Woot1234
Woot1234
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Just because a perk is highly used does not guarantee it's OP. Kindred and bond are two aura perks that are super common in single queue but I doubt many people sincerely believe they need nerfs.
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Sounds harsh, but have you tried not getting downed near the basement?
If a killer is camping basement then I assume the survivors are punishing him by slamming gens?
Each map has places favorable to the survivor like e.g. cow tree, killer shack. Basement is killer's "god pallet"
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Detective's Hunch is a great perk. I rarely go into games with items and instead just find a chest in the match. It's great for finding your next gen and especially identifying 3 gens you should break. It's been clutch so many times to find hexes. Whenever I don't run it I feel lost.
PWYF works incredibly well with nemesis. Basically if you get stunned you're virtually guaranteed a token. It's a pretty fun meme build. Combo works very well with Myers if you're running a mori add on
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I have a tough time with whispers. It goes off and most of the time I fail to find the hiding survivor and I feel like I wasted a lot of time.
I actually enjoy spies far more. Not helpful for careful survivors or EGC but I've found it super valuable in chases when survivor breaks LOS or when they scatter due to spine chill when approaching gens.
Maybe some tips on what you do when you see it go off and you have to decide to look or not.
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Isn't legion going to be one of the better m1 killers in the map since he can vault pallets when in a frenzy?
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https://youtu.be/8u8oAK_nbMk
Leaving this for the curious.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2052359#Comment_2052359
So the problem with last second swapping is that you cant hardcounter the survivor? When its about that, i guess i understand last second swapper. Who wants to bring a flashlight against lightborn?
Point I'm making is that the game was designed for killers to see what survivors are bringing, so obviously Bhvr intended for killers to hard counter items. Last minute swapping is a trivially easy way to defeat this mechanic. So they should either fix the mechanic by locking in survivor builds for a period of time or remove the mechanic altogether.
If survivors bring 4 flashlights they should do so knowing they risk a lightborn. One or two flashlights, lightborn is still not worth it. Also, a flashlight is just an item. It can be replaced by items in a chest in the match. I think it's far more penalizing when a killer spends one of his 4 perk slots to bring lightborn just for survivors to last minute swap out. He has truly wasted a slot. This is why I never run lightborn and stick with Franklin's.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2052278#Comment_2052278
Yh but why dont you like toolboxes? Bc they can be too strong. So if they would be weaker, it wouldnt matter that they swapped last second. Keys were just a example.
I don't think it's about toolboxes. It's seeing 4 swapped in last second. You now know you're dealing with swf likely with BNP who will gen rush. So now you adapt, maybe bring discordance or tinkerer and ruin since you're planning on early game rush. So if you chase off the gen you waste the BNPs.
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Give solo queue players a 5th perk slot that must be an aura perk like bond, empathy, etc. This helps close the swf vs non-swf information gap. And killers likely need a slight buff to compensate. Killers and swf are still limited to 4 perks.
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@StibbityStabbity said:
Could make it so that if a Survivor changes their character or loadout last second, it adds another 15 seconds to the lobby to let the Killer adjust, as well as lock the Survivor in that triggered the lobby timer extension.
Lobby wait time of a minute takes so long anyway. Everyone except one survivor is ready and then everyone has to wait for the timer go to zero... Just lock survivors at 45 seconds and give killers the last 15 to adapt to late swaps. Killers can't swap who they play so 15 seconds is enough for last minute swaps e.g. light born, franklin's, or sloppy butcher.
If killer bails then the next one maybe gets at most 30 seconds with survivor load out still locked.
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Assuming the purpose of killers seeing survivor load out is so killers can pick load out as a response, last minute swap is working around a game mechanic, and therefore there needs to be a period in which survivor character and load out is locked but killer can still change perk load out.
Else remove ability for killers to see survivors in queue. Why have a game mechanic so easily circumvented?
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I assume the /S at the end is short for sarcasm :)
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1968798#Comment_1968798
Care to share the link? I´d love to see that.
Just now found it again. Should go straight to 7:44 when it occurs.
https://youtu.be/tT8fMi2Ki_o?t=464 -
@Mat_Sella said:
if killers are too dumb to use their powers that literally counter running in a straight line (all the ranged killers, lunge killers, mobility killers, and potentially even the trap killers if they run into a trap)...then that's on them.
Dumbest thing killers have come to say since the game's inception.
Oh man, the run away button is being used, how dare survivors run in the opposite direction of the killer. I guess they'll run into them now to appease their broken spirits.
Frankly many killers just don't have a good counter to holding w. Like, a good trapper is trapping around key loops or choke points. He's not likely trapping the dead spaces between jungle gyms where a survivor is inclined to hold w. Generally speaking, any killer who has to m1 twice is weak against it.
Not saying the mechanic needs to change. Killers gotta work out how to deal with it.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2040822#Comment_2040822
Yeah, there is one streamer who has a lot of people in his community who are parrotting. I was amazed that it took months until someone from his fanbase was posting a vid of him here again.
But dont worry, this will stop at some point and then there will be the next "analytical evidence" the forum Killers will talk about.
Funny how TrU3 made a video about it and it's everywhere when Scott Jund made the same video 8 months ago.
I don't think the intent was to complain as much as it was to educate survivors that they should just hold w.
Scott does a better job explaining the phenomena the only reason the killers seem fast is that they can cut off survivors by taking a diagonal route.
https://youtu.be/-Fv1rD82kmM -
@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/2041222#Comment_2041222
Jane refers to herself as both Latina and American in her lore. So we can assume she was born/lives in America and is of Hispanic decent.
Did not know that. Good call out. Then technically that term is fine but I don't hear people colloquially describing themselves this way. You hear Latina like you mentioned.
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OP is not about whether SWF or SQ has steeper learning curve or which has better outcomes but which one, if primarily played, would result in a better survivor.
Sure a newb can get crash course from a red rank friend but watching educational streamer videos can do the trick as well. But ultimately you have to have real experience putting this into practice and SQ exposes survivors to the whole spectrum of problems.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2040176#Comment_2040176
I gave up and checked the wiki.
https://us.v-cdn.net/6030815/uploads/IP7PX80MY6LB/image.png
You're thinking of Ace Visconti, but thank you- that's someone I forgot to put in the list!
Lol nationality of "Latin American" is so bad. There's like 20+ LATAM countries this isn't a nationality.
Compared to Ace who is "Argentinian of Italian descent".
Tapp is African American which is more ethnicity with nationality embedded in it.
The wiki would do better justice to call this field descent or heritage since the level of detail varies by survivor.
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Just a hypothesis. Survivor ethnicities are likely a function of where the player base lives.
K pop killer just screams "we're trying hard to break into Korean competitive sports."
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Never ceases to amaze me that the side that requires 4x the players has the longest queue. All things equal (e.g. MMR), it means players prefer survivor at odds greater than 4:1.
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Face camping is just for tilted killers IMO. Proxy camping when a survivor is on last hook and you know the survivors are altruistic (particularly for SWF) is often a valid tactic. "A bird in the hand is better than two in the bush". I've purposely avoided proxy camping against my better judgment in the past and it nearly always comes back to bite you.
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Ugh auto haven when the hooks are a stone's throw away but on the other side of the long car piles.
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Sawyer. Jack is too altruistic.
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Cuts both ways. I've been destroyed by a streamer and quickly cut over to their feed to hear the insults. Likewise I've destroyed streamers and then in the post-game they admit they got destroyed. Sometimes a bit salty too. Can't take that too seriously though.
It's interesting in either case when they take time to discuss how the game went because it's an opportunity to get someone else's perspective on a match and potentially learn a few things.
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This video shows how SWF can make good use of WGLF. If it were me in the game I would have 0k'ed for sure.
Hi there, I am Scott! I play video games. Also, I make ridiculous deadpan humor type deals that should be viewed by no person. You shouldn't even be here. Stop that.Edit: here is link.
https://youtu.be/HaMWduG6FsQ
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I play killer most of the time.. I don't see how we're debating the OP here. Unlike killers who can at least see item selection, and can take educated guesses at perk load out, survivors have no information. On average, running a perk just to counter a few situations is not advantageous. Survivors are better off on average running general purpose meta perks, or loadouts that synergize for a particular play style.
The analogy to telling survivors to run particular perks as counters would be telling killers to run particular perks as counters when survivors last second swap in items. Didn't like survivors swapping in four flashlights? Of course you should have run lightborn. But this argument is absurd.
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"Clearly DBD is just a 5 on a 10 point scale", says player with 2k hours in the game. "Every night when I play for an hour or two I am reminded how much work this game needs to be worth my time."
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I think it's in our mind because when I play survivor I'm always like "How did the killer catch up so fast!" And when I'm killer I'm like "Why is it taking so long to catch up to this blendette!"
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Wraith is super fun if you don't take him too seriously. I run an aggressive build - MYC, HG, Dragon's Grip, and whispers/spies
Sometimes it falls flat but some games get a good rhythm where I'm consistently downing exposed players and it's a lot of fun.
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@bm33 said:
Thought this was going to say Slippery Meat and Monstrous Shrine.
Those were my picks, but I would also have accepted
Territorial Imperative
Beast of Prey
Thrill of the Hunt
Hope
Premonition
This is not Happening
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For every time I have a terrible game on either side, I try to remember all the times I 4k'ed or escaped. If it was a super tense game then maybe the next one I purposely play more chill with less-used perks or killers without the goal to win.
I've learned to always have a video from my favorite streamers ready. Once I feel I'm at the point of getting tilted, I alt-tab and use the videos to cool down. If I'm killer, I try not to AFK until all the gens are done as I feel it's important to practice controlling the frustration. Likewise I try to play until I'm on second hook state.
Lastly, I never run kindred because as a solo queue player I spare myself the frustration of sitting on hook while watching half the team is immersive or urban evading around when the killer is clearly chasing another player.
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Had similar experience once with a 3 gen as Bubba. TL;DR the second to last survivor led me to a blendette and I let the snitch get the hatch. This is healthy. We should punish survivors who wait for hatch while their team risks themselves to progress gens.
@Night_Shade0611 said:
I was doing my business while playing dbd and during my sacrifice I see the last dude pointing towards something and the sound of a pallet being thrown down. So I got suspicious of what’s happening and when I started to spectate the last guy he was being stared at by the killer at 3 meters then was lead to the hatch.... this is some bs
This could be harmless hatch-giving. If I've clearly won, found the last survivor, and he basically doesn't bother running, or runs at me and drops his item then I respect that and often give hatch.
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Perhaps not make it a pooled hook count but make it optional for survivors. Whoever is rescuing, If they are not on second hook they can transfer the hook count to themselves by pressing special ability button during the unhook. Killer should get a notification just in case they're keeping track of hook counts.
Just finding a way to make it so a crappy survivor doesn't pull down the entire team. I personally still dislike the whole idea.
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If you think about building a good match making model with such a variety of killers and perks as DBD has, you need a lot of data. And the best way to collect that data is run experiments to collect it. It's not something I think they could roll out in a PTB and expect to get right...
So, I wouldn't be surprised to find out that at any given moment a proportion of players are piloting the new model, a proportion is playing games matched to gather data, and another group is using an older model to serve as a control group.
But that may be giving the devs too much credit.
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@poomanchu said:
https://forum.deadbydaylight.com/en/discussion/comment/2001910#Comment_2001910
I typed a response to this which was lengthy, but it was deleted for some reason, and o don’t want to do it over, so I will summarize by saying the doorways are tiny, and abundant, survivors aren’t always watching where the step indoors.
Ugh I hate when that happens. Thanks for response though!
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Rewarding a killer for a 45 second chase is not reinforcing good play. That's too long a chase and the survivor would complain about tunneling.
"Lack of variety" and "inactivity" can be forced by the survivors. A recently unhooked survivor baiting with DS is not my problem. Also if I'm chasing a player around another hooked survivor I'm in a good spot as a killer. If anything the survivor being chased near the hooked survivor should get a penalty...
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@poomanchu said:
Trapper bags that hold 2 extra traps, the darkest trap dye, or quick trap setting , and an indoor map offering. Middle school, Hawkins, or Leary’s. As long as have that, I could care less about perks. Maybe Enduring.
Even with trap darkening add ons, without grass I find indoor maps a challenge with trapper... Am curious to know your strategy.
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Ruin, STBFL, BBQ. 4th perk depends on my mood or the survivors: Franklin, MYC, Discordance, Agitation.
Franklin's is really fun if you trap a survivor's item around a decent loop you lock down the loop and the item.
Ruin is my Corrupt. I expect it to last a minute or two tops and behaves similarly provided I apply a little pressure during set up. Upside that if the hex is well hidden or easily trappable it can give the gen slowdown the Trapper really needs.
After watching Otz play Trapper and personal experience, STBFL is very good for trapper as he's just an m1 killer once his traps are laid.
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@HuDawg said:
https://forum.deadbydaylight.com/en/discussion/comment/1997427#Comment_1997427
If survivors want to make me dc then they wont get it from me
I don't DC I go AFK. Why should I lose my points and DC is such an aggro move compared to AFK.
@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1997443#Comment_1997443
Some wait to let the killer farm hits for bloodpoints, but honestly from my experience, the vast majority don't give you hits and just want you to observe them leave as a salty move.
Man it's the worse when they're all hanging out at the gate emoting for you to come and you just want them to leave. Finally you go to them thinking they're trying to be nice giving you some free hits and they just leave you with nothing.
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Yes I've done it on occasion, even earlier once last gen pops.
If I got stomped, I'm frustrated more than usual because of survivor behavior, there's little chance of me downing anyone, and I have a feeling the survivors are just going to drag out EGC, I may AFK and do other things and hope survivors get the memo and quicky leave so we can go onto the next match. I played until the game was effectively over. Lets move on.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1983039#Comment_1983039
Emotes provide little context? Do you play survivor? There have been plenty of matches where I was being chased meanwhile someone else went to cleanse a hex because I pointed in the direction of where it was when I spawned near them. Let's not pretend like a little bit of conversation missing doesn't get the message across.
Again, I don't see how someone who plays fully immersed is going to somehow...magically just get better during a chase. What I am trying to say is that telling my friend "Hey guess what, their Ruin is where you are located currently", isn't going to make them perform better when they go down because they didn't look behind or overestimated the distance they had before they should have vaulted a window. Advantageous information doesn't improve the skillset needed to escape the match.
The gap is not meaningful because I don't think the gap is as big as you think it is. You only have to truly understand both sides to know this.
Yes I play survivor. Please tell me what combination of point and come here emotes is code for "I'm being chased around the killer shack, so if you're elsewhere feel free to slam that gen", or "Hey I'm in a chase, there's a hex totem I just passed by the cow tree", or "Hey the killer is proxy camping but I have BT so let me go in for the save"?
"Hey guess what their ruin is right by you" won't make them perform better but it sure means that hex is going down faster which can change the outcome of the entire match if the match is close...
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Leave generators alone!
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@fray1919 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982557#Comment_1982557
I just...I want everyone to appreciate this comment combined with the previous "Using a third party service is the definition of cheating" comments.
Can you cheat if the match hasn't started yet? Stream sniping to see character and perk selection, yes. Sizing up your competition? Not so sure
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1977939#Comment_1977939
I can emote to follow and point at where the hex is to a random teammate as well.
You act as if it is that big of a deal. If you suck in solo queue you are going to suck in SWF too. Skill is not dictated by any amount of comms information.
In other words telling the person who immerses most of the time “Hey the killer is coming your way!” Isn’t going to somehow make them better at running the killer.
I don’t buy this whole “gap” because in over 5k hours I have had more matches where I’ve won while facing SWF. Many times they are weaker because they are easily baited due to them being ultra-altruistic.
Making killers stronger (especially those who do not need it) could overtune them and make them less balanced, and nobody wants to play on easy mode.
Someone telling you on comms where they are, when they're being chased, where a killer's traps are, where a hex totem is if he's been chased off of it, etc. represents additional information not available to a solo queue and all else equal, that information is an advantage. Emotes provide little context and only work if survivors are physically close. SWF also allows coordination of perks which maximizes their utility.
Comms does not make a player more skillful but depending on how much the team communicates it let's him perform better with the skills he has. That's why it's easy to find red rank survivors who are potatoes because the benefits of SWF carried them. It also means skilled players boosted by SWF are more dangerous.
Hearing from someone with 5k hours does not reassure me. It just means someone in the top X% of the player base has played enough that the gap is not meaningful.
Again, I'm not against comms. Just think the game should be built around it.
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I don't buy the argument that SWF with comms is not so bad if they aren't being all sweaty about it. You're telling me if you get chased by a killer and run by a hex you don't call it out to your friends? Any amount of comms that give away information not available to a solo queue player is an unfair advantage over a solo queue player. It's a matter of a sliding bar how unfair it is.
But I don't blame survivors for doing it. As stated by many, the game needs to close the gap between solo queue and SWF. In fact, I'd even welcome in-game comms support to level the playing field as long as the game is balanced around it.
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@C3Tooth said:
How do u tunneling 3 survivors at once?
Ugh that perk loadout is disgusting.
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For the killer, the insta kill add-ons for Meyers are high risk high reward like hex. You have to use both add-on slots because it's near impossible to get to T3 without an add-on to increase stalk rate. I've had games where I never got to T3 because the survivors are smart with letting me stalk, or I only get T3 near the end of the game and get to use it once before the rest escape...
I'd be supportive of insta kill after 1 hook like old mori, but then we'd have to balance it by reducing the stalk time. It would also be cool to give a visual aura indicator when a survivor is eligible for mori, so killer doesn't trigger T3 just to find out he can't mori.
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Were these face campers rank 20? When I play survivor and encounter a face camper or close proxy camper they tend to be newer killers.
High ranks should rarely do this unless you BMed them because gens will pop, they'll get few BP and de-pip
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The adrenaline could have been worse. The worst is when SWF coordinates popping the last gen until right after you down the survivor. You're stuck in the m1 cool down animation and the survivor is running away like the Flash. Now that is frustrating.
There's a video of this happening to Otz and it's hilarious it took him a moment to realize what happened.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/229530/how-could-noed-be-balanced
My idea has always been to remove the Exposed status effect and instead give the Killer the ability to mori survivors regardless of their hook states.
They'd still keep the speed boost as well just no instant down. Personally I think it fits the idea of "No one escapes death" much better and allows the perk to retain a level of respect and power.
Imagine going all match without being hooked and then getting mori'd at the end due to NOED lol kinda like a Rancor sort of thing but yeah. I just like the idea of baking moris into perks now since the mori offerings are hot garbage and this would make NOED feel better for Survivors because they can't be OHKOd by it but good for Killers because they can mori anyone they want with no hook pre requisites
How is this better than current NOED? You replace with with Mori it is now insta-death vs insta-down. It doubles down on it's sense of cheapness.
@Clueless said:
https://forum.deadbydaylight.com/en/discussion/comment/1965450#Comment_1965450
I like that a lot. A solo only needs to cleanse two totems to know the two very strong effects are gone.
Dislike this because it will basically rule out ever running NOED with other hexes.
Token-based NOED is ideal but should be based on killer behavior, not survivor behavior. E.g. based on the number of hooks or hits.
