BlightedDolphin
BlightedDolphin
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- BlightedDolphin
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Comments
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292445#Comment_3292445
Correct, which I kill the other team to rank up because I noticed their skill is too lower than mine. But I still leave them a match to play before killing. Not straight up get them out of the game in 5min.
But to talk the opposite, many killers can lose some team easily, they dont belong in that high MMR. They're trying too hard for 4K with 4 slowdown , with high tier addon / killer. And wonder why they get far stronger opponents that surpass their skill.
And in the end, they dont have fun after a 4K because it was too hard.
I just expose that too many killers want easy 4K as fun in this game.
That’s true, people are definitely carried by slowdown into higher MMR than they belong, which is probably why people think they go against “try hards” every game because they are simply just going against people better than them. People also need to realise they can’t win every game and losing streak are to be expected in every game.
Yes, so many people want easy 4ks, which is something I personally don’t agree with as the most fun are close intense matches, even if it ends in a 0k.
However I greatly disagree with the idea of deranking just for ”more fun” games. You are playing against people you shouldn’t be, and for me playing against people way below my MMR isn’t fun. I would rather try hard against a SWF than play against a team of new players.
Sorry, but encouraging people to derank is not a fun idea to me.
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More cool than funny, but I was chasing a survivor and downed them at a pallet, went to pick them up and then suddenly a Claudette jumps out of the snowman next to me to stun me. She didn’t make in time, but I was impressed so I let her have the stun.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292339#Comment_3292339
Yes, not always work, but I frequently get more teams with meme build.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292380#Comment_3292380
I can 4K these teams without try hard, as Trapper without slowdown. Its my choice to go for 8 hooks.
Well yeah, of course you can beat those teams easily, you don’t belong in that skill rating. You’re purposely losing games so you’re getting weaker opponents.
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You can’t see survivors as the green sphere, so if you see the orb coming just stand still and he can’t track you.
The guards are also incredibly slow, so unless it is assassin they will never hit you if you just run forward.
If the Knight is just camping and spamming the guards, wait until he is in his orb form and then unhook. The guard will die after you unhook.
Yes he is annoying when he camps and tunnels, but every killer can do that and a lot are way better at it then Knight (Bubba, Nurse, Hillbilly). He is pretty weak right now, a nerf is the last thing he needs. Camping and tunneling should be nerfed, not Knight.
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It not unsportsmanlike to play Blight, especially one who, as you mentioned, is avoiding his strongest add ons.
This is like saying it’s unsportsmanlike to run Dead Hard or loop the shack.
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Ghostface - my favourite killer to play as and if things start going badly I can just start memeing and still have fun. Everyone seems to like to mess around with Ghostface, especially with the WASSUUUP! Mask.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291848#Comment_3291848
Please make a guide how to DH when killer is waiting for your Dead Hard that has a success rate of 90%, I would really appreciate that.
- Run to pallet
- Loop it for as long as you can
- When next to pallet activate Dead Hard
- If killer swings they hit Dead Hard
- If the killer doesn’t swing drop the pallet
With some practice you can get it to work most of the time in this situation unless the killer really outplays you or you mess it up. Don’t bother using it in the open to avoid a hit except as a last resort.
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I don’t really get what your trying to say. If you lose you have easier games?
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@VideoGameMage said:
https://forum.deadbydaylight.com/en/discussion/comment/3290330#Comment_3290330
You don't see how nerfing mostly gen regression on killer side with no buffs to anything would be bad?
Some of the meta perks on survivor are exhaustion perks so how would you even go about nerfing those? Kindred is meta too, the most important info perk for solo q, not to mention off the record being the only good anti tunnel perk.
I wouldn't mind perk nerfs, if it came with some hefty basekit changes, but just a bunch of nerfs would make things worse for both sides.
I was meaning buffs to perks, not buffs in general, because you are right, nerfing anti tunnel and gen regression without some base kit changes is silly.
We shouldn’t have to rely on perks to counter gen speeds and tunnelling in the first place, add some actually effective way to counter those things THEN nerf everything.
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@VideoGameMage said:
https://forum.deadbydaylight.com/en/discussion/comment/3290249#Comment_3290249
I can already see how this goes. Badly.
How so?
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3290281#Comment_3290281
How do you adjust "Survivor" x4 ( optionally + comms) without busting "Survivor" ? The devs probably wont ever make special rules for group play. Conversely, any buff to "Survivor" will also affect SWF, I'm also pretty sure that SWF will utilize any Information buff Survivor will receive better than "solo" can. SWF being stronger than "solo" will always be the case.
As for the Killer side? We obviously could gut the top killers like we always have done, but maybe we should start adjusting killers like we are survivors; by buffing the weaker Killers upwards. Anyone disagreeing with this while wanting the solo-swf gap closed is a hypocrite.
Yeah you can't nerf SWF, it's stupid to punish some one because they want to play with a friend. Buff solo to be on par (or as close as possible) to SWF and then nerf survivor in general or buff killer overall, then nerf Nurse if needed. If other killers still need individual buffs then buff them, but no killer will ever be able to compete with Nurse no matter how much you buff them, she needs a nerf, even if it's just a small one like making her blinks M2 attacks.
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@Aceislife said:
https://forum.deadbydaylight.com/en/discussion/comment/3290117#Comment_3290117
Nurse is not a problem at all. Nurse is one of the few killers that can consistently has a shot against good SWFs. And playing Nurse against good swfs is not always easy, you know? I know a great Nurse can be a pain in the ass to face. But I still dont think she is OP.
Or maybe this just shows that both Nurse and SWF are overpowered compared to the rest of the killers/soloq and both should be adjusted?
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I hate this meta of 4 slowdown + 3 gen camping. It's so unfun for both sides.
Instead I run at max 2 slowdown perks (never Eruption though because I hate kicking gens :p) and try to make the game fun for the survivors by playing as fair as I can (within reason).
I still win most games, but the ones were you lose make you feel like absolute #########, so I can understand why most people run full meta when chances are your opponent is already running full meta and doesn't care about your fun either.
Hopefully BHVR finally learns that the most unfun/toxic playstyles shouldn't be the strongest. But I doubt it.
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@Tatiana5 said:
I'm curious why survivor perks get cancelled by killer perks, but killer perks don't get cancelled by survivor perks...
Distortion, Calm Spirit, Residual Manifest, Shadow Step all cancel out killer perks.
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Do another meta shake up and nerf every single meta perk (both killer and survivor) but this time DON'T buff anything and see how it goes.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3272562#Comment_3272562
How does a rock in the way make it stronger? If anything, that's more distance for a Survivor to travel to loop around the shack, allowing you more time to catch up.
It also makes the loop longer so if you vault from inside the killer can’t mind game it and has to walk around a giant bush, giving you another free vault.
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Does this include Krampus?
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The add on only activates if you are being HUNTED. So if you see the green orb just run out before the guard spots you.
And no, this won't affect new survivors as new survivors don't hang out in the exit gate as they are too scared and just leave as soon as the gate opens.
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I think it’s fine. If it must be changed, maybe make it 24m from the generator instead of your location, but I’d rather they leave it as is so that 4 slowdown is less common.
And running Distortion or OoO can counter it as well.
And survivors also got a powerful aura perk this chapter with Fogwise so I think it’s fine since both sides got treated fairly.
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Is it just Knights that are doing it?
If so it’s probably because he is hard to use “the correct way” he was made for and is pretty weak so people just default to camping/tunnelling. Also for some reason his guards can be placed near hooks so it makes it easier for him to camp. Don’t know why his power isn’t disabled near hook like Artist.
Once people realise the Knight is a terrible killer and stop playing him the camping and tunnelling should hopefully go back to what it was before.
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@MisterMister said:
Great for killer, bad for survivor
Nah it’s bad for both sides in this example. If the survivor vaults the window from inside the shack the killer has to walk all the way around the bush. It makes the normally unsafer side safer if you play it right.
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As a Ghostface main I actually don't mind meat plant :p
But my top 5 most hated maps in order are:
- Garden of Joy
- Eyrie
- Cowshed
- RPD
- Badham or Haddonfield
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/3263669#Comment_3263669
some are killer sided and others balanced, none of them are survivor sided with t he exception of groaning house. the others or are small or easy to 3 gen so why dont u try again? why do killers always bring Mac millan and azarov offerings? Exactly i responded it for you.
I see way more survivors bring MacMillan and Azarov offerings than killers do. The only killers I ever see bring those offerings are sweaty Nurses.
If a killer is using an offering it is almost always Dead Dawg or Midwich.
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Rank has no effect on matchmaking so rank reset is not the reason for people tunnelling.
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3259311#Comment_3259311
The last sentence is more in line - yes you fixed problem that 1% of players experience once in a month at most. Sure it's unfair bad gameplay that needed to be fixed, but let's fix it before something that 80% of player base experience every single day and consider biggest problem for game health.
Meaning priorities are very clear at this point. And that's really sad part.
Locker saves are a lot easier to balance than tunnelling is. There is no reason to delay a very easy fix just because there are bigger problems.
I agree with you completely that tunnelling and camping suck and should go, but it’s a tough thing to balance. They’ve already tried with base kit BT and Reassurance but they don’t work because someone who wants to camp or tunnel is going to do so no matter what.
I think what they need to do is buff solo queue to be on par with SWF and then buff killers in a way that encourages them NOT to camp or tunnel. They’ll still exist, because you can’t get rid of it, but this way it will be the much less effective strategy and hopefully it’s reduced.
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Well, yeah, but what’s your favourite way to geek out with family?
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@Laluzi said:
I mean, yeah, Wretched Shop and Wrecker's Yard are pretty killer friendly. So is Midwich and Shelter Woods.
There's way more purely survivor-sided maps, though. All variations of Badham, The Game, Garden of Joy, Eyrie, RPD, Cowshed, Gas Heaven, Groaning Storehouse. And apart from Midwich, gates are pure RNG. I think it's rather silly to claim BHVR is trying to cater to killers with their map design when they haven't released a single killer-friendly map in two years.
Don’t forget Ormond and Asylum!
And Chapel if it has the god window.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3248112#Comment_3248112
The point is that your perspective is limited for a gameplay purpose. An FOV increase wouldn't just be a quality of life change or accessibility improvement, it would be an actual buff where you see things you wouldn't have otherwise. Like stretched res.
I'm not against the inclusion, but I'd at least like some crouch speed out of it.
Of course it's a buff, but it's one that I think should be included because of its QoL benefits. Most QoL changes are buffs anyway. It would be nothing like stretched res.
I don't see why crouch speed would need to be increased as this change wouldn't really affect stealth that much. As someone who plays both with and without Shadowborn I've rarely ever seen a survivor hiding that I wouldn't have even without Shadowborn. Shadowborn helps in chases more than it does against stealth.
Also please don't buff crouch speed. I don't want more Urban Evading Claudettes in my solo queue games :(
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3248100#Comment_3248100
Wasn't having a better view a problem with stretched res?
The problem with stretched res was that it let you see over walls and around corners. Shadowborn FOV is not at all comparable to what stretched res was.
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Why not try 4 seconds first? 3 is too little but 5 feels too punishing when you aren't tunnelling. 4 seconds seems like a good middle ground to try.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/3246552#Comment_3246552
I said that already before, healing in chase causes you to stop, then it takes a second before the healing prompt appears and then you still need to start healing and press space which might take x milli seconds, and that buys time for the killer. a second of just standing is 4m of less distance the killer needs to cut, which is a lot. It is not that easy to heal midchase.
And btw, you could bring this argument too for Second Wind, because if the killer returns to you after the unhook, you get healed midchase. Still haven't heard any killer complain about it. Same about styptics? You get the free hit instantly and all you need is a window to vault within 8 seconds to force the killer hit you. No complaints either
You can easily activate it mid chase. Get hit -> speed to pallet -> pop syringe -> drop pallet -> loop for a few seconds -> heal. That is not hard at all.
Second Wind is not the same at all. You need to meet a requirement that isn't that easy to get with CoH and medkits encouraging self heals. Most times the killer won't even be affected by it unless they are tunnelling. And you could've healed even faster than that if you had just brought a med kit yourself. Also you can't activate it on demand so if you're unhooked at a bad time then you're still screwed with it. Also if you get with BT active then you don't get the full heal anymore.
Styptics aren't as bad as they can be waited out and can't be used in safe areas as easily like Syringe. With Syringe, you use it when you know you can last another 16 seconds, with styptic you have to use it when you are NOT in a safe area which the killer can play around more easily. Messing up against Styptic is less punishing than Syringe as well as at least they get deep wound and still have to heal. Styptic give 3 health states, Syringe gives 4. That's why people hate it more.
TL;DR - Second Wind and Styptic have more counterplay. Syringe has none except 'hope they mess up'.
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If it only happens every 200 games why does it matter if it is being removed?
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@versacefeng said:
Don't worry You guys will adapt to these changes and move on as you always do.
Killers can’t relate.
*Looks at Deathslinger and Hillbilly*
Yeah they definitely can't relate...
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@Bot_Salvo88 said:
I remember you could also get glyphs while cloaked.
Red glyphs you could but not green glyphs.
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I agree that the perk is still problematic.
It's a lot more balanced than the previous version, but a perk like Dead Hard that basically prevents you from lunging at anyone until you know that they don't have it is never going to be healthy for the game.
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@GoshJosh said:
Killers got so much with the 6.1 changes. I'm glad survivors got to keep their one anti-stealth killer perk after all! Hope it stays for years to come.
Every stealth killer is already mid-low tier, they don’t need something that almost exclusively counters them.
Also it isn’t the only anti-stealth perk as Premonition exists :p
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@egg_ said:
No one over reacted and no one said it was a bad perk after the rework, it's just fair. If you get hit by a dead hard now, that's on you
People definitely said those things.
Heck there are still people on this forum claiming old Dead Hard wasn't an issue and that it was unfairly nerfed.
Current Dead Hard still has the biggest issue old Dead Hard had - it just isn't fun to play against every game.
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The anti-slugging changes on the PTB are already going to make this a bit weaker, so you probably won't see it much once that is released.
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Interesting idea combining his old and new powers together, however this does seem weaker than his current version.
Honestly all Freddy really needs is a complete add on rework and then either making his both snares and pallets base kit or let you choose which one you want to use without using up an add on slot.
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He's not the most fun killer to play against, but I would much rather play against Clown than Hag, Trickster, or Plague.
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The more I play him the less I enjoy him. Holding W is the best way to play against him, which isn't something I enjoy playing against. And getting stuck in a locked locker constantly is really frustrating.
Love playing against him though.
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I love playing stealthy, which is why I main Ghostface.
I wish I could run stealth perks but they are just so bad. The duration on them is so short that unless you have mobility you can't get much use out of them and the killers with mobility are so loud it's pointless.
Aside from stealth killers, Freddy is the only killer who is quiet AND has good mobility... but he has a freaking lullaby so they are useless on him
The only killers I can think of that can get some use out of stealth perks are maybe Wesker and Hillbilly with Apex Muffler. And Insidious Bubba of course :)
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Every time I see a survivor use the Dead Dawg offering they usually have Head On and try to use it in the narrow parts of the balcony on the main building.
Or they are a streamer and use it for the main building because they can loop it for awhile and make some content from it.
But yeah, they still almost always die.
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SWF should not be exclusively nerfed. That would kill the game.
The better option is to buff solo queue to be as close as possible in strength to SWF and then nerf survivor and buff killer accordingly.
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@Seraphor said:
Bye bye Ghost Face and Mirror Myers. You won't work without indoor maps.
As a Ghost Face main, ######### offerings. Not having to play on Eyrie every third game as Ghostie would be heaven.
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Dead Hard and CoH are still overtuned.
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No one really slugged when you had No Mither so I don't think this will really change much. It's still a bad perk.
The real perk that is getting screwed over is Exponential. Same effect as the new Unbreakable but you need to be in a Boon. Literally no point to running it over Unbreakable now.
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Other than not tunnelling or camping, there isn't anyway to make the game fun for everyone. No matter what you do someone will always be complaining.
For example you said you play Hag, Trapper, and Twins to make the game fun but I know a LOT of survivors hate those killers, especially Hag.
You can't please everyone so as long as you are not a jerk, just play what you want.
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Personally I think Ghostface is really underrated.
My current build is STBFL, Corrupt, Jolt, Discordance. His best add ons are his brown ones - the one that reduces the recovery by 6 seconds and the one that increases stalk speed by 25%.
Corrupt is really good as it pushes survivors into a certain side of the map to help you track survivors and slows the game down a bit so gens don’t fly while you are setting up 99s. If the map has some high ground (such as the main buildings) head there first and try to stalk them from above.
Don’t try and play him like a normal M1 killer. Instead try to 99 people as much as possible and then ambush them when they are in a bad spot. Don’t spend too long chasing someone, either get a hit in to build up STBFL stacks or stalk them to 99 and then go find someone else. For example if someone is running somewhere you don’t want to be (such as the end of the map with no gens, or somewhere you know you can’t get a quick down), stalk them as much as possible and then go find someone else. With the add ons I mentioned, you should be able to get them at least 75% before they reveal you and you power should be recovered by the time you find someone and can then expose them if you had them 99.
Basically play him like a hit and run killer, but more so as a “stalk and run” killer. Bounce back and forth stalking/injuring survivors until one of them makes a misplay and then you can snowball from there.
When you do find someone who is 99, get as close as possible before you expose them otherwise they will make a ton of distance or if you decide you can’t chase them you can still expose them later.
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Trapper being in his bottom 5 is kind of sad :(
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@badrepo said:
https://forum.deadbydaylight.com/en/discussion/comment/3202970#Comment_3202970
If you pick up the survivor and hook them you are still pressuring 3 survivors if you start chase on someone else lol
Yeah that’s my point. Everyone is just going to play safer because there is no point in taking risks unless you are Nurse.