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Accullla

Accullla

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Accullla
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  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118216#Comment_1118216

    I was literally helping the killer get even more points after he farmed/memed the entire game. I was right by the open hatch and the gate and easily could have left, and he decided to kill me without hesitating. He was bad at the game and wanted it both ways - easy points and kills without having any skill. Next time, I'll just gen rush and be gone. I've been burned too many times by killers doing that.

    Next time just take the hatch instead of wasting both your and the killer's time. Like I said before - everyone who gets annoyed by loud noise getting spammed in their eardrums would have killed you in that situation.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118191#Comment_1118191

    I had a game yesterday where a Ghostface walked up to the gen someone was on from the opposite direction I was coming from to help make repairs. He started tea bagging, not going after the person who had been on it. So I took the chance that he wasn't going to expose me and down me to see if he was meme'ing/farming, whatever you want to call it. Played the whole game with him downing but not hooking us, kicking gens, couching in front of the gens like he was repairing them too, which made me laugh. Then when I was the last person left, was making noise by the hatch so he could close it for some extra points. It was right by one of the gates. He downed me and hooked me. So yeah, I am no longer doing anything for killers, because that happens far more to me than anything else. Killers pretending to be nice only to kill me a the last minute when I'm the one who gave them the most points. This community is toxic and I can't want to be done with this game when the Tome is done. I've actually had that happen three times recently with Ghostface alone, where they farm/meme the entire game, and then kill only me when my guard is down. That happens far more than anyone giving hatch to the last survivor anymore, and it's kinda sad.

    Erm, if you started spamming loud noises after they let you farm, instead of just leaving the game, you shouldn't be surprised that you got hooked. Regardless of our intention what you did is extremely annoying, so I'd hook you too if I were that killer

  • Of course I do. 100 extra bloodpoints per skill check

  • I would add a point interaction while she's crouched. That way you can return the favour when someone boops the snoot

  • Yeah, or they mained survivor. Even with that in mind it still doesn't add up. I'm surprised to hear someone with 2-3k hours in the game complain about playing against higher ranks or hay bale loops

  • Why did you play at rank 16 after 2-3 k hours in the game? It doesn't add up

  • No you didn't. Survivors 99% their charges anyway, so this change makes no difference whatsoever. The one change that does make an impact is that they no longer get to keep their addons, unless they bring a certain perk which is a significant nerf. Also, toolboxes were nerfed and now contain a lot less charges

  • Least favourite - spirit

    Most favourite - hillbilly

  • There's so many different personalities here that you'll always get complaints no matter what you do.

    Take the Deathslinger for example - for over a year the community has been asking for a killer that can hook surrvivors and pull them closer. Bhvr obliged, created that exact mechanic and built it into the new killer's power. People immediately started complaining that the idea is not original enough and that the devs have ran out of ideas.

    All you can do is shake your head and laugh it off. At least that's what I do

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1109237#Comment_1109237

    I personally think the carb tuning guide should stay and just be made ultra rare. The other charge addons should go. It's only when they stack that they become so powerful.

    I agree.

  • I agree with you. I've already said this in another thread, the only OP/unfair thing in his kit are his charge add-ons, namely the ability to stack them. I'm an advocate for removing charge add ons altogether, as Billy doesn't need them

  • Billy doesn't need any changes aside from deleting all of his charge add-ons and substituting them with something else.

    At low level play he's just like every standard killer - run to a safe zone when you see him coming and proceed to loop normally

    At high level play he's probably the most fun killer to play as and against as both Billy and the survivor have a good amount of opportunities to outplay each other

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1107087#Comment_1107087

    You can still loop him. Which already disqualifies him from being OP, or even being top-tier. A Billy is completely powerless at a Jungle Gym, Killers Shack, or the Ironworks window. He eats pallets and needs to vault windows like a M1 killer. A Freddy on the other hand could do atleast something at those loops.

    There is nothing wrong with thinking this, but if you invest time in mastering his chainsaw, you can shut down both shack and jungle gyms by reading a survivor's movement and curving around the corner. Essentially you can punish the slightest hesitation in a survivor's movement and once they're on to you (understand that standard pathing/looping doesn't work against you) it becomes a game of who can predict the other's pathing better. This is when Billy becomes really fun to play as and against. You get a genuine feeling of outplaying/being outplayed and for me personally nothing else in dbd beats that feeling

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1106578#Comment_1106578

    Not really, but still hillbilly's power is stronger than Deathslinger and he's 115% speed.

    You're comparing apples to oranges. It's not stronger - it's different

  • So you're saying that he should be nerfed, because there are people who invested countless hours into mastering his power to the point where they can easily dominate you? Great idea. You should always balance around the top 0.1%(that's sarcasm in case it wasn't completely obvious)

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1106313#Comment_1106313

    Exactly, he looks good and fun, I dontrelle see why people are calling him worse than Oni. He's a Huntress with more pressure cause of DW.

    I actually disagree with the generalisations that killer x is killer y with/without a, b and c. Take deathslinger for example - his only similarity with huntress (power wise) is that it's a projectile attack. Aside from the basic mechanic of how projectiles work in general their powers have very different functions, advantages, disadvantages and strategies to utilise them. Deathslinger will (should) be played quite differently from the huntress (if you want to get the most out of his power)

  • He will be top tier in some people's hands and bottom tier in other people's hands. Just like every other killer

  • Maybe having to grind more add ons and the fact that killers earn more bps will force some players to play both roles and get better at the game. I don't see any downside to that.

  • Yeah, I'll buy him. He looks really fun to play

  • Oh man, this was so infuriating to read :)

  • As I see it this incentivises survivor 'mains' to play killer in order to collect bloodpoints. As a result they'll get better at both roles. Nothing wrong in getting better. I welcome the change.

    It shouldn't really affect anyone else (I. E. People who play both roles or people who prefer to play killer).

    All we need now is something that incentivises killer 'mains' to play more survivor

  • Sabotage is a really interesting game mechanic that's not really being used that much currently. The change is intended to make it more viable (whilst maintaining decent counterplay) in order to add more variety to survivor and killer gameplay.

    People have been asking for updates that introduce different playstyles and game mechanics and this is exactly what we're getting. I'm surprised to see so many complaints. I guess some people just don't enjoy variety and prefer every game to be as similar to the previous one(s) as possible.

    This bores me personally, so I welcome any change that changes up people's gameplay and (re-)introduces game mechanics

  • This might sound silly and unhelpful, but the best advice I can give you is to get chased as much as you can. Just focus on getting the killer's attention and don't care if you escape or not. Experience is the best teacher. Specific tips I would give you are:

    - learn/memorise the tiles that can spawn pallets/windows to the point that you can recognise them from a distance and know where the pallet/window is going to be without actually having to see it

    - learn which pallets are safe - a safe pallet is one that the killer has to break in order to get a hit. Don't try to loop the killer at an unsafe pallet once it's been dropped. Force the killer to break a safe pallet before running away from it (unless you want to preserve it for later use)

    - get used to looking behind and try to be aware of how far behind you the killer is at all times

    - if you get hit avoid dropping pallets/vaulting windows during the burst of speed you get. Each of these interactions kill your momentum and in the case where its a pallet drop it also uses a valuable resource that could be utilised later in the game

    - pay attention to the killer's behaviour - at a pallet loop do they just walk forward or do they try to mindgame(walk backwards and hide their red light); do they respect pallets or do they just walk through them? Use that information and adapt your strategy based on that (e. G. If the killer respects pallets you can be more greedy and loop tiles 1 or 2 extra times before dropping the pallet)

    - when looping a tile try to hug walls (and corners especially) as tightly as possible - the survivor model is smaller then the killer character model, so despite the faster movement speed, when running around an object the survivor has to cover less distance, meaning they can get a loop or 2 before the killer can catch up

    I'll stop here - I don't want to make this reply too long and I'm sure others will give you a bunch more useful tips.

    Good luck!

  • They do not stack. You get the surge regression only

  • Beefy med kit, mettle of man, breakout, unbreakable, we're going to live forever. Easy 4 stacks of wglf and I even got lucky several times managing to activate mettle of man twice in 1 game :)

  • This has already been answered in another thread. It will use the basic pallet-breaking animations at first, but the devs will be looking at adding bespoke animations for different killers at some point in the future.

  • @Frankie said:

    So, I'm confused why this challenge exists. Like, I can see why a bronze, silver and even iridescent version of this challenge exists...but why gold? If I'm not mistaken, you simply have to escape to get this. That's literally it. It's the minimum emblem for unbroken you get if you escape. Why not just say "escape 5 trials"?

    Who in the blue hell thought of this challenge? It's so redundant and lazy lol

    I suspect that some of the archive challenges are designed to help newer players understand game mechanics/perks better. If that were the case it'd explain why they'd create this one.

  • +1 from me. I'd love it if I could sell green, yellow and brown for bloodpoints and purple/pink for shards

  • As killer - together

    As survivor - apart

  • @28_stabs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099828#Comment_1099828

    Im bringing you facts that survivors can be invincible. A killer who managed to reach rank 10 ( not dumb), was harmless against experienced group of survivors. I dont feel guilty for showing the true picture of the game.

    I'm not sure if it's even worth responding to you, but just to avoid any doubt I'll oblige. Nothing you said was a fact.

    The killer had 3 perks at tier one. Unless they just prestiged (which I highly doubt to be the reason based on the endgame chat and the outcome of the match), this was clearly one of their first games as ghostface. Add the fact that they're at rank 11 with the new ranking system, they probably don't have more than a couple of hundred hours in the game.

    Based on your devotion level I assume you have between roughly 600-1000 hours. Assuming that at least one of the other survivors had as much experience as you, then this round was grossly mismatched. It would have taken a huge blunder on your part for the killer to have any chance at winning.

    Now flip that situation the other way around - a decently competent killer would have likely slaughtered your team.

    Aside from RNG and bad matchmaking/ranking systems pitting noobies against veterans this game is as balanced as its ever been in terms of pure gameplay.

    I said this twice and I'll say it again - the only thing your 'facts' prove is that you like to abuse inexperienced players who (due to bad matchmaking) have been thrown right into the deep end.. And then go on to brag about it on the forums

  • @28_stabs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099279#Comment_1099279

    Am I guilty that there are no red rank killers and Im matched with new killers? :P

    You are guilty of badmouthing a person who is clearly significantly less experienced than you and then boasting about it on a public forum.

  • It's weird. In terms of balance I think the game is the best it's ever been for both sides, but the matchmaking and ranking systems are so busted that in most games people are completely mismatched in terms of skill. Add queue times in the mix and you get a bunch of unhappy players..

  • @sulaiman said:

    I play solo, and a lot of survivors are toxic.

    Imagine you dont run self care and come to a gen with a guy, but he refuses to heal you, and works on the gen. Ok, you join in, in hope he heals you afterwards. But i had guys that run away when the gen was finished to work on the next.

    But then, if the killer comes, you know why. Because most killer will go for the easy prey that is downed with one hit instead of two. Those survivors even bodyblock you to make sure you are closer to the killer and they get away.

    A lot of survivor just see you as a bag of bloodpoints to farm for them. You cant rely on them, and they hang you out to dry if it helps themself. i run kindred and in several games i get to struggeling on first hook while the killer is away, and every survivor has the information that noone is coming. They just don´t care for you.

    Yes, and thats why i selfcare.

    But i should say that i suck at chases and rely on stealth. i can juke killers, but its harder if you leave a visible blood trail.

    With experience you'll find that there are very few situations in a game when you actually need to be healed.

    When you start spending more time being injured you'll eventually get more confident in chases and see that it's only really worth healing if you need to make a play, like for example rescuing a hooked teammate against a campy killer, or recovering when you have 2+ slugged/hooked teammates (I. E. If you get caught it's game over). Even in the second scenario most times unbreakable will benefit your teammates a lot more than spending time healing.

    One of the most important things as survivor is to be aware of your surroundings and know your escape routes at all times. E. G. You know where your closest pallets/windows are and you know how much distance from the killer you need in order to get there in time. Just avoid stealth, as that increases the likely hood of getting caught out of position.

    Good perks to help you get better at chases/staying injured are iron will, dead hard, object of obsession, reselience, spine chill, unbreakable, adrenaline.

    And once again, if you want to get better at the game, avoid stealth and prioritise getting to a strong tile/position. Stealthy play is the best way to get caught in a weak position where you're forced to take a hit.

  • To help the killer slow the game down. Bonus points if they have thanatophopbia, sloppy or both!

  • @28_stabs said:

    https://us.v-cdn.net/6030815/uploads/434/FM2XJUG2F9I2.jpg

    because we play survivors, too, and know how to bully.

    You cant get mori or down, if you cant get behind 99 pallets.

    .. Or if this is your first game as a specific killer. What you demonstrated here is that you would sh**talk a person who just started playing ghostface and would then brag about it with a screenshot in a forum. Nice going, commendable behaviour.

  • Not going to lie, those are some pretty spicy hits

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096497#Comment_1096497

    How? If there's only one Survivor left, then the EGC will kill them. If there's multiple Survivors left, then they'll just rush the gens or they can bodyblock.

    Someone else already corrected me and I agreed with them

  • @Carpemortum said:

    Its not RNG. You chose poorly. It is what it is.

    Also, if shes chasing you, its not counting down. So. Theres that.

    You cannot choose poorly, if you have no information to base your decision on. How do you struggle so much with the concept of cause and effect? This is the second time I see you trying to make this silly point.

    To clarify, the above statement does not mean I agree with OP's logic. From what I've read, he just played a little bit too immersed until the timer started running out, at which point they panicked and ran into the killer.

  • At the higher level, without add ons I'd say wraith. He's one of the most relaxing killers to play as without having to rely on any game stall/gen pekrs.

  • @fengsad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088369#Comment_1088369

    I still have probably $50 in shards that I haven't even spent yet. Didn't know I was going to be blocked from playing.

    Shards are free and acquired through playtime. I wonder why you estimate their value at $50.

  • Because it's boring. As survivor I have to run different builds and set a goal to to make something happen with my perks in order to keep myself entertained. E.g. Activate mettle of man, distract the killer with a pebble, lose the killer with tenacity and so on

  • @KornySon10 said:

    Gen speeds are fine. You only get gen rushed if you are chasing 1 survivor for minutes at a time and refuse to break chase.

    If it is taking them minutes to go down, they are better than you. If you can't find a single survivor in the whole game who you can down in a reasonable amount of time, the entire lobby is better than you, and you deserve to lose.

    Simple, really.

    Scott is a huntress main so it's no wonder he is complaining he can't slap on the braindead ruin and now actually gets punished for mis-positioning his 110 killer on the map.

    Well said

  • True - ish. For the most part I agree, apart from one scenario. I always used to use ruin in my first few games with a new killer, so I have enough time to mess around with the power and learn how it works. So with old ruin gone I think it's going to be a bit more difficult to learn to play with new killers. Aside from that and as far as normal gameplay goes, ruin was more of a detriment to getting better at the game than anything else.

    You can easily see how a lot of people are struggling now, because they relied on old ruin so much

  • It's RNG. No perks are locked behind others, however, if you want to get a specific perk, the quickest way to get it is to eliminate perks from the bloodweb as soon as you can - that reduces the number of perks that can appear and thus increases the chance to get what you want

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077076#Comment_1077076

    How far away are you normally from the locker when you hear them?

    I haven't used stridor in a while, so I couldn't tell you precisely, but for example you should be able to hear a survivor in the closest locker if you walk through the killer shack (enter from one door and exit through the other)

  • It is quite noticeable - I've caught a bunch of survivors hidint in lockers just because I heard their breathing as I was walking by

  • @Karl_Childers and @Warlock121 hit the nail on the head with the logic they provided. I'll just add a bit that they didn't cover off. Whether it's worth proxy camping or not depends on the positioning of all objectives on the map.

    For example, you are down to 1 gen left and hook someone near the 3 remaining active gens. Even if you know that there are two survivors on the opposite side of the map there is absolutely no reason to go there, as whilst you're looking/chasing them the hooked survivor and the rescuer can immediately hop on the last gen and finish it. In this scenario a proxy camp is the best thing the killer can do, as they are defending all of their objectives at once.

    On the other hand, if the objectives are away from the hook, then the best thing to do is to leave the hook area as soon as possible even if you know there is someone who could immediately go for the save.

    In short, be aware of the map and where your objectives are. If you're playing to win don't just camp or leave the hook area for the sake of doing so

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