BloodyNights
BloodyNights
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I'm personally waiting for the next tome/rift update myself. It's release I'm thinking is going to be happening very soon, so right now is just break time for most.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1012619#Comment_1012619
I'm replying to posts that I find relevant to my interests. It's a forum, with many users. Some of us like to be more in on the conversation than others. If you don't like people replying to you, perhaps you should refrain from posting? That's really your only solution. I'm not doing anything wrong.
In any case, back to the topic of the thread, as I said, he meant from you. So, after dodging it twice, feel free to get to it.
https://forum.deadbydaylight.com/en/discussion/comment/1012626#Comment_1012626
It's not a hitbox problem. It's a desync problem.
De-sync, or hitbox issue. It's stuff like this that leads to frustration when playing against Killers like Billy more than anything else. I mean it happens with other killers as well. But they are also not nearly as mobile, nor do they have one shot potential. (For some reason it seems to happen the most with Billy in my case) Instead of the killer being OP. It's just frustration over not being able to afford any mistakes, and stuff like this happens. You can't trust the games mechanics and are heavily punished for it.
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https://youtu.be/XbjbPDIn4AY
I don't care that much about Billy, I don't actually think he is that overpowered. What's overpowered is hitboxes. How am I supposed to play around his power if I clearly bait it, but still can't avoid it?
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I'm a big fan of bond it gives a ton of info.
Just recently today I said I would try what I deemed a stupid build just for fun. Bond/Kindred/Open Handed/Distortion. I was in a SWF group though not a 4 stack. 3 stack, but one of them doesn't ever speak on coms. So it was more like a 2 stack with a survivor who couldn't communicate, but could hear you. I was honestly surprised at how effective the build was. I had a ton of info. I could relay if the killer had nurses, or BBQ. I could also tell my teammates where the killer was headed after a hook, and in some cases the best approach for when the killer was camping. Bond's extra range also helped me be able to find a teammate very easily. Even if it could be communicated it was much faster and accurate than trying to say where they were if it wasn't lets say, main building, or the shack. It was used for heals, information on chases, and even where the hatch might have been.
Over all it was a solid build imo. I enjoyed it a lot more than I thought I would. But if I had to give my opinion on best to worst out of the three. Bond>Kindred>Empathy. I don't think I'd run Empathy unless I just didn't have any other useful perks at all. Bond gives a ridiculous amount of information. Kindred also gives a lot of information, but I don't feel like it's as helpful all the time like Bond is. But they are close.
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To be honest I don't think this would do anything to people using outside sources for group chat. On PS4 going into a party, or on PC using something like Discord. I mean the killer can't hear them when they talk their and they can speak to each other anywhere.
Might be something some randoms could use, though...with the killer being able to hear them I see some frustrations happening. Like the survivor revealing another survivors location. Or just being loud and won't shut up when your trying to avoid being seen.
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To be honest, at green and yellow ranks I feel like I barely have to try as killer or survivor to pip, or even double pip. So I'm a bit confused by it. Red Ranks for both I gotta make a pretty decent effort to pip, and have a really good game to get a double pip with either side.
However I feel like it's easier to safety pip at red ranks as survivor, than it is to safety pip as killer in red ranks.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1002194#Comment_1002194
I disagree. I have played on both and I have felt zero difference. Boosted players are still boosted, good players are still good.
Killer's on console, however, do not have the mechanical skill of their PC friends. They are limited, for some reason, in their sensitivity. However, I have found that console Killers track a lot better than PC. I think they rely on sound more, which explains a lot.
I agree with you, I can't really tell the difference between PC survivors, and console survivors. The only thing I can tell the difference on is some killer stuff that's solely because of sensitivity. Huntress aim's a bit faster, or they can turn around, and walk backwards and insta 360 swing. Or actually control blinks with the Nurse. (though some there are some crazy nurses on ps4 it's just rare)
Survivors are about the same, Certain killers are better on pc. Me it doesn't matter at all because I play with controller on pc or ps4 lol
I will say sound, seems a bit better on ps4 though, so you might have something there.
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@Outland said:
https://forum.deadbydaylight.com/en/discussion/120711/so-the-ruin-change
Using a streamer who has 1000+ hours in a game in comparison to average joe Killer player is not much of a comparison at all.
Tru3 has shown that he could make it to rank one with every killer using zero perks, the point is it can be done, but the tactics involved are scummy by survivor standards, and in truth there is little fun in it for the killer players as well.
If it can be done, but you would rather pull out your finger nails, is it worth spending your valuable personal game time doing it?
Well I did use myself as well, does that not count for anything? Though I might have a 1000+ hours at this point split between killer and survivor.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/999933#Comment_999933
That's why the gen speed is a problem.. as killer, i shouldn't need to bring certain perks just to have a chance.
I should still be able to win even with no perks and add-ons with any killers, if i have the skill, Because survivors certainly can do it.
I'm a bit confused, I thought in your previous post you were saying you weren't the best, which suggests your skill level isn't particularly high as killer. Yet we know that if you have the skill you can win as killer even without ruin.
Also the game was designed around having perks, majority of most perks have 3 uses for killers. Finding survivors via aura reading to help the killer find chases quicker. Help the killer in chases, or to slow down the survivors just a little bit. Usually if they do not fall under these categories they are extremely niche, and are probably bad...
By the way you can win with killer with zero perks, but like why? Seems like a lot of effort, just like it would be a lot of effort for 4 survivors to not have any perks and go against a fully decked out killer.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/120711/so-the-ruin-change
Not everyone is god killer. And not everyone play this game for living.
For example, I'm not. I just want to have fun, not to sweat myself.
I don't care if i get kills or not. I just want a fair game, even it ends up with 4 escapes.
PS: i don't even own ruin and pop at the moment. So you can imagine how my games go..
I understand that not everyone is a god killer, I don't think I am. I might consider myself above average. But that's about all. (As expected with as many hours as I've put into the game)
Honestly as killer I think you need some type of slow down perk to be viable in most cases. It doesn't have to be ruin, but you really need something... Corrupt, Pop, Ruin, Thrilling Tremors. Thanato, Sloppy Butcher. Just something that can make the survivors take a little longer. If you don't have any even as a skilled player you are probably gonna have a bad time. Unless the survivors are complete potatoes.
Honestly I think playing as killer is pretty fair right now. But you deff work harder to secure wins than survivor does. But at least you don't have to worry about teammates sabotaging the game. It's all on you.
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@Steel_Eyed said:
I had a similar experience. My first couple of games were high difficulty. Could have been a great team or my own frustration. After that it’s back to three and four kills a game.
After testing my builds out with ruin I figured it was a good change. It makes me think Ruin had a bit of a placebo going on with me. I do agree with other players that in that I cannot be as lenient as I have been in the past with this change.
Getting the first kill is vital to a win.
I think there is a placebo effect tbh. But there have been plenty of games where Ruin has been broken like 10 seconds into the game before I could even possibly walk over to defend it. In those games I play a lot harder than normal. And usually can do okay, but it's pretty high stress just knowing how quick it broke. With Pop replacing it, at least I had some help against gen rushers by ending chases quickly. But I certainly had to play at the top of my game if I wanted any pressure at all to stop the gen rushing.
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Yup those offerings are shown up as a secret. And 95% of the time those offerings means moris, and mori's usually mean the game is gonna suck for the survivors, so they DC, especially if they would get hooked a second time, just to not give the killer the animation.
Pretty telling that even if it's not a mori, the mere possibility that it's a green or red mori makes people want to quit.
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@ACEvHEARTS said:
The 4 pallet stuns in one trial. Literally took hours. Killers respecting pallets too much lately :-(
That sounded difficult to me, it kind of was tbh. But I managed to do it on my first try. I equipped Windows of Opportunity, and made it my one and only goal of getting the killer to chase me, and to drop pallets on them. Every single pallet on the map was gone right when I finished it, at least...I couldn't find anymore pallet's auras. lol
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@PalletOrWhat said:
That Spine Chill challenge. Not getting hooked once is pretty difficult if you are not a stealth gamer. At least for me it wasn't that easy. I am not a super pro. Got it after the 6th game.
I actually thought that was gonna be difficult. Went fully immersed, but eventually I got in a really long chase and got downed. But my friend who I was playing with had the new perk I believe it's called Break Out. They let themselves get downed, to make sure I got off the killer shoulders. It was all good. Though I thought that would be more difficult than it actually was, instead of being easy.
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@ZupBear said:
https://forum.deadbydaylight.com/en/discussion/comment/941301#Comment_941301
Oh that's a good one I didn't think of, something like Agitation, Iron Grasp, Monstrous Shrine and maybe Territorial Imperative or Mad Grit. That could get really brutal really fast. (A good build for the basement hook rift challenges sadly but it makes you feel kind of scummy.)
I mean like I said it can be a crappy build if the basement is in a bad place. But usually I'd run it on like Ghostface for example. They don't know I'm around, I get to basically stalk as they go in, ignore Borrowed Time as I approach. It's pretty dirty stuff. I know Trapper's Basement is strong as well.
I tried it a few times after watching Monto's Basement videos. I haven't done the kill 4 survivors in the basement in a single game yet. I've done hook 5 survivors in the basement challenge, did that in a single game...I did happen to kill all 4 in the basement...shame I can't do two archive challenges at once lol
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Uhhh, I kind of feel bad if I have Iridescent Head Hatchets with Huntress.
As for perks I guess I kind of don't like running the basement build very much. aka Agitation, Iron Grasp, Mad Grit, usually with something like ruin. Unless the basement is just in a crappy spot, I'll almost always get someone in the basement, and either they kill themselves early, or I get more victims for the basement when they try to save them while I do my soft patrols.
I usually give them enough wiggle room to go for saves. But I just feel scummy and I don't know why. Feels like an unjustified win, because the survivors are just wanting to save their friend. And most of the time there are 3 gens I can guard while also being semi-close to the basement to head back to them in the process.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/940046#Comment_940046
I coulda swore nothing speeds up self care healing though. What perk build do you usually run with self care and botany?
It deff speeds up Self Care. I would have ran Balanced Landing, but after the nerf it's dead to me unless I know the map before hand. Usually it's Self Care, Botany Knowledge, Lithe, and Borrowed Time.
But I don't always run Self Care, and Botany. Sometimes I'll swap those two perks for Unbreakable, and Decisive Strike, and just bring a medkit. It's up to my mood. But the above build is slowly becoming my favorite. I don't honestly trust myself to not be healed when a chase is about to start, because them hitboxes the killers have are insane sometimes.
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I don't really mind that it's SWF, or Red Ranks, I'll whoop their butts or they will escape. Usually I whoop their butts. I usually play Michael Myers, Ghostface, Legion, and Demogorgon. Occasionally I'll play Freddy, but I just feel scummy playing him for some reason.
I don't feel bullied 90% of the time, there is always that 10% where there always seems to be a pallet loop available to the survivors, but most of the time I can down people pretty quickly. And that cocky attitude they have usually vanishes very quickly. I think being both adept at both Survivors, especially in a SWF group, and as killer helps. Being in a SWF group gives you insight on how they might play, and you can counter that style by playing smart.
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/comment/940046#Comment_940046
It actually isn't 83%. The perk description is really oddly put. If it were to reduce the speed by 50%, then yeah 83% is right, BUT it doesn't do that. It technically reduces the speed by 100% because it's half of the normal speed. If it were only 50% the speed alone would be 24 seconds. They really need to update the description because it gets confusing when you add other multipliers like BK and Resilience.
With BK, the time should be 24 seconds (the original SC time before healing nerfs), but it's unfortunately slower than 83%. I hope my math here is correct lmao, maybe I'm wrong!
Ah I see, well it does shave off a good portion of the healing process still. Not as much as a medkit, but enough that self caring doesn't take a ridiculous amount of time, especially for it's repeated uses, and being able to heal others faster. Along with me freeing up a spot for a Toolbox.
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I run self care, and botony quite often. I find myself getting hit a lot during matches and escaping, or I just got hit trying to body block someone getting carried to the basement, or perhaps I took a hit so the killer might be incentivized to go after me instead of tunneling person X.
With botany it's basically healing at 83% so not much slower than getting healed by someone else. Also healing others 33% faster is very useful. Lots of clutch moments where I just managed to finish the heal right when the killer was coming back, both when healing after an unhook, and on a slug. Without Botany they would have had probably have went down again, or not gotten picked up off the ground in time.
Sometimes I rely on medkits, or try inner strength. Inner Strength is really good, but sucks when more than one person runs it in most cases. You might get one use out of it, maybe two if your lucky. The reason I like Self Care is far too often I run out of medkits or totems, and have to rely on teammates. Or I could bring my self care and botony, and save my item slot for other things like...toolboxes mostly. And I can say go save them instead of healing me, I can just heal myself.
I however...do not run Self Care without Botany 9 times out of 10. It's far too slow. I'd rather just bring a med kit at that point and risk not being able to heal myself at a later point.
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@Scorp721 said:
Didn't get the first one not gonna get this one. Hell I still can't make progress on the pallet drop challenge its stuck at 11/15. Posted about it and they've still not responded to me yet. Ended up having to do some killer challenges and go around it.
When I was playing I wasn't making any progress on the get Iridescent Emblems. I switched the challenge to something else and then switched it back, and it started working like normal again.
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Either Rocky, Colt, or Tum Tum, they would murderize them survivors!
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If they are afk, just run around them and get chaser points. Don't just do gens and then leave.
Just be careful. I've had a lot of killers that just chill in the basement the whole game, with insidious. And wait for a survivor to run in there looking for the item box. Usually it's a leatherface, or insta down killer. And they will kill the survivor, and camp them. And that was there entire plan all along!
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My default build with Myers is Ruin/BBQ/Monitor/Nurses. My favorite add-ons with this would be J.Myers Memorial, and Dead Rabbit. Extra stealthy Myers, is best Myers.
Enduring/Spirit Fury aren't too bad on Myers, and neither is Bamboozle. I just don't care for them too much. I'd rather be able to stalk, or get the first hit easily without them even knowing I'm there until it's too late. But if I went this route, I'd probably choose J.Myers Memorial, and I believe it's a hair bow. However if you are going for infinite Tier 3 Myers I'd probably run Enduring/Spirit Fury combo.
Scratched Mirror Myers I use the perks Ruin/Play With Your Food/BBQ. Last perk is either Sloppy Butcher, or No one Escapes Death.
The Shape takes a little getting used to, but he is a very fun killer imo. Keep at it, you'll get it!
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Me: "I haven't played killer in a while." -Loads up game sees that I'm ranked 10, goes into lobby-
SWF: -Immediately fills the lobby with toolboxes, a map, and a key.- "We about to end this killers whole career!"
Me: "Show me ya moves!" -Kills all four of them-
SWF: "Another baby killer who has to slug for the 4k"
Me: -Looks at the ranks and sees all rank 1's and 2's- "Matchmaking working as intended!"
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I'm not completely sure on this, but I don't think you need to complete 4 gens from 0% to 100%.
I think you can go finish a gen with someone else when it's at like 99% and it will count.
I finished it on my first try somehow. I stuck to gens like glue. But I think I only finished 3 by myself, and the 4th I managed to get on when it was at like 95% and completed it.
It is possible that I was interrupted, and ended up doing 4 gens total with over all progress...but I don't think so.
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As stated, Killers don't care about survivors challenges at all. You can be obvious as can be with a flashlight that you just want to complete a challenge, and they will just smack you down. Trying to stun the killers with 4 pallets in a single game? Nah they won't let you even when you are practically asking them to come to each of the pallets you are dropping without attempting to loop them.
I've finished all challenges on survivor, and majority of killers challenges. There was one challenge that survivors were nice about however. And that's trapping people with Trapper. I basically was the least toxic Trapper I could be, and after knocking someone down I set up a trap, and let them go. Them nice survivors kept stepping in my trap until I was done, and I let them live :3
So far none of the killers were nice on any of the challenges, except a Leatherface who messaged everyone before the game started saying he'd help with challenges/farm....I had blood points selected so I didn't really get anything from that lol
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There are pros and cons to 99% a gate.
Pros:
It prevents Blood Warden from activating.
It Prevents a slug in the middle of the map, where the killer just doesn't allow anyone to pick them up, and they don't have enough time to crawl out. The killer wants to prevent borrowed time/D-strike. (I've actually done this to a swf group who stupidly broke all the hooks in the area.)
Gives survivors more time to rescue safely.
Cons:
Survivor may be in a chase, and doesn't have time to open the gate and escape.
They also might have just enough time to open it and escape, but can't see the progress on the door, so they don't run to it all together and go down.
I personally just 100% the door unless there is a survivor on the hook, then it's a 99% for me.
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That trapper gonna learn today...
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/928692#Comment_928692
At that point I would use bloodwarden. Toxic survivor just sits there T-Bagging you at the gate, not knowing about bloodwarden and you just creep up to them with a sinister smile on your face
I don't think I'd run Bloodwarden with infinite tier 3 tomb stone myers... lol Since he is all about stalking people for a long ass time, and then insta killing them.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/928666#Comment_928666
That's fair. Though I feel like Myers is more of a fun character to use..since his add-onsthe kinda change how you play. It's fun and ridiculous. In a good way. I wish more killers had interesting add-ons like him
I think Myers is a much more fun character too, besides me being a Halloween fan boy, he has great add-ons to play with. Ghost face's best add-ons...just bring his default power back faster. Or you can stalk faster if you want I guess, but it's pretty meh compared to Scratched Mirror Myers, or Busting out Tier 3 Myers, or even more entertaining....Infinite Tomb Stone Myers gonna snatch you up and kill you after all 5 gens are done and you are at the exit gate because it took that long to stalk everyone!
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He is one of the stronger killers in the game, but I don't know if I'd say he is op. Originally I thought he was a weaker version of Myers, but I think Myers might actually be weaker than him now after more play testing. Being able to hide your red stain in chases is really strong, and being able to easily get first hits in, and even deny Borrowed Time when people run to the hook is also fairly powerful.
He can be gen rushed if you are not careful, but he should end chases pretty quickly, and be able to sneak up on most people before they can hide, and unlike say the wraith he can just immediately attack someone with no real warning. And with certain perks he can apply a degree of map pressure by smacking someone, leaving them and going back to patrolling. Then with nurses pick them off again if they attempt to heal. And if they don't heal well...he is great at getting the first hit so they should be pretty easy to smack if they try to work on a gen.
Deff Strong, op? Nah I don't think so. Though they could try fixing it so it's easier to knock him out of stealth when you are staring right at him in the middle of the camera.
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I'm honestly pretty terrible using flashlights, and I like never get blinded by people using them when I have someone on my shoulder as killer. Somehow I managed to get the challenge done using some firecrackers I had left over. If you got some they may be your best hope, since most killers won't suspect it.
This one seems to be pretty tough among my friends to do as well. Usually taking longer than any other survivor challenge unless they get lucky.
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I don't actually think DS is a problem. However if I was going to change I'd simply disable it if another survivor got put on a hook, unless the DS user got slugged.
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Brutal Strength is the only one worth getting...if you don't have it.
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It depends on my mood really. However I've been killing them most of the times just for the extra blood points. But for all those nice survivors who knew if I really wanted to I could kill them all, decided to be good sports and step in my traps, because that's what I needed them to do for my Trapper challenge. I let everyone in the match live....that was still alive. lol
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SWF is stronger than Solo's by I'd say about 20% effectiveness, but they are also more likely to make huge mistakes trying to save a friend. They also got a weird get cocky way easier. Like when I chase a person off of a gen when it had two people on it, very frequently I can smack one of them, pretend to chase them and immediately go back and smack the other person who decided to sit around and do the gen. Which makes spreading the damage easier than solos.
Advantages to me are mostly when it comes to finding ruin, if one finds it they all know where it's at. They can be more effective when going for unhooks, because they can say who is the closest. They can give warnings to where the killer might be headed, or let them know they are being chased. They can also somewhat avoid the second surprise of certain perks like spirit fury and enduring, or if the killer is Michael or something. It's small bits of information, but important information.
Solo's make mistakes due to lack of information, but they are usually minor mistakes, like two people leaving a gen to go for a save instead of just one, they are also more cautious, and far less altruistic most of the time. But that lack of information makes them slower, and sometimes it can get a teammate killed earlier than normal if no one goes for the save, or doesn't realize someone is in a chase, while someone is on the hook.
Over all SWF to me isn't broken, I actually think the game is balanced around SWF and less so with solo's. But SWF requires you to do some high level critical thinking, that you may not be ready for, or even want to do when you just want to relax and kill some survivors. Which can cause frustration.
Also bond is a highly effective perk even in SWF, because it can still give you information to tell your teammates. You can guide them towards exit gates and also take a hit while they are trying to get there, let others know exactly where the action is going down. You can find your teammates gen and work with them on it without them having to try and describe where they are, same for getting heals. You can find the hatch with it once again without having to try and figure out where it's at and how to explain it when it's in the middle of no where on a map. Lots of small things, but they add up. It's useful pretty much always.
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Nurses issues aside, Keep the map dark. Apparently I'm unaffected by the darkness, so I can see Claudettes attempting to perform the Blendette strat, and then just walk up to them and smack them in the face! Maybe my tv's brightness is higher than it should be? lol
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Survivors leave when they see Moris, just like killers lobby dodge when they see too many items, or when survivors all come in at once. No one wants to have a bad time, and Mori's are generally killers bullying survivors because they had a bad game. lol
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@NoShinyPony said:
@BloodyNights If you want to know how my story ended: We also got the 5th gen done, one person got downed with NOED and hooked in the basement. Instead of keeping safety distance and looking for NOED (or simply leaving through the gates), the other two let themselves NOED and get brought to the basement as well. I left since the only thing I could have done would have been feeding the killer the 4k.
So it's a great example of the killer depending on the survivors making mistakes.
Oh well you said if it would have been with a full swf group you would have gotten 5 done, which is why I assumed you didn't. Honestly I've never had a game go that fast before it kind of racks my brain that a killer would be that poor at chasing/breaking chases that they'd let that many gens get finished so quickly. Even if they failed at killing the survivors the game should have lasted longer. Mistakes or not.
Also it sounds like the others were swf themselves, and a common weakness of swf is altruism. They kill themselves more times than not trying to save their friends. Regardless of ranks.
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@NoShinyPony said:
@BloodyNights As you said it, they are professionals who play this game for a living, probably 40 hours a week, with thousands of hours of experience. If the game was balanced, they would 4k 98-99% of the time because they would rarely face survivors with the same level of experience.
I'm a survivor main but I also play killer. I think even 4 solos are more powerful than a killer. The problem is that especially solo players often waste too much time and don't focus on the objective or they make bad tactical decision.
Yesterday, I played solo surv and we got the first 4 gens done in 3:15 minutes. The killer couldn't have done anything to prevent this from happening. He was dependent on me making a mistake in the chase, the mistake didn't happen early enough. I know that with a full SWF it would have been 5 gens, not 4.
I pointed them out, because people always try to say that when a killer does well, it's because the survivors were potatoes. Those same people who play 40 hours a week in swf groups at red ranks seem to die almost as much as they survive. I even made fun of Tru3 during one of his streams because he died like 6 games in a row. I was just messing with him, but it happened.
Also are you saying you died in the game where your solo team did 4 gens in 3 minutes basically? Which by the way I don't care if you are playing The Clown, if that many gens got done that quickly they weren't playing well. Also I can do a reverse and say I killed every survivor in like 2 minutes of the game starting. It's anecdotal at best.
The best run I've seen for a survivor living, was Noob3, and he was with swf, and his friend basically would sacrifice himself to make sure he lived at any cost.
As for myself, I average 3-4k, depending on if I want the last person to have the hatch or not. And if I think I'm screwed because of gen speed, I purposefully guard certain gens to create the dreaded 3 gen lock, which is what I assumed killed your solo team. Do I have bad games? Yup, they happen. but it isn't the average. And even that data they gave earlier suggested that 3k were fairly average among most killers. So I'm confused about where this data is from that the game is survivor sided?
We got high level killers able to consistently 4k survivors many games in a row. I personally average 3-4k majority of games. And then there are people complaining that survivors are op when the data also shows the average is 3k. Like what? What makes this survivor sided again? The ranking system? If you go by pips? Sure it isn't that hard, I don't because the game rules constantly change. If I use the add-ons for Michael like it's stated and use tombstone, and Tuft of Hair. Kill all the survivors with it, I De-pip. But I get a trophy for completing a challenge, so clearly the pipping system is trash. And that is a different story.
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I don't believe there is any evidence suggesting one way or another except that killers have a way easier time at higher ranks. When you got Otz, and Tru3 basically getting 4k's 20 games in a row, and in Tru3's case another 20 games or whatever at rank 1. It really makes you wonder which side is actually the stronger side. You can argue but if the survivors are playing the best they can play! But what about Killer's? If both can just slaughter survivors at rank 1 consistently, shouldn't that count for something? What is it, out of those 60 rank 1 games or whatever did they not find an optimal team to play against?
I heard the argument saying that Tru3 and Otz play the game for a living so they are basically professionals, but like...it's always the best survivors against mediocre killers how is that fair either?
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I just ready up as soon as possible and generally only look at what's going on in the lobby during the last few seconds, mostly to see if a key was brought. Lobby dodgers are a huge pain to me, especially last night when I was playing with my friends and it took like 15-20 minutes to find a lobby, and the killer DC's and this happened like 4 times in a row. We didn't have any crazy items either they just dc'd because it was a 4 stack I think.
Personally I'd like a change that doesn't show killers the survivors at all. Survivors can't see the killer's add-ons/perks, or if there is a mori. So why should the killer get to see if the survivors have items so they can lobby dodge? Because of Franklin's? There are useless perks on survivors side, and even if no survivors brought an item into the match, there are boxes which it can be used against.
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They could do a Christmas event and just make it small. Like a Christmas Tree Offering that is easy to find in the blood web that gives everyone in the match 100% blood points. Kind of like the 3rd year anniversary. I do want bugs and stuff worked out, but they could do something and it wouldn't take a ton of time away from it I don't think.
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Honestly I didn't read the post, but if you didn't cheat, don't worry about it.
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I agree with Otz. It really just comes down to your definition of winning. Otz definition of winning is 3-4k in a game. Tru3's is pipping.
I personally thinking pipping is a poor way to determine a victory, even though he states that it is playing how the game wants you to play. However the game told me to kill 4 survivors, so I went into a game with the meme build that is infinite tomb stone Myers, played the way those add-ons wanted me to play them. Stalked the survivors got my tier 3 and then proceeded to kill everyone. I got a 4k. I got a trophy, I also De-pipped. This is clearly an issue with the emblem system being flawed. Which is why I'd never use it to count it as winning at least to me.
My definition of winning as killer is, kill 3-4 survivors. As survivor, if I'm solo it's escaping. Surviving with friends I actually count it as a win if the majority of the team escapes. It's a bonus if I also escape.
Tru3 basically thinks because most killers can't guarantee a pip that they are not viable in red ranks. I will also counter that you can't guarantee a pip as survivor in Red Ranks either. Especially if you spawn into a game and before you even get a chance to be familiar with your surroundings a Mori wielding camping killer comes along and says they want you dead so your game is over the moment he eventually catches you. Using his logic neither side is viable. Which is why I go with Otz, and my own definition of winning. And because of this...just about any killer is strong. I know they are in my hands lol
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Weird I play it on PS4, and I never noticed the...it's too dark phenomenon. Maybe that's why I just look at Claudettes and stuff who try to blend in like they are completely stupid and smack them lol
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@[Deleted User] said:
I've had the new map twice as a survivor. I ran the killer for a long time. There are really strong tiles, just not an over-abundance
Hmm I'll give it some more time, playing as survivor on it was tough to me. And playing as killer was really easy. But the survivors are probably just as clueless as me on the map. It really did feel like I was just playing follow the leader with most survivors until I was close enough for a hit. Though one survivor did manage to run me for an okay amount of time, but broke 5 pallets in the mean time, and then no one had pallets to use that were worth anything, then it became a walking simulator/hit for the rest of the game.
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@xiozen said:
new map has plenty.and i mean plenty of grass... be aware of your scratches and walk... in a chase to hide... it works pretty well on that map. Over reliance on pallets is a weakness in my opinion.
Well usually there is either pallets, of windows for defense. On the map there seems to be a lack of both to really use in most areas without running out of your way to get to a small section that has a window. Also...I'm not sure hiding in grass is going to help inside of a chase, maybe outside of it? I mean a blendette tried it against me a few times and I just hit her down.
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Playing as Survivor: Killer brought a Mori, and dem hitboxes....
Playing as Killer: Getting a bad map, like the farm map. Getting blinded by corn isn't fun! lol