BenOfMilam
BenOfMilam
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3165575#Comment_3165575
How exactly are you doing another generator in 45 seconds when your Toolbox is depleted after the first?
Do your extra skill checks just magically appear out of thin air?
https://forum.deadbydaylight.com/en/discussion/comment/3165638#Comment_3165638
Same question.
Some of you honestly don't think things through at all.
Built to Last + Streetwise, with Hyperfocus + Stakeout. Commodius Toolbox, with Wire Spool + Scraps.
Your toolbox will last slightly longer than your first gen.
On your first Built to Last, your toolbox lasts slightly longer than your second gen.
On your second Built to Last, it lasts most of your third gen.
On your third Built to last, the exit gates are probably already powered because you did three gens in three minutes BY YOURSELF.
If two or three survivors are running this build, I think the killer literally cannot do anything to get more than one kill. I haven't been able to play it myself since I've been getting migraines all week and haven't been able to play. I just hope the synergy with toolboxes gets removed, like how Autodidact can't be used with medkits.
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3165575#Comment_3165575
And you’re bad hitting m1 at survs?
The Dead by Daylight community was raised on a steady diet of toxic waste and cranial blunt force trauma.
We are discussing the perk Hyperfocus. It's a survivor perk for doing skill checks and rushing gens. It's extremely strong and easy to use when combined with Stakeout. You know what that has to do with playing killer?
Literally. Nothing.
Go play scratch and sniff with your bunghole or whatever it is people like you do for fun.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3162936#Comment_3162936
https://forum.deadbydaylight.com/en/discussion/comment/3162934#Comment_3162934
Before I reply to you, have you ever played The Trapper without "strong" addons? Do you know how it is to walk through the map to pick up a trap from the ground? Do you know how long that takes? Do you know how easy is to deactivate the trap and how much generators can be done?
20 seconds folks, we are talking about 20s. And then you cry about the 0.00001% buffs that Killers get. Imagine knocking a generator 20s every time you kick it.
Have you tried chasing someone that wasn't unhooked
Yes? They still can body block, then open the gate, pee in the corner and then escape?
Also, what if I did not chase neither the unhooker or the guy on the hook but he came to me? even if accidentally, I hit the guy I have the right to make it count, I wasn´t even chasing them but they have so much endurance that in lingers enough to find the Killer in the other side of the map.
No the basekit 10 seconds of BT was 100% necessary. Tunneling is a serious problem in this game
Tunnelling is a made up word. It´s called playing the Killer. Don´t unhook if it´s not safe or the Survivor cannot escape, don´t hide in a rock doing like if the Killed didn´t see you?
What do you want the Killer to do? Killer notices hiding 1m away, waits for you to unhook and because one is not stupid... you go for the injured and easy to take down Survivor. It´s not personal. It´s the efficient stratgegy.
Do you guys go to another Gen after you have completed 25% so to ensure that the seven generators and not just five are repaired?
I'll take "What on Earth are you even talking about?" for $200
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3165257#Comment_3165257
I guarantee this person doesn't even understand how the perk works.
Stacks are lost the second you get off the generator for ANY reason.
Even with a toolbox, hitting every single skill great skill check meanwhile not being interrupted by a perk, the Killer, or god forbid another Survivor is a pipedream fools like you contort into being "overpowered".
It's really easy to do gens in 45 seconds with Hyperfocus builds. I'm sorry you're bad at hitting spacebar?
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Survivors seem to not understand this. Instead, they play like they are invincible and then are surprised when you quickly find and kill them.
Being dead is a lot worse than being slow and stealthy.
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Most of my games, I have 40 to 70 ping. But now, I'll randomly get 1000+ ping matches. Not even joking or exaggerating.
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Bubba and Billy. A redneck Mario and Luigi, but with chainsaws.
Twins and Legion. Legion quickly injures many survivors with Frenzy, then Victor mops them up with a slugging spree.
Twins and Plague, for similar reasons.
Oni and Legion, for similar reasons.
Oni and Plague, for similar reasons.
Nemesis and Pinhead. Survivors are going around picking up the box, while getting harassed by zombies.
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it would make for great toilet paper!
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there's third party ones, but they can only track stats that are already tracked in the game for achievements
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I don't listen to music while I play killer, need my ears. If I did though, here's it: (sorry about formatting, I needed it to be readable. Looked bad with so many words jumbled together)
===
- Deathslinger:
"Race with the Devil" by The Gun
"Devil is Fine" by Zeal & Ardor
"In the Black" by Motörhead
"I'm Drunk Again" by Hank Williams III
"Sinner" by Whitey Morgan and the 78's
"Y'all ######### Need Jesus" by The Goddamn Gallows
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-Bubba:
"Floyd" by Lynyrd Skynyrd
"1-2-3" by Rebel Son
"Don't ######### with Joe" by The Blackwater Fever
"Zero ######### Given" by The Picturebooks
"Rebel Within" by Hank Williams III
"Pissed Off and Mad About It" by Texas Hippie Coalition
===
-Twins:
"Dunkelheit" by Burzum
"Bartzabel" by Behemoth
"L'enfer des dieux" by Mass Hysteria
"Låt Oss Ta Allt Från Varandra" by Shining
"Sanguinem" by Mephorash
"Yekteniya I: Ochishcheniye" by Batushka
===
-Legion:
"Hate This" by Grendel
"Kill Kitty" by Angelspit, KMFDM
"Get Your Body Beat" by Combichrist
"You Spin Me Round (Like A Record)" by Dope
"Free Your Hate" by KMFDM
"Fuckit" by :Wumpscut:
===
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Like the others said, it's just that the game doesn't want to make you wait in the queue for over an hour. Better to wait a few minutes and play an unbalanced match than to play no match at all.
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I noticed this as well. Way more survivors are willing to sell out their teammates to get in my good graces and escape for free, and many more offer bribes in the form of their hard-earned items.
Fortunately for them, I am easily bought...
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I would love to see a 1v1 queue for people that just want to chase.
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@ByeByeQ said:
I think lots of players thought he was fun to VS was because of novelty.
Once the novelty wears off and everyone has heard his voice lines dozens of times, will they still consider him fun to VS?
Only time will tell.
7 minutes. 7 minutes is all I can spare before I'm sick of the voice lines.
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It's mostly that the fundamentals don't really apply to Nurse at all. If you want to learn to play against her, the best way to do it is to get a friend and do 1v1s for a few (dozen) hours. You can't get good against Nurse by playing against regular M1 killers and anti-loop killers, you must vs Nurse and Nurse specifically since the skills don't really carry over at all.
Learning to vs her demands a level of skill and dedication that is simply out of place in such a casual game like DbD.
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if you're playing in prime time, it's close to instant. Any other time and you're in for a long wait.
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@versacefeng said:
Idk I think premades are fun. Getting good teams once in a while makes this game worthwhile.
I feel this. It's kind of refreshing to get dunked on, it lets you know you haven't peaked yet.
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Dead by Daylight unironically has a really nice and wholesome community. In most other multiplayer games, people are extremely toxic all the time. It's way more rare in DbD, and usually nowhere near as bad when it does happen.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3153060#Comment_3153060
I don't mean to be rude but can people with tinitus wear headphones and the like? , Like doesn't that dmage the ear more?
I have extremely severe tinnitus from like a decade of shooting guns w/o hearing protection (and that one time my uncle came over with a homemade black powder cannon). Some headsets are fine, others hurt my ears very badly even when they aren't making any noise. Just the electronic signals or white noise or whatever it is. Like how TVs make a sound even when they're turned off but still plugged in.
Cheaper headsets tend to be more comfortable. Like my $20 Wal-Mart headset has lasted me two years, but more expensive headsets tend to be very painful to wear for more than an hour. I also really hate talking on the phone for similar reasons. It makes a static-y sound that hurts.
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Something about Dead By Daylight attracts people that get butthurt over everything.
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yup. killer on a fresh account is a cakewalk. it takes a while before you start playing against good survivors.
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I got that one by playing normally until there were two survivors left, then I just chased the killer around until I got it. Don't throw the game to get it, just leave it on until you get a game that's pretty much already over and you can safely be dumb without ruining the game for everyone.
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@dugman said:
On a tangent if I were a better shot it would be tempting to try a Silent Sniper build on Deathslinger with his two add-ons that reduce his terror radius while aiming plus Monitor and Abuse which further reduces it out of chase. With those combined you have only a 12 meter radius while aiming and a 24 meter radius out of chase while not aiming. So the idea would be walk up to about 25-30 meter distance, start aiming, and slink up while aiming the remaining distance until you are within the 18 meter range of the rifle. They still won’t hear the terror radius at that point but you can hit them at that range.
Probably tricky to do, especially since you still have a red stain they can spot, but who knows? 🤷♂️
I actually use that build. Gold Creek Whiskey + M&A, but I usually don't use the other TR add-on and instead use the Iri Coin or the Warden's Keys. People aren't ever expecting it, so you can get a lot of stealth hits. I daresay, it's fairly effective.
It's just really clunky and awkward to have to hold ADS walk slowly to get a smaller TR. Kind of like using Pig's stealth, except you aren't even completely undetectable. But then again, Pig does not have a gun.
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It depends on my crew, or if I'm playing solo.
CoH + Botany + Detective's Hunch + Flashbang is my go to in SWF.
In solo, I'm either running Aftercare + Botany + Desperate Measures + Empathic Connection, or Prove + Fixated + Sprint Burst + Visionary. Depends on how my games are going and what I feel like my solo teams have been lacking.
As killer, again, highly dependent. I really like stealth perks like Trail of Torment and Hex: Plaything, and I'm a STBFL addict. I also hate any slowdown perk that isn't 100% passive. Something like Deadlock + Hex: Plaything + Hex: Pentimento + STBFL would be my go to on everyone that can use those perks effectively. Not something I would run on Legion or Huntress, for example.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3152463#Comment_3152463
In which world is going for 8 M1s on a primarily M2 Killer worth it? Tell me you're bad with Shred without telling me
Like I said, all you do is blow hot air. All you do is say "lol everyone is bad because they aren't doing exactly what I say they should be doing."
Maybe you're just full of it and you should take some time off the internet? Go outside, make some friends? Smoke some weed? idk what to tell you, but you should probably get a life.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151621#Comment_3151621
Biggest lie I've ever seen in my entire life.
STBFL isn't good on Demogorgon
All you do is blow hot air, my man. Everyone and their mother knows STBFL is good on Demo. You can get a hit with 8 stacks, finish your cooldown, start charging a Shred, then down the survivor before their speed burst is over.
On what planet is a 10 second chase NOT good?
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Yup, that's what DbD is like when you're new. I had the exact same experience. New survivors don't even understand that they need to be dropping pallets and vaulting windows in chase and doing gens when not in chase. It's also pretty common to see them try to escape from hook because they don't know that it kills them, and the other survivors don't know that they need to go run up to the hook to save their teammate before they die. So they just get obliterated over and over again.
With new killers, you just walk up to survivors and hit them, then do it again. It's very easy to understand compared to survivor, so a brand new killer will ALWAYS beat a team of brand new survivors. There is a tutorial, it simply needs to be mandatory before you're allowed to enter matchmaking.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151612#Comment_3151612
Spine Chill is debatably stronger than it was pre-nerf, as it now lights up whenever the Killer is within 36 Meters of your location no matter what. The Killer doesn't have to look at you to know that he is coming.
Either Slinger is terribly bad and I'm just so totally good and the best killer main ever and 4k ~80% of my games because I'm just soooooo cracked that I can win consistently with low tiers (in a game where playing the wrong killer means you are probably going to lose against good players), or Slinger is actually an extremely strong killer and I'm a pretty mediocre player at best.
Most Survivors somehow still didn't adapt to 6.1.0.
While matches are harder as Killer on my end, I still run into my fair share of potatoes. If I started to track stats as Demogorgon, I'd also probably have an 80% kill rate or more
36 meters is pretty generous, and not really that informative. If I have no terror radius or a 16m terror radius with M&A and Whiskey, how are you supposed to tell the difference between me chasing someone else, me patrolling a different nearby gen, or me a split second away from rounding the corner and shooting you?
Whispers doesn't magically make you able to pinpoint a survivor's exact location and action, just that they're "around." Spine Chill is not so different. Knowing that I'm somewhere between 36m away and right behind you breathing down your neck is not terribly helpful, especially since Slinger is uniquely good at approaching gens from strange angles and shooting you off them.
Most Survivors somehow still didn't adapt to 6.1.0.
While matches are harder as Killer on my end, I still run into my fair share of potatoes. If I started to track stats as Demogorgon, I'd also probably have an 80% kill rate or more
True, but I'm still beating survivors with double or triple my total playtime with prestige 40 or prestige 60 when I play Slinger, and those are the people that you would expect to have adapted the most.
It's not that the survivors are bad, nor that I'm really good (I'm pretty mid, would get torn apart by a comp level squad). Slinger is quite simply a very strong killer when you nullify his weaknesses with good perk and add-on choices, and exaggerate his strength by running StBfL.
I say it all the time, but Slinger has a massive amount of potential if someone really good at the game picked him and got good at him. Just everyone looks at him on paper and then no one gives him the time of day. Look at what One Pump Willie did with Sadako, a famously weak killer: he turned her into basically Tombstone Myers with stealth and mobility on top of that. Slinger is a contender for being one of the best killers in the game, imo. Someone better than me just needs to pick up the reins.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151582#Comment_3151582
Spine Chill counters any stealth Killer/Perk.
Slinger is bad. It's probably hard for you to accept that, but he's bad and has no redeeming qualities other than his fun factor, which also got hurt thanks to his nerfs
Spine Chill is dookie doo doo after the nerf, since you can't tell if the killer is looking at you through walls. Only works if the killer has LoS, which means stealth is not really going to work anyway against survivors that pay attention. Slinger only needs about half a second of LoS if you pre-aim around a corner and shoot someone the moment you see them, so Spine Chill would once again do nothing since the average player is not going to see their Spine Chill go off for 200ms and then immediately sprint burst off their gen.
Not to mention I don't see anyone running it anymore, so it's pretty moot to say that Spine Chill actually makes a difference to stealth killers in post-6.1.0. Might as well mention Premonition being a counter to stealth? You are literally grasping at straws.
Either Slinger is terribly bad and I'm just so totally good and the best killer main ever and 4k ~80% of my games because I'm just soooooo cracked that I can win consistently with low tiers (in a game where playing the wrong killer means you are probably going to lose against good players), or Slinger is actually an extremely strong killer and I'm a pretty mediocre player at best.
It's not that Slinger is a bad killer per se, it's that the overwhelming majority of people playing him are terrible with him or don't understand his power. Imagine if people said Nurse was a bad killer because most players are bad with her. I think Slinger is in the same boat, just no one is willing to put the time and genuine effort into him since his strength is less upfront and obvious when compared to other killers.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151499#Comment_3151499
https://forum.deadbydaylight.com/en/discussion/comment/3151514#Comment_3151514
Again, you're both ignoring how ShiftW deletes his 1v1, which is the only thing he has.
and you're ignoring that stealth perks delete Shift + W, and stealth perks have extremely strong synergy with Slinger.
One Slowdown + Two Stealth + StBfL, or Two Slowdown + One Stealth + StBfL is more or less Slinger's best builds. They can't shift + W if you unexpectedly pop up from around a corner and M1 them, and they can't shift + W if you shoot them during their speed boost with StBfL.
Understanding how to nullify your killer's weaknesses is part of being good at them. It's why Bubba runs Bamboozle, why Clown runs Brutal Strength, and why Huntress and Trickster run Iron Maiden. It makes their weaknesses irrelevant.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151258#Comment_3151258
He has no 1v4, and his 1v1 is only useful against Survivors that don't ShiftW away as soon as they hear his TR (bad Survivors).
How is he anywhere near A tier? He's not even C tier, mid D at best
His 1v4 is ending chases in sub-30 seconds and forcing the survivors into a recovery spiral.
@Nobody_TM said:
Realistically, what is the point of playing Deathslinger, when he is outclassed by every single other killer in the game.
His addons are by in large, are either bad or QOL.
His power is not garunteed to work even when used correctly (chain block).
He cannot down over pallets, yet artist can down at any range and through geometry (not to mention has 115% move speed).
His nerf has made him painful to use and unfun.
His power gives an audio que warning when used correctly, even though its limited range (ringing bell audio warning).
I just want to know why. Why does a Trickster give less than a single brain cells worth of effort and energy get 1000x the results I get for patience and accuracy at any range, while even when I manage to push through the crippling depression that is Deathslinger, I'm not even garunteed a hit or down.
Is it because K-Pop just makes more money? Why.
Huntress cannot shoot through walls. He's so different from the other ranged killers that he's sort of his own animal. Trickster and Artist can, but they need multiple hits to get an injure. Pyramid Head can, but his power is much more reactable.
Slinger's add-ons are by and large, pretty alright. Iri Coin makes you into an absolute machine, stun duration add-ons are strong (but I prefer to use other add-ons), Gold Creek Whiskey with M&A makes you into a stealth killer again, and Prison Chain lets you get hits that are impossible without it.
The ADS movement speed add-ons are good when you use both of them together (you move at something like 3.975m/s), the mending add-ons are good if you're trying to save your StBfL stacks, and the mangled add-ons are helpful for that bit of extra slowdown. The reload speed and missed shot add-ons are good for gluing to survivors and denying extra distance. The reeling speed add-ons do too little to actually be useful tho.
You can mitigate chain block with clever reeling. Knowing when to reel and not to reel, whether to walk forward or backward, ect. I'm sure you know all this since you have a lot of experience with him. You can also just close the distance as much as possible then swing to break the chain early, then immediately down them since they are probably quite far from anything safe after getting reeled (Unrelenting is unironically good on Slinger for this reason.)
Slinger can get a down at most non-god pallets after it's been dropped (athiest pallets?). Many pallets are significantly more dangerous against him when dropped because of this. You can force the survivor into panic vaulting and shoot them while vaulting to get a hit, or get them to loop it and then shoot over the wall. But, if you play Sligner and have over 2,000 hours on him, you already know this.
Also, his audio warning doesn't play if you are outside of his terror radius. You need to be in range, and in the terror radius. May I recommend our Lord and Savior, Hex: Plaything? Or M&A with Whiskey? Perks like Hysteria, Trail of Torment, and Dark Devotion are very strong on him as well. (also, never tried it, but Beast of Prey might unironically be good for this too.)
Yeah, he can be very frustrating at times, but I still think Slinger has one of the best chasing powers in the game. What sets him apart is that you need good mechanical aim and skill to get value, when every other killer really only needs you to have experience.
That being said, BHVR pls un-nerf ;-;
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3150827#Comment_3150827
The perks aren't problematic just because they're effective on 1 or 2 killers. That's what I'm trying to say. If it becomes a staple perk on a killer, so be it. You don't see people saying nerf Iron Maiden on Huntress or Corrupt on Trapper just because it helps them, but they want to nerf other stuff because the killers that use them are actually strong. Why would a killer not run 4 gen defence perks every time when all their alternatives, these niche perks that actually work for their specific killer, keep getting nerfed? That's what the "nerf this killer perk" crowd, including the devs, have been missing.
Actually very good take.
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@buffcoyote said:
https://forum.deadbydaylight.com/en/discussion/comment/3150838#Comment_3150838
I wasn't expecting anything. It was just a simple rant. It's not this deep. Do not join the circus of people replying to this that have made this into an unnecessary debate.
You started this war, plunged Skyrim into chaos! Now the Empire is going to put you down!
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Killers can let you bleed out on the ground for legitimately no reason other than they already killed everyone else, they can hold you hostage by doing the "pick you up and drop you, then down you over and over again" thing, they can pretend to give you hatch or door then kill you anyway, ect.
Survivors can... click their flashlight? Or press the crouch button very fast? (or hide in basement for over an hour and make me want to claw my eyes out). Maybe the worst thing is bringing a very strong map offering, but they are at least engaging in normal gameplay.
As for end game chat, both sides are full of insane people. It's the internet, what the hell were you expecting?
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@danielmaster87 said:
The devs have to do something. They can't keep being held back from making good perks just because Nurse exists, but they also can't nerf her in a big way or we'll be left with 1 viable killer instead of 2. They need to make her blink attacks special attacks or something. It's probably better to not rework her like Freddy, because the devs take forever to do stuff like that and use it an excuse not to focus on anything else that needs addressing/updating.
Or, after some deliberation, maybe the devs should just allow certain perks to be strong on certain killers. But that has to be the consistent standard or it won't work. I hate going against Starstruck Nurse, even though it's rare for me, but I just gotta get over it and deal with it. I expect people to deal with Stridor Spirit, so I might as well stick to that mentality. The devs should never have nerfed Deathslinger's terror radius just because it could be combo'd with M&A. That was the dumbest. It and the Iron Will trumping Stridor thing are the best examples of the devs saying no to the idea of killers specializing in using certain perks. "Don't make smart builds!" As opposed to what? Running 4 gen defence perks every time? That's the result they're creating by taking away these perk-killer interactions. These are niche perks. Let them be good on certain killers. It will be fine.
Nerfing killers because certain perks are strong on them hurts me so much. Deathslinger's ADS change was fine, I adapted to it just fine. However, he's crippled by his 32m Terror Radius. You have to stack stealth perks on him just to keep people from holding W against you every time you get anywhere near them.
Just rework the problematic perk, like how Stridor was changed so it couldn't counter old Iron Will for Spirit (the only user of Stridor). If M&A gave you a percentage reduction and increase of TR, it would be less effective on killers with small TRs like Slinger, but unchanged for everyone else.
Please just give me back those 8 meters BHVR 😥
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Survivor - 4. I rely very heavily on stealth with Fixated since I am terrible in chase. I can't loop very well, so I just try to break chase and hide. I use Visionary to find gens quickly, and I just glue to them. My callouts are pretty good though.
Killer - 6.5. I beat the overwhelming majority of survivors I play against by making smart decisions and keeping chases short, but I would get destroyed by a tournament squad or highly coordinated team. I also generally don't run very good builds since I dislike slowdown and prefer strange perks, which also holds me back.
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Remember when Dowsey got a 100 or so winstreak on Twins and then they got nerfed pretty hard the next patch? Why is it that if a new killer starts overperforming they get gutted relatively quickly, but Nurse has been the undisputed and objectively best killer in the game for years? It's just not fair, from the perspective of a Deathslinger main and a Twins enjoyer.
I wouldn't mind playing against Nurse as survivor if she felt fair to go against. If you're playing against someone that has some good hours on the her, you're going to get your teeth kicked in. It really feels like all you can do is break line of sight, make weird pathing, and pray.
You can hit me with "it's just pure mind games against Nurse," but there are no mind games against Nurse if she's running aura reading perks like Flood of Rage or Retribution. She just teleports on top of you and you go down, and there's virtually nothing you can do if she has your aura.
I'd like to get to a skill level with survivor that I can outplay a good Nurse player consistently, but the problem is that you have to learn to vs Nurse and Nurse specifically. I'd have to do 100s of hours of scrims or 1v1s just to get "decent" against her, and no other killer requires that level of commitment to learn how to play against. You can learn the fundamentals and have a good chance even if you've never vs'd a particular killer before, but the fundamentals simply don't apply to Nurse.
In a game as casual and "pick up and play" as Dead By Daylight, I think it's a bit of an issue to demand players to start doing practice scrims just to be able to vs one particular killer without going down in seconds.
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You can just open the game, accept rewards and turn in codes, then close the game. It's not hard to do.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/342474/playing-nice-doesnt-get-you-kills
Correct, but the best strat for the best games is as follows:
- On the 13th of the month, at rank reset, sweat super hard to get to iridecent 1.
- Once you do that, play your games such that you hook everyone twice, and then kill your obsession. Then just slug people until you max at your bloodpoints in other categories.
- After that, let the other 3 survivors go.
- After a while your MMR tanks down because you are only getting 1 kill, and you get more chill games and get to mess around and play with memey builds.
- By the time the 13th comes around, you should be super low MMR so getting rank 1 should be easy.
- If someone DCs or kills themselves on hook so you end up with an extra kill, just immediately let the other survivors go so you at least only draw.
This is great because:
- You get more chill games you can have fun in.
- Survivors are usually happy because several of them made it out and you can play super nice.
- You usually get 30-35k bloodpoints, nearly capping out.
- Your queue times are faster.
BHVR: "We don't let you see your MMR because then players would figure out how to manipulate it."
Players:
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If someone wants to suicide out of the match, let them. What the hell are you trying to prove by forcing them to play a game they obviously are done playin?
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I think BT will rotate back into meta. 20 seconds of haste and endurance is something most killers can't deal with
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@AvocadoPablo said:
https://forum.deadbydaylight.com/en/discussion/comment/3143964#Comment_3143964
The game is easy mode for killers. Survivors have to play near perfect to have a chance to win a match. Killers can get steam rolled the whole match and if survivors make one or two mistakes, they end up with a 3k or 4k. And that's with a bad killer.
Good killers usually steam roll the survivors no matter how good they are. See Hexy's stream and many other killer mains for proof.
At low level play, survivors don't even know that they go down if they don't mend and they instantly die if they don't take off their Reverse Bear Trap.
At high level play, only a pitifully small handful of killers are even able to get a single kill at minimum, if they are using a highly specific set of perks and add-ons.
It's safe to say the game is just unbalanced across the board.
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It's a sin to tell a lie.
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Average gamer: "yay, new patchie 😍"
DbD gamer: "aw yiss, new bugs 😎"
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Earlier today, my friend was able to say "I wanna cum in a femboy." I could only say " I wanna ##### ### ## # ######"
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@botany_nerd said:
https://forum.deadbydaylight.com/en/discussion/comment/3142874#Comment_3142874
would you happen to know what time zone this works best at?
I'm in CST. I'm usually either on South American or North American servers, depending on how Steam is feeling that day.
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What time of day are you playing? It makes a HUGE difference.
Around 6pm to 12am, you get a lot of good players and matchmaking works pretty well.
From 1am to 8am, you get a lot of sleep deprived people that can barely play or you get extremely hardcore players.
From 9am to 1pm, matchmaking mostly doesn't work and you get random players.
From 2pm to 5pm, matchmaking is mostly alright but you'll pretty often end up in lobbies you don't belong in.
Source: used to have sleeping problems and would play at pretty random hours of the day.
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The popular strategy before the patch was to not prestige, ever.
Besides, I could have a P100 Ace and play my P0 Quentin for a daily. Prestige is not indicative of skill.
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really weird that they forgot to add 14 breakable walls to the main building
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@SuzuKR said:
That would make Kinship busted. You could literally force the killer into a lose-lose in which the killer is forced to proc it, or make an intentionally stupid decision to prevent it proccing which would require giving a free unhook. The reason Kinship is balanced is because it requires someone to go there. Also that it only works once, not twice. A double proc is literally more than an entire hook state's worth of time (68s).
The killer could simply camp for an additional 34 seconds. Not a big deal if you are already committed to camping, or you are chasing someone near hook. Even if you are forced to proc Kinship, you are still pressuring the hook and chasing the survivor going for unhook. So you could down that survivor and hook them, and still get good value for camping effectively. The Kinship user is then able to buy time for a second would-be rescuer to come and unhook, thanks to the perk. It doesn't make camping useless, it simply makes it more of a risk and less of a free hook state.
Reassurance works a near infinite amount of times, so I think Kinship activating twice is really not a big deal. Besides, it only activates once per hook. So if a killer camps a Kinship user 100 to 0, it only activates once.
The idea is to make Kinship and Reassurance into different perks with different niches. Kinship can only be used a limited number of times, but can be activated without assistance it and has a more generous activation trigger. Reassurance can be used many times, but requires the user to be someone other than the hooked survivor and for them to put themselves in severe danger.
I'm all for perks that make camping worse. It's really just too easy to force a hook stage and a 1 for 1 in current DbD.
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If you know how to do the cosmetics glitch, it's pretty obvious why set pieces are locked together. They tend to have "seams" where you can see straight through your character model if you swap out certain bits and pieces, especially around the waist and neck. They aren't designed to be mixed and matched.