Poochkips
Poochkips
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@Ryan489x said:
Almost any major change to the game doesn’t make it past a PTB. Were those the right changes to fight tunning. No they weren’t and some of us knew right off the bat. However since they canceled them it’s been all over social media that the community saved DBD by complaining. When the reality those changes were never going to make it past a PTB and we all knew it. Now killers have just been given a green light to tunnel and it’s just got even worse.
Long one here.
One thing I've learned over the course of this discourse was just how many people have double standards when it comes to certain things about this game. Not everyone obviously, but the amount double standards I've seen within this community can be a bit wild. A while back I made a post talking about Unbreakable being potentially base kit, and a lot of people basically said "Not happening" in laymen's terms, with most not even bringing suggestions on how to fix the current issue of slugging. (There were some good bits of conversation though)
An example of double standards. I have been told a couple things. One popular argument being, "You shouldn't need a perk to fix certain problems/issues." An example is when anyone brings up gen regression perks etc. Some people saying they shouldn't have to bring perks to stop certain mechanics of the game, but that's the actual point of the system in play. It's all about countering and adapting. I've seen people complain about flashlights, and when I've told people to bring lightborn when they see said flashlights. A perk that completely stops people from being able to use a popular aspect of the game. To which i get the same answer or similar I'd say about 80% of the time.
However, when you bring up slugging, people just say "Just bring unbreakable if it's so much of a problem"
Like…what? By that same argument, I shouldn't need to bring a perk to stop a mechanic thats being heavily utilized. Its more of an "It's okay for me, but not for thee" kind of shenanigans. And even then, it would probably be complained about to high hell until it got a nerf with 16 specific conditions in play before it would become active (This is hyperbolic/sarcasm, but you get the point) if it became so popular. Just look at how poorly people took the botany knowledge buff…..
I personally believe basekit unbreakable wouldn't be that bad, but think it should only start counting when 2 or more survivors are downed, and it has to be for like 150 seconds or something. Which some would say it's worthless then, but it's not supposed to be 100% of a crutch. Kind of like the anti camp. The people the changes really would have effected were killers who struggle with mobility or downing people in a chase fast enough to apply proper pressure. Which i think if that's the case, devs should look to tweaking and changing THOSE killers. (Save my boy trapper please) And i'm not talking about what they attempted to do with new Myers….. Not every killer should need a dash to make things less problematic. The changes they showed like base kit barbeque and other new built in features and the way some of them were more powerful on some killers, and weaker on others. (Nurse not being able to utilize the new system as strongly that they were attempting to implement, as it would have been really strong on her is a prime example) shows that they can add passive background perks on killers. Like make a system that if you're playing a less mobile killer, gens take a bit longer to repair vs one who is highly mobile, where they can stay the way they are at current. Something like that i don't know.
Last thing. This game, unfortunately, majority of the time, is stomp or be stomped. It's rare to find an in-between from my experience on both sides. You either have a really good killer, or ARE a really good killer, or get really good survivors, or ARE a really good survivor. Same for the bad aspect of this. -
Im not worried because I already don't tunnel. It's not too bad unless you're fighting a coordinated SWF where it really helps, but in most cases, it really depends on who you're playing as, map and if its SWF or not. Unfortunately, swf will forever be unbalanced due to the fact that they can't really nerf swf, because it would be basically punishing you for having friends.
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@TimberGoingDown said:
Lol. I hope you enjoy staring at the queue screen. Because if these changes go Live, survivor queues will hit ten minutes within a month. And once you're done sitting in those queues, you'll finally get a match against a cracked, sweat lord Nurse that hasn't seen the Sun in two years, and she won't give two fudges about the anti-tunnel or anti-slug systems… because she doesn't have to. And after you get sent back to the lobby, you'll be treated to another ten minute queue while you wait with baited breath for your next match… against a cracked, sweat lord Blight that hasn't seen the Sun in two years and doesn't give a fudge about the anti-tunnel or anti-slug systems… because he doesn't have to.
They won't be 10 minutes. At best a minute or two. Right now they're currently like what, 10 - 30 seconds? While Killer is still staring at a queue screen for anywhere between 5 - 15 minutes depending. If anything, all the killers who are saying "I'm done" might make the Killer queues finally not stink.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972261#Comment_3972261
Just like killers have to use slowdown perks to no get gen rushed, unfortunately thats how dbd works my friend.
This….is just straight….no…..Killers don't have to counter DC penalties….What…..
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Good counters to the "healing meta" are
Sloppy butcher, Nurses Calling, Coulrophobia, Weeping wounds, huge one is leverage, as that directly blocks Botany knowledge. It's nearly the equivalent of the lightborn to healing. 50% is a huge amount. Thanataphobia, Hex Pentamento after 2 totems lit up which isn't hard to pair with other strong perks. You have the ability to give exposed. Friends till the end, starstruck, dragons grip (Meme perk?) Devour hope which pairs well with pentamento, haunted grounds. For the more non camp heavy killers, make your choice is still in the game, just unused…There are addons for some killers with exposed etc.
Plenty of abilities that have addons that cause hemorrhage, there are so many tools for numerous killers in this game that can be used to help circumvent these heals to a degree. The point is to not make healing so bad it's not worth doing. At that point everyone might as well just run no mither if it gets to a point like several patches back where healing took so long someone recorded themselves taking 2 minutes to fully heal. Considering the amount of complaints, it seems like that's the only thing that might appease the outrage. (Obvious overexaggerating)
Medkits are 1 to 2 use things at best, and even then, paired against healing slowing builds, they still put pressure on the survivors.
Yes, medkits are better than they have been in a long time. Franklins doesn't drain, that part I think sucks, but it's still a useable perk especially paired with dredges weave attunement. Still viable so you can see when a survivor is going back to pick the item up.
Medkits can only be used 1 time, 2 at best with good addons….And any killer that is applying enough pressure will stop people from being able to just heal spam all game.
I cannot stress this enough, if a survivor is healing, they are not doing the objective.
Self care wasn't even touched, and botany knowledge didn't change it anything about the "Heal meta" for self care. It functionally pairs better now with medkits, but that's it. The only actual change that happened recently was literally the medkit effeciency decrease being taken away, and since then that's all people talk about is how OP this is now. If the complaint is a medkit is too strong with botany, you get just as much milage running we'll make it, auto at full stacks, Boon totem builds… I can go on and on, list endless perk combinations, but i feel a lot of it would fall on deaf ears. Met with "Why should I have to run these perks" etc. It's why i said. The tools are there. Use them. The game is about countering gameplay. The amount of anger i keep seeing from the community over a small buff Is why I even made the sarcastic comment about it in the first place, because it seems like "players" (Can't say killer apparently because that's tribalism) don't like this change. (Even though you will hardly see any survivor saying "Yeah the healing is too strong, it's got to go" )
Good day. -
@LockerLurk I love the idea of this killer and think they're probably one of the coolest killers ideawise. I feel bad though because I feel they should get a rework to their night ability. It's such a cool concept and really puts the spookieness back into the game.
I'm a similar way when I play my killers, like an example, as a dracula player, if i'm in wolf form, and anyone immediately stops to give me a boop mid chase, that person is safe for the rest of the trial for me. I don't personally care whether I get kills or not, I just love getting to mess with the different abilities on the killers. My MAIN KILLER is huntress. I have a personal rule I set for myself which is no M1 unless carrying someone, as I just enjoy flinging hatchets at people.
Good to see a dredge player though! I really hope more people pick up the character :D -
@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961898#Comment_3961898
I have personally been experiencing games so goofy that as Blight (base 40m terror radius) survivors will manage to all consistently stay healthy all game whilst running Coulrophobia and Distressing (52m of half healing speed), as a killer that has a very easy to time applying pressure in multiple places. I can promise you the healing meta is very real and it really does feel like 2021 or 2022 all over again with CoH.
If one of the best pairings for interrupting healing/slowing it down is ineffective, what "tools" are you referring to that killers have to deal with it? Especially if it isn't an S-tier, which most players are not playing.
Also can you grow up and stop the tribalism? It's really childish to just go around and create/pretend there is conflict when there isn't. Someone asks a simple question and you instinctively start droning on about "KiLlEr MaIn ThIs" and " kiLlEr MaIn ThAt" when literally nobody asked for it. Engage in meaningful, constructive and objective discussion every once in a while.I better see you on every post where someone says anything pointed to either side inciting "Tribalism".
I added sarcasm to the post, but clearly i struck a nerve. Unless you've gone through my post history (Which you probably haven't considering you're asking me to explain perk combinations when in my other posts i've stated a few in similar topics) then "EnGaGe In MeAnInGfUl, CoNsTrUcTiVe ObJeCtIvE DiScUsSiOn EvErY oNcE iN a WhIlE" doesn't apply here, because I have been.. -
Poor dredge players. It almost makes me want to play as dredge because it seems cool
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It's hypberolated by killers who refuse to take anything but information and gen slowdown down perks instead of the actual tools they are given to help circumvent the healing. They're complaining because survivors got a buff to a nearly unused perk that brought it up to "used". And as we see, almost anytime a survivor gets something positive, killers behave like they've just been kneedcapped. Then again, as killers they should never be happy for survivor. So basically, they're just roleplaying.
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Looking at their items, this isnt that big of a deal. If its that botany is "way stronger" (a complaint im seeing people consistently talking about) the only change recently given to botany was it effecting medkits (and most medkits die after 1 use, 2 if youre feeling saucy with add ons. People are behaving like it now gives people an infinite medkit that they can abuse to cut down healing to 5 seconds). Self care is still a waste because there are so many other, better perks you can bring. Its not like the dbd of old where you can heal up in the killers face faster than they can down you. If they are self caring constantly, they are wasting time not doing the actual objective, even with botany. I don't understand the constant complaints I'm seeing when there are so many answers with other perks to counter healing if thats really becoming an issue. If we are in a meta where this IS actively becoming an issue, then use the tools you are given to fix the problems.There is a plethora of different abilities to run that help answer this, but a lot of killers these days just stick to the same 4-8 perks because they'd be damned if they try something different. They do that then theyll just go back to complaining about gen speeds.
The amount of complaints I've seen on the forums and youtube have been so hyperbolic in regards to this new supposed meta because most killers just can't be bothered with changing up their perks to counter things, with the general consensus being that they NEED some other perks or the game is just unplayable. (Example is walking into a squad of 4 man swf sweats and seeing them all 4 have flashlights. Instead of bringing lightborn to actually fully counter the entire comp, say they won't because it's a "waste", then start complaining flashlights are too strong and should be nerfed because they didn't use the literal tool for the job. Square block goes in the square hole man.)
It's like being handed 4 potential tools for a job. You're given instructions that these tools will help make things easier for the constant workflow youre most likely going to see, (in this case healing speed decrease perks) you take a look at a different set of tools, and say nah you like this other set better because it deals with this other set of potential issues. Then complain when the job is harder because you aren't using the very tools designed to make it easier in favor of another set, because what those do seem more enticing for a different set of issues than the ones given to fix the current issues.
It still takes on average to self care WITH botany knowledge, around 20+ seconds (correct me if im wrong.). About half a minute. Run Nurses calling to see the people constantly doing it if this is such meta these days. There are slowdowns, sloppy butcher, shoot Thana is still highly used as a slowdown for all things.
People still run Scourge hook Pain resonance paired with eruption etc, run it with Gift of pain for more value. Pair it with Leverage, you're given the tools to help slow it down. The same way they are bringing 2 abilities+ to counter dieing fast or try to make things more effective, so can the killers. If the complaint is that you shouldnt have to bring abilities to make up for it, that would make things overly linear. Remember when a few patches back healing took so long due to perk combos and some addons the killers could bring? (Depending on what and who, over a whole minute to heal to heal up.)
Doubling up on a survivor should in fact cut down the time on having to heal. If the complaint is that it now takes 7-10 seconds when 2 people double up on healing, that means you have 3 survivors in the same area not doing the objective as a trade off, even if its for 7-10 seconds. It should be easier to just attack all 3 of the survivors in the same area.
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We'll wait for the first set of nerfs because it's going to probably be complained about to death by every killer who encounters it.
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@kosaba11 said:
Genuine question, but where tf are the Houndmaster and Dracula mains? I have faced both a grand total of once each, so I haven't gotten a chance to determine if they're fun to face or not.
The one Dracula match I had was ruined because an Ada clearly wanted hatch and proceeded to do nothing all game, resulting in everyone dying, so I only got experience how terrifying it is to be chased by his dog form. And the only Houndmaster match I've done was an in-door map, so it was never going to be fun.
And speaking of mains, apart from Houndmaster, who I saw people complaining about the new event mask for, I know Haddie is super popular, but I never see people playing her. Where the heck do you people hide?
Hi. I'm a Huntress main who has recently been enjoying BOTH of these characters. I Enjoy houndmaster a bit more cause I like how she can utilize it during chases. I do love Dracula, but i try to go for a more wolf form jumpscare build with it by using perks that remove my terror radius due to the fact the dog is low to the ground. I've actually pulled quite a bit of people off gens with this. (Although on the wolf, if I usually get boops or pets, those players are immediately safe from me for the rest of the game lol)
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949147#Comment_3949147
Trying to improve a system that was perfectly fine to begin with? A 2K is a win. And the crow system is completely broken. That's exactly why BHVR is looking into it. In its current state the game should never be balanced to be more in the killers favor, survivors are leaving left and right and the game is losing players (down 30% from Tuesday), killer queue times are still long as hell. The solution was force hatch spawn at a certain time frame of no one touching gens and only a certain amount of people alive (2 Alive; however many minutes). The killer has won at that point, giving them more free kill for no reason is salting a wound when Survivors are doing exactly what they are suppose to do. Survive. But then you would have people complaining because "muh 4k waaah" when they rightfully didn't deserve it. Camping a 3 gen to abandon timer is uninteractive for both sides, slugging 1 so the other can't escape is uninteractive and boring, yet again, for both sides. And before you or anyone else comes at my throat for being a "survivor main". I'm 50/50, I play an equal amount of both and can blatantly see that the AFK crow changes are half-assed and lazy when the correct answer was right there the entire time.
And since I know someone will say something about it, if you are at anything higher than 1 gen left and at 2 players, of course the hatch shouldn't spawn, but then both the killer and survivor player have objectives to be doing.What i've experienced unfortunately with this forum, is it hates survivor players with a passion, i'd say about 80/20 with 80 being the hating and 20 being the liking. (This could be hyperbolic by a little…) Anything in defense of survivors gets downvoted into oblivion. Regardless how constructive or true. I'm a killer main, and even I see how the flaws of this new system are effecting this game. Specifically with the morality of survivor players. Without Survivors, there is no game. Without Killers, there is no game. I think both sides are valid and have merit to their complaints and arguments, but it seems this forum spends more time saying "Get good" to anything survivor based in terms of criticism towards something that they feel they do not like.
My thoughts. AFK crows take the literal stealth aspect out of this game. It feels like it's not a viable option anymore, SPECIFICALLY WHEN it's the last 2 survivors left. I'm curious is more survivors are going to start shifting to Sole survivor and other perks to assist with this change now…I have more I can say, but i'll refrain for now 😅 -
@Defnotmeghead said:
No abandon button, no way to suicide on hook, and you have to finish totems or chests or otherwise you get crows.
Its effectively a free 2k unless you manage to sneakily do a totem or a chest.
I really hope this means slugging will effectively become non-viable soon through means of basekit self-pickups(there are balanced ways to implement that), or the AFK system needs to be effectively disabled once someone is slugged.i made a similar post talking about this and got downvoted 🤣
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945414#Comment_3945414
i bring it up because it's counterplay to slugging for the 4k
i think the 3rd survivor should be slugged for 4 minutes as a punishment for not bringing one or both these perks since this is such an issue and the game hasn't ended yet
also i have a similar but unrelated question should a killer be allowed to quit if all gens are done?
So unbreakable, while nice, especially because killers usually slug constantly now for the 4k, if you're either, the first to be downed or tunneled out, if the killer DOESN'T slug until the last 2 survivors, then basically you're wasting a perk slot on a "Maybe" (Not only that, if it became a common used perk, killer players will find a way to get it nerfed with constant whining about it.) It's counterplay sure, but the counterplay is so easy to counter again…In the event that the killer is slugging anyway, what do you think is gonna happen when that player gets back up? Unless there is like, 1 gen left or the other player JUST went down and the killer is picking them up to hook and finish them, that's the only time I see unbreakable working. If the killer is looking for the last 2 survivors, They'll usually just reslug, thus extending the game in an already unwinnable and boring situation. You're asking to punish a survivor for the other one not coming to save them in a losing battle????
Just go next is the better option if a killer is going to do this. Why would you want to tilt the community even more because tunneling is being encouraged more than ever now by forcing them to stay in the game and wait 5 minutes of doing nothing to die? Or get back up, and waste more time when they'll just most likely die. -
I understand to an extent the devs intentions, but this was seen from a mile away. And the worst part is, it feels like they didn't really fully test this very obvious scenario. New players are going to have this kind of thing happen to them all the time because they're new. Thankfully, it's halted, but again, it's very obvious this was going to happen. My vote is to just improve the bots that replace players, or figure out something to do more about the DC penalty. This is not it. You can't force people to be in games they don't want to be in. And they're going scare more people away then bring in with the way they're going.
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Killers do it ALL the time, especially in higher elo when they crush players. This forums loves to slide stuff one way. I'm noticing a trend :/
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/446913/just-go-next-end-game-chat
Just join us on Console, no chat box to worry about at all! 😎
Y'all don't really need those 60 frames or filters anyway.
All fun and games until you see "You've been added to a message"
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@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/446090/why-complain-about-genrushing
I don't feel it is or should be a complaint about genrushing itself as you correctly point out that clearing the 5 gens to escape is the survivors objective. I think instead it is more a complaint that the tools killers have to deal with it arent very good, and on the perk side of things, that is true. Slowdown perks and gen defense are the weakest they have ever been by far.
I 100% agree on this one. I think my biggest issue, especially with the ever expanding survivor perks, are even with the new perks for killers, finding a way to slow gen speed can be difficult without locking yourself to a 4 hex perk build to run ruin, and even then, I think Ruin now is more of a minor inconvenience at best to experienced survivors. There are a lot of perks these days that give way to longer chases, while the perks to lock down gens into regressing are few and far between, and some with specific conditions locked BEHIND being able to down and hook a survivor, which as I mentioned, can sometimes take too long, causing 3 gens to immediately ding.
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@Glaive said:
Gen rushing is the equivalent of tunnelling, as you say it’s just doing the objective as fast as possible.
Sure, but if we constantly say "Tunneling is a viable strategy" wouldn't that mean gen rushing is a viable strategy? Both are just playing the game in the end. Unfortunately, with any PvP based game, one side has to ruin the other sides day in order to feel the joy of "winning"
I think it's rarer that we walk away with everyone usually feeling super happy about how they won or lost. -
Vanessa from the movie, since Matthew Lillard is literally playing the character he was portrayed as in the movie.
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@UnknownEnjoyer said:
The abandon feature has been a great addition to the game, but there must be strictions added. In its current state, I've encountered full swf's purposefully going down in order to go next (some even confirmed from stream coms)
Another issue is that endgame mori feels completely meaningless if you mori bots 99% of the time. Even if you don't slug and the last survivor goes down, it feels unrewarding as killer because they instantly leave.
My suggestions, if all 4 survivors are slugged, a 20 second timer begins and if the killer hasn't picked up a survivor then they can abandon the game.
If 3 survivors are dead and the last survivor goes down, a 10 second timer begins and if the killer hasn't mori/hooked, then they can abandon.
Thank you for taking the time and consideration, I hope to improve Dead by Daylight with feedback.I've noticed everyone in the forums here collectively likes to do/suggest anything they can to just take away anything a survivor has received. I see a lot of toxic survivors, I understand to some degree that most peoples fun comes from beating people, but there are so many varying factors for the surrender option. You can't punish everyone for something groups are collectively doing.
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I've recently become a Houndmaster main and i've had people either DC immediately or give up on hearing my dog. ( I don't think houndmaster is a problem personally, I lose all the time, but I have had some people say she's boring to go against and negates mechanics in the game when I asked why they people seem to DC in the endgame chat.) This seems to be the trend when it comes to whether or not people wanna play against a killer is how often they can just ignore mechanics to the game or invalidate them to a extreme. With Ken, I can imagine no one wants to play against him from what i've seen from how annoying he looks to go against from what i watched on this forums from clips alone. It's basically what happens if Legion and nurse had a baby and got rid of the downside of the nurses having to hit their inhaler whenever they finish blinking. Only he has a bugged grab that can hit around corners, through some walls, etc. I've not played enough survivor to have seen more than maybe 1 skull merchant, but I've seen videos of people complaining about her.
Makes me wish I investigated what made her so hated. -
The only issue with the mode as a survivor is when you get double tunneled right away all 3 times. Other than that, it's more about the fun than the kills imo. As a Huntress main, I now have 4 more targets to throw hatchets at. So that makes me happy as is.
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Take away his Marth melee range. I love seeing him hit people from Narnia.
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Little late to the party but I run light born on every character because of people who try to do what they do on survivor. Behavior, please don't nerf lightborn. Leave it alone. It's the only thing that stop survivors from 4 man SWF abusing flashlights to intentionally try to irritate the killers most of the time.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2689238#Comment_2689238
If you escape as snowman you get 1500BP for "master of disguise"
You also get 50BP for "disguise" when you hop in a snowman and 400BP "cold shoulder" when killer hits you out of a snowman. Killer gets 400BP if someone is in snowman they hit, 50BP for empty snowmen.
I didnt know that was a thing. I let them all go by the door all the time so hope im helping at least a little o:
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@PBsamichShoe said:
Fortnite takes skill? Give me a break.
Youre not a real gamer unless u can beat megaman 2 with only one continue.
Incorrect. You're not a real gamer unless megaman 2 without taking a single HIT :3 (Someone did it and it was an awesome run to watch!~)
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@Beaburd said:
This is great lmao.
I love these snowmen so much, they're so fun. They bring out some face campers too I noticed, but I'm still having a blast.
Something particularly hilarious is watching a snowman slowly climb up a hill to unhook you.
Same! Although i haven't tried survivor so I haven't been sure on that. Anyone who is funny with the snowman gets a free pass at my book (I'm iri 3) I let everyone go without a single hook due to this game. It was just WAY to hilarious. I had a blast. I hope this is a chance for a lot of nice people to come out. I feel we could all use it ; u ;
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I ignore the door at all cost. Once the doors are open, it's extremely rare that i continue to even go near it if the survivors are nowhere to be found on the main map. Last thing I care to see are the survivors who love to waste everyones time at the door and wait till the last second just to teabag you because you didn't kill them. And sometimes it really doesn't matter how fair you play, for some reason some of them really just feel the need to do it. Then wonder why there are so many mean killers =w= ( I feel they should add a bloodwarden effect if the survivors sit in it for too long.) I've been playing killer for about 2000 hours now? (i played it for about a yearish on PS4 - then swapped to PC last year.) It's a lot of fun playing as killer. You just have to find your own win conditions. Me being a huntress main, I don't care if people escape. I just wanna land hatchet tosses. If I get kills on the way, cool o: That's what keeps me positive :D
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I dont get much salt here. They all usually come to my twitch while im streaming to call me names. Even then it's actually not that many. I'd say for the last, what 9 months for me, i believe maybe 8 people total have come to my stuff in general and said something rude?
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When I actually do play survivor? Bubba. Most Bubba players are pretty mean. Like behavior wise.
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Nurse was already nerfed. She's fine as she is. There is a reason you don't see any really. With the nerfs, you have to be more precise with your ability or else you waste a lot of time due to recharge etc.
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She's really not that strong imo. Her most defining feature is to shut down loops and information. That's generally it. From my experience (I say this as an iri Huntress player) its hard to make use of the launch birb ability. And any survivor that i've seen that understands how being shut down in terms of their loops, just walk away to the next loop. So you waste your bird. Shes an m1 killer with the ability to stop loops to make M1ing easier. There are a lot of things that stop her from being really good. (I think A tier. Wouldn't say S tier)
Huntress is better <3
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In high level SWF maybe, but I "play fair" with little to no issues. Depends also what your win condition is. If you're trying to get 4 kills, then yeah it's probably a 30/70 ratio, 30 representing the winning with a 70 being losing. (Also depends on killer and skill though so i personally believe everyone's numbers will be different)
I say this as a rank iri player, you can play fair - sadly I think it takes longer to rank up, but again, depends on what you consider a win in your book. (examples - my own self emposed morales/rules I put on myself, no tunneling, no camping, no slugging, if I run into a survivor I know just got hooked before I hooked another I will not down them, only injure to scare them off, if I do down them, usually pick up and drop em till free. If one person rage DCs everyone else gets to go free, etc etc.) I'd say between gold and iri, for me it's a 40/60 (I usually let the last survivor go) a hyper coordinated swf who finish the gens in 5 minutes. Well. Sucks. It's not impossible, just chances are lower that you're gonna do something without a snowball.
Tl:Dr: it's not impossible, just depends on your definition of a win. Killer & skill comes into play. Swf coodinating makes it harder. Fair play is there, just rarer from killers these days.
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@Phasmamain said:
4 bbq stacks
LOL THIS TOO OMG I FORGOT. I get a rush of some kind of feeling when leveling up the tree too
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I was legitimately complimenting people.Survivors have been nutty lately. Good on them, I've had times where It just seemed too easy getting to Rank 1 and survivors were making a lot of mistakes etc. They seem like they've gotten crazy decent recently. Most are on top of gens at all times.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2462866#Comment_2462866
Since when do Survivors leave? Once gates are open i stop playing killer, i grab my phone and do whatever till i'm back in lobby and it takes the full EGC time for them to leave. IF Survivors left matches then they wouldn't complain about NOED. Just leave...
I feel like the entity should block the exits (basically blood warden) if you sit in it for too long, this would incentivize not sitting in the exit waiting to teabag killers just because you escaped
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Don't go near exits, walk around the map in the end and look for where you can get extra blood points, always say GG even if the match wasn't. Sometimes all you need to do is say that and move on. Even if they're saying ggez.
Ignore flashlight clickers. They want you to get angry.
And again, never go near the exits after door is open. They love to sit in it just to teabag you to get you angry. If you don't see it, it can't bother you, and they just waste their time
Lastly. Find something that you have fun doing. Example, I main huntress. I find throwing hatchery fun. If I land some nice hatchet, it's a win in my book. Even if I don't kill anyone I don't feel like I lost so i don't get upset.
To each their own!
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As long as I land hatchet, I'm having fun. Even if i don't kill survivors, I have a blast just getting good throws
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As a killer main, it's kind of debatable, but at the same time I'm understanding why people come to that conclusion. The killer as the power role of the game DOES control how much fun people have to an extent. However, not all killers play the same. I've recently starting playing survivor and let me tell you. I can kind of understand why some survivors think this, because there are just so many toxic killers, but the way I see it.... It's kind of an equilibrium. Survivors who think it's funny to sit by the gates and teabag till the last 1 second left after they beat a killer (One of the reason I refuse to go by the gates once they're open is because people who sit in it for longer than 5 seconds when they don't need to most likely just want to teabag cause haha funny), or follow them around and click flashlights to try to agitate them if they are struggling to get downs etc, things like these are what a killer then could take out on survivors next game. And as a result, those survivors can then become extremely toxic in the game after towards the next killer. It's an assault spiral. A chain effect
Both sides are equally bad. But at the same time, both sides have equally good.
Not every survivor teabags and is a jerk. Not every killer is a camper and a slugger/tunneler. I've had PLENTY of games where people are extremely kind after games. Sometimes, just bringing up a complement and trying to say something good, can really help. Saying dumb crap like "Gg Ez hAhA" at the end of the game is the quickest way of having the toxicity continue.
It's easier to just try to enjoy the game for what it is. And no matter what the ending is like, try to just say GG and move on. It's easier than trying to waste energy with people who have no intention of changing their mind at the end of a match.
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@Seanzu said:
Crazy how nobody complained about this perk for like 2/3 years and now it's talked about daily as being an issue.
Because DS finally got nerfed and now people need to flock to the next thing they don't like to have nerfed.
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@fancynancy said:
I'm a survivor main and run dead hard purely to avoid getting downed during a chase. A lot of killers seem to think this is a strong perk, when I'd say it's a very half and half type of perk. Half of the time, it'll benefit me and the other half, I'm exhausted on the ground, dead hard a bit too early, or dead hard but get downed bc I'm in a dead zone. It's also an exhaustion perk, so I'll only be able to use it once during a chase (unless I happen to quickly get my exhaustion back). So if anything, I feel like it's very balanced and countered. Don't get me wrong through, I can see how you go for a hit and miss bc of dead hard, but I don't think it's enough to "get rid of it" especially bc killers are faster than survivors.. Is that not fair enough??
I play huntress mainly, so it's usually pretty rare it's a problem. Occasionally people use it to dodge hatchets, but its not often, and even then, if i ever have to melee the people that I melee i assume have deadhard. So for me it's not a problem. The "Counterplay" is to literally just see if they have it. It's only a nuisance when they can get to pallets. As it can create a window where they can escape for an additional 30 seconds + depending.
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Problematically, some killers hate both. (it can be confusing)
Examples
I've seen some killers come to forum and complain that Looping takes zero skill. Usually taunting and saying "Ohhh you learned how to run in a circle around a pallet, so much skill"
Then when instead people hide they say "Wow, you're just sneaking around all game."
It kinda creates that scenario for some people who say "Ok...what do you want us to do" Honestly, it's all a bit confusing what people can really want.
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- Huntress
- I love yeeting things at people
- Nope. Not in the slightest
- Never going to drop Huntress so long as they don't mutilate how her hatchets work
- She hasn't really had any tweaks to know, and the only recent one coming (Iri head) i don't even use
- Kinda? Trickster
- Unless they literally murder her hatchets, i highly doubt it.
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Honestly. Sadly NoED. It's the only perk that really is a hindrance. Especially when playing solo. In a game all about getting the hell out as fast as you can before the killer can kill everyone, side objectives can really be bad. Time it takes to hunt for totems and still spend the 15 - 20 seconds cleansing them as well - usually can take 2 - 5 minutes of hunting totems if you're going out of your way to try and find the last one. And that time could be spent trying to escape. When i play killer, doesn't matter who I have it on, I refuse to use the perk myself because i just feel it creates those toxic scenarios where survivors will then just flat out be toxic in endgame chat.
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Last night did Trickster all night. Last 3 matchs were from eh 2-4 got out. Or i just didn't get anything because when hes looped around ANYTHING at all, hes forced to M1 because you're just wasting time at that point. 9 daggers from base for 1 level?? Thats a bit...not good....maybe 6-7. He feels ultra Addon reliant and you need stalling perks just to make him..playable. Definitely not strong. (I then went to play huntress for 1 singular game and there was a huge difference in how easily i could get downs)
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Thing is, once you see deadhard one time, unless you have a bad memory, it almost never works more than 1 time. At least not on me. I just go into every game assuming people have deadhard. And most of the time, it's not an issue for me
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@Marigoria said:
I’ve had killers accusing me of being immersed because they spent the whole game tunneling one of my teammates.
Completely reasonable. For whatever reason, even if they win a "Decent game" against me, once those gates are open, i just tend to stay far away from them and throw hatchets at random objects to practice aiming because most of the time they do end up teabagging. I can SOMETIMES understand why some people doing it from recently playing the other side, but at the same time, if i did nothing wrong, I see no reason why they feel the need to do it every single game. Still, i think the worst are the people who "GGeZ" Like....freaking why....
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@brokedownpalace said:
4k with 32k bp and he's still complaining. Would probably have come here or gone to reddit if one of you got hatch lol
I was perplexed by this too. He said "Too boring" and "Hiding all game" if that was the case wouldn't he have gotten less points because of that? In order to get a lot of people you really have to be in chases and win every one of them etc. Gen guard, all sorts of stuff. Lot of variables.

