BloodyNights
BloodyNights
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Cosmetics and designs and stuff the Hallowed Blight was good. But it was just butt for survivors who just wanted to play and actually survive. Killers had to enjoy it though, I 4k'd every single game outside of hatch escapes.
That extra objective for survivors to get the plants took a good while and most ignored escape objectives for it. So most survivors ended up just dying over and over even if they collected the vials.
For me, I'd like to see Gens replaced with something else. Not sure what though. Maybe there could be pumpkin patches or something, and survivors have to pick up and carry those pumpkins to a cauldron by the exit gates as the main objective.
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Probably the worst match I had was....as survivor I started a game, with a coin offering. I find a box immediately open it, and while I'm opening the 3 swf peeps create a triangle around me so I can't move. The item in the box was a commodious toolbox. I was initially excited because it's probably my favorite item in the game. But....I couldn't move because of the 3 that were blocking me. I'm stuck there for a good bit until the crows come. The killer comes, hits one of them I barely get a chance to move before getting hit, and when attempting to loop one of them body blocked me and I went down. I died on that first hook. Sad times in survivorville.
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If I'm just starting to get chased and see Exhaustion....it just makes me sad. Actually most of the time I don't notice it until I attempt to use Balanced Landing and I don't get that speed boost. lol
But I can't decide if exhaustion, or mangled is worse. Just takes way too long to heal. I can do really well in chases, but I have a tendency to take hit towards the beginning while looking for an appropriate loop, or a pallet that hasn't been destroyed yet. So having an extra hit to take is always nice...
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/688765#Comment_688765
About his addons: seriously, what's up with them being so boring? His character and power are interesting but the devs didn't seem to want to invest time in developing neat add ons.
I'm not sure, Ghostface's purple and red add-ons are just really meh. While Myers has some tombstones, infinite tier 3, and scratched mirrors for variety. Even if I kind of believe that his best add-ons are really just J-myers memorial, and a Bowtie/Dead Rabbit.
Ghostface can do what again? Crouch walk really fast, and stalk faster? Maybe be a bit harder to detect? Nothing great here, nor anything game changing from both survivor's side, and Ghostface's side.
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Personally as someone who mains Myers, and also plays Ghostface quite a bit. (Basically all the licensed killers) I feel they are pretty even, but Mikey edges him out slightly.
Ghostface has a bit more counter play to him than Michael does when it comes to their powers. Ghosty boy can get knocked out of his stalking before he gets the chance to expose. And he can't really attempt to go in for a hit and if it fails go for the stalking route. He has to choose how he is going to approach a survivor. In exchange he can stalk a single survivor faster. But he isn't getting the global exposure, nor the increased vault and lunge.
The global exposure and less counter play to his power makes Myers better if only just slightly. I mean there are times when you can take out 3 people if they a attempting to swarm a hook. Also getting to tier 3 does take longer, but he basically is always stalking at dropped pallets and what not, so it isn't that bad, it's just slightly different than Ghostface who attempts his stalking before the chase even starts.
I do think the biggest advantage of playing ghostface over Michael is that he doesn't really need a perk slot for Monitor and Abuse. Anyways that's just my thought on them.
I mean...there is also Myer's higher tier add-ons...they are better than Ghostfaces lol
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Demogorgon would net me the most bloodpoints most likely....however them waitin times will also be horrible. So I'm going with Steve! Gotta get my scoops on. I'll probably level him up until I get the perks I want on him, and then level up Nancy, and by the time I get her teachables I'll work on Demogorgon. When Demogorgon has respectable perks, hopefully the hype will die down and I'll have a chance to try him out without waiting for 20 minutes for a lobby to show up.
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@Omans said:
Rank 1 killer/rank 1 survivor every month here.
The vast majority of my games at rank 1 are 3k's or 4k's. One mistake by the survivor team (running in the direction a Gen was being worked on, taking a wrong turn, even hesitating for a split second) can turn the game into a snowball. The only time I ever feel like I couldn't have gotten at least two kills (a tie, according to the devs) is if I get haddonfield and get into a long first chase. But that speaks more to how bad some maps are, and not killers being too weak.
When I play survivor, though, the range in skill levels of rank 1 killers is astounding. A GOOD killer will get at least 2 kills if they are skilled and play well. A bad killer at rank 1 won't. That's not to say if a red rank killer gets 0 kills in a game that they are bad. It is VERY easy to lose a game as killer. But that's how it should be..it is 1v4, if the 1 role isn't pressured, it will make it even easier for those who play killer well and optimally. It is already like that for nurse players...
Yes, if you don't play well, don't end chases quickly, get tunnel-vision, get out mind-gamed, take slow turns around corners, don't cut-off survivors to where you know they want to go, don't have knowledge of which gens are being worked on and which chases you can and cannot take, then yeah, Gen speeds must seem pretty fast.
I love watching tru3, but seeing him complain while also winning the match is a little ridiculous. And, sorry to say, but he isn't the be-all end-all of killers. He is an above average red rank killer. Yet he 4k's most of his games, even against SWF.
The fact of the matter is, being efficient and optimal at survivor doesn't take as long as becoming efficient and optimal at killer. If you don't know how to do all the things I mentioned above as a red rank killer, you will get stomped HARD by survivors who you think aren't as good as you. But the thing is, they are better at survivor than you are at killer. And that's why they do gens fast and escape.
I think the balance is pretty darned good right now, considering this is a 4v1 game, which is pretty darn difficult to balance. After a big map rehaul and nurse nerf, we can see how things are.
This basically sums up my thoughts exactly. You can use any killer even at rank 1, and through skill at least average 2-3k every game if not more. There will be the occasional bad game, but it isn't the majority. And yes I also can't stand watching people like Tru3 complain. I'm sitting their watching them, hearing them just spout out such salty comments, while 4king several matches in a row with different killers each time. And I'm like bruh...do you even realize how many games you've just completely wrecked all of these survivors since I've been watching? They are all running meta perks, and attempting to gen rush. But they are dead now....calm down.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/686778#Comment_686778
Then you are clearly better killer than me. I look for survivors on gens, injure the ones I can start to chase nearest left to me. I try avoiding main building loops. But have a temperature check if the survivor I am chasing knows their loops or not.
If I am facing solos I probably get 3k. But if I am facing 3 or 4 swfs it could go either way. Either they are overly altruistic and get down pretty easily or they play smart with gens and probably all escape. I am sure I made mistakes along the game, but when 4 gens pop in 3 min. I feel like there was not much I could've done.
I don't know if I am or not, I could just be looking at the games from a different light. Most people don't pay attention to the games they win. But heavily remember and get frustrated on the games they lose. Everyone, no matter how good they are eventually loses a game, and everyone escapes. They could have misplayed, or just got heavily unlucky for that game and it just steam rolled before they got a chance to regain control.
I average 3k myself, the majority of games I play more survivors die than they leave. I don't 4k every game especially not with a hatch. And SWF are way harder than solos most of the time. If they are not being overly altruistic and making bad saves. But if you average more than you kill...why are you complaining as much as you are? This game has tons of rng, Totem placement, gen placement, basement placement, windows being open or not, what map you'll get etc. You are going to get bodied a game or two. It isn't the norm it's just what you most remember.
If you really are losing constantly, you're not staying in red ranks and will go down.
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@UltraBanana said:
https://forum.deadbydaylight.com/en/discussion/comment/686703#Comment_686703
Clearly you must not be going up against very good survivors, and even at red ranks most survivors are still not that good at looping. Once you run into the survivors with thousands of hours who know how to play every tile and make very few mistakes, you will realize that while playing m1 killers the chases have little to do with your play and everything to do with the survivors making mistakes. You can try to force mistakes with mindgames but the majority of the pallets in the game are unmindgameable and safe. Toss in some god windows and balanced landing infinites and you can be in for a really rough time, even the worst survivors can abuse those.
Most maps the totem placements are garbage and you can expect your ruin to last less than a minute, if the survivors even care about it. Many at rank 1 just pound through ruin like it doesn't exist or use socket swivel commodious / prove thyself etc which basically counters it.
You can just join the herd and spam nurse / billy / huntress / spirit I guess though. But the wins with them just don't feel very rewarding to me sometimes. Same with using crutch perks. Sometimes it does get annoying where you run into the lobbies where every survivor is running every crutch perk there is though, and you put them back on.
Dang, you right I, I probably never run into good players...in my thousands of hours playing it. I gotta find me these super optimal survivors who know how to run every tile of the map, troll me on the cornfields and haddonfield with balanced. Always immediately teleport to all the safe unmindgameable pallets.
I'll just disagree with you. Killer skill can be taken into account. I main primarily M1 killers. Also there are plenty of players out there like Monto who consistently kill more than they let go with just about any killer they play. There is more skill involved than just being God tier chaser, it's knowing when to give up a chase to go for others in less favorable spots, because chasing that infinite balanced landing guy next to a t-wall and 3 pallets isn't going to win you any games.
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I'd be annoyed if it didn't come out with the stranger things chapter, or at least sometime after it. That million blood cap thing is obnoxious, and wouldn't even get either one of them to level 50. So after the release of 3 new characters seems like a good time to me.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/686752#Comment_686752
I don't think most of the killers have that map pressure. And I do believe the first gen matters a lot. The more you can delay the completion of first gen the higher chance you get after that. That;s why ruin is a meta perk. It kind of gives you that 50/50.
And when you are dealing with an organized group. I mean like not 4 SWF on coms necessarily, but 4 survivors who knows what thy are doing, not wasting pallets, knows when to heal when not to heal. Even you down one of them quickly, I mean in the first loop they go into gens pretty quickly. It is really impossible task for some killers.
I think killers rely more on survivor mistakes. This makes it hard to apply pressure whenever you want.
Well I consistently reach red ranks with Myers, and I'm told his map pressure is bad and he suffers against loops. I rarely get gen rushed to death, and usually when I do I'm talking with a friend and not paying that much attention to the game at hand. Of course I use Ruin as well, personally it seems mandatory for a lot of set up killers, like Myers and Trapper. Not being in Evil Within 2 is not fun. And no traps equals no power. Billy, Nurse, and Spirit I don't really think need it.
The first gen to me is my time to get out of evil within 1, and hopefully down someone before it's popped. I fully expect it to get done, it's just a matter of when. However I'll make sure I go to the important gens like ones in the middle, before checking that random one in a corner. So even if 4 of them swarm to the middle I'll make it to them before it finishes.
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@Seltas0208 said:
Why isn't it just automatic?
If the devs are going to tackle dcing when the dedicated servers are ready then won't most dcers just find a new way to exit the match (giving up struggling on hook) and in addition to this struggling is somewhat painful to some people due to having to press the button 3 times a second due to medical issues or the fact that button mashing is just painful
And as a side question when camaraderie activates do you still have to struggle?
There are numerous threads asking the devs to take away the struggle mechanic from the second hook. Majority want it changed to being automatic, while a small amount want it to stay the same because it's supposed to cause dread or something. Either way...this isn't going to go anywhere.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/686703#Comment_686703
How it is my fault excatly when they are spawn on ruin. Or 4 of them spawn together and just start to work on the same gen, while I am just starting to patrol gens. That's why fast moving killers are better at map pressure its not like 80/20. More like killer choice issue.
When I play as trapper and not even got to collect my second trap on a side of the map and get one gen pop in 30 sec into the game.
When they spawn on ruin or do a gen in the first minute into the game while you are patrolling/setting up before you do anything, you are in that unlucky category. The 80/20. The 2 games out of 10.
The first gen barely matters to me regardless, I'm more concerned about setting it up so when gens do get popped the survivors put themselves in a corner and all the gens are in a certain area of the map. Instead of me focusing heavily on defending an area with a gen way out in the boonies, or in unfavorable locations with strong loops.
It becomes your fault when you let them rush 4 gens in 3 minutes. Not the first gen, to some extent not even the second. After that you better apply the pressure or you're going to be in a lot of trouble.
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If there wasn't a rank reset wouldn't just about everyone eventually make it to red ranks besides just newer players? Month passes the green ranks are in purple, then another month passes the purple are in red etc.
That's just a thought process anyways. Personally I'm against any sort of ranking system outside of matching of the first 5 levels. There is too much rng to me.
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Uhhh rank doesn't matter that much to me, but regardless I feel bad when I de-pip, so I try to pip anyways which ends with me in red ranks before resets occur.
I know some people look at ranks like it's some type of bad thing if it's too high. For example I took a month or two break off from DBD, come back as killer. And then proceed to kill a SWF team. And mister hot shot rank 2 over here talks a lot of trash and says that's why your at 12. Despite my double pip, and complete slaughter of his team.
And then there is other times, where I'm survivor like on the recent ptb (I usually play on PS4) Someone was talking trash about my rank, yet I had the highest score, out of everyone by a great margin.
It seems more like it matters less to me, and matters more to other people. I tend to take the games and players seriously because you don't know how much they've played, if they were on break, or if they just play on a different system.
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90% of the time getting gen rushed is the killers fault imo. You are doing poorly in chases, aren't putting pressure on gens, not having enough situational awareness to realize where survivors might be hiding or even spotting them and walking right past them.
There is the 10% where it's just bad luck. If you wanted to argue it being 80/20 I'd be even fine with that. But regardless the majority of the time it's the killers fault on why gens get rushed.
Kill rushing is also a thing, it's just not as easily noticeable when playing as killer, but there are times when a killer just takes down 2-3 people at once sometimes very early if it's a Billy, Tier 3 Myers, Leatherbutt, or perhaps haunting ground went off.
People complain about noed, and then people say do bones, and then people say they don't have time to look for and cleanse the totems. Both are rushing their objective, it's just how this game goes. I don't think Gens really need a nerf, but I do think some of the weaker killers could use buffs to help them compete with the killers who have the mobility to traverse the map like Nurse, Billy, Freddy etc.
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I play both about equally...though lately I think I've been playing just a tad bit more survivor.
If I'm playing solo = Killer. Get more bloodpoints, don't have to worry about dying on the first hook because randos just feel like leaving me for dead, or being in a chase for 5 minutes and no gens getting popped. If I mess up it's all on me as killer, and it's pretty funny watching how alot survivors act or perform in certain areas. Sometimes they just do the silliest decisions like blendetting when I can clearly see them, or they are loop gods and I can steal some of their tactics for when I play survivor.
With friends around to play I choose survivor obviously. It leads to a lot of funny moments where we are either dominating or getting slapped around relentlessly. And usually it's just relaxing, and enjoyable to call your friend out for being a potato.
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For me I was playing with friends and we were joking about getting mori'd despite their being no offering for a mori. We said it could be Michael with a tombstone. and I was like if it is you are going to be the one to get mori'd not me!
We go into a game and the killer is a nurse. I'm the obsession. As soon as a generator gets popped I notice I can see the killer's aura. Nurse has rancor. I get found, and literally get chased juking the nurse forever until all the gens get popped. She never stopped chasing me. She was really bad and it was hilarious watching her try hit me over and over again. I'm like don't pop the last gen! My friends be like nah you getting mori'd son, and the nurse finally manages to land her first hit....I get mori'd....everyone else escapes...the end! I was actually just laughing the entire time despite the situation. She had to have missed 50 swings during that chase before she finally landed one...
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I'm usually at red ranks, and I see Spirit, Hillbilly, and Trapper more than any other killer on PS4. Sometimes you'll see wraith but not much. If you do see Wraith they usually camp hooks, and tunnel anyone who gets saved though. So it's not a fun experience imo.
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I'd like that....gold Feng Min for my ps4! Let me buy it plz.
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@Penny said:
https://forum.deadbydaylight.com/en/discussion/comment/683688#Comment_683688
- thats his power, not too crazy, there is more OP powers
- same with wraith, he can get hits pretty easly... and THEN gets looped, wow so op
- in rank 1, auras are not a big deal if they are good at looping, so yea... they have to be outside of the killers terror radious so not op at all
- Sure nurse is still more op, but this power is just obnoxious, and frankly boring. Not only does it not require skill from the killer to just place a gen down. It's a ridiculous time waster on survivors end. Also it doesn't have anything to do with instilling fear. Which makes it a bad killer power due to just setting it and leaving, but also bad to play against. Wasting time for no reason as a survivor thinking they are doing the right thing. It also doesn't fit with Pennywise's theme for inducing terror.
- Wraith you can see him...even if it's just barely and without a iridescent add on you can hear him dinging the bell. It isn't a free hit even if he is good at it. Unfortunately transforming into someone else in the match would allow the poor solo survivor to almost always get hit, but allow SWF groups to never get hit once again making it designed poorly.
- You never said anywhere that it didn't work within the terror radius of the killer. Just any time someone cleansed a totem that their aura would be revealed for 90 seconds. The longest aura revealer in the game even if you took all survivor and killer aura revealers and combined them into one. They might be able to loop, but mind gaming at walls won't work very well and they can't hide. If you are half way decent at all as killer you'll take them down after most likely one loop. That's if you don't have an insta down ability and just take them down immediately. I'm rank 1 as survivor and killer. I just don't agree with this at all. People say do bones, and then get heavily punished like this? No thanks.
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@Penny said:
https://forum.deadbydaylight.com/en/discussion/comment/683515#Comment_683515
- the fake gens are his main power, the only thing i would delete is the thing that when u repair it, u get grabbed and hooked.
- if they are enought close to pennywise being human, its gonna be a free hit yes or yes, he doesnt have to clock
- is not 90 seconds to clense totems, its 90 seconds of ur aura being revealed. the totem duration will be the same.
- Even just the fact that he can add fake gens is ridiculously crazy. Even without the grabbing you and hooking you on completion. It also doesn't sound like something He would do to me. I mean It's going to drive fear into you...by making you repair a fake gen?
- I'm not sure what you are saying here. All I was saying is that Pennywise will get a free hit on survivors that are playing Solo guaranteed almost if he can transform into other survivors on the map, making playing solo an even worse experience than normal. SWF groups could just state that, that is not them.
- I know you meant their aura is revealed for 90 seconds, and I was saying at maximum I'd place it is 40 seconds. No other aura reading perk lasts for a long period of time other than Object of Obsession. And that works both ways between survivor and killer. This would just discourage anyone from touching totems, and would near grant the killer a free chase and down. With little chance for the survivor to mind game, and it can work for each totem cleansed.
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As much as I'd love to see Pennywise in the game some of these are just over the top. Like the fake generators, they waste time running to a fake gen, and it gets them hooked? Nah...
As a solo player him getting free hits for doing a gen/healing is just crazy. SWF could tell them apart by simply asking.
As for the perks the first, and third are pretty ridiculous to me. First one being an even stronger version of Dying Light that they got rid of because it encouraged deleting the obsession from the game in an unfun fashion, similar to this except it works on anyone.
90 seconds just for cleasing a totem is also too long imo. You could lower it to 40 seconds at max rank and I'd be fine with it.
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I generally prefer stealth killers like Myers and Ghostface. I don't really feel like he needs any major buffs. Only thing I'd probably do is reduce the cool down of his power.
Though honestly playing against him as survivor I feel like he is either super easy to knock out of stalk, or impossible even if I've got him completely centered and two inches away from my face. But that is probably a me problem, though I've heard others complain about it as well. So if there was a way to both buff him maybe on distance, but make him a little easier to knock out when you are obviously looking right at him. I'd appreciate that.
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My favorite build is No Mither, Self Care, and Solidarity. Last perk can be either Mettle of Man, or Adrenaline.
Don't forget to bring a medkit with a styptic or a Syringe to really show that killer whats up. If you are extra daring...bring both.
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They are salty, don't care about their own blood points gain. Want to screw the killer out of their own hook and sacrifice points. Also want to deny them perks that activate when they are placed on the hook like BBQ, or Pop Goes the Weasel.
It's pretty stupid I agree, just look at it like I do...a win! lol
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I don't think Lery's is particularly horrible for Myers, nor do I think it's that great of a map. It's maybe like a 6 out of 10 map for him. Difficult to get out of tier 1 but after that it isn't too bad, little bit difficult to get to tier 3 due to all the line of sight breakers, but not impossible. Does help with getting close for the first strike when survivors are on gens due to his small terror radius though.
If you have Scratched Mirror Myers on it, it then becomes a god map lol
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I play on both pc and ps4, and use a controller on both. OP must be trolling there isn't much of a difference between the two, and if there is, it is small.
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I certainly wouldn't want the killer to be able to just pick. You bet your ass if I'm playing Myers and I see Lery's and The Game pop up, especially the game I'm putting on scratched mirror. And am going to have a field day coming out of no where to slap survivors in da face.
There are maps that I hate as survivor, and maps I love. As survivor I'd always want to go to the Crotus Penn Asylum with the big circular building in the middle. It's balanced landing, loop heaven to me. I'd always want to avoid The Game or Lery's. Or that what is it Macmillian Estate? With the giant tree in the middle of it that seems to have no pallets around?
Let it be random, also survivors rarely put on map offerings, and even less put on multiple of the same offerings to attempt to go to a certain map. Killers also get more bloodpoints on average than survivors, so as long as you are using those blood points on the killer, they will have more chances at getting map offerings to begin with.
As for picking the killers dedicated map. It doesn't work on certain killers like Leatherface, and Ghostface. Also certain killers got butt maps. Not a fan of playing Haddonfield with Myers at all.
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/662852#Comment_662852
Really? You're encouraging disconnecting and to a new player? No, @Oshirigami, disconnecting is not what you should do. Play through the game like normal. As you've discovered, mories are not something you will deal with every game.
Disconnecting at any point from the loading screen to the end of the match is bannable. Especially with dedicated servers rolling out as they are changing how punishments are handled
Sorry, didn't actually know that it was bannable when done at the loading screen. If I would have known I wouldn't have encouraged it. I was just thinking of a way that wouldn't really screw over everyone else's stuff, like the survivors who DC after they get downed once.
But yeah, don't DC, ignore my silly rant.
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I tend to let Feng's go more than any other survivor...probably because I main her. And yup I'll admit it, I got a thing for asian women...
However most of the time it just depends on how well I think they did during the match. If somehow they managed to survive in a chase for like 5 years while their Claudette teammate just hid in bushes when they had time to do like 3 gens while I was doing a chase. (Usually I'm not being serious during these chases, stopping to kick every pallet, kick gens etc before resuming) Then I will definitely be that guy to slug them, go find the immersed Claudette, and then give the other guy the hatch. Though if I'm being greedy I might close the hatch, and give them the door instead.
Nea, Claudette, and surprisingly Adam are the survivors I tend to find the most annoying in games. While Jeff, Jane, Kate, and Tapp I tend to find the least offensive when it comes to them being toxic.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/664920#Comment_664920
A solid thing to ask for. Though I don't believe in smaller maps for every map. Just some of the larger ones. Better loops and hillbilly level killers are something I think most people can agree on though. Haddonfield needs some adjustment but no deleting my boy Myers home :P make the walls jump over-able from rooftops, delete some of the fencing, and block some rooftops off from jumping off except into select areas
https://forum.deadbydaylight.com/en/discussion/comment/664921#Comment_664921
All reasonable except the deletion of insta heals completely (I believe they should just be made to heal over time like second wind when applied to yourself, and made only instant when used against others. Also using them shouldn't delete the medkit.) and the decrease in bp for campers. Sometimes camping is a legit strat as painful as that is for me to say. Though I do wish there was more incentive to not camp, say a base bbq and chilli bp bonus/same with wglf, if the player hooks someone then goes after someone else etc.
I kind of forgot to say that the losing blood points for being within 5 meters for 5 seconds thing doesn't apply if there are no gens left. I know that sometimes camping is a legit strategy, but there are some killers who just hook someone and stare them down. It's near impossible to save the person off the hook. It's just frustrating for everyone involved. Right now you don't lose chaser unless you are within 16 meters, I don't think 5 meters is that bad. You could even make it so you don't lose anything if a survivor is within 16 meters just like it is currently. This is just my personal thoughts though. I really don't think a killer should need to camp that close.
Also if the insta heals are changed to not being insta heals...they've effectively been removed! lol
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I'd like the struggle phase to be automatic, if you want to ######### just hold the same button/key you'd use to attempt the original unhook.
I'd like Mori's to have more conditions on them before they can activate, instead of find a survivor, proxy, tunnel them down and delete. Like hooking a certain amount of survivors before it becomes active besides just the original 1. Like maybe 3 hooks and then you can mori the 4th downed survivor.
Insta Heals can just be removed from the game imo
I'd love it if some of the weaker killers were brought up, and some of the stronger killers were toned down like Nurse, or Spirit.
A harsh punishment for face camping when there are still generators done in game. And I'm talking strictly face camping, or lets say being within 5 meters of the hooked survivor for longer than 10 seconds. Perhaps a blood point loss, on top of losing chaser?
To perhaps incentivize less tunneling, hitting a survivor that isn't the person who was just hooked could increase the killers bloodpoints. By how much I'm not sure, but if they choose to tunnel they don't lose bloodpoints, they just don't get the bonus.
And finally...besides the small bugs, Not de-pipping because the killer rage quit/DC'd.
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I've had a few games like this, killer is chasing me for a good 3 minutes are so right from the start. And after a few gens pop, and ruin is destroyed they just DC, and I de-pip.
If the killer DC's it should be an auto black pip for sure. I agree with this fully.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/663023#Comment_663023
It isn't much for a killer game, but that's toward the high end of a survivor game.
My point is, I walked out of an easy match with the amount of BP they would have gotten if they made it to the end of the match AND escaped.
To be fair, it's actually a lot harder to pip for both sides when you get into red ranks. If you are still in the 10's you'll probably safety pip, or pip just by existing in the match. This isn't meant to insult it's just being honest.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/663005#Comment_663005
This is getting carried away from my original idea to show that surviors have strong stuff too xD. I agree that such matches are rare but the same can be said about mories. Everyones experience is different, I for example didn't see a mori in a while but that can change really fast.
Overall even if they can be still a little overtuned I don't find them too problematic. Maybe it's just bias or lack of matches facing them.
Well you mentioned the whole gen rushing thing so I was weighing in on it. To me I don't think survivors have anything in their kit that compares to Mori's. Also I find that most killers who use Ebony Mori's do so because they probably had a bad game, the game before. So they are looking to ruin survivors games. Usually they are accompanied by their strongest add-ons, like Iridescent Hatchet Huntress, Prayer Beads Spirit etc.
Most people don't take them normally. Usually pride says no to it because it's seen as a cheap and easy way to win, or because they don't get very much bloodpoints, and tend not to rank up. However Ebony Mori killer is still way more common than a super coordinated SFW Teams all carrying Insta heal medkits. lol
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@Sackboy123 said:
https://forum.deadbydaylight.com/en/discussion/comment/662965#Comment_662965
Depends how you see it, I usually always safety even if I get tunneled. Since I'm already a Rank 1, there's no point working hard for that pip.
I'm at red ranks as well, but it's pretty tough if you just happened to get spotted towards the beginning, and are tunneled and camped before you have time to do anything besides loop until you finally go down. That's why it seems like a lose/lose to me, it's not always a de-pip, but usually when it's used you don't get much blood points. I guess it's interesting to see the mori's when the killer is new, but after I've seen it a couple of times I'm over it. And usually have to sit and wait for 5 minutes if I'm playing with friends watching them get proxy camped and tunneled as well. So it really just feels like I'm wasting my time.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/662980#Comment_662980
Ofc but that takes incredible amount of mistakes from surviors. Killer can still play decently well and still get genrushed if he's not part of the meta. Making games last longer for both sides only makes them more enjoyable. Mori can be a problem yes but there are other problems more major imao.
It does take a lot of mistakes. But you know some killers also make mistakes. Most of the time when I do get genrushed it's because I took too long chasing a survivor in areas I shouldn't have been chasing them because of the loops/strong pallets. When I should have been protecting my gens, or at least pushing the survivors towards a certain part of the map. Too many killers see 2 to 3 gens pop off at once and go...here we go again. Without realizing that the survivors had free reign to repair them due to their own placement on the map.
Now it's not always the killers fault, I'll recognize that, you get unlucky at times. Perhaps at the beginning while patrolling you didn't find anyone before it was too late. But those are so rare I think in over a thousand games, I've only had like 1 game that, that has happened. Anyways, I do think that they should have different gen times depending on the killer. Nurse = faster gen speeds, Wraith = less. Call it a stat difference. That would help with the time issue for the lesser tiered killers.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/662938#Comment_662938
That example was one of many that can be done about powefull surff survivors could potentially use. I think that strong toolboxes are by far the worst you can face.
I'll make you a better deal. Let's change survivors main objective in a way that it can't be done sooner then at least 8-10 minutes or add second objective to achieve this goal. If we'll ever get any feature to make games last longer I don't really care about any item or offering killer or survivors have. Actually I love all of them, they make matches more diverse which is what I enjoy.
What I don't enjoy are matches that can last 6 min and less. Then we can rework mories to work for example for only death hook.
Ehh I mean it's possible for both sides to end the game in less than 8-10 minutes. Had games were a Hillbilly just wrecked 3 people in less than 2 minutes in. He just happened to chainsaw right on top of someone at the start, chainsawed the other right after. Hooked them both, and then the third got chainsawed when they went for the save and I was the last one left, got spotted and it was GG
As killer I've also ended matches within like 5 minutes. I watch Monto and he somewhat frequently ends matches in less than 5 minutes especially with basement builds.
It happens for both sides. Gen Rushed, or just happened to catch survivors in bad spots. Majority of games don't go like that for either side though. There is a middle ground, and that's where I believe the game currently is.
If you are really that afraid of SWF, dodge lobbies that are obviously SWF. There is no punishment for doing it.
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@Sackboy123 said:
Even when that happens to me though, I still personally enjoy it, yeah it sucks to get tunneled and moried but if that happens you both are getting no points pretty much so it's a win/win for me
If you are both getting no points...and you are probably getting a de-pip. Isn't that a lose/lose? lol
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/662896#Comment_662896
Did you even read what I wrote ? I said that only 1 survior is following and other 2 are doing gens until you go down and then they switch. Meaing that your FD only forces the current first instahealer to go pick up his friends instaheal so that other don't have to waste time switching so you helped the to be more efficient.
You won't get to pick up anyone until all instaheals were used so before you get your first hook you need to go through 10 health states and almost all pallets on the map while at least 2 survivors are constantly working on gens. Yes that is very unlikely but still possible if survivors play their part perfectly.
So you're saying that one survivor is chasing me, chasing someone else, and is waiting to bust out the insta heal. Like a survivor who makes a ton of noise that you can hear with a proper headset trying to come for a flash light save. While two others are always on gens during this little tussle, between two friends who want me to smack both of them and get rid of their insta heals super early. This is also not considering what killer I might be, and if I have the ability to insta down, or not.
This is a pretty crazy hypothetical for sure. I mean I guess it could happen. Will it? 99.9% chance says no it won't but that 0.1% maybe less, sure it could. I still have a way to combat it by playing smart and using my ears for when the person goes for the insta heal, especially knowing all of them have one.
I'll still trade you, you can have all rarities of insta heals, and all purple and pink keys. For the Ebony Mori's to be gone from the game. They are not fun for me as killer, and not fun for me to go against as survivor. It's usually a slaughter fest as survivor, and a ridiculously easy game as killer.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/662882#Comment_662882
You know there is a cooldown before any action after you hit a survivor ? During that time any other survivor with red instaheal can come around and fully heal them without giving a damm about your Franklin's demise. In situation I described you'll get to use your mori only on that 11th down you know, since each time before that survivors have time to fully heal the downed person with the insta heal.
In that case, those survivors are not doing gens, and I don't really care now do I? Since one is down, and the other just lost their insta heal med kit from the swing, and have to pick it back up, which I recover first from btw. So that means it took 3 survivors on coms, all not on gens with an ultra rare add-on, to stop me from taking down their friend. No wonder I've never not gotten at least a 3k with an Ebony Mori.
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I also play on PS4, and it's been pretty smooth and consistent. I've noticed on Xbox One not DBD mind you but other games, with it always being on it has issues maintaining frame rates after a while. So maybe try unplugging it, waiting for a bit and then plugging it back in. Might help, who knows.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/662856#Comment_662856
Are you sure about that ? What if you play in SWF with 4 red instaheals and each time you get downed 1 of your buddies runs to you and fully heals you. If killer really wants to kill only you then he has to go through 11 health states before he can kill you with a mori while there can always be at least 2 survivors working on gens whole that time.
Now you'll say how that never happens and yes you are right that doesn't really happen but that doesn't mean it can't happen. So no there is something more broken then mories and it's extremely coordinated SWF of goo players, playing with red instaheals and not making mistakes.
I'd trade all of those insta heals for an ebony mori's to be gone, and as a killer I'll take them SWF's with insta heal med kits. If I'm gonna be a toxic killer with an Ebony Mori vs a SWF group who all brought insta heal Med kits into the match, might as well bring Franklin's while I'm at it. And that's only if they can do the heal before I pull the Mori off. Especially with me smacking it out of their hands with each hit they take.
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@SleepyWillo said:
They won't make it automatic. They designed it to be stressful as they want you to feel distressed while close to death.
TL;DR It was designed this way. Not a bug.
I think everyone realizes that this was designed to be that way originally. But also a great majority hate having to mash buttons. It's loud, obnoxious, and tiring when doing it for repeated matches. Also it's probably killed every person who's played the game before at least once accidentally. From a lag spike, it just skipping the input, or perhaps they just weren't pushing it fast enough.
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Myers is my main killer and I've gotten to red ranks numerous times on pc and ps4. He is strong enough to do well with. He isn't bad by any stretch of the imagination. Majority of games end in a 3K for me, but of course there is the occasional bad game where you get gen rushed, or are struggling at the beginning to get to tier 2. But most of the time it's fine if you are playing efficiently.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/661031#Comment_661031
Yeah, that's fair. That's why I feel like a good compromise would be to allow killers less information, but not none. For example, they can see that certain survivors have items, but not which items they have. And I also don't think they should be able to see the survivors themselves, because similarly to how survivors can get into a match and make educated guesses about the killer's loadout based on the type of killer ("Ah, it's a Nurse, probably has BBQ and Nurse's Calling, maybe Ruin") killers can look at survivors in the lobby and make similar guesses ("Nea has a flashlight and is wearing brightly coloured clothes, probably planning to loop and be toxic, most likely has DStrike and Balanced Landing") and adjust their build accordingly.
To be honest now that I think about it, Franklin's Demise potentially always has a use, because there will always be boxes on the map. It's like a security blanket if you are worried imo. I'd like it if the killer didn't see survivors items. I don't even mind if they can't see survivors all together. But I don't think it's really that big of a deal if they can see survivors other than being able to tell if it's a 3 or 4 man swf. Even if they are wearing a bright outfit and you can't see the item, it's not like you'll be able to tell what perks they are running at a glance. They could just be....being fashionable. lol
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/660925#Comment_660925
Just because you use Urban Evasion, doesn't mean you don't know how to run around the map.
What kind of silly thinking is that?
I have a 1000 hours and I still use Urban Evasion. I use it to EVADE not to crabwalk around the map. I know when to run and when to sneak.
I'm sorry it was hard for you, but there are people who didn't have that problem with UE and learned how to play properly within the first 50 hours even with Urban.
It's funny how you talk about how WGLF objectively encourages good habits, that's just wrong, and certainly it wasn't true back when WGLF wasn't nerfed to only work on safe unhooks. Today it's better after nerf, but the perk still tempts you to dive save, or do protection hits when you shouldn't just to get stacks.
Just like you were able to learn good habits with WGLF, there are people who learn good habits with Urban Evasion. A lot of people legitimately use it to juke and stealth, not to crabwalk all over.
I like Urban Evasion myself, so I got your back on thinking it's a half way decent perk. It may not be the best perk ever. But it isn't bad by any stretch of the imagination. There are plenty of times were just walking wouldn't cut it, but crouch walking at the same speed as normal walking allowed me to avoid detection, it also made the killer paranoid that he couldn't find the survivor who kept touching the gen, so he kept walking back over to try and find me wasting his time by a huge margin. Also sometimes it takes the killers an extra 30 seconds to even find you due to maneuvering around things. Once again regular walking wouldn't help. 30 seconds added onto a chase with the killer trying to find you, and then initiating a chase is pretty huge.
It's biggest drawback however isn't the crab walking crap, only short sighted people do that, or even think that's it's draw back. It's the killer might have spent 30 seconds finding you, or it could be 5, but if you get found it might be too late to get to a pallet or window giving them a free hit before the chase.
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I'd love Cross platform saves....when going to the Nintendo Switch, starting over for the third time sounds painful even with the new blood web changes. I think it took over a hundred hours to get the same build on Myers on ps4, when getting it on PC. (Though it was probably closer to like 70 or 80) Even if that was cut in half...that'd be bare minimum 35 hours. It's scary to think about... especially since BBQ, and Hex Ruin are just leaving the shrine. lol
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/661013#Comment_661013
I agree with most of what you're saying, and honestly I was going to make the same comparison myself, but upon reflection it's not an entirely fair comparison to make. Franklin's Demise is literally completely useless if no one brings an item, whereas there is not a single survivor perk that is dependent on the killer's build to function at all. Calm Spirit, Spine Chill, Slippery Meat, etc. are greatly reduced in their effectiveness if you're not playing against specific killers, but they do still have some functionality.
I agree that it sucks from the survivor perspective for killers to be able to adjust their loadout according to what they see in the lobby, but at the same time I can kind of understand why it's a thing.
I mean I guess it is completely useless, but to be fair about 90% of games have at least one item in it, and if they don't survivors generally go item hunting, or find a chest at some point. So it's got a better chance at being far more useful than say Calm Spirit, or Slippery Meat.
Killers just usually don't run Franklin's unless they see keys, maps, or if 3 or more people have an item. Which discourages survivors from attempting to bring them, or forces them to try and do like last second placing of items. I personally run Franklin's when the above conditions are met. I still don't think I should be able to see it.