Apple2o
Apple2o
About
- Username
- Apple2o
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Throw these servers in the garbage imo. Peer to peer you could dodge the laggy lobbies. Look at this crap, it's a somewhat regular occurrence these days.
https://clips.twitch.tv/PlainDirtyGnatPoooound
I was just in this game, I am not the streamer.
-
Devour is insane if it spawns in a good location. Haunted grounds is also very troll. I always find it hilarious to be contesting a totem with a survivor for a minute or so just for them to pop the haunted grounds when I leave.
-
@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/941866#Comment_941866
Survivors being idiots isnt a "really BS thing Killers can get away with". Ironically, a camping LF outskilled your team.
Ummm he got one chainsaw near the basement and literally just sat there for 4-5 gens because the guy he was camping had kindred so we could all see it, then got another 1 shot hit with NOED and camped that guy to dead too during the door opening.
1 chainsaw, 1 M1, 2 kills. Outskilled. Lmao. It's one of the things wrong with this game really. If you don't care about pips it's way too damn easy to cheese the kills.
-
I mean honestly just equipping ruin should get you to like rank 10-8, it's impossible for new players to deal with. But at high levels, everyone just works through it or it's dead in the first minute of the game, so it's really not an issue at all.
@Rin_is_my_waifu said:
Why is DS still a thing? Why are unbalanced maps still a thing? Why is genrushing still a thing?
Think about these and you'll get the answer
DS / BT have to exist or killers could get away with some really BS things. I had a game against an insidious basement bubba the other day, and even though the first person downed had kindred and everyone was rank 1-2 and just rushed the gens, it was still a 2k for him because he killed both people on their first downs.
If ever killer could get away with that, this game would be garbage. More garbage than it already is for solo Q anyways.
-
More super loud killers like the Demogorgon, Oni, Billy, etc. It is way more fun getting chased by a crazed lunatic with a chainsaw than someone silent like ghostface.
-
@[Deleted User] said:
Sounds like you may need to run Deliverance.
Or you can just run the "screw the team" build with things like Left Behind, Empathy (oddly enough) and anything else to keep you immersed and far away from the killer, only pushing generators when you know the killer isn't nearby or is otherwise occupied.
Yeah I usually do deliverance, DS, sprint burst, and iron will / adrenawin depending on how I am feeling. It makes you very independent from your team for the most part, especially with a medkit or key. I used to use dead hard but dedicated servers makes it really inconsistent, I think SB is now the better option.
If a killer tunnels me to death I usually can make them pay dearly for it. You sprint burst straight off the hook which is incredible if you are being camped or are in the basement. Don't hesitate to throw every single pallet on the map to save yourself from death, because if you die early your team is going to lose either way.
The best way to stop tunneling is to loop the killer hard enough they realize it's going to cost them a lot of generators to put you down.
-
@Jplanas98 said:
https://forum.deadbydaylight.com/en/discussion/comment/941457#Comment_941457
Yeah it's annoying when survivors try to make healing a priority over gens whether they're the ones that are injured or the ones trying to heal. There will be times where I'll be injured and run into a teammate working on a gen and I'll notice that it's about 80% done so I'll work on it but they'll get off the gen to try and heal me but I'll just keep working on the gen.
It was great she also had iron will, had only been hooked once, and I had prove thyself. The gen was at 50%. In the time it took her to teabag and bodyblock me at the gen it could have been finished.
-
Some of the survivor add-ons are strong, but honestly nothing compares to the add-ons the killers can bring in. Something like iri heads is way more overpowered than a BNP or insta-medkit will ever be.
-
Probably the most annoying thing in this game is survivors who refuse to work on gens while injured, and proceed to throw the game if you don't also throw the game by healing them.
I had an injured rank 3 meg earlier who, at 1 gen and 3 survivors left, was just hiding 3-4 feet from the gen I was working on, while the obsession was clearly being chased instead. The killer was a tiered up Oni who was constantly hitting his 1 shot downs on my team, and was using pop goes the weasel.
Since I refused to heal her, trying to finish the last generator and actually escape, she teabags and runs off into the basement to loot chests instead. I had to go work on an entirely separate generator while the 3rd survivor desperately ran the killer.
The game would have ended up in a 4k for the Oni had I not been running deliverance to be able to take aggro, go down, and rescue myself from the hook right next to the exit gate. I was incredibly happy to leave the meg behind to die.
-
Here is a perfectly executed hook mori I did yesterday. This is the reason why keys are not even close to mori's in terms of power.
-
@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/941048#Comment_941048
Did you read my post? So, you think it's fair a survivor can just pull an escape free card out of a chest mid-match? When do killers get something they can search to buff them mid-match like that? That was my point... It doesn't exist. And chests take hardly any time to open. Anyone with common sense knows not to open one when the killer is around. Killer gone, simple.
Maybe because mori's are significantly more powerful than keys? If you are ghostface/wraith/insidious whoever, you can literally sit behind a bush 5 feet from the hook and instadown the survivor again into a mori within like half a second (and im not joking) of them being unhooked.
It takes literally no skill to do, and getting 1 down in this game isn't hard with a significant amount of killers.
A key is free escape for 3 people under totally optimal circumstances, and as someone who uses keys every time I can, I can say there's plenty of times you will not be able to take your team with you. You still need to do a bunch of gens, and people already have to have died. From there you have to find all your teammates, somehow communicate to them you have a key, and none of them can be seen by the killer.
But on the other hand, a mori is pretty much a free 3 or 4k just by equipping it.
-
@Waffleyumboy said:
I'll never use my moris or keys just to win. I might use mori on death hook to spice it up or do an end game key meme build with my friends but using broken items/offerings to win is shameful. You will see in several of my comments I note how easy it would to be to fix keys with a channel to open the hatch and no longer leaving the hatch open. And how easy it would be to fix moris by working only after all 4 hooked or after second hook but devs are too simple to do these tweaks. Not to mention adrenaline and noed.
And why should survivors be so heavily punished for having absolutely terrible teammates, in a game with completely bonkers matchmaking. I will get games where as a rank 1 survivor my team is 2 rank 15's and another rank 1, and we get to go against a rank 1 killer. Guess how that is going to turn out, with the rank 15's nonstop feeding pop goes the weasel?
Games like that are such a waste of my time, and a key is the only thing in the game that can protect you from them.
-
Ehh, I think keys are fine for solo Q. Usually only the key user is going to get out with it, and it makes solo survivor so much more bearable to know i'm not completely tied to the performance of my team to survive.
When you load into the match and there's a mori or people are just dropping like flies at 5 gens, it feels bad to know your chances of survival are going to be in the hands of an RNG hatch spawn.
-
I usually just stay injured all game with iron will, but if I want to heal I will do a medkit with botany knowledge as the build.
-
This is just run of the mill for dedicated servers now. As a killer you should always swing at everything because sometimes dedicated servers will just give you a free down.
-
Dedicated server hits are pretty outrageous. You basically need to be running a vault build to not get smacked through windows these days.
Being downed while exhausted happens way too much now with dead hard and I have moved onto sprint burst unfortunately.
-
@[Deleted User] said:
How do you know they're specifically dodging you or whatever?
Because it's the same group of ~15-20 or so players, and their entire 4 man SWF will instantly leave the lobby whenever I get them. Even if I also dodge that specific lobby, and follow them into another lobby, where they dodge again. I also know they have used those programs to dodge me in the past because of streams.
It's annoying that I can get matched against them as a survivor but they can just dodge me when I play killer.
-
Totems need to be really strong, otherwise there is no reason to justify running a perk that is liable to be gone within the first ~20 seconds of the game.
-
@Zenro said:
https://forum.deadbydaylight.com/en/discussion/comment/939487#Comment_939487
So i should just always be trying to defend gens and not chase survivors?
You take good chases, but don't chase into strong areas if the survivors seem to know what they are doing. Don't chase god windows without bamboozle ever. Defending gens and hooks is really good because after you kick the nearby 2-3 pallets you can start getting free hits in that area if you find people there again, and if someone is hooked there the survivors are forced to come.
-
@Zenro said:
https://forum.deadbydaylight.com/en/discussion/comment/939035#Comment_939035
I agree. But issue is i feel like i dont learn anything from my games it mostly feels out of my control.
In this game, you should always be more defensive as a killer than offensive. Unless you are like spirit / nurse / huntress / etc, good survivors will waste your time at safe pallets no matter what. Ideally you clear out a section of the map and then continue to chase through it. Going all over the map chase to chase is very risky because on maps like blood lodge you will never burn through all the pallets before the game is over.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/937689#Comment_937689
Get to what? The totem?
A killers priority is finding and sacrificing survivors, not babysitting Hexes.
Sure you might get easy hits/grabs on someone cleansing one, but thats hardly a reliable gamble compared to actively hunting/tracking the survivors.
So what if 2 gens pop quickly?! That’s far from automatically guaranteeing the survivors will win.
One of the best strategies in the game is to hook someone on your ruin and camp it. I have actually gotten use out of hangman's trick by camping the same hook next to ruin all game.
Nothing will get you more salt.
-
@Seanzu said:
If you're required to take it, and it's gone in 10 seconds, but you still win the match... Was it really required?
It always makes me laugh how some people complain about totems being destroyed in seconds almost every match but also say they can't win without ruin =/
That's why haunted grounds is a secret S tier perk. You can pretty much rely on having it popped within the first minute of the game because of how trash the totem spawns are.
-
You will barely see NOED at all at high level play, because most killers prefer to have perks that help them throughout the match. I'd rather have something like bamboozle to stop fools looping me at a god window in the place of NOED which helps me after I got god-windowed' for 5 gens.
-
@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/937717#Comment_937717
...I'm just gonna stop here lol. Your logic is really bizarre to me and I don't get it.
It is a good perk, but I am saying it's totally outclassed by pop if you are trying to control generators. It is very passive and that's nice, but that's just going into a game without any sort of strategy. Most killers just hop into a game and do what they can, and surge is nice for that.
If you are trying to control specific generators, pop is going to give you much more value for the same "kick". If survivors are going to keep working on that generator, the 8% will screw you over when you could have had 25%. That is about as clear as I can make myself.
-
Just run bamboozle, that's the only option right now. It will get you a fair amount of free downs that you should accompany with some head-nodding because anyone running that window should know how BS it is.
-
@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/937694#Comment_937694
This is assuming survivors stick to a gen and never let go until it's fully completed though. Ain't true at all. If you're downing people you'll be forcing them to let go of gens often to save teammates.
And if the guy you downed was the one on the gen, then hey you got a free gen kick and -8% regression if you were within 32m of it.
The fact that it can hit multiple gens is also nice.
If you are downing people that fast, surge will be on it's cooldown and useless. And if they are going down that fast, it was probably going to be a won game without the perk. And it's not a "free gen kick" when you consider what perks you could have had in it's place.
If it's the last generator, and you can have an 8% regression or a 25% regression, which one would you rather have for the same down?
-
If you don't play without ruin at red ranks, you are either playing an overpowered killer or you are camping and tunneling hard. That's just the way it is. For most killers it will easily take 3+ non-ruin generators to get through all the safe pallets to get your first down. I say red ranks because it proves a level of competency, not necessarily skilled players.
If the survivors don't know how to utilize the safe pallets then they are bad and it's not a match worth considering for game balance. Or they got outplayed super hard, and got mindgamed at safe pallets.
-
@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/937687#Comment_937687
They're 2 completely different perks though. Pop is active, and Surge is passive. Pop is really strong, but it requires you to go out of your way and find gens with decent progress to kick within a time frame, maybe giving survivors distance or requiring you to give up on chases.
Surge just does its thing and you don't have to worry about it.
If you are within 32m of a gen, chances are you know it was being worked on either way. Unless you are on a tiny map like the game but everything is cheesy on tiny maps anyways.
-
I will take another second and promote mindbreaker though, it absolutely destroys sprint burst / balanced landing users on the stealth killers. Nothing else is going to give you exhaust generators. Combined with pop and ruin of course to keep them below 50% as much as possible.
-
@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/937671#Comment_937671
Killers do kick gens at red ranks lol. All a gen kick needs to be worth it is to regress more than the time it took to go and kick it, and you do this by trying your best to keep track of where survivors are - weighing up if it's worth it to kick or chase. If you down a lone survivor by a gen he was working on, are you really not going to kick it before hooking him? Takes like 2 seconds. Also can be used as a tracking tool if you see a gen you've kicked isn't sparking anymore.
And yeah I don't get your logic either, Surge removes all need to go out of your way anyway. It's purely passive. Even if you despise the perk and think it's the worst thing ever, you can't argue it is nothing but a net profit for you.
Every perk in the game is a net profit. It is up to which 4 perks are more effective than others. You can only regress a generator with 1 perk, and pop does it significantly more.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/937671#Comment_937671
With surge, it takes 0 seconds to kick that gen. AND you get information that it was being worked on with a loud BANG, often times presenting you with your next chase. Also, lets drop the whole red ranks thing since pretty much EVERYONE hits red ranks every month. It just becomes a sort of elitest comment that people throw around to pretend like everyone else doesnt know how tough the "super" games THEY play is. I tell you from experience on actually USING the perk at red ranks...it has great value. Theres not always gonna be ninja survivors ready to stop regression on every gen you regress with surge. Survivors DO infact leave partially repaired gens when they have to do things like run from the killer or unhook their teammates
You can get away with using no perks at red ranks, the argument is moot. You can get value out of any perk in the game, but if you are strictly trying to control generator progress, pop is just the better perk.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/937656#Comment_937656
I dont understand this logic... Your saying I might as well leave a generator completely alone that has progress than use surge to begin the regression?
For the most part yes, there is a reason killers don't kick generators at red ranks unless they have pop goes the weasel. It is a total waste of your time. It takes ~2 seconds for you to start regressing it and 0 seconds for a survivor to start repairing it again. The only time to kick a gen without pop is if you think there are literally no survivors nearby at all, which is almost never the case if a gen is being worked on.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/937644#Comment_937644
It saves you the time needed to go physically kick the gen. Many gens are out of the way and take a significant amount of time to travel to...like the gen in the portal room of Hawkins or the one in house of Mother's dwelling. Saving yourself the 10-15 seconds of travel time is pretty big. This isnt taking into account the 8% regression AT ALL, which like I said...is just a bonus. Your focusing too much of the 25% regression of Pop, which hinders the SURVIVORS time. Surge might not hinder the survivors time AS MUCH, but it HELPS your time. In the tug-o-war game of time manage, both are important and valid. Its also nice that Surge is pretty much passive, so you dont have to break a chase to make use of it. Lets me play pretty aggressively when the opportunity arises.
Like I said, if the gen is going to regress to 0 because of surge, you could have gotten away with not having any perk at all, because it means no survivor was nearby to work on it anyways.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/937610#Comment_937610
Clearly a perk that saves the killer time is "suboptimal" when killer gameplay is ALL about time management. Personally, if Surge worked on ALL attacks instead of just basic attacks...Id be using it alot more often on killers like Bubba or Huntress.
How is it saving you time? It doesn't regress the generator nearly to the same degree, and has a huge cooldown.
If survivors are going to immediately go back to working on the generator, which they will be in most cases if they good, it is inferior.
If the gen is going to sit there and regress back to 0 anyways, you could get away with not having a perk at all.
-
@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/937633#Comment_937633
It wouldn't really be a spine chill nerf. More of an undetectable buff; as it should be. Undetectable, as I said, means undetectable.
It is fine. There is no other way for survivors to have counterplay to someone like ghostface on a map like Hawkins.
Undetectable was introduced because of Object of Obsession users having literal wallhacks on stealth killers 24/7.
-
Impossible. The only outrageous matchmaking I see is when SWF is involved, putting rank 20's into my game when I am a rank 1-2 killer. On average, the advantages of being SWF should outweigh the drawbacks of being matched to the highest survivor in the lobby.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/937598#Comment_937598
Keeping gens regressed doesnt mean I'm following a 3 gen strat. Just means that survivors are constantly being chased off their gens and coming back to finding them without progress. Freddy is a highly mobile character, so it would be kinda silly to not take chases where I see them and keeping EVERY gen regressed, as opposed to acting like Golum towards only 3 of them.
Well Freddy is a crutch character now, so that is understandable that you can get away with using suboptimal perks on him.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/937570#Comment_937570
Nah, surge is a good time saver. Alot of gens are kinda out of the way, such as the gen in the portal room of Hawkins or the gen in the house on Mother's dwelling. Starting the regressing process on gens without having to stop to take the time to kick each one is VERY helpful. The extra 8% regression is just a bonus. Surge by itself can also be a nice tracking tool to draw your attention to a nearby gen that you might not have even realized was being worked on. I run surge AND Pop in combination on my Freddy to start regressing gens nearby where I down someone, find a new target far away with BBQ and Pop THAT gen when I get there that WASNT affected by surge.
Surge + Pop is overkill. You only need to doctor 3 gens if you are playing to that strategy, and pop is plenty. It has no cooldown, and can be used multiple times in succession on particularly contested generators.
Surge is a lazy perk compared to pop, but not nearly as good.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/937561#Comment_937561
Stealth killers make good work out of it, but really...any killer that downs mainly with M1 can use it pretty well. If your constantly getting downs with chainsaws or hatchets or something...your not gonna proc surge much so it'll be wasted.
The only reason to run surge is if you don't have pop goes the weasel unlocked.
-
I have been seeing a fair amount of value out of mindbreaker recently. Game ending value. Every good survivor will run an exhaustion perk, and being able to deny sprint bursts or balanced landings directly off generators has been surprisingly strong. Greedy survivors with dead hard repairing while injured will also be punished.
I probably would not run it on a non-stealth killer however.
-
Spine chill, DS, BT, Iron Will, maybe adrenaline. Adrenaline is nice if you are being chased when the last gen pops but you might not make it to the endgame.
-
@BeanieBoyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/937347#Comment_937347
That's me, but against GF instead. I go full potato for some reason, I don't even know why lol.
I always run spine chill no matter what, but it especially helps against the stealth killers. It is very helpful to know if you should be positioning yourself at a pallet or working on a generator when inside a killers terror radius.
-
Nah, good killers will just face a wall when they are picking a survivor up. Plus, the overwhelming majority of flashlight users make it clearly obvious they are following you around looking for saves, wasting the team's time when they could be doing gens.
-
There is no reason to give out a chase for free. Being stealthy wastes just as much of the killers time as looping, and is optimal because you are not using pallets to do it. The last person to chastise me for running spine chill got looped for 5 gens the next game. Urban evading blendettes unite.
-
Maybe 50-60$? DBD has been my favorite game for years now. Until splinter cell comes out with a new great versus mode, it probably will continue to be. This is the best competitive stealth game on the market really.
This should be the dev's favorite thread though.
-
Good lord. Ghostface is the stealthiest killer in the game, and get's rewarded for being sneaky. Myers is kinda stealthy with monitor but it's hard to not notice an 8 foot giant with a huge white mask staring at you.
-
@Thatbrownmonster said:
https://us.v-cdn.net/6030815/uploads/261/UQFUIFIAFPBI.jpg
someone dced on purpose soo I didn't get it <3
Sure they didn't DC because of how overpowered iri head is?
-
He's not a bad killer. He is however, very add-on hungry. Bleach + 15% ether is really, really nasty if you are landing the bottles.
I always do Ruin + Pop + Brutal + Bamboozle. Bamboozle is super strong on him since it lets you herd people into the gas easily. L + T walls are almost free hits with bamboozle. Toss gass at one window, bamboozle the other. There is no option except leave the tile or get hit.
Brutal strength is needed since he forces pallet drops very quickly, and you need to get them out of the way. It helps kick the gens a bit faster with pop as well.
Ruin + Pop because it's the meta combo.
Overall he is one of my more favorite killers to play.
-
@NoShinyPony said:
These challenges are so unhealthy for the game and the community.
Lol. The killer is literally supposed to murder you, why is everyone in this community obsessed with them playing "nice"? Do you see the artwork for this game? With survivors being dragged bloody and screaming to the basement?
Or maybe have you read some of the killer descriptions?
It is a nightmare of unrestrained, feral rage as it hunts down its prey and rips it to pieces, devouring every last morsel of flesh and gore, leaving nothing for scavengers. The creature is untouched by any sense of compassion or restraint. Looming over its victim, it shows no doubt or mercy, just the pure instinct of its insatiable blood lust as it delivers the deathblow.
But hey, the Demogorgon put me into the basement.....what a toxic baddie killer man.
-
@KeepDCPenalties said:
https://forum.deadbydaylight.com/en/discussion/comment/931743#Comment_931743
How do you read through my post and not understand a single thing I said? Oh wait, you didn't read it :D
I'll dumb it down for you:
GAME
GAME HAS BUG
BUG IS RARE
BUG HAPPEN VERY VERY FEW PEOPLE
NEW SYSTEM ADDED IN, FIXES DC ISSUES
PEOPLE WANT ENTIRE SYSTEM DOWN BECAUSE "GAME IS BUGGY"
BUG IS RARE
BUG HAPPEN TO VERY VERY FEW PEOPLE
That is literally the extent of our conversation. You refuse to acknowledge or even come up with a response about my point. I'm sure the devs are competent enough to see how stupid you make yourself sound.
I mean I originally supported the system because I hate habitual ragequiters, but after playing throughout today I have had the game crash / get stuck 3 times while loading, putting me at a ~30 minute soft ban.
There's also been plenty of times I loaded into a match and a survivor didn't, when there was nothing worth dodging, making me think they probably crashed while loading and also were eating DC penalties.