SaltyRainbow
SaltyRainbow
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- SaltyRainbow
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survivor perk
unreliable narrator: changes in healthstages (incl. unhook noice notification) will be delayed by 5 / 10 / 15 sec on the killers hud. this also implies when the carrier of the perk changes the healthstate of other survivors.
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i wish there would be some character templates.
i have some design ideas but iam terrible at drawing complete characters...
cant wait to see some artworks. this community has some skilled artists.
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i agree that she and maybe bubba needs a nerf when it comes to camping.
that idea that she cant spam all traps around a hook anymore sounds good.
Hag has one of the lowest pickrate by all killers and has a ton of counterplay, but a lot of survivors dont know how to play against her. when a swf knows, you can feel very helpless as hag.
outside of the "mintrag camp with make your choice", she is not too easy to play and requires some knowleg about survivor movement, time- and trapmanagement etc. and she is a 110% killer without a range attack.
but she is a noob/solo survivor stomper.
if she was a no skill 4k killer, she would have a much higher pickrate.
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ugh...
who looked at that and said "yeah thats better"??
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its exhausting to sweat every match.
i like challanges but i also like chill games in between. on both roles.
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nurse and billy... both offer interesting chases while still threatening.
iam sad those killer are so rare these days
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@GrimReaperJr1232 said:
What's happening is the other player is likely holding shift (or the console equivalent) and moving, which interrupts the heal to prevent sandbagging. It's likely accidental, but not a bug.
nah its not holding shift. you can have your hand complety away from the keyboard while getting heald and it still interrupts...
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@vulpecula said:
We can all agree that 4.5.0 desync was horrible and 4.5.2 fixed it. It was almost like the synch was perfect after that. I played a lot after that patch and I was in heaven. No bullshit hits whatsoever. It was way better than before 4.5.0. But then a minor update (around 38 MB) happened and hits/sync got worse and worse. Did anyone else notice that?
yeah the first days were beautiful. no killer hit me 2 meter through the window. no "the pallet is completly on the ground and the killer can still hit through it" bs.
than it got worse again.
its terrible against huntress, twins or trickster. victor can miss 2 meters and still hit..same with huntress. and tricksters blades look in survivor pov like the fly directly through massive structures when you loop him...
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thats normal, bc you lose collition to the killer and other survivors when you take a hit. i think for 2-3 sec.
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"myers" is blocked aswell... jesus devs...
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i would like to know why the want vertical survivor portraits so badly... its just looks bad and needs more space. they werent so many players who used super long names.
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to be fair... i played hag with rusty shackles + save the best for last and dark devotion and well a 43ms ping but d-synch is still a thing xD
i expected purple/red ranks to know atleast the killers powers... or beeing capable to read addon descriptions...
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@Retromind said:
https://forum.deadbydaylight.com/en/discussion/comment/1860158#Comment_1860158
These are valid points but I feel like killers get good stuff 1:10 ratio when compared to survivors. Are they really that well tuned and balanced ? I feel 80% of killers are non-viable in a higher ladder.
well exhaustion nerf, pallets reduce and vaccum removal were a really big deal back then and ended chases a lot quicker. 5 gen chases were common in the past if the survivor were decent.
i understand the frustation on both sides but survivors didnt get much buffed in the past (and dont need them tbh)
killer was much harder in the past but yes in some matches you can still feel very helpless. there a still a lot of tweaks needed.
most killers are viable in red ranks... i see most killers fail bc bad tactical decisions which leads into gen rush.
otzdarva for example plays very tactical and wins often with weaker killer like trapper.
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@Retromind said:
Seriously, I have never seen anything even close to what survivors are getting when compared to killers whenever new patch notes are released. Every single patch that I've seen is survivor sided while killers enjoy their stuff nerfed. Is this intentional ?
- more than half of the pallets and some god windows removed (cow tree and shack had two windows)
- vault speed buff (killer)
- bloodlust
- pallets vaccum removed
- exhaustion mechanic (perks had cooldowns and you could use balanced landing after you used sprint burst)
- exhaustion nerf (exhaustion recovered while running (80sec) so you could use multiple sprintbursts in one chase)
- most infinites removed
- map reworks (breakable walls and more loops got changed into "unsafe loops"
- balanced landing nerf (that perk is pretty much dead now)
- some perk buffs (tinkerer, pop (original 30sec on tier 3)
- d strike rework (old dstrike was even more unfair...like getting striked when the wiggle bar reaches 35% without hooking the survivor once)
- multiple sabo nerfs (hooks/traps could be disabled for the rest of the game)
- multiple healing nerfs + self care nerf
- two bnp nerfs and flashlight nerfs (insta blind)
- faster pick up + hook animation for killer
- end game collaps and hatch closing mechanic
some examples
those nerfs were definitly needes but saying that survivors always get buffed and killers nerfed is bs.
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same.. i get often punished as killer with my 40ping with cancled grabs, no hit through pallets etc.
and nearly every survivor round i have to deal with high ping killers from russia who can throw their hatches around corners or get hits when the pallet is completely on the ground... not to mention the hits through the windows when iam already 2m away...
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1792412#Comment_1792412
I dont like corrupt on her bc it pushes the survivors towards you, meaning they'll set off traps before you finish your set up, wasting your time. I've found that you lose MORE gens with corrupt because of this.
iam fine with a half finished setup, i give them a smack and only chase them if they head to my other traps. if not i let them go and continue with the setup.
it just works for me well and i like to have some hooks before the first gen pops.
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@JustHeretoHaveFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1792302#Comment_1792302
Interesting, I dislike running Corrupt Intervention on Hag. I let them pop a gen or two far away while I make sure anyone who invades my territory is sure to die.
i really like it. i can place traps around the loops near the unblocked gens and set up a web without 1-2 gens popping in the distance.
if i play right i get 2-3 down before the finished the gen or i can pressure them into a point were they are busy with damage control and no one is working on a gen. than i can lower pressure a bit if the survivors are nice.
of course only if i play well...sometimes my traps just dont work and the gens are flying^^
how are u playing hag?
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i love playing hag, she can do way more than camping. i just use one trap to force a slower unhook.
when you prep well, you get rewarded with downs in 5 sec.
and most survivors dont really know how to play against her...since hags are rare and most of them just camp or do a daily.
since the trigger radius is bigger then her lunge radius you can destroy her traps somehow save. just dont allow her to set up a web and force her into chases in unprepared areas. at least one person should keep doing this and constantly destroy traps.
while she is carrying someone, the other survivors can destroy everything save.
you can feel very helpless as hag, if the survivors know that.
and avoid the basement like the plague.
my standard build is usually:
no addons, pop, corrupt, save the best for last and dark devotion. works for me but perks like make your choice, sloppy, monitor and totem builds work aswell.
i dont recommend information perks like discordance or bbq... the hag is too slow to react to those perks and your traps work as radar too and you can instantly react to them, if you dont spread out your traps too much. if your early game was bad, i recommend a web around the last 3-4 gens. a 3gen scenario is hell against her.
a good feeling for (not too obvious) trap placements and if survivor dont harass your web, its gg ez even when you play nice and fair.
but like the trapper she is not for everyone. i just really really enjoy trapping and getting rewarded for good placement.
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i had a chill billy as killer.
he played pretty good and i was the last survivor.
i was hiding behind a tree and threw a pebble. he went for the pebble but spotted me in the corner of his eyes. so he came and starred at me.
i pointed at the pebble, he left me and i got the hatch^^
those chill guys are rare and i love them, even when everyone dies^^
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99ms is not really a good ping and can already lead to strange hits that killers with better ping wouldnt get. iam sure you will suffer from hit validation. maybe unfair for players who live far away from the servers.
with my 30-40ms ping i dont get the "2m throught the window/pallet hits"...is that fair?
when oni is bugged the survivors are not responsible for that you know? both sides suffer from bugs.
your glad when someone isnt beeing biased...but you seem to do it yourself...
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i miss the old billy. i dont really play him, but he was fun to go against.
his addons now are trash and that scream when he starts sprinting is awfull.
i also miss the old look of mc millan. the blue ink and lightning covered the decent grafik and gave it some personality... now it looks like a fan build it with a construction kit.
also old remember me could be fun...now its nerft into the ground and no one uses it.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1770765#Comment_1770765
"...ds may need some tweaks and is too strong in endgame scenarios.." And facecamper a hooked guy to ensure the kill is not strong in endgame?
depends on the killer. against bubba its nearly impossible to save and against pyramid head its hard too but with at least two healthy survivor you can usually unhook while the killer is facecamping. you can fake unhooks, bodyblocks... iframe hits...and bt is an often used perk too.
and you can make some plays with unbreakable, ds and/or soulgard. even we gonna farm forever can be usefull to pick up the slugs fast.
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ds may need some tweaks and is too strong in endgame scenarios but anti tunnel mechanic are needed.
played today multiple matches with no obsession and guess what the killers did^^
in the past the pallets/windows were so save, the killer couldnt catch up without BL and window blockers.
they added the last years mostly more unsave loops and BL is not needed to catch survivors there.
BL felt pointless anyways since its last nerf some time ago..
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@chieften333 said:
So If it already covers 100% of every map why is there a distance requirement in the first place?
they changed it for empathy a long time ago. had something to do with the coding. i guess same reason for discordance.
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i agree that anti tunnel perks can be abused, even when the killers doesnt want to tunnel/camp but i bet, that a good part of the killers who complains in the forums is that type who turnes away from an injured survivor in the open and tries to tunnel the unhooked guy through all perks. if the survivors are competent this results often into a 0-1k at the end...
there are moments were camping is good for example when the survivors decide to finish 1-2 gens first before the go for the unhook. then its better to go back and camp the guy into the 2. stage. or eating the ds if you get an easy down at 3-5 gens.
but not mindlessly... at least if you go against competent survivor. against potato survivors even the insidious basement camp works^^
and worry not, these types are not any better as survivors. i have seen some players in both roles and the tend to bring only the best stuff (or toxic behavior) as survivor too.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1724982#Comment_1724982
"As long as you put yourself at a disadvantage just so I can have more fun, I'm fine with any hag".
Right after you stop using DS/UB/DH/BT/Items, my guy.
a hag who places all trap around a hook and just camps is always boring for everyone. one guy can to nothing and the other 3 guys are forced into a holding m1 game...or die to their alturism.
+ generalizing and trashtalking one side doesnt help in discussions. there are enough killer who can only win with moris and best addons. its a type of player who only wants to play with the best stuff, instead of getting good in the game...not the role by itself.
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ruin + undying is the nail to the survivors coffin if they already struggel in a match. gens are usually flying when the survivors get rid of it.
on some maps its hard to find all totems and than it feels a bit too strong when your going against a good killer. but its possible to win against it.
maybe the aura reading on dull totems is a bit too much. since it helps to find survivors very early and gives on some jungle gyms a free wallhack if a totem spawns there.
a nice sideeffect is, that those killer cant really bring noed and usually play the endgame with only two perks. i barely saw noed since the midchapter patch.
anyways if you play in a 3 or 4man swf, you have definitly a slot for detectives hunch.
i dont care much about BT DS UB... the counterplay is pressuring other survivors like the unhooker or eat the ds early if possible.
in most matches i only notice this perks in the tally screen. most killers arent playing tactical enough. and tactic is the reason why good players like otzdarva often win even with bad killers and perks.
it could use a nerf like expiring faster when the survivor is healing or repairing.
ds is very unfair at the endgame thats true. DS UB or DS UB SG is pretty much a free escape ticket at the end and thats bs
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@Bard said:
If you're not using an exploit or third party software to get information or abilities that are explicitly unavailable to you, you're not cheating.
Speedhacks? Cheating.
Wallhacks? Cheating.
Lagswitch? Cheating.
NVIDIA filters? Not cheating.
Slapping a red dot in the middle of your screen to play Huntress/Slinger? Not cheating.
Binding Hag's teleport to an unlocked mouse wheel? Not cheating.
hey,
thas wasnt my complete point... so many survivor just dont seem to know, how fast a trained hag can be, and accuse me of cheating. even life von twitch with showing my steam name...
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both sides can be very annoying. i play often killer to relax after some survivor games. bad mates, moris, getting camped/tunneled early out of the game can be frustrating.
as killer you have the game usually in your hands.
and when toxic survivors are getting on my nerves, i can switch back to survivor.
i guess switching sides constantly and understanding both points of view is the key of playing the game without getting to too toxic and frustrated. there are so many players who just play one role and hate the other role just bc existence^^
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you only see post game which items (and addons) the survivors brought into the game.
it wont show at the tally screen if they lost their item (franklyns demise) or they switched it during the trial. also items from chest during the trial are not visible at the tally screen.
one of them could just found the key in a chest and they found the hatch legit.
also you can only detect the hatch with a rainbow map, or a green map with an addon. the perk left behind shows the hatch too (to the perk owner)
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@sudintlink said:
I'm probably just mad cause bad but it feels like its hard to get a down as hag but once you do, especially if you hook in the basement, its gg because either you crouch which gives them enough time to make it back OR you run and let hag teleport and hit you either way. I know flashlights are op against hag but I would rather replace the need for flashlights with another counter that you don't have to rely on chest RNG to get.
you just need practice. the key of playing hag is setting up constantly a web of traps around a high traffic area and/or critical loops. i prefer the center first and than i slowly web around the last 4 gens.
you can down a healthy survior in 5 sec if you prepared well. once you understand survivor psychology and how they move, its not too hard. dont forget your web, dont chase too long a survivor in a good position. one trap under a hook is good for a slowdown. i usually dont camp, but if you decide to do it midgame, it could end in a free genrush and 3 survivors tbagging in the exit gate. or 4 survivors bleeding on the ground bc they tried to hard to save that unlucky person.
you can mess up the survivors camera with traps aside from pallets/loops to mess up their movement too and perform mindgames on pallets with late teleports.
counterplays are flashlights. and survivors who dont allow the hag to setup her traps. the trigger radius of a trap is bigger than her lunge range. if you touch the very end of the trigger cycle which is 3 meters. that can bait the hag to teleport and swing. which can give you enough time to reach a pallet/window etc. since hag is a 110% killer, she is a bad chaser without her traps.
also dont panic if you trigger a trap. a lot survivors panic vault into my loving arms^^
you can feel very helpless if a teams know how to deal with her, but most survivors dont...
hag can do way more than camping.
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@Lmac99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1654106#Comment_1654106
"maybe dont look at things just from one side" I don't believe I am looking at things from one side. I explained how much a survivor gains from a killer DC, and how they lose almost nothing. If a survivor is doing a challenge like "Dark Senses" and are on the last gen but the killer DC's that is definitely an instance where it can be completely unfair. But I don't see that happening often. Regardless queue times for survivors from like 11am - 8pm CDT are really fast. Queue times for Killer are really fast after 8pm. Whenever I get a killer DC in one of my games, I don't really care and get into the next match like in 20-30 seconds. I also don't get very many killer DC's anyway to begin with. If killers kept their stuff after a legit DC, or they just want to leave for any certain reason, I think that's fair. Because they won't do it often, unless there's a reason too. Like toxic survivors, games they can't learn anything from, hackers, internet stuttering, etc. I'm not looking at things from one side, we all know why survivors lose their stuff after a DC and why they used to get a 5 min penalty. 80% of the player base is playing Survivor most of the time. So even if I am thinking "one-sided" at least I'm not another player who complains about the killer role.
Aside from Camping/Tunneling, which I think is a legitimate issue. It's not a strategy, it's just being toxic and ruining that players experience. I don't know what goes on in your games, but when I or another player is getting camped this is usually how it goes from there: One or more of us realize that player is being camped, they then solely focus on how to save that person but end up trading/getting slugged. Even if I try to do the gens, no other player in my lobby knows that that is what they need to do. So we all end up losing, because no one wants that player to not get to play and try too hard to save them losing the game. This happens literally almost every time. If this is a "strategy" then it's really broken. I will say tunneling can be countered somewhat effectively, but once again, in my games this counterplay doesn't happen. I'm not the best player I'm purple ranks currently. And I mostly get lobby'd with yellow ranks, sometimes red ranks. Players are not good enough to counter camping/tunneling. And killers can do this anytime and as much as they want, making it super common in a lot of games at the mid/lower levels. Therefore ranking up to get away from these killers is really hard, and a lot of players don't have time for it. So if this behavior was punishable either in-game (which I don't think is possible, I thought of a way but I'm sure it's abusable) or through the report system, this problem could be lessened, and could encourage killers to play properly. I don't see what's wrong with that.
you wrote that survivor lose nothing when the killer d/c and only benefits and that isnt true and a one sided sight. q time are long for survivors late night (2-3min) and they cant complete challenges like stun the killer x times, get x iri emblems, do x after you did y, save one survivor that unhooked you earlier etc.
camping/tunneling are strategies which can work or can fail. sometimes, against a good/genrush team, a killer needs to remove a survivor. or the survivors complete two gens before the go for a save. than its sometimes better to camp the survivor at least into 2. stage.
yeah its unfun and a lot of killer go with the intention to camp someone into the match. there are a lot of braindead tunneler aswell...like leaving someone injured in a dead zone and running back to a hook on the other side of the map...but this can heavily backfire.
its hard to counter as solo player. and ppl are wondering that so many players only play swf.
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i dont think the devs will do it, since a fast q-time has a high priority for them and a lot of players too.
dc sucks for all remaining players. usually there is a time penalty but its disabled atm.
dc hurts the survivors too when it comes to pips, blood points and a lot of challenges. it only doesnt matter when the survivors are about to escape.
maybe dont look at things just from one side.
camping and tunneling are strategies. not fun to go against put they have counterplays and perks. good survivor can heavyly punish a mindless tunneler with 0-1 kills and a depip.
a common mistake survivors are doing is, wanting to save as fast as possible. nothing hurts a killer who isnt actively chasing other survivors more, than survivors who stick to the gens and go for the save right before the hooked survivor reaches the next stage. and then there a perks like bt, ds, iron will or adrenaline.
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no the hatch cant spawn in the basement. but it can spawn in shack, when the basement is there.
and it can never spawn upstairs, if the map has multiple floors like hawkings or the game.
only exception i found is the small hut on mount ormond. the hatch can spawn inside it.
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maybe you should take a break from the game clickyclicky. It doesn’t seem you have fun with the game atm.
maybe his range attack needs some small buffs but the current state of beeing constantly in a win/win situation isn’t good or skillful.
and that 99% of all complaints are from survivors is bs. The forums are full of killer complaints too. Even more in the past before a lot of needed survivor nerfs happened. A lot of players are winey, doesn’t matter which role the prefere.
if it matter, I play both roles in red ranks (Trapper & hag main) Most days I am full with strong painkillers so I can’t focus with so much fog in my head and the middle of my screen is doubled for me. I still can deal with the most survivors. Don’t tell me healthy ppl can only win with spirit or nurse.
the brutal effizient and maybe toxic swf stays usually longer in mind than the common swf you just stomped with doc or clown.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1637893#Comment_1637893
No, I'm saying that SWF utilize a Perk entirely outside the game, i.e. Comms. I utilize whatever tools I can to play the game against them. Camping, Tunneling, Slugging, and the Mori are NOT "scummy" tactics. They are just tools Killers use when appropriate. Against a SWF, they are necessary. And no, the 50/50 win rate is what the DEV shoot for as an OVERALL statistic to understand the game is balanced. They do not expect every game for every player to go 50/50.
I've never calculated my Kill rate. I know against a SWF if I don't fight hard and bring everything I have to the table I will probably get zero kills or perhaps one. That is how effective the 5th Perk, Comms is when applied by a SWF. Don't give me that "we just want a fun, casual game with friends" nonsense. You already can do that. It is called a custom game. If that is all SWF Players want they could do that 24/7 with NO WAITING. :) What they want is an unfair advantage against other people. Do you see my point?
All that aside, I play the game with the following rules:
- Don''t cheat, i.e. no hacks or lag spikes.
- .Don't disconnect; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
In the game, I'm going to use whatever strategy or tactic works for that particular match. I make no bones about it.
thats like claiming that all killers just play to ruin survivors experiences. most swf are alright and play just for fun. you can even use their coms against them with trapper and hag.
you need 5 players for kyf. and you cant earn bp or complete challenges or dailys. and you need to play alot to complete the rift in time.
playings with solos is often unfun with so many ppl without any gamesense in red ranks and not really balanced when the killer brings the strong stuff.
you forget the decent players fast but the super toxic swf or hardcore genrusher are staying longer in your mind.
at most days i dont struggel much against most swf and i play a bit handicaped.
i saw many killer fail because they camped and tunneled. there are enough perks to punish those strategies and the other 3 survivors have to stick at the gens. and its true that campers are often bad chasers. 4-5 gen chases are not that rare when the killer only has a few hundred hours and basicly camped his way into the red rank without really learning the game.
and than they need their ebonys and pink addons to stay there, but they wont get much better.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1636217#Comment_1636217
Indeed they are - that was my point. They are only "toxic" because of Survivor and Dev mentality on what is "appropriate" for killers. Desperate Measures is fine where it is and doesn't need to be buffed or nerfed or anything to remain "relevant" it is just another playstyle that requires not relying on 4-crutch builds.
yeah i only see it as toxic when there is no need to do it, like early dc or something. well 1st hook facecamp games are pretty boring but it seems to work often enough^^
DM could find its place in "Rambo Save" builds that like some ppl to run if they realice how good the unhookspeed can be. with 4 stacks its like "one tap"
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1634672#Comment_1634672
Mori's suck - but are not "too powerful"; A-Class killers are a result of killers having to work harder in almost all of their matches because of the SWF-vs-Solo disparity; and camper/tunneler is a Survivor-main and pandering Dev "rule" from the Survivor's Handbook of Killer Etiquette; effective for achieving killer's goal of kills, but goes against the "fair chance" policy Survivors/Devs want from killers.
camping and tunneling are strategies and they have counterperks for it. otherwise it would be too easy. but those counterperks are to strong in the endgame.
at least one should have dstrike to create an obsession.
i think deperate measures is fine. the healing speed in critical situations is good and the unhook speed can be crazy good at the lategame facecam scenario and combine it with bt and dh and you can give someone a free escape and you will probably escape too.
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@PAN_tastic07 said:
https://forum.deadbydaylight.com/en/discussion/comment/1635446#Comment_1635446
Im gonna preface this by saying that I play both killer and survivor equally, so don't say I'm picking sides here. As a high rank killer (5-3) I see about the same 5 perks every game, unbreakable, ds, dead hard, iron will, adrenaline. When I play against killers it's a lot more diverse, what Im trying to say is that survivors rely on about 5-9 perks to win, and these are mostly perks with no workaround
and i see mostly pop, bbq, ruin + undying, noed and corrupt intervention when i play survivor^^
the most common spirit build is pop, bbq, stridor and noed or nurses calling.
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i would say stridor on spirit and infectios on killers like oni or nurse are crutches.
stridor removes every mindgame on a already strong and not hard to play killer.
infectios atm with no cooldown and combined with monitor and abuse is an extrem strong combo on killers who are already on the top in the right hands and buys the win for less skilled players.
noed rewards the killer for failing his objective and is often used by bad killers but it has some counterplay (map dependent though)
ebony mori is a crutch too, since its basicly a free 3/4k against most survivors, if the killer isnt too bad.
some addons like iri hatches are crutches too in my eyes.
Dead hard can be a crutch in the right hands, but has some counterplay, like baiting it out, waiting etc.... if your not end up exhausted on the ground. high ping survivors seems to benefit more from it.
and of course builds like dstrike, unbreakable and soul guard in endgame scenarios. those gives free escapes while the killer did nothing wrong. dstrike could need some nerfs like expirering faster while the survivor is doing gens or not working once the gates are open or something. BT is a crutch with open games too.
these are all perks which are mostly fine in the early or midgame but in the lategame it has no or very little counterplay and thats very unfair for the killer.
keys are a crutch too and can save 3 survivors after they played themself into an unwinnable 3gen situation.
medkits with the purple or pink addon count as crutches too and can decide over kills or no kills.
problem is, when those crutches are used by very good players and made the match too easy for one side.
and that players boost themselfs into the red ranks with it and fail there against good players. i had a killer with 60h at rank 4 and he mentioned that he only played spirit. of course they have no chance against survivors with thousands of hours. and than they get frustated and than the need to play with moris on strong killers to keep their rank... but they will not learn much. had some matches this weekend where the killer got his first down after 4-5 gens were done. followed often by a dc cause one of us runs detectives hunch to get noed out of the way.
same with survivors. how many red rank survivors just sit with urban evasion in some bushes and kill with "doing nothing" the other survivors against a good killer.
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yeah 20 bucks but often on sale for 10 bucks. and you can grind for all original killer and survivors.
they are so many people with 2000h and more i think the price for that it good.
waiting time changes often. survivor qtimes were long bevor the last patch. like 5min+ for solosurvivor and instant for red rank killer.
they had last year a qtime indicator for a short time...idk why they removed it
grafic isnt awsome but okay imho
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its both sides fault.
a lot of killer (mostly at the start of the event) throw the game just to tunnel as hard as possible the surivor who took the crown to denie the cosmetic.
play against those killers like 2-3 times and you switch to genrush. this game was unplayable the first days.
on the other side survivors genrush "normal playing" killers atm harder than usual too and i have seen nearly every round 1-2 keys.
and after a few unfun matches and "stolen kills" because of some keys, the killer goes into the "no mercy tryhard mode"
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3 lives are not guaranteed.
tactic is also very important. so many killer chase good surivors too long at the start. than they tunnel through bt,ds and in the end adrenaline while 3 survivors are unpressured repairing. not to mention that that one surivor beeing chased all game knows which pallets are dropped and he can run you "one round around the map" and using all pallets... during that time noed gets cleansed and the rest bodyblocks for the chased survivor and they will tbag you at the open gate.... and than the killer complains about genrush.
its often better to pressure multiple survivor and let the unhooked person get healed while you chase another survivor.
its often possible to push the survivors into a 3 or 4 gen strat.
the killer can punish "gens before unhook" plays with going back to the hook and forcing the survivor into struggel stage.
there is often no time to hook all surivors 3 times but the killer can switch between only two survivor if he keeps finding them and ignore the "fresh hooks"
with so many different tactics on both sides and 5 individual playerskills that you cant break down dbd into the naked numbers.
not to mention that one side can switch the match into a cakewalk with some addons/items.
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i would love to see him with a build in brown trapper bag. atm you are forced to use one bag addon.
and some fixed RNG like min. escape time 5sec max 12 sec. and maybe increase the rescue time by other survivors for 1-2 sec.
spawning trapps more centralized would also help. and pls bring the permanent trap auras back. there is no time for searching tar bottle traps in the tall grass.
i hope they dont add some "fantasy" elements to him. he is still a humanlike patient hunter and i love him for that.
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yes i do. there is always a living person behind a role.
but i thing "gifting" a struggeling killer pips wont do them a favor. hopefully he will sent against worse survivors and has a chance to improve his gameplay before he gets back to the highranks.
sometimes i give the killer the kill when he played very fair and the other survivors dont appreciate it. the chill killers are rare enough.
and a lot survivors dont appreciate killers who care about everyones fun.
on the other side a lot killers dont appreciate fair and nice survivors too. like no obsession = no dstrike = tunneling as hard as possible. to make sure that those survivors pick dstrike again and stab the next killer with a 59sec strike which he didnt deserved.
as killer i feel bad for surviors who get farmed or sandbacked and i go for the troll.
onetime i facecamped a troll with the other survivors together, was fun^^
i give often hatch too when a survivor played well but his mates messed up all game.
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playing those killers well in highrank is aktually more difficult than just playing spirit or freddy.
trapper needs to be very mindful with his traps and against swf.
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I see a lot of killer getting genrushed because they made bad tactical decisions. stuff like leaving an injured survivor in the open and running back to the unhooked survivor who is gone when the killer arrives.
or proxi camping but not commiting to it until the survivor hit the 2. stage or dies...so that the survivors can complete gens and still get the unhook.
its often possible to play nice and fair as rank 1 killer and still get the 3 or 4k.
there is no need to make the game miserable for other players as long as they dont go toxic into the game in my opinion.
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Both sides. i doubt that toxic survivors play suddenly honorable as killer.
and killer mains dont see how other killers act when they barely play survivor.
not to mention that some killer are blaming survivors for toxicity just for escaping without items, bm ing or neutral aftergamechat.
on the other side blame some survivors the killer for staying on the map while someone is hooked, or for playing "unfair" when they lose when the killer takes advantage of their mistakes.
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you earn much more bp with killergameplay. its not a problem to buy addons...
