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WillWolf76

WillWolf76

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WillWolf76
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  • @QueenOfIllusion said:

    I’m on my way to reaching red rank killer however I’m faced with matches where I don’t get every kill. I watch streamers who are seemingly flawless at killer. It gets me a little discouraged if I can’t get kills every game. So I just want to know, do the higher up’s also have bad games? They don’t possibly dominate 24/7 right?

    These streamers, like myself, have practiced and practiced and practiced. Even then, we don't win every game. If you played for 4 years and learned all the tricks survivors do (and killers do when you play survivor), you would be able to do what we do. The key word here is PRACTICE. Four years I have been playing this game, I still lose games now and then because no one is perfect. You have off days or some survivors just out play you sometimes.

    In fact a few weeks ago, I was playing my nurse. This was the first and ONLY game as a nurse that I lost when my blinks were perfect. I was up against 2 Green Ranks who told me in chat they were still new to the game and 2 red ranks. We were on the large map, Red Forest, the original one. After I started decimating the team in the beginning, slugging the crap out of them, they would abandon gens that were 70% done just to run and hide. I would search the area looking for them, they were working on other gens across the map that were 0% because they wanted to completely avoid me. Hiding in the area to them was too risky so when they knew I was coming, they took off to get away.

    I lost because I couldn't find them. Gens took a while but their use of stealth and not being greedy ultimately lead to their victory. I never met a full team of survivors that were not greedy at all and played as smart as they did. Mind you, these were new players.

    In chat later, they told me after they saw how well I played nurse, they knew to avoid me at all costs and hide. The respect they gave me and the respect of how they played because they recognized my own skill was honestly extremely flattering. It was also awesome to see survivors who were flexible enough to change their own strategies mid game. A lot of red ranks think the game is played only one way and if killers do something that interferes with their strategies, they start crying in chat about it. These guys were the total opposite, they were true gamers. I told them I looked forward to playing them in the red ranks because they played better then any red rank I ever seen (except the two red ranks in the game, they played better then other red ranks). We exchanged a lot of respectful compliments before moving on.

    But as a nurse who rarely loses when her blinks are on point (can't say never now thanks to these 4 survivors), I learned that day that even as a nurse who generally 4ks or 3ks with a hatch escape (still a killer victory), you can still lose a game at red rank if the survivors know how to play. You will learn that most survivors don't know how to play though and can't handle the fact that they get beat because of it.

    Red Rank doesn't mean you are good, it just means you play a lot! Getting rank 1 is easy, just keep playing. Go in with a strategy but don't be unbending, be flexible to change it up if the survivors are beating you with their strategies. A lot of survivors are not as good as they think they are, usually the ones playing DS, BT, Exhaustion Perks, and Adrenaline. Theses players use them because they are clutch perks and if I see them, instant mori as a killer! They use them because they don't have the skills to play survivor properly because they are used to fix mistakes.

    Anyone that wants to argue this point, I have videos of myself running killers without the perks. The only perk I have used to run killers is Windows of Opportunity. The rest of my perks are all stealth perks like Calm Spirit and Lightweight. I ran a Bubba for 5 minutes straight with Self Heal, Calm Spirit, Lightweight, and Windows of Opportunity. I posted it on YouTube, he was a Red Rank 4.

    So rank means nothing, just keep practicing and you will be fine. Learn how to counter a survivor's moves and end chases faster. Also, don't chase the guy who is really good and wants to be chased. Save them for last. If they are not on a generator, they are useless to the other survivors. Only the ones on generators matter!

  • I am going to chime in here, all these builds are okay but they are intermediate builds. The advanced nurse build is for those who mastered the nurse.


    BBQ and Chili - See survivors 40m and beyond.

    Infectious fright - When you down someone, everyone in your terror radius screams

    Monitor and Abuse - Terror Radius +8m or -8 meters depending on whether you are in a chase or not

    A Nurse's Calling - See everyone healing within 28 meters of your location.


    Now let me explain why this build is the advanced nurse build and how powerful it is. Between Infectious Fright and BBQ and Chili, you will know the locations of all survivors. Your Terror Radius while in a chase goes from 32m to 40m. So anyone within 40m when you take a survivor down, screams. If they are within 32m, you should be leaving the downed person and taking down one of the screamers. The nurse is a slugger and her skill allows you to end chases FAST! If you know where someone is, that person should be down fast if you are skilled at your blinks (if you are not, there is no build that will help you).

    Monitor and Abuse helps 2 perks, Infectious Fright making it a 40m radius instead of 32m and A Nurse's Calling. Your Terror Radius while not in a chase is reduced to 24m giving you 4m where you can see them and they won't know you are coming. You can full charge a blink and blink (20m) putting you 4m - 8m of them before they know you are coming (or start walking toward them while charging to lower that number. While you are slugging, others will try to get up the person you downed. The moment they start healing, you see them and you blink back for the easy hit!

    Once the slugging starts, it doesn't end! It can start with 5 gens left or the exit gates powered. I have won a game when they 99ed the exit gates because of this! This strategy puts map pressure on the survivors because they can't do gen while you have them on the ground. One person on the ground while you chase another means a third has to get off gens to save the first. They makes it so only one is on gens at most. If you can't find anyone, hook the survivor and learn their locations!

    All other builds are about making it easier to down survivors. At the end of the day, you don't need these perks once you mastered your blinks, you need to keep downing survivors one after the other! This is how you do it!

    Also like to note that Shadowborn is a nice perk to have, but it is a crutch and using it will make you depend on it! I suggest not using it and learn to play her without it. You can still 4k with the nurse easily without ANY perks really, she is really the most powerful killer there is, but she is also the most difficult killer to master because of this. Shadowborn only lets you see a little better on the corners during fatigue, but you shouldn't really need this and waste a while perk slot when you have better options.

    As for addons, don't both with anything that reduces fatigue. Put the green and yellow addon that speeds up blink recharge. One blink and your fatigue and recharge will finish at the same time allowing for another blink FAST. With two blinks, it is just a second behind making taking people down faster, easier.

    Perks like RUIN are crutch perks because you are not using the nurse properly. If you need RUIN, you need to rethink how you are playing the nurse. RUIN is a HEX, it can be removed instantly in a game so why depend on a perk that is gone so fast when you are killer (but when you are survivor, you can never find). Surge is a nice Perk for intermediate players, but advanced players don't give survivors time on gens so it won't be as helpful. Whispers is really nice for finding that last survivor during end game, but you should rarely even see the end game as a nurse. You don't hook the third survivor if they hide in lockers, let them be bait while you search for the hatch yourself!

    I miss the days of 7 blinks, do you?

  • It already happens, just we can't see it. It is how they know how many times you sacrifice someone to get the achievement of sacrificing 1000 people.

  • @Nyxis_Fier said:

    Honestly, I get the whole point of trying to reduce dcing; however having it will not discourage people from dcing. People will still DC. And chances are you'll be losing people more and more. People dc because killers camp, or killers wanna Dodge lobbies/teams because they feel they can't win a match. There's zero penalty for killers that slug and/ soft camp/camp. As it is of someone tries to save a survivor, the killer can yank them off in seconds, meanwhile its like a slow cut scene to get a survivor off the hook.

    In all honesty, all that the ban is doing is encouraging toxic gameplay such as trolling, camping, tunneling and farming. People will still DC.

    Lets be very clear, CAMPING is a strategy. You want to discourage camping then stop being a crappy survivor! Survivors being stupid are the reason killers camp!

    I generally don't camp but if 3 survivors are near me while I am hooking someone, why would you think I go to the other end of the map. If I get the one person who is great at looping and giving me a hard time, do you think I will let them go so easily for a whiny little survivor? It is whiners like you that RUIN the game, not killers camping and tunneling. If you don't like being tunneled, then learn how to loop! Stop being a crappy player! If you don't want killers to camp, then stop trying to save people on the hook! Go to a generator and actually DO WHAT YOU ARE SUPPOSE TO DO!

    Survivors like you are USELESS to me and I won't save you because you don't do enough gens. You are too busy dying and I am trying to escape. I will leave a useless person in a heartbeat and running in to save someone being camped, you deserve to be put on a hook for that stupidity. BT is not an anti-camper perk and if you think it is, then you don't know how to play!

    So instead of WHINING about how killers camp, how about you either quit the game or start focusing on generators. The strategy to counter a CAMPER is to NOT FEED A CAMPER! You feed a camper, you are the REAL REASON we got campers. You want to get rid of camping killers, get rid of the stupid survivors who run in to save camped people! I don't like playing with those survivors.

    And yes, if I am being camped I don't want you to save me. I want to laugh at the killer in chat that I wasted his time defending my hook so everyone else got away! You ruin that, you are worse then the camping killer in my book!

    And to be clear, DCing is not a STRATEGY. It is AGAINST THE RULES PERIOD! It means you don't want to play. If you don't want to play, then don't click READY! It is as simple as that. When you click that READY button, you are telling the game you are ready to go into a match and play the game. If you DC, you are not playing the game and ruining it for 4 others who went into that match! Last time I looked, who the hell were you to screw around with the game for 4 others?

    So the penalties are not going away, but if you keep DCing then you will!

    Yes, I am blunt and I am to the point. Survivors are WHINERS and MORE TOXIC then any killer could be!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/903013#Comment_903013

    As I explained towards the end of my original comment, I think you may be misunderstanding the way the "5 points for each Generator remaining for each elapsed minute" thing works. The formula is more complicated than it seems, because you actually receive more points per generator for each minute that elapses, not just a flat rate of 25 a minute. I'll quote what I said in my comment above and hopefully that will clarify it.

    If one minute has elapsed and 5 generators still remain, you receive 25 (1 x 5 x 5) points. If two minutes have elapsed and 5 generators still remain, you receive 50 (2 x 5 x 5) points. After 3 minutes, 75 points, etcetera. So it is possible to receive Iridescent Gatekeeper even if no generators remain at the end of the trial, if you managed to prevent any generators from being completed during the first 8 minutes (25 + 50 + 75 + 100 + 125 + 150 + 175 + 200 = 900) of the trial.

    So basically, the information on the wiki was totally correct, it was just badly explained.

    Yeah, I edited my response right before you posted this as I didn't read that part until after the initial post. Then I went back an edited it because I realized I was a fool and should have read your explanation first before commenting on the article.

  • @Fibijean said:

    You're correct about the bloodpoints - rank has not been bloodpoints-related since the release of the emblem system.

    The system has been changed several times, so many of the websites you used may have had outdated information. The best website to use for up-to-date information on emblems, in my experience, is the official wiki on Gamepedia. I have used this to get emblems in the past and have always found it accurate to the ingame experience. I've put together an explanation of the emblems below which should hopefully address all your questions, but feel free to ask if you have any more:

    Lightbringer

    For the Lightbringer emblem, you need 190 points to achieve Iridescent. That's the equivalent of repairing 1.9 generators solo. If you're repairing a generator cooperatively, you'll only get half the emblem points you would if you did it alone. Dull totems are worth 20 Lightbringer points, and Hex totems are worth 50, unless you cleanse them while "in a chase" (which can happen if the killer discovers you cleansing them) in which case they are worth significantly less. You also get points for other things in this category, but those are the most reliable methods. Check the wiki for details.

    Unbroken

    For Unbroken, as you may know, you need to escape without being downed to achieve Iridescent. If you escape but were downed at any point, you receive Gold. If you don't escape but survived more than 9 minutes, you receive Silver, if you don't escape but survive for between 5-9 minutes you receive Bronze, and if you survive for less than 5 minutes you receive nothing in this category.

    Benevolent

    Benevolent is the easiest emblem to do well in. You need 80 points for Iridescent, and you start at 35 points, which means you can achieve it by safely unhooking two people (20 points each) and healing one of them (10 points). Bear in mind that, like generator repairs, you will receive a lot less emblem points for healing if you do it cooperatively. This is the easiest way to achieve Iridescent Benevolent, but you can also get points in this category with things like protection hits and strategic hook sabotage. Again, see the wiki for details.

    Evader

    Evader is the most difficult emblem. You get points by being near the killer and being chased by them, but the maths is more complicated than just "action = X points". Honestly, I still don't fully understand how Evader works. Even if you do, it's very difficult to keep track of how well you're doing in this emblem while ingame, because so many of the points are accumulated incidentally rather than through intended actions. I would advise checking the wiki yourself for this one.

    Killer emblems (gatekeeper)

    Regarding your postscript: I think you or your friend may have read a website like the wiki and misunderstood how the Gatekeeper emblem works. Admittedly, it's not very well worded. You need 900 points for an Iridescent emblem. Five generators remaining at the end of the trial nets 600 points, and you receive 5 points "for each Generator remaining for each elapsed minute (capped at 9 minutes)". The part that the wiki doesn't explicitly mention is that the generators increase in value the longer they are defended. So the way I understand it is this: if one minute has elapsed and 5 generators still remained, you receive 25 (1 x 5 x 5) points. If two minutes have elapsed and 5 generators still remain, you receive 50 (2 x 5 x 5) points. After 3 minutes, 75 points, etcetera. So it is possible to receive Iridescent Gatekeeper even if no generators remain at the end of the trial, if you managed to prevent any generators from being completed during the first 8 minutes (25 + 50 + 75 + 100 + 125 + 150 + 175 + 200 = 900) of the trial.

    Here's a link to the wiki page on Emblems for your reference: https://deadbydaylight.gamepedia.com/Emblems

    That web site I saw, and it was the Gatekeeper that made me think it was inaccurate. Your explanation makes more sense.

  • Thank you, this makes more sense. So coop only giving half is why I will get gold instead of Iridescent sometimes. Every website never mentioned this part yet it explains a lot. Thanks!

  • @UlvenDagoth said:

    Then people will rush the hook to keep the Killer there and stop the struggle timer.

    Well then, maybe make it so that another survivor in the area overrides the killer stopping it. Also to prevent the killer from using this is a tool to find survivors, he can't see progression of hooked.

    I am glad you said this because I didn't think of that problem. Would this be a good solution to it?

  • Those who are higher rank got there by learning how to play and getting experienced, unless they camped their way there and now with the new emblem system they can't do it because they lack the skill.

    The rank system is meant to filter out those who are really good and allow them to play together so they can have more challenges and fun. If we stopped yellows all day, we would be very bored with the game very quickly.

  • I agree that this is a problem with the emblem system because slugging is a great strategy to counter the survivors who play games with killers (looping, flashlight games, etc...) If they are spending their time trying to heal up each other instead of messing with the killer ... it throws them off their games so I always appreciated the slugging strategy even as a Survivor.

    With that said, not sure if that is a fix because CAMPERS would take full advantage of that. Maybe from spaced slugs give bonuses or something.

  • Camping is a strategy. I know a twitch.tv user who says it best, "Why would I leave the area if all the survivors are right here!"

    I play games where I am the furthest on the map so I just work my gen. I see a bunch of people go down and pop back up. These FOOLS keep playing games with the killer ... and then they complain that I didn't help! Well, I wasn't getting involved in that crap! We lost a survivor, if we can't get him back safely, why risk more? They might get the quick 1k for the unhook before they go down where as I am taking a while to get the 1250 blood points for the gen I am working on, but I am 100% safe and I am doing my part to escape.

    The whole point is the gens, if you can't unhook someone safely then you shouldn't unhook them. They can't help on gens if the killer tunnels them and kills them outright so they serve a better purpose wasting the killer's time sitting on the hook. I yelled at people for trying to safe me when I was camped, you just don't safe a camped survivor! You are FEEDING THE KILLER!

    This isn't the killer's fault, this is the fault of moronic survivors who keep feeding them. If you keep feeding them, they will keep doing it. The time it takes for one survivor to go through the 3 states on the hook, I can get a whole gen done easily. That means that 3 survivors should be able to get 3 gens done. Another person caught immediately ... and this is based on killers catching them really fast, 2 more gens done while that killer camped survivor #2.

    Now it is 2 survivors exiting the gates easily because the camper camped and the survivors actually played smart. The ones on the hook stayed on that hook as long as possible to screw over the killer, a pay back for camping them! Those that quit early should be reported, you go into a game, then you play it out 100%.

    There isn't much more to say on the subject. Simply it is the SURVIVOR'S FAULT that the killer is camping. If the killer wasn't fed, the killer would get hungry and hunt!

  • I got Merciliess on Oni the second time I played him. I honestly was not use to fury so I only used his speed and sword the whole match.


    It is very easy to get a merciless with ANY killer just walking about using their basic attacks. I don't get why people are whining as I did this with a lot of killers (clown and nurse) that I wasn't skilled enough to play at the time.

  • DSis the counter of tunnelling. It was a perk to screw over killers who tunnel one person over and over and over again. They are forced to leave the survivor on the ground and waste 60 seconds which time is precious in the game or pick them up, get stunned, and chase all over again wasting an unknown amount of time based on the killer skill, survivor skill, and the map. DS is great the way it is, to counter tunnelers.

  • @PistolTimb said:

    https://forum.deadbydaylight.com/en/discussion/comment/899753#Comment_899753

    "Stop crying like babies."

    Buddy you just wrote a whole essay. Sounds like you're the only one crying but what do I know?

    He wasn't crying, he was pointing out that survivors do all this crap to killers but whine when the killer does something back.

    @HamdaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/899675#Comment_899675

    holllyyyyyyy my god yet another kid who needs to a pull a "what about this" no one cares dude. if you wanna cry about body blocking which is completely fine, go make your own post.

    Devs have fixed it so survivors can body block but killers cannot.