CashelP14
CashelP14
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- CashelP14
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Comments
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@Peanits said:
For what it's worth, this shouldn't affect someone's argument at all. You can still like it or dislike it all you want, as long as your argument wasn't based solely on something you thought we said, nothing has changed.
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I hate it too mate. Just think to yourslef why people play in a swf. Maybe when you play solo survivor at red ranks and see how bad some of them are then you'll understand why I want to play with actual good players. I played solo on sunday and I won't ever again lol imagine getting hooked, then seeing the other 3 survivors using urban evasion on the other side of the rotten fields map.
People assume you play swf so you can share information about where the killer is or totem locations. Yes that helps but people really play swf because it's the only way to guarantee good teammates.
Then they'll complain about bully swf teams for all running a sabo builds or everyone uses head-on. Well we find it more fun running builds like that than gen rush you using DS, Unbreakable and Dead Hard.
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It is pretty broken. Instadown hatchets are like the old prayer beads. Certain killers wouldn't have the skill to use them effectively but when a decent or good player used them it was nearly unplayable.
Things like hatchet hitboxs and face camping just makes this add-on even more frustrating to face.
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This one easily
Thank god the survivor helped take the picture for me.
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The second I saw the skill check I knew it was that bug. Skill quite funny to see lol
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Mate you must really hate ds. You had a discussion before about how tunnelling is the gen rushing for killers. You were also saying why shouldn't you tunnel someone to get them out of the game.
Sorry but when you've had discussions like this, it makes it hard to agree with you when you speak about ds.
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I actually find now the most enjoyable tbh. Good map changes and I'm enjoying them as both survivor and killer.
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@1saltypug said:
https://forum.deadbydaylight.com/en/discussion/comment/1259082#Comment_1259082
exactly this if OP wants to play the slippery slop game this is what it usually boils down too. The logic of forcing 2 perk slots to be 100% occupied isn't really an argument to come and try to justify the way you play. The problem is most of the perks aren't competitive with the meta not even close, and the ones that can work in very specific situations you'll see in streamer meme like Monto trying to get metal of man to work
There are a couple of perks that come close but with how some killers play we need to run these perks. The difference in having an obsession in a game and not is massive. Personally I'd rather not need to run DS but I feel like I need to.
The weekend just past I played for a few hours on Friday, none on Saturday and for about 6 or so hours on Sunday. I had the opportunity to hit DS 10 times and they were pretty much all because the killer tunnelled me.
If I could run perks like Resilience and WGLF I'd be happy but I can't.
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@PNgamer said:
it´s not killer´s problems if you don´t want to play with theese perks. ?
Not our problem if the killer then comes on the forums complaining about how broken bt and ds is. It also isn't our fault if we choose to play in a swf team to combat killers who might tunnel or camp.
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I see it as more of a warning thing tbh
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It is a lot more stressful than survivor. I play survivor most of the time and killer a bit. However when I'm playing killer I can't play more than 2 or 3 games a day. Mainly because I don't like playing spirit, nurse or billy. I like playing killers like clown, bubba and plague so facing a really strong team on a bad map can be very stressful.
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This made me smile lol my box has inner strength, dead hard and spine chill instead of unbreakable, small game and bt.
Good meme mate 👍
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1257595#Comment_1257595
It's ok. Everyone has their opinions :)
Fair. Definitely agree about the upstairs being extremely pointless. Feels like it's only there to help separate the gens.
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As you increase in the rift you gain a bloodpoint bonus up to 100%. Problem solved lol
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It's definitely killer favoured but I think it's more balanced than lerys is. The loops aren't terrible and I think you have better vision to see the killer than on maps like lerys. It's definitely a good map for stealth killers but a good team should still escape.
I'd take hawkins over shelter woods or lerys any day.
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Everyone pretty much. Spirit is extremely difficult to face if your not running one perk to counter her.
Also I'm not including hag since she doesn't exist to me lol
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There was an amazing Plague skin by BossRAGE and probably this Julie skin. Wanted to show the design since I couldn't find the it there now. Followed closely behind them is the never stop slashing Legion.
Survivor I'd definitely say the pyjama feng (I think it's by LivOnNeptune). Then also ikita_shitai with the Street Style Meg cosmetic (it reminds me a lot of the old numa numa resident evil parody). I didn't want feng to win 2 years in a row but personally her pyjama cosmetic was the best to me.
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I haven't heard him being a try hard killer. My mates don't like facing him but that's because of his hitbox. They also don't like how close he can get to the survivors before they know he is there. However they don't think he is op or really strong, just a bit annoying to face.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1256794#Comment_1256794
ruin was the only thing that held skill pressure into the game. now the skill gap is becoming more and more small for survivors
At high ranks ruin did virtually nothing. At low ranks it practically destroyed teams. It was weird at the time but looking st the game now I agree they made the right choice.
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At the minute I'm escaping pretty much every game. If I die I'm generally the only one. If I played solo I'd probably die a lot more but when your playing with others who also know how to play this game then you should escape quite easily.
The nerfs were actually really needed to help killers at higher ranks against survivors who have 1000+ hours. The only balance the game needs right now is to nerf moris and keys.
The best change the devs made to help survivors was to nerf ruin. This helped lower ranks massively.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1256368#Comment_1256368
I run inner strength too, such a under rated perk. I can agree on a totem counter, wouldn’t hurt. It’s be a lot like the gen counter
Inner Strength was underrated at launch (I started running it immediately after release) but I think now a lot of people are starting to use it. Personally I'm surprised they haven't already added a totem counter.
The perk idea I had was meant to slow down gens early game and lessen the use of noed without actually needing the perk.
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I can see the appeal of self care and urban but I despise both. I don't see the appeal of playing with someone who runs both of these perks lol
For killer I can see the appeal of using STBFL but I personally can't run it. I just would find it frustrating trying to keep track of the obsession.
Add-ons for both would be Odd Bulb (because it's pretty bad) and Plagues ultra rare that gives corrupt purge after a gen is completed.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1255639#Comment_1255639
This is addressed in the response I gave to MadLordJack
I'd say I don't see too much ignorance towards totems when I'm playing survivor. I usually run Inner Strength so I know the feeling about looking for totems, and finding out the randoms have already cleansed them. I think they need to add two things to help indirectly nerf noed.
1. Totem Counter
2. Perk relating to cleansing totems
I think if they added a totem counter then it would be perfect. It would tell survivors the risk they are running after completing the last generator.
I had an idea for a hex perk that would force survivors to cleanse all 5 totems at the beginning of the game.
This perk would indirectly nerf noed. It would make killers choose would they rather have early game slowdown or late game pressure. Since this perk trumps other hex totems it means the perk cannot be run with ruin, thrill or noed.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1255639#Comment_1255639
This is addressed in the response I gave to MadLordJack
I'd say I don't see too much ignorance towards totems when I'm playing survivor. I usually run Inner Strength so I know the feeling about looking for totems, and finding out the randoms have already cleansed them. I think they need to add two things to help indirectly nerf noed.
1. Totem Counter
2. Perk relating to cleansing totems
I think if they added a totem counter then it would be perfect. It would tell survivors the risk they are running after completing the last generator.
I had an idea for a hex perk that would force survivors to cleanse all 5 totems at the beginning of the game.
This perk would indirectly nerf noed. It would make killers choose would they rather have early game slowdown or late game pressure. Since this perk trumps other hex totems it means the perk cannot be run with ruin, thrill or noed.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1255641#Comment_1255641
Why wouldn't i chase them through bt? Hook em again and get them out of the game
Because they could loop you for the remaining gens. Then you'd come on here complaining about how the game is survivor favoured and how unfair gen rushing is.
Or they could have ds and then you'd complain about how broken the perk is, as well as the other "second chance perks". Theres a reason all the streamers and good players at this game don't just tunnel one survivor the whole game.
You talk about being efficient but tunneling one survivor isn't efficient. This game isn't a 1v1 which some killers seem to forget. This means you need to apply pressure to multiple people at once to win any games.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1255530#Comment_1255530
If i go back to a hook as a save happens and i ignore the healthy survivor body blocking me to down the guy i just hooked, is that tunneling?
No. Your applying pressure by slugging them but if they have bt and you continue to chase them then your probably tunnelling.
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Your not really finishing the argument. You've just opened another noed discussion. Do remember a few more things:
- The time it takes to find totems.
- If your playing solo you have no idea how many have been cleansed.
- Indoor maps
- Thrill Of The Hunt
Definitely haven't heard people say totems take too long to cleanse. I'm just saying it isn't as simple as just cleanse all the totems.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1255087#Comment_1255087
Just hook him, find someone else and slug them, and then go back to hook if he was rescued and immedialty go back on him. Just efficient killer play is all
That isn't the only tunnelling. Tunnelling includes a killer chasing me for all 5 gens just because I did something to annoy him. Some killers deliberately throw the game just to tunnel one survivor, rather than leave them and try and get other survivors.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1255220#Comment_1255220
I know they want things to be consistent. Just seems like a foolish design choice if you ask me.
I get what you mean and at the time the change just nerfed legion even more but it was the right choice. I remember asking constantly "does sloppy and stbfl work with ambush and hatchets". If I'm correct stuff like that didn't work with ambush.
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They want all perks to be consistent. Before it was hard to tell if perks like STBFL or Sloppy Butcher would work on every killers ability.
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I hardly ever see it. I'd rather see prove thyself in a team than seeing a bunch of other survivor perks.
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Disagree on this. All gen rushing is doing the objective. However a killer can tunnel a survivor that much that they lose the game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1254863#Comment_1254863
Your second paragraph.
I was thinking more like if survivors complain about a killer slugging. Or if a killer complains about gen rushing.
Killers telling survivors to "just do bones" is their way of defending noed. As survivor I blame myself if the killer gets use out of noed but I can see why it feels like a cheap kill for the killer. Personally I feel like there should be a totem counter to help solo players against this.
Ds is a tricker one to talk about. Slugging isn't a proper counter to ds. There are times where it can be but not every ds can be countered by slugging.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1254354#Comment_1254354
Like when killers tell survivors to do bones or survivors tell killers to slug to avoid DS.
What do you mean? Sorry I may have missed something lol
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This game isn't "ruined". With the recent map changes the game should be at it's most balanced yet. Only key and mori changes are needed.
Inexperience is a big problem on BOTH sides however. When these people go complaining about something and not trying to see the bigger picture it causes toxicity in the community.
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I always run this.
I sometimes swap out Inner Strength for Adrenaline and Spine Chill for Kindred if I'm playing solo. Otherwise this build is my go to everygame.
Honestly hate seeing self care at red ranks as survivor. 32 seconds where a gen could have been done. Windows isn't bad as a solo player but in a team it's pointless. Bond is also good but not strong enough to take a spot away. Sprint Burst I can't run personally but I know a lot of my flashlight friends love it.
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Sorry to say mate but the game is nearly at it's most balanced ever. The only thing that needs changed are keys and moris. Also I'd personally like an early game slowdown/information perk.
But they can't nerf survivor anymore. Not because the game is "massively" killer sided but the lower ranks will get destroyed even worse than they are now. Survivors without 1000+ hours in this game are getting beaten pretty easily atm.
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If I have a mori I won't mori till death hook unless I feel like I need to. If there are 4/5 gens left then I want more hook points so I'll wait to death hook for a mori. If there are 3 or less gens left then I'll mori 1 just to get back some pressure.
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Yes
- If I feel l earned it
- If i don't want a particular survivor to escape
- If I know where they roughly are
- If I need another bbq stack
- If I want more points
No
- If I know where the hatch is
- If I had an enjoyable, non toxic game
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Meg is best but she is a very close second.
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I'd actually say its survivor favoured. Some builds work on well on that map and if the killer has noed or another totem perk the map is pretty good. However after that it is survivor favoured. There are loads of safe pallets such as:
- 2 next to bathroom
- 2 above bathroom
- 1 of the 2 exit doors has a extremely safe pallet
- Stairs in the corner of the map has a safe pallet above and below the stairs. (Think this spawns every game)
So by my count your guaranteed at least 7 really safe pallets in every game. That also doesn't include the other really good pallets on the map. There is actually a really good vault in the freezer room also.
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Just saying this contest needs more winners. I don't care how long it takes just as long as I eventually see them.
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This is a cursed image..
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Theres a reason I only play in a swf team.
Today I've had 4 games as a solo player.
Game 1. Good team vs a bad wraith. 1 died because of noed.
Game 2. Every single player had urban so I killed myself on hook. They were all holding L2 even on the other side of the map.
Game 3. Baby Demogorgan who got 2 kills because two players were babies. Both had urban and one never left the basement of the school on badham. We only got out because he found a key and we both got the hatch.
Game 4. Billy with instasaw who also had sloppy and nurses lol I gave him an easy down but only 1 got out by the hatch.
Solo survivor is very unreliable since even though every survivor was a red rank they weren't all good. Good players create swf teams because that's the only way to guarantee good teammates.
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Had 1000 last year and slightly more the year before so I'd say overall I'm probably over 3000 hours.
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Had 3 killer games yesterday.
Ghostface - Got stuck inside of the hook
Huntress - No deviousness points
Hillbilly - Chainsaw broken
So yea pretty much everyone lol
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The game is in a better place right now with the new map changes. Maps are shorter, infinites are gone and 2+ man gens have had a slight nerf.
At the minute baby survivors are getting beaten pretty easily so anymore killers buffs and we'll lose some of our player base.
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@josh6_66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1250607#Comment_1250607
what perkbuild do u use then? i'm curious about that. i myself use iron will, dh, bt and adre. i switch out perks for ds, resilience or Unbreakable sometimes tho
I use Dead Hard, DS, Spine Chill and Inner Strength. Sometimes I swap a perk out for WGLF to get more points. Adrenaline is good but I don't feel like I need it over other perks.
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I hardly ever see Adrenaline used atm. It's one of those perks that is just outside the top 4 for me on my builds.
As killer I hardly see it since I usually have at least 1 or 2 dead if the game reaches end game.




