CheyeneKL
CheyeneKL
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- CheyeneKL
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I love his new sounds LMAO
The noise when he chainsaw sprints is A1 and honestly improves the gameplay experience for me LOL
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I was going to reply to this last night, but I laughed myself to sleep over the fact that you're here expecting "smooth gameplay" from the switch 😭😭😭😭😭😭😭
No but fr, I have around 700 hours on the switch version. Prior to crossplay, the performance was kind of meh, you got dedicated CONSTANTLY cause nobody has a great internet connection (with how portable the switch is, it brings a new meaning to Burger King Myers), and the graphics are alright but definitely not close to PC levels. After crossplay? Performance is extremely aggravating. But I may feel that way because I've been drinking from that sweet, sweet PC performance nectar.
Despite all that, playing on the switch is a really fun experience. I'm not sure how you'll feel about it now with the implementation of cross play- I generally feel unable to compete with the high rank PC players I'm matched with when I play on there. Unless you have friends who want to play cross platform with you, turning crossplay off might be the move (not sure how long match making would be). I don't know what it is but I CANNOT win tight chases- if I have a close vault or pallet throw, I AM getting hit on the switch whereas I would have been fine in the exact same position on PC. Not at all sure what it is but I assume it's just the worst performance of DBD on the switch. I'm also not sure if a console optimization patch will fix that or not. If you prefer to play killer or play immersive, that might not be a problem for you. But I personally have been frustrated with how I am completely unable to win chases or have long chases on the switch if I go up against a killer with superior hardware.
Anyways, long story short, I DO think it's worth playing, if you don't mind risking crappy matches here and there due to being unable to keep up with PC performance. The graphics are fine I my opinion. Frame rate is GARBAGE, especially if you go up against spirit (virtually unplayable if you go agaisnt a PC spirit, never have felt more helpless in a game lol) but I hope to see some improvement on that soon.
Hope that helps!
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@IMilkNobody said:
try just having fun as survivor rather than escaping and it will be alot more enjoyable
Sometimes after a bunch of bad games, you just have to let go and go with that. The only problem is that a lot of killers get angry and view it as bullying when in reality... sometimes you know you're NOT making it out... might as well practice a few useful things like pallet saves, flight light blinds and saves, etc. Or run troll perks to see what you can pull off LOL
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@Smeagol83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1540745#Comment_1540745
i can't be the only one, but I hope they will do something more unique with this upcoming survivor. Like we have the different color of skins, and hair and gender and a big butt (jane). I feel like there could be done more to create something more unique. I was thinking about a obese guy with a fat belly, or an older woman. i dunno those are just a few that came to my mind. they should do something wild to mix it up
I was hoping that they would do a survivor from a different time period. Then we could get cool historical outfits. If Benedict Baker is the survivor, then maybe that can fulfill my wish there, since he is from the late 1800s, yes?
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@JesusOnWheels said:
I don't know, it could have just been a dude taking a dump
THE POOP FLINGER!!!
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I main Feng because of her cosmetics haha, she and Jane are the only survivors I can think of that have good cute clothes. I'm still hoping that they add a couple of recolors of her cute pink outfit 🥺 I'd love a blue or white one
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It's usually SWF. I play in a 4 man with various friend groups, and we always at least try to get everyone out. Sometimes it works, and sometimes it turns what would have been a 1k into a 4k LMAO, but end game is a huge part of the fun and leaving every single time regardless of who is on the hook would quickly get boring, especially if someone on your team hogs the killer's attention most of the match so you don't get to do much other than healing or objectives LOL
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CRIIIIINGE. I don't get why people think insulting the devs like this is an acceptable thing to do.
You can usually wiggle out of the hill glitch. Are you screwed by the killer most of the time before you can get out if you got stuck in a chase? Yes, but 3 out of 3 times that my friends got caught in the hill, they were able to wiggle out before the killer even came over and they were fine. And once you get stuck in the hill, you know what spot to avoid for every single game afterwards. I haven't gotten stuck in it because I've seen my friends get stuck and it's not difficult to avoid in the meantime.
The glitch is ANNOYING AS HELL but they're obviously working on a fix for it so there is no point being rude and spreading negativity like this :/
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@HolyLadyGaga said:
I had this issue the other day as PH. It was so annoying, but if you m2 twice you can eventually get yourself unstuck. That same game I had two survivors get stuck in the hill, unstuck them, and left them slugged to give them a chance since it technically wasn't their fault.
Oh, you're nice for that. I played crossplay tonight with my friends on the switch on PC and my friend got stuck on the hill nearly immediately in the match. The Deathslinger just looked at her, hit her once, and then continued tunneling whomever he was tunneling and saved her for the end so that there was 0 chance that anyone could get the hatch. Then he had the audacity to say "don't get stuck there" when we asked why he let her go the entire game without being able to move instead of hooking her when he found her.
EDIT: also, for anyone wondering, if you have enough time before you get found, you can slowly wiggle out even without any perks to help. My boyfriend was able to wiggle out when he himself experienced the same glitch later in the evening
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@MissKitty95 said:
Not sure about that, but I’m having it were I can’t destroy her traps ? I can be looking at it with a flashlight it won’t show orange and just pops off instead of destroys, not sure if they have changed it in a while patch but it’s beeb a while
Haha if that's another glitch, then I better hurry and get my Hag specific tome challenges done before anything gets fixed!
Maybe Hag just needs weird angles for flashlights 🤔
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1536616#Comment_1536616
Yeah. Idk how that post is related tho
People on this forum are weird as hell bro, ignore that LMFAO
Also, my boyfriend complained about the same thing and just decided to turn off crossplay when he plays killer or practice a killer he is otherwise bad at. You run the risk of getting a sweat lord team, but it's not too difficult to get a match that makes you feel better afterwards, ha
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@RelentlessShadows009 said:
https://forum.deadbydaylight.com/en/discussion/comment/1531412#Comment_1531412
You see, I'm focus on the rank because you brought it up. I was talking about gens, and you brought red ranked blendette with a key into the equation. Spend more time focusing on what you type instead of me and we wont have this issue. Or am I mistaken in how this went down? Outside of this I'm paying you no more attention.
Omg, wait, sorry... I guess I should have been completely generic with what I said because some people can't help but focus on random irrelevant things that are solely mentioned as part of an example when they'd otherwise have to focus on the actual points of the argument. Good to know, I'll make sure I don't make that mistake in the future when I try to civilly bring up points with people who might get defensive for no reason.
I get it, though. I made some points and you had no real rebuttal, so you had to pick apart random irrelevant things to avoid the actual subject, even after I reworded it without any specific example.
And that's fine, continue wanting killers to be babied and have part of the game played for them. So much for your "complex games" comment, eh?
@RelentlessShadows009 said:
https://forum.deadbydaylight.com/en/discussion/comment/1531440#Comment_1531440
Ps. I understood every word of slang you used. It was all just irrelevant to what I was trying to say is all. It was like going to a mechanic to have your car fixed, and they respond by talking about getting a sex change.
Awesome, it just seemed otherwise.
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What's your issue with it? I get a couple of wonky games with it, and it does seem fairly inconsistent with how it works sometimes (sometimes I'm able to DH through a killer, other times I'm not, and if I accidentally DH into a corner cutoff and they swing at me, it seems to have true invincibility at times, and then not at other times in the exact same situation)
Otherwise, most issues I have with it, I attribute to lag on the killer's end. I've asked in post game chat and the majority of the time, they're not on a good wired connection. Which is extremely annoying, but not a perk problem, just a problem with how hits are validated :/
I end up exhausted on the ground far more often than I'd like to see, but the shoddy solution to that is to use DH more as a tool to get to a pallet or vault instead of something to dodge a hit, unfortunately. I just cant think of another way to deal with killers who have crappy internet
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@RelentlessShadows009 said:
https://forum.deadbydaylight.com/en/discussion/comment/1531240#Comment_1531240
What you are supposed to take away is rank has nothing to do with bringing a key, which you brought up. Pay attention.
Why are you focused on the rank I chose to say? The implication is that regardless of rank, someone can just dip on the remaining survivors while having a selfish mentality the whole game, and that it isn't exclusive to low ranks. You're focusing on the wrong thing; the red rank part is completely irrelevant except to say that this happens at any rank and if it happens with a competent killer it's even worse for the survivors. I'll quote myself and reword it.
"You think boosted red rank Blendette is thinking about a 3 gen? Nah bih, she brought a key so she's big chilling"
Rewording:
"All survivors should ideally be thinking about what gens they work on, so that they can strategically avoid a 3 gen. But many survivors are selfish (regardless of rank) and they are playing solely for themselves. They don't care if the end of the game is very difficult because they've planned on going for hatch since the beginning OR hiding while the rest of the team does the grunt work while they make sure they don't get caught. So they work on whatever gens are easiest for them without caring if they 3 gen the team."
Does that make more sense to you now? I used a lot of slang in my first comment which understandably may have been difficult to decipher if you aren't familiar with the terms.
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I think they're heading in a good direction with the recent buffs to the Chainsaw Boys perks. Light born became a godlike perk for a 4 flashlight lobby, Franklin's is much, much more useful (judging by the amount of items I've lost 😪 it is a lot more difficult than I realized to go back and get my item). Tinkerer does what it is meant to do a lot better.
Knockout is still a meh perk but it's lowkey pretty cool on the survivor side (in a "wow, I love getting hyucked up by the killer!" sort of fashion LMAO) and it's probably actually useful for endgame in the "forced to slug near-ish to the gate because of DS so they get to crawl out for free" scenario since they crawl 50% slower for 15 seconds (which is just enough sometimes). Situational and not really worth bringing just for that, but it is a good buff regardless in my personal opinion.
Are you talking mainly about survivor or killer perks, btw???
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@RelentlessShadows009 said:
https://forum.deadbydaylight.com/en/discussion/comment/1531122#Comment_1531122
Are you illiterate and forgetfull? You mentioned a red ranked blendette bringing a key? If you know enough to say that you know enough to understand what I said.
Try playing a more complex game than this and then we will talk.
"Also, I was able to bring a key on my first day playing after a couple matches and getting one in the bloodweb. Didnt seem to complex when I had noob status. Still doesn't."
What am I supposed to take away from this paragraph of yours? Are you saying that I should be bringing a key every match that I see a key carrying Blendette in the pre game lobby, so that I have insurance in case she abandons ship early? That's the only way I could see how I could have misunderstood whatever you were saying.
I think you might be the one who is not fully comprehending what I was saying when I brought up survivors who dont give an F about if they three gen the team. In voice comm SWF it is fairly easy to avoid a three gen, because you can let your teammates know that they should pick a different gen to work on so that it doesn't happen, but:
1. That communication does not exist in solo queue, and even well meaning solo queue teammates can make mistakes and 3 gen- it of course should be a good advantage for the killer if that happens (and it is), but still not an automatic easy win for the killer.
2. Random teammates (like the imaginary key carrying Blendette) often do NOT care if there is a three gen, and do not care if they screw you over in their race to finish gens so the hatch can visibly spawn and they can plan their escape (with or without a key). They're not team players, they're out for their own escape.
Also, I'm perfectly fine with this game and other games that are complex. That is completely irrelevant.
It sounds like you have a harder time dealing with the game than I do, anyway? You're weirdly defensive about how I reasonably challenged your gen regression ideas.
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@Human_Giraffe said:
Honestly one of the only reasons I got this rift was because of these wraith face varient charms. I just really like having a charm of the killer I main that I can have three of on the hook.
That's actually really adorable of you LOL, I wouldn't even be mad if I got tunneled by a Wraith who had 3 charms of his own face on his hook. He just wants you to look at him bro!
Anyways, on the main topic- I'm not going to complain about charms being filler in a pass that already has great value, EXCEPT that I would literally prefer for the pass to be 50 levels instead of 70 (while taking more shards to level up) and just have that filler taken out. I don't enjoy having to scroll through multiple pages of charms that I don't care about. I'd be just fine with the other content, a longer grind to get to the next level (so you don't rip through the pass too fast in relation to how many levels there are), and no more filler garbage.
Plenty of the charms are cute, we just don't need 4 or 5 variations of a charm that was mix at best to begin with.
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Aw, I hope they find another solution to match making. I think MMR would have worked out in the end, considering you can be a trash garbage booty doodoo rank 1 potato, and be a candidate for getting matched up with 6k hours rank 1 gods. But in the meantime, it just wasn't working out as intended and I really think they should have put more emphasis on making sure the old ranking system still came into play (if you have no info for your MMR- you shouldn't be thrown into a random lobby. You should be matched with someone who has the same rank color if possible).
I'll miss the rank 20 vaulting Nurses and Billys who never once revved their chainsaws with the sick Insidious mix ups 😪 but they deserve to be in the hands of Self Care Claudette and Urban Evasion Nea as God intended.
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@RelentlessShadows009 said:
https://forum.deadbydaylight.com/en/discussion/comment/1531033#Comment_1531033
No they would not. I mean sure if you are a lazy player who's never played a more complex game that this. Sure if you need you hand held and wins given to you.
It's this simple, if one survivor can loop a killer while all the gens get done. Then all 4 can.
Sorry, I'm not a millenial, I'm not a casual gamer, and I'm not a mindless sheep that follows the flock.
https://forum.deadbydaylight.com/en/discussion/comment/1531033#Comment_1531033
Also, I was able to bring a key on my first day playing after a couple matches and getting one in the bloodweb. Didnt seem to complex when I had noob status. Still doesn't.
Um, what? I barely understand what you're saying LOL what are you talking about with the key part? I'M saying that if you're playing solo queue or even duo SWF, very often your teammates DON'T CARE about 3 genning because they were already planning on playing for hatch, or brought a key and WANT someone to die before all the gens are done so they can leave as soon as hatch spawns. If you haven't experienced that, it's either because you rarely ever play solo queue, or you have been VERY lucky with who you get as teammates.
If you have default gen regression, take away gen tapping, and give the killer a full 30 seconds of no gens being worked on to see that he has a great 3 gen going and can take that time to check out the surroundings or set up (in the case of killers like Hag, Trapper, etc), that's awesome for the killer but makes late game incredibly difficult for survivors on a strategy that is already very good at this point without your proposals. It's not about it barely affecting non casual, non sheep, non millennial (LMFAO) players- it's about how the average survivor lobby will have an extremely difficult time dealing with it. Also, idk how you play killer but when someone has a 3 gen going, he doesn't *usually* hard commit to chases- he defends those three gens to the best of his ability while injuring and showing he will slug injured teammates to keep pressure on gens.
Regardless, this is a pointless debate because fortunately, I would be very, very surprised if devs implemented those suggestions. If anything, the "unfinished gens are blocked by the entity for 20/30ish seconds after one is finished" sounds like a great perk idea. Having it default definitely sounds like too much to me. But I wouldn't mind it as something that takes up a perk slot.
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Hands down, without a doubt, Haddonfield. I ADORE the look of the map and think it's so cute. For obvious reasons, I feel very comfortable on that map and prefer chases there to any other map. So it's my favorite map aesthetic wise and gameplay wise as survivor (definitely not gameplay wise as killer 🤢... but still my favorite map regardless)
I also really like Midwich a LOT (love all the unique little aspects, and how interesting the map looks).
Favorite killer maps are probably some of the Autohaven maps idkk
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Good GRIEF yall want solo/even duo SWF to become even more hellish than it already is...
@RelentlessShadows009 said:
https://forum.deadbydaylight.com/en/discussion/comment/1529312#Comment_1529312
It's simple really.
1. Once a gen is complete, a 30 cooldown is triggered. Gens can't be worked on for that duration. Survivors can run and hide, not a big deal. Also any other gen would be reset.
2. Add native regression for when a gen isn't being worked on.
3. Remove gen tapping.
Your ideas would make three gens nearly unwinnable unfortunately. Which you can say is fair enough, survivors got outplayed and should have tried harder not to get 3 genned, but it is very difficult to avoid a 3 gen in a 4 solo queue match, especially if the killer is setting up for a 3 gen from the very beginning. You think boosted red rank Blendette is thinking about a 3 gen? Nah bih, she brought a key so she's big chilling. Controlling for a 3 gen is a very, very good strategy and should always be something to shoot for, but it still shouldn't be an automatic win for the killer imo
This game isn't just meant to be balanced for high level or for godly SWFs, it has to be playable for the people who don't have friends to play with and thus queue up with unreliable randoms, and for mid level players.
I agree that gen speeds could have a look taken at them. At least make it easier for killer to locate at least one survivor before the first gen of the game pops. But most suggestions I see absolutely would baby killers. I'm looking forward to whatever their new upcoming early game mechanic looks like regarding gens
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1528306#Comment_1528306
Exactly. You just stand there and hold shift, and you get a fast vault because BHVR reasons.
Oh! That's really good to know for both sides. That also means I've gotten dedicated a lot more times than I realized LMAO
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I think the way MMR is working is that even if you get your rank cemented in the system, there are still thousands of players out there who DON'T have their rank cemented. So they get thrown into random matches as quick as one is found, because that makes match making a lot quicker until they can have their skill level figured out by the system.
When I first started playing after the introduction of MMR, I was getting a myriad of different killer skill level ranges. It truly felt random. Now that I've played probably 30-40 games since then, I've definitely felt like I've more consistently gotten killers around my skill level. But of course I still get the odd rank 20 here and there- and I always assume it is because it is one of his first games and he was thrown into my match to make the queue time quicker.
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@MadLordJack said:
Clown is one of the weakest killers in the game, simply because you can just drop pallets early and play safe. He has no mobility, no lethality and a terrible power that needs a long reload time.
Seriously, I cannot stress this enough: just drop the pallet. Don't try to loop it when it's up, that's how he gets you the easiest. His gas forces you to medium vault through windows, but pallets don't have a medium vault, so you can just sit next to it and fast vault away when he gets close. Add onto that the fact that you can just hold W and run in a straight line away from him and he's pretty screwed.
Wait, I'm relatively new to this game (started playing earlier this year) and you say that pallets dont have medium vaults? Does that mean that even if you come at a pallet at a poor angle and fast vault it, you won't have the same issue as getting a medium vault on a window?
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1525416#Comment_1525416
Good argument, can i adept it for moris? Because most killer using moris are not even good, so moris are fine, right?
You really thought you had something here, huh?
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@pseudechis said:
I think the problem comes from trying to define it in one box when it can be used in multiple ways. I'm sure it was intended as an anti tunnel mechanic but it can be used aggressively to hinder killer momentum making at an anti-momentum tool also.
One counter to it is to tunnel it out early and then not worry about it on that player anymore, making the anti tunnel argument slightly mute in this scenario.
So the answer is... it's both, but its use and effectiveness varies based on how players utilize it and how killers respond to it.
This is a good answer.
I always recommend DS to my baby rank friends. They're not good enough at the game to avoid getting tunneled off hook. And at their ranks, tunneling is a real problem because killers don't know any better (and it's not even a suboptimal strategy at that level- they usually at least 3k no matter how much time they waste tunneling in true baby ranks LOL). Sometimes they have multiple games in a row where they get tunneled over and over again and that's very frustrating. The best solution is obviously "get better at the game" but there are unwinnable situations sometimes when you aren't playing 4 man SWF and you get accidentally sandbagged or farmed by your fellow low ranks, and not everyone is able to dedicate enough time to learn the game within a very short time period. Against a top rated 5 star baby rank tunneler, DS only delays the inevitable at that point, but it buys the survivor more time to maybe possibly escape AND gives baby rank a better feeling about the game knowing that he can't be COMPLETELY screwed over by his teammates. It's an anti tunnel perk then.
At higher levels, I guess you could say it is anti momentum. But, without a doubt, there is STILL tunneling at higher ranks. Even Otz tunnels once in a while.
DS will always be anti-tunnel insurance, regardless of the fact that some players will use it aggressively or in ways that killers don't like. I get that it's one of the more problematic perks, but it is very fair at low ranks, and still has counter play at high ranks (and it is allowed to have counter play to its counter play- most times people jump in lockers is because they are still getting tunneled. Besides, there aren't lockers everywhere on the map so it's not a consistent counter play to DS slugging by any means.)
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I don't think they'll ever do this, and I also don't think that they ever should. Ignoring the lobby dodging issue, most SWFs are not even good, regardless of ranking. The last thing I want when I play with a group of friends who are nooby at the game (as purple and red ranks... SIGH) is a killer who sweats hard, tunnels & BMs just cause he had prior knowledge that we were in a group together and he hates SWF/thinks we are gonna make his game hell.
Even crappy players in a SWF obviously have advantages, but escapes are still hard to come by unless the killer is garbage. A crappy SWF can get gens done (sometimes 🙄) but they make infuriatingly bad decisions CONSTANTLY and I really don't want to be discouraged from playing with my worse friends on the possibility that the killer will target us just for being friends on a discord call together.
That's not fun and would completely discourage more adept players from recommending the game to friends so that they could play together.
I totally understand why killers would want to know if they're about to go against a sweat squad, but I just don't see how BHVR could implement some way to "warn" killers to prepare without encouraging lobby dodging or upsetting gameplay from the killer towards players who really don't deserve it.
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I hate hate hate HATE some of Michael Myer's add ons but it isn't every game I go up against infinite tier 3 or Tombstone Myers. Tombstone is actually a lot more enjoyable than tier 3 to me
Nothing funnier than your friend looping the hell out of a Myers and before anyone has even gone down or gotten hooked, his mic cuts out as he screams "HE'S KILLING ME!!!!" LMFAO
I personally find Iridescent Head to be a LOT more annoying and more overpowered- at least while Infantry Belt can be combined with it. If it was kept at a max of 1 (or maybe even 2, although that still might be too much) I'd be fine with it as an iridescent add on, but as someone who came from Nintendo Switch before moving on to PC... I'm Pissed.
LMAO
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@SloppyKnockout said:
When you are in madness tier 3, and IN A CHASE with the Doctor, standing still is NEVER the play. Literally never.
Just stop. There is no version of this where you are right.
There are definitely certain loops/pallets/vaults in the game that are better if you basically stand still, even if just for a split second, to properly mind game and get good movement on. One thing *I* admittedly don't know is what ties running to the mend timer countdown- if it's just holding shift/your run button, then sure, fair enough- you're right on that one, because you can hold your position without running down the mend timer if the killer pulls off a trick to break the chase while still being on you. But if you actively have to be moving while holding shift, then I hate to say it but that is not possible in EVERY single scenario if you're trying not to go down. At least, not for every player.
That's basically implying that Doctor can be unbeatable in these particular scenarios with a win/win, because you either move around where you shouldn't, or you run your timer down bit by bit. If that's what you're saying, then, cool! This is all EXTREMELY situational and IDGAF if Doctor is one of the few killers who can actually make use out of the deep wound status. I don't think it's game breaking, over powered, or needs to be changed. Ultimate respect to a Doctor who can "abuse" (for lack of a better word) the tier 3 BT deep wound timer long enough to leave the survivor and still get a down. He deserves it at that point tbqh
But, as a survivor you CANNOT control if you get farmed by a survivor with BT 1 or BT 2. BT tier 1, you're screwed, period. Snap Out of It takes 12 seconds and BT 1 gives you 10 seconds to mend. THAT is understandably frustrating to a player. BT 2, if you get interrupted in the middle of a madness skill check (which can commonly happen), that's a 25% regression from an action that takes 12 seconds, so you're more than likely screwed there unless you got a little bit lucky with timings.
Again, I literally DO NOT care if Doctor has this. It's situational because most of the time, survivors bring tier 3 BT and you don't have to worry even if you mess up two madness skill checks on your own without anyone bothering you because you have a generous 20 seconds total if you didn't waste any time. And it's an interaction that makes total sense because snapping out of insanity so that you could mentally function again WOULD take priority over anything else.
But there are absolutely scenarios where there is nothing you can do except endlessly run until you find another survivor to mend you while screaming your head off in tier 3 madness. OP didn't even ask for a nerf without people jumping on him, he just said it was an annoying occurence, which it totally is on the rare occasion it happens.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1522813#Comment_1522813
I play on switch too and it's deifnitely the least toxic of the platforms (maybe next to mobile but idk).
https://forum.deadbydaylight.com/en/discussion/comment/1522810#Comment_1522810
I know nothing will happen but getting five comments in a row of "-rep ez hacks reported lagging #########" is pretty disheartening to see and can actually ruin your reputation; I've had someone literally say "I was gonna say gg but I checked your profile and no you're a #########".
Oh word? If you're red or purple rank I wonder if we've ever played together LOL
My favorite thing about switch is that the playerbase is small enough that you can constantly run into the same players over and over again. I lowkey feel like that helps cut out the toxicity, too- you rarely feel the need to take out anything on a random cause you know you're gonna see that !&@&#* survivor who did you dirty on another game and he WILL be dealt with LOL
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@GoodBoyKaru said:
Steam profile comments.
Steam dms.
Ps4/Xbox dms.
Clicking
Tbagging
Facecamping
Hardcore tunneling
Toxicity will still exist in this game with or without an endgame chat.
I play on the switch. Literally no way to contact anyone on there. For the most part, switch is a pretty non toxic place to play DBD but there are definitely BM moments. We see the same players around all the time, though, so there is definitely a revenge culture going on LMAOOOO
Killers smack on hook, tunnel and camp, shake their head, target specific players, etc. Survivors also BM BM tbagging, clicking, pointing, etc. But if you actually want to trash talk someone, you have to go out of your way to, like, join a discord or something LOL
Outside of those relatively rare moments, I feel like the switch has one of the healthiest cultures around DBD. I am perfectly comfortable playing dozens of games in a row without equipping DS, because most of the killers I run into there either dont tunnel... or their switch dropped on the frames they could see you after you got unhooked LMFAO
Anyways, I quite enjoy the post game chat. I've had more positive than negative moments in there so far. Only have run into a couple of cocky, snotty nurse mains so far LOL
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@MusicNerd_TC said:
Nah, Claudette is the killer. She let me die on hook, because she wanted to self care in the corner of the map :(.
Claudette is the only survivor who can choose to bring a mori offering for her team
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1522211#Comment_1522211
No, it's you and them who don't understand.
If you are getting chased, at all, the mend timer does not go down. If you are *in a chase* or *running at all*, you do not have to mend. The timer does not go down. If you're in madness tier 3, and NOT running *when he is chasing you*, you're doing it wrong. There are times to be immersed. That's not one of them.
There are plenty of chases where you are wiser to stand still bit by bit instead of running around constantly (unsafe pallet or loop that requires mind games?). Killers can "end the chase" without ACTUALLY ending the chase, too, so you are not considered to be in a chase AND you're forced to stand still (even if for just a couple of seconds here and there). This isn't USUALLY a problem with tier 3 BT but can be an issue with any lower tier (which is fair enough imo- they're lower tier for a reason)
The point is that a Doctor CAN use deep wound to his advantage here to get a guaranteed down if he spends enough time playing around with the chase, he just has to manipulate a chase well enough for a few seconds around the right area and then is free to leave the chase and come back later to the slug.
I personally don't care because even though I have seen it happen multiple times (and have had it happen to me maybe once or twice) it's still a bit of a rarity, pretty situational, and generally requires a good Doctor or unskilled player. Deep wound is fairly useless as it is (outside of being annoying against Legion) so I also don't really mind if there is a killer who can actually get some mileage out of it besides it being a time waster. Doctor is my favorite killer tho so I might be a little biased 🤫
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Oh I've heard a lot of killer mains complain about Adrenaline. I don't play killer that often but I've definitely had some survivors get away solely due to adrenaline. I think it's a fair enough perk, though... you have to get all five gens finished before it activates.
I'll just say that I definitely am careful to grab players who are committing hard to gens instead of just smacking them now though 😳
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It would be an interesting and useful perk... but I feel like it would inspire the waste of pallets from low level players LOOOOL (fine trade off if it is a legitimately good and useful perk)
@Widden said:
Entitled killer main forum not gonna support this. Just go to the facebook pages. Yesterday i saw please nerf spinechill title and %70 of people in this forum think looping is exploit so please discuss your argument another place
It's funny because I don't think half of them know what they want. They complain about loopers and players who are in their face not respecting them, and they also complain about immersive Urban Evasion stealth players who prefer that playstyle because they're not good in chases and are more scared of encountering the killer.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1522046#Comment_1522046
The killer can only chase on person at a time. If you're being chased, your mending timer isn't going down. If another survivor is being chased, and there's only 3 of you left, then there's still another survivor who can help you. If there's only 2 of you left, look for hatch. If hatch hasn't spawned yet, it's because not enough gens were done and you didn't deserve the escape anyway.
You felt helpless because you put yourself in that situation.
It's not broken. At all.
what? I don't think you fully understood what he was saying.
If you are getting chased by a Doctor after getting hit after a BT save, you have to mend. Running away keeps the timer from going down, but if he is still chasing you, you are NOT running the entire time, because that's not how looping the killer works. So his timer is going down, Doctor is hitting him with his m2, and he's now in t3 madness AND needs to mend. But Snap Out of It takes priority over the mending action.
The only solution here with t3 madness AND the mending timer is to find another survivor to mend you, because by the time you snap out of it, your mending timer has gone down because you're not running. And sometimes it's hard to find another survivor with only 2 of them left, esp. in solo
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nah cause I wanna play Feng but I don't wanna run her perks LOL
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@EmpireWinner said:
onion tattoo
HUH!?!?!!? LMFAOOOOOOOO
Also I vote that they keep it. I spam m1 when I'm on the hook and it's only reasonable that Feng would have a rash from raising and lowering her arms over and over again repeatedly.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1520285#Comment_1520285
It is a nice break from the normal, one mistake and you lose, killer games you get sometimes.
I did have some newbies running DS and they must watch streamers too because one got unhooked and jump right into a locker even though I wasn’t chasing him lol... broke chase to yank him out and let him feel good about his trick working.
That's actually kind of cute LOL
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Um, congrats for getting lucky with being matched with crappy killers? I can't imagine getting away with camping pallets while my teammates actually do try to gen rush with Prove Thyself, Resilience, toolboxes, etc. Not against even just a decent killer.
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Moris 100% LOL, it's not that hard to hook someone... and it's even easier to tunnel them off hook and mori them.
Moris are also very easily found in the blood web compared to keys, anyway. Even with avoiding/ignoring moris on my killer blood webs, I still very often end up with more moris than keys on my survivors.
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I just don't think that the exit gate should regress at all. End game is fine where it is and EGC was never added just to give killers free kills. That's an added bonus for killers if they play their cards right, yes, but I don't think the 99'ing gates thing needs changed. Survivors should be allowed to have counterplay to certain killer perks, and most of the time survivors have legitimate reasons to not open the gate fully outside of just being BMing rats.
Also, this just nerfs solo queue and barely affects SWFs. It's easy to communicate that someone needs to stay at the door and have it ready at the perfect time in SWF, but that would be nigh impossible in solo.
I could be in favor of Remember Me somehow getting a buff, because it's kind of a crappy perk (and most certainly based on old Freddy) but I definitely don't support disabling the ability to 99% the gate
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1505541#Comment_1505541
They do that now because the game takes like 10 seconds to end. They wint anymore if this change were implemented
I seem to remember a time where regardless of if you were the last survivor alive, on your 1st or 2nd hook, you could attempt to struggle off or get all of your struggle points. Killers definitely ran around getting their deviousness points then.
A Sweaty McSweat killer, or a killer who really wants that 4k, probably won't leave the hook. But a killer who wants the 4k won't close the hatch when they can't find the last Meg lying on the ground with good survivor sided RNG on the exit gate locations. It happens anyway.
Deliverance is a mid enough perk that I think it'd be fair enough if it overrode the "you are the last survivor hooked, you instantly die now even though you are on first hook". It's mostly pointless (because 9 times out of 10, the killer WILL just hang around staring at you) but I don't really think it takes away too much from the game except to make the survivor not feel like it was a complete waste of a perk slot. Does it not already do that now? I never run it so I really have no clue if it does or doesn't. I know I saw an Adam deliverance off the hook as the last survivor while my boyfriend was playing killer, but I can't remember if it was before or after the rather recent change to the game ending after the last survivor is hooked 🤔
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1505459#Comment_1505459
It doesnt take clairvoyance. I just played an entire match with you, you think i dont know what exhaustion perk youre running? Every killer above 15 knows to memorize the players exhaustion perks. This scenario youve concoted will only work on one killer 1 time and then youve ruined it for every other survivor that killer comes across. And no, its not subjective. You will be face camped by every killer when youre the last one hooked. Theres literally nothing else for the killer to do. Unless youre going up against a complete noob that is, but if youre in this situation against a noob you deserve to die on hook anyway
Bro you're ignoring the Plagues, Legions, Spirits, etc., who run around getting their last minute points with their powers. It's optimal to stay and make sure nothing sus is going on with the last guy, but there are definitely killers who go around getting their last minute deviousness points. If it's a Doctor, sure you're screwed. Mans is gonna stand there shocking the air triumphantly. Clown will toss bottles at your hooked body and Michael Myers will stand there nodding. But nearly half of the roster has something better to do than just stand at the hook.
It IS situational, but not nonexistent.
OP, I disagree that Deliverance should be active on second hook. It's just a mid perk unfortunately
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Oh you don't have to prove it. I play on the switch and the amount of times that I've been GRABBED after inputting the fast locker exit is WAY too many. The first time it happened to me, I thought I messed up. But when it happened multiple different times afterwards with different killers, I realized it probably had a lot to do with the killer's internet connection. It's tough to figure out when to use at that point. Laggy killers I guess I wanna do it earlier than I would usually do it, but sometimes I haven't had the chance to figure out if they're a bit laggy or not.
I play on a wired connection but I definitely don't assume the same for most other players on the switch LMAO
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@FablPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1501830#Comment_1501830
Yes thats exactly what i mean
Sounds like it's a universal issue- we play on the switch. Try aiming slightly to the left and see if that works better for you? I guess they're off axis now.
I wonder what makes these bugs come out randomly LOL
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My boyfriend loves to use flashlights and he has been having a lot of trouble getting them right all of a sudden (I think after the most recent patch). I think he says he aims slightly to the left now instead of more centered, and it works better that way? Does that sound similar to your problem?
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I've been running Detective's Hunch lately- I've been running Inner Strength for a long time now and know the totem spawns for most maps pretty well, but with how my team has been being tortured by Devour Hope lately, I've had to pop that perk on and devour the killer's hopes that they'll mori or 1 hit down us instead. I just wish they buffed it so that the auras showed longer than they currently do... I've had matches where NONE of the gens are completed in times where I am able to get a good look at those short aura blips (either from being in a chase, having to hide momentarily in a locker, hooked too far away to see relevant auras, etc)
There are so many situations where I've wished I had Tenacity on, but it's a very, very situational perk that is just completely outclassed by other perks. For every situation I've wished I had Tenacity on, there are 10 other situations that I've wished I had DS, DH, BT, or UB on instead of something else.
Other perk of his is not even worth looking at LOL