NoMitherPlayer
NoMitherPlayer
About
- Username
- NoMitherPlayer
- Joined
- Visits
- 198
- Last Active
Comments
-
@EvilJoshy said:
On PC there is a lack of killers but no lack of survivors. Often it's the same thing but in reverse. A yellow killer against red ranks. oNly survivors have no remorse when it comes to bullying a killer.
You re so wrong man. Some people play both sides. Damn your kind is the reason why there is sides in this game
-
@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1143944#Comment_1143944
You have a valid point in the ebony mori, it often makes survivors more skittish and scared of getting killed early. But if you read the OP's original complaint his problem is that survivors are playing too safe already, so it's hard to see how bringing a mori would help his problem, survivors would play even more safe against him than they do now.
As far as the shroud of separation (the thing which makes them spawn not together) I'd argue in the current balance of the game this is a detriment more than a help, particularly depending on which killer you are playing. Separated survivors means up to 3 could be working on generators while you are chasing the first one you find, and three generators can pop after one chase. I'm much more inclined to prefer survivors be stacked together on one generator, that way when I disrupt them, they all need to vacate the area to another generator or risk getting hit by returning to the one they were on right away.
Hmm yes that make sense. I've only tried this once with a yellow mori and I had the wraith. I haven't thought properly of using a shroud which is yes not really a good thing.
-
@Kwikwitted said:
As others have said, the solutions are pretty straightforward.
If playing a killer that can't bypass/mindgame loops, break the pallets, but be mindful of where the chase is happening, if it's one jungle gym with a distance to the next obstacle pursue the chase, if they just ran into a killer shack with no generator in there I say let them have it and break contact.
Knowing when to chase is almost as important as how good of a chaser you are.
Another thing that may help is stealth-based killers. At the end of the day if they know you're there until you're on top of them that's often a free hit. Even if your'e not running a stealth character, a perk like Monitor and Abuse can work wonders in just letting you get that first hit quickly, cutting down your overall chase times.
This is pretty much how I play my Legion, feral frenzy lets me score injuries easily enough and then M&A combined with maybe Nurse's calling let's me sneak up for easy hits while survivors are healing, or sneak up on them doing generators.
Another solution that is a little counter-intuitive is bloody party streamers, yes you heard me right.
See, times are hard for them survivor mains, points are at a premium, and unhooking gets them a lot of them, bringing a party streamer really gives them an incentive for someone to go down for some hits. A lot of time streamers gets survivors to play a lot more altruistic, and as a killer you can exploit that. Just some thoughts.
Will there be times where you just get merked by an SWF sweaty group on comms playing super safe? Possibly, but at worst each game you can only lose one pip.
Put a pink mori or the thing which makes them spawn not together so they see a dark offering from you. Combine this with a stealthy killer and an unpredictable gameplay, fear will eat them, if not suicide on hook right away. This way you won't have to play depending on their altruistic mistakes but the opposite kind.
-
There's something you forgot to mention. Watching the amount of points survivors get in your lobby and hour own points, you're definately not stopping the genrush at all. It seems like you take a few chases then get gen rushed, focus on the ones you've hooked. But you're right, the match versus greens seemed fine other matches unfair
-
Alright. I was always 100% sure of it that dude made me doubt to 99% because even after showing him the video and having a conversation one day later (Staying really nice and polite)with him he was still calling it cheating and really seemed frustrated from that game. Thanks I got more than enough confirmations. I'll send him this post s link, at some point he will understand
-
@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1121509#Comment_1121509
I also think this would be great to see.
If you're the last survivor, and you've just been downed (put into the dying state), how could you escape? The Killer is right next to you, so Unbreakable would not save you. You're not going to win a race to the hatch while you're on the ground. Hooks have been revamped to be closer together, so wiggling will not save you.
Other than using Decisive Strike, how could you escape? What are these other situations?
Anticipating. Ds or unbreakable are good perks but they can't match a good idea. That survivor, knowing he would be downed might have had a plan since it was easy to expect. One example getting downed close from the hooks where his fellow survivors died (Which can't respawn then). Every game is different, out of the thousands variables which occurs into one game being aware of a few of those and using these might save you. + The killer is not a robot he's capable of insane mistakes. Even if it's extremely rare it's not over til it's over. Basically gambling on 0,1%. Perks ideas? boil over+ that ash perk to recover wiggle progression.
-
@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/1125138#Comment_1125138
Game slowdown stacking is the same as Second chance stacking. You put 4x perks to stop the other side from doing their main objective to win. Im surprised, that the problem has been identified that quickly in gen slowdown. But for 3 years we have the same 4x Second chance meta which can lead up to 20x Second chances denying the killers main objective. Singlehandedly winning them the game through perk stacking. I dont see how that is any different from slowdown stacking.
@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/1125138#Comment_1125138
Game slowdown stacking is the same as Second chance stacking. You put 4x perks to stop the other side from doing their main objective to win. Im surprised, that the problem has been identified that quickly in gen slowdown. But for 3 years we have the same 4x Second chance meta which can lead up to 20x Second chances denying the killers main objective. Singlehandedly winning them the game through perk stacking. I dont see how that is any different from slowdown stacking.
The main objective of a killer isn't to kill a specific survivor while giving others a free escape, missing 75% of his objective. He's supposed to do so the whole game I mean survivors can take 3 hooks each which encourages skilled gameplay from killers. Ds and unbreakable were created with the same mindset in case those 3 hooks aren't enough to make the killer realise this isn't an effective way to get to his objective! Isn't it obvious after getting ds punished once lol?! You're not playing dead by daylight correctly as a killer. Both sides are supposed to synergise together not to be compared with a versus mindset my man peanits is right.
-
@Chrisko said:
Why do survivors get less points than killers?
Has behavior ever addressed this?
Am i mistaken?
Survivors can still get 32k. 1st if you do gens with others you easily get 8k. 2nd a 1 min chase with few pallets on the killer 8k. 3rd, 2 unhooks + few healings in coop, 8k. 4th 5K if escape, 1,5k+ if you were the obsession. +300 fore every self heal wiggling helps too. You pretty much need to do all this
-
@Reaper_xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1121499#Comment_1121499
It is not fair to be punished for something outside of my control
I had alot of dcs because of my bad conn so I thought of that. Imagine if you were right and disable dc s penalty when the player s connection suddenly go off. It's sad but true, every toxic player will fake a sudden connection problem by unplugging their internet cable for example. That feels unfair I know it but it's the right thing to do sadly.
-
@List_of_concerns said:
For me, the Memento Mori Kill sequences are some of the greatest tributes Dead by Daylight has made to the Horror genre. As a quick reminder, the Cypress Memento Mori allows the Killer to Kill the last Survivor instead of Sacrificing them. In my opinion, allowing the Killer to perform a Memento Mori Kill on the last Survivor wouldn't have an impact on win or loss ratios. To accomplish this, the Cypress Memento Mori could be made into a standard feature in Dead by Daylight.
I would definitely find spectating more enjoyable if there was a chance to see a Memento Mori Kill sequence at the end of every Trial.
Would you enjoy always having the option to Kill the last Survivor via a Memento Mori Kill sequence?
This would be great to see but I've to agree with Fibijean. This would be unfair in 99% of the situations, survivors can clutch it!
-
@Reaper_xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1119305#Comment_1119305
That is why they need to lift the ban. One time, I had a power outage due to the storm but yet I have to get the penalty.
Intentionnally or not you probably ruined other players game that day. 4 players because of 1. You got 5mins ban right? It's equal to your modem restarting then the game itself restarting maybe 1min left. This ban thing is great. The core of the problem are people but devs are devs what can they do lol fix humanity?
-
@yoyofrost said:
It's the only fair way to balance.
"The entity is empowered by their bond and friendship blah blah blah making his servants more powerful", scaling with number of SWF (no handicap for two people, starts with 3, increases with 4)
-Window loops can only be vaulted twice before being blocked
-Reduce number of pallets
-Decrease genspeed
etc...
Swf is regular. Not swf is just easy and boring as killer. As a killer I rather face swf. If you're not satisfied with this, pick an op killer. Depending on the add-ons you put or the map gen speed doesn't matter. Some builds give you a 100% guaranteed win. Without swf, 300% lol.
-
@rikaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1106217#Comment_1106217
I choose OoO, No Mither, DS and DH(sometimes SB). Actually being able to know where the killer is not bad. I know he knows where you are but also you know it too. At least you can be sure where he comes from so depending on this. You can loop him. I love this build and I usually play try-hard with this build like you :)))
-Head On, Quick & Quiet, DS, Iron Will(Sometimes Inner Strength)
-Deliverence, DS, Unbreakable, Sprint Burst
If I play with SWF to escape
-DH, Iron Will, DS, BT(Resilence,Self-Care,Adrenalin may be as alternative).
I can make the killer lost me and Self-Care works for me. I use it to take a hit for my teammates after I heal myself.
I used to think using OoO was a risky idea but I was wrong. You're 100% right the information you get from seeing him is too strong. A non experienced killer has no chance, good killers often test chase me at the beginning then I'm free the whole game. Ds feels necessary tho for the endgame. 'Too' strong because the killer only knows where you are when you want him to in my opinion it's kinda unfair. I disagree about using self care tho. In a 2v1 situation it's good but 3v1 or 4v1 self-care is the worst choice cauz too slow
-
@Okoru said:
Why is everyone on this post saying they don't get tunneled and they don't get slugged so they don't use DS or UB?? I see survivor mains complaining every day on this forum and reddit about tunneling and slugging and now they have too much pride to even own up to using meta perks?? LMFAO
-_-
-
If I was a hex user I would blue shards buy him for his hex perk. I only play Billy or the wraith. I like quick movement killers, he's not. If one of his perks possibly combines well I'll get him. About his gameplay this isn't the time to question ourselves about it we don't know how he will be at the end.
-
@Hoodied said:
No really it is!
You are giving a health state to a survivor while making you broken
You wouldn't really need this as then you can hit the broken survivor in the healed survivors place if body-blocking occurs
This perks purpose confuses me as you hurt yourself to heal another survivor by 1 health state, which if you are using it in insta-heal purposes then the killer should split off onto you AND if its DeathSlinger, it won't matter as he will just grapple the recently healed survivor and pretty much throw away the perk you just used.
This would be a really good anti-tunnel perk though as then the survivor healed is most likely about to get ignored for the injured one
It's fair because the injured one also can't heal for quite a while making him useless after this. And damn, this perk is 100% about teamwork. These devs surprised me there! This somehow replaces the swf bodyblock but not as good.
-
@NoahSLX said:
https://forum.deadbydaylight.com/en/discussion/comment/817630#Comment_817630
For that you can wait long because Sony doesn’t allow CrossPlay between Xbox and their own console (PS4). And they are never going to allow it, because they want to make money (friends have PS4, you have Xbox and buy PS4 because you want to play with them) 😂
Fortnite did it. We shall see maybe there is a chance. Crossplay is a + for both consoles they can only gain from it.
-
@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1107669#Comment_1107669
Huntress needs to reload at lockers, who can be nearby or far away when needed. Has a hefty windup and cooldown time for committing to a toss or canceling it. Moves slower while attempting to toss a hatchet. Needs to charge a toss in order to give it good travel speed.
Deathslinger can reload at any moment and has infinite ammo. Has a near instant ADS with little to no windup nor cooldown. Can commit to the spear or cancel it without risk. The spear travels at full speed without needing to charge it.
If you do nothing but look at the negatives you'll only see the bad parts and ignore any possible strengths. Deathslinger doesn't have the extreme range as Huntress but is FAR more forgiving in use and has the added effect of deep wound to stall for time. As long as you can tag someone, even if you eat a stun, that Survivor is out of the game for a while. Opening up you to pressure someone else if the chance shows itself.
Most people Iv seen playing as Deathslinger just don't bother to use his power nearly as much as they should. To beat on Tru3 for a bit, his recent videos are almost pure complaints about how weak this Killers is. But he isn't using the Killer's power and going for M1s.
I've checked tru3 vids. You are wrong. I'm not on any side but he clearly said this killer is good at 1v1s. His complaints mostly are the fact he has no map pressure to versus gen speed which is true. Deathslinger has ups but also downs. Infinite, but missing a shot costs too much. The slowdown+ the reload. Huntress needs 5-10 secs to reload, walking+ locker+walking back. Deathslinger, it's 2secs right? So 2+2+2+2... You get it.
-
@rikaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1099291#Comment_1099291
What about no mither? :D Do you play with it?
Yes I do but no meme same perks all I do is turn on try hard mode x) When I'll be good enough I'll try object+ no mither. What about you, do you have some cool interesting builds?
-
@Tipper117 said:
Anyone have any good altruistic builds that center around the breakout perk? Been bored with the standard meta builds and trying some different stuff. Been trying sabo builds and using flashlights to go along breakout. Anyone have much success with it?
Yep I can do that! It in a swf, there's specific places in every map where you know there's no hooks near by. The strode map if you're upstairs in any house, the school in badham and much more. Breakout+ a kit with the purple add-on to take 1 more hit while bodyblocking. Sprint burst combines very well with the 7% increased speed that breakout gives. Obviously if you're with a friend ask him to add boil over to his build it's the strongest.
The ash perk is great but it's rare to get 3
-
@rikaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1096520#Comment_1096520
It makes sense right now :D It depends on you are playing in SWF team or alone actually. If you play in SWF then you do not need it. But otherwise, for sure it may be usefull as well :))
Yes it's a great way to resume it. With bond I can become the 4th of a random 3 players swf easily. I'm currently trying bond + object it's 10x stronger than premonition+ bond.
-
@rikaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1094100#Comment_1094100
I 90% use DS :D But on the other hand, bond distance is limited. I do not use it just because of this. That would be better I think
Run bond for a month. If it's not enough 2 (Add premonition helps) and your movement will change. Because you're less afraid of running anywhere with premonition, your running movement will become more like a circle. In fact, bond is 36 meters x4. (36 meters front, behind and sides) Basically every map is like a circle and by using in-game infos (Where gens were, survivors, empty areas) You already can limit the areas you will need to bond around while you're searching. In a small map, 6secs max to find the killer or someone. In a big map, 20secs max. Mostly 10. Chases, gens, it's mostly in the middle line of the map. ^^
-
@GuardianThanatos said:
Okay explain to me how they can be countered easily. I had no problems dealing with them last month or any other time during the last year, I use to laugh at people who tried to use them. This month is completely ridiculous so im not sure if they were abusing a bug or something but its happened in a few games where I couldnt do anything because 3 survivors would get flashlights and just camp me while one got gens, they would stay far enough away where if i ran around swinging while blinded i wouldnt hit them, I couldnt even get away from them when I tried either because I was being chain blinded.
I can see where being near a wall would be helpful but ive never been in a situation where I could down them close enough to one since ive been having this issue.
Yes you're right. Sadly you must slug in those cases. Flashlight doesn't work from too close. Yes there's something wrong with the cooldown... Don't even let them flash you once next time. Up your sensitivity for quicker moves? Just trying to help
-
@rikaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1088498#Comment_1088498
Adrenaline=NOED I think they are the same. There may be counter for NOED but the only usage of adrenaline is when you complete all the gens so... DS is not a problem if a killer does not tunnel but since killers are tend to tunnel and love it, DS works. BT is again not a problem if you do not tunnel or you can choose hitting the unhooker instead the unhooked survivor. Meta build is not that much strong as people thought. But DS, SB and Iron Will are really good perks in my opinion. They have lots of potential usually
Idk instead of DS I run premonition in swf. With bond combined, I basically track everyone and know everything. Because of premonition I avoid getting in a chase and would have need DS 1 time/20 games. Which is not worth it at all. Then I use bond to help if a player is getting tunneled or for healing.
-
@rikaa said:
I am a survivor main. I do use DS all the time because I hate getting down suddenly. I never take it off. But adrenalin/noed/unbreakable is usually more situational. I may never use them if neccessary conditions do not exist. I do not like playing try-hard I mean which perks I will use changes depending on how I will play. I love trying diffrent builds depending on their usage and goal. Also I try to improve myself especially without really good perks like Iron Will. I run OoO, No Mither, DS and DH. :))
@Nakedwildman said:
Here we do see the 0,000001% of Players in here commenting that they dont use Dh/BT/DS/Adreanline/Unbreakable for different reasons...
But in fact this doenst say anything about the rest of the Players.
I wish i had just 1 single Match, without a full group of such Meta Perks.
Just 1. Even if it would be against Bots. 1 time not have to sweat because of that BS as Killer.
Thank you
Honestly I rather have 4 survivors with the meta build. It's way easier. I very rarely trigger DS, borrow 0 times it's actually helpful for the killer, unbreakable I never slug more than 2 and it's always quick. Adrenaline can be a risk but til now it's fine.
-
@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1086878#Comment_1086878
Oh please not the “vAlId StRaTeGy” line again.
It’s a lazy way to play used by bad players.
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1088451#Comment_1088451
No it isn't? Tunnelling off hook doesn't "give you a chance" in the sense that targeting the unhooker does.
And why should I have to singularly suffer because the killer doesn't have the stones to work for a kill?
If you're tunneled under a hook you can't do anything about it but your partners can. That's when you often realize you have a bad killer but also bad teammates.
-
@Fibijean said:
This is intentional. Probably because unlike during a game, no offerings, items, pips etc. are lost if a player disconnects during loading. The only consequence for the other players is having to requeue.
Alright thanks. That sadly makes sense.
-
@ZoneDymo said:
Why dont all survivors just run DS, BT, DH and Adren/Unbreak ?
Excluding not owning the DLC's obviously.
Personally im not try hard enough to do it, I know how powerful it is but in my years of gaming I have found many many MANY players do gravitate towards that which just gives them the biggest advantage.
So yeah, why dont you run that build all the time?
It's for beginners. Two DS is enough most of the time, borrow is becoming more and more useless 1 is enough, 1 unbreakable or 2 is enough, 1 adrenaline is enough, dead hard seem like the best exhaustion perk but it's not. It's the best exhaustion perk in an injured situation. Other perks avoid the dangerous situation you can't avoid with DH but have to dodge.
-
@mmain said:
If I understand correctly the new DC penalties are to punish people that disconnect in a match simply because they don't like the way the match is going. The rationale is that disconnecting is unfair to the rest of the people in the match. I 100% agree this needed to be done.
I posted a thread yesterday about queue times on PS4 and had people started commenting on it how when they play killer and they get stuck in a lobby they don't like because of the amount of survivors with toolboxes or whatever reason they just dodge it. Toolboxes are part of the game. The rationale behind dodging in this situation is no different than the rationale of disconnecting in a match. They don't like something so they dodge. Dodging is still disconnecting. It's just done in the lobby instead of the match. It's just as unfair to the people you dodged as disconnecting in match. Sometimes it's more unfair because you may end up waiting 30 minutes or more for your lobby to fill again.
Why does lobby dodging get a free pass when it's done for exactly the same reason as disconnecting?
With the actual matchmaking system if you are in a lobby and the killer leaves you find another one in less than 10secs
-
Probably killer. I main wraith now, I know exactly how to counter him and even always have a perk. But average isn't enough good teammates vs wraith lots of people still can't counter stealthy killers so probably a draw or a win for killer
-
@AvisDeene said:
No because I, rank 10-12 killer, keep getting matched up against Red rank Survivors and they cleanse it in 30 seconds from match start.
So now I just humor myself. I hide in the basement and protect my chest. Sometimes I want to protect the sparkly Skull and bones. Other times I want to tunnel the Claudette or Bill.
I don’t know why I keep playing this game
T_T
Killer became more of a competitive mode than ever now. Fun is out. Keep doing your thing and when you will be ready you will play more seriously ^^
-
@Letche said:
https://forum.deadbydaylight.com/en/discussion/comment/1049648#Comment_1049648
I never claimed that. That in particular was in response to them saying 'the fact that you don't agree with me means you don't play enough/understand'. That mindset is the person you should be addressing with this statement had you read the context prior.
I'm sorry, texting in forums is not something I usually do. My answer was general and not addressed to you at all. You're just a cool dude playing for fun
-
@Falkner09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1049626#Comment_1049626
Ever go against Oni with Renjiro's glove, Splintered Hull and Sloppy butcher? They leave blood orbs all over the place like little aura mines. They never get to heal either cause I won't allow it.
I'm not sure. When I see an Oni I see a highly possible easy win. (I'm on ps4 he's hard to maneuver there) But I recognize the danger it is to have a wounded survivor for too long vs Oni it is certainly strong. I'll be more careful than I already am about it ^^
-
@Archimedes5000 said:
No Mither is the ultimate meme perk, but maybe it should be useful once in a while.
The problem with No Mither is that its existence contradicts its purpose. It allows you to pick yourself up INFINITE TIMES, making it infinitely stronger than Unbreakable. But it has many issues.
Just like Unbreakable, it relies on killer NOT picking you up, and this can happen ONLY if the killer does not know about you having this perk.
Unfortunately it is IMPOSSIBLE. Immediately after the trial starts, killer can see that one survivior is injured and broken, making this perk instantly worthless.
Killer being able to 1 shot you on top of that makes the situation completely hopless. Lack of pick up speed buff (like Unbreakable has) makes you a burden for your teammates, and the "you dont leave blood trail" buff was probably just a joke.
So here are some change ideas, from the simplest to most complicated:
- You start the trial healthy. This should be obvious. You get broken once you get hit, but at least killer does not know immediately. Still a joke, but at least you can pray that you will face instadown killer and he will not notice until he slugs you.
- You start the trial healthy AND the killer CANT SEE the broken status effect. This might actually work, not sure if hiding a debuff is fair play. Or you could not actually be broken, you could just have healing speed greatly reduced to, to 0% for example.
- You start the trial healthy AND you are NOT broken. Picking YOURSELF up makes you broken FOREVER. Sounds like fair tradeoff to me. Obviously you will not get to pick yourself up second time, because the killer will now know about you having this perk. UNLESS you have Unbreakable too. Unbreakable would trigger BEFORE No Mither, giving you 1 safe pick up without revealing your meme power. This might actually be strong. Better remove the fAsT cOaGuLaTiOn, or it would get too OP.
- You start the trial healthy and you are NOT broken. Instead you are EXPOSED for the entire trial. You are not a target, you can heal if you want, but you are still going diwn in one hit. Unfortunately going down in one hit would probably make the killer suspicious...
Thanks for reading, if you don't like my ideas then post yours, lets MAKE NO MITHER GREAT AGAIN! (Was it ever great?)
Edit: changes based on comments
My idea about no mither is simple. Movement speed. With other words, you run faster. The devs can't give no mither a stronger effect than a similar perk. Movement speed hasn't been exploited that much till now even tho it's extremely strong. You get some with breakout and some with hope. But it's very specific. Honestly when I have no mither I literally run the shirtless David king and bloody pants. I would even add a halloween kit if it was useful. The noises reduction they put on it, honestly? This could be such a badass and show off perk if you were running faster than everyone.
Stealth or hiding the bar? The purpose of this perk is just the opposite. "I'm an easy kill come at me" basically explains it.
-
@Letche said:
https://forum.deadbydaylight.com/en/discussion/comment/1046037#Comment_1046037
That's what the word 'insinuating' is for. You're free to correct me if I'm wrong, but based on your response I'm not.
Your whole argument is that only certain killers are ever able to win and based on your response to someone else about what your win condition is, my response to you would be not to play the killers you don't think are viable to completely obliterate every game. If it's okay to tell survivors if they want to win they should only ever play meta perks then you should take your own advice and never touch killers who can't win you those easy 4ks.
I had 1,191h in this last year. I think I play enough to know. The only killers I have problems with are ones I don't play much or have very little experience with (like Oni/spirit since I just obtained them).
The only difference between you and I is that I acknowledge most of my short comings are a consequence of my own actions/mistakes and I play to have fun no matter how many kills or escapes. If I have a good game, I don't care if I die and I'll more than likely die to the entity for a killer that honestly tried their very best, because they deserve it and it doesn't bother me any.
You.. you're joking, right? I don't have to agree with you to be right. You think your logic is that infallible? That's laughable in itself. Hold that L for me, sweetheart.
Because of how the game is, not only 1 person is right or wrong there's no infallible ones. There's too many right perspectives. Winning perspective. Fun perspective. Self-one. They're all different and neither are wrong.
-
@Knots said:
I have hundreds of moris saved up and I'm just burnin through em haha. Since ruin got nerf'd, I have gotten enough salt from end game chat to start my own seasoning company.
Yeah only a very strong and altruistic team could full escape vs a mori. Need a God loop too.
-
@feechima said:
If I am being tunneled, Iike fresh off the hook, barely got my pants up, I will run the crap out of buildings. I don't care anymore, my objective is to buy time for my team and myself. I don't run DS so going down would be bad for me. However, I like to see atleast one obsession in the match because a lot of killers assume I have DS and slug me.
I don't usually run anti-tunneling perks unless it is happening game after game, after game. Then I switch to my DS so I can atleast get from under the hook if need be, or I will switch to a healing build with a medkit. I've been able to heal up a teammate before the killer comes with botany, medkit, we'll make it, and resilience if I get hit before the save. That at least gives them a chance, also I will heal while looping or BLoS if I can. My normal build is Detective's Hunch, Inner Strength, Spine Chill, and Kindred.
I've tought of a 2x botany to very effectively counter a slug, but I would have never think of a whole healing build to help a tunneled guy. That's a pretty good idea especially adding the use of a tool like a medkit. I'll definately try that. You basically just need to isolate the player to heal him for 5-8secs
-
@Falkner09 said:
I like jumping between different survivors in the middle of chases, then going back to the first one. it works well because you throw them all off constantly. I've also been using lots of killers with high information and/or work well with thana/dying light.
I love playing against killers like you, countering your playstyle feels like a chess game. I think it's the best at the moment, with my build I can track you but 90% of the survivors in the lobbies get easily annihilated by this strategy at the moment because they don't know how to counter that yet.
-
@DBD78 said:
Don't have a tactic against it. If they tunneling then I probably die and on to the next game, no problem. Playing as killer i have not started tunneling yet but perhaps I need to, don't know if it helps me get better. I do pretty well without tunneling or camping, but have nothing against it since it's just another strategy.
As a clever one mentioned you need your teammates in that unfun case. I did not tunnel for the same reasons as you. It's obvious that it won't make you better in my opinion too. "Is a 2k victory by tunneling better than a 3k one because of tunneling"? Depends on the perspective, there's no right answer the rank system doesn't implement that.
-
@Zamblot said:
Problem with countering it is you rely on your teammates. I had a game where I brought DS, borrowed time, dead hard and inner strength. Pretty standard build, so I save someone with borrowed time and they let me get hit, ok annoying but not too bad. Later they go down after not letting the killer hit them with their borrowed instead trying to loop them and I'm not injured so I could only take a dead hard hit at best. Well they go down and get put on hook but make sure to suicide as I get to them leaving me out in the open. I go down, annoying but oh well. I'm then picked up, hooked and later saved by some meg who doesn't understand the concept of taking hits. Oh well it's fine, I'll just have to use DS. I pull off the DS and loop for a good amount of time until there is one gen left and then get hooked, this meg then saves me Infront of the killer when bill was trying to and I'm a few meters away from the killer. It's fine I think, she knows I've used my DS, she will take a hit. No she purposefully runs away leaving me to die. There was literally nothing I couldve done, I baited a hit with dead hard but the nearest unused pallet was still to far and I just got slapped up on the hook and the meg just got to straight up escape for my sacrifice that wasn't necessary (she hadn't been on hook once and if she did go on hook I would've just used borrowed on her. Bill later told me he was coming to save me, let me take a borrowed hit, take a hit for me, run to his gen which he 99ed and then adren so the killer didn't instadown him. If I got that bill I would've been fine but no... I got a useless survivor that just saves me for bloodpoints and nothing else, not even willing to take a hit (the guy hadn't popped final gen yet, she couldn't have been worried about noed).
Yes you're absolutely right. Against a killer who has a decent level in tracking a survivor you need teamwork to avoid being tunneled even if you're very good at looping. It's a risk you take if you play solo sadly. But, honestly I'm glad about that. It's terrible when a teammate kills your game. But in the other hand just by being very altruistic one survivor can save your game. It doesn't happen often but it's so cool when it does or when you do it.
-
@LetsPlayTogether said:
There isnt a single thing that can be used to counter tunneling. Thats the real issue.
Teamwork is so strong in this game. I believe there's a variety of things that can stop a tunneling situation. I've done it and seen it happen against extremely good or bad killers. I've seen it fail too sometimes. 90% of the time just by myself and my perks/build I can stop someone from being tunneled (make the killer looses him or leave him). My last resort is being down for them. Escaping isn't guaranteed but I can give that second chance. I've seen some interesting answers, I'll not mention the meta perks. Using god or pallet loops, swf, slippery meat might surprise the killer, kindred for information, then in case the killer looses the survivor but still tries to find him a bunch of stealthy perks. (Calm spirit being a good counter if the doctor tries to find again the tunneled guy with his ability for example). Some others mentioned the genrush, so the tunneled survivor countdown is shorter. Also, the killer can make mistakes! Just to clarify 1 point, there is no "garbage" killer. There is experienced and more or less experienced killers. Tunneling is an obvious and efficient strategy to a beginner or even a veteran.
-
@ClickyClicky said:
How is it the new meta? Tunneling is just as frequent as before.
I really wish they would split Russia from EU servers. If you get a killer that hard tunnels without any remorse I can guarantee you post game their name will be a bunch of Russian letters.
I did play alot after the new update. I'm on ps4. 90% of the games 1 player is being tunneled. I play as swf so maybe it's just against good swf teams they now rely more on tunneling? Maybe in solo it's the same as before.
-
@Johnny_XMan said:
Switch to toxic mode.
Watch me sandbag your hits while I blind you mid way so you will lose track of that other survivor.
😈
I'm never toxic as a player but sadly teamwork and toxicity can be combined exactly the way you mention it x)
-
@ppo8820 said:
I’ve not noticed any change. Killers always camp and tunnel. They always have. Nothings new.
@ppo8820 said:
I’ve not noticed any change. Killers always camp and tunnel. They always have. Nothings new.
Definately not as much as now, I've seen an insane increase in tunneling. Before some medium killers using weak killers could rely on ruin and no need tunneling.
-
@Bamallamadingdong said:
https://forum.deadbydaylight.com/en/discussion/comment/1042755#Comment_1042755
New Doc is getting used more because he's just been reworked, not because he's entered the meta. Whether he's stronger/more fun to play (I think he is) does factor into it as well but it's mostly because he's sort of new.
I also have no clue where you got the impression that killers only just started slugging to play around DS, it's been happening ever since the rework.
Yep we don't know yet if he will be that good once he's not new anymore.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1042875#Comment_1042875
Well then we open a whole other can of worms.
I play to win but yeah the games ranking and pipping system makes that very hard to define. I personally base it on kills. However kills aren't really accurate because of a multitude of factors that make that unreliable as a means for determining skill or balance.
Just one example being NOED. I don't use it, but I wouldn't count any kills from NOED towards my "kills are winning" goal as NOED rewards kills for nothing skillful on the killers part, but simply because the survivors were lazy. There are many others though.
Yes I guess we're all lost because devs ranking system is actually meaningless. Hopefully their new idea will help us
-
@Boss said:
Not being found.
I know that sounds silly, but it's the only thing i actively do to avoid it.
The basic of every best strategy is always the most simple :) "Not being found" which also is what you need to aim at if you're being tunneled. Successfully disappear(That's the complicate part with all sort of teamplay), then once it's done "not being found strat again" ^^
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1042755#Comment_1042755
Ruin nerf just means they aren't running Ruin and you might see a couple more CI instead. Doctor being better just means we'll see him a little more. I see just as many slugs and DS avoids as I always have.
None of these have changed the meta for anything significant. You are still playing exactly the same as the last few years.
There is always something to learn on survivor but that doesn't mean the meta changed.
If I understand you correctly, you're saying that every game is basically the same generally. Yes that's true.but take a look at your own gameplay years ago (let's suppose you were a very good player) then take a look at your gameplay now (again let's suppose you're very good) it's obvious that the old you would get destroyed today. The main path is the same but hundreds of details have changed mostly because skill is way higher than before.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1042703#Comment_1042703
"The problem is survivor meta perks can be completely pointless 90% of the game. For example, when I play killer, even though I see these perks a lot I rarely ever see them in game."
Here lies the issue with this though. Against a good group of survivors if you play "fair" you will lose. So if you really never see any of those perks activate all game as a survivor you already won the game anyway. If you won anyway because he chose to play fair and none of them activated then it really wasn't a waste was it. If your team still loses and he didn't tunnel or camp at all, then your team just played very bad and/or there was a significant skill difference between ya'll. Whether they activate or not they are still the best perks in the game for a reason and that is why they are run so heavily at red ranks, not just for their activation but because it forces the killer to play inefficiently so they won't.
"My point is, I think survivors builds are more based of how a killer plays than a killers build is based of how a survivor plays."
I actually think the complete opposite.
Survivors are strong enough that the perks you bring don't matter as much. You decide what kind of play style you feel like having or if you wanna run some meme perks and it really won't hurt you that much.
Where as on killer there is very little variety in what options you have realistically against a good group. The majority of your perks feel forced on you, not what you feel like playing with. Most your perks are pre-decided to bandaid fix game problems that are never addressed. You don't have room to run meme or "fun" perks like you do on survivor. If you do then the survivors were just playing really bad or it's against low ranks.
@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1042679#Comment_1042679
The problem is survivor meta perks can be completely pointless 90% of the game. For example, when I play killer, even though I see these perks a lot I rarely ever see them in game.
- Borrowed Time - I started with this one first, as its one of the few meta perks people complain about that I run and Its the only one I ever really see in my games. As I prefer to not chase the injured survivor off hook I will go for the rescuer. The only reason I see BT is because the injured person tried body blocking or I stayed to close after I downed the rescuer, s I hit them and then pick up the downed survivor.
- DS - Though I see this perk fairly often, its probably 90% of the time within an exit gate as I had not tunneled all game, so they didn't get to use it til than. Or I see it by them forcing me to use it by just running at me. Other than that, even though I see 2-3 survivors running it every game, I might only see it used 1 outta 5 games
- Unbreakabill - To be honest, unless I can down another survivor within 30 seconds, I don't leave someone slugged long enough to use the perk.
Basically most survivors perks are literally pointless it 4 outta 5 of my games. Borrowed time being the only weird exception, because yes I see it, however, I usually get a hook and you are off mending, so it works both ways.
EDIT: Forgot to clarify my point, My point is, I think survivors builds are more based of how a killer plays than a killers build is based of how a survivor plays. I can't think of a single perk I run that is because of something survivors do. Maybe Franklins if I see 4 flashlights? However, even though I used to run less meta perks when playing survivor, due to the increased camping and tunneling, I am running this perks more often.
There are perks as survivor to counter killers perks but none to counter killer s power. But as a killer, you can't counter most survivor s perks using perks, because that's their power to the devs.
-
@Blueberry said:
Literally the best perks on survivor for the "meta" are also the best perks for countering "tunneling/camping" they aren't any different. There also isn't any new meta.
Because of YouTube , twitch the meta keeps changing or evolving. On the killer s side don't tell me you haven't noticed any changes after the new ruin which obviously means survivors have to adapt. + new doctor is often used, it's also part of the new meta.
Another example, as a killer 1-2 months ago killers wouldn't pick up survivors to avoid ds. Today? Alot of them started to do the opposite, pick up to trigger the ds.
As a survivor I always think there's something new to learn. Devs add new perks or change some.