) The chances of self-escaping The Trapper's Bear Trap.
But the DBD Wiki said that UP the ante do affect the Rarity of Items found in Chests
link:https://deadbydaylight.gamepedia.com/Up_the_Ante
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1299345#Comment_1299345
I dunno, I've seen some people get really eggy when they don't get that 2 pip. Keyboard slamming, mouse banging...it can be quite explosive ๐
๐จThat is crazy. Never be teased by Games.
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@HellDescent said:
I gave up on achievements in this game a long time ago. It's better that way, at least for my mental health.
LMAO. Take it easy, bro.
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Like that idea about the "second wind", that perk should guarantee one state of healing, or it is not practical at all.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1282358#Comment_1282358
It's DBD, common sense doesn't apply. Would you be able to run at your normal speed after you've been 'exhausted'? No.
If someone ask for common sense in DBD, the game will be very difficult to play as survivor. Nobody can keep doing gens when he got bleeding and feel painful, not even running.
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Well, compared with adding an aura reading ability to this perk, I prefer reducing the time that reset a dropped pallet.
However, it is just not a practical perk, sounds cool but cant buy your time.
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@blue4zion said:
Lol love when stuff like this happens, the Spirits model on Billy is terrifying xD
LOL, can't wait to see that.
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@DelsKibara said:
This was the only image I found on Google
https://i.ytimg.com/vi/Ui-3ulE3lLg/hqdefault.jpg
God, I miss him.
Now you see something new, right?
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@Ghostwithaface said:
Well there is only one thing to say to this.
Death has come to your little town sheriff.
LMAO, that is crazy
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@Accullla said:
Photoshop?
No, it's true, my friend got that trouble.
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@mithrios said:
https://forum.deadbydaylight.com/en/discussion/comment/1243119#Comment_1243119
For what i know last time i tried MoM (after 3.7.0), i received only 1 token after 2 hit while unhooking .
From your experience how many stack give too you after an unhook(and 2 hit of course) ?
Well, I'd say it's really difficult to get 2 tokens when you rescue someone from the hook, I havent achived that yet, but I think that is possible.
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OK. Can't wait to try it.
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@Fiv55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1240977#Comment_1240977
old mom didnt get a stack for safe unhooks (just regular M1), but they changed it long time ago to protection hits only (while protection hits werent even working most of the time) ^^ thats why I thought you're talking about wglf :) bc wglf gives stacks for both actions (unhook + protection)
I'd always run MoM with a Styptic, its basicly a "free stack" if played right :) good build to run: saboteur, breakout, mom + wglf / BT / any perk you want
๐your strategy about the MOM combo is cool. But I wonder if you take hit twice during the rescue action, will the MOM get stack twice?
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/1239835#Comment_1239835
I have with borrow time and no mither plus tenacity. Work well for that scenario
Haven't tried that combo yet, but seems like that not works well with MoM.
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@Fiv55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1239835#Comment_1239835
probably talking about David Kings perk "We're gonna life forever"?
Yes you get 1 stack/hit on both perks. So if you're healthy, get hit close to hooked surv, unhook and take another hit, you'll get 2 stacks for both perks. If the unhooked person wont get down, you'll get a 3rd for wglf :)
Btw works as well with a Styptic Agent, but you dont get the protection from MoM if you're in deep wound state (MoM only works if you're injured to dying state).
Thanks dude.
Actually, I was takling about MoM.๐
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1239519#Comment_1239519
Before it only lighted up whenever it block auras.
Now it lights up as soon as you get a token.
yeah, that is what I want to say!
It got nerfed actually.
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Sounds not bad.
BTW, have you tried that perk for hook rescuing? I mean taking two hits when you rescue your hooked teammate, what will happen, get stack twice?
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If you mean the killers, I do know why they are so angry, becauz the entity will punish them.
As for the survivor, you know, "death is not an escape".
Everything makes sense.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1219193#Comment_1219193
Well, the thing is... you consume 16 charges in a health state. Street Wise reduces consume rate by 25%, meaning the item itself will have more charges. Meaning a total of 30 charges. Healing yourself two times will recquire 32 charges
On the other hand, Botany Knowledge increase item efficiency (or better to say it reduces the consume rate) by 33%. In a yellow med-kit (24 charges) it will increase to 31,92 charges. Not only that but the healing speed is increased by 33% as well. Wich makes it 12,32 seconds. Meaning you can heal yourself 2 times (12,32 x 2 = 24,64) and you will still have 7,28 charges
At least if my math doesn't fail me. It should be like that.
Thanks for your answer bro.
As for the "streetwise", I can't tell what is "consumption rate" exactly, just can make a conjecture that this perk will ask 12 charge for one healing state. Or just like what you said, idk.
And something you may know that 33%โ33.333...%, witch is 1/3 actually. So the "botany-knowledge" will allow you to finish 2 states of healing with a standard med-kit (becauz 24ร(1+1/3)=32, rather than 31.92c). And after you finished 2 states of healing, the standard med-kit will just run out of its charge, you can try it yourself, no charge will left.