BenZ0
BenZ0
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- BenZ0
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@ThatOneDemoPlayer said:
While I like these ideas, I don't think Nr. 3 would do much, I'd rather his Remnant Teleport and Locker Teleport have different cooldowns
it would help that you can use your power on big loops cuz currently you cant, well you can but have fun running around the same loop 6-7 times.
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@BubbleBuster said:
i like the first 2 changes,
3 promotes camping a lot. you can go to a gen to start a chase but if thats not happening, back to the hook you go. Might be fine since you can just break the remnant but i m not too sure about it
again, i wish we just did PTBs that tested random changes like this because theorizing about them is not the same as just testing them.
Might be totally fine but it might just make him (?) awful to play against
that is true and ofc my changes or suggestions arent probably the most ideal but I am just hoping to help out somehow or give some ideas like that
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/3094531#Comment_3094531
Why are there no posts about how OP he is everywhere?
I never wrote that he is op, beeing in a good spot and beeing op are complete different things lol
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There is nothing to "fix" on him, since the DH nerf hes in a pretty good spot. Ofc you cannot compare him directly with Blight or Nurse since his nature of the power doesnt allow him to be more oppressive but not every Killer or character has to be on the same level.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3092841#Comment_3092841
That's great to hear and I'm glad you're doing better already ^^
I wish you the best for your future recovery!
thanks I appreciate that <3
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@Bartlaus said:
I agree with you 100% on all three points. I couldn't have summed it up any better. If Drussy gets some love, he might give Maurice back to us.
I still have those moments where I visit satan in hell real quick in the middle of an chase.Thanks for the giggle. I know those moments all too well ๐
Reduce the time to get out of a locked locker by 1 sec (Haddies calender addon as baseline) and rework that addon.I had exactly the same idea. The AddOn should definitely be basekit.
The remnant power is on really big loops basicly useless and needs changesThe speed during his antiloop should definitely be increased a bit.
Ye thing is its a very tough thing to deal with that cuz if you increase the general speed then shorter loops are hell for survivors and dredge would become the new artist. Thats why I had this idea with that distance difference.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3092841#Comment_3092841
Glad to hear the surgery went well!
Have a good recovery and I guess a good gaming time!
Yes thank you very well, I know it was off topic but I just wanted to give a quick update about that.
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@Mister_xD said:
I wish you the best for your surgery!
As for Dr. Edge, the only thing I'd like to see is it ignoring locks during nightfall. A cool way of doing that would be by automatically unlocking all lockers on the map once Nightfall starts, so Survivor would have to relock them once Nightfall is over.
I view Nightfall as this ability where it just zooms around the map very quickly and can emerge from anywhere at any time, so restricting its movement as much as locks do (especially with that whole "always entering the locked locker" thing)just feels bad to me.
But other than that I am very happy with Dredgeralds abilities.
@CodeDB said:
First off, good luck in surgery! I hope everything goes well!
Second though, if you are averaging 3.2 kills a match, why do you think Dredge needs a buff? Though the chosen locker detection/targeting you mention would be much closer to a QoL improvement than a buff. No one should lose a chase because their power can't target where you actually want to go.
Well I am already back home #########, got the surgery at 18 GMT + and woke up around 22. I appereantly spoke for an hour english to the nurses and doctors (I am from germany so it was very unusual for them). But ye everything seemed to work almost way too well, I can sit down and walk but standing up is an issue, which means more gaming time for me? But ye I am suprised it went that well, the doctors including me expected atleast a week stay but my wound healing is really good, the doctors where really suprised. I guess I just have an build in second wind in real life or something.
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@AngryHobo2 said:
You don't understand my friend! If I button mash the spacebar during the stun and use Brutal Strength I might be able to break the pallet even faster!
Jokes aside, the main issue is mainly about game buffs and perks. A lot of the old skills, pallet zoning, mind-games, heck crow tracking! All of has been slowly replaced with perks and mechanical buffs. Why bother wasting 4-5 seconds looping the pallet just to break it from the other side when I could smash it in 2 seconds with Brutal Strength? Why learn crows when I could just use BBQ? Why try and mind-game the tile when I can just relentlessly chase them, it gets blocked and I'll, get a hit anyway.
My primary concern with the update, aside from a lot of people not wanting to adapt, is a lot of killers just getting sloppy and lazy. Between the 50 seconds they added to generators (total extra repairs needed) and the buff to how quickly Bloodlust builds I'm genuinely worried we're seeing a rise in "Bloodlust Gamers" that would rather use the brute strength of the killer role instead of tactics and wit to win. It's fine now, but Entity forbid killers get nerfed at some point in the future and we'll see a whole bunch of "killer is miserable" posts again.
Instead of relying on the power of your given role, people need to actually just develop skill again. What's the point of playing the game if you're not even evolving and getting better? Isn't that where the satisfaction, the fun, is had?
jup, oh boy crow tracking. You cannot imagine how often I have been called out an "hacker" or "wallhacker" for that xD
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@Mister_xD said:
I wish you the best for your surgery!
As for Dr. Edge, the only thing I'd like to see is it ignoring locks during nightfall. A cool way of doing that would be by automatically unlocking all lockers on the map once Nightfall starts, so Survivor would have to relock them once Nightfall is over.
I view Nightfall as this ability where it just zooms around the map very quickly and can emerge from anywhere at any time, so restricting its movement as much as locks do (especially with that whole "always entering the locked locker" thing)just feels bad to me.
But other than that I am very happy with Dredgeralds abilities.
Same here and I agree!
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@MrCalac123 said:
He honestly does not need a buff, he has counter play but a TON of map pressure.
These are not buffs to make him in general stronger, these are all buffs to make his weakest and most frustrating parts on him not as painful and annoying. The overall strength of him stays the exact same.
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@CodeDB said:
First off, good luck in surgery! I hope everything goes well!
Second though, if you are averaging 3.2 kills a match, why do you think Dredge needs a buff? Though the chosen locker detection/targeting you mention would be much closer to a QoL improvement than a buff. No one should lose a chase because their power can't target where you actually want to go.
Hey, thanks alot for that! I am suggesting these changes cuz these are the only things that needs to be changed, everything else on the Dredge is basicly perfect. I saw myself loosing matches for example I was on the Artist map with idk how many lockers beeing locked, all of them in the early game. You could argue and say hey but there are no locked lockers anymore after that? Well I had basicly no nightfall in the early game and ended up loosing to a 2 hook game cuz I couldnt apply enough pressure on the team since Dredge is sadly not strong enough to deal with a good swf team without nightfall.
Also about the remnant power if you are better of NOT using your power on a loop is kind of a design flaw if you ask me.
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Jolt or Pain res are both are very strong anti gen perks.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3083451#Comment_3083451
This is my whole problem with that perk. It has no counter, and being blocked from doing *anything* for 30 seconds is stupid
I agree, and ppl who say you just let go before down are pulling that out of their ass sry but it is the truth. You cannot always predict your own down.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3083750#Comment_3083750
That is true! I am by no means saying the perk is garbage dumpster tier but against a good swf, trying to win, communicating, the odds of you getting regular eruption value are low. There is no true stealth killer in this game and they all have audio cues + procs dependent on survivor team "guys my gen is at 90% watch out for tinkerer" "yellow gen, none of us brought the gen highlight perk so we know trail of torment is in play", etc.
I am not talking about playing vs solos or players who aren't trying hard.
Ye that is true. I have actually discovered that the most reliable and consistent anti gen is definatly surge (jolt) + pain res on the majority of Killers. Well ofc Killers that can proc jolt that is.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3083451#Comment_3083451
On swf it takes all of two seconds to say "guys I'm about to go down let go of gens for a sec". It's one of the easiest perks to avoid in swf after the first time it goes off.
In solo there are a few perks that could maybe help you but none as powerful as the swf counter.
That's why I argue the secondary of eruption should be something else
Weird that I keep getting screams every time, also you cannot also predict when you are about to get downed. Sometiems you can get suprised, especially on Killers like Dredge.
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@Carth said:
Eruption should not work the way it does in my opinion. The kick and explode part is fine but the block for x seconds on blowup is annoying, vs swf it does nothing and 30 seconds for solo is pretty excruciating. I don't think perks that are specifically targeted to solos vs swfs should be a thing(maybe I'd make an exception for knockout)
I would really love to see survivors that "counter" erruption? I have been playing with that perk since it came out and have never encountered anyone who managed to dodge the explosion by letting go before the down.
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@costanata00 said:
Why not run Dragons grip instead of eruption? You get a notification if someone taps it and you can also punish them for it.
Depends on the Killer, a Killer like Blight doesnt get much use out of it since he uses his m2.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3080495#Comment_3080495
No there aren't. No combo is as reliable and consistent as this one. Wouldn't say it's nerf-worthy still though. Killer perks are not the problem.
Consistent? lol idk if you mixed up that word or something but it is everything but consistent.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3080532#Comment_3080532
With the extra time it takes to get gens done, killers (including myself because I play killer as well) have had plenty of time to kick generators. You're also not taking into account that the kick itself does 2.5% base, then Overcharge and Call of Brine will take a 50% gen back to nothing in no time at all, and unless there's heavy communication among the survivor team, you have no idea when that eruption is coming and then you're stuck for 25 seconds doing nothing while the gen regresses
I play with call of brine and overcharge myself and I still meet teams that manage to pressure other gens. Yes solo q will ALWAYS have disadvantages we all know that and that is no secret at all. Idk why suddently everyone is using only the solo q argument? Solo q will and was always ######### and will always be ######### and have massive disadvantages you know that just as well as I do so we can save us that useless rinse and repeat. That aside if you really lose because 1 gen is beeing kicked down constantly then you and your teammates are clearly doing something wrong and I suggest watching guides or simply play more to gain more experience.
A 3 gen kick perk build isnt as strong as you and the others are trying to make this up, stop overreacting and adapt there is nothing more I can say tbh.
Lemme try to give you an example of an even worse build. I am currently playing on my Dredge which I main since he came out btw with Surge (Jolt) + Pain res + Darkness reavealed + no way out.
I manage to damage down gens from 70%+ down to 10-20%+ in barely a min. I keep slugging and hooking ppl without even needing to move 1 inch to regress any gen, everything happens passively while I just keep pressure survivors by chasing and downing. Matches with this build can last even over 10 min if survivors still manage to pick up and save each other well but he gens are still not going cuz pain res and surge have such an insane amount of regress value. And again... this all happens without me going up to any gen, I basicly ignore them almost.
Now compare this to that 3-4 gen kick build what the op is talking about. The Killer needs to walk up to a gen and keep kicking it and even patrol the gen. + you dont have to deal with no way out and darkness revealed in my case where I can pin point the location of survivors that are on last hook or injured off position that i can just tunnel out.
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@thisisntmax said:
https://forum.deadbydaylight.com/en/discussion/comment/3080495#Comment_3080495
I refuse to believe you are not an automated bot with this response bestie.
dont know why you pretend you are shocked. I am not saying its nothing but it is by far not the strongest anti gen build or build in general for killers... either you are simply refusing to believe that or you have little to zero killer experience.
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You got a point and I agree absolutely there.
However... the patch is out since 3 days... like idk maybe give the devs some time?
Also kinda funny how this patch is "hell" for solo q but back then when old Ds (where it triggered on your first pick up without any requirements) was literally destroying Killers on each match and we had to even endure this for almost a year.
Not saying everyone needs to suffer the same... but stop making this as it would be the end of the world, its not like survivors didnt got left out and got nothing.
Again I agree that solo q does desperately needs changes.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3080495#Comment_3080495
they don't need other strong perks when that combination is oppressive as hell and irritating
oppressive as hell? 3 perks all just to regress 1 gen. The Killer needs to walk up to that gen, kick and even patrol that generator to let it regress over time. Meanwhile there are 6 other generators that are just waiting to be touched. Also the Killer wastes alot of time the others can do whatever they want in the meantime. Its not like the Killer is doing something productive like chasing or hooking.
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There are many other combos that can be even more painful and worse. However the Killer comits therefore the majority of his loadout which means the killer will most likely dont have other strong perks that could also give alot of value.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3080142#Comment_3080142
You can 100% stack most of the slowdown perks except for ruin. I was able to get a 3k by face camping as bubba with deadlock and PR alone.
Eruption, Dead lock, Pain res and DMS thana and all the others stack slowdown, idk what you're on about.
Congratz to your 3k I guess, what is wrong with ppl using 1 single game as "proof" for their argument? Anyway what I mean with that is for example on your build, with dead lock the furthest gens are beeing blocked which means pain res will not regress those gens, it will pick a different "furthest" gen. Therefore you cannot slow down the actually furthest gen as planned. Ofc if the furthest gen is blocked but that is rng and in the wrong moment PR will not give you much value combined with dead lock cuz lets say it will then just pop a complete different gen that is at like 10% for example. It may also pop on a 0% gen if there is no other gen atm beeing worked on.
Same goes to DMS with dead lock for example, what if you have atm dead mans switch active? Now a gen pops and another gen is blocked, well you could anyway just walk up to that gen and block it anyway with dead mans switch. Again 2 perks that colide and take each others value away.
Another example, you cant use dead mans switch with the majority of gen kick perks since the gens are beeing blocked the majority of the match. You cant use pop, erruption, call of brine or overcharge with it. I mean you still can but ye... good luck I guess.
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You cannot stack half of the slowdown perks if not the majority. They all counter each other out for example Ruin with any gen block perk like dead mans switch, a blocked gen doesnt regress so ruin is effectively nullified. Same goes to many others, there are still brain dead killers as you mentioned that still use all 4 slots with them but the thing is that the majority of times they didnt even do anything.
Yes there are SOME combos like for example erruption and pop but these are all combos which are most likely anyway fine and dont create much problems.
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@NamesCris said:
I still think Borrowed is meta because if the killer waits the 5 seconds and just hits you with borrowed, he wasted 5 seconds rather than just hitting right off the hook like before
I also still use BT for that exact reason.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3079740#Comment_3079740
The post to which I replied was.
And one of the possible goals of insta unhooking is hook trading.
Thanks for explaining it i guess?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3079743#Comment_3079743
I play solo q. Want to come to my games and tell the obsession that yourself?
Dont need communication to do that all you need is more then 5 brain cells. You cannot blame a perk for the mistakes or bad counterplay of others.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3079672#Comment_3079672
What's the counterplay?
Just as the Killer gains stacks by hitting he looses them by hitting the obsession. The obsession in your team should go and tank hits, preferably while the Killer carries someone. Therefore you prevent from the perk stacking up. Ofc keep healing up and keep tanking over and over.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3079715#Comment_3079715
If you can hook trade. If you go there and a stage transition is successfully forced, or worse a grab happens, it's a game ender.
It's still a pick-your-poison scenario. But seizing the moment for the unhook gives you a fighting chance to take aggro without trading.
As of now, sticking to gens won't work.
But the topic isnt about hook trading?
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@Bwsted said:
Insta unhooking was the 2nd best strategy if the killer is going to camp.
1st-best was to stick to gens, but that no longer works. So, fast unhooks went up one spot in the list.
Considering that camping is meta, it looks like survivors are just adapting.
They're still gonna die, though, because the fast unhook is not really an efficient play in a vacuum. Just the lesser evil type of thing.
https://forum.deadbydaylight.com/en/discussion/comment/3079409#Comment_3079409
Good for you for not sticking to their rulebook. Now, what is the point of making a thread about survivors not sticking to your rulebook? I kinda hear sounds of pot and kettle.
What do you mean by my rulebook? I have never wrote that they are not allowed to do that lol
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@BenSanderson55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079508#Comment_3079508
BT, OTR all countered by "10" stack stbfl
Love how ppl ignore the fact that sfbfl has counterplay. That makes sound everything busted and dramatic right?
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@Marigoria said:
We can blame both. People who farm you from the hook and the killers that are still tunneling and camping.
Well sry but I am not gonna let them unhook or get away for no reason lol
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I suggest to watch some guides or other streamers gameplay
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I wonder when ppl will get tired of this whole exaggeration. Honestly ppl will never be satisfied as it seems xD
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3075674#Comment_3075674
"If you don't 4K, you're bad"
Also plays Legion with Thanataphobia, making it so Generators take 115 seconds to do along with PR.
Your post doesn't even have anything to do with what the OP was saying
Well reading can be quiet difficult you know.
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Shirtless Shigaraki when? Would triple the playerbase of dbd.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3077262#Comment_3077262
In theory? Sure. In practice, the average skill level of survivors isnt good enough to not mindlessly hold m1 and it was overwhelming for vast majority of survivors. I agree that you can still probably make it work but as killers we have so many good options now that i dont think i can even spare the perk slot for both of those.
I am still using it ๐
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@Dead_Harder said:
PR + DMS was way too good. I understand why it got the nerf hammer
It really wasnt, you had a very simple counter to it... just let go off the gen before the hook, you even see the aura of the hooked survivor before the hook animation is done. And it is still there? It still works just the same only the killer now has to pressure you off the gen which isnt a big deal with Blight, Nurse, Artist, Oni etc
Besides that, taking away the most basic information out of that perk is kinda weird since literally any other anti gen perk does the exact same so ye.
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@AGM said:
The only ones I agree with are Bamboozle and Flashbang.
But the one I'm most against is Inner Healing. Being able to heal multiple times very quickly would be problematic, and it also encourages someone to potentially screw over any teammates running boons.
A cooldown could be added to that perk but I wouldnt see a big issue with that. You can do that exact thing with circle of healing but without even having a limitation. Also you still need to run back to a locker and sit there 8 sec so its not really "that quick".
About the last argument well tbh every single totem perk now screws over boon perk players? I mean what about counterforce for example.
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@TeabaggingGhostface said:
Aftercare: either make it trigger on protection hits or remove the bit where you lose the auras when hooked
I would remove that silly "you lose" part of that perk, idk why does a perk even has a downside to begin with.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3077015#Comment_3077015
Surge limited with small area. So you will most likely check these generators even without exploit.
For Erruption, you need to kick gens. So it is fair to give you info + regression. You are wasting your time with kicking generators.
For DMS, generator is not losing progression, it is just blocking for a while. And for value, you need to pressure on survivor to make them leave generators.
PR is just does not take any effort like these perks. It is rng and if you are lucky enough (or you have build around it), you will get regression and information. This was so much for one perk.
You got a point but you missed 1 thing. On PR you still have to down and hook someone which is basicly the same requirement as Pop. But since it is a scourched hook you EVEN need to be lucky on top of that that you have one around you or take a much longer and riskier path to that hook to get value. Not to mention it can get sabo'd.
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@MikaelaWantsYourBoon said:
Except PR, i agree with all of them.
PR is already giving you good regression, so it should not give you free info. 2 good effects on one perk is so much. If you need information, you should bring one of the information perks.
So what about Surge, Erruption or even dead mans switch? They all give you next to their regression which are also arguably pretty good even information on top of that.
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@MikaelaWantsYourBoon said:
This patch already buffed killers and it is really not hard to get 4K-3K most of time. I don't know what you need more?
reading is a very rare skill as it seems.
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@Gorgonia said:
It's funny how other killers come here to look down on you because "yOu DiDn'T gEt 4k, gIt GuD"...
They never cease to amuse me...
Well thats dbd forums for ya, sometimes it makes me question my life xD
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@TheSubstitute said:
I don't think it's that. What I think it is that tunneling and camping increased your kill average overall and put you at a higher MMR than you would have been without tunneling and camping. I'm not saying you were wrong to do so; I'm just stating tunneling and camping was very effective pre patch.
Now that you're trying for hooks you're going to have some rough games until your MMR stabilizes at a level where you can do multiple hooks.
As an example, pre-patch when I hit Iri grades as survivor I would equip Dead Hard if I was having a rough time pipping up. As soon as I hit Iri One, I removed Dead Hard and nearly always had a string of losses until I went back to an MMR where I didn't need Dead Hard to escape.
I think that's why I'm having a blast with survivor post patch. I ran non-meta builds so my gameplay experience has improved as OTR is so much more effective at countering camping and tunneling than old DS. Survivor players who did use DH regularly prepatch are generally struggling since DH was so overpowered.
For Killers, tunneling and camping was incredibly effective before and is now less effective (it's too early to say how much less effective but my experience in survivor games is definitely better against tunneling and camping). That will make some games rougher if tunneling and camping was part of your playstyle before.
In my opinion, just stick to multiple hooks. After a short period of time your MMR will settle and your games will be more enjoyable and give more BP
I also thought about that. Since I played the first day when the patch dropped for kills and I did got ALOT of 4ks and kills in general my mmr raised very high and therefore I got matched with way better survivors. I did feel that pretty damn heavy on my Clown for example. So ye you might be right about that, but yeah anyway sadly we all have to agree that tunneling, camping and slugging is just too effective to be tossed aside. However a small part of my heart wishes that chases would be rewarded aswell, I think I can say that the majority of us enjoys chases the most.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3075797#Comment_3075797
Oh boy, revealing prestige in the end game is going to be an even worse version of grade judging, isn't it?
Trust me it will get worse. We will see in the future prestige 30+ ppl beeing prayed on for beeing such gods.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3075810#Comment_3075810
https://forum.deadbydaylight.com/en/discussion/comment/3075797#Comment_3075797
You guys also completely miss the point. I say this patch is garbage for survivors and killers are way too powerful now. Also the last match was a swf on cowshed and I still 4k'd but hey, they managed to do ONE gen - must mean killer is balanced, right?
@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3075750#Comment_3075750
You completely miss the point in here. I am not "celebrating" anything, I am mind-boggled people like you are still struggling playing killer when its the most ez its ever been.
I would have done those 3 matches on survivor side much more (chaser/evader emblem challenge) BUT there is NO way to get these done quickly cause literally every killer camps and tunnels now - as people suggested you to do in here LMAO
You are trolling right? You must be anyway not really gonna waste my time with you bud
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@Dead_Harder said:
Nah didnt feel the need to tunnel or camp once so far. You are probably playing lower tier killers in which case, go ahead and do those but know that its kind of a crutch.
Ye I have to admit I have been playing alot Legion, Demo, Clown and Spirit (Which I havent touched since she was nerfed).