BloodyNights
BloodyNights
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- BloodyNights
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Visuals my favorite is Midwich.
My least favorite for visuals - The CoRn!
Survivor Favorite - Ormond, lots of areas to lose the killer, pallet stun, or continue on to the next loop. The huge balanced landing middle section is nice too.
Survivor Least Favorite - The Game. I hate that I pretty much have to rely on solely pallets to survive a chase. So if I'm the second or possibly the third one to get chased. It's possible I could run to a pallet that's already been used and it's basically death with no real way to outplay the killer. Also easy to see scratch marks, and terror radius going through both floors.
Killer Favorite Map - I haven't lost a single game on Hawkins as killer. The Game is also really strong it feels like but it does have some strong pallets. Probably Hawkins for me.
Killer Least Favorite - Corn maps. I'm partially color blind so the majority of survivors just blend in with it. I'll hit them, and by the time the killer get's done wiping their blade. They are gone and I have no idea where they went. It's frustrating, and honestly it makes me want to immediately quit the match as soon as I load into it. If I ignore the frustration of corn. Probably the Red Forest maps, or Ormand. Just too large for me to navigate most of the time.
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They are brighter than the originals. Which is fine by me. Before I had trouble finding seeing the aura of hex totems. And some generators/survivors on occasion depending on the map. Now I can see everything very well. At least when it comes to Auras.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1502635#Comment_1502635
Stop ignoring the fact that many people out there obviously tolerate the end game chat because they realize 2 things. 1. It's not as bad as you think. 2. There is only so much the mods can do. You sound like a broken record at this point
I doubt they will ever get it. They have defenses against being insulted and cyber bullied. They have the report button, closing the chat, ending the game etc. But they choose to be offended, and then they call others enablers and bullys, which honestly offends me. I mean like on a super tiny level that I'll forget about in two seconds. What they really want is a notification saying this person got banned! Other wise they don't get the satisfaction of knowing they got revenge against the person who they probably won't ever play with or hear from again. Personally I think it's a little sad that someone gets so worked up about it honestly.
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I don't typically use them, game punishes you for it a bit too hard. Half the time all the gens are finished before you get it working. When you do get it to work it feels pretty satisfying. But most likely you'll run into some upset survivors and a de-pip. lol
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Is this your first time being in red ranks? You pretty much have to do a bit of everything to pip up. Get chased, do gens, get saves. Then you'll pip. Only do two of them and you'll black pip most likely. One, regardless of escaping and you'll de-pip.
Killer is the same way. You need a lot of quick chases, several hooks, yadda yadda.
Basically it gets harder to pip, the lower your ranking is.
But no I haven't noticed it being any different than normal.
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My build is usually Self Care, Botany, Lithe, and Borrowed Time. I find when I have Decisive Strike/Unbreakable they only seem to get used once every ten games or so for me. Though usually the very next game I take it off I need it...but that's just how it goes. So I just prefer my consistent build.
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About the same thing I do when the killer whines to me about something. I try to give them advice on what they could have done better. If they are still all butt hurt, I just move on. Sometimes I move on anyways or just say gg.
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I tried two games as killer today, I couldn't see hook auras when carrying a survivor. I'm no longer playing killer until this is fixed.
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Time for a Reverse!
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It's pretty normal, survivors rank up really easily, so there are a lot more at red and purple ranks. Which is why most people say the ranks don't matter. Except to gauge how long someone has played the game.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1497134#Comment_1497134
WOW REALLY? you condone people being told to commit suicide? you condone the words that have lead to the riots and protests all over the world? you condone people being told they are bad because they are not christian, not straight? this is a priority and you're dismissal is crappy at best and apathetic as well but you are an enabler.
That's not what I'm saying at all, I'm saying that you are not in any physical harm what so ever. And you are choosing to let some salty brat get under your skin, instead of shrugging it off. Reporting them, ending the chat and then going about your day. Instead you are dwelling on it, and letting it control your emotions. People insult me too after the end game, I either troll them back, or I simply block and report them and move on with my life. I don't have time for some nobody who just lost a game, who is throwing a salty tantrum to have any weight on me what so ever who I can't even see, and is probably some 12 year old. Now someone in my face, insulting me, and meaning me harm is a completely different story. While you shouldn't have to deal with either, one has an easy answer to it, just a click and poof! On the other hand, in person could lead to a physical confrontation.
Also...why do the people in the DBD end game chat even know you are not a Christian, and not straight? Doesn't seem like details that would pop up normally. Not that it's really any of my business.
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1493121#Comment_1493121
I really love that idea, never thought of it like that! Also give him a small brutal strength while at tier 3, or something aside the vaulting speed to make him a bit more scary when in tier 3.
I liked the idea of letting him choose to switch tiers manually instead of it auto leveling up when enough stalk was obtained. Going from Evil Within 1 to Evil Within 2, right when you sneak up to a survivor would be nice. And it's kind of like a quality of life change. It deals with dedicated servers when trying to 99 it. And also fixes the issue of trying to 99 it to begin with. That was bhvr's reason for changing it so items didn't break anymore when they were depleted to stop the trying to 99 them to keep for another match. Saying it was awkward.
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@Warcrafter4 said:
It was changed due to SWF's Depip squads constantly winning while using the most powerful items/addons that when stacked made then nearly unbeatable for most killers(The characters not the players) and constantly escaping thus keeping their powerful set ups to get even more wins.
So if your going to be mad about losing addons after games as survivor then be mad at SWF squads who made the developers make the change.
I think people are missing the original posters post. He was asking if they reverted the change because he said he was keeping his add-ons without ace in the hole.
Also...I kind of feel like they nerfed almost all of the survivors strong items, and the somewhat more powerful add-ons self destruct so you wouldn't keep them anyways. Like Brand New Parts, Syringe, etc. They nerfed toolboxes to the point that they barely have an impact on matches. So half the time I feel like I'm spending blood points on all the useless items/add-ons. And something that I liked using was a broken key and a wedding ring. Now the Wedding Ring disappears. And I gotta go through like 3 or 4 bloodwebs to find another one. Killers don't have to get items and add-ons, so That's why they usually can find the add-ons they want regardless of rarity pretty easily.
But it's true survivors don't need items at all to win, as most items have a tiny impact on the match as is.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1497134#Comment_1497134
Or you know, if you insult me I'll report you and even tho I don't care if some poor lonely sod insults me, I love the feeling of getting somebody banned and having them actually be upset because they cannot play anymore. I wish this game notified me of every ban, league of legends does it.
Go for it, I'm all for using the report button. I just don't get the point of letting some salty words after a match eat at you to the point that you come to the forums to cry about it. There are plenty of options besides just reporting them. You can block them on your system of choice. You can close chat, and you can also just choose to end the game and move on with your day. I sometimes screen shot the salt and send it to my friends to laugh at how butt hurt they got over a game. But sure it would be kind of nice to see that the person you reported got banned. Though chances are the moment you left the lobby you probably will never run into them again to even be able to see if they are still playing.
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They already said that they were looking at changing both Mori's and keys. You will just have to be patient until then I guess.
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Grow thicker skin, laugh that you made them saltier than mcdonalds fries, and then close chat and move on with your day. ;3
Oh and this should be a bottom priority imo, I can think of like ten other things that should be fixed or looked at instead of someone said mean things to me on the internet! Get them BHVR!
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Gotta be a bug, but I wish they would revert it. Most of the items for survivor feel pretty trash. Only items, or add-ons I care about anymore when going through a bloodweb is medkits.
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This is me...I lose scratch marks so easily. And on corn maps just about any time I hit a survivor they get away free if it's out in the cornfield because by the time the killer wipes their weapon, they've already blended in with the corn. I still enjoy the game anyways despite my color blindness. But I'd love options! I'd change them red auras in a heart beat.
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To me it will always be the killer. A skilled killer outside of some crappy map rng. Has control over how the match goes. They have power over if a survivor is going to get face camped into oblivion, they have the ability to bring a mori, and proxy camp the first survivor and insta delete and screw over at least one survivors day.
Sure a well coordinated swf death squad could topple the killer despite the killer having the power role. But just the fact that a survivor is always guaranteed to eventually get caught and killed by the killer in 1v1 scenarios without help is enough justification for me to say that it is the power role.
Now the power role doesn't mean they win every time, that would just be bad balance imo.
Now if the question is which is the stronger party, survivor or killer. I'd probably say a strong survivor group topples killers without moris. With Mori's the killer is the strongest. They are pretty even when it's average killer vs average survivors though.
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I personally cleanse totems for the blood points. No other real reason. With no Totem counter, I don't actually know how many totems are left in the map unless I'm in a 4 man swf group.
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I really like the idea of adding skins of other characters like how they did with Silent Hill's Chapter. But I hate that her other skins are linked together. Linked when there doesn't seem to be a proper reason for it isn't something I'd like to see. The best part about costumes to me, is trying to find your own unique outfit, by mixing pieces together imo. So seeing them linked just annoys me.
Basically if it drastically changes the character model, I'm fine. But costumes like Cheryl's being linked is just obnoxious. I don't even know why it's linked in the first place. I'd like to use the longer hair with her regular outfit.
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As a Blonde man I really want representation too. How dare they not make someone who has my hair color. Boring anti-blonde bhvr!
jk, I also don't give a #########.
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I kind of have two buffs for my boy Myers. The first is make the required stalk required to get into tier 2 smaller. And the second make it so Michael can 100% his different levels of Evil Within, and then at a button press activate it.
I always kind of thought it was a bit annoying that Oni could absorb blood and go straight to 100%, and hold it until he chose to activate it. Though Oni also lets a noise out when he has the power ready.
Also in the last game I played as Myers I went up to 75% while stalking someone and Evil Within 3 just activated and the bar jumped to 100% thanks to dedicated servers. Really frustrating.
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My main is Feng so I'm a bit biased. So I'd say choose her. She is also the survivor I'm most likely to let go as killer. I'm currently in the process of giving her every single survivor perk in the game, I actually did have all the perks on her previously, but I didn't prestige her...so now she is Prestige 3, so I have to start over again.
My second pick would be Kate. Eye candy and all that~
I don't see a lot of Ace players, So you could be somewhat unique with making him your main.
Yui...She's alright to me, but...she needs some buns hun!
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Personally I don't think killers should be able to see survivors at all when they load up. Or maybe they can see the survivors but can't see what items they have. I mean survivors can't see when a killer brings a Mori until the match starts. Survivors also can't see if they are facing a doctor to know to put on calm spirit, or to put on perks designed to counter Trapper. Or if it's a Spirit to put on Iron Will/Spine Chill. Outside of any bugs that might be present anyways.
So why should killers get to see keys, flashlights, medkits etc. And then decide it's time for Franklin's, or Lightborn. Or if they see medkits they can bust out Plague. I've heard some people argue that Franklin's is useless if survivors don't bring items...but chests always spawn, giving some level of insurance against them.
Either way I think the double standard is pretty annoying. Sometimes I just want to bring a broken key, with a wedding ring to be able to see someones aura, without the killer busting out a mori, or dodging because they think it's a normal key.
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Myers for certain is my favorite killer. I just like the Halloween Franchise too much. He is also my favorite killer to play against as well. He keeps people constantly aware of their surroundings, occasionally he can jump scare. You know at any moment he might just whip out a tier 3 and one shot you if you are not careful. Heck he might even straight up delete you. I also enjoy listening to his theme in chases and at the menus.
My second favorite would be Ghostface. I also loved the Scream franchise growing up. While I don't think there is as much variety in Ghosty boy's gameplay, he is arguably stronger than Myers. And he is a lot better at stealth. His best ability however, is to join the survivors in a teabag party. :3 If SIdney Prescott ever gets added as a survivor she will become one of my new mains!
Demogorgon would be my third. I just think he is fun to play, They really nailed the sound design with him.
Honorable mentions would be...Legion, and Freddy.. Probably in that order. Legion is kind of fun stringing along multiple survivors in a single run when it works. I sadly find Freddy to be extremely boring to play against, and to play as due to how simple yet powerful he feels. But I enjoy the Nightmare on Elm Street...so I'm okay with playing him.
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As of right now my mains would be...
- Feng Min - She's cute, competitive, and a bit of a lone wolf. I like mixing a lot of her outfits, usually for a more casual set of clothes. She's also the survivor I've spent the most time playing. Surprisingly despite giving her every single survivor perk in the game. I haven't prestiged her yet. I'm currently going through the process now. Then I will re-give her every single perk in the game.
- Laurie Strode - The Halloween Chapter is what got me into playing DBD in the first place, as Halloween is my favorite horror movie ever. She was my original survivor I started with. While I was pretty bad, and got frustrated enough to quit for a year. I didn't forget about Laurie. I just wish her in game model looked better.
- Ash - I love the Evil Dead Franchise, plus his cheesy one liners make me happy.
For honorable mentions, Steve for the Scoops Ahoy Memes, and Kate. Kate looks pretty good in those leather pants, or her jeans not gonna lie. lol
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On Michael who is my favorite killer, I tend to only run Pop as my slow down perk. But if I'm memeing, I don't really need it if I'm using certain add-ons.
Actually almost every killer I play I use pop on. It's not entirely needed except maybe on Legion. But it's a perk that I feel rewards me for playing well.
On Demogorgon, I actually run Ruin, and Pop. Kind of a weird combo since they don't synergize with each other. But, I find I chase people off gens fairly often with Demo, especially with his portals leading me towards gens. When Ruin eventually does disappear, I have pop as back up.
There are chase builds I run sometimes, that is like, Spirit Fury, Enduring, Bamboozle, and Brutal Strength. It's actually really fun using. However...the blood point loss from not having BBQ kind of hurts, and I tend to get a bit more tunnel vision than normal using it. And not having one of them for BBQ kind of makes it feel incomplete to me.
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I've always suggested that Mori's should be usable either after hooking a person twice, or after everyone has been hooked once. Hooking a single person twice seems easier. And it should grant extra blood points as an incentive for getting a kill with it. Maybe 50% to all categories for a green one, and 25% per kill to all categories for the iridescent. Not only would it have value as you could avoid being DS'd, and wouldn't have to worry about leaving them on the ground for unbreakable. But you would also get blood points and get to see the animation. I also doubt people would consider it as toxic and as frustrating to face as before.
I feel like Keys should focus more on aura reading, and should only be active at the end game, when the killer closes the hatch as a key that can open it. That would stop the multiple survivors just vanishing from the match thing.
NOED? Just put a totem counter at the bottom. I think that's good enough, so it's not just information for SWF, and everyone can see it. Though maybe give it more of a condition than what it has right now. I don't like the idea that the counter to camping is to do gens, and then when you do the gens the killer has NOED because you didn't have time to do bones. And the whole game is just super toxic all around. Maybe only applying NOED to people you've hooked before could be a thing.
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I personally think ruin is way too strong of a perk to be able to not get rid of it. Sure on some maps it can be found and destroyed easily. And then on others it's a nightmare looking for the totem. After one or two gens pop it becomes a nightmare to deal with, when being chased off of generators. It also actually rewards the killer for being active and patrolling by forcing survivors off of it. It's a good perk....that I typically run with Pop when it finally is gone. lol
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I doubt the devs will nerf it. It doesn't need one at all really. The killer has to work for it, unlike old ruin.
If they did decide to nerf it, the only things I could see them doing to it, is maybe adding a cool down to it, or lowering it's up time. Though it's really not needed.
Also current ruin imo is still a very strong perk, potentially even stronger than old ruin in some cases. And imo the devs did a pretty good job on it. But Pop? Leave it alone.
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There isn't a real reason to save them, unless you don't plan on playing the game. All saving them will do is make the numbers bigger when they are already decently big. You just said it yourself instead of 520% it's 620%, or I could just go into games now with the 104% boost and take advantage of it. Not wasting it, just getting it's benefits now.
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I slug all the time. I don't really feel bad about it either. Usually my slugs are on the nicer side though. For example I hear an unhook and head back, but I don't find the person who did the unhooking, but the person who just got off. I'll usually slug them and completely leave them instead of immediately hooking them again.
I don't always slug for the 4k though, but if I'm annoyed enough or have a challenge to complete I might. But wasting my opponents time as a killer is important. As survivor I also don't mind all that much being slugged, unless there is no good reason for it. Like forcing me to crawl on the ground with a Ghostface teabagging me for 3 minutes straight after everyone else is dead.
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I usually look at the killer, point at them and say..."Well Played good sir, excellent strategy."
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Dead swf, after dead swf, after dead swf, after dead survive with friends!
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Reminds me of the old hatch stand off days.... Where both parties stare at each other until one of us decided it was time to move on...
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I spent probably a hundred hours or so on the PC playing solo as both Survivor and Killer a while back. I got to rank 1 on both sides using a ps4 controller. The only real difference I noticed is when playing against Huntress, and Nurse the killers missed less often. I mean maybe they could do some 360 spin mind games a bit easier, if that effects you.
Tbh all this will really do is make Nurses scary to console players, and finding games much faster...hopefully. lol
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The Spirit, on the main menu screen her backside leaves quite the impression.
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I work, I don't got time to play no gaemz. :3
That survivor did their job wonderfully. The killer can just mutilate they ass while I leave!
Also the Dev's gave me a challenge, kill everyone by any means! They getting the best add-ons, an Ebony Mori, and me casually camping just out in the distance after a hook, so I can easily run back and kill the person off the hook, the way dbd is meant to be played. They all gonna die today.
Also the quicker I complete a challenge, the sooner I can move on to the next one.
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Myers, he see u....he kill
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1125072#Comment_1125072
They can still do that by just not opening the gate, though. If the Killer opens it, they have completely forfeit the game. If the survivors have no urgency to open it entirely, then the end game hasn't even started until they do (at which point the will have the full EGC timer left)
I've had matches where I 99%ed one gate, waited for other survivors, nobody came, someone got hooked, and then there was an 8 minute cat and mouse game where everyone was working to get everyone else out, slowly hook trading and saboing their way across the map to whichever gate they could. I just 99%ed the other gate and waited. I could have just left and forced the ECG as a mercy for the killer, but since the killer had no time to go anywhere near the doors, it was entirely up to our side whether to even allow the EGC to start.
I don't see your gripes with a mechanic that was solely designed to not only end games quicker, but also end the hatch stand off situation. It's completely killer sided by the way. Before survivors could open the gate, and even if you had blood warden, it wouldn't really do much of anything. Survivors would just hide for as long as they wanted until it vanished. Then run out the gates. Now survivors deny killers blood warden by not opening the gates, but 99ing it. 99ing the doors can potentially earn the killers some downs that they wouldn't have before the EGC was introduced. That split second of needing to open the gate even at 99% may have been all the killer needed to catch up in time. I've seen this happen playing killer, and as playing survivor.
EGC also heavily favors the killer towards the end game in a stand off. Most killers find the hatch before survivors can, and the door spawn points half the time are close enough that even just basic movement speed is enough for the killers to patrol them. If it's a Spirit, or Billy it's probably gg regardless of what the survivor does. About the only mediocre play a survivor can maybe do is....maybe get the door to about 30% right before the first light would come on, hide and let the killer go back and hope they can finish the door. But most of the time the EGC Timer is going to kill them. Now you can argue that if the killer got to this point, they deserve that kill. I'd agree, I'd also argue that if the survivors got to the end game by doing gens they also did their job, and the EGC shouldn't punish them further.
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Only map I dislike as both survivor and killer would be The Gideon Meat Plant. As survivor I feel like the only defense is pallets, and if you are not close to one you are screwed, or they get used up by someone you are screwed.
As Killer, I feel like I'm just stuck trying to catch survivors in loops until the pallets are broken...and then I'm just walking forward and smacking them over and over again with no real thought behind how I play.
A close one would be the new Sanctum Map. The Yamoaka or however you spell it map. As survivors I have a hard time figuring out where is safe, and as Killer I usually just walk at survivors for a hit similar to Gideon Meat Plant, but it isn't quite as bad. I also hear it's dark often, but that doesn't really effect me as killer or survivor. I've gotten a lot of free hits because people think I can't see them though, which keeps it from being added to the same level as Gideon.
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@Rlabotath said:
https://forum.deadbydaylight.com/en/discussion/comment/1117029#Comment_1117029
I disagree.
Survivors have way too many tools to effectively nullify a killers job to hook, especially with the sabo changes. Pallets, body blocking, flashlights, the new struggle perk, Unbreakable, DS, BT, BT body blocking, and BT locker tech, probably a few that I'm forgetting, and killers have either hooking, which gets countered by most everything, or slugging, which is countered by fewer things. Obviously, the latter is considered toxic, and ranking up is impossible slugging.
"it's mostly BT, and DS. It's kind of like this really...you doing stuff that sets off BT and DS to be constantly being bothered by it feels incredibly toxic to the survivor side, so they get powerful tools and allows them to be toxic right back because of it."
You realize people use BT to unhook behind the killers back, and then the unhooked body blocks, granting the "safe unhook" bonus for the saver, and if you don't smack them down because you're trying to be nice, they're still toxic. BT also triggers just for you barely sneezing on the map, since its based on your terror radius. Even if you have no intention of tunneling, it triggers. DS lasts way too long, I had a match where after they were unhooked, I hooked two survivors, downed them, and ds STILL was active. " anti tunneling perk" my butt. The perks are too effective, and killer perks aren't nearly as strong.
I don't slug because I find it boring, but I know it's truly the only effective strategy with few counters.
Well it's okay to have different opinions on things. I don't ever get pallet stun rescues done on me, or flashlight saves. Maybe once in a blue moon I'll get body block saves were the entire team decides to take a hit. But I don't actually care because I just injured the entire team, and none of them were doing gens just to make sure I couldn't hook that one person. Unbreakable doesn't sabotage the killers ability to hook, it's an anti-slug perk. Break Out's 20% isn't strong enough to actually break anyone out unless a hook is decently far away.
So really the only problems to me anyways, because I don't see the rest as strong enough to be a problem, Is DS, and BT. BT actually isn't that bad, but I don't think it should be terror radius based. It should be proximity based.
However if they try to unhook the moment you attempt to leave, I call that the I'm sacrificing myself unhook. It's actually great for me as a killer, because they have no time to stop me from picking them off, and if the person with borrowed time tries to body block which they usually don't have time to do, you can ignore them and slide past them as they will only slow you down for a brief moment. And if they persist you can down them after 15 seconds ends. Slug them, and continue your chase after that person. Person slugged isn't doing gens, you'll more than likely have both down before the first's DS is up.
If they wait until you are almost gone, walk back anyways while counting 15 seconds in your head. You should be able to figure out what to do at this point, if they decide to use Borrowed Time to body block. Move past them or wait till it's over and slug them. You may not like the idea of slugging, but if you don't want to be hit by DS pick your poison.
Survivors who are not cocky little ######### will wait until you are gone before the unhook, which means BT is a wasted perk because you don't actually camp right?
As for DS I stated before it needs to disappear when the survivor isn't slugged, and someone else gets hooked. It's no longer an anti-tunnel perk at that point as someone else getting hooked is plenty of time to gain some distance.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1117029#Comment_1117029
DS does need to be in the game, but they need to actually make it an anti tunnel perk. It should deactivate if the killer plays "correctly" and hooks someone else.
I agree if the survivor isn't slugged, and has hooked someone else they need to have it deactivate. This will especially stop some of the more obnoxious behavior like...when someone saves a person from the hook, but you down them for their efforts, the unhooked person goes and unhooks the saver right in front of you. Both of them having borrowed time, and DS. It's very rare that it's happened, but it has happened before.
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Personally I believe the current system is flawed. But I honestly think that there needs to be some sort of way for survivors to fight back to a certain degree. Your job is to get hooks, their job is to do gens and not get hooked. They also get rewarded for some how actually managing a save.
I don't really consider risk of being stun saved to be an issue. As this shouldn't happen often to any competent player.
Hook being sabotaged might happen though on the PTB that goes by pretty fast.
A game without borrowed...or DS. I don't usually get hit by borrowed or DS from my playstyle as I usually go after the unhooker if borrowed would effect me. DS sometimes hits me if I am too quick though in downing them though. I understand they are frustrating, especially at end game, where you probably already had a bad game. But I also think they should be in the game from a survivors stand point. Too many killers camp and tunnel, and that feels pretty horrible when it happens to me, and usually just makes games boring when it happens to others.
The other stuff I don't actually think matters, it's mostly BT, and DS. It's kind of like this really...you doing stuff that sets off BT and DS to be constantly being bothered by it feels incredibly toxic to the survivor side, so they get powerful tools and allows them to be toxic right back because of it. Blame all them camping, tunneling killers for it existing.
Slugging is really strong, I have no issues with slugging as a survivor, or playing as killer. It's easy pressure, especially if it's the one on the hook, one on the ground, and one in a chase strat. Survivors basically aren't doing anything, and BT, and DS also aren't a factor. It does get boring when a killer manages to end the game in 1 minute thanks to their one shot potential and infectious luck. But I'm sure the reverse is true if the gens get rushed to oblivion before they got really started. Both as of right now are basically a black pip, or possibly even a de-pip for both survivors and killers, so it isn't really good for either side.
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Mori's honestly should be changed to being able to kill after the second hook, and for each survivor you mori you get an increase to your overall bloodpoints. I personally believe Ivory is almost as devastating as the Ebony. I mean if you can make it 3v1 very early in the match you pretty much win unless you are just a poor killer.
Key's should honestly be changed, I think they should be able to work during the end game only after the killer closes the hatch, while their main focus should be on aura reading abilities.
Iridescent should be distance based. They hit you from across the map they deserve that down, but not 5 feet away.
I'd probably change the way NOED works tbh but I haven't thought too much about it. I'd probably make it similar to Fired up, where the closer to end game, the stronger the killer gets. But I haven't thought of the effects, or the best way to get it just yet.
I'd probably change some maps as well, some are too big and have too many pallets, like Thompson House. While others are terribly designed like The Game where if you are the first person in a chase you got loops and pallets for days. But if you are the third person chased you have no pallets and you just go down with nothing you could have actually have done to outplay the killer.
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I need my insta heal syringe, so I can For the People in the killers face, and then insta heal myself for teabag timez
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I might try For the People. I regularly use Botany and Self Care, so I could use it as much as I'd like. It'd be extremely effective against slugging builds I think. But I doubt it would be something I'd frequently use unless I see some good use from it.
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Nope, I forgot that I took Borrowed Time off for my meme build, so I'm just super used to rescuing you way too early. Now we all suffer...also the Entity is my best friend.
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@Nickeleye said:
Console killers play them all the time. Just give all survivors game chat and killers a buff.
If they dont want to do that. Then I would take extra blood points for my suffering.
I think the problem with just giving survivors game chat is that a lot of survivors are already in their own chats with friends, or just don't want to hear the annoying 10 year old screaming every time the killer comes near. Or they just don't want to talk to strangers if they can help it. It's why a lot of parties at least on psn don't invite the rando to the party chat because they don't know them and they could be someone they don't like.
