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MTK

MTK

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MTK
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  • reassurance is a thing

  • The problem with nurse is that if the nurse player is skilled beyond a certain point, it literally doesn't matter if survivors are potatoes or insane gods. They will go down to two blink hits back to back (three blink hits if deadharded) unless they can also teleport(ie hack).

    Nurse is the only killer where this is the case. Be good enough at her and the skill level of survivors starts to not matter.

  • Find the weak link of the team and exploit it with tunneling. Don't try to chase people who do frame perfect loops around pallets 5 times before they finally drop it. Look for people who drop pallets on first loop(even better if they are the type to wait at a pallet and drop it as you approach) or who don't look behind while in a chase.

    Honestly though, if all 4 survivors are good loopers, the game just isn't designed such that the killer can win in that situation. Should accept that and move on to the next game.

  • Ok, didn't know. Will utilize this info next time.

  • oh her derrrrr MAYBE I SHOULD HAVE DOUBLE CHECKED

  • No offense but if you are struggling with overcharge it's 99% a "get better" issue, lol

    I mean, most survivors at a decently high mmr would make the skill check while playing drunk.

  • It is such irony that for a killer with the most exciting chase music, actual gameplay against/as legion is the most dragged-out out of all killres.

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/338687/as-a-killer-main-i-would-have-done-this-meta-perk-rework-differently

    The difficult skill check never works against anyone with some practice and no input lag.

    That is exactly my point. I find it harder to employ pain resonance nowadays due to the fact that it no longer alerts, and it seemed for a time that it would be a better alternative to use call of the brine + overcharge but nope, overcharge is a joke.

  • Throw the game by doing nothing all game, let your team die, wait for hatch to close and then go find it

  • @MTK said:

    Just gotta have it charged. Once you do, use it on a gen right when a downed survivor is about to be hooked on a scourge hook(since the hooking animation is seen as an aura). If your gen has a decent progression it'll more than likely block the pain resonance effect(or it might skip to the next most-progressed gen, I'm not sure) and the killer won't be able to use pop on the gen because the kicking animation won't finish until the 45 second timer is up which both repressed alliance and pop share(assuming you use repressed alliance like 0.5 seconds before the downed survivor goes on hook)

    Oops, misinformation here. RA lasts for 30 seconds, not 45. But forcing the killer to come back to the gen 30 seconds later is pretty good too imo.

  • Its almost like the devs fail to realize hex totems will last 25 seconds when totem spawn locations have not changed for literally 4 years.

  • i think that was obvious when he got a 4k on addonless billy with potato perks.

    If anyone played that build at an actually high mmr then billy would have received more abuse from the survivors than he ever did from his parents

  • nah the devs and the community wont be happy until all killers are gutted and replaced by AI

    big picture man

  • @Crowman said:

    Plague was never in the worst killer tier. I don't think anyone was putting her below B tier.

    As a killer main myself I would rather play 100 games of legion and pig each and get less frustrated than play a single game as plague(i.e. have fun hearing 2 gens pop while you walk 7 miles to pick up red fountain!)

  • Ah of course the guy derails the thread into "git gud, i win, i better than u"

    I stand by what I said before. If getting the exit gate powered by the time you have 4~5 hooks is an uncommon occurrence to you, then you are just not playing against actual players.

    It's pretty amazing people still tout the "just pressure gens" rhetoric and be expected to taken seriously. Yeah, I can do that too against potatoes/99.95% of console players who play urban evasion and spine chill and go afk for 45 seconds behind a tree when they see their cat light up for one second. But then again, these are not actual players.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2530489#Comment_2530489

    Yes, if you're on your last gen plus its 90% on your 4TH HOOK then you don't know how to pressure at all lmfao.

    I'm sorry but if this is uncommon occurrence to you frankly you are playing against potato survivors, no offense. Gen speeds, along with almost everything else, is determined by survivor skill level, not the killer.

  • @Myla said:

    The actual match starts when there's 1-3 generators left as sad that sounds but it is what it is. I would like to see footage of your match because I'm inclined to believe you just don't know how to pressure people at all and overcommitting to chases that would lose you the match. Don't get me wrong the game has balancing issues but half the time people in the forum don't know how to play their roles and doesn't realize they were the one themselves who threw the match then just regurgitating the same old arguments.


    Pretty sure if you read what I posted originally you'd have seen the example I made was regressing two gens at the start and getting 3 jungle gym pallets and killer shack pallet out of the game and you are inclined to think I dont know how to pressure people, okay.

    Against good players you either lose your totem in the first minute or randomly go to gens to get people off em and still never manage to actually regress them

  • But why would anyone with a right mind want this to be permanent? Its only purpose is literally being a bandaid and nothing more. People have been pointing out flaws about the pipping/rank system for years. And the devs failed to address it time and time again so the next best solution they can think of is hiding it so nobody can see it? That's supposed to be a solution? I guess the standards of this community really has plummeted.

  • Heather is an alias her father made to get the cult off their trail after he escaped silent hill in the first game. She isn't exactly the same person as the "original' cheryl since the current one(featured in the game) is more like a combination of the original cheryl and alessa. But in the context of your question, yes the heather mason your friends refer to and cheryl mason featured in the dlc are the same person.

    in Cheryl Comment by MTK
  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208895#Comment_1208895

    Eh, that’s debatable. Killers are actually really efficient in high ranks. Hell I played killer and it was ridiculously easy. Wait till they make maps smaller. Killer buff after killer buff after killer buff

    I guess you and I must live in different worlds or your definition of high ranks is different from mine.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208875#Comment_1208875

    im right because SwFs was only added way after the game came out. bandaid fix for groups. nice try tho troll

    Not sure what you are trying to accomplish by saying its "meant to be a solo game." Swf is here to stay whether you like it or not? It's going to continue being a part of the game. You are just blinding yourself if you just keep telling yourself that the game should strictly evolve around solo queue because that's "how the game released"

  • @SurviveByDaylight said:

    Survivors need a buff due to small maps, bad hitboxes (particularly at vaults), bad map design always in killers favor (gens are all squeezed together)

    its not fun when killers find their first victim moments into spawning in. Teams of survivors need to get a feel for the map layout after spawning in since it’s randomly generated. It’s unfair that 15 seconds into the match I see a teammate going down. Why shouldn’t gen speed be fast? Otherwise it wouldn’t be fair. I think killers move too fast for maps to be small. Especially high mobility such as spirit, billy, oni. These guys go from gen to gen at unreasonable speeds. I already don’t have fun repairing a generator staring at a progress bar over and over and over. Why should they make gen speeds slower? They shouldn’t. Solo q is going to become less interesting then. I don’t want to come in and die for you staring at progress bar. That’s not fun for survivors. If anything survivors need a buff :/

    In high ranks I see survivors getting ran on too bud. People that complain as killer are the ones that probably just need to get better. But don’t count me as a hypocrite. I’m only pointing out the obvious survivor issues. Lag, hitbox issues at vaults and in general, 3 iridescent hatchets one hit downs? Really? That’s necessary? Ebony Mori? Hahahaha. Don’t complain killers.

    Lol don't try to tie up my post with your low quality bait. The current state of the game is sleep-inducingly boring for survivors because of how easy it is. All this post is about is my concern for SOLO QUEUE(not SWFS) survivors POST PATCH.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/143702/solo-q-survivors-need-some-compensation-buffs

    the game is meant to be played SOLO, also if anyone should be getting buffs it should be killer.

    Saying "it's meant to be played solo" really adds nothing to the discussion in regards to the state of the game.

  • The killer has to be in a chase with someone else when you take the hit. Chances are when you were standing next to that Quentin, the killer's chase registered with you, not him. So when you got it, it was a simple chase hit, not a protection hit. As for the deathslinger case maybe he fired his weapon at max range before the chase started, so it registered as some sort of a stealth hit? But normally if you take a hit unhooking someone it does register as protection hit so that's weird.

  • Im guessing by "balanced" you mean a fair tradeoff between pros and cons? I'd say Oni. He can ramp up in strength if he gets good first few hits and make the survivors bleed, spiraling him out of control during the mid-late game. But survivors have very strong options to deny him early game because he's pretty much a generic m1 killer until he can snowball from his first power.

  • @BenZ0 said:

    Nah sometimes you get no lunge movementspeed, regardless what you do. Most of the time it is the first hit after you load in. But sometimes it also happens randomly in the game too. It sucks but well... it only effects the fun of Killers so it will not get fixed in the next few months, we have to life with it :)

    Maybe it is the first lunge after loading in. That might explain why I think it happens after a special ability because ghosty and plague would both use lunge after a night shroud/vomit. I guess Ill try just doing a lunge right after game starts

  • Maybe i am biased because i've only played ghostface on that map so far and it's so easy to reveal him(easier than blood lodge, which is crazy) because whether the area is flat or elevated(ie buildings) everything has a wide open vantage point

  • gamebreaking for killers not survivors so no

  • Object of obsession takes top spot. At least other annoying perks have a gameplay purpose. Object on the other hand? Does it even serve a purpose other than being toxic?

  • it'll cause a lot more dodges for sure when either side don't like the maps in the pool. There are map balance issues to consider but there's also the issue of killer + map combination that's likely to cause more dodges, like a nurse player dodging a lobby with game/lab/larry/possibly yamaoka.

    I honestly wouldnt mind the same maps that are relatively balanced over and over until the devs change the rest of the maps.. I would play 100 consecutives games of macmillan over any game of bedham or blood lodge or mother's dwelling or ormond.

  • If the survivor is in the drop-down animation when the killer lands a hit, then it'll be both a hit and a pallet stun. More precisely, there's a small time window where the pallet IS dropping but hasn't hit the killer's body(or head) yet, and the killer CAN land a hit on the survivor in that small window. This is why this thing happens more often if the killer is approaching from the side where the pallet isn't leaning on. If the killer approaches from the side where the pallet leans on the wall, the pallet will contact the killer almost immediately so the time window is that much smaller. As a rank 1 killer I personally gotten myself used to timing my hit so that I can hit the survivor while also making them spend the pallet.Its pretty dam rewarding if i do manage it

  • Yeah, I wont deny that the combination of those two perks is GOOD. It's just that once the totem is found and cleansed within the first 34.7 seconds of the game you are essentially playing on two perks. Not to mention you'll prob be missing legit anti-gen perks like pop because cant kick gens with ruin(unless you wanna play 3 perk game while ruin is up). That's why i'm curious if ppl actually use the two together. I'd honestly say i have some niche uses for ruin alone(NOT with survey) where I'd run something like distressing + underground lab offering + calm addon for doctor and just 4 man blast every 60 seconds to get em off gens

  • it shouldnt.

    It's supposed to be an anti tunneling perk

    It's not supposed to be a 60 second "im invincible" perk that survivors can exploit in locker or vault animation(had some survivors slow vault over pallets/windows right in front of killers just to trigger a grab instead of a normal hit)

  • @ClickyClicky said:

    Well we do bring anti-tunnel perks but there seems to be a campaign online to get them nerfed into irrelevance.

    I do feel that they are problematic in really higher up red ranks where everyone and their grandma will take DS DH BT Adr/Unbreakable(Adr seems to be more popular in NA, I definitely see more unbreakable in regions like Korea). I think the issue with DS is that it can be used as an "im invincible" card that goes outside the boundaries of anti-tunnel that it was originally intended for, especially paird with unbreakable. But there are already a lot of posts out there covering that issue