Chaos999
Chaos999
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- Chaos999
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As killer, if this happens within 2 or 3 minutes of match start, I let the remaining 3 go after chasing and hooking them a few times
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There are just some killers that you shouldn't expect to win even if you do good. Like freddy. If you care about winning or doing well against skilled players, maybe freddy isn't the best choice.
There are plenty killers who can do "OK", besides blight and nurse. I mean if you play well, you can expect a good game with pyramid head, nemesis, dredge, spirit, huntress, hag, plague, maybe even wraith, even if you just 2k.
Freddy just... Isn't quite there.
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This is one of those things where I can genuinely say that this is not a solo queue problem.
Even players in solo queue can understand what the counter to DMS is. This is entirely a problem only to the noobest of noobiest noobs.
It's really not that good a combo and as a killer main, if I wanted to stack slowdowns, this would not be it. Now PR and deadlock, that's some guaranteed value right there. Or good ol plaything, pentimento and deadlock.
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For some reason I read viscous on the title.... Had to check it out.
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Hey, if you throw me a surprise birthday party, but all I want is to get home and rest I would be annoyed too.
You wanted to give them a gift of points, which is a nice thing to do. He wasn't interested in your gift and simply wanted you to leave so ge could move on.
Chooses to be annoyed, which is his right. Of course he could have been gracious about it, but he wasn't. Pointless to try and look past this point.
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I don't think they ever aimed at making slowdown disappear entirely, and a lot of people don't "like" to deal with those perks/killer combinations simply because they are effective. That's hardly a reason to remove this synergies. PR and DMS was never such a powerful combo, mostly a noob stomper, and it remains weaker than it was before since it no longer provides unconditional info. If they let go before the hook and continue afterwards, you won't get value of DMS, unless maybe you are playing artist, and even then, you gotta guess where are the survivors.
As far as thanatophobia and legion and plague go, again, mostly effective against total beginners. It's not that hard to keep someone healed for the majority of the trial even against legion and honestly, anyone who plays plague understands that staying injured is entirely a survivor choice, and often not a very good one anyway. Her pools already offer almost on demand healing and there are ways around her power.
So from a universally useful meta perk on nearly every killer, it went to a gimmicky perk that is entirely killer dependant and which a very large portion of its effect can now be fought back and denied by survivors, if they so choose to.
I do agree MoM change was rather unwarranted, but otherwise I simply don't see the problem with these changes. Only my opinion of course.
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Blinding myself and another survivor with my flash grenade....
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Expectations lead to disappointment....
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Curious. I haven't actually read that many posts complaining about the DH nerf. I thought the vast majority of players, killers and survivors alike actually agreed it was adequate?
Most of the survivor complains I read are actually about the buffs to killer in general rather than any one specific survivor change.
Nevertheless, I love the new update
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Addons for wraith. Can never have too many coxcombed clappers.
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Well I play a ton of wraith and I don't camp and rarely tunnel, (only when a survivor just keeps showing up xD)
I never use noed on any killer, so I mostly play wraith with silent bell, purple all seeing, pain resonance, bamboozle, undying and devour hope. This is actually one of my strongest games.
Also run a lot of serpent and shadow dance with pain resonance, bamboozle, enduring and spirit fury. Very fun, just not as effective against really skilled players.
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Man, you gotta play with me then. I always let 2 to 4 people go xD.
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I dunno. I mean sure killer was always hard and some killers got you into unwinnable situations more often than not (that feeling when you lost control of the situation with trapper). Yet I'm a big fat killer main, have always been, likely always be, because, for all its flaws, killer gameplay has always been the most enjoyable part of DBD.
I have found survivor gameplay dull since the first time I played, I always thought solo queue was utterly unenjoyable and nothing of this has changed my mind about it.
So now I have to wait 2-3 minutes to play as killer in exchange of even more enjoyable trials? So be it.
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Very easy. Give him all his traps at start of game.
Trap color changes specifically for some maps (ormond, eyrie, game) to blend with the ground.
Disarming a trap can fail (say 25%) and causes a loud noise notification and a skill check or injury situation (when you fail to disarm, you are given the skill check, failing to complete it leaves you injured.
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Solo queue needs to have most if not all of the advantages that an average SWF has.
This is info on everyones whereabouts and activities, some way to comunicate, preferably with an extended "buttons" system AND optional built-in voice chat. Definitely basekit kindred.
This would not only make solo queue closer to SWFs, but it would also encourage casual solos to partner up with randos they feel an affinity with in a much more organic and straightforward way, without all of them needing to use 3rd party apps they might not want to use.
The highest echelon of SWFs definitely has more info than this, such as killer location on demand, but honestly, it's not free. If a group of players can coordinate on this level they definitely deserve the reward for it
Once this is achieved, game can be balanced around this much more leveled play field and lead to fairer, more enjoyable game for the majority of players and scenarios
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3090406#Comment_3090406
Why do I need to time it?
I sit on gen, killer comes towards me, I walk away a little, then as he closes in I sprint burst away to the first pallet preventing the first hit.
Same for DH, I'm injured, killer closes in or I won't make the next loop, dead hard, preventing the second hit.
This is the most basic use of SB and not what makes it powerful.
What makes it really strong is when a skilled survivor can keep their exhaustion at 99 during a chase, have the killer commit and then SB away without warning. This is truly a skillful use that rewards you in a very powerful way, that, nevertheless has counters.
If you are not doing this with your sprint burst, it makes sense that you don't think it needs timing, but it also means you're not using the perk to its utmost potential, which is indeed quite high.
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@StarLost said:
It...depends.
I used to dodge TTVs when I first started, especially after multiple full lobbies running OoO that I barely even got a chase out of before they had gens done.
Then I was okay with it, as long as I was on a decent killer.
Then I ran into the worst lobby I've ever experienced - full TTV lobby with Cyrillic names that proceeded to send me to Badham with multiple further hook offerings, two sabos, Exponential, Breakout and...yeah, obviously a planned build to annoy people. Basically, they got 4 gens done then memed on me for almost half an hour, it was literally impossible to hook them or keep them slugged. All of them were very strong players that had multiple thousands of hours (to my 300 at the time), so it was either a smurfing group or an SBMM poop.
Eventually I whittled them down, upon which they all ran to different points of the map and started playing hide and seek.
The stream was titled 'let's make killer DC'.
Now I just dodge if there's more than 1 TTV. Not worth the hassle.
I used to dodge too, but over time I learned that these kind of games can also be very fun. Currently it's only not fun when I'm using a killer I'm not good with or without a strong loadout because it feels like I never stood a chance, but otherwise I prefer to take my chances now
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Sorry. Should have elaborated.
No. I don't
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Remove the fixed camera when exiting a TV.
Maybe increase the celerity duration a bit and drastically increase the availability of her teleports. It's extremely punishing as it is and downright obsolete when dredge can do what it does.
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While killers have no obligation to use or nor use any kind of perk they want, and also killers aren't some collective hive mind who all do the same thing, I have to say I have been enjoying running chase perks such as bamboozle, enduring and spirit fury on m1 killers, with either 1 slowdown (PR) or one info (floods of rage).
The extra time definitely makes these builds more enjoyable.
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Pumpkin head.
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Brown clothes claudette
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Besides the excellent advice you received, there is also the option to play an endgame loadout, stacking chase and endgame perks can result in some very fun moments. NOED (yes there is nothing wrong with it) and no way out/bloodwarden, paired with endurance, spirit fury/bamboozle can be a very effective strategy on slow game killers.
If you're going with this then you must use the time before EGC to prepare the field. Chase relentlessly, break as many pallets, once survivors realize you are running spirit fury they'll just predrop making your job easy. Hit, down and hook liberally, interrupt Gen repairs, everything in your power to do as much damage as possible, with a mind that they will ultimately power gates and try to leave which is when they'll pay for what happened before.
Since you're playing Myers, then you have an extra tool. Save one pop of t3. If and when noed goes down, use it and continue chasing and slugging. If you did your job clearing palettes, they just won't be able to escape from you.
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Plague's already abysmal BP gain is about to drop to such levels that I can't come with an adjective to describe it. She might actually slip into negatives and start loosing BP per match
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I guess a bunch of people will stop playing... For 3 or 4 days, then go right back
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@fulltonon said:
You know, just remove hooks, let survivors respawn from four random location after 60 seconds.
You know I like this idea. I proposed a new game type idea some time ago that included not being able to remove a player from the game.
Though I can't tell if you're being sarcastic or not I like the idea.
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Let's just get the cyberdemon. OK, fine it's too much. Hell knight? Oh wait, that's just oni.
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Survivor bot with basic functionality would go a long way to lessen the disadvantages a DC presents to both killer and solo queue
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Survivors with good reflexes and skill can already dodge a lunge by swaying,
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As a potato surv, sometimes I just don't know where another Gen is (happens to me in lerys a lot).
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@TeleportingTurkey said:
Because people are dead stuck on the idea that "The Thing" is a shape shifter monster. It, in fact, is not. It is a monster that infects people and turns them into other instances of the thing which later disguise themselves as the organism whose cells they have substituted.
If we consider "The Things" by Peter Watts at least semi canon, it gives us a slight insight into how The Thing operates. It infects the living creature and overtakes its cells in a manner of a virus, changing them into the ones of The Thing - a decentralized consciousness that grows stronger the more cells it has. We also know that unique nature of humans or other beings on earth is that unlike other lifeforms in the Universe, according to The Thing, they are not decentralized and instead are centralized, having heterogenic kind of anatomy with different organs serving different purpose and the brain operating the rest of the body like a meat puppet. Because of that, when The Thing burrowed inside humans, it didn't have to imitate them, their bodies moved on their own as long as the The Thing didn't take over the brain. Once it did, however, it became able to nearly perfectly copy them.
So, with that in mind, here's how I would make The Thing's power work:
https://us.v-cdn.net/6030815/uploads/0A355X9BFGFJ/image.png
To put it short:
Whenever The Thing attacks a survivor, it can choose to infect them with its attack or not. Survivors don't know whether the infection has occured and their only way of knowing who might be the next Thing is to track people that got hit & cleared.
Whenever there's an already infected survivor in the trial and a new one is infected, the previously infected survivor gets free from the infection.
Once the infection in the survivor develops enough, The Thing gets a small insight into their surroundings allowing it to known whether there are survivors nearby the infected survivor to then activate its ability and assimilate the survivor, taking full control over them and changing their physical form to become lethal.
Assimilated survivor still possesses an ability to regain control and has to struggle with The Thing over control with his body and once they succeed, they break free from the infection. After that, the infection in the survivor restarts its timer and pauses it for 120 seconds, then the process of becoming fully infected starts again.
Assimilated survivor gets an access to 2 separate abilities - Tentacle grip that allows to start vaulting/breaking animation from greater distance and Bladed appendage that is a lethal attack working similar like Nemesis' whip and Billy's saw.
Survivors have a second way to keep track of who is who. They can find tools to take a blood sample and expose it to fire, revealing whether the checked survivor is infected or not. If the checked survivor is in fact The Thing, they reveal themselves and attack nearby survivors, dealing damage to them. The Thing may choose to take control of the revealed survivor, starting Assimilation or it may ignore it, which means that within 10 seconds the Assimilation ends prematurely.
I like this idea, though I imagined a bit differently. In order to preserve its identity secret for a little while he should start the match disguised as billy, legion, freddy or Myers and have their passive abilities but not their active ones. Disguise lasts for 60 seconds or until you start infection on a survivor.
After hitting a survivor you can press A (dunno keyboard equivalent) at any point to start the infection on the last survivor you hit (so the survivors can never be entirely sure whose it). Once infection starts it will progress naturally, progression slows by 50% when in chase or in dying state and stops when on a hook. It also speeds up by 50% when repairing, healing, being healed or blessing and gains big boost when receiving a hit.
Once infection reaches 50% you can see the aura of the infected survivor. Once it reaches 100% you can see the aura of other survivors in a 12 meter radius of the infected.
When infections reaches 100% you can further interact with your prey:
Hijack body: the thing teleports to the infected and bursts out of its body (1 sec animation) leaving him in deep wound and also incapacitated and hindered for 15 seconds, the infected cannot be put into the dying state by the thing for 15 seconds and looses the infected status. They also gain haemorrhage and mangled until fully healed
Sleeper cell: The infection takes control of the body of the survivor (1 sec animation) causing it to lash out against other survivors nearby, chase and attack them autonomously. The thing can continue to operate normally, independently of the spawn.
This should work similarly to nemesis zombies, however faster and deadlier, able to outrun a survivor and perform basic actions (kinda like bot trapper) and last for 30 seconds. The survivor however can struggle for control of its body and reduce the time by a maximum of 10 seconds (skill checks?)
After regaining control the survivor is left in the deep wound effect, mangled and haemorrhaged, but cannot be downed by the thing for 15 seconds and looses its infection.
The thing should be a 4.6 killer and gain a celerity effect and reduced terror radius as long as no infection is ongoing, but when it starts infection on a survivor he becomes an m1 killer with no power.
This should make its gameplay interesting and open to choices and versatility, do I delay infection to keep the advantages and get multiple hits fast or maybe even a down? Do I use my 100% power or maybe keep the infected alone for a while and enjoy the information they give me? Should I teleport right away and hijack or maybe I could approach with the help of some perk or add-on that grants undetectable or oblivious and attack in tandem with the spawn to wreak some havoc?
Should the survivors continue to cooperate, heal and save as usual or stay apart, risking the potential lack of healing support or an unhooking going awry?
I dunno, just my idea
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I like the changes, except the overcharge one. Went from OP (which wasn't OK) to a worse call of brine, and not worth running on its own.
With such heavy nerfs to slow down perks, the overall speed of Gen repair will actually be faster, 50 extra seconds to repair all gens just won't do. Slow game killers who relied on the slowdown to have any chance to actually get something going will have no options. Fast game killers will thrive, since they already didn't needed the slowdown perks to begin with. And so the gap between the top shelf killers and the rest of the roster widens.
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The only thing I agree with is that wraith is massively addon dependant.
I have absolutely no problem whatsoever with flashlight squads. They are my funniest matches.
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Wait, so people are annoyed because they can't / won't get skins that others get Thanks to their subscription? I mean there is envy and then there is envy.
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Honestly I play with 50 sensitivity on survivor and 70 on killer and I do just fine. Though I'm using controller on pc and not actual console, but I guess it's similar?
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It hasn't. I have actually been stockpiling red and purple addons since I won't be able to continue farming lvl 50 web post patch.
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As killer, getting a Gen grab in the first 30 seconds of the match with coxcombed clapper wraith.
As survivor (spec ops claudette) hiding in the face of a killer multiple times and leaving without having been hit once.
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Nothing quite like getting a red box and obtaining a mori.
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So can I use unhealthy, perverse, awful, cruel and antagonistic instead?
Ok, seriously, I do agree with you.
Teabagging and extreme clicking however, can indeed be perceived as.... Unhealthy as can be endgame chat.
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Sweet mother of mercy, how is it possible that the same persons keep falling for the same obvious bait comments on these threads? I mean, can't you tell you're being baited?
Anyway, the OPs idea is nice but I would also like to see the lore expanded to explore more in depth the relationships that form between the survivors, maybe lingering memories the entity couldn't erase completely and that gradually change the survivors.
I still want to see a strong straight male as David's best friend as message of acceptance and that deep, healthy non romantic relationships can exist between persons traditionally perceived as very different.
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Welcome to MMR hell. You will discover that this is not just an expression, but an actual thing.
You lose because your teammates suck, your MMR drops and you keep getting progressively worst teammates because of this, so you keep losing. At this level the babiest of baby killers with no perks can slaughter your team easily.
There is no escape, abandon all hope and submit to the void.
You can only get out with at least 2 other friends who are willing to rescue you from hell.
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I play with a controller and I find the most success simply taking a step back and looking a bit downwards. They'll put themselves into your hands.
Another option is to move sideways (to the other side they are 360ing) while turning your camera in the same direction they are going. You will be able to track them through the entire movement and hit them when you feel comfortable.
It takes a while getting used to not just try to hit them right away, but this deals with most juking survivors can do without requiring a mouse with massively high dpi configuration.
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They probably scavenge them from the buildings in between trials.
I mean, so many closets and stuff around. Why not take something with you? XD.
Maybe they do it during the trial. If they can take a medkit with them why not a new pair of pants?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3049173#Comment_3049173
Simply run Deliverance.
Thought about it, but wraith is so high maintenance to keep playing with (but damn he is fun). He sucks up all my BPs just to keep him stocked xD
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@Pulsar said:
You guys are getting unhooked?
Had the same problem until I started running kindred permanently.
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I could agree to this, but only if you also give me a an option to not be matched with teammates who have that option enabled :)
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Logical explanation. They entity doesn't want this to happen, so it doesn't matter if it makes no sense. Just like it doesn't make sense that a fatally wounded survivor can wiggle off the grip of the killer, fall 2 meters to the ground and suddenly is better and can run away. But the entity wills it.
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I understand the logic, but at the same time it kinda sucks when you load into a match with, I dunno, pig and see 4 toolboxes because you know you already lost, but with a different killer you might have a chance.
Incidentally, I have always dreamed of loading into a match with 4 medkits as plague, but that never happens when I play her xD.
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Window of opportunity and an intelligent use of resources on the map can help make you a less attractive target for tunneling.
Definitely the best counter for tunneling is to show to the killer early that you are not worth it. Of course this might result in someone else being tunneled and if your team is very bad you might end as the last standing, but at least you get to play the game.