Chaos999
Chaos999
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- Chaos999
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3172912#Comment_3172912
You've never run into a quad flashlight squad who literally move in pairs for the express purpose of abusing dual lockers whenever you chase them.
Literally unbeatable unless you're an instadown killer, or you somehow run their batteries out. You cannot hook them.
I have. I really have. Multiple times. And I have almost always crushed them under my feet (one of the few situations I will kill them all). As wraith (admittedly, running purple all seeing and coxcombed, which is my top combo). Even if I don't manage the 4k, they'll definitely not be able to dominate the match and usually only manage a 2 or 3 escape when they scatter after realizing that it does not work and do their gens. They are literally one of my favorite teams to versus.
A few tips I can give you.
Forget lightborn. They'll just revert to doing gens. Plus you have to best them on their own game.
Chase perks are boss. Specially bamboozle which I run on almost every killer anyway.
Do. Not. Respect. The. Pallet. These teams rely on being able to loop you and greed pallets. Chase relentlessly. On shack, block the window, crush the pallet and it becomes deadzone. If they start using the lockers, turn on the other guy and hit them, then double back against the one leaving the locker. Then double back against the wounded survivor coming back for the save. Next time, reverse and pull out of the locker immediately.
I wish I could show you some of my games, but I don't record my games, sadly.
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Seriously. Flashlight squads are the weakest of teams by a significant margin, exploit or not.
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@FriendlyKiller said:
And once again I find myself in Iridescent ranks, where it's impossible to pip unless I literally play like a stupid #########. Kill the survivors too quick?
Depip.
Let even one get out?
######### depip.
I'll get Iri one(again) but honest question to my fellow killers and survivors as well? Do you enjoy the Iridescent pip system? Because I think it's garbage. Just had a Mikaela carry the whole game for her team she would have got hatch but oops I'm in Iri so I have to play like a merciless sweatlord.
Can People who get iri be rewarded instead of punished? Not even the sweat but just the rankings?
🍻 cheers
I can pip all the way to iri 1 rank by letting 2 survivors go every match.
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This thread just became a lot funnier xD
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Clown. I can stand the smell of dead and decay, but that filthy fat fart. It's likely nauseating.
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Wraith. He is so bad without his good addon combos.
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The perk works against camping. I think the people who complain that the perk does not work is people who aren't actually dealing with camping killers but bring the perk and fail to get value out of it.
There is a difference between helping against camping and helping against overall hook progression
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It's kinda fun to bring plaything and not pentimento and see survivors not purify them xD.
Or bring devour hope along penti and plaything on a high mobility killer who can defend his totem and watch them unravel.
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I typically let 2 survivors go on every trial.
I need a reason to kill everyone.
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@OjomoTheWraith said:
https://forum.deadbydaylight.com/en/discussion/344328/skill-issue
I got grabbed and thrown and still got injured. He's buggy in both ways. Classic bhvr
If you're thrown into an obstacle you are supposed to be injured. It's actually kind of hard not to injure after hitting someone with his power
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What's wrong with 8 hooks and 0 kills? I mean, sure it's a loss, but sounds like a really fun and interactive game.
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Cleanse, or don't. Good for me either way :)
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Why everyone keeps writing killers think this and survivors think that like we are all some kind of hive mind or something?
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@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3153392#Comment_3153392
Depends if they have a gen jockey or switch someone out to be a gen jockey. If that's the case enjoy being bullied while gens are still getting done. And depending on the map and how good they can loop, forget about it. It's over.
I dunno. I always have fun with them. Of course I don't get tilted by their stunts and capitalize on their boldness.
1 guy on gens and 3 guys running around you is miles better than 3 guys on gens and 1 guy actively trying to get away from you.
Being a good looper as survivor means very little if the map resources are used up. If they greed and loop well, bulldoze through the pallets then slaughter them.
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Flashlight Sabo teams are the easiest of games.
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What's with the nurse threads lately? I swear there are even more than usual.
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But my poor trapper spends 3 gens just setting up his endgame....
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Would rather die every survivor game I play after being abandoned by my teammates, than to be afraid to die a fictional death on a 10 minute game and act like a coward.
You can count on me. I will attempt a save. Even if we just die together as a result
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I guess it's conceivable that a gorilla could play blight better than me.
Wait that wasn't the question?
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It greatly depends on how you find you like play and what family of perks complement or help you.
Two killers I can definitely recommend are artist and pinhead. Artist's pain resonance is currently one of the best no-kick regression perks on the game and pentimento is also a powerful perk that adds significant slowdown, though not on its own. Additionally, artist herself is a powerful killer that can do well in any situation, although a lot of Survivors hate her.
Pinhead's plaything is powerful hex perk that synergizes extremely well with artist's pentimento. I actually like to run pentimento, plaything and pain resonance together as standard on a lot of not stealth killers. Deadlock is a reliable, strong slowdown perk that works well in almost any build.
Pinhead himself is not that strong. A solid B tier killer that is nevertheless very fun to play with.
However if you find you want more chase oriented perk builds, then definitely clown, spirit and hillbilly are the best combination.
Clowns bamboozle is a very useful perk in any map. He also comes with pop goes the weasel, which, although significantly nerfed recently, it's definitely not trash.
Spirit's spirit fury is also a useful perk for chewing through pallets and speed up chases and deadzone creation, rancor is also interesting, though not a chase perk.
Finally Billy's enduring complements the other two perks to create an ultimate, relentless chase machine. With all three perks you can shutdown down any loop very fast.
On the killers themselves, Billy and clown are not very powerful sadly, and require significant effort to master and do well with. Spirit is weird, as it plays very differently from other killers. She can indeed be one of the most powerful killers in the right hands... Or you might suck with her.
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Agree. I'm sincerely looking forward to this perk because it is going to become a wasted perk slot against me.
If the survivors want to go stop the hook progression instead of just, you know, unhooking, be my guest, since I will likely not be around there. And if I'm around, it's to chase you, not to guard my hook.
The only thing I do think the perk needs is to deactivate when gates are powered, because at that point, with 0k, the killer usually can just give up and let them go or try and get 1k by camping, which I think is perfectly reasonable, but with this perk, the 4E is practically guaranteed, which I think is a bit harsh (even though normally I just let them go at this point, I can understand those who would rather fight for that 1k).
Maybe make it conditional. If all 4 survivors are alive when gates are powered, this perk deactivates. Otherwise, it remains on.
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If the killer can afford to walk to a Gen he knows needs regressing, he is likely to run any combination of CoB, overcharge and eruption.
For the rest of the killers, there is pain resonance.
Gen regression is not likely to stop being meta.
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If the killer is going for you, your mate can bodyblock. If he is going for your mate, tank the hit for him.
If your mate is wounded, well you don't really expect to leave together from the basement in that situation. I don't see the problem.
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As killer main, when I run into a team with a heavily selfish survivor (abandoning their mates on hook and hiding in the corners, I tend to kill them and let everyone else go.
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When Brazil stomps some D tier team during quarters on soccer it isn't really fair either.
Fairnes doesn't mean much on this context.
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I like to say goodbye to killers I enjoyed playing with.
I don't make any gestures or taunting. I just wait for them to show up, look at them for a second then turn around and leave
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Kill 2, let 2 go. This is the sweetspot.
You can hover around an mmr that you actually enjoy (not too hard, not too easy), survivors have a better time playing with you (it matters to me at least), and you can actually do this and still pip all the way into iridescent 1 without ever having to change strategy.
Overall my idea of enjoying a match involves that I definitely need to kill at least one or two survivors or else they'll likely escape. I don't like stomping, but also don't like being stomped on.
Unless I'm playing pyramid head or dredge (my "strong" killers), in which case, bring it on.
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You can't compare them. Their purpose is just too different.
Wesker is meant to be played to win and stuff.
Nemesis is for taking pictures of funny zombie moments.
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You're kind of ignoring perk descriptions as it fits you....
I mean brine and eruption require that the killer moves to the Gen to kick it, plus eruption also requires a down.
PR requires a scourge hook, plus it no longer gives information.
No way out is not free either.
If you are going to try to make a point you should use facts.
Anyway, the trend to place limits and restrictions on perks applies to both sides. The more powerful the effects, the more astringent the limits tend to be.
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The predator and Arnold for survivor. Jungle map, yes?
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3133106#Comment_3133106
Even a good Nurse will make a floor mistake from time to time.
I would suggest to spend some time training the problematic blinks and to only use detection perks for a while. The mind games should get progressively easier if you often see what the survivors are actually doing.
I appreciate the advice, but I really dislike nurse's camera when she is fatigued, so I'm definitely not going to main or play with her any significant amount of time.
I just use her for challenges/dialies or when I want a change of pace, because she plays so very differently.
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@Zeta_JK44 said:
Because 7 minutes to find a lobby makes everyone tilted even before the game starts. If I had to wait 7 minutes (or more) to get a lobby, I need to be sure nobody has fun except me
Seven minutes is all I can spare. Before I go play another game.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3132811#Comment_3132811
It's indeed a great way to learn a killer.
What would be your biggest weakness as Nurse at the moment? What build are you using for your training?
My biggest weakness? I suck at mind games with her xD.
And I have issues on multi level areas and getting to the other side of obstacles. I often end up on the wrong floor or the wrong side of the obstacle.
I don't use any special perks. Mostly nurses, sloppy, pain resonance and I'm all ears or floods of rage.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/340801/why-are-killers-so-triggered-lately
Unfortunately I think some killers get tilted and then let it carry over to the next game, punishing people for what others did. Or maybe they hit a bully squad earlier in the day and are just on one for the rest of the play session.
Not an excuse, but think you see it a lot.
https://forum.deadbydaylight.com/en/discussion/comment/3128661#Comment_3128661
I ran up against a baby nurse who fell for the simple double back every. single. time.
A Dwight went down early and DC'd, but that was the only down all game (this is why you play the game out) because that Nurse just wouldn't break chase with me. I ran them like that for ages. I almost felt bad.
For some killers (usually beginners and/or people with anger issues), it just becomes immediately personal, and they have a mighty need to catch you to assert their dominance, or something.
However, as a baby nurse myself, I can tell you that when I run into this situation I usually will purposely chase you until I catch you or not, because it's actually the best way to really learn nurse and when I finally catch them I feel like I really learned something, even if I missed the previous 30 times.
Yet I don't do this out of spite nor I'm frustrated by it. When I catch them I usually pretend to get turned around and fail to make it to a hook so I can chase them again.
I don't really like nurse though, the fatigue animation is uncomfortable, so I will likely remain a baby nurse forever....
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I think in plague's case it's justified. :)
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What if dead by daylight was really a dating simulator.
Oh wait.....
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Unlike camping (most times), tunneling tends to be an optimal strategy in many situations to achieve the ultimate killer goal of killing all of the survivors. Like every other gameplay aspect of the trial, tunneling has an inherent risk and can be done "right" and "wrong". The former will expeditiously remove a survivor from the trial and let enough time to get the rest. The latter will spend too much time and get the killer a 3 or 4 escape.
A lot of players really don't care about the BPs at all. It's often just about winning or at least feeling like you had a "good game"
Sadly hard tunneling is not fun for the tunneled person, just as it's not fun for the killer when a Gen pops in the first 50 seconds of the trial when you barely had time to start chase, or when 3 pop at the 2 minute mark, when you are just getting your first hook.
In the end this is indented into the game concept and can't be changed. Ultimately it's the players who decide how a game develops on both sides.
As killer main I always try to let the survivors have fun as well, Depending on the situation, but that is my choice.
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Not really. But Radeon overlay lets you start recording with a quick shortcut if I ever run into a cheater or something like that, so I don't really need to preemptively record every match.
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Agreed. Solo queue should be buffed instead, then game balanced around that.
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Very close to in solo queue
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Yes. Yes I do. Sadly my reptilian mind is incapable of just ignoring them.
So satisfactory when you check that little "done" mark on your brain
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I still say that having someone hit 2 stage or die while infected should reward you with a new zombie, up to 4 and only if you have also reached mutation 2 and 3 (1 for each new zombie)
As far as they being inconsistent, well... Their brains are rotten so...
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I kind of like that map. Wraith with shadow dance and chase perks (my favorite build for him) is just a sad, sad day for survivors.
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I reward a non camping Bubba by not beelining to the closest window whenever I hear the faintest heartbeat :)
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Was this written by wraith?
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/3115604#Comment_3115604
Same. Although I aim to have everyone hooked twice before I play along. I like some proper chases, as I'm not interested in farming.
Same. I don't make it evident that I'm letting them go. I chase and play normally, just don't kill them. When everyone is on death hook I let go.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3115622#Comment_3115622
They added a proximity sensor to Spine Chill, that activates with TR, but they also left in the 36 meter activation feature that ignores TR. So whether you're facing them or not, detectable or not, as long as you're within 36m, they know.
Holy crap, what? So now they have a radar? Why must they do this to me....?
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It usually helps me when they try it. I just stop uncloaking and move behind them to bodyblock them before starting to uncloak again. They waste charges and get themselves a nice whack
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3115617#Comment_3115617
Apparently nothing, considering the most recent patch was nothing but band aids. Thanatophobia and Pain Res changes rushed out without any thought, of and Spine Chill's accessibility tool that makes to a hard counter to all stealth killers.
Wait what with spine chill? I thought I could finally play all seeing wraith without Survivors magically knowing I was behind around the corner...
What happened?
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What's wrong with band aids?