Bwsted
Bwsted
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- Bwsted
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Comments
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Almost no killer has reason or even the ability to leave one side, barring maybe Billy and Demo. Maybe if you have Corrupt all on one side and you lose a gen on the other one early.
It's just the geometry of these maps. If you start walking back and forth you're gonna lose all gens.
On Azarov especially, 4 gens on one side happen almost in half the game since the rework. Even less of a reason to leave.
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I would have to see the actual situation, but hitboxes are rather large. You can effectively hit players whose model is entirely hidden. I've done it many times.
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They were nerfed because cleansing Ruin 4 times wasn't the goal. Read the dev's notes.
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At this rate, it won't take long before we have threads complaining that someone else was disrespectful for spawning on the map.
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I don't have troubles finding matches in either role. During certain times of the day either queue might get a little longer, but never disfunctional.
Conclusion:
#BuffSolos
#FixKillerSounds
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Any outdoor map is fine, barring for Coldwind on Nurse if you have corn vision (I do).
To get as many hits as fast as possible, typically Infectious would be the perk of choice. Then you can add a mixture of tracking and slowdown, depending on what you have available. You will hear someone telling not to rely on slowdown when learning, but the same argument could be made for tracking and so forth. In the end, they're all fine. So, don't overthink it.
For Nurse, you can definitely use Plaid Flannel IF you use it correctly. The point of the add on is to give a visual reference to connect to how the blink works and feels. You won't get many hits with it at the beginning but that's in the nature of learning Nurse regardless of your loadout. When you want to blink, decide your destination, start loading and blink IMMEDIATELY as soon as the marker is there. Con't hold your blink trying to move the marker around on the exact spot. That's not how real blinks work. If you're in a chase, any decent survivor will juke you while you're in this process and you shouldn't care about that at this stage. Only focus on landing on your selected destination with a blink charged just right. After 15/20 games you will be able to take it off and blink without putting any thought into it, which is how it should be, and focus on actually chasing.
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Are you complaining about your failure of ending the game early when you literally could at any time?
Ok. Here's a cookie.
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Nurse has a stronger power which is essentially a ######### you to survivor defenses.
However, not even factoring in the plethora of bugs, Spirit has a more consistent power that puts survivors in lose-lose situations even if it may take her slightly longer to score the down.
It's a matter of risk vs reward and Nurse is much higher risk for marginally higher reward.
So, I see where you're coming from, although opinions will always be split on this one.
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What is the solution to camping? Just do gens.
What would kindred basekit solve for soloQ? Tell the survivors when just to do gens.
Would it affect swf? No.
But you can just equip the perk, you simply don't want to give up your 'crutch' perks! Well, you don't want to give up your 'crutch' basekit camping either. And it's telling how the 'crutch' perks all have to do with countering camping/tunneling.
Don't make it basekit = I want free license to camp my way to a 4k against soloQ. Because if it was made basekit, suddenly ez 4ks would turn into 1/2k and you couldn't call circling the hook 'patrolling'.
See where I'm going? Kindred should absolutely be basekit. The devs say it's too much? Remember when they said mash-a-button struggle phase was fine too? I do.
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This needs more context and details. In general, teammates have no obligation to save each other. It would be a different situation if they unequivocally teamed with the killer against you, or if they clearly griefed, like spam cancelling unhooks when the killer is not close by.
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The answer is: the one you enjoy more. Nurse is in the base game. So, if you're masochist enough, try to play her until you get decent (usually, we enjoy what we're good at) and see if that appeals to you.
Blight is easier to pick up. So, it might be the better choice if you don't want to endure the Nurse boot camp.
It's worth noting that they're both buggy killers. That's something you should consider carefully.
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If BHVR wasn't able to recover my progress, then yes, I would quit for good.
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Define your win condition.
Name the map and killer combos you were thinking of.
Then we'll go from there.
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It's a team-dependent perk and so there's more value in other more 'self-reliant' options. It's a good perk that attracts exaggerate hate, as it works in favor of the killer by encouraging reckless not healing when it would be the smart play, just as it works against the killer when the last generator pops. Not to mention it can backfire pretty badly against insta down abilities and traps by having the only effect of making the user exhausted.
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He's already bloated with mechanics and VFXs that add an extra ability to his kit: frame-drop the survivor to score a hit.
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I play Blight without Jflicking. He's fine as is. I've tested it a lot and I don't see this narrative that it raises the skill cap. It stinks like agenda pushing. It literally dumbs down the rush from triangulating and predicting to just rush in a straight line and flick around. It's the same as we did with Oni during the PTB (notwithstanding that Oni can still Jflick due to exploits).
There's no way to make the thing more skill based unless we're talking about something like adding key combos (worked around with macros anyway) or frame-perfect timing. And all these solutions are single-player focused, they've got nothing to do with interaction.
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@ClownIsUnderrated said:
https://forum.deadbydaylight.com/en/discussion/comment/2083801#Comment_2083801
That's basically survivor for me
Different flavors for different folks. Do something long enough and eventually you'll get burned out of it.
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@ClownIsUnderrated said:
https://forum.deadbydaylight.com/en/discussion/comment/2083202#Comment_2083202
I thought the reason why Zubat plays survivor more is because he got tired of the issues on killer side, because when I see compilations of him in it when he goes against a killer that has been cucked over by something he responds in kind saying... "I know how you feel."
No, he said he got bored because it's too easy for him and he feels he just switches his brain off.
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You didn't mention a single name. And you're trying to make a flawed argument to begin with.
The only one I know of who switched full time is Zubat and that's because killer is too easy and boring to him.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2081202#Comment_2081202
It is harder than it looks for sure
That's because you're looking instead of listening.
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I think they should do it, IF it's going to encourage interactions in a healthy way and IF it's accompanied by meaningful consequences for meeting/failing the requirements. If it's simply a matter of ranking, then players will keep making up whatever win conditions they want.
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You can be and do all of these things. They're allowed and not mutually exclusive. The fact that someone else doesn't like them can affect you only to the point you let them.
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Pallet stuns are bugged right now. That's all.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2075323#Comment_2075323
knowing bhvr in 1-2 next patches, since it's a killers tech.
At the same time, stretched res still remains unfixed for years.
I wasn't trying to make a petty us-vs-them debate, not to mention that your insinuation is flat out wrong on all levels.
Jflick is not a tech. It's an exploit.
Stretched is exploited by killers as well.
Devs have fixed plenty of stuff on the survivors' side as well. Window vault collision, then the version with the map discovered shortly after, the lack of hitboxes when unhooking from one side, etc. They're just very inconsistent and slow to act, regardless of who benefits from the bug.
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It's not really a tech anymore. They made it so you can simply run on it and both killers and survivors can. Maybe a Nurse would need to lunge to pull it off, but I haven't tested it.
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@Seanzu said:
"Don't get used to it" is what McLean has said, to me this implies they're going to be fixing it.
https://clips.twitch.tv/FriendlyExuberantAlligatorKappa-6Vffu5viDt7_pCLx
In 5 years, knowing bhvr.
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@[Deleted User] said:
Imo they really need to do something about the fact he guarantees a 2k by straight up facecamping. Other than that he's fine.
That is arguably possible with almost any killer with the right builds. It's glaring on Bubba for obvious reasons, but not necessarily unique. Camping like that is an intended feature because survivors can theoretically rush the gens and get out. It's been stated in those very terms by the devs on this forum. I can't dig out the exact post from mobile, but they literally said intended. And a 2k is a balanced trial by their metrics. We can make of that whatever we want, but it's unlikely they're going to address it.
That aside, I'd say that Bubba's biggest problem is dedicated servers. One very important counterplay is to time the pallet drop correctly to achieve the stun and deny the break via chainsaw. However, even when done so, 9 out of 10 times servers will recognize the stun (the score event is triggered) but no actual stun occurs and the pallet is broken instead. That is often recognizable by an awkwardly laggy animation both from the survivor's and killer's perspective. That denies one of the limited skillful interactions and it basically guarantees a down immediately thereafter on most maps, because no distance is gained.
The other issue is that the other counterplay is windows and that is outright denied by Bamboozle, which is his best perk. Arguably, that's an issue with the perk itself which is probably in need of an update, as the design reasons behind it are from an age when the game was very different.
Regardless, as a former Billy main, I see Bubba as the superior killer nowadays, for reasons that have nothing to do with the overheat mechanic. When Bubba is played correctly, i.e. by selecting and defending a cluster of gens, then he's a relatively headache-free killer that creates deadzones very quickly without much effort through a fairly easy-to-use chainsaw (it just requires the ability to count to 4 and 3 and not hug walls too tightly) and the mentioned synergies with dedicated servers and Bamboozle. Factor all those in and Billy only has superior map mobility, which can be ignored if Bubba plays territorially, and a chainsaw that requires a lot more skills to be effective.
But I'm ranting at this point and I apologize for that.
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@notlonely said:
https://forum.deadbydaylight.com/en/discussion/comment/2075054#Comment_2075054
If that's so insanely unfair and gives such a big advantage why won't they simply fix that glitch then?
They did.
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@swearingtulip28 said:
You probably went against SupaAlf lol. Hes a great person and a really good nurse!
He openly abused and advertised exploits (i.e. fatigue cancelling swing). They're still in his cannels' content. That's gonna be a no from me dawg.
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Fine.
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Low quality bait.
The devs literally said that it's not intended to work that way. Ithas nothing to do with the fact that it's not possible on console.
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@GodDamn_Angela said:
When you fill someone's laceration meter any one else with any amount of laceration has it immediately removed/healed.
I noticed this in a game where I was at 6 hours after running the killer for a while and he switched and knives another survivor and she became injured quickly and I no longer had any laceration.
It's pretty dumb.
I hadn't noticed. It might be a mechanics to mitigate camping maybe?
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Laugh
Giggle
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Are you spamming bait threads hoping to get banned?
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There's no intended mechanics that affect the lullaby. It sounds like a bug. They were already buggy, especially Freddy's and indoor.
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His power is very difficult to balance. You buff it and you risk having old legion. It's not a matter of feedback, but bad design.
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One of the devs said 150 ping is a pretty good ping. I kid you not. It was in that video in which they explained hit registration.
So, don't expect improvements. Hit validation was a set-to-fail experiment where they implemented a permissive mechanics regulated to do nothing because there are areas where they can't have servers. Then, they opened a thread where they straight-up ignored the unanimous feedback that told them that it wasn't working. Now, all that is swept under the rug, drowned by the hyping-up of the new chapter and cosmetics. Typical par-the-course bhvr.
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I wouldn't call a sabo squad a bully squad. More like a bad meme. Also, it looks like a 3-man.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2051921#Comment_2051921
Wow, you really have a life mission of tearing people down don’t you?
Congratulations.
Do you have an actual point or only straw men?
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Do you mean they put the key on the ground for a moment? That's done to make sure you notice there's a key in play, which is easier to see than when carried in hand, and sometimes to show that it's a key capable of opening tne hatch aka not a broken one.
It basically means 'hey stay here, we can take hatch' rather than risking someone runs away without realizing the hatch is being used.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2051088#Comment_2051088
That’s false. 1 tonic at shack isn’t going to prevent a survivor reaching the window or pallet in time, depending on their position.
That's not what I said. I said to use the tonic only, not to use a single bottle, just like others after my post suggested the same.
All your strategy to implement the antidote falls on itself in the example you made.
In your guide you lay down the principles of how to use the antidote and you fail to realize how those same principles will actually make the whole strategy backfire.
Similarly, The Antidote can also be used to control a chase by getting the survivor to understand/think “I NEED TO GET OUT OF HERE RIGHT NOW!”
An Antidote Cloud tells a survivor where Clown intends to go next, and what will happen when Clown does. Most smart survivors will to choose to run away from the area in such a way that continuing towards the Antidote Cloud starts to moves Clown away from the survivor (think Plague’s fountains).
You use the antidote to tell the survivors where you're gonna be (your words). Guess where you're telling you're going to be when you throw the antidote at your feet? Exactly. You're staying in the same spot for 2.5 seconds. Definitely time not used wisely. You also say that when you throw the antidote smart survivors will want to run. Oh well. Then in your example all the survivor has to do is to leave the tile, as they're across the shack from you. That leaves you down to 1 bottle left from your wasted setup, a larger distance from the survivor and invigorated for 5 sec after staring at the survivor run for 2.5, which is gonna do exactly nothing good for you.
Compare that to just chasing immediately the shack while simply using the tonic. You get the hit or the pallet. But you get either faster, without the survivor making distance.
So basically, this whole convoluted use of the antidote accomplishes to make the survivor counter the clown correctly, while the latter would have been in a better position by simply using the far superior tonic.
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2051227#Comment_2051227
I’m not here for a peen measuring contest. I posted to provide advice for players wanting to improve their Clown gameplay. Take it or leave it. If you are not a Clown main, this post isn’t for you.
This is a discussion forum. You don't get to turn this into a clown main inner circle for yesmen only because you can't stand differing opinions. Improving clown gameplay is exactly what the criticism directed at the flaws in your own reasoning is meant to do. Take it or leave it. If you're not into discussion, then forums aren't for you.
My advice is for you to finally realize that you're indeed:
desperately searching for positives
and you've got nothing to show for it. So, if you want to prove the naysayers wrong, put your money where your mouth is. Otherwise, maybe start taking into considerations that all these 500 iq Clown strats that nobody else sees maybe don't exist after all.
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'Use the 2.5 sec of activation wisely'... suggests to stand across the shack from the survivor who just runs away seeing the clown waiting 'wisely' in his grey cloud and throwing bottles left and right.
And all of that for something that could've been accomplished as if not more easily by using the tonic alone while continuing moving.
Oh, I almost forgot. The antidote is not bad. It just requires a brain, amirite?
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All killers and Kate.
Killer main, obviously.
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Stealth early.
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I thought the survivors lived at the campfire, but apparently they stay rent-free inside OP's head. Probably beats taking craps in the cold woods.
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He's good because he's a relatively simple killer with an on-demand insta down that is easy to learn to control, it gets multiple people and can even double smack through BT (S-tier camping), and it breaks pallets, making him a very fast resource chugger.
He's got also a couple of things going for him, namely Bamboozle that trivializes his biggest weakness (i.e. windows), and dedicated servers that 90% of the times prevent him from being pallet stunned during chainsaw sweeps even when the drop is timed correctly, resulting in stun points but no stun and the pallet being broken.
I've not been following tournaments for a while, but I'd say his strenghts play directly into the comp meta where pallets are pre-dropped, camping is rampant and Bamboozle is a perk of choice with killers that can't threaten vaulters.
I wouldn't be surprised if he ended up being in the run with the killers that are just a tier below the unholy trinity of Nurse/Spirit/PH.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041655#Comment_2041655
And its interesting how since then 2 of the killer sided maps got reworked, none of the survivor maps did.
Of course, thats the whole balance philosophy of the game though.
All Coldwind Farms were nerfed in patch 3.7
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2040938#Comment_2040938
Camping reduced your bp gain and medals. Even if you hook and sacrifice all 4 Survivors, you will earn less bp and a lesser score than if you had not camped. No such reduction happens if you tunnel all 4 Survivors
Tha'ts what happened in Deathgarden. And see where that game is now. Players don't care about incentives. They care if what they're doing works toward their goal. Or else, facecamping Bubbas wouldn't exist. Hunters in Deathgarden didn't care if they got fewer point with instant executions. They cared that they could get a 4k every time. The devs tried to justify keeping the mechanics using the more-points reasoning, until they had to tame it, because Hunters didn't care and it was killing the game. Still, the new version was yet a very tunnel-y one and more unbalanced than what we have in DbD and eventually the players left.
Tunneling is a logical strat. It's also an unhealthy design flaw that if left totally uncontrolled would kill the game. Again, we know that for a fact with Deathgarden.
Is tunneling bad? We can call it however we want. In a casual game, people want a chance at playing the game they paid for. If they don't get it, they just move on to a different game. Nobody would play a game that is insta-getting-rehooked simulator or staring contests with the killer when hooked. Just like nobody would've played impossible-to-catch-prey with old infinites, double pallets etc.
This is a multiplayer game with real people. And real people don't like becoming surrogates for a NPCs.
Is it in the game? Then, of course, go ahead and use it. Is it 'good' just because 'it's in the game'. Not at all.
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I don't know what Tru3 said. I'm half in agreement with your reasoning and half I disagree.
It is true that currently, by camping the first down to death, it's possible to get an almost mathematically guaranteed 2k at the bare minimum against an optimal team who stays on the gens and gets out. Especially, if noed is in play, since there won't be enough time to cleanse as well. I could post a video of this happening just yesterday if anybody doubts it. Although, it should be a fairly well-known design flaw by now.
On the other hand, removing the timer altogether could backfire by relieving the survivors of too much of even the legitimate pressure there should be to unhook.
Maybe a middle ground to start testing this would be to lengthen each hook stage to 1m30s. That would punish outright campers without impacting too much killers who keep pressuring the gens.
Another possibility would be to unlink hook stages and the timer. So, the survivor would be sacrificed after 2 min total on hook, or when hooked the third time. Whichever happens first.
There are a few options. Although, I do agree that it is a legitimate grievance. Especially with the plethora of insta-downs, BT circumventing and hook grabs, camping from the beginning is not only rewarded, but almost encouraged.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2039030#Comment_2039030
You rarely see these two anyways.. imho and like i said, should stay in the game. to show the skill difference,
"It's not an exploit because you rarely see it. And even if you do, it should stay in order to show my superior gaming skills in pressing a button to raise my DPI".
OP. Addendum, March 2021.