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IceCreamPrincess

IceCreamPrincess

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IceCreamPrincess
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  • I thought that Built to Last and Desperate Measures would be widely used, but i barely see either of them :/

    I also thought that holding Victor hostage against the twins would ruin her entirely, but i welcome any survivor to do that now. Knowing where they are all the time, and knowing 100% they arent doing anything important makes being an m1 killer not that bad

  • Its a case of "to punish the afk guy, we need to punish the survivors"

    If the killers afk, just do gens and go. Play the game for the gameplay, not for the points. I'd rather just get back to a proper match than try and squeeze a pip out of a killer

  • Assuming you have access to every perk in the game:

    Kindred: lets you know when to get off the gen and go unhook. Also tells you if the killer saw you on bbq and is beelining to you

    Spinechill: still yet to play a match without it, its just so versatile. Just don't be that guy who hides in a bush if it lights up once

    Sprint Burst/Dead Hard: its a matter of preference really, but an exhaustion perk is just too useful to not run

    Decisive Strike: cuz if you're going solo, you can't always trust your teammates aint gonna farm you

    (Since DS is getting nerfed, replacement for it)

    WGLF/Iron will: both perks fit that 4th perk slot nicely, and i aint a fan of borrowed time so they're the next best things

    So those perks, then just grab a medkit or a map. Medkits are just stupid useful, and maps are a nice bonus. Keys are also good, but kind of slap a target on your back. Flashlights are just bait

  • I am almost certain they meant that in jest, since they then made a comment about "survivor rules"

  • What frustrates me is either making obvious mistakes myself, slamming my hatchets into trees off in the distance or crashing into a hedge with my chainsaw, and watching a survivor just run off giggling at my mistake.

    Then theres the odd bug here and there, most are kinda eh, but the big triggering ones are missing a legion frenzy hit due to aim dressing, or getting hit by a killer with Stretch Armstrong arms.

    But i can get over them. Bugs have been in my favour too. Ive dodged hits due to aim dressing, and probably been thay rubber armed killer. The games getting better, slowly but surely

  • Its a case of "heres an easy cosmetic to churn out". Gives off the illusion of getting something when ultimately now you have a silver version of a block of wood, and next archive gives a gold block of wood. They're fine as is, but ultimately just a meh

  • @ihavenonameThanks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1998615#Comment_1998615

    I am currently trying to level my Claudette up. She's level 27 and my rank is 21 think. But yes I am new. Thanks for the build it's simple and I have the perks required for it.I love unhooking and healing players, it gets me points and the most important part is that the team's odds of surviving increases. I'll be indeed using your build. Thanks.

    Np dood, claudette is a very good starter survivor too, just dont get tempted to prestige when you hit level 50. And with your mindset, you're one of the few survivors out there who'll actually make a good teammate

  • @C3Tooth said:

    You may find obsession usually block u for other 3. Losing stack.

    Man, I love to use STBFL with Rancor.

    You'd be surprised how few people I've encountered who try to bodyblock as the obsession. And hey, i value an injure over 2 stacks of STBFL if i already have high stacks

  • Well, if they're not actively attempting to get hooks, then its kind of a lame match imo. Just a case of do gens and leave. But if its more a case of hit and run, and they're still getting hooks but not exactly "tryharding" then there's nothing wrong with that

  • @Mr_K said:

    So you tunnel the other three to make up for it.

    Its not really tunneling if its 3 people. Hook one, hook another, hook the 3rd. Hooking the first guy again afterwards isn't tunneling in my books

  • @ihavenonameThanks said:

    I agree with all of you, but I also want to ask that. Adding botany knowledge etc. Increases the healing speed? I find it faster then before. I don't like letting my teammates die or be chased while I am wasting time healing. If the killer is being distracted I'll quickly rush to a gen and get it done while the killer is distracted. I also like to get a hit and save my teammates from hooks. I'll heal them as soon as their stopped being chased or whatever. I know it's a waste of time, but being a newer player I don't really have the tenique to cut chases simultaneously or tbag the killer yet. So I usually get hit and sometimes drop my items too. So it's nice having something that could heal me at any times. Although even I hate wasting time healing, if the killer isn't even near or even if it is then even if there's a gen there, then there's no reason to run or heal. O just like self-care because it's like a back-up med-kit.

    Of course, botany knowledge along with leader, resilience, desperate measures and others I'm probably missing all increase the self healing speed too. Self care at base is 32s, with botany it becomes 24s. There is of course diminishing returns, stacking all the perks won't make the heal instant, but certainly faster.

    However, it soon becomes a case of too many eggs in one basket. If you run self care and botany knowledge, you're using half your perks on something that a medkit can already do faster. Theres an opportunity cost to each perk, using one means you're not using another

    Of course, since im assuming you haven't got every perk from every survivor (since you say you're new) botany/selfcare are still brilliant perks for the new player. Run it alongside kindred and spinechill and you have a fine build.

    And if you want to be someone who heals others, get We'll Make It (the perk that gives 100% healing speed after a unhook). Once you have an exhaustion perk like sprint burst, lithe or deadhard, swap out botany and selfcare with that and We'll Make It

  • The perk itself is fine, its the mentality of alot of its users. Its better to spend 32s on a generator than it is spending 32s healing. As you've said, a medkit would achieve the same result as selfcare, but will do it faster, so much faster.

    Then theres the playing injured mentality. Being injured isn't as bad as everyone thinks it is, so you dont need to be healed right away. Heal when its convenient, when the killer has little pressure going on.

    Self care aint irrelevant, its still a damn fine perk, but a medkit will always do its job better, and there is no reason to not bring a medkit (unless you want a key/map instead)

  • Its less gen rushing, and more just doing your objective. If i aint being chased by the killer, or someones on hook, theres no reason to do anything but be on a gen. At the start, there should be 3 people on gens at any given moment, hopefully 4 people until the killer finds someone.

    Besides gens and unhooks, the side objectives dont really matter. Chests can be saved and opened after the gens are done, most good players can handle playing injured and totems are such a non-issue. The only totem that requires immediate removal is when Devour Hope kicks off.

    Ive never been part of that survivor mentality of just chilling at the edge of the maps when not in danger. If you're not being chased, be on a gen, not sasquatching near the wall.

    And doing gens isn't "rude" or "toxic" just as hooking survivors or getting kills isn't rude/toxic. Its the objective, best way to win is to do that.

    Tbagging at gates tho, yeah people who do that are asswipes

  • To properly counter slugging, you only need unbreakable. Adding in perks like flip flop, tenacity and no mither is overkill imo. Tenacity is essentially a warning to the killer to not slug you for long, but it is good if you dont let the killer know you have it

    If slugging is massive problem for you though, perhaps running soul guard too would be good. Alot of killers are running hexs now with ruin being so popular, so you can repeatedly get up with it, and while some killers play around hitting a survivor who gets up in case of soulguard, its harder to play around a survivor that can get up repeatedly.

    Combining this with a stealth shell however is rather counterproductive, playing stealthily means you shouldn't often be getting slugged. So instead of soul guard perhaps use WGLF, the 2x healing on downed survivors means you can play as the team slug doctor.

    However, alot of this goes out of the window if there is no obsession in the match, as then there is alot less reason for the killer to actually slug, since they don't need to play around DS, so running For the People, or DS yourself will guarentee it.

    The builds i would reccomend then would be Spinechill, Unbreakable, DS and then your choices of Soul Guard, WGLF, For the People and Sprint Burst

    And my final note, its just a matter of opinion, but i find that urban evasion is weaker than fixated, but i hold no stock in moving whilst crouching. But thats a "to each their own" scenario

    Item wise to add to this, the build has no in build healing, so a medkit would work best, besides keys of course

  • Since legions power is easy injures, best stay injured unless you need to not be so, such as near the end of the match, getting saves etc.

    Try to stay seperated from other survivors, hopefully split up doing seperate gens. Most legions run discordance since its their teachable perk, so even more incentive to split up.

    Unless you're being chased by the killer/unhooking a chap, you should always be on a generator, most legions dont run Noed since theres kind of anti synergy with the power, so only do totems if its glowing, or you have Inner Strength

    if you are uninjured, run away from fellow survivors, attempt to auto aim the killers Feral Frenzy attacks into obstacles, and never ever drop pallets unless you will stun them whilst they are frenzying. Stunning a legion who isn't in the power is pointless, as it just allows them a quick and easy injure since they can pop the power, slide over the pallet and slap yeh.

    Finally, know your tiles. Once you're injured, you need to be good at looping, so play it safe. Dont take risks at safe tiles, and be careful of being mindgamed as they are a shorter killer than usual

  • I don't see the idea working out. The issue with it is it'll create a meta "survivor" to play. Right now theres no actual best survivor because they are all equal (besides the small things like darker skins, quiter survivor etc).

    Adding a specific survivor only addon though would break that. Suddenly all those Tapp or Jane mains would have to decide over the look of there character, or playing the character that has the best addon for there prefered play style.

    Then theres the need to balance 20+ brand new survivor addons, as well as implementing them. How would they work with items and there addon, If a killer is usuing Franklin's demise and hits a survivor with the addon but no item etc. Its just much too much hassle to introduce

  • Thats just how he is designed. He is a massively snowbally killer. The way beartraps are designed forces him to play territorially. You can't place traps near survivors because they'll just disarm them, and you can't leave the area of your traps because if it catches someone and youre not there to down them, its a waste. Those 2 rules basically means the trapper must play in one area of the map

    Because of this, you gotta get the survivors to go there. Whats the 2 things that brings survivors to a location. Generators and hooked teammates. Thats why its a snowball. You down and hook a survivor in your nest of traps, and now other survivors have to go into the nest, where you will be. One down means the others are at risk of traps and then its the spiral of downs and snowballing

    His main weakness is his complete lack of early game. Addonless you got 1 trap plus 5-7ish more around the map. But to make those traps actually somewhat useful you have to spend alot of time placing them, and lets say you spend 2 minutes setting up your web. In those 2 minutes if you haven't been pressuring survivors they should have done 2-4 gens. So the trapper relies on a bag upgrade to be relevant early on

    His other powerful addons then must be prioritised, since you can only bring 1. Tar bottle makes his traps actually somewhat difficult to see outside of grass, but is that worth it compared to traps that are actually useful if you're not next to them etc. (And i disagree with bloody coil, randomly injuring a survivor across the map isn't a particularly useful addon imo)

    He doesn't require a rework, he can shut down a loop better than any other killer, even preemptively, but requires a resource to do it, and has difficulty capitalising on chases. Instead he needs just a few tweaks.

    Priority 1 though is to keep his power simple. Hes the simplest killer to grasp an understanding of, since everyone can understand at base level what beartraps would do. He might not be the easiest to play, and have a slill ceiling built only for those with giant brains, but his power is elegantly simple

    I propose giving him 2 bear traps base, being able to carry 2 traps. Then remove the bag addons. Replace them with addons that spawn additional traps throughout the map instead (brown = 2 more, yellow 3 more etc.). He should still have a higher rarity addon that does allow him to carry (and start with) 3 traps

    Next, to make his traps more effective whilst he is not around, make it so if you escape from them, you also have deep wound (you dont get deep wound if you are helped out of a trap). I also suggest instead of making it rng based whether you escape a trap or not, make it simply a set amount of time (which can be made longer with the coil addons) (also helping a survivor out of a trap takes the same amount of time it does currently, to promote teamwork)

    Next up, remove the iridescent stone addon, and make the honing stone addon irredescent. The I-Stone is incredibly powerful but not in a fun way, since it essentially permanently stops a loop/location forever. His tar bottle addons are fine imo, as well as the setting speed addons. You can also make a new set of addons that make the traps spawn closer to your starting position, or increase the deep wounds mend time.

    Ultimately you can't just slap a new ranged attack on the killer and leave him with traps too. Look at pyramid head, people take so many hits just trying to avoid his torment, imagine if they where trying to avoid a lethal trap as well as dodge ranged attacks.

  • I think its a bit tin foil hat to say Hillbilly was changed to make Blight look better, but there is at least some merit to the claim. However i think its a bit unfair to just say Hillbilly is a strictly stronger killer than blight.

    They have mobility in there arsenal but thats the only similarities. Hillbilly does have more lethality with his power, but it is alot harder to land than Blights lethal rush, as well alot harder to use to traverse the map.

    Blights ability to sprint across the map is alot stronger imo since it doesn't have a large noise attached to it, and is alot more controllable and thus flexible in changing direction. His lack of an instant down is of course a huge negative in the comparison though that i do agree.

    There are other factors of course, like the Blights frankly absurdly good addons, and his very high skill floor meaning he is alot less inviting to play than Hillbilly, but i wouldn't say one is just 100% better than the other. They both have there strengths and weaknesses

    Ultimately, Blights a cool addition in my eyes, and a different take on the "cross map fast and annoy survivors" style of killer. Like the Ghostface to The Shape, its not a strict powercreep, just a different flavour

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582471#Comment_1582471

    I understand this point of view, but I think it clearly illustrates the problem of the SWF not being in their OWN que. Your natural propensity to care more about your own friends and the odds you will leave that Solo cold, puts every Solo stuck with a SWF at a disadvantage. If that Solo were in with all other Solos they would be in that ship together. It may not seem like much, but the SWF bias is pretty much a death sentence for that Solo; I've seen it SO many times.

    Again, I'm not judging you. What you describe and I am recognizing is human nature. It just sucks in the context of this game. That Solo guy/gal didn't sign up to be the Star Trek Red Shirt of your Landing Party. :) Do you see where I'm coming from?

    I do get what you're saying, but i would also say its a double edged sword. A random with other randoms is still at the mercy of others. Whilst a random with a 3man squad might be left high and dry, but is also equally likely to have a navy seal-esque rescue attempt from a team that can actually coordinate

    Also, there can almost certainly never be a swf only queue, because that would be a dead queue right off the ground. The average killer wouldn't volunteer to use that queue, and 3 man teams would be impossible to queue as either since the 4th would have to be a random

  • The 3 man sfw is not really much different to the 2 or the 4. I don't reckon people queue in fully planning to ruin 1 other survivors fun, or at least plan to do it often enough its an issue

    Myself, i play with 1 or 2 friends so that i know im with competent teammates. I know that if i get into a chase they're gonna be on gens. And theh know I'd do the same. Its hilarious cuz i can see whos my friends the moment im hooked cuz half the time the 4th "random" I's just crouched somewhere

    Since I play in 2/3mans i can't really fault others for doing it themselves. And final note, of course people prioritize there friends over randoms. Its every man for themselves, and that random meg can't complain to me about leaving them, but my friends do, so i save them more often

  • It does yes, each gen hit by surge counts as seperate progress for it. Although, Hex: ruin does not

  • Its simply because survivors have tools that can specifically mess with specific killers. Killers can see survivors tools so they can prepare beforehand. If they couldn't, perks like lightborne or Franklin's demise would be a constant gamble, as well as specific strategies like hex perks vs maps

    Conversely, if survivors could learn anything the killers are bringing, they could tailor there builds to counter them specifically. Playing against hag? Time to being 4 flashlights. Playing against plague? Lets put the medkits away and put in resilience. Wraith or ghostface? Spinechill and sprint burst it is.

    Killers need the information to prep because they are the alone party who are disadvantaged at the start, and survivors have 3 other players they can coordinate with.

    Also, bring a key, expect a mori. Keys "main" purpose is cut matches shorter, so are moris

  • As a killer, my playstyle doesn't change in the slightest, since my method of playing around DS is just eat them anyways, better to eat a DS than them just unbreakable back up. I down someone, they're getting picked up unless i have a reason to slug, like another survivor nearby. Plus if they jump into a locker, might as well force them to use the DS, since they're getting away regardless. And hey, sometimes they dont have it and i get my hook

    As a survivor? No clue, i always run an obsession perk, so there is never not an obsession

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1524456#Comment_1524456

    Whenever i play against it in a match it seems to be overpowered on certain killers (not saying that it is) any tips to help counter against it.

    Half the way to counter it is identifying if the killer has it or not. Its one of the most run obsession perks for killers, so if there is an obsession and you dont have an obsession perk, keep it in mind. It also gets more easy to notice the more stacks they have.

    Once you realise they have it, try to not feed them stacks. if you're 100% certain they have it, use the small speed burst you get to move to a safer location, rather than just holding W for distance. And if you are about to be downed, try to force them to grab you instead, easiest via lockers, as it denies them a stack.

    If you are the obsession and you think they have it, try to bodyblock for your teammates, getting hits that you can easily heal merely reduces the killers stacks. However ultimately, the perk can't carry a killer, merely help them snowball in the midgame. The biggest counter is to just crank out gens and escape. He can't hit you if you're outside the exit gates

  • For me its easily the Nightmare. The scrape of the finger knives on the door really sells it to me

  • The killers who best make use of it are ones that lack lethality of instadowns, and can easily get stacks of it. Its not a perk you can just throw on any killer. Getting stacks of STBFL really cuts on the downtime of wiping your weapon, which also means you can continue a chase or hit again so much faster.

    Its main allure is that you can go back to moving at full speed faster after a hit, so survivors get dramatically less distance from you hitting them. Add that with being able to down survivors attempting to sabotage hooks in your face, or those trying to bodyblock as you go to a hook, or finish a 99% gen etc.

    For alot of killers, notably trapper, pig and demogorgon you can easily get stacks as well as not lose them when going for the obsession. The downside of the obsession losing you stacks is lessened anyway due to you getting more pressure from injuring/downing them

    Is it the best perk? God no, but when it gets rolling it is a very good perk, ans after a few matches with it you'll really see its power

  • If its an option for every single player on the platform they're using, then it aint cheating. I play on medium because i value FPS over graphics, and anyone can choose to do that

    If people prefer the game to look better, but have a harder time because the grass, thats there decision isn't it.

    And as for consoles, everyones on a level playing field already, and as far as i remember crossplay is opt in, so they can choose to not play against people who may have advantages if they choose

  • When up against good survivors, it is better to reduce the numbers than it is to spread the pain against everyone. Good killers know this, and its merely just the most optimal way to do it. Its better to have a person dead within the first 6 hooks, than to have all those hooks spread out amongst all survivors.

    Juggling is easier the less balls you try to juggle, same with survivors. Hooking a survivor for the first time when theres 1 gen left doesn't mean much, but hooking a survivor and them dying is oodles of pressure

    You want the early hooks on 1 or 2 guys, so they get pressured hard. If you do that, odds are the other survivors will play alot more altruistic, trying to bodyblock and heal them, meaning less pressure on the gens, and then when the last 1/2 survivors are left, one hook is enough to kill them.

    Is it the most fun time for the survivors? No it ain't. But its the most optimal way for a good killer to play against good survivors

  • When that happens, i just hook them. And then try to finish the match as quick as possible. I'd rather actually play a proper match than just farm/torture 3 people because 1 person didn't want to play, so the sooner its done the sooner we can all play normal

  • Ultimately, content creators isn't a priority when it comes to implementing MMR. Players should play against other players of similar skill, regardless if they intend to meme around, or create videos.

    Plus, the whole idea of a streamer/youtuber relying on bad survivors/killers to create good content is stupid. If they rely on crushing weaker players, then thats not healthy content for the community. No one wants to be on the receiving end of a stomping, nor is it particularly interesting to do the stomping.

    The MMR, if done well and it working, will be a healthy thing for the whole community, at least in my own opinion

  • Its not that the game has a 2/2 split every match, or an average of that. Instead thats more the goal of balance. Ultimately once you reach your peak, you should be playing against people of your skill level, and either drawing or "winning" as much as you are "losing"

    Of courses, we're not yet at that level in the game, with the matchmaking not being as good as it can be. But thats the end goal

  • Considering the end screen, you got a kill, and everyone earned a decent amount of bloodpoints, im fairly certain the match was completely fine. Hell, even the guy you killed had good bloodpoints. I'm fairly certain it wasn't just the "gen speed" that made you "lose".

    There entire builds are centred around completing gens quickly, so its not a surprise that gens where done quickly. Goes to show the match was pretty fair, and very close

  • Its not a waste at all actually, due to how they stack. Since the bloodhunts add addictively to the bloodpoints, it functionally makes no difference if you used no offerings, since the is no exclusivity to them. No matter what, each cake will add 104%, be that today, tomorrow, next year or during a bloodhunt.

    Only reason people save BP offerings for bloodhunts is that people are more likely to want to do farming sessions, but if you're like me and dont want to farm, just use your cakes whenever you fancy

  • Well the matchmaking is "hypothetically" designed to place match you im fair matches. If you're better than where you currently are, you'll climb, if you're worse you'll derank. If you arent deranking or ranking up, i think it means you're at the rank you're supposed to be. If you really deserved to be a lower rank, you would derank

  • @RayrafLPP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455608#Comment_1455608

    And I dont get the question TBH. So in my mind if one of the conditions is aquired the hexes light up, dont exactly see why it should be per survivor^^' maybe give an example on what youre on about there?

    What i meant by that was, does the hex light up for everyone, or just the player it effects. Simplest example, Hex: Third Seal, if one survivor got hit, would the totem be lit and viewable for all survivors or just the one affected by it.

  • It would be a very fair buff imo, but the question is asked does it take only one survivor activating the condition, or is it per survivor.

    Plus, Hex: Lullaby has an effect even at 0 stacks, so make it light on either a hook or when a skill check is failed

  • I would say, dependant on killer, surge is my go to. Whilst its good combined with Surveillance, i use it on its own on the pig. She gets get value out of it, down a survivor, stick a hat on them, pick up and hook and then gen nearby was regressing the entire time. Its also used an information tool too, get the 100bp reward twice? Thats 2 gens you know had progress on them. Down a survivor and hear a gen explosion, a survivor was working on the gen as surge hit it, so its ghetto infectious fright. And the cooldown isnt a deal breaker either, as kf you're downing multiple survivors between procs, you have oodles of pressure already

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450007#Comment_1450007

    It works in fighting games, where you have not only several chances per round to predict your opponent, you also have actual sets where you play the same person multiple times. In DbD you have one chance to try and think about what the killer's doing and if you predict wrong you're on the floor. Using fighting games as an example for DbD simply doesn't work. And if you think jungle gyms have no chance for mindgames you're probably running them wrong. There are definitely good ways to run the standard jungle gyms and there are ways you can trip even good survivors up pretty hard. As far as the Ormond and yamaokas tiles go I still don't know what to do at those, I don't think anyone does, but honestly it's the least of your worries when playing on those maps as killer anyway.

    I was merely using fighting games as an example, not directly comparing it to DbD. And as for jungle gyms, yeah its possible to mindgame them even against good survivors, but thats only if the survivors decide to try to milk more out of the tile, as opposed to running it as safe as possible. And once the pallet is dropped, it either has to be broken, or the killers power needs to make the tile unsafe. There is no angle the killer can attack from that isn't reactable from the survivors point of view

    And yeah, ormond/yamaoka jungle gyms are even worse for it, but ayy, some tiles are made differently

  • I couldn't have said the words better myself, absolutely agree 100%. Every "competitive" games needs unreactable actions. Lets take any fighting game for example, if all the attacks are reactable, then no one would attack, since defense would be alot stronger. In this game, a lot of this game is based on the reactions of the survivor based on the actions of a killer

    Its why spirit is popular and powerful. She completely flips the idea of action/reaction, where instead of the killer relying om the survivors making mistakes, its the killers "skill" vs the survivors "reads". Its also the same for loops as well. The reasons jungle gyms are such strong structures is that if played safely there is no mindgame to the structure, merely hold W and force the pallet to be dropped

  • If you're building a proper meta build, then i think Deadhard over spinechill. A stealth killer is only stealthy for that first hit, so DH is alot better as most killers still need to get a second hit. And only 5 killers are stealthkillers, whilst Dead hard is good against almost every killer. Spinechill is still a damn good perk tho, and my own choice is to use it before any other perk

    However, i would also swap out your Borrowed time for kindred. Its better to get natural safe unhooks than forcing them with BT, since BT also usually results in hook trades instead. Kindred also lets you stay productive, no point in going for a save if someone else is closer and moving for the save

    Of course that suggestion is pointless if you play with friends, so ignore that second point if you do

  • Whilst you wont be able to really change someones mind (since having a title like that their opinion is already concrete) but more to inform and maybe change the mind of others who read the topic. Its also interesting to see others viewpoints on topics you may disagree with, or even expand on topics you do agree with

    Some people also just suck at titles

  • Since survivors never bring Borrowed Time unless you are playing, you have to rely on your perks. Without DS, there is very little you can actually do if a killer truely wants to tunnel you, so what you want to do is instead make yourself less of a target.

    For starters, Kindred. Best perk hands down to prevent being unsafely hooked since unless the other survivors are blind or stupid they'll know if its unsafe to hook. And if they do unhook, you know who to blame.

    Besides that, a few fun niche perks are off the record, which makes it pretty easy to vanish suddenly. And breakdown isn't awful.

    And finally, if you find that you're always the first one getting hooked, just play more selfishly. Spinechill helps you not be the first hooked, and a killer is alotnmore likely yo tunnel someone they've already hooked so make sure you're not the first

  • Whilst i agree he is damn fun to play, i heartily disagree with him being fun to play against. He was also very damn effective in both the hands average players, and in the hands of amazing players. Those amazing players could curve you in so many loops it was very disheartening, and the average person could still leverage him as a standard 4.6m killer who can sometimes just get instant downs

    Compared to the most fun killers to face, billy is certainly a lot less fun. Did he deserve the nerfs he got? Imo yeah but i can see why people would disagree.

  • Myself i usually pick self care, cuz my latest playstyles means i like getting hit alot trying to make Mettle of Man work and i want the frequent heals. SC alongside resilience to not only help compensate a little for the slower heal speed, but also lets me 99% it for funky reasons

    Plus imo self care is much more valuable than the other healing perks (i really hate Inner Strength, 22s overall for a heal sounds good on paper but you gotta add travel time, and doing dull totems is pointless), and i want leave a match with an item, not go in with one. Plus Self care is fun to use when a killer is trying to.mind game completely safe pallets, or bloodlust a jungle gym and i can just sit there healing

    Yeah my build aint good, yeah it barely works, but if you're a survivor with a decent bit of meat between your ears you'll be fine playing with less than perfect perks

  • Well, the hope is that by the time all 5 gens are done, you as killer has gotten several hooks and maybe even killed one or two people. Then the end game is where you can really pressure for that final kill, or both infact, since the survivors have to go to one of 2 areas

    Of course if the gates are far apart, or you haven't gotten many hooks/killed anyone, then the end game is not nearly that threatening. But ultimately the match isn't over until all survivors are dead or have escaped

  • Well, hard to say its someone cheating without seeing it myself, but its not out of the realm of possibility that it was a chain of exposed effects, i.e Haunted Grounds into Fragrant tuft of hair, or even more likely, just exaggeration. With tuft of hair it still only takes 20s of stalking or so to get tier 3, even less with an addon to speed it up.

  • They actually do already have that in the game, where the unhooked person has the endurance effect. I believe its actually a perk for survivors that lets them put it on the survivor as they're unhooking them. Im not sure what its called though since i rarely see survivors run it for some reason

  • well, since cakes are so easy to get in the bloodweb currently, even if the plan is to just genrush there is no reason to bring anything other than the cakes. Escaping is 5k points, even more being the obsession, so its in there best interests to escape, as with 4 cakes thats 25k just for leaving.

    If a 4man swf want to burn 4 cakes thats fine by me, its hard to feel salty after a "gen rush" when i walk out the match with 100k blood points

  • Well thats fundamentally what they want. An even match where both sides aren't favoured should end with 2 kills 2 escapes, and if thats the case that means the killer should be at that rank, so brutal is what they want

    If the killer is stronger than the survivors, then they will get more than that and pip, and the opposite of course. The only issue with this is that survivors can pip seperately to eachother, so that 2/2 situation could have some people pipping, some people drawing and the others depipping.

  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406834#Comment_1406834

    Obviously I didn't make a straight line. I walked around the main center building of asylum while looking at the other 2 gens along the way. But considering the area there was no way I could've gotten to that side of the map any faster. They did have leader as well as toolboxes.

    A major flaw in your argument that everyone else is also using is that you assume I can just down them whenever I want. "Just eat the DS." "Just wait out BT and slug." Completely ignoring the fact that they have plenty of pallets around and strong structures. The best thing I could've done was wait about 5 seconds and slug the person who got unhooked first and then attempt a chase after the second. The problem with that though is he'll either have unbreakable or his teammates will get him up in no time because they aren't that far way. We were directly outside of the central building and they were completing the upstairs gen. That place is filled with god pallets.

    I slug the first, chase the second into shack, MAYBE get him at best 20 seconds later, and then by the time I get a hook off 2 people will already be on another gen. It's not impossible, but NOTHING about this game was going to be enjoyable in any way at all.

    Well, first off you never mentioned the toolboxes, so thats fair that the gen went faster, but survivors using toolboxes to rush the first gen is actually good for you, since its a waste, and means they dont have more useful tools like medkits and keys. Also, leader doesn't do anything to help with gens.

    As for what you say is our main flaw in our arguments is not that you should slug the guy and chase the second, but instead just wait a mere 5 seconds before hooking the rescuer, so that way the guy they rescued no longer has the endurance effect and can't safely unhook right away. Doesn't require slugging, and forces a 3rd survivor to help

    And the final part, giving up because 2 gens where done, whilst you had 2 survivors injured and 2 hooks on them is stupid. Gens will be done, and 2 gens is not the match over. Of course if you're not having fun then dont play, but this is more a you problem than a systemic issue with the game

    And a point i never said, survivors want to survive, using the best tools at there disposal isn't something to blame them for, or get angry

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