Akumakaji
Akumakaji
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3264008#Comment_3264008
What a useless and rude comment for no reason.
You can loop any killer and at some point get downed and still get face-camped, happens to people with over 6k hours, doesn't say anything about skill considering being able to loop depends on maps, what's available, whether the killer mindgames or not and how you can counter those, and so on.
They should make Bubba's power so that when he is in too close-proximity to a hooked survivor his M2 doesn't work unless he get further away. Just give him his M1 when he is too close, like they're already doing that with so many other killers.
On facevalue you are right, that was incredible rude and useless, but as OP and myself engage quite often on the forums and agree on quite some topics and the skill issue comment is a sort of fatalistic running joke here, I bet that OP got the joke without me putting "/s" front of my post.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3266834#Comment_3266834
NGL I would love to see snuffing being replaced with breaking. Either that or having hexes work like boons where you could ignite a different dull totem if you see it at snuffing speed. But I am unsure how balanced that would be. Devour stacks would have to drop off if you replaced the totem
Shattered Hope change: the perk retains its ability to shatter Boon totems, but it also gains this one. The perk actives each time a gen is done. When activated it allows the killer to Break a totem, even dulls, thus prepping them for Pentimento. Or removing the dulls strategically from beneficial locations, so that they can't relocate.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3268302#Comment_3268302
lmao got me there XD
but as i have said here a couple of times anyway, no matter what that challenge is a waste of time in any form. it only gives 30k bloodpoints which are earned like in 2 trials, make it 3 if you have some veeeery bad rounds. The challenge however would probably last for several days until its done.
Yeah, but the tomes give you some nice charms and the challenges are sometimes, well, challenging indeed and mix things up. I am actually nearing completion, only 8 challenges to go, then I got them all. As in "all the tomes done". I don't know what I will do when I am done, actually. Just play anyway I want without any FOMO or completionist issues? Ooof, I don't know if I can manage ...
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3268153#Comment_3268153
I appreciate your effort, i alredy own all those perks. I use Pillagers and Appraisal for chest opening challenges alredy. But then im not out for surviving neccessarly, ima do my best and dont prioritize a chest over a gen ofc but with those perks, paired with coin offerings its easy money.
however, i need windows and lithe to kinda cover me, lithe can switch places though, but windows is like a must. I have maps where i have memorized the pallets and vaults only to find out pallets are alredy gone where i expected them. And then there is maps where i have no clue about the locations, so i have only 3 perk slots.
And its not like that im the best at looping, i would need to play highly immersed, more so than when i run a gen build. Which also could lead to much frustration and boredom because if all the effort just not is enough for rng or skill sake then yeah.. I figured the 30k are really not worth the hoops.
https://forum.deadbydaylight.com/en/discussion/comment/3268156#Comment_3268156
Sounds a little bit too easy on paper not gonna lie XD however i think i did not have a single 1 killer game since i started in april this year, where someone actually used a key for escaping through hatch. So it surely might be unexpected. IF i have nothing else left more, when doing it, doing it in the same trial is a good idea however, so thanks for the advice ^^
https://forum.deadbydaylight.com/en/discussion/comment/3268158#Comment_3268158
If you wanna find out: Its tome 2, page 3. One of the upper challanges a "casual" survivor challenge. Its not even one of those masters. (its right next to a master jane challenge) Surely from past times.
@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3268156#Comment_3268156
I so wish I had known it would pause the EGC timer when I did this challenge.
My lovelies, just to prevent you from spending needless time on my tactic: this is of course utter bogus! You don't have to open the hatch and escape two times in the same trial! That would be so crazy :D I just pulled ya leg, but I don't want in on my kharma tab if you guys tried to do it for an entire evening or something and get super frustrated. Escaping the normal way with a key is tough enough, IIRC you need to escape via key 4 times for all tome challenges?
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Here is another one. During the trial it is no issue, but during the endgame screen he is just weird.
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It had been so for quite a while and I always wanted to make a post about it.
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For me the salt in the post game chat IS a big chunk of the fun, though. But in OPs case your advise is pretty solid.
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@Terion said:
How?
i mean. Is it just outdated or is there still a way?
rn i only see this getting done by being sneaky like it was real live, not getting downed at all, absolutly throw the game and make the teammates mad, only to wait for the killer to close hatch so you can run towards it and open it with a key. <--- which is not worth the reward of 30k bloodpoints. And something even i would not do, i dont want to screw 3 people just for a single challenge.
If there is some less... destructive way however, i would give it a try.
The trick to this challenge is to open the hatch two times in the same trial. Its quite easy, actually: locate the hatch with Left Behind, hide in a bush, wait for the killer to close the hatch, then quickly open it when the killer goes to th exit gates. Afterwards hide again in a different bush and wait. The EGC timer will be paused and the confused killer has to close the hatch again. Then jump out, open and escape. Easy as pie.
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@SweetbutaPsycho said:
Hear me out pls.
I know that tunneling is #########, especially hard tunneling and I try to avoid it as killer whenever possible cause I want everyone to have fun. But I also want to win and I'm not okay with just throwing my chances of winning away for no reason. So when I went to RPD there was a kate that I downed after a chase. When she got unhooked I went back to the hook and everyone brought themselves into position already.
The Jane who has shown me that she has balanced landing was standing on the balcony overlooking the entrance hall.
The quentin with lithe was standing next to the office loop ready to vault.
And the meg with sprint burst was camping the god pallett.
Just the previously hooked kate was sitting in the dead zone in the entrance and healing herself up. So ofc I went for her. And ofc I got the typical "OMG filthy tunneler" complaints afterwards. But in this case I feel like tunneling was justified. If u dont want ur teammate to be tunneled at least try to make it more attractive to be chased by the killer. Not do it like these 3 and stand with ur exhaustion perks next to beginning god loops and basically go "but now u have to chase me or ur a tunneler".
PS: this is not a threat against tunneling in general.I know hard tunneling exists and is unfun and a problem. I just want to point out that there are situations where I think tunneling is totally justified.
I made a similar post about this concept this week, but most people don't get it. If you unhook and then run to a super save loop while the poor unhooked survivor is left in the open .. well, I am not wasting my time at that super safe loop, sorry about that. When you unhook, you got to present to me some target thats worth pursuing or otherwise take the heat.
Same with survivors who loop like gods: if I missplayed and wasted too much time in a futile chase I might be compelled to tunnel someone to make good of some time. If you always just apply the hammer, don't be surprised if the opponent moves out of the way. Some players would wish to see you rather take the L instead of shift gears and "take it out on the weak link/innocent bystander", but thats all part of the concept of taking heat off the weak links in your team and dangling a bait in front of the killer that they know they could possibly take.
But this approach has been labeled everything from coping, to begging for scraps on my knees and being the lowest of the low ^^ Oh well, its sometimes hard to explain this concepts properly, but a fun game thats somewhat close and not a total curbstomp or tunnelfest at the camping ground for once side is like a dance between dishing out and taking it. I have had very close natural games that had everyone on deathhook and even a 12 hooks 4K at times, but of course these are the exeptions.
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@BrokeJotaro12 said:
So the survivor side has BT and Unbreakable built-in which is fair because of some killer mains but what about base kit perks for killer I find it kind of unbalanced of course their are some perks for killer I think should be base kit like blood Warden or no way out because survivors like to be toxic and brag about their escape because a killer had a bad game or because I'm sure hyperfocus will never get changed even though it completely reverses the 90 second gen nerf maybe deadlock?
Here is the thing: if a perk would be attractive as basekit, like Blood Warden or No Way Out, why don't you just equip them?
Basekit perks should only be done in very special circumstances, like the tunneling of the hook meta that sadly warranted BT basekit.
But every new basekit will cement the meta, as players can then comfortably play the strongest general perks while still enjoying that sweet utility that comes with the basekit: you got your cake and you got to eat it. Profit? Well only until you will face the same meta loadout time and time again.
Only basekit I would consider were a basekit BBQ that showed the killer one survivor on hooking and gave them a speed boost to get over here so long they aren't in a chase or within a certain distance to their new target. This would deincentivise camping by giving killers a new target the speed boost M1 killers might need to convince them its worth the effort to travel there.
One of the changes of 6.1 that many players don't get was the repercussion of BBQ: every killer had it equipped for the blood point bonus and thus tried to hook everyone once, and while doing that they saw opportunities via aura reading and left the hook. Now that that's gone some killers are left without direction after a hooking and thus camp and let them come, as they no longer get rewarded for hooking everyone.
A further point could be made for a new score event +5k BP for hooking every survivor once while they are all alive. The carrot works better then the stick, ya know?
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3267584#Comment_3267584
Running a perk just so you can possibly counter Eruption is not a solution just like shattered hope is not a real solution to boons.
Run x perk to maybe counter x perk is not really a fix.
Lets put aside that Eruption is overtuned right now, this is what we have been doing for years now and is what a meta revolves around: something is strong, people play it a lot, others expect it and adapt, rinse, repeat. Entire killers builds pre-6.1 had been dedicated to just countering DH (Blood Echo or Septic Touch centered).
If Eruption is giving you a headache, then equip a perk or two to countering it. At one point it might not be meta anymore, because "survivors wisend up to it and counter it all the time. It ain't fun anymore." And if its really too strong, then BHVR might tone it down next mid-chapter.
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@AJStyIez said:
Legit question, no right or wrong answers here. I'm just curious as to the reasons people have chosen a side and why they stick with it. I've recently been laying the foundation for a little mini DBD podcast and even if it never works out this is still one of my favorite ideas that I have written down for it. Its something I've thought to myself for years, not even just about DBD. It can really be any PvP game even though DBD is particularly interesting in that regard at least IMO
Is it as simple as just not having the time/desire to play the other role or is there a secret villain-arc that took place after something in-game happened to you? People can play however they want, I just find the answer(s) to this question very relevant to how the community interacts with each-other (myself included)
Sometimes I feel like me and others misunderstand each-other by accident or even intentionally alter our interactions with other players because of petty tribalism and perceived playstyle differences. I personally feel when you exclusively play one role your perspective will always be a bit limited and your potential social interactions or gameplay can be different too. Let me know if you have any thoughts on the topic or examples of this happening!
From my experience there is a very big chunk of the player base that only plays survivors or "just tried killers a couple of times and I didn`t like it", because you can play it with friends and the stress is divided. This are so survivor mains.
On the other side are the players who love to play killer and consider themselves killer mains, but I have not found one who exclusively plays killer. For one, the survivor part of the game is fun too, and for another it improves your killer gameplay by knowing how survivors see the game, and maybe learn a coupld of tricks or where to hide etc. As a bonus point you get first hand experience of how aweful tunneling off the hook feels, so it might (might!) increase your empathy with certain tactics. Killer mains seem to be closer to 50/50 on both roles with a maximum of 70/30 in the killer roles favor.
I myself fall in the latter category, I consider myself a killer main and really like most of the experience and challenges, but I also got a group of friends who I SWF with and thats sometimes so much fun that I wouldn't wanna miss it. Also my killer experience often comes in very helpful when we encounter some strange build and everyone goes "how is that possible?".
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@TheycallmeLix said:
Besides old level 50 bloodwebs and the prestige 100 badge? We’ve played so many games and spend many hours on the game, what would you guys think would be a good reward?
https://us.v-cdn.net/6030815/uploads/8NNSS1J9DPSS/1f39df09-f9a3-4bbf-84ed-37d7ce027b55.jpeg
I just hit P100 with Leon today 🥳! Also play as Carlos and Chris so you can say I play as 3 different survivors ;)
The warm and fuzzy feeling that you get a +75% chance to get lobby dodged or tunneled, if you don't sneakily switch your character last second.
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@Rulebreaker said:
https://forum.deadbydaylight.com/en/discussion/comment/3266238#Comment_3266238
Outa genuine curiosity what is it called when your minimal brute force is considered their overkill? We've been called on being the usual try hard names when playing at usual aggression levels.
I guess thats called a "severe MMR messup", which is about a 33% chance.
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@Gandor said:
Not a good suggestion. Nemesis players have no idea how often and how much zombies actually slow down survivors by forcing them to leave the gen (or in some cases taking twice as much time by forcing survivors to lead them away from generator). Zombies don't need to be buffed *. It's the same situation as with Wesker or pig. Their secondary are not meant to produce instadown/mori. They are designed to slow survivors down and only threaten to do worse if they are ignored.
*they only need to have their AI raised so that they will not get stuck all the time
While is true that Zombies don't need to produce instadowns or moris, I think you underestimate how often Zombies to literally nothing or get such at some random terrain feature and need to be removed by hand (or tentacle).
If you take into regard that more then half of Nemesis add-ons deal with Zombies, such utterly randomness and dice rolls to see if they are of any use at all is pretty frustrating.
Maybe you miss read my suggestion, I didn't ask for full control line the Knight has over his guards, just the ability to send the Zombies to specific gens.
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What happened to the Terminator bots that were all the rage 7 month ago? Or are they forbidden to talk about?
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@Grigerbest said:
So let's say... You're playing a killer, you're really good at this killer, you're making some insane moves and reads, you're trying your best to get this jucy 4k, and by the end of the match: "What a tryhard, get a life." or "Imagine sweating like a pig."
So playing really good, apparently is a bad thing? I really don't understand when someone using a word "tryhard" as an insult.
If I see a really good survivor jucying me for 1-2 minutes and playing without any mistakes... I always complimenting this survivor in the end-chat. No matter how much he\she T-bags me here and there. Like... Why would I call him\her a "tryhard"? He\she is a really good player.
I understand no one likes to lose, but if you complimenting no matter which side for a good plays, you actually can cheer up this person or even make their day. (Yeah, ofc)
"I know - I know... It's because of the salt, but still..."
I think we should compliment a good plays like it should be. Not insult a good player with a weird word: "Tryhard".
@Thusly_Boned said:
IMO, the word "tryhard" is used as a pejorative in two scenarios:
- The complainant wanted to play a chill game and is mad that their opponent wanted to win
- The complainant simply wasn't as good as their opponent and wants to give the impression they weren't trying in order to cover that up
Lame either way. One should expect their opponent is going to be trying to win, and/or be honest enough to just accept a loss.
Of course you are both right, but there are some situations, were the most brutal application of utmost force might not be necessary. Tunneling and killing someone off at 5 gens, for example: there are games were this happens, but unlessw you totally dig the 4min game, it will probably very onesides and not very profitable, BP-wise, as you were totally in the control of the match. The term "tryhard" seems to be mostly associated with one side having massively the upper hand, but stil not relaxing their gameplay one bit, but playing as hard and as tough as they can muster, leaving th other side absolute chance-less.
Some survivors also like to call the killer "sweating tryhard" when someone DCs on their first down, not 1min into the game. Realistically the survivors have no real chance at this point, but the same goes for any normal gameplay on the killers side. An early DC is just a lose/lose situation for everyone still in the game and the killer can't be faulted for not wanting to farm, but getting into a real match asap, thus they "tryhard" with the opposition having no chance.
With the game having neither a casual/ranked mode or a catchup mechanic these kind of situations will always arise again and again. Just ignore it and play any way you feel comfortable with.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3264916#Comment_3264916
I like this idea, but instead of a necklace while in tier 3 his left hand could be gesturing... in a particular way.
Myers - Flipping the bird to gaming conventions and balancing decisions since 2016.
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The jokes and fluff aside, from the mechanical side this thing is pretty solid and functional and probably one of the better ideas we have seen suggested.
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Actually every perk that we would want to be basekit should be worth running on its own. If some perk goes basekit it will water down build variety and more and more players can run full meta builds while also having all their bases covered.
There is only one exeption to this, old BBQ did a marvelous job: everyone equipped it for the blood points, and just like an afterthought the aura reading showed opportunities and got the killers off the hook. So give killers a mini BBQ and show them the farthest away survivors aura and give them a speed boost if they move in that direction while not in a chase. This way even slow M1 killers could be persuated to leave the hook and fight camping and tunneling.
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@GrimoireWeiss said:
He's okay, not really strong, but not really weak either. Could use a few buffs but overall he's okay. He could be a bit more silent in Nightfall and the locking the locker animation needs to be a bit longer imo.
For real. If locking the lockers involved not just sliding the thing in, but actually placing a lock over, lets say, 3s, then survivors would maybe a bit more selective with which lockers they close up. At least it would be a sort of secondary objective, something thats always welcome. Right now closing the things up is barely taking any time at all and even if survivors mindlessly close them all, the Dredge gets a 1s mini-stun from hitting each and every one.
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@HugTheHag said:
It's miserable on Trapper, Hag, Ghostface, Pig and probably Myers as well.
Some branches have weird collisions that I could see cause problems for killers for whom that matters.
Apart from that, very cool map in my opinion !
Funny enough, on Myers it isn't bad at all. You can stand on the balcony and stalk survivors who have no idea what you are doing. This can be especially devestating with Tombstone Builds. D3ad plays did a fun video about this
https://www.youtube.com/watch?v=e1kKK59U2P0 -
@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3265062#Comment_3265062
Then you went up against either an extremely good player, an extremely lucky player who made all the right reads, or both. And getting frustrated at that is understandable.
But again, I don't get the thought process with this post. Play dumb or face the consequences?
It'd be like.. if a killer was hooking a survivor, but he saw two of their teammates hanging around the hook. So naturally, he sticks around to defend the hook, because he knows people are around and that makes sense. The survivors see this, and instead of thinking "we need to make a trade or smash through gens before they die on hook", because that also makes sense, they instead think "well, if you're not gonna throw us a bone, we're just going to smash gens as fast as possible and leave. Actions have consequences."
It's a strange way of thinking about the situation. If you keep giving someone a lead, they're going to keep taking it, and you can't really blame anyone but yourself for that.
Well, maybe I am the outlier here. Its the same with unhooking: I sometimes got this situation were someone unhooks a survivor semi safe and they then split up. The unhooker runs to an extremely safe loop and I can either take that bait and be stuck in a very unfavorable situation or go after the unhooked survivor who ran into the open and be accused of tunneling. I won't go to the super safe loop unless that survivor baited me out with tanking a hit. Thats what I mean with "throwing a bone" or "taking one for the team".
In this case that survivor was so good that I would not waste any more time with them. You can be so good that you are driving the killer to your weaker team mates. And as @danielmaster87 explained, it seems to becoming more and more prevalent that survivors can greed to the max and not pay anything for it.
I am not on my hands and knees praying for morsels, but some stuff shouldn`t be possible. Maybe I just got a bad batch of games tonight, but it felt like all pre-6.1 again.
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@Grandpa_Crack_Pipe said:
..how many times did you respect the pallet for the Meg to manage to greed the pallets to such an absurd degree? At that point, she just knows you won't take the risk of getting stunned and is making the right play.
You can't fear the pallet, man. Oddly enough, just unga bunga-ing it and running straight through it is often the smartest play, since very good survivors will usually try to greed it. Or they get the stun, but that loop is done for.
And besides that, i'm not really sure about the mentality of "punishing" people for playing good. Yes, I understand getting frustrated and playing meaner as a result. But what's the message here? If you're just gonna keep giving her the loop, she's gonna keep taking it. Considering yourself to be "punishing" the team for her not being dumb is a weirder thought process than you just deciding you need to put a little more gas on the pedal to win the game.
Not once. I know not to respect pallets, but she was unreal. She juked me a couple of times and ran to other tiles or used DH. When you respect a pallet and get burned, thats one thing, but running for 2 gens and not using a single one is just messed up.
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@Starrseed said:
I would say we don't need to work on hindering buba to camp but we need to work on camping as a whole. Camping sucks no matter the killer buba is just the best at it but if we work on making camping less worth overall buba would stop to. And yes I know there are people out there that would camp even if they know they lose and get zero points I get it some dbd players are trash people but there will never be a change that makes camping impossible and we should not try to find one cause situational camping is valid
This.
Make Reassurance the anti camping perk it was meant to be: increase Reassurance activation range to 12m and give it 3 charges and let a single survivor burn all the charges one after another. This way one survivor can buy the others the time they need to slam gens, without everyone trying a risky and timeconsuming driveby. After the 3 charges are spend a second survivor with the perk could take over. Also let Reassurance stack with Kindred, ie both give their full effect and non is wasted when the other activates.
Then give the killer an incentive to leave the hook. The old BBQ did a marvelous job: everyone equipped it for the blood points, and the aura reading showed opportunities and got the killers off the hook. So give killers a mini BBQ and show them the fathest away survivors aura and give them a speed boost if they move in that direction while not in a chase. This way even slow M1 killers could be persuated to leave the hook.
Lastly, we could introduce a new score event for hooking all four survivors once or even let The Entity block all gens for 15s or something once all four survivors are hooked once while all are still alive. This could also proc a second time when a killer gets 8 hooks without anyone dying.
While this would technically be killer buffs, this are techniques designed to reward the killer for not tunneling or camping and for letting everyone stay in the game. Obviously 4 survivors can slam gens more efficiently then 3 or 2, thats why The Entity gen blocking thing could be a good thing.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3264100#Comment_3264100
I think a decent amount of people just give Dredge the most basic name ever, because whenever you take something scary but give it a basic name it's the funniest thing ever. "Oh no, Tommy is coming to get us," "we better be careful, Phillip might grab you off of a generator", etc.
He is constituted out of the remains of the people who once inhabited the Garden of Joy, some 8 peeps if I recall correctly, so a Tommy, Phillip, Greg and Karen might have all been part of the crowd.
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Isn't the Dredge colloquially known as The Turkey?
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3264038#Comment_3264038
You're right; total chaos would ensue if people started making posts that consider both sides. People would think hackers had taken over the forums. It would be unrecognizable.
Thanks for your understanding. You seemed reasonable enough.
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@JustWhimsical said:
I honestly agree, like I really hate like Pinhead, but I at least am willing to try to learn him and get better against him as well as just try to have an enjoyable time, but sadly my swf I play with are always super negative about every killer and I sadly don't really say anything about it cause well they are my friends, but yeah there is so much negativity over whatever main you choose that it's just dumb. People should be free to use whatever they want and play whatever they want it is very much a game for fun, but people take it too seriously, worst part about it is being around negative people tends to make you negative which honestly it has as I started to really dislike Wesker and Pinhead more and more because of how much my friends also dislike them. Which thankfully I realized and I try to have a better outlook on it instead of being a negative nancy.
I feel you. I am sometimes running with a couple of twitch streamers as an easy instant SWF group and one of the other regulars always hates on the killers :D
"Wowx that's so balanced. There is no counterplay to this. "
"That's so unfair, how could he do that? He must be cheating! "
or best of all and circling back to you
"Huh Pinhead ain't that hard to verse, actually. This one here is really bad and he can't touch us. Lolol"
- the difference to their earlier encounter with Pinhead was that this time I was running with them and I made the box my priority :P who would have thought that one survivor on dedicated box duty makes all the difference:)
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@TheSubstitute said:
I have no idea of why people are so resistant to the idea of learning how to play a specific Killer so they know better how to beat that Killer. When I first started playing DbD I played Trapper a lot and I started playing survivor right after? Why? I wanted to know where survivors typically run so I could trap the hell out of those spots. When playing survivor, I started learning Nurse. Why? So I could see what people did to mess me up so I could do that to other Nurses when I versed them. In both cases, it helped me improve significantly. More people should try it.
Please, for the love of The Entity, don't confused then with facts and logic.
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As a Pyramid Head main I chuckle when they send me there. Most groups are in for a rude awakening and end up as a snack for The Entity.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3263005#Comment_3263005
I only have 1k hours, so im far from a veteran, but im still very much on edge when playing.
Also, Nvidia users get a clear advantage over AMD users.
And why should the devs even bother making the maps dark, when its cancled by the players anyway.?
You are not wrong. Lighting was always a wonky balancing factor due to different screens, equipment, situation at home, eyesight etc.
Watch some streamers in the main building of Garden of Joy and compare that to your own experience. Why are some players subjected to this while others have the light switched on? With base settings that map is way too dark.
Dude, I still sometimes get jump scared and spooked, but the killer is no longer the big bad scary slashermovie killer to me, but, well, the killer. He hunts you, you loop him, throw a palette in his face and eventually go down. But it's a far cry of how stressed out I was when I started and even the shifting sound of the gen would scare me.
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@Pulsar said:
Bubba's ability to facecamp is a relic from a long-past era of DBD. Something needs to be done about this. Almost every single Leatherface plays this way and it is beyond frustrating to get 3K BP through no fault of your own.
Likewise, this strategy is viable. It isn't like you'd be throwing to attempt this. You can get consistent 3K's even if Survivors correctly counter you.
If locker saves are being removed because they remove Killer agency and feel unfair, Bubba's ability to facecamp needs to get yeeted into next week.
Maybe you should just have looped him better and not gotten yourself downed. Sounds like a skill issue to me. I never go down to Bubba and you can loop him with just one braincell.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3263945#Comment_3263945
The way I see it, I COULD learn to twist my dudely dude bits an entire 360 degrees to where it doesn't hurt anymore, but nah, I don't think I will.
Same thought process.
This dude is scary :V
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Yeah, cause I'm a fanboi and wanna retain my 100% achievement completion. Also at least he perks of the new killer look fun, and if they iron put his issues The Knight might be pretty cool.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3263931#Comment_3263931
BUDDY, RPD being a bad map is a hill I will fight on, die on, and you can bury me right on the top. My headstone will read "Nope, it still sucks".
Nowadays I have no problems finding the gens as I know them by heart. Same goes for the general layout and I just very, very rarely get lost, BUT this map expertise was bought with endless frustration and manly tears, either by being send their by abusive bully squads who just wanted to torment me, or by myself, grinding down the escapes for Outbreak Breakout. Datum am I glad that that's finally over, even though I don't really feel joy, just ... emptiness. So in short, RPD does get better, but actually it doesn't.
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@BrightWolf said:
Coldwind, RPD, GoJ.
Coldwind- I have a bit of a love-hate relationship with these maps, like I do ok on them but not great. But my two biggest gripes with this map is that there are too many variants of it, all of which have elements that make them too strong, ranging from safe loops, to god pallets and corn blindness etc. My second gripe is that goddamned ######### harvester. I hate that thing with a ######### passion, the fact that survivors can wait you out on the haybales is just disgusting. Like either waste time trying to hit them, while they just sit on top of the haybales completely immune to your M1 damage or drop chase and go for someone else while they run back to the nearby generator and complete it with impunity.
Seriously, why can't survivors be hit while they're on the bales? It's way too strong and way too safe, I have seen survivors make a beeline for the harvester the moment they even hear the terror radius and just stay on the haybales. So for the love of all that is holy, please, just please at least make it so survivors can get hit if they're arrogant enough to sit on the bales, build ramps so the killer can loop properly, remove one side of the harvester so it's not a figure of eight loop or better yet, remove the haybales. I know it's been changed several times, but IMHO it's still stupidly strong.
RPD - Is just too much of a maze for my liking, I get lost as a survivor or killer so easily on that map that it's not funny. Aesthetically, it's a nice map. Very loyal to the design of RE3, but as a map for a game like DbD it's just too survivor sided. imho
GoJ - What can I say that others haven't said? Too many pallets, too many safe windows, too many jungle gyms that form infinite loops with each other, bullshit hitboxes that killers get stuck on. Anyway, to make the point finer, I'll leave this clip from Otz to explain the stupidity of GoJ. https://youtu.be/s3Lt2Ku2h2w
I feel ya, but I want to mention, that the Harvesters have some tricks to them. Most survivors will jump to the right haybale, as its the saver one with more options for them, but as the killer you have several options here. You can either move from the ramp and just barely land on the haybale, which leaves the survivor not enough time to vault back onto the harvester without getting hit or jumping down unless they have balanced landing. Or you can just stand there, letting your red light shine and bank on the survivor vaulting early, surprising them on their way back. Works surprisingly often and somehow most survivors seem to believe that the harvester haybale is perfectly safe, while it actually is a death trap.
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@Chiky said:
yes pleaseeee
See BHVR? 100% of the commenters support this idea, so please put it on the table for your next round of midchapter patch ;D
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The hatch is often missunderstood, just like the EGC, its not there to give one side a better chance at winning, to help them or whatever, but to put a timer on the game, with the hatch having the explicit addage that it indeed is there to give the last survivor some hope in an otherwise hopeless situation (3 gens left etc).
Right now the hatch spawns invisibly when the map is generated, but its still there and you can sometimes notice it when your character walks over it and bumps up a bit. This is bogus. Here is one change that I would propose to the hatch: when the 3rd survivor dies ONLY then the hatch spawns into the world, and it does so either equidistant between the killer and survivor or at least 40/60% between the two, somewhat randomized. This way no one can know where the hatch spawns beforehand and you won't have situations where the hatch opens right next to some player, who instantly jumps into/closes it, but you would always have a somewhat 50/50 chance for either side to make the race to the hatch. The killer still has a slight advantage in this scenario due to his speed, but thats ok, they managed to kill 3 survivors off. A case could be made that Hope might activate during the hatch race, as its already in the name and this perk hasn't been touched since forever.
I also like the UB base kit if the killer sluggs for the 4k, like someone suggested earlier, ie in a two survivor situation, if the killer doesn't pick a downed survivor up, after 45s or so they can do so themselves. This way leaving a slug is risky and incentivises a killer to just be content with a 3k and not slowing the game down further. Maybe in the same vein we could add an "angry entity crows" meter to survivors who don't touch for 3min, that slowly degrades when you work at a gen, preventing 20min stealthing matches with 2 survivors left. Both, 20min stealthing matches and slugging for the 4k are rather unfun playstyles and I think this changes could help to make this situations more fun and engaging.
(copy pasta from earlier in this thread because peeps seemed to have been occupied with another discussion and I wanna stir it back to this idea)
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@HugTheHag said:
Survivor : Dance With Me, and currently Bite The Bullet is really growing on me.
Killer : Spies From The Shadows, and in very niche cases, Mad Grit.
Spies is so slept on and I have absolutely no idea why people ridicule and badmouth this perk. I have never equipped Spies with getting massive value out of it.
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For survivors it's Blast Mine. I noticed that there seem to be quite some Blast Mine enthusiasts, so I don't think its that niche, but its definitely not meta by any means. I just love that perk and ran it a while together with Red Hering and Quick n quite. I had a few situations were the killer chased me off a gen, then lost me when I jumped into a locker and then got even more confused when the 75% gen gave off a notification. "No one's here? Sad. Oh well, let's kick it" Boom. In the best situation (that only happens once in a blue moon) they might stroll by my locker and get hit by a Head On. You really see their fighting spirit leaving their body.
As Killers it's Awakened Awareness. When hauling a survivor towards a hook you see so many others hiding nearby ìn bushes, behind walls or just around the corner. It's fun to pretend not seeing them and then BAAAM! Bonus points for playing Pyramid Head and hitting them out of nowhere with a POTD.
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@ScrantonicityMK said:
I think that adding a new offering to the bloodwebs of survivors that grants a 100% bonus to all BP categories for survivors only would be a great idea. It would work like the Bound Envelope, but with a 100% bonus instead of 25%.
It’s extremely frustrating to play offerings like Flan and BP Streamers that benefit everyone only to be BMed and tunneled out because certain killer players get a power trip from constantly hitting and nodding at you on the hook.
So you think that an +100% survivors only item will pacify the killer and let then go more easy on you? Think again. And if its just being petty.. oh boi, we got more then enough of that already, thank you very much. We don't need to give one side an actually somewhat valid excuse to play balls to the walls sweaty.
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So many peeps sleep on Spies in the Shadows. Its often downright laughed at and send packing, but its one of my comfort picks when I have an open space in a build. Most survivors don't give a damn about birbs and you get constant notifications of someone sneaking through the bushes. I got loads of situations were I think I saw something, invetigated the area then started to move away, only to have a birb notify me of a survivor in my back. Right THERE.
Its useful all game long and helps with those situations where there are only one or two survivors left, lying low. Even sneaking most of them will tip off a couple of birbs every now and then and it makes finding the right exit in EGC much less stressful --- at least for you as the killer.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3263445#Comment_3263445
I also was disappointed with the contents of this post after reading the interesting title.
So lets brainstorm some more ;D
1) as the hag you can also facecamp by proxy. Just plonk down a trap at the hooked survivors feet.
2) some survivors know the trick of crouching through your traps, but a surprising amoung of survivors will click to unhook the moment they see the prompt, letting them blink the last 0,5m and activate your trap
3) always have Franklins equipped. Together with blood and bones, your special hook will also accumulate an impressive collection of toolboxes and medkits and, shortly after, survivor tears
4) if you hit them a bit away from the hook, just mark their items. The little goblins will be back in no time for their items, and then its hooking time again
As you can see Gramma knows some really spicy BBQ recipes. Try them out on your next proxy camping session.
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Just give us White Hunter with a spear and a tight butt.
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... depipping I will smurf one killer each month and stomp baby teams mercilessly for a day, just to get it over with, allowing me to play the rest of the month anyway I like.
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Aku's tips for facecamping:
its fun staring the hooked survivor in the eye, but it gets boring fast. Your attention will waver and you might not notice a cheeky rescuer, so stay attuned to your surrounding
ideally you want to camp a corner hook or a hill, in order to minimise the venue of approach
slowly panning your view looks professional, but is easy to predict and survivors can just sneak up to you. Look around in janky, erratic bursts and you will catch a surprising ammount of survivors with their pants down
double iri addons are fun for the situations when the survivors try to overwhelm your chainsaw with a well-orchestrated wave of survivors, styptics and DHs. Mow 'em down like grass!
the basement warrants special attention. For one its like super safe/dangerous and will secure a kill, but on the other hand it will deterre survivors from paying you a visit. Bonus points: by chosing the back-hook you can look your survivor friend in the eyes and still scan the suroundings
when they manage to unhook, just focus on the unhooked survivor. Your chainsaw will tear through the basekit BT like wet toilet paper and you can down them in no time again
You wanna try camping without Bubba? But why would you do that? Bubba loves camping :> uwu
Thats all for now, folks! Happy camping!
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Not gonna lie, when I saw "communication abuse" I thought "ahh -- another one who says using Discord is cheating", but yeah, you are right.
A certain ammount of salt and trashtalk is fun and ok, but there are quite some players (mostly survivors) who wish you and your loved ones death or doom and gloom and the worst kind of illnesses.
If its just trashtalk I don't bother, but this death wishes, I report and afaik this is the stuff that can get you banned for a day or two and I think this kinda people can take a slap on the wrist to get a reality check and maybe THINK a little bit before writing this kinda stuff down.
There are limits for everything and this kinda abuse should not be tolerated, otherwise they never learn. And most of them probably can become decent human beings
EDIT: for some more lighthearted salty comments, I posted some funny stuff about a year ago.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3263100#Comment_3263100
*happy Demo noices in the background*
*affectionate dying noises*
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/Z0XKTTSK4A1S/image.png
,,Fine... I will do it myself"
Awww --- there he is <3 whos a good demo-puppy? who is a good puppy? who wants to eat my face off? awwww ---rgggjgjgjgghhhh

