Akumakaji
Akumakaji
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Thanks for the reply ^^ Well, I just love playing the killer role, even though its sooomtimes tough. But I guess I am doing alright. My main strategie is just to roam around, finally stumble over a survivor, chase them a bit and after a while he escapes or I get a down. If I down the survivor I then approach, look around if there is a cheeky flashlight save waiting for me behind a rock, then face a wall, pick the survivor up, walk over to the next hook, and then roam around to one of the gens, to pressure there, only starting hard proxi-camping or tunneling, once 3 gens are done and I got no kill by that time or aint satisfied with my performance. I often explain it like playing as if I had Devour Hope equiped, ie run away from the hook, unless some super cheeky survivor tries the unhook right in my face. I then normally run to one of the gens and often surprise the survivors there who probably thought that they could savely do the first gen (which often is at 85%+ at the time).
If the game turns out to be sweaty and against really good survivors, I make it a coin toss in my head if I can stomach a sweaty game or if I just keep playing chill and let them escape with 3-4, but hopefully get better luck with my next group of cute, little survivors. The thing with hooks is that I would have to keep count while playing, while nearly all my stats could be easily gathered at the after-game-screen.
A few explanations (that probably skewed the metric a bit): not all my 4K ended with all survivors dying. I like giving the last one the hatch, but only if I downed them and thus could have sacrificed them, ie asserted dominance. I still counted this as a 4K and only noted a hatch if the survivor actively found it before I could down them and escaped on their own. With the column "Toxic or not" I noted down how the survivors behaved during the game. A few clickety clicks or t-bags after pallet vaults were noted as "light BM", while actively harassing me and trying to ruin my experience was noted as "Toxic". The "Toxic!!!" denotes a game where they harrassed me and also wrote some spicy stuff in the after-game-chat and/or went out of their way to totally stomp me and leave me with nothing, ie making sure that I got 0-2 hooks and practically couldnt do anything all game. I know, I know, some peeps here concider this "good, well coordinated survivors doing just their job and trying to not get killed", but I guess most of you guys know what I mean.
Tunneled/Camped: here I marked down if I did the dirty deed. I usually keep an eye on my hooks, but not the first ones, but I only actively proxy-camp when the game turns south for me, this is when I wrote down "light", ie actively roaming around the hook so that I could reach it, while still somewhat patroling gens. A sound "Yes" marks a game were either the survivors somehow pissed me off that I tunneld/camped one of them out of the game, or where I went all in against a sweat-squad with my own sweat, which usually means that you have to tunnel. I didn't concider camping at a hook during the EGC real camping, as there are no more gens to patrol, and going for the gates only makes sense in very few instances.
With the survivors perks I just counted how many of the meta perks I encountered, or what I deemed meta. DH, BT, IW and unbreakable are pretty selfexplanatory. I also lumped in Proof Thyself/Leader, as this are also pretty common, but they are no perks that actively gave me a headache, I just wanted to see if they were significantly represented. And then I counted all the Boon perks that were used against me, noting down CoH seperately, and the other two lumped together under one header.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2721606#Comment_2721606
So, are you saying the stress comes from battling sweat squads game after game?
And that playing chill will lower your MMR as to make it too easy?
I certainly understand how this constant sweating would become tiresome. I just don't see a way to balance this and not kill casual solo q in the process.
I am just curious as to why people get stressed from a game and then continue to play it.
And what drives the stress reaction?
I will explain my own experiences with the situation at hand, here we go:
a normal game would be like this: you start the match, roam around, finally stumble over a survivor, chase them a bit and after a while he escapes or you get a down. If you down the survivor you would approach, look around if there was a cheeky flashlight save waiting for you, then face a wall, pick the survivor up, walk over to the next hook, and then roam around to one of the gens, to pressure there, only starting hard proxi-camping or tunneling, once 3 gens are done and you got no kill by that time.
But now imagine that you cant even get that first hook, because an orchestrated commando move, where someone first crouch behind you to confuse and mess with you, then runs cirlces and clickety clicks, while another one sabotages the hook. By the time you reach the next hook, the survivor on your shoulder wriggeled free and a gen pops without you gotten anything out of it. Seconds later the hurt suvivors are up to top conditon, because of some CoH in a corner.
As a singular occurence this would be ok, but you are denied practically any measure of success, so if you dont step up the game, play ugly and be sweaty af you will end the game with 0-2 hooks, not 1-2K. You practically have to "Make your choice: live with 1-2 hooks for a couple of games till you derank enough OR play like a sweaty bastard and show 'em!". By playing sweaty you can win, can get yout 3-4K, but most of the time it will be a misserable experience and feel like you played the dbd worldcup finals. And like I said: occasional this would be ok, but if you got this game after game, all day every day, it just saps your will to kill.
So why do I come still back to play the game, even though I have a lot of sweaty and stressful matches? Because I love the game, love the core idea and gameplay and all the interesting killers with their powers (I rotate killers a lot and dont just play Nurse/Spirit/Blight), which makes this whole situation just that more tragic. This game could easily be such a gem, such a masterpiece, yet its held back, some might say sabotaged, by some design decisions, that apparently a lot of the community don't agree with.
And the internet being the internet, you don't have the level-headed, empathetic and somewhat measured folks in the majority or as the mouth pieces of their chosen faction, but you get the ugly, anonymous and toxic cesspool, that so often seems to dominate the narrative here.
So until some bold new moves are tried, I guess this game will burn out more killers then survivors, tilting the ratio into an unhealthy way, setting everyone at odds with each other. But many will still come back after a time, because the game is quite cool.
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What I really fear are the subtle hackers, that you probably would never notice. If a survivor had 105% speed they probably could loop you a whole lot more, but how would you ever know? Subtle hacking like that could go on indefinitely and would increase these players success in the game significantly.
But blatant hacking has never been too problematic for myself.
Still, saying that everyone cheats is utter BS
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@Clevite said:
But doesn't the stress come from your own expectations and win conditions.?
It's wanting that 4k, every game, then failing to get it that brings on a stress reaction.
If we all could really accept any result and enjoy just playing, wouldn't that make the game less stressful?
You see, once you reach the sweaty shores of the MMR system, you don't have the choice to sweat it to get a 4K or play it cool and walk away with a 2K,you have to sweat it to walk away with anything better then a humiliating defeat. If you just play yolo you are lucky if you get a singel hook, often you will be denied practically everything, with bodyblocking and sabotaging shenanigans each and every time. If you don't sweat it, you won't even get a casual hook, and the whole match is on edge. If you sweat it hard and get your 1-2K (NOY easy or chill), maybe even the occasional 3-4K if altruism killed the team in q spectacular blunder, then congratulations and you will stay at this level.
Or you could say "whatever", play yolo and suffer 2-4 games where you get nothing done and de-rank enough that you can have a series of normal games. But steadily you will climb again, until you are back at the top.
This is the reality that many killer mains face and lament, this feeling of getting punished by playing good, because you will then be paired with the smol group of well organized and oppressive survivor swf groups until you lost enough that you are eligible for more normal or solo-q matches.
Unser this light the words from that (I think October or November Dev Stream) sounds so cynical: "something something the skill bades Match Making will ensure that every game will be against someone of your own skill level, improving the quality of every single game. More fun for everyone."
I am writing a book again, here, and I am never sure if someone actually reads all of this ;) But whatever. Most killers don't want to stomp baby survivor groups, and there is nothing wrong with a tooth-and-nails-sweat-match every now and then, but sweat after sweat, all day every day just rapidly drains your killer instinct, and this is when you read it so often that killer mains question themselves "why even boot up the game and bother?" or use colorful descriptions like "I would rather drive toothpicks under my fingernails then play a game tonight".
I really think the best solution would be something like open free game and ranked matches with better monthly rewards if you feel like it.
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The only way to break this endless cycle of blame and victimization.
Love is the strongest power in the universe. Oh, and of course Dead Heart/Spencer's last Breath, no arguing that this will beat any luv.
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@DemonDaddy said:
Would have no negative effect with camping or tunneling. If your camped or tunneled then the killer isn't switching targets anyway.
It would help killers that actually go for chases and against teams that run the same outfits.
I second this. If you tunnel, you go for the surv that just got unhooked, if you camp, you don't even move away from the hook.
I had a few times hook someone, who was on death hook, on accident, because I just didn't notice that they had entered the second hook stage or I just lost count because I tried to hook everyone evenly.
While I understand the anti tunnel arguments, in the end I think showing the hook stages to killers will help survivors more then it will hurt them: campers gonna camp, tunnelers gonna tunnel, but nice killers would benefit from it.
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@Grandpa_Crack_Pipe said:
1: They're not doing anything, chase someone else.
2: They're also not doing anything, chase someone else.
This is becoming the killers "do bones" :D
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The EGC timer is 2min, and each one a survivor is dying or hooked the timer slows down by half. Its very, very hard to utilize the EGC as a killer, but I would at least want this kinda thrill. 2min is already quite long, so there is little actual risk if the survivors would just open the gates, go for their unhook and escorting and be done with it. The 99% gates just add insult to unjury because you didnt even had the fighting chance. And of course there are perks and tome challenges that need the EGC to be happening; Blood Warden could offer some cool clutch situations every now and then, but most of the time it has no chance of being activated, because the gates will be 99%ed.
In conclusion: not much would change if the EGC would automatically happen once the last gen is popped, but it would instill a sense of urgency that isnt there at the moment. The EGC should be a tense moment for everyone, with the game still in the swing, yet most of the time its more of some vacation time for the survivors, healing up and doing their stuff without any urgency, unless someone is on the hook.
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@TAG said:
Killers don't need to 4k, but Survivors don't need to escape. ;)
Thats a healthy mindset, yet I have never, ever once experienced, that in a game, where the survivors were dominating, they left the last person to die on hook. Once the 5th gen is popped, one will go to 99% the gate, while the other two go for the unhook, and with BT and bodyblocking, there is next to nothing the killer can do, to at least secure 1K. You feel like a hare, circled by vultures.
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@HectorBrando said:
Its not that you dont need a 4K its more of a "you shouldnt expect a 4K always", if you dont get 4K (or 3K+lucky hatch escape) on a regular basis is not the end of the world, same as Survivors shouldnt expect an escape always, if you die but you managed to do your part its not the end of the world either.
When I play Killer I dont expect to get 4K and I dont enter a match planning on sweating like if I were on a finnish sauna, if I get it nice, its the icing on the cake but as long as I have decent chases, good mindgames and enough hooks 2K is more than satisfying, the calmer you play the better you will perform, tension helps only your rivals and sweating as hard as some people do on this game is not good for your health (both sides included).
On a sidenote I almost never get any salt from Survivors and even if I 4K rarely any Survivor gets less than 15k points
You are right, but people have some issues with the fact that you are sorta punished for doing well, which isn't the standard in most multiplayer games. Yes, in Overwatch or LoL you will eventurally raise through the ranks if all you play is ladder, until you hit you skill ceiling, but this games seem to have much different skill brackets then dbd.
Because there is no unranked game mode, if you are rather good at the game, you will be thrown in with the other rather good players all the time, and the asymetric nature of the game means that this leads to a lot of sweaty games, and probably a lot of more stress for the killer then the survivors, who often have at least one supporting friend on coms.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2720837#Comment_2720837
Again, if you smurf and "cheat" the system, you are disguising that issue.
We want it to be fixed, right? BHVR loves to go off of data, so show them that the system is dumb.
But still, isn't this how the system is kinda supposed to work? You give it your best, you sweat, you get thrown in with the other sweaty players. Or you do some suboptimal builds, play chill, play with your food so to speak and give the occasional hatch or two-escape, and you can play the kinda games that you enjoy, without actually smurfing, because MMR is doing its job, I guess? When killer players complain about how miserable sweaty game after sweaty game that play as if its the worldcup finals are, they get shot down with "hur dur you reap what you sow. Thats your reward for being such a tryhard"; so this player is not a try-hard and can enjoy his chill games. Awesome, right?
One thing that you must not forget, though, is that killers MMR is much more volatile, as each match essentially factors into their MMR 4 times. In past dev streams the developers explained that the killer vs each player is counted seperately, so a killer has four times the chance to rank up or down per match, depending how the trial went. So if you throw 5 quick games in 20min with minimal effort while watching TV, thats over an hour of survivor playtime equivalent.
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This is just meant in good humor. I wouldn't mind if the blue lights get toned down a bit.
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First survivor problems :P
Just kidding. I guess you are right? On the other hand there is little ambiguity if you made it into the warm embrace of your local CoH. I think this is the sort of problem thats not registered, because its not talked about, but I guess that a lot of people are annoyed by this.
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@Roarbear2007 said:
As a killer main I like to start up a new game my killer que time is 8sec so fast no joke i wait in the lobby with the other players watch the timer reach 10sec then i leave i do this 3 time before starting a new game lol
I mean, most regulars here at least somewhat try to deescalate the "us vs them" narrative and somehow build bridges, in order to get meaningful changes on the way that help the game and community as a whole.
And then there are posts like this :V
Things that I do as a killer main: sometimes, when the game is under my control, I sometimes chase an unhooked survivor, as if I would tunnel them, run as close as possible to then and breath down there neck without striking them, just to give up chase. Bonus points if they notice and stop and sorta surrender. Jackpot if they turn to me and point. I imagine that they might tell their swf group mates, if they are on coms, and everyone goes a little bit more easy, but this is just anecdotal with no hard facts.
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@Taingaran said:
https://forum.deadbydaylight.com/en/discussion/comment/2719498#Comment_2719498
The developers themselves cannot say what is a victory or a defeat. There are no clear signs. This is the problem.
But interestingly the community figured it out for themselves:
a 3K is a sound win, a 4K or 3K+hatch a big success.
For survivors its a sound win if 3 escape, a great success if 4 escape, and always a personal win if you survive.
A 2K/2 survive is a draw.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2719735#Comment_2719735
For one, because that's not how the system is designed to work. If the system doesn't work correctly, then we need the data to see that. Smurfing is going to obfuscate the issue.
Likewise, it will also likely end up skewing Kill Rates and Escape rates, which is never good. That's how we get more Deathslinger situation's and I'm sure we don't want that.
But in the end the system is in place to ensure kinda the games the way you play, right?
I remember the plethora of hard responds to people who lamented tjat they were just paired with sweaty death squad after sweaty death squad claiming "you got what you deserve for playing the way you do".
So this player shouldn't be talked down to do just that: curb his killer instinct, therefore getting more chill games. I would guess that he doesn't smash survs all the time but just being a competent killer that occasionally fools around and gives hatch.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2719085#Comment_2719085
So you're ranking down to go against people you don't have to actually try against to win.
I don't know where you're finding the room to "yeah, but" here.
So what's the problem if he smurfs his account and then follows up by playing chill and casual, instead of try hard? This way he should stay at that relativ point, without sweating it and the MMR is kinda doing what it is supposed: providing fun for everyone.
Bonus points for providing survivors more fun experiences vs not so often encountered killers.
Its kinda the same like using NOED: you punch above your weight, some peeps claim that it destroys their fun and is unfair, but in the end its your call how to play the game and how to enjoy it.
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Make a Devour Hope mechanic baseline :> Something like a token per unhooking from 28m away, and per token you get +3% faster hook progression/blood points.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2719342#Comment_2719342
And this is why it's impossible to take survivor mains seriously.
How about not always making it an "us vs them" problem and throwing shade and contempt on the other faction? By umbrella not taking the survivor mains seriously you weaken your own voice considerably and sound like d-bag, even though you might be a totally nice person.
@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2719412#Comment_2719412
They tried that (I believe that literal scenario but I'm not 100%, it slowed down the hook progress if the killer was by the hooked survivor).
Shockingly, SWFs quickly used this to their advantage as they realized they could have one person essentially loop their own hooked teammate while the other two hammered the hell out of the gens.
Ultimately, like many things in this game, SWFs ability to coordinate and teamwork with communication cripples just about any idea that one could do to punish a killer camping.
Wow, thats rough, but honestly I am not surprised. A quick fix could be that the slowdown only happens, if no other survivor is near, but knowing the number crunchers out there, someone would quickly cough up the optimal profit range for looping. Its sad that the high end competitive side of the game destroys so many good ideas and attempts to make it more accessible and fun for big swaths of the player base.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/301629/if-grades-are
when your role is named "the killer" I think its pretty reasonable for the devs to think you're gonna do your part
when your role is named "the survivor" I think its pretty reasonable to think you failed at that if you died. Check and mate!!111
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@tippy2k2 said:
What Pulsar said
I imagine they'd love to fix it but I have yet to hear anyone give a fix that wouldn't also punish innocent players and/or could be abused by people. The closest things I've heard were extra points and whatnot for leaving the area but if someone wants to facecamp, they generally don't really care about getting BP or whatnot...
Just a quick idea, that I didn't examine on its abuse potential: what if the hook stages progressed faster the further away from the hook you are, while slowing it down if you face camp? But it sounds like such an easy fix that it probably has some glaring issue that I didnt think about ^^
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Spies from the Shadows
I dont know why some people talk this perk down, it gives you such awesome map awareness. Like every game that I equip it I mind my business, when suddenly a crow goes off in my back and I find some cheeky survivor there that I hadn't known about in 100ys.
Or when someone escapes during a chase, because they juked you good, but then a crow exposes them.
I could go on and on. I just love this perk.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2718189#Comment_2718189
I don't think many people would complain if it happens for reasons like you stated. It's the face camping at 5gens with 1 dc which most people have a problem with. At that point playing "normally" would end the game faster and be fairer to all.
Yeah, I once tried the insidious basement Bubba build, just to see what the fuzz was all about, and it worked, but it was both: boring and totally unsatisfying.
I love playing Bubba, because he is always dangerous and most shenanigans like bodyblocking, running circles around the killer and other cute stuff don't work against him, and he puts the fear and respect for the killer back into the game, but it saddens and grieves me that so many claim that you can't win with him if you don't camp.
Tinkerer Bubba is the best thing on the world: sneak up to a ripe gen and then scare two survivors off it who were THAT close to popping it. Awesome sauce :)
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@SleepyWillo said:
Camping and tunneling (unless at endgame) is basically refusing to play the game and ensuring someone else can't play either.
MMR can't be blamed because if you try it at high MMR you'd be gen rushed and barely scrape a single kill.
If a killer is so bad and skill less that they have to use a tactic that would only punish bad players I have little sympathy.
That said, this is a game. No matter what happens in a game there is no justification for irl threats/insults.
I normally abide by the survivors rule book and play, as I call it "as if I was running Devour Hope", ie once I hook someone, I just RUN and leave the area.
You would be surprised how many survs holding M1 on some distant gen get totally caught off guard when you bulge in there 20s after a hook.
I normally only start tunneling someone aggressively out of the game, when 2 or 3 gens fly by in quick succession. Also, I normally ignore one survivor all game, as an even distribution of hooks on all of then will benefit you zero. Normally I alternate between two survs and take opportunistic hits and chases, when they present themselves.
I still get called a noob, a crappy camper and thousand other bad and unsavory things.
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@Lexilogo said:
When people are toxic... About the fact that they did well, or at least think they did well. I understand getting salty about losing, but why would anyone get salty about winning?
In my head I always applaud any survivor who outplayes me in an spectacular way and chooses to NOT t-bag me or give me the finger, but just leaves the area.
Last game that went pretty bad for me I stood 40m from the exit gate and the survivors would leave one after the other.... Save the last one, who would even come out, clickety click at and then proceeded to constantly fast vault some pallet, just to getcmr me to chase her.
I will never get this insatiable urge to do your victory t-bag, so I just plonk myself in a decend distance to the exit gate abd watch some YouTube video. I even got two kills this way, because the last survivor got way too cheeky, so that I felt compelled to pause my video and punish him. Felt good, though.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2718035#Comment_2718035
I saw the original post so vividly as I read it and as an executioner main it made me uncomfortable
As a Pyramid Head this gave me labored breathing behind an unyielding steal mask.
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Also, one thing to understand is that you don't have to play a certain killer in order to level them up and unlock their perks. In the long run you should probably play all killers available to you at least to a modicum extent, just to learn what powers they bring to the table and how to counter them if you were to vers them as survivor, but if you just want a certain perk unlocked, you can play your favorite killer with BBQ and just pour that bloodpoints into whomever needs it.
That being said, we also have the Killer pack now, which gives you nearly all the OC from BHVR at a good discount. You will miss out on the survivors and some cosmetics from the DLC, but this is really an excellent buy if you know that you wanna stick with this game for a couple hundred hours; the package will give you a wide variation of different playstyles, nearly all of the meta or fun perks and you can change it up every so often, if you wanna try something new. Like I would never have bought Clown just for Bamboozle and he didn't sound that interesting, but he was in the package and turned out to be one of my favorite killers.
From the licenced characters (besides Leatherface, who is nearly a necessity because of the grind and BBQ) Nemesis is pretty easy to pick up as a new player, as he has a rather easy to use ranged power and a good way to get rid of pallets. His Lethal Pursuer perk also lets you see the spawn points of the survivors, which at the very least is a great learning tool and even a lot of high level players still use the perk for the early game pressure it generates.
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I think your fallacy is that you expect that only people with Boons are going to touch totems and cleanse them. With the build been thrown around here you have so many totems up that survivors need to cleanse in order to get anything done, so if not everyone is running CoH, someone will have to cleanse eventually, and this will get your ball rolling with Pentimento, where only stage 1+2 count, but they are good enough to carry the perk.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2717051#Comment_2717051
Fellas, is it toxic to not want to be blinded by flashlights?
Fam, I was just making fun about the recent debate about the perceived toxicity of Lightborn ^^ If you missed that just read up, you will be in for a wild ride.
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Hex: Pentimento has its problems, but it ain't useless at all. A lot of hex-heavy builds make use if it; something like Plaything, Thrill of the Hunt, Undying and Pentimento: you hit the survivors, they become blind and will have to cleanse the Plaything totem in order to become useful again. The totem cleanses will take forever and you will always have one or two Pentimento rekindled totems up. Its an increadible stall build that will make survivors waste ton of time cleansing some totems, while you prey on them and the other survivors have a miserable time getting gens done with -30%
Thats just an example but you could easily do something similar with a slightly less hex heavy approach.
Still, you are right that boons hurt Pentimento and its normally just used for its first or second power. I honestly cant see the 4th or even 5th instance of Pentimento going off in a natural game that isnt staged. Its never gonna happen. What if you could rekindle every tampered totem or boon, and they couldn't be recleansed? So it generates the dilemma for survivors: do I get rid of Ruin/Plaything, but then face a -30% gen andhealing speed debuff for the rest of the game or live with the hexes effects? I really would have loved it in this version, as hexes right now are laughable most of the time and just get cleansed away in the 1st minute of the trial, unless you literally go all in with 3 or 4 Hex perks.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2716926#Comment_2716926
Lightbornes always halarious.
OMG u so toxic!!1
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Also, one thing to understand is that you don't have to play a certain killer in order to level them up and unlock their perks. In the long run you should probably play all killers available to you at least to a modicum extent, just to learn what powers they bring to the table and how to counter them if you were to vers them as survivor, but if you just want a certain perk unlocked, you can play your favorite killer with BBQ and just pour that bloodpoints into whomever needs it.
That being said, we also have the Killer pack now, which gives you nearly all the OC from BHVR at a good discount. You will miss out on the survivors and some cosmetics from the DLC, but this is really an excellent buy if you know that you wanna stick with this game for a couple hundred hours; the package will give you a wide variation of different playstyles, nearly all of the meta or fun perks and you can change it up every so often, if you wanna try something new. Like I would never have bought Clown just for Bamboozle and he didn't sound that interesting, but he was in the package and turned out to be one of my favorite killers.
From the licenced characters (besides Leatherface, who is nearly a necessity because of the grind and BBQ) Nemesis is pretty easy to pick up as a new player, as he has a rather easy to use ranged power and a good way to get rid of pallets. His Lethal Pursuer perk also lets you see the spawn points of the survivors, which at the very least is a great learning tool and even a lot of high level players still use the perk for the early game pressure it generates.
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@Laluzi said:
The challenge has been broken ever since they changed Dead Hard to server validation. I'm guessing that the way the game registers hits got messed up.
Unfortunately you can't finish this tome until they fix it. But when it does go back to normal, it's an easy challenge to get and isn't very particular about the conditions of the dodge.
Oh I see ... I didn't know about that :P The "Spies in the Shadows" tome challenge was equally busted for a while, but they fixed it last patch and now its easy as pie to get that challenge, just as it should.
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Hello, fam.
I think you don't just have to dodge a killers attack, but do so by using the exhaustion perk "Dead Hard", just like the titel of the challenge. Its a David King perk and you have to be wounded and then hit the second ability button when the killer swings.
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@nfochairman said:
https://forum.deadbydaylight.com/en/discussion/comment/2715398#Comment_2715398
The worst humans alive...i'm convinced real life serial killers are nicer people
They are ... occasional they will gift you a hatch or exit gate!
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In my opinion, the map got a bad reputation of being survivor sides ... unless you play a high mobility killer like Billy or Blight, then its super busted and broken all over.
The map has some loops that lead to other loops, and the main building can be pretty strong, until you break the walls and pallets, but the upper floor is also quite the kill box, if you dont start the chase too far back.
Also the map is super bright and has many long and open sight lines, so hiding here is exceedingly hard. I have actually won most of my games on the map (save the Billy ones ... yikes, that was always painful) and always enjoy my trials here. The map gives you the illusion of being super big, but its actually very narrow and right in the middle of total map size. You can easily see from one end to the other, if you stand on one of the long sides, and I think its one of the worst maps to be a survivor during the EGC.
But yeah, all the crap with branches and roots and whatnot that stops Blight and Billy dead-hard in their tracks needs to be looked into asap.
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@Aven_Fallen said:
The day Dead Hard will be nerfed, the Killers will jump to the next Perk. I would bet on Sprint Burst, once they realize that this can be far more annoying than Dead Hard.
I dont know. Borrowed Time and Iron Will get a lot of flak, too, because of how they are abused to aggressively bodyblock instead of getting savely away from the hook or shut down a lot of hunting avenues for killers and even whole powers (spirit), but to NO extend like DH. DH is so frigging strong, offers so much and is truely meta in a way that you have to play like everyone has it and curb your killerinstincts to strike them puny, little survivors once they are in your clutches. On one hand, this isnt that bad, but you probably havnt experienced the way, how your heart sinks and frustration rises, when you did everything right, and still the best second chance perk allows the survivor to pull your leg and get away, scott free.
CoH is the other perk that most people agree on is busted and way too strong. There are ways and tactics around it, too, but it is all very tedious and seeing feisty and corny survivors fast vaulting just out of your reach and then healing up completely in the time it takes you to get to them is very, very frustrating.
Some killers will always be whiny bxtches, and yeah, there are about 3 other perks that are always mentioned as being too strong, or very strong, and if DH got nerfed, we would still want to see them curbed down, too, but its not as if all killers whine all day. We also try to kill you <3
One last thought: there are killer perks that are very often picked, like Corrupt Intervention, Pop, BBQ, etc. but you will also see vastly different builds. With survivors you quite often see multiple of them, who sport the unholy meta perk foursome, ie DH, BT, IW, DS or at least three of these. If some meta takes over that much that it effectively becomes a no-brainer/auto-include, its a very good indicator that some option is too strong. We will never have an ideal game, where every perk is equally played, but its always a good aim to curb down the strongest and strengthen the weakest links in a chain, so that its overall strenght becomes higher and more builds and playstyles become viable.
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I play him a lot lately, since I decided that I shall become a Pyramid Head main, and if I ever stumble over you ingame, I am sure to IGNORE YOU ALL GAME TO MAKE YOU SUFFER AND FEEL DESPAIR!!!11eleven
This is what you want, right? <3 Send luv and merry x-mas xoxoxo
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@Kira15233 said:
Survivor is honestly too OP, playing killer at this point is useless, 3 gens popping in less than 30 seconds, this game is going to die if devs don't do #########, oh wait, I forgot, they only play survivor so mostly biased opinions
Chill, girl. I know that several gens popping of one after another is disheartening, but this are usually the most outside lying gens, so whats left will be more clustered up and easier to patrol.
All this doom and gloom posts help no one, and I am still enjoying and having quite success with the Killers I play. There ARE some big problems, and I honestly think that survivors are too strong and got too many second chances; a game quasi centered around horror and the fear of getting sacrificed shouldn't empower the survivors so much, that they can dictate the flow of the game, run circles around the killer and soundly emasculate them, turning him into the survivors playthings. That said, such a balancing act is always, well, a balancing act.
I would wish that the developers acknowledged that they strayed too far with this and curbed down the power of a few too strong options for the survivors, but Killer is far from being unplayable and has its own issues, ie tunneling and proxy camping being the best strategies, yet lead to a dismal and unfun survivor experience.
But the game is far from being unplayable and wont turn that way any time soon. Nor do I think that it is actively dying any time in the forseeable future; thinks are somewhat rough, though, for killers, and the new Scourge Hook: Pain res was the game changer and breathing room that my personal gameplay needed.
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My guess is that originally they did the random Hex spawn thing in order to prevent too much early survivor knowledge, ie if you had a good idea were the killer was you could then easily predict the totem spawn(s). But nowadays, a lot of players have memorized all the totem spawns, so the surprise factor is mostly gone and this change could indeed help to make some hexes viable longer then 1min into the trial.
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Imagine when DH gets nerfed hard, so the good players greed less, but play good all the same, changing nothing :D
(honestly, I think that DH is a bit too good, otherwise it wouldn't be nearly an auto include/no brainer for the high MMR players. But good players will always be good, be it with DH or without)
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@Laluzi said:
But Caws of Death is also wordplay. Cause of death, anyone?
Omg, you're right! I just read it at face value, but this word play is cool :>
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As much as I suffer under DH as a killer main, you are pretty exaggerating, and umbrella attacks against vast parts of the games population always fall flat on their faces.
Yes, some peeps are probably carried by the perk, and yes, DH sometimes is a free "get out of jail" card, a second chance or a de facto third health state, but DH is far from a brain dead, no-skill perk. Its the very nature of this kind of perks that they allow players to play much more risky or greed more, then they would without, but if the perk would go away peeps would adapt, like before.
Such attacks don't help anyone, but just antagonize the different factions and fire up the "we vs them" mindset.
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A Bioshock chapter with a Big Daddy brawler with a big, bad drill, Elisabeth, Booker, Jack or even Fontaine as the survivor and two awesome Rapture maps.
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Ya'll are sooo wrong! Clown has ALL the best noises, huffing and puffing, wheezing and sneezing his way through the game ; pur delight.
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Honestly, I think Pyramid Head has one of the best, if not THE best, P3 outfit in the game.
It's bloodsoaked and stained through and through, you can clearly see it on the weapon, and the helmet looks grimy and caked on the soot and rust of ages.
Let any puny survivor know that you didn't just shell out some quick money, but that you mean business and have a true passion for slaughter, executions and the punishment is the dammed.
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@TheGentlemen said:
https://forum.deadbydaylight.com/en/discussion/comment/2713339#Comment_2713339
Everyone rise from your chairs to greet our new guest,
Hi Akumakaji.
*blushing, the chunky person adverts his eyes and weakly raises a hand in greeting, until it slumps back into the chealp, plastic chair*
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@Mandy said:
We have the same addiction...
Today, on "My strange addiction".
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*everyone in unison from the small circle of chairs*
Hello, Mr. TheGentlemen
*then a single voice continues *
I am lost.
Lost and alone in the woods.
The crows are better friends of mine, then any living human soul ever was.
And they help me murder and maim and kill all those city folks.
Until I am all alone again in the woods.
Spies in the Shadow.
Hi, I am Akumakaji, and I'm a Spies in the Shadow addict.
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One of my biggest gripes with the system in general is this:
All killers share some basic characteristics, but everyone has three unique perks and a very special power, that essentially establishes their identity.
Survivors also all got three unique perks, but once these are unlocked, the survivors essentially just turn into skins, losing any uniqueness they got.
I know that this would be a hard sell to long-standing survivor mains and involve quite some work, but I would love for the survivors to retain some of their identity.
Maybe make it so that one of their load out perks always has to be one of their unique perks, or maybe the "best" perk can only be used by them?
Or maybe give them all some sort of minor passive?
