Chaemeleon
Chaemeleon
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- Chaemeleon
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Recommendation for survivors. Just run pebble and shadow the killer and distract them with pebbles every now and then and keep the killer off gens. 60% of the time it works 100% guaranteed
Just pebble btw. No other perks
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That would be ideal honestly. Or if I could hold like 2 or 3 in my pockets with like a 20 sec cooldown between throws like Stake out or something.
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Well it wouldn't work then would it? But I'm talkin about getting slugged and theres still other people left and this is a satire post my man.
I'm a pebble main. I just wanna see my signature perk get a little QoL you know?
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It's the other way around. The survivor is dragged towards the killer in the pick up animation. This is how dribbling with DS used to work. So yes you can "drag" a survivor away from an undesirable position during pick up.
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What it all sounds like is what League currently does with their Mastery system. For instance if the average jungle graves plays X kind of way and you exceed those expectations then you get a mastery rank based on your performance throughout the game. This sounds like a much more accurate way to base someone's rank off of to be honest.
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Unconscious? Try dead man. If the streams even 30 minutes long everyone drinking would die of alcohol poisoning.
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That's a fair enough point honestly. I do guess a lot but they're educated guesses. It's also true that there's nothing like having eyes around the map with SWF. I just try not to rely on it. I'm definitely not debating that it's certainly more helpful to have a team communicating to you stuff. I'm only saying that all that info I can usually get myself.
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Sure that's fair enough but what I'm saying is it's not that detrimental to gather all that info as a solo because it's not that hard to just use game knowledge.
No I dont put out videos. It's not hard to judge the amount of time spent in a match. It's part of my job to judge time.
Why would I not be able to know this if I didn't have a team? It's common sense. It's not rocket surgery. Anyone who's done time in the service knows plans never go to plan and trying to play this game optimally follows the same format dude
All in all it's not a brain heavy game. It doesn't take a strategic genius to play this game. You're comin at me all wrong man I'm just tryna have a civil discussion but it feels like you think I'm attacking you.
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/494306#Comment_494306
Most matches on average last maybe 6 minutes.
All of your solo matches last 6 minutes on average? I see. Would definitely like to see a continuous stream of that.
So no it's definitely not a minute wasted to wait 20 seconds if not less to save someone or let someone else save.
...you do realize that you are the one that said, "The time lost either way is maybe a minute. I like longer matches anyway," right?
I mentioned that as the map goes on I keep a mental map in my head where it is highly likely pallets are still in play or have been used.
Yeah, like I was saying, you assuming that pallets have been used just because a chase has been done in an area means that you are restricted to other parts of the map that may not be as favorable. You can choose to believe that it was the best course of action - it may not be true though. Only if there was a way for you to know...
You don't need SWF to do that. Most times in solo 2 people do that anyways.
Which 2 solos? The one that you can't see? Or the other one that you can't see? Perhaps it's the other other one you can't see? Does that include you or no?
You seem to be really about the whole optimized no time wasted perfect games but it hardly ever works out that way even with a team man.
I don't know - maybe you just have a bad team?
Solo is not difficult. I will reinforce this. It's just not.
I'm not saying that Solo is difficult. I'm saying that SWF with voice communication makes winning incredibly easy if they want it to be.
On average yes. Most people want to get out so they will focus gens done. I would say on average every 6 of my ten matches are over. Sorry I don't stream.
Yes altogether, waiting, going for save, healing and getting back on gen take maybe a minute. It's not a big deal man.
I'm assuming sure. But I'm usually right.
I'm not sure what you're point was here... Yes? I guess
Hey if optimized is the way you like to play then that's your thing I'm not knocking it. I'm just sayin no plan survives first contact. But I don't have a "team" or anything.
Sure I get that but all the stuff you were saying about SWF sharing info I'm just saying it's still really easy to get all that info yourself. You don't need an info sharing network to figure out any of that info.
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/494270#Comment_494270
No I'm usually the type of person to stick it till the last possible second. I'm not one to waste time in the real world I certainly don't do it here.
Well, hopefully you don't get grabbed by a Michael or Pig from around the corner just because you assumed that 'don't hear a heartbeat = someone else is being chased.' That would have wasted a lot of time that could have been used for a chase.
I usually wait 20 seconds unless someone gets hit before then. Either way after that person gets saved I heal them and have them follow me to my gen. The time lost either way is maybe a minute. I like longer matches anyway.
For someone who doesn't like to waste time, you don't mind losing an entire minute of a match that usually lasts around 10 minutes on average? Ok.
I don't really care about other survivors path throughout the game. If the killer has been chasing someone in an area it's already safe to assume the pallet has been used. Why would I need to know if a survivor has been there if I know the killer has been there. It's not difficult to surmise where safe pallets are. I make a mental note as I go around places of where I've seen pallets for an escape plan.
Not knowing where safe pallets often means a faster down. Knowing where pallets are that other survivors had purposely avoided using could have saved some time. But ok.
Yes as a usual solo I have to check them on my own. That's what solo is. It's kind of just how it goes that more than one person will check for totems.
Yup, time wasted that could have gone towards generators. Of course, SWF could split the work, where two survivors could search for totems on opposite sides of the map, and two survivors push through the generators and continue to put pressure on the killer - but whatevs, right? It's almost the same thing.
I'm not a time waster.
You sure?
I tend to look around while I'm on a gen not mindlessly hold M1. That's how you get grabbed. It's not hard to stay alert while you play survivor.
Most matches on average last maybe 6 minutes. If it lasted 10 minutes we survivors were being monkeys the whole time. I run WMI so healing someone else off the hook takes max like 8 seconds with no greats. So no it's definitely not a minute wasted to wait 20 seconds if not less to save someone or let someone else save.
I mentioned that as the map goes on I keep a mental map in my head where it is highly likely pallets are still in play or have been used. Other than that it's just basic game knowledge to run a chase. It's not hard.
You don't need SWF to do that. Most times in solo 2 people do that anyways. It's a non issue looking for a hex totem and no significant amount of time is lost.
You seem to be really about the whole optimized no time wasted perfect games but it hardly ever works out that way even with a team man. Yes I'm sure I'm not a time waster. Yes I'm sure I know how to play this game optimally as possible in solo. Yes I'm sure that it's possible to smoke SWF as a solo surv because of game knowledge alone. I may have to figure out information on my own but that's okay because it's not difficult to do. Let me tell you something I tell a lot of people in game. It doesn't take using your full cognitive ability to play this game somewhat decent. Most of this stuff becomes second nature and I do a lot of this automatically as I'm playing the game. I'm not sweating it out trying to remember pallet locations or where killer/survivors have been because it's not difficult to just keep all that info on tab ready to go. Solo is not difficult. I will reinforce this. It's just not.
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/494250#Comment_494250
Killer busy chasing someone: Do I have a heartbeat Yes - killer is about to find and chase me. No - Killer is more than likely chasing someone else.
Are you the type of player that gets off a generator and waste time hiding around every time you hear a heartbeat, despite the possibility that the killer is chasing someone else close by where you can't see them? Ok.
Should I go for save? Yes - It's been approximately 20 seconds and I can safely go for the save. No - I am currently being chased or can see the killer close to the hook from where I'm at. To caveat off the whole chasing someone else thing, noticing when someone's been hit is a very clear indicator to everyone else that they are safe for the time being and needn't worry about being chased.
Do you wait 20 seconds every time before going for a save if you can't see the killer or are in a chase, despite the possibility that the killer could have left the area as soon as he hooked the person and kicked a generator that was near there? That would mean even more time was wasted which that hooked person could have been working on a generator / the generator could have stopped regressing earlier. But ok. Do you wait until someone else has been hit until you confirm your safety and either do generator or make a safe unhook? Ok.
Keeping track in the back of my mind the killer's pathing throughout the match is pretty simple especially if you know the maps really well.
Sure, keeping track of the killer's pathing is simple - how about other survivors paths from previous chases? Do you immediately know which areas are still safe with unused pallets? Or perhaps you waste time looking around first yourself to make sure the pallets are still there.
If there's a hex that's easy too, check all the usual spots and cleanse at the next opportune time.
Do you check "all the usual spots" on your own around the whole entire map? How do you know all the other randoms are not doing the same thing, wasting 3 generators worth of time as every single one of you are looking at the same places all around the map?
By the time people are relaying any info to me I've either figured that was the case or was gonna find out in the next 10 seconds.
Sure.
No I'm usually the type of person to stick it till the last possible second. I'm not one to waste time in the real world I certainly don't do it here.
I usually wait 20 seconds unless someone gets hit before then. Either way after that person gets saved I heal them and have them follow me to my gen. The time lost either way is maybe a minute. I like longer matches anyway.
I don't really care about other survivors path throughout the game. If the killer has been chasing someone in an area it's already safe to assume the pallet has been used. Why would I need to know if a survivor has been there if I know the killer has been there. It's not difficult to surmise where safe pallets are. I make a mental note as I go around places of where I've seen pallets for an escape plan.
Yes as a usual solo I have to check them on my own. That's what solo is. It's kind of just how it goes that more than one person will check for totems. I don't bother cleansing every totem I see. THAT is a waste of time. Getting caught by NoED is my fault because that means I didn't leave fast enough.
I'm not the type of player to be immersed and hide from heart beats. THAT is a waste of time. I'm not a time waster. It's not implausible to figure out who's who and what's what in a match while playing solo dude. Despite popular opinion solo isn't that rough unless people DC or you get an absolute ape of a teammate but that happens.
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/494122#Comment_494122
Part of the core mechanics of DBD revolves around not knowing exactly how other survivors are acting in each given condition. You rely solely on your memory, wit, instinct, and experience to try to deduce not only what the killer is doing, but also other survivors. That's the main part of what makes DBD interesting. Should I go for the save, or is someone else already in position? Is the killer camping, or chasing someone who went for the save? If I don't go for the save right now, would the person on hook suicide, or would he hold on? All of these questions should be going through the survivor players' minds. People who rely on voice communication for shared information are taking away from all of that, just so that they can "win." It's pretty much like people who use anagram decoder app (or any third party apps) to get information outside of their own knowledge when playing Words With Friends or Scrabble - they take away the main enjoyment of the game for "a win."
Honestly my man, playing solo, it's easy enough to figure out this information on your own. Killer busy chasing someone: Do I have a heartbeat Yes - killer is about to find and chase me. No - Killer is more than likely chasing someone else. Should I go for save? Yes - It's been approximately 20 seconds and I can safely go for the save. No - I am currently being chased or can see the killer close to the hook from where I'm at. To caveat off the whole chasing someone else thing, noticing when someone's been hit is a very clear indicator to everyone else that they are safe for the time being and needn't worry about being chased. Keeping track in the back of my mind the killer's pathing throughout the match is pretty simple especially if you know the maps really well. Outside a certain distance it becomes a non issue where the killer is anyways. If there's a hex that's easy too, check all the usual spots and cleanse at the next opportune time. Playing with a group with voice changes my play style very little. It just makes me troll my teammates more. By the time people are relaying any info to me I've either figured that was the case or was gonna find out in the next 10 seconds.
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I used to play that way all the time because i got bored with running the same favorite perk build. Now I just roll the dice and have my friend pick a bunch of random useless perks for me to use.
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Broken keys won't open a black lock though. You'd need addons attached to those keys for it do work like you say. You have to have a dull key or a skele key to open a black lock.
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What if totems were like hooks or something? Broken for 30 seconds and then a new totem pops up somewhere else on the map. Then even if it's destroyed within the first 10 seconds of the match, no fear cause it'll come back 30 seconds later. This way, maybe half to 3/4 of one gen would get done then we'd have to go find it again, devour hope could either retain it's stacks or would have to start over (i'm sure most would prefer to retain stacks though), third seal i've seen used like 5 times in over a year, and NOED...
I know someones gonna fight me about NOED but technically with this idea there would always be a totem for it to go to unless at least one person was always wasting time running around looking for a new totem spot every thirty seconds but hey that's one person not doing gen's I guess. From the survivors perspective, I'm more interested in finding the gates and leaving ASAP especially if I see NOED pop up on my screen. I know other survivors will go out of their way to find and cleanse it but that in of itself is a hiccup cause then the killer can find them easy and knock them down for being greedy. I'm spitballing here but I'll take the criticisms.
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I find flashlight saves more so the same with this patch. I can still consistently hit them, there was no learning curve with the animation. The killer doesn't have to be a potato to hit the save. The survivor just has to be competent enough to be in a position to do so.
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I think it would be cool if Killers could interact with totems as well. For instance: no hex perks begin their effects automatically and similarly aren't lit right in front of survivors faces. The killer can then go find a hex totem or even "place" a hex totem in a spot of their choosing and activate the appropriate hex. Johnny on the spot kind of idea I just had but maybe we can tweak it here so it could be viable?
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I use WMI almost exclusively in almost every build at rank 1. It always works out for me, it's fantastic.
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@Nickenzie said:
Th3Nightmare said:Yep, is better a secondary objetives, because more time of repair is a boring... is to hard holding M1 for repariing a gen XD
@Th3Nightmare I seen a recent post about someone suggesting a breaker room and how you need to find a part to repair the broken breaker in the room. Additionally if the killer camps the breaker room, survivors can rig jury the exit gates which will take longer than fixing the breaker. After the a survivor rig jury the exit gates, (s)he can now open the exit gate normally.
What I think would be interesting to see is instead of a part you need to fix a gen, you have to flip the switch on a circuit breaker box to activate a corresponding gen so that you can then work on it instead of just spawning in and hooking yourself to the first gen in front of your face. But have multiple breaker rooms so the killer can't just sit in the one and make sure no gens get done know what I mean?