CautionaryMary
CautionaryMary
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- CautionaryMary
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I get surprised with the hatred for Forgotten Ruins. I absolutely love that map compared to The Shattered Square, probably an unpopular opinion. The amount of times I've looped a killer from optimal pathing with the portals is unmatched.
Such a good map for me, but I understand that people don't like it! Still prefer it over the regular Knight map. 😅
@Prometheus1092 , I actually enjoy Wreckers' Yard the least of the Autohaven maps.
If I had to rank them, I'd go - Gas Heaven, Azarov's Resting Place, Wretched Shop, Blood Lodge, and then lastly Wreckers' Yard. I don't like Wreckers' Yard due to the lack of buildings, just shack in the middle with little to no optimal loops other than regular jungle gyms -- but that's my opinion of course. The amount of times I've loaded in with a killer having a strong 3 gen set-up is insane, definitely doable but once gens start popping it's sorta like gens all around and inside of shack (causing a sort of death trap).
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@HeroLives said:
I personally think Dwight is the cutest babygirl and immensely saddened he didn’t even make this list. He’s the prettiest girl, and for this reason the creator of this tier list deserves jail immediately.
Don't get me started on Dwight, Felix, and my little cutie Yoichi.
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@Interrupt_Vector said:
https://us.v-cdn.net/6030815/uploads/5XLA11KPH9ZX/objective-truth.png
I fixed your tierlist. Thank me later.
I will take this tier list, even if I am not a huge fan of Sables as I see them so frequently! Another blasphemous decision by not putting Mikaela near or around Sable. tsk, tsk, tsk
We need friendship and unity and putting Mikaela in average, omg. 😭
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@[Deleted User] said:
Some will scold you to have the nerve to put Nancy Wheeler anywhere but Goddess tier.
This too! Travesty of a tier list.
Blasphemy!
Shame, shame, shame! Put the creator with Cersei with the walk of shame! /s
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@Spare_Them_Mori_Me said:
Thalita in 'average'. Tier list has failed.
I came in to see Thalita's ranking and I'm leaving just as I was disappointed!
Thalita is a beautiful queen, I even call her "Thotlita" as a joke.
If anything, I would argue the unattractive woman award goes to Haddie! She needs better outfits and better heads in general.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891055#Comment_3891055
https://us.v-cdn.net/6030815/uploads/UB3JI2NNS9PW/image.jpeg
Me loading into an indoor map with hexes as solo.
Haha, it helps to take note of the ones you do see and apply them in future games but you know I am a Dead By Daylight nerd. 🤓
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@[Deleted User] said:
Depends on the map/killer. 3rd Seal Plague on Hawkins is brutal
I think any of the Hexes are a pain on indoor maps! Especially Midwich in particular. 😜
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890986#Comment_3890986
Very good question! Like you mentioned about the streamers you watch, I'll run both perks, but that is a lot of perk real estate. Typically, if I'm going to run either perk the builds will depend on my reason and what exactly the means of obtaining victory are, but each have the same playstyle and the perks in them a purpose in mind, which is focusing on and supporting slugging playstyle with blindness as an extra benefit. In that last build I posted leaves room in the flex for really any flavor of perk you desire.
I like the creativity and and challenge of a hex build and I've softened my stance on Hex perks since running this build of Domination + Blood Favor + Rapid Brutality + Undying on Dracula. Blood Favor in particular has really has grown on me so it's sent me down this rabbit hole of trying some different ideas out. I won't always double-down on full hex build running 3rd seal by itself, I think 2 is enough if you have a solid idea of what you want the build to do. I'm hoping the upcoming changes to surv spawns will benefit hex totems as a whole since they won't spawn in already spread across the map.
3rd Seal is also an interesting one because of its most important ability giving blindness with basic and special attacks (Thanks Iron!). Where as Knock Outs sole purpose is for slug and getting effects after the chase has ended, 3rd Seal activates in-chase as soon as you touch the surv. They lose auto-pathing with WoO if they're using it, and the benefit there is you've potentially cut down your own time spent in chase by increasing their odds of making a mistake early during chase. And that's where time saved adds up in the bigger picture. Cause with WoO still active they can pretty easily use shift+W in injured state and have that vital info on resources to extend chase with a guided tour of the map even in solo Q. 3rd Seal's effect can also proc other perks that work on contact, so pair it with Blood Favor and make fairly short work of a player in chase.
I like to run Knockout by itself and somehow when I do I also end up using Franklin's. Those two together have been a staple in many of the builds i've done for some reason. I cannot remember how it got started, if its something I was recommended by a friend or just one night of theorycrafting stumbled upon it, but somehow they always wind up in the same builds. 😅😂
Oh yes, for sure! 3rd Seal definitely impacts my Deja Vu in my builds so I try to find it as quickly as possible.
I do think the perk enables a form of urgency to get rid of, as you've mentioned it blocks any form of information such as a WOO - I don't use it anymore but undoubtedly it is a strong perk amongst soloq and SWF alike.
I don't play killer as much on my end, as I generally find survivor fun for myself to play but I value perk and build creativity and yours has a lot of thought into it and definitely keeps survivors on their toes.
I think people get used to how the opponent plays a lot of the time, so when the builds they're going against aren't necessarily meta but still function in a strong way, it still provides the necessary foundation for a team to figure out!
Like you've mentioned, if a killer is feeling frisky they can definitely implement both as they are inherent slowdowns to the game and puts the survivor in a situation where they need to act in urgency and utilize new ways to counter Knock Out - I think the issue is more or less the fact that people do not know how to counter it. I've been posting videos on my channel specifically highlighting how to counter Knock Out. 🤔 Especially one where I went against the slugging Singularity but obviously it's hard to spread that knowledge to other soloq and SWF teams! I appreciate your input and thank you for expanding my knowledge on it even if I, myself only primarily see Knock Out during my games! ❤️
Edit: You make me want to upload the Singularity video, haha. I appreciate constructive conversations on here, especially with how divisive killers and survivors get when it comes to the gameplay! Why I typically take a break sometimes because people definitely do get quite passionate on the forums, but it's nice to have a genuine conversation without it being so heated.
Reasonable conversations are what I like to see. 😝
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890979#Comment_3890979
This is a bit random but I remember strongly (as one does with super positive or negative experiences) a match I had on Coldwind in solo against a ghost face who ran a full slugging build, and I actually did have exponential. The problem was he would consistently snuff it out, as he would always be able to tell where it was easily because anyone slugged would crawl towards it. I fought to keep that boon up 4 times before I ended up bleeding out. As did the rest of the team.
I remember feeling so grateful I had it equipped, but then it didn’t end up mattering in the end and it just felt extra bad because I did the thing everyone always says you’re supposed to do lol. Unlucky.But yeah, I’m very curious to see how knockout and slugging in general will be adjusted in phase 1/2. Hopefully it will be a balanced and fair change for both roles.
I'm sorry to hear that you've had that experience when it comes to the Boons. I find that when I notice people are having Knock Out, I will ultimately push myself towards going into a locker. I actually ended up getting a 4 man out against a slugging Singularity because I would force him to hook me.
It's either you drop me and get no Knock Out value or you hook me getting no Knock Out value. The problem is, is that it makes a survivor have to notice it first, get picked up (however long that takes), and then utilize the locker which the killer can just set you down to bleed you out anyways.
As I've said, with the rise of Knock Out and blindness related builds (not add-ons) more people will opt to play SWF due to the fact that you can undermine these builds with simple communication. Just remember for next time, just try to put yourself into a locker and if you're slugged — what I like to do is to crawl away from my starting position and hope that someone finds me, at least that is how I played when I played soloq.
@Nun_So_Vile , I see the variety with those builds. It's kinda crazy that you made a whole build based around blindness but most of the time I just see Knock Out by itself. 😂 Those are some creative builds and I can see that you put a lot of time into creating them.
Do you typically use those types of builds or do you go for the simplicity of just using Knock Out? I would think that most killers opt for Knock Out because it's more generic to use and can easily give value once a survivor is down compared to simply hitting a survivor with a basic attack.
But as we've mentioned and we both agree that Hexes are generally really hard to get value from unless you're running a full totem defense build -- but even then they can be deleted from the match as a whole! I remember going against this Pinhead with Thrill of the Hunt, Devour Hope, Pentimento, and Undying (I think?) and my SWF and I destroyed his build by about 3 gens left causing him to be a perkless Pinhead. But at the same time, these types of builds are very strong towards soloq as obviously they don't have the necessary resources to combat these otherwise strong builds. 😅
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890974#Comment_3890974
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890976#Comment_3890976
Fair point, being down on the ground and not being able to see can be a nuisance. But, i'd still lean more towards 3rd seal just because you don't have to be down, only land a basic on surv, which is easy enough, and you've now effectively shut down and countered all the solo q aura perks that you can guarantee you'll run into solo Q (WoO, Kindred, Bond, etc…). Do not want to overlook that point. Yes, it is a hex perk, so it can be countered, but it kinda has to be because it just is that powerful of an effect it would be insanely OP if it was anything else. Against your avg solo Q, no hooked auras, I believe downed survs are also hidden, and a minor slowdown is tough to go against for an uncoordinated solo Q. But, yeah if there's a bone munching build it's gonna be tough to hold once they catch on, unless you are protecting your totems with a build centered around that.
But lets be honest, we all know they work better together ;)
You are right that both are great together, however, I just see Knock Out mostly on my end. 😜
You are correct that obviously there are many things that are incorporated with Hex: Third Seal but interestingly enough - not many people use it in a full Hex build.
Think of something like Hex: Pentimento, Hex: Devour Hope, Hex: Thrill of the Hunt, Hex: Undying, or whatever plethora of totem defense perks there are.
I just hardly see Hex: Third Seal but yes, Hex: Third Seal does have a lot attached to it but I think that's why it doesn't necessarily stay up as long as some might think to favor Knock Out more than the prior. 😎
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890976#Comment_3890976
I mean, yeah, Hexes should be stronger than the non-Hexes. But with Knockout and Third Seal it is a bit weird. Knockout is not a good Perk at all, but it can be used in pretty toxic ways (basically only when you want to go for a 4 man Slug with full Bleedout). And I dont think that Third Seal should be scaled around current Knockout, since I think that Knockout should be completely reworked.
I am also not 100% sure if Third Seal even should get a Buff. It is again not a good Perk, but buffing Perks which impact SoloQ more than SWF is really not great.
Yeah, I see your perspective. I do hope that with the upcoming changes especially with the surrender mechanic being implemented that Knock Out will be monitored and adjusted accordingly.
As it stands now, it's a pub stomper for people unless they equip anti-slugging builds but Knock Out is such a niche perk because it has a low pick rate from what I understand.
But the reason why we're getting a surrender mechanic is due in fact to Knock Out's pressure on soloq and people complaining about it. Especially with people posting pictures of four man bleedouts via the forums (I'm sure it has been posted here) or on the official Reddit subpage.
I do firmly think it's strong against soloq versus obviously their counterpart SWF. If anything you can just simply put a timer on Knock Out and leave Third Seal for perma-blindness, but again - it just impacts soloq drastically in a way due to lack of information being withheld.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890973#Comment_3890973
I chuckled a bit when you said that a Hex is permanent. (I know how you meant it)
But I would disagree and say that Knockout is better, simply because it is not a Hex and more than enough to make it hard for the SoloQ-Teammates to find the slugged Survivor. And you might not even need to look for a Hex-Totem, you might stumble upon it right at the start and it is gone.
Yeah, I agree Knock Out I believe is better due to the fact that it relies on the downed survivor to crawl towards their teammates and the team is permanently blind to the downed survivor.
I don't really see Hex: Third Seal a lot in my games, but Knock Out is something that a lot more killers bring.
Personally, I think Hex Totems should be stronger than their counterparts as Hexes should be more risk and more reward.
However, Knock Out is more low risk and high reward especially against a soloq team that doesn't know how to counter it.
If anything, I would put Knock Out on a timer and then put how Knock Out works on Third Seal so that there is no permanent blindness to the weakest role soloq.
But that's just my two cents, I really don't understand why there is such a thing as permanent blindness in a video game that directly supports cooperation.
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@Thesevenspirits said:
think charms shouldn't only be cosmetic. The devs can add 1 or 0.5 % haste when injured, or not in chase, aura range, 1 second speed boost when not exhausted. Or 1 percent exhaustion recovery speed. 1% boost to healing, vaulting speed etc for survivors.
They can also do similar for killers, 1% hook progression, or breaking/damaging speed. 1 second undetected or haste when carrying a survivor or other slight buffs to perks or add-ons. I can make a whole list of these suggestions that will be easy to implement without breaking the game.
All you have to do is copy the code for the already existing perks/ add-ons and then change the values.
Make the charms mean something other than simply being useless cosmetic add-ons the makes the killers easily find you when you are trying to camouflage into the environment.
Kindly add your inputs here. GGs
No, a killer and survivor should not take note of the bajillion charms in this game and would make the game Pay 2 Win.
What's the point? Then you have people using charms for the simplicity of using charms for a small marginal bonus. I do not feel like any killer (needs to hook and glare at the charms of the survivor's hip) or me as a survivor needing to go up to a killer's hook to investigate what such and such perk a killer has, look it up, and I get stalked by a Ghostface in the downtime.
Not a well thought idea, just no.
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You guys crack me up, I love the forums! 😂
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@honestscript said:
Is there a way to turn it off so that I can use her without all that dull and bland yapping?
Oh, no! Lara Croft voice
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@Raptorrotas said:
I think its one of the things survivors want to close the swfgap. But its like with comms. You cant just interact with randoms as you do with friends.
The argument is to not make soloQ a 1:1 comparison to SWF.
Obviously nothing can compare to SWF because comms are genuinely superior to full out playing randoms.
There are hundreds of perks in this game and we saw with Chaos Shuffle (I was fine during it, but I run many, many, many different builds) that people had to pause just to read what a perk does. Some people can't even identify what a perk is by simply seeing the icon of it.
Putting it where you pause and implementing an anti-camp meter is where Behavior needs to focus their attention at.
Sure, I don't play soloQ as much because I have a consistent 4-man SWF to play with or 3 man, even a 2 man. However, as a person who has played SoloQ for a vast majority of my 3k hours - it would be beneficial and a learning curve to allow survivors to read up on perks on the fly. No one has the time to go to the end game, see a perk that they don't know, and then go look up "x perk DBD", click a link, and read multiple paragraphs.
Allow people to view other's perks and maybe, just maybe I'll go back to playing SoloQ and it not be a detriment! I could actually play Deliverance without having to rely on doing so in SWF. It would push others to adapt and make NEW builds as now knowledge will be shared amongst SoloQ players on who brought what and the synergies these teams do.
It's why I enjoyed my Doppleganger Challenge I did, it allowed me to adopt my random's build and play in their own shoes! Let people learn and build NEW builds, otherwise you'll have people running the same generic meta perks because people don't have the INFORMATION to see new synergies.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890357#Comment_3890357
I love babysitter, one of the most underrated perks in the game.
Love pairing it with Borrowed Time.
It's nice unhooking someone, them getting a large amount of distance, and giving them more of an endurance duration. I slap that onto my Bill for his perks (it makes sense for him). I once unhooked someone during end game, the boost allowed them to reach the gate, and the endurance was long enough for us to get a 4-man out, such a great combo! I'd recommend.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890106#Comment_3890106
Yup, its a 1 time deal. 4 second stun. Its not worth an entire perk slot when there are other perks that are more viable.
I wouldn't necessarily say that it's useless.
I've DS stunned a killer before and they thought twice about committing to me for sure.
DS has its place, I just don't think it's as good as OTR. It definitely is very powerful when combined with other second chance perks for sure!
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890842#Comment_3890842
????? I went to the loo be for real
Don't ready up when you gotta go to the loo.
Priorities man! Loo first then queue up! Say that over and over and it'll be a nice catchline for you to have the next time you load up and get Lethal Pursuered and it be genuine next time. ❤️🤗
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@KA149108 said:
Hmm I dunno, I lose two matches and MMR goes "oh, your matches are rough? Here's a 4k hour Nurse main, enjoy" like????
I got a really great Trapper one game with meta perks, another game I get a baby Trapper 0 prestige with yellow, green, and one purple perk. Poor Trapper rage quit and everything because he couldn't handle the pressure. It's wild how MMR is so widely one way or the other at times.
Sometimes I'll load into a game and it be a steamroll killer or survivor.
Other times, it'll be a situation where it's a neck and neck arms race and I actually enjoy these games! They're fun.
But regardless, MMR is so random at times it's almost comical.
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@xGodSendDeath said:
danielmaster87 is cookin'
Is he burning the house down?
Edit: he can take lessons from Real X9's Wispy.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889467#Comment_3889467
That makes sense. I guess what I was getting at is that I think people appreciate when I clearly have won the match and then give them an escape. Maybe they feel more like it's generosity at that point when it's clear they're being shown mercy. Or maybe it's clear to your survivors that they're being given an escape, but it's a regional thing?
I have to admit that a killer who just gave everyone two hooks was always refreshing in the past, and I usually appreciated the competition and the followup generosity. If you swing your MMR back up and pull that with a cracked Nurse on me, I'll thank you in the lobby :)
Yes, reminds me of when I played Skull Merchant before her nerf.
I had two games specifically where two survivors killed themselves on hook. Mind you, I was not tunneling, slugging, or anything toxic related to these survivors. At that point, (maybe because I play a ton of survivor) — I allowed the two remaining survivors to do the gens and leave.
I still remember it because the survivors shook their heads at me and vice versa. Yes, I could have killed them and got a 4k easily, but to me, it was not something that I felt proud of achieving and I wanted them to enjoy the rest of the game instead of me going out of my way to just end it. I know some survivors prefer that, but this was like middle of the game and they just proceeded to "go next".
The survivors seemed happy and was positive towards it (granted, I'm not on PC - they could have texted me ggez but I don't take taunting or anything like that seriously.) I just queue up for another game and move on. 😊
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@RFSa09 said:
Hello, rulebreaker is correct but if he pulled his tentacle out a little bit earlier you would've to crouch to avoid it, but it was a smart play anyways :)
I see, thank you! I didn't know if I made the correct play here. I don't think the running into the zombie was a bad play, as I'd prefer to be infected than to get hit.
Nemmy here was still quite a character with loads of personality! Definitely would've allowed myself to die to him, but he wanted me to leave like the little cutie he was. 🤣
Thank you for the input guys, I appreciate it.
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@GentlemanFridge said:
While I partially agree, I think it's also worth pointing out that players have also optimised their play more and more. The skilllevel that sufficed when Pyramid Head released is simply lower than the skilllevel required now.
Another, more concrete example. Years ago, people still did totems. Nowadays, you'll get flamed for even starting one if there's no hex in play.
Yes, I agree with the MMR system people have been conditioned to play more optimally and efficiently as possible
That's why I am not inherently against tunneling or slugging because sometimes you need to exert pressure to keep up with survivors. However, you need to understand when to drop chase, when to commit to a chase, monitor your gens, know how to master the killer that you're playing as, and even know how to win mind-games as many skilled players in high MMR killer ranks know how to hide their red stain. Sure, you don't need to tunnel or slug to get a 4k, but it is the easiest way to achieve one.
Same could be said for the survivor side - you need to stay on top of gens, you need to learn how to loop optimally, know how to keep chase going by utilizing check spots and proper mind-game maneuvers to outplay the killer in question trust me, there's a lot of memorization that a regular survivor needs to know.
In essence, killer and survivor is kinda like two forces exerting one another. If a killer is very great at many of the skills I said above, while the survivor team is outclassed - yes, it will be a steamroll.
The same applies for survivor to killer, if you have someone who can hold their own in chase while the rest of the team knows how to push gens effectively, it will feel like the killer is being "genrushed". You can lose three gens theoretically (I've done it to a clown)
2 minutes and 40 seconds in he's searching for people, my chase lasted 2 minutes and 20 seconds, and all of my survivor teammates were doing separate gens. It's very easy to lose gen pressure when you focus on people who know how to loop well or keep their chase going - Dead By Daylight is a time based game and the easiest way to not focus too much on time is simply to tunnel out a survivor (specifically focusing on the weakest link) and turning the game into a 1v3.
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@Rulebreaker said:
From what we saw you probably could have kept going, whether or not you'd still be hit at the vault we'd only be guessing at.
Oh okay, thank you. I was just wondering if it was pretty inevitable that I would get injured regardless.
I didn't know if I just didn't crouch at the crate in the video ^ if I would have gotten hit had I just stood and continued haha.
I figured I'd ask because I know there are some people who main Nemesis on here (I am not a Nemesis main lol). I just kinda instinctively crouch, but I didn't know if that was the play here or to just continue going - obviously it was tense as the zombie came around. 😂🥲
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@jajay119 said:
The game seems chock full of bugs right now.
Yeah, I've seen Yamoaka - like where the stairwell goes all the way to one edge of the map.
So, imagine Yamoaka Estate's stairwell where you lead up to it and it's all the way to the edge of the map.
Usually the doors spawn on the edges of the map, but when I played with someone it just had the doors on an edge wall but have the other entire half of the map past the doors lol.
It's kinda uncanny how many bugs and problems seem to arise with each patch, lol.
Edit: hm, that's very interesting because mine spawned right outside of shack but mine wasn't so close to a wall with a window like yours. I really wish I took a photo, but I was in a 1v3 when I discovered it haha.
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@Nazzzak said:
I think this is the tile I saw during the last 2v8 (or maybe Chaos Shuffle) randomly. It just appeared on Dead Dog in one game and I never saw it again. I got photos, I'll try track them down. Think it's a new tile they're working on and testing out maybe?
Just seems very out of place though.
Probably some Behavior spaghetti code, you never know!
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@SweetbutaPsycho said:
The risk reward just isn't right for this perk most of the time. You weaken yourself to keep other players in the game that sometimes are already so fed up that they want out anyways. So perk is wasted.
Also solo queue is everyone for himself. Most of the time the people you gift a hook state just instantly leave in endgame even if your still on hook and easily saveable. It's a solo queue thing.
Stopped running it since most of the time it just doesn't feel rewarding
I like to use it with Calm Spirit to prevent the scream notification.
But I don't know, when I play duo-queue (I made a friend with 3k + hours last night) and my games are far from selfish. They're very team oriented, similar to how when I solo-queue.
I'm talking protection hits, people who know how to unhook, split up on gens when necessary, know how to loop, even know to get the door to c to prevent the killer from being aware it's being used.
I never got the whole, "every man to themselves" as my randoms are quite selfless, not overly altruistic, but they make smart plays and are often nice to play for me as it does feel like I'm playing a SWF, when in reality I'm just playing with decent players who know how to help others and not just dip whenever.
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@LordGlint said:
In general, ppl tend to be somewhat selfish with their perk loadouts. They like using perks that help THEMSELVES rather than perks for their teammates.
That and it's really strong in SWF.
I have used it in solo-queue and got good value out of it and vice versa, but like you mentioned — chase builds are more versatile, causing them to be more seen more or anti-tunneling ones.
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@buggybug said:
Need a buff? He needs to be fixed with his forever bugged revealing. He is fine not every killer needs to be s broken specially an instant down killer.
When you want to break him out, stare straight at him, does nothing.
When you don't think you're going to break him out, barely take a glance at him, immediate break out.
Center screen or not, still a pain to stare him straight down and you get exposed haha.
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@jajay119 said:
I was playing on decimated borgo and there was a new hill design - is was ‘a’ shaped and looked like it belonged to another map. It also lead straight into a window vault and had loads of random blue patches around it. Has anyone seen this? I was trying to get some more shots but I couldn’t. You can see the blue patches around the window vault at the back of the shot.
https://us.v-cdn.net/6030815/uploads/7URUTLWII9HX/6029fe74-4850-4b48-888c-184f45a72390.jpeg
is this a new hill design that the rng isn’t used to yet or a bug?
Yeah, thanks for sharing that because I've also seen this same hill with the blue paint splattered around it.
Was yours near shack?
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/439184/invocation-weaving-spiders
It shouldn't be denied by gen blocking, that's for sure.
The Broken penalty isn't the best fit, Exposed would be better imo.
But, I don't think it should be made faster. 60 seconds is a fair time for a permanent effect. What I'd do is make it so joining the ritual increases the reward, but doesn't speed up the process.
I can see the exposed instead of the broken status effect. I think this would be a better change, but it depends on how long the exposure would last.
@UndeddJester , I did take Resilience, Deja Vu, and Sprint Burst. My friend did come with the idea of bringing second chance perks to allow myself to be more viable in the long run, but I'll probably tweak with it again. It just feels unbearably slow for the amount of time you get to be down there, while there's chaos ensuing outside of the basement lol.
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@Tsanders said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888039#Comment_3888039
We still have games where a killer is forced to slug the 1st survivor because the 2nd survivor is trying for a pallet/flashlight/flashbang save. Then the killer is forced to slug the 2nd survivor because the 3rd survivor is trying for a pallet/flashlight/flashbang save. Then the killer is forced to slug the 3rd survivor because the 4th survivor is trying for a pallet/flashlight/flashbang save. Yes, there are games where survivors force the killer to slug over and over and over.
1.) You know killers have a perk to prevent flashlight and flashbangs right? If this is something you struggle with often enough just throw it in your build.
2.) How are you playing so poorly that every down is somehow near a pallet
3.) You keep saying you are forced to slug survivors. Who is forcing this on you? Outside of SWF groups I have never seen 3 people come together to try to save another survivor
I've came to the conclusion that people do not want to swap off their tried and true builds.
People get surprised when I tell them that every single survivor that I have (and I have all of them) all use different builds, no overlap whatsoever. I'm constantly and I mean constantly coming up with new builds all the time, I try them out, like them, and they become permanent staples to the person. I guess this is why I don't really care when a perk gets nerfed.
I look at my old videos from 2 years ago, I'm running Circle of Healing but when it was announced to be nerfed - sure, I didn't use it as much, but I didn't cry about its nerf.
Made For This? It was on my David for a nice, stealthy getaway type of build. It got nerfed, did I come on here to complain about it? Nope.
The only perk that I have came on here to complain about was Wake Up (it was a staple to my Quentin build and I am a selfless survivor main) and Distortion (I didn't even use it that much, but the original nerf was horrible + I still think it needs to go back to 3 tokens).
Regardless, when a perk gets changed or nerfed - it doesn't affect me. I run all types of builds so I'll always have a nice playstyle at the end of the day -- and this goes for both sides, people play on one specific build, a perk of theirs gets nerfed, and they come and complain about how one side is nerfed when BOTH over the years that I have played gets nerfed.
You're right, when I loaded in on high prestiges with my prestige 2/3 killer - I tossed on Lightborne for one of my perks if I saw 3-4 flashlight users (ain't nobody got time for that) or if I don't have it unlocked, I used Starstruck. I 4ked a SWF team with Wraith with Starstruck because they were overly altruistic months ago.
Even with the annoyance that I got and I was heavily annoyed, I allowed the Meg (or whoever the last survivor was) to get her totem glyph -- I downed her as she was doing it, thought to myself (I'm a survivor main) let me let her get her glyph, allowed her to wiggle off, she did the glyph, she got all sweet with me but guess what? I killed her and I still do not regret it.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888020#Comment_3888020
The problem is that 3-Gens which can so easily be defended exist in the first place. And if the Killer is camping it… Yes, this is the Killers fault. 3-Gens are not only caused by Survivors, but they are also caused by Killers not really leaving them. And then it does not really matter if the Survivors do the other 4 Gens or dont do them at all - as long as the 3-Gen is not broken, the game cannot be won by the Survivors.
And sadly 3-Gens exist especially on reworked maps (most likely because the maps got too small). And yes, I think Gens should not spawn that close to each other that they are as easily defendable as they currently are.
It also does happen on maps which did not get recent reworks, even tho it is rare and usually not as extreme. Here is an example of a game I had yesterday on Resting Place:
https://us.v-cdn.net/6030815/uploads/LFLJT0VGIK45/restingplace.png
The blue Dots are Gens I know of. On top is Shack, there was one Gen in Shack and then 2 right next to Shack. The middle Gen was more towards the other side and there were 3 Gens on the other side (I dont know where they were, simply because I never was there, since my whole game resolved around doing those 3 Gens). The Killer did not capitalize from the 3-Gen, but if they would have done so, it would have been an impossible game for the Survivors. And it is not like there is no room left on the northern side of the Map where the 2 Gens not in Shack could have been instead.
And with the reworked maps, you have them sometimes even more clumped together. And this is something which should be fixed. Not saying that Gens should not be able to be defended, but if you can stand in the middle of it and have clear vision on all 3 Gens, something is just wrong.
Yes, let's not mention gens that spawn in a straight line.
Five gens that spawn on one side of the map.
You break the three gen, the new three gen that forms is still pretty bad.
It's gotten so bad that I have to have Deja Vu in all of my builds. I would like to experiment without always having to have Deja Vu in all of my survivor builds, but I cannot afford to swap it out.
This is an unpopular opinion for sure, but I actually like Backwater Swamp simply for how they have the gens set up. Sometimes it has the gens spawn in a far corner of the map, out of place, out of sight. I wish Behavior had more of a consistency about gen spawns, either they spawn where a killer defends them easily due to the close distance OR create specific situations where they spawn on the edges like Backwater Swamp.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888006#Comment_3888006
- Hooks don't respawn instantly.
- Even when hooks respawn, if all the survivors purposely get knocked down in the same spot, they aren't all in range of separate hooks. And at least one of them will bleed out by the time you can hook 1 of them, wait for them to die, then wait for the hook to respawn, so you can hook the next survivor.
- We still have people burning "basement in shack" offerings with badham offerings, then purposely standing in the basement where they literally can't be hooked.
- We still have survivors sabotaging hooks, which forces the killer to drop the survivor, and by the time the hook respawns the survivor has moved far away enough from it, and has enough wiggle progress, that the killer literally can't hook them.
- We still have slugged survivors purposely crawling away to hide, so the killer can't find them.
- We still have games where a killer is forced to slug the 1st survivor because the 2nd survivor is trying for a pallet/flashlight/flashbang save. Then the killer is forced to slug the 2nd survivor because the 3rd survivor is trying for a pallet/flashlight/flashbang save. Then the killer is forced to slug the 3rd survivor because the 4th survivor is trying for a pallet/flashlight/flashbang save. Yes, there are games where survivors force the killer to slug over and over and over.
- We still have games where a killer is forced to slug a survivor that has boil over and flip flop, and by the time the killer can actually pick up the survivor, they've crawled away for a hook far enough, and has enough flip flop progress, that the killer can't get them to a hook
- We still have games where a killer is forced to slug a survivor that has power struggle and flip flop, and by the time the killer can actually pick up the survivor, they've crawled under a pallet, and has enough flip flop progress, that the killer can't get them to a hook
- When all the survivors are slugged, there is often more than one of them that has never been hooked, and it's not safe to hook them, because they might self-unhook and then pick up their teammates. As in, there's a legitimate reason to keep those survivors slugged.
- We still have games where 1 survivor can't be picked up, but the other 3 survivors can be hooked, but all 4 survivors purposely crawl on top of each other so the killer can't reliably pick up the 3 survivors that can be hooked.
- Hooks respawn pretty often, I've never had this issue even with a background player Cheryl going out of her way to sabotage hooks. She did it to me and I as Legion 360ed and hooked somewhere else. Let's not kid ourselves into thinking that there is no counterplay to specific situations like this. Sure, I haven't went against a full sabo squad, but in the situation that I did, I would slug. Would I be spiteful as slug them all and bleed them all out for 4 minutes, no? When I found Cheryl at the end of the game, did I bleed her out when she adrenalined as I closed hatch? No. I just hooked her like every other killer that I go against does.
- Again, not an issue - if survivors get downed in the same spot. That's an easy game handed to you, they're not doing gens, sure - you could argue well now I have to slug because they're all being downed in the same spot — hooks spawn close to one another, it's not hard to walk a few feet and put them on the hook.
- A non-issue, slug them - I haven't seen this playstyle but sure in this situation, slug them, and punish it. Still an easy game regardless, the survivor is purposely throwing the match and an easy game yet again, regardless.
- If a bunch of survivors are sabotaging hooks, they're off gens, slug to your hearts content situation - it's fine. I don't have an issue with this type of slugging.
- If I'm slugged, I'm not coming to you. Call that spite, whatever you want to call it - if you are slugging me for four minutes and everyone bleeds out, I'm not coming to you. Even if the killer is starting to find the other survivors, hooking them, everyone dies, and I'm the last I'm still not coming to you. Actually, for a word here - I've had a Houndmaster I believe who slugged me at end game and my decision to move actually allowed me to get hatch. But regardless of the example, hatch closes, I'm still not coming to you. I don't need to give you the mori animation, I just don't care to see it when I see it a plethora amount of times over and over - I don't need to reward you by slugging me to come crawl to you.
- Yes, I've had situations where I needed to do that in my Onryo example especially with Ada with Flashbang/Background Player combo. I changed my playstyle as the game progressed, the next time I downed one of them - I went around to search, found Ada, hit her, picked up, and still hooked normally. I've been annoyed, sure by other survivors especially when I played Wraith and got absolutely dunked on, but at the same time I just don't see the purpose of bleeding out survivors. I've seen and been through many examples of being bled out, particularly Wraiths (dinging their bells over my body), Huntresses repeatedly throwing their axe at my body, or even Bubba just standing in the middle and revving his chainsaw. Both sides do unsavory things, that doesn't mean I'm going to overtly slug survivors out because they annoyed me too much, I just slug when needed, hook when needed (I use Pain Res and Pop a lot), so it doesn't bother me and I still get to use my perks.
- Sure again, I was trying to do the Xenomorph adept and I came across a Boil Over David on Crotus. When I recognized it, I slugged him, and left him there to ponder his life decisions. As he did what he did, I just focused elsewhere and still got a 3k. Sucks I didn't 4k, but a 3k is a win in my book as David was pretty much useless the whole match, lol.
- Again, it notifies you that Power Struggle was used. I went against two Fengs as Wraith with one of them having Power Struggle. Guess what? She power struggled, I cloaked, cut her off, and downed her again. Really not a big deal at all, but again might be more of an issue in a full blown SWF - but let's be serious, what type of SWF is rocking Power Struggle and Flip Flop? Again, in these situations I just quickly pick up or if they're annoying me with flashlighting me, I just slug until they're the last and I just down them again. If they get hatch, I don't really care (at least personally) some might, but at the end of the day I killed 3/4 and I achieved my goal, haha.
- See, you can say this example is petty. Let me hook everybody else, leave the last who hasn't been hooked because they can 4% off (a small chance mind you). Maybe I just don't find it fun for myself to waste my time, I just hook. They unhook themselves, congratulations. Good luck trying to unhook the two or three other unhooks, I have massive amount of downtime and they more than likely are not going to win unless like a gen or two is still up. Again, I just don't really see this as an argument - I still have massive amount of pressure as everyone more than likely is on death hook, but again I value my time and just want to go into another match.
- The same argument as the other one where survivors all huddle around each other causing the game to be easy - even in my Wraith example ^ I tunneled Nancy. I know ooooh tunneling Nancy - I tunneled her because she kept routinely trying to take body protection hits every time someone unhooked her. Did I slug her, no? She was easy eliminated because she kept doing what she was doing - if I was on PC, maybe she would have called me a ggez loser Wraith - but if you run in my face with Off The Record, I'm going to hit you. I even ate DS as well, she still died. Feng Min with Power Struggle? She went on the other Feng Min and I picked her up, she Power Struggled, and I downed her again. I picked her up, she died, I came back to the other Feng Min, she died, game was over.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888012#Comment_3888012
I'm not expecting for survivors to do anything.
I'm expecting the game not to punish me, when survivors purposely place themselves in situations where I'm forced to slug them. The giant double standard is when people say "slugging is a problem and needs to be fixed", they only want it fixed for survivors. And if the killer is forced to slug, they still want the killer punished for it.
If slugging is fixed, it should be fixed for both sides of the game. Slugging is frustrating for the killer, when the survivors force them to slug.
I also have slugged when I played Legion, I've also slugged for the 4k as Onryo on Decimated Borgo (against a SWF that was frustrating me with blinds)
You're acting like I myself am advocating for a removal of slugging, when I obviously partake in it.
The difference however, is that I'm not actively putting survivors in the dying state and bleeding them out for 4 minutes (except for the Onryo example above ^).
Even when I played recently, I didn't slug the last survivor to watch some ridiculous mori. I just hooked, queued up again, and got into another killer match relatively quickly because my time is important, I don't have time to sit there and watch a survivor on the ground as the last survivor continues to hit skill checks.
It's not petty for a survivor in either of those situations ^ hitting skill checks as one of the last to spite the killer, the same for them refusing to crawl to you because they're slugged.
You would probably classify me as a survivor who spites the killer because I'll just wait and search for chests or totems when the hatch closes. - sometimes I'll go to the gate (if they're not close) but if they're directly right next to each other, what's the point? Let me watch the same mori animation done to me over and over? Both sides can be spiteful and the repeated ad nauseum take that I play how I play because the other side plays how they play is a circular argument.
You can say the exact same thing about meta survivors or teams comprised of skilled players that know how to directly counter a slugging killer's playstyle, a tunneling/camping playstyle, just like I know how to counter in the examples I provided as a killer. ^
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@Darkage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888018#Comment_3888018
Well said.
The tutorials don't mention anything at all on looping, when to unhook, do gens, and all the important stuff that actually applies to the game. I think it's because this game was meant to just be a horror-stealth power trip game, and they haven't quite updated the tutorials accordingly. The only killer you learn to play against is trapper. Hopefully the new player experience is addressed in the 'and more' section of the changes!
Yes, a more well expanded tutorial system would do wonders for newer players. Reminds me because of me doing it only for the Bloodpoints but yes, maybe with the addition of killer bots being added in 2v8 when people DC - they could expand upon it more.
Practically explaining when to know how to unhook, when to pressure gens, how to orient yourself with the hud, when to heal, what a protection hit is, etc, etc, etc.
It's kinda why I've been uploading stuff just to illustrate how to do chases against specific killers as many people seem to struggle with them. But true, I definitely agree with you here. There's a lot that needs to be done and I'm glad that Behavior is taking a step away from content creation and maybe, just maybe — this will push them to invest in better resources. When I played, I learned things via me searching for content creators to watch and I'd just mimic and learn from what they do. It would be helpful if Behavior could implement other content creators or even showcase example behaviors by providing videos or even simulated scenarios both killers and survivors will find themselves in and please for the new players, remove perk locks. Allow them to freely have four perks once they go into a game - even if it's four perks that aren't good on paper, it's still better than nothing and encourages learning for the new player to experiment with perks.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888015#Comment_3888015
You're welcome :). Always happy to find a reason to share some of the history and nostalgia of this game. I also felt that was an important piece of context to the complete timeline of what was going on during this period of the gam'e history. It was only there for a few years early on and iirc by around 2020 it was patched out for the reasons you stated.
Yeah, I probably played in 2022 lol.
Basically I started playing when it became free for PS Plus, haha. I just have been attached to it since then. 🥲 But I didn't know that at all, usually when I played killer - if I noticed a bunch of flashlights... I just would equip Starstruck (I didn't have Lightborne leveled up lol).
But I wasn't aware that you simply swap on the fly like that, I know for survivor obviously we could swap last second. I never did it, but I knew of the concept so that's a very interesting fact that I wasn't aware of. 😂 Always feel like you learn something new with the game each time you come on the forums.
Had to edit because apparently it became free in 2022 😂 honestly feels longer than that - how time flies for sure!
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@fixblitzskin said:
idk if this is how to do feedback on the downvotes but I feel that people are quick to downvote than upvote. Like people are Quick to talk smack about others but rarely compliment it’s the same here. Previously if you didn’t agree or like what a person said you responded through a comment and if people agree with you you “ratio”. Twitter and Instagram is like that I kinda prefer that because on Reddit it is so easy to just downvote with never needing to comment on why you disagree. Especially on a forum place where people often times are going to talk about complicated subjects that aren’t unanimously agreed upon. Just my two cents on that.
Yeah, that's the one thing I liked about the forums was the fact that there wasn't a downvote option like you have on Reddit - where you can get downvoted to oblivion.
From what I gathered, it's to see how people interact with one another - even @Mandy has said that it's to gauge how others interact with one another and who are quick to downvote without actively engaging in formal conversation with the other.
Even if I don't care for the downvotes, it doesn't really bother me too much. If a person downvotes, they downvote - I'll respond if someone tags me, but otherwise it's just an imaginary number just like the upvotes are.
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The problem with making the game more "noob friendly" is that Dead By Daylight by nature is not a noob friendly game.
When you first queue as killer, you will struggle - you are loading into a game practically perkless going against survivors who more than likely have perks. Sure, they are inexperienced just as you are MMR wise - while the same is said for the survivor side.
Dead by Daylight is an inherently grindy game, causing many people to have to play game after game of having little to no perks - tunneled, genrushed, camped, etc.
There's a reason why a vast majority that play this game are veteran players who have chosen to stick with the game for as long as its existence. The people who have left, left for reasons such as perk changes, general changes to the game (some leave for the direction of chase versus stealth for example).
Dead by Daylight is a hard game to break into in today's day and age, not only due to the fact that you need to level up to even gain perk access (it's stupid and should be removed for more accessibility) but because it weeds out newer players as a whole. I would argue that early on Dead By Daylight was very beginner friendly, but today? No, it's not.
Even if the game became more "noob friendly", what would those changes look like? The reason why Dead by Daylight was so easy to play at first was due to people who had no idea how to play.
People urban evading everywhere, fog obscuring killer and survivor, survivors blowing up gens because they weren't used to skill checks, killers hitting people on the hook (thinking it kills them faster), and all of the other chaos that early Dead By Daylight had.
There is no way to make this game noob friendly unless you, as a new player, knows a more experienced player to teach you or you go out of your way to watch content creators. There's hundreds of perks in the game and is completely overwhelming to a newcomer and why many, many of the player base are people who have played and stuck with the game for so many years lol.
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@Nun_So_Vile said:
Big mention, but you could also switch killers in game lobby. Which was just ######### fantastic honestly because if you loaded in and saw a bully squad or wanted to change up who you were playing for whatever reason, you could just switch your killer on the fly to whichever killer you felt best. Man…losing that really stunk.
Ah, you could do that in the past?
I just started playing killer months ago, so I wasn't aware during the pip system that you could swap between killers when readying up in the lobby. I just mainly played survivor for many years, obviously still play survivor a majority of the time but I didn't even know of that, lol.
Makes sense because there wasn't an MMR attached to the killer that you played, but interesting. 🤔 Thanks for sharing that. 😊
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@bazarama , more us v. them yawn - people play how they play, it doesn't matter. I see the same gen regression perks people begroan are ruined. If they were as weak as they were, they wouldn't be seen predominantly in most games.
@Coffeecrashing , why do you feel like a slugged survivor should come crawling to you when you've already wasted their time by four minute bleeding them out?
If the survivors are intentionally not using the surrender option, why is it on the onus for them to simply give up when the playstyle itself is problematic to the majority? Solo-queue.
I hope that in the future, many survivors will learn to counter the specific playstyle and learn to not simply give up as the killer has chosen to simply utilize tactics that only affect the side without comms. 😊
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@Ghostofsnow said:
Like my problem is you cant even tell a killer is camping the slugged bodies and this is an active, less committal way to win than go for hooks. If anything this incentivizes slugging as a potentially faster win condition. while I'm sure stuff needs more time to work through anti slugging i think that should be put in the game before making slugging more appealing.
Should just be placed on a timer, but knowing Behavior these rounds of initiatives will enable the playstyle.
Behavior will take note of it, months later enact a nerf to Knock Out, or do a bandaid fix to fix the issue. Behavior typically seems like the developer that does these changes, collect statistics, and then issue out potential fixes to these issues.
Kinda like how medkits and general healing was nerfed in 6.1.0 and then Sloppy Butcher was nerfed to compensate the changes. I know people hate the Sloppy Butcher changes, but that is what they typically do.
We saw this with the Distortion changes and the Weave Attunement changes months later.
I don't see them adding basekit Unbreakable into the game, but I could be wrong.
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@Aven_Fallen said:
You are not really forced to go there, you can do Gens. If the Killer decides to camp someone on the ground for up to 4 minutes, you have time to complete the rest of the Gens. (Unless there is a 3-Gen and the person is right in that 3-Gen, but this is another problem which hopefully will get fixed at some point…)
The second part is very valid tho. The Surrender Option does not fix slugging at all and might just incentivize Killers to go for 4 man Slugs, since it is a Victory for them if all Survivors surrender. So it does not do anything against trolling or that slugging is just a bit too good currently.
Precisely, just do gens. I've had a Skull Merchant camp my body and gens were flying.
If a killer decides to camp your body, which is arguably the worst way to play with Knock Out — then they will just camp your body. They're just hoping people will wander around or hover around you to get free hits.
If you notice a killer is babysitting you, as I like to put it (just continue to crawl until they break LOS with you) or you could just stay in one place, up to you.
It's a boring strategy, but there's not much of a counter to Knock Out unless you're forcing them into hooking you - by that, I mean intentionally going into a locker, injured, and allowing them to grab you and place you down or hook you.
I like to move from my spot to prevent being watched from the killer, but it's a very strong strategy against solos and hard to pull off with people who either know how to counter it or a SWF with comms.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887796#Comment_3887796
That is one of my concerns, that it will just encourage less discussion - but if we don't try it, we'll never know. It's not something we're locked into doing, it's very easy to switch off so if it does start to be problematic, it's just a flick of a switch.
It works well on a lot of other platforms, I hope it can work here.
Hey, Mandy - I'm wondering because I remember years ago you saying you played a lot with Head On and other perks and this is the first time I've seen a post from you in a while as a long time lurker - but do you still enjoy the perk as much as you used to or have you moved onto other perks you enjoy? 😊
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887751#Comment_3887751
I have to hit 100K downvotes too
I gave you a downvote and upvote to help you out, dear soldier. 🫡
Edit: take that back, only downvote for you - no upvotes. 😂 I wasn't around for the downvotes, but good luck Pulsar - get more downvotes than upvotes.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887879#Comment_3887879
yeah exactly we play similarly. I make whatever call I have to in order to stop it from becoming a 3v1 as long as possible. If they’re snowballing too fast though sometimes I just let it happen instead of become the snowball(I don’t really run second chance perks, I suppose I can throw on one though if I need to because back to back matches or something with hovering nearbys , I think deep down most of us are a little boosted sometimes 😂 I don’t claim to be a god, but I do know some things about some things. There’s a lot of miles on these survivor tires. Also yes absolutely without saying If im not building other emblems the lightbringer is strong in me 🫡 I’ve been known to be yoinked a few times due to dedication of the cause in dire situations. Sometimes every second counts , sue me 🤷♀️ I know exactly the kind of Billy’s you’re talking about. I saw they buffed him back and I heavy sighed bc they were right back to that strat on crack. It’s so rinse repeat and they’ve got that timing down to a science. It’s really hard to not get sucked into it as solo, you kinda have to let them die or feed the beast, unfortunately.
That actually sounds like fun, I’ll probably try that build, see how it goes. I was having a lot of fun with light weight, light-footed, lucky break, and overcome before 2v8. That fourth one you can use whatever exhaustion you want, or quick and quite goes really well with it too, or finesse.
Okay yeah cool I’ll check my messages!
Yeah, I really try my best at the game and I'm what I like to call an analytical nerd lol. I've been playing the game for so long, so I have built in rules ingrained into me for playing solo-queue so much, haha.
I really do think there is valuable skills you can learn in solo-queue, it's really like you're tossed into the wild when you first start. Luckily for me, before I played — I watched a ton of Noob3, Probzz, Naymeti, and many others with a dash of killer content creators on the side (Otzdarva, Scott Jund, Zubatlel ((even though he started as a survivor main I believe)), and even Hens). Probably why I try to be as nuanced and balanced as I am with my takes, plus I played killer for a few months and recently (an Onryo lover over here). I just don't really play killer as much because I personally find it boring for myself, I really don't know why to be honest. I think it's just you can relax and do your own thing in solo-queue and even though it's like you're babysitting randoms, especially ones that do questionable things it's always hectic and random making me get out of my comfort zone.
When I play killer, I get a little bored I'm not gonna lie - I already know the basics of how to play killer because I started by watching both sides from the very start. Granted, I never played killer years and years ago, but I have played it recently and I still can 3k/4k easily as Onryo. I struggle with some killers, but that's to be expected - I really enjoy Trapper even though I'd argue him and Myers are down there in low tier.
I used to run Off The Record, Deja Vu, and Sprint Burst a lot in my builds back before Distortion was nerfed - I wasn't a huge Distortion player typically, I did use it, but I like to have my build play into one another so it would have to be a specific build lol - think of like Poised and Distortion or Hope and old Wake Up and Distortion (obviously don't use Wake Up anymore). If I have a build that's specifically designed for me to get ######### done, I just would slap Distortion on it.
Distortion to allow me to render BBQ and Chili useless, Poised to pop the gen and go incognito.
Distortion to do the same from above, Wake Up to allow me to help my teammates get out by opening the door faster (I replaced Distortion with Wake Up, but you get what I'm putting down) - I put a lot of thought into my builds 🥲.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887841#Comment_3887841
don’t worry I read it all before it got error’d away. Yeah same I don’t like to back seat game either. Mostly just giggle and be also that reliable person. Like my idea of playing with someone is “yeah nobody is coming to get me, can you come get me? Is anyone coming for you? Where you at I need a heal?” My main goal isn’t to chase until caught I mostly try to lose line of sight and break chase. I can confirm I don’t run urban evasion, nor self care. I usually come with stealth/chase/sometimes info, and usually a brown Medkit with no add ons for emergencies, or whatever whacky build my brain came up with that I want to try out bc it looks like it gives synergies. No clickies or bangs though, and may the entity spare you if you ask me to use them(I try not to be evil). Solo is super nice though when you don’t want to talk and just want to clear your head, I agree and totally get that.
Comp looks cool, I watch some videos sometimes, it would be neat to learn call outs, I think. I’m not a looping god though, I’m decent but yeah, I don’t think I’d ever make the cut tbh.
I have a massive collection of games but these are games/full collections I’ve played and enjoyed:
Detroit become human, the sims, mortal kombat, final fantasy, nigh, Elden ring, tiny Tina, midnight suns, destiny, resident evil, the evil within, silent hill, baldurs gate, Diablo, Skyrim. Fallout, mass effect, the dark pictures anthology, spider man, Batman, god of war, stray, dark alliance, need for speed, vampyr, dragon age, the forest, ark survival evolved, freed fall, outlast, tomb raider, black ops, the last of us, days gone, the wolf among us, the outer worlds, heavy rain, South Park, metal gear solid, until dawn. I’m all over the place to be honest. What about you?
Yeah, it's honestly crazy because I usually get the error and it posts anyways but the forums just decided to delete my comment I guess. 😂
Yeah, I try to be as logical and efficient as possible (sometimes I make mistakes, but that's us for humans anyways. 🙃) I'll heal when asked, I always try to hook rescue before someone reaches second stage even if it means I will go on the hook instead, to me - extending your teammate's time in the game is invaluable so I really try to go for unhooks as 1v3s are hard to manage. However, if I simply cannot get the save, I will just leave and let the person die (an example being a camping Hillbilly and I'm already injured) it's physically impossible for me to do it, so I sadly had to let the random die. 😔
I also do unique builds, I try to find small little synergies with specific builds. My most recent little experiment was with Object of Obsession, I know, tunnel target lol but I typically do well in chase! I actually paired with Scene Partner, along with my usual two perks Deja Vu and Sprint Burst and I honestly was having a blast. 😊 I slapped it on my Dwight and you just hear him go - "ooouh", lmao it's so funny.
I think that's why I'm not as burnt out or prone to go next, I always have different builds on all of my survivors and it freshens up the game for me. I don't run the same build over and over again because honestly I get bored, so that's why I love Dead By Daylight a lot - the amount of synergies you can make it quite interesting to me. Reminds me of Mass Effect 3 Online, which I played a ton of haha.
I'll respond to the one about video games in a DM because I saw you give me one, but we share similar games in common.
I would definitely recommend The Witcher 3 if you haven't tried it, don't be deterred from thinking you need to play the prior ones (even though I want to play them myself, you can easily get into the Witcher 3 as it recaps the story if you're a Playstation player on your end, as we don't have a way to play the prior entries. 🙃 But it's really good and definitely up your alley!
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887716#Comment_3887716
I'm also a console user on 100% camera sensitivity lol I've been playing this game for 4 years now and it's only been recently I've started practising flashlights. Never brought one into a game and when i would find one in a chest I'd leave it. Now when I find them in 2v8 and I'm against a Nemesis, I find and practise on his zombies just so I can get used to the camera angle required. I got my first flashlight blind on a killer yesterday
Oh yeah, I can definitely do blinds like when the killer is locked into an animation - vaulting a window, breaking a pallet, and if I'm close for a flashlight save but it's just not my playstyle honestly. 😭
Then you have killers who automatically bring Lightborne when there's no flashlights in the lobby too, so I just prioritize chases and gens in general.
I remember playing with Champion of Light when it first came out, but was a little hard for me to control due to the sensitivity and higher movement speed - obviously this is all practice but I just find chases in general fun to me. I don't even mind dying, as long as I have a nice chase, and my team gets out or at least one I'm quite happy and content! 😁
When Made For This was the way it was, I used to pair it with Iron Will, Residual Manifest, and Champion of Light lmao.
Reminded me of old DBD, without the Sprint Burst as I am a Sprint Burst girl - but I found the build fun - obviously Made For This was broken, but it was nice to play with Iron Will and have a little speed boost at least. 😋
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887716#Comment_3887716
I only mess around with the sensitivity when I run Huntress or wish to punish myself trying Trickster or Singularity again. Say 70%. Otherwise it's full blast 100. The input delay and deadzones in the sticks are much more of a problem imo for those who want to get gud.
Yeah, I wanna get the more expensive Dualsense Edge controllers so I can shift my crouch button to the back paddles.
My hands are small, lmao. 😭 So, the hitting L2 for controller to crouch was not it for me. So, I switched it to my thumbstick - I can actually crouch and transition to a run much better, similar to a PC player but the backpaddles would be a blessing. Alas, the life of a university student but I plan on getting them eventually! Haha. It definitely helps with Huntress, I can actually dodge her hatchets much better and the 100% sensitivity allows me to flick my camera around a lot for easier looping and movement. I still can't do the fast 360s some people can do, especially PC players. 😅 But I still try my best with controller limitations! I even changed my button so I can heal under a pallet instead of dropping it like many other console players do, LOL.
