ChiSoxFan11
ChiSoxFan11
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2207255#Comment_2207255
At least he is consistent. Compared to the equivalent killer posters his posts are more funny than anything else.
I still enjoy old Peanuts cartoons, so your point stands. 😁
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2205491#Comment_2205491
Yeah devour fits into this wierd psuedo slowdown where it doesnt technically slow anything down but it forces survivors to play unoptimally the only other perk that comes to mind with this is probably mindbreaker since they cant work on gens and recover exhaustion at the same time.
When I've run it in combo with Ruin/Undying, I've almost always done so with The Pig -- the slowdown from people frantically looking for totems (either Ruin or Devour) coupled with people frantically trying to get traps off of their heads almost always leads to gen progression coming to a screeching halt after a gen or two has popped. And if they want to ignore the totems to power through gens, they're only doing so at their own peril. Devour's game slowdown potential is one of the underrated aspects of the perk -- even if they find it, that's time gens weren't being repaired by someone.
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@EQWashu said:
I really and truly love Hex: Devour Hope, its probably one of my top 10 Killer Perks. For a while I ran it on everyone on both PC and (primarily on) console. I doubled it up with Ruin a bunch, so either they broke Ruin and didn't notice Devour until the Exposed status became active, or they broke Devour and (sometimes) kept looking for ruin (or broke em both pretty quick, that happened too lol), which kept a few away from gens for a bit. Also the scary perk art. 10/10
I've had success doing the same thing, except I'll throw Undying into the mix. Sometimes two totems will go, but in almost every instance I've run all three together, either Ruin lasts a long time and I get great value out of it, or Devour reaches critical point and it's a game-ender. In any case, a fun combo to run and pretty effective.
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@Mandy said:
I think that's the same in everything, we naturally remember the negative things more than the positives - human nature I guess. I know I remember an insult way easier than I remember a compliment for example.
That's a dead-on assessment.
I play on console and have messages turned off, so I have no idea how many salty messages I might have missed over my time playing the game, lol. But in-game toxic behavior, while it does happen (both from survivors and killers) is far less than matches that play out "normally". And I've met a large group of great players (who've made their way onto my in-game friends list) ironically playing killer and reaching out after a match to survivors I've gone against -- it's almost surprising how nice those people have been afterwards.
There are definitely bad apples out there, but I'd like to believe the good outnumber the bad.
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@Yords said:
Are you a survivor or killer main? Or do you play both equally?
Are you a good sport?
Do you feel the need to max out all of your characters with all perks and prestige them?
Do you get tilted when playing this game?
Do you buy cosmetics?
I am a player who would be considered a good sport (most of the time at least) and who plays both sides equally. I myself feel the need to max out all of my characters and I can get very tilted when playing this game (but never take my anger out on anyone, I just say gg with tears in my eyes). I also don't really buy cosmetics because it is far more satisfying to earn them and don't feel like supporting BHVR, at least right now.
I play both sides pretty equally, maybe a little more survivor. I stream 20 hours a week on Twitch playing almost exclusively survivor (almost always as part of a SWF, ranging from a 2-person group to a full-on 4-person group). With the excpetion of a good friend who started playing with me almost from the beginning when I picked up the game a year ago, the people I play with are almost all people who were opposing survivors in games where I was the killer, lol. I record for YT almost exclusively killer rounds, and I get in probably 15-20 hours a week in that role.
I definitely think I'm a good sport. As a survivor, I don't teabag, point, locker/pallet spam at the end of the game, taunt, etc. I can't use a flashlight, so no "clicky-clicky" on my end either. I finally got an old Rift challenge done the other day to blind a killer when someone was AFK, and one of my teammates had found a flashlight in a chest and let me borrow it, lol. I don't hang around in the exits when the game is won, and I try to stick around only if a teammate might need help to escape. As a killer, I do my best to not tunnel, even accidentally, if at all possible, and I won't camp, unless it's EGC and someone is on the hook -- even then, it's more me patrolling the hook. I've never facecamped and never will, even if the opponent has been toxic. I give hatch pretty often -- especially if someone rage-quits and screws their team over -- and I've definitely been part of many a farming match, using as Piggie when people are in a Booping mood.
I can get tilted by BM'ing opponents, either killer or survivor, but I try to remind myself at the end of a match that it's just a game. I have bigger things in life to worry about than if I was tunnelled or if someone teabagged me at the exit, so I try to keep everything in perspective. To be fair, however, that can sometimes be hard to do in this game with some of the people you run across, lol.
All of my killers are sitting at Level 50, with the exception of a couple I never play (Deathslinger, Twins, Trickster). The killers I play the most with (Pig, Doctor, Wraith, Ghostface, Myers) have every perk -- Piggie, who I'd say is my "main", has a ton of add-ons, offerings, and the like, as she's gotten the most BP put into her by far. Other killers have a lot of perks and eventually I plan to have all of them fully equipped as well. All of my survivors save Quentin are Level 50 -- Meg (who I started playing as when I got the game) is who I play the most, and she's the only one I got to P3, though I've slowly started getting other survivors to that level. None of my killers are, and none of them will ever be, since I wear cosmetics on all of them when I play.
When I started playing, I thought buying cosmetics was foolish and didn't understand why anyone would do it, since it didn't change gameplay -- and now I have more cosmetics than I know what to do with, lol. 😅 Most of my survivors have numerous outfits to choose from, as do my killers I play regularly. As frustrated as I feel sometimes with BHVR and some of their decision-making, I DO enjoy the game and what it provides me, and I don't mind supporting them. The only DLC I didn't get upon release was The Twins (for the obvious reasons), but I'm certain this game will see more from my wallet in the future.
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It's potenitally strong, but it's situational. Survivors who know that they're exposed will often run and/or hide and wait out the timer -- 30 seconds isn't that long, and if you can get to a safe tile, a good survivor will be able to outlast it.
A really good nurse is the best killer to be able to take advantage of it, but killers will lesser mobility will need a combination of other factors to get consistent usage out of it. I've run it with Doctor and double Calm add-ons + Agitation for a monster TR, and I've gotten my best value from the perk wirh that (I almost never play Nurse). Even with the huge TR, I'll get a coupke of downs with it usually at most, since a lot of time, by the time I've gotten to a survivor who was exposed, the timer that they're at risk is mostly gone. That said, when it works and you get value from it, it's not just fun, but it can definitely tilt the game in your favor.
It's a perk with definite counters and limitations, but potentially very strong in the right hands. I think it's in a good spot.
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@joedonat7 said:
lol.
Get good I been playing since day one CHUMPS!
Yes I disconnect every time I enter a match with certain killers I don’t want to play against.
Again when you have played the game as long as I have.
You rather not play against Certain killers.
Yes this would be fair.
iam reading in the comments makes me think y’all are whiny kids who can only kill survivors is by camping.
No not every times do I escape match but I still progress in rank due to the objectives I do during the match.
This is not about being good or bad kids it’s about not playing against certain killers.
So until theirs an option for this I will continue to disconnect.
Also my friends do the same thing.
So don’t come commenting like you know me or tell me to get good kids
So YOU'RE the person who DC's right at the start of a match against (insert random killer here) because you "don't want to play against them", screwing over everyone else on your team? So basically, you're the worst teammate ever, and the reason countless people who've played in matches with you were staring at a 3 v. 1 right out of the gate and facing a match they'd now be likely destined to lose, unless the killer is merciful.
Can we all get the option to deselect having you in our lobbies when we play survivor? I'm sure you'd enjoy the wait times you'd have then.
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In the same match as above -- Conga Line with survivors!
https://www.youtube.com/watch?v=azo1_GXJ7Zk&list=UUODC_RYe0z8yDnIFlmW-TmA&index=1&ab_channel=GeriatricGaming -
@Hussein said:
Particularly at the moment, every match I'm in the killer has devour hope and/or NOED and blood warden. Disgusting and boring play.
The irony of someone complaining about Devour Hope in a thread full of complaints/comments about camping isn't just funny, it either shows someone doesn't understand how the perk works -- or how some people simply won't be happy, no matter what their opponent does.
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@ChiSoxFan11 said:
I don't know where all of these lobbies are that have continual face-camping/ tunneling killers -- that's almost unbelievably bad luck (I guess).
I play 20-25 hours a week of survivor with anything ranging from a 2-person SWF to a 4-person SWF and pretty much never see a face-camper. Tunneling is occasionaly a hazard (I do run DS for a reason, as do most of my teammates), but while it happens here and there, it's definitely not every match (this is at Red Rank -- my assumption is that the ranks further down, it's much more of a problem.
I played almost 14 hours on Thursday, 8 and a half of which was as survivor. There was the occasional tunnel of either myself or my teammates, and the occasional area camper, but zero face campers. As said, I haven't seen a face-camper in one of my matches for literally months, and I play a TON.
To follow up my own experiences I noted earlier in the thread, I logged in another 6 hours+ yesterday afternoon/last night as survivor, one session as part of a 3-person SWF, the other as part of my regular 4-person SWF. In all my matches, there was one person who was face-camped (a teammate, not myself) -- against a Myers. We got the teammate off the hook right before they died, but the Myers re-downed them and finished them off (no DS for them). Meanwhile, it was still a 3-person escape. The member of our group who got facecamped took it in stride, simply asking "What did I do?", but they were happy the rest of us had a ridiculously easy escape.
We ran into a few killers who returned to the hook after an unhook, but almost none of them were doing what I would have defined as tunneling (maybe one or two instances). If anything, there were games where the killer specifically avoided the easier target off the hook to go after the rescuer, so I'd argue I saw more of that than anything. The huge majority of rescues were uncontested, with the majority of those featuring healing directly under the hook because the killer was occupied in a chase someplace else.
So again, if it's "every" game that someone is tunneling and face-camping you, you're either the unluckiest player in the game, or there's some hyperbole in effect.
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So, there are things that only happen when yoy play the Pig. Like this wonderfully surreal moment: 🤣
https://www.youtube.com/watch?v=5Uj6Vm71I0E&list=UUODC_RYe0z8yDnIFlmW-TmA -
@mydogmax19 said:
I have none. This discussion is a joke.
If your avatar says anything, it's that the jokes's on you. :shrugs:
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My memory is slowly turning into mush, so I don't remember survivor (or killer) names from one match to another, unfortunately. I told a story in the wholesome thread about facing a Kate in a slaughter a couple of days ago, giving them the hatch, then having them in my lobby again in the very next game. I made it a point to make sure they would be the one getting the hatch again if the second match went the way of the first -- spoilers: it did -- if for nothing but the funny element of it, wondering if they realized I was the same killer they'd just gone against.
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I've run it numerous times since it went live, and it's given me value almost every time. I have issues with looping correctly and losing killers in chases, and I've already had numerous times where I've lost the killer entirely by doing ... not anything particularly special, other than breaking line of sight for a moment. And it hasn't just worked against novice killers, as I've done the same thing against Rank 1 killers who actually knew what they were doing. Bring a souped-up med-kit, and you can get multiple uses out of the perk, which for me, has been literally the difference between escaping the trial or dying.
As someone who plays 50/50, I'm very happy when the build I choose can accomodate it (the only thing keeping me from running it more is an addiction to running Prove Thyself, and an unwillingness to use too many med-kits/add-ons in trials). When I play killer, I've VERY happy to see people NOT running it, and I hope people keep dismissing it -- I don't want to have to deal with injured survivors disappearing into thin air simply by rounding a corner.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2193903#Comment_2193903
Nice, thank you. :D
https://forum.deadbydaylight.com/en/discussion/comment/2194002#Comment_2194002
So you let them live too? Interesting. Do you then just wander around chasing people, or do you go after anyone who didn't boop, or what? What do you do next? I'm a new booper, lol. And thanks for the compliment. :)
Usually, the boops come at the end of the match when things look lost for a last survivor, lol. But not always. I had an entire team once on the old Game waiting for me downstairs to all Boop (it took me a while to find them -- I thought for a minute I was in a bugged match with no survivors!). When it's a game like that, it turns into a farm fest -- I've even depipped before, because I refuse to kill a Booper. If people are Booping out of the gate and someone else isn't, I still won't kill the holdout -- I don't want to single someone out -- so I eventually am able to convince those wary survivors that they're going to be safe (usually after downing them and letting someone right there rescue them or letting them wiggle off). The only exception is that it's not a "get-out-of-jail-free-card" if you did something toxic earlier in match (I only will really define that as someone who teabags me relentlessly and taunts earlier in the match -- attempting to Boop me when you're going to die doesn't get you off scot free then, lol).
Every Pig plays different -- I just believe you need to be consistent how you treat things in a match and not play it differently from one match to another.
Here's the match clip from the group that waited for me. I have dozens of examples of people who Booped who lived as a result -- I'm just a big softie when it comes to those instances (though it doesn't extend to any other killer I play!).
https://www.youtube.com/watch?v=DE_4QOWC98E&list=PLC2rL4BtEvpu37EzsT36X2SS3vL2Igksg&index=17&ab_channel=GeriatricGaming -
I can't do any of the killer blind challenges -- I'm as inept with a flashlight as anyone you'll ever see. My attempts at past challenges range from embarrassing to laughable -- I won't even attempt them anymore, lol.
I actually have gotten the Dark Sense one done -- it just happened one match where my friend was trying a different challenge (fall from a great height in a chase), and I sent us to Glenvale. I wasn't trying to make it happen, but I was able to finish it in part because my friend stayed off of gens for a long time trying to get chased, and I just kept motoring from gen to gen through the match. (Ironically, we've both had matches since where we would have gotten it done -- the 1st time is the hardest, apparently, lol).
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As a Pig player who lets anyone who Boops live (no matter what), I fully endorse this thread. 😁
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I play Pig more than any other killer. I'm not "great" by any stretch of the imagination, and I've only been playing for a year, but I think I can offer a little bit of critique. I make plenty of mistakes and recognize some in others' play, so I hope this is helpful in some way.
As Moundshroud said, you're not "bad" -- you do some things well, and you have things you need to work on. I've been at Red Ranks for a while now and have been a Rank 1, and I still make plenty of mistakes, so there's nothing for you to be overly harsh on yourself about -- every match is a potential learning experience to get better.
That said, I focused on looking at your 2nd match, since that's the one that you said you "fell apart at the seams". I'm sure I missed things in that match, but these are some of the things I noticed while watching that I would have done differenty or thought were worth commenting on:
-- First, your loadout. You mentioned trying to grind your way to get more perks, and running certain ones out of necessity or lack of better options. I agree with Moundshroud that Whispers is a perk that you could probably ditch -- it's great for finding survivors at the start of the match or the last one at the end, but its weakness is in the middle of the game, and I think it did you more harm than good in this match. I run Ruin/Undying (paired with Pig's own perk, Surveillance) for gen slowdown, or since you're running Pop, you could pair that up with Corrupt to give you some additional slowdown. As is, Pop is only good if you're getting hooks (and even then, it can be unreliable -- see your not being able to Pop a gen after a hook after you hooked Dwight in the basement as an example). You weren't getting hooks, so Pop wasn't helping you. Ruin -- if it had stayed up -- would have done you more work with the playstyle you used in this match. But getting to that ...
-- 29:42 -- You've found yourself a survivor in the Silo pretty early and start chase. They run you to a pallet, which you chose to break, even as they were apparently leaving the loop immediately. Instead of continuing the chase, you go back to the silo, kick the breakable wall, and then kick the generator, which barely has any work on it. Losing chase with the 1st survivor you find can be a huge setback -- purposefully abandoning it is a mistake. Even your finding someone else at 30:06 means you've wasted time, and a gen has already popped. If you'd stayed in chase with that first survivor, there's the outside chance you down and hat them before the gen pops, or if not, the chase might have brought you into the direction where that 1st gen was finished, and you might have been able to chase THAT survivor away in the process. In any case, you shouldn't have left that first chase. Which leads to ...
-- 30:38 -- You're chasing Claudette and land a hit. Then you ... abandon the chase again to push a healthy survivor off of a gen (which won't be regressing), and then quickly abandon THAT chase to go back to shack, presumably looking for Claudette. You find the Claudette again, but she easily could have booked it far away from shack at that point and you would have had nothing to work with. It feels like you're trying to hit and run, but that's not what you need to be doing here. If you had stayed on Claudette when you first had her injured, you might have gotten her down before the 2nd gen pops at 31:12 and gotten an active trap on someone, applying pressure and more importantly, getting at least one survivor off of gens.
-- 31:34 -- You're chasing Claudette around a strong loop at the Pig Tree, but instead of continuing it (and at least getting the pallet down), you abandon a chase AGAIN. That's 4 chases you've abandoned in the first 2 minutes of the match. By the time you find Dwight back on the gen near shack at 31:48, everyone else is back to full health. You have no map pressure at this point, and it's essentially left you with the first two minutes of the match gone by with nothing done. Some killers can still get away with that -- Piggie normally isn't one of them.
-- 32:10 -- You land a hit and both down the Dwight AND get the pallet down. That was nice. You pick him up, only to see the hook saboed in front of you. I would have gone and hooked him at the hook you saw when you turned around at 32:27 -- you should have had the time to get him there before he wiggled off, but you decided to drop him and go after another survivor. If you had an injured survivor near you, that would have possibly been a good move, but with everyone at full health, you're likely looking at Dwight getting picked up, and you still won't have a hook in the bag. Eventually, they do pick up Dwight, but you do down him and get him into the basement, so it wasn't a total loss. At this point, you have a hook, the next gen that pops will give Dwight an active trap (and experience says he'll be going to get that trap off as soon as he's unhooked, active or not, so at least he wont be on a gen) -- so the game isn't lost at this point. The gen popping at 33:30 is the example of bad timing costing Pop its value.
-- 33:35 -- You down the injured Claudette after she pops the gen. Slugging here might not have been a bad move, or at least circling back to Dwight to see if someone was coming for the rescue. If the injured survivor is the one headed for the rescue of Dwight and you catch them on the way there, you could potentially down them and snowball to a win from there. Hooking the Claudette, though, isn't wrong -- I probably do the same thing -- just throwing out a potential alternative that could have drastically turned the game around.
-- 33:50 -- You see 2 people on BBQ (one of which is the injured Dwight, just off of hook). You crouch walk towards them -- I would have stayed upright. Most survivors are going to assume a killer has BBQ, and they're a long way away. Plus, they are going to assume you're coming for them, since they've just had an unhook and it's the logical place for you to go. The longer it takes for you to get there -- and moving at 3.6 m/s while crouching means that they'll be long gone by the time you get there. Pig's crouch should only be used selectively, and almost never solely to move across the map. By the time you're there at 34:10, Claudette is off her hook and those two are somewhere else. You Pop the gen, but again, your map pressure is evaporating.
-- 34:50 -- You chase Claudette off of a Jigsaw Box, miss a swing that could have downed her, then get pallet stunned, then lose her. Instead of going straight after her after breaking the pallet, you took a weird path and she had vanished. You know she wasn't in the locker (she was clearly headed in a straight line away from you when you broke the pallet), so that was a strange choice to check it. You start crouching again to move around the map, when you need to throw stealth out the window at this point -- there needs to be an urgency to get people downed (and trapped) ASAP.
-- 35:38 -- The crouch at this point is a good example of unnecessary stealth. If there had been someone on that gen you go to kick, your terror radius would already have alerted them by the time you're crouching in the shack -- the stealth here isn't doing you any good, but it is making it take longer to get around when you're desperate to get someone downed. At 36:00, the 4th gen pops, and you're fighting a losing battle at this point, with only two hooks and no one in real danger from traps. The Nea you hit at 36:17 heads back to the Pig Tree -- where you didn't commit to the chase earlier (and possibly could have gotten rid of the pallet before, saving you valuable time here). You yank the Nea out of the locker just as the last gen popped, which was unfortunate timing -- getting her trapped before then could have been huge.
-- 36:58 -- You open the gate yourself after hooking the Nea, even with NOED active. I'm guessing you were frustrated at that point, but NOED could have helped you snowball -- you down someone coming for a rescue. You legitimately could have tried to slug at this point, if you hadn't already opened the door right by the action. The door being opened forced you to pick up the Nea, then eventually drop her. You had stayed by the person on the hook before, but once your NOED is broken, THEN you leave -- the other two survivors were injured, and if you had stayed with the hooked survivor and the slug, the other two were going to have to either heal up first or risk getting downed themselves. You do catch the Dwight, but the other two survivors are unhooked/picked up at this point. At this point, there's not much you can do.
So overall, I know this probably came across as incredibly nitpicky and harsh -- please don't take it that way. I love watching OhTofu's Gameplay reviews, and I tried to model this critque after the way he does his. I could point you to hundreds of killer videos I have and people could easily point out the ridiculous number of mistakes I make and the potato play I have, so there's nothing for you to feel badly about. Like I said, I watched this match since it's the one that you thought went the worst -- I saw a little of the first match that Moundshroud commented on, and I saw a lot of nice plays, so you're definitely not "bad" -- you're learning, like most of the rest of us all still are.
If I had general tips to give, it would mainly be to commit to chases more and not abandon them the way you did in that 2nd match. I would also crouch less, and definitely don't do so to move across the map as a rule. Run another slowdown perk -- whether that be Corrupt, Ruin, even Sloppy Butcher could be helpful. You can lose gens -- I've won any number of matches watching 2 or even 3 gens getting popped before I can snowball, but ideally, you want to have someone trying to get a trap off, someone on a hook, and someone running from you, leaving the 4th survivor to get off of gens -- rinse and repeat until someone is dead, and you're able to get even more pressure on.
Hope this wasn't too harsh -- I certainly didn't intend it to be so. We all have bad matches -- I've been curbstomped as Piggie in matches worse than this, and even the best players I've seen have bad matches, so don't be discouraged! Good luck in your future games!
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2193682#Comment_2193682
You know you are right when nobody even killer mains can't defend it. It's that broken.
Spoken from someone who plays both sides equally (or probably more survivor), it's not that. It's that debating you is about as constructive as debating a Flat Earther and a complete waste of time in discussing the health of gameplay in DBD. You're set in your biased mindset so much that reasonable people know it's not worth their time or effort to have an intelligent discussion with you, since you'll acknowledge nothing that doesn't fit your opinion (or they just assume that you're nothing but a troll poster and not worth the effort). Your posts are pure bait at this point, and they're not even particularly creative anymore, as this is one you've used already. Come up with some original material -- your act is beyond stale.
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"Maybe have it deactivate after a certain time or have the totem light up or something"
Light up? The way it actually is from the beginning of the match? Deactivate -- as in you actually look for it and cleanse it?
This ... this has to be bait, right?
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BT does not "break the game".
If I'm faced with two survivors, one unhooked in front of me and the other the rescuer, I'm going after the rescuer, since I would prefer not to tunnel -- and I assume automatically that they had BT. If the person who's unhooked wants to take a hit and waste their BT, then they'll either be wasting time mending while I go after their rescuer -- or, I might go after them after all and make them regret jumping in front of me.
The only time BT can be problematic for me when I play killer is during the EndGame, but that's just part of what makes EGC challenging, and I have to try and play around it if I can. Otherwise, I just don't see an issues with BT in all of the games I play as killer (and it's a lot of games). I rarely realize that people are running it because I'm just not going after people right off of hook, either intentionally or unintentionally. I've gotten to end game screens of 4K games and seen multiple people had the perk but I never saw it get used.
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As someone who plays The Pig a ton -- and who goes out of their way to not chase after anyone with a trap on their head (unless everyone's wearing one, lol) -- I FIRMLY encourage people who are wearing my party hats to leave those gens alone. 😉
Effective Pig players know that her pressure from the traps come, not from their killing anyone -- when that actually happens, it's a bonus -- but from taking someone out of the game while they play their own minigame of getting the trap off. If I could get all four people on a team doing nothing while one person is trapped, that's going to be pretty much a GG, and will be for any Pig player relatively good.
When I play survivor against a Pig, I tell my team to pop the gens while they can, even if I'm wearing a trap. There's any number of ways that gen that's 99'ed now might never get finished and be the difference between people on the team escaping or everyone dying. I've died to an RBT maybe once or twice in the entire time I've played, even playing against the occasional Pigs who did specifically target people wearing their traps.
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Even when I know survivors have DH, I forget to bait it out half the time, lol.
More often than not, a survivor uses it to get distance for a moment, but it rarely does anything but delay the inevitable down. Sometimes, they're kind enough to DH into a wall, which is always nice. Far less often, I see someone use DH to get to a pallet or a vault, and I just chalk that up to a good play on their part and good usage of the perk.
It's annoying to go against -- like UB, DS, SB, etc., but I'm guessing Ruin/Undying or Corrupt/Pop or Starstruck, or similar Killer perks are just as annoying for the people I'm facing to see. Strong perks are not a bad thing for the game. I play a ton of killer, and DH isn't anywhere near the headache the old abusable DS or OOO were. I've never been tilted by seeing it against me in a match -- only by my inability to remember someone has it when they've already showed it to me.
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As I mentioned in another thread, I probably play 20-25 hours a week as survivor (and maybe 10-15 as killer). In those 20-25 hours (not matches, hours), I definitely have been tunnelled (or someone on my team has been), but it's definitely not every game, or anywhere close to it. Camping is less prevalent -- killers do come back to the hook, but often I or my teammates are literally healing under hook, so when one of us gets harrassed then, it's definitely on us to have not gotten to a safe location to heal up. The facecamping that I've seen some claim happens every match -- I can't remember the last time anyone in my parties was facecamped.
Obviously, everyone's experience will vary to some degree. I play at Red Ranks normally, and I imagine camping/tunnelling is far more common at brown/yellow ranks.
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As Survivor, it would be Meg. She was the 1st one I played when I started, she was the 1st one I brought to P3, and she gets the most play out of me, even since I branched out to play other people. You always remember your first, lol. I mainly play survivors for the different cosmetics (since my builds are pretty identical from one to the other) -- one day, I might want to be a Buuny Feng, the next an Oktoberfest Kate, or maybe Disco Ace or Scoops Ahoy Steve -- but I always end up finding my way back to Meg.
As Killer, as much as I try to play a wide range, I have to call myself a Pig main at this point. I've played the most rounds as her, and she's the killer I'm the best with. I love her playstyle, the dynamic of the RBT's, the cute sound she makes when she gets stunned, and the meme potential with survivors who Boop the Snoot (which means you live against me, with pretty much no exceptions). I love playing Wraith and Doctor, I've been practicing my tail off at Huntress, Nurse, and Plague, I enjoy Trapper, Myers, and GF, and I want to improve at Pyramid Head -- but I always end up back with my Piggie. She wasn't the first killer I played regularly, but once I started with her, I was hooked (no pun intended).
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Wanted to squeeze in a couple of Pig rounds this morning. Got a lobby and ended up on Yamaoka -- the match was pretty much a slaughter, and I gave the Kate the hatch.
Very next match, I load into the lobby -- and I immediately recognize the Kate from the previous match! Her teammates were different (one of them might have been from the match before, but it was only the Kate I knew for certain was going to be part of this "rematch"). I decided that, if it came down to it, if survivors started dying, the Kate was going to get hatch/door again, if for no other reason than for the memes, and that I have a soft spot for most Kates.
Cue up another slaughter. I actually slugged her at one point to avoid hooking her to try to finish off her teammates, but an Unbreakable (not on her, but on one of her teammates) extended the match. Things did work out, though, as I polished off the other three -- before I could find her to escort her to another hatch, she found it on her own (on Lery's).
If you're out there, Kate, and reading this -- this Piggie will always give you the hatch in the future, since I feel like we've established a bond, lol. Next time, give me a Boop, and it'll make my day. 😊
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I don't know where all of these lobbies are that have continual face-camping/ tunneling killers -- that's almost unbelievably bad luck (I guess).
I play 20-25 hours a week of survivor with anything ranging from a 2-person SWF to a 4-person SWF and pretty much never see a face-camper. Tunneling is occasionaly a hazard (I do run DS for a reason, as do most of my teammates), but while it happens here and there, it's definitely not every match (this is at Red Rank -- my assumption is that the ranks further down, it's much more of a problem.
I played almost 14 hours on Thursday, 8 and a half of which was as survivor. There was the occasional tunnel of either myself or my teammates, and the occasional area camper, but zero face campers. As said, I haven't seen a face-camper in one of my matches for literally months, and I play a TON.
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I think it's a neat bonus thing to throw in. Getting it is neat, but not getting it isn't something that will ever affect your gameplay, so it's not the end of the world if someone doesn't get one (I did get it, but if I hadn't been able to, I wasn't losing sleep over it). Not sure why anyone would get upset over it, but people find a way to complain about anything, I suppose.
I got mine on the 2nd attempt in a game I played as killer yesterday as The Plague on Lery's, a map I would have thought would be a nightmare to find it on. When I switched to survivor later and played with a 4-person group, everyone ended up finding theirs and escaping over the course of the night's matches.
It's clearly easier as killer (as it was with the anniversary crowns), but the fact that getting it on a single character unlocks it for every character, killer or survivor, mitigates that.
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The people who are saying the perk is worthless either haven't actually tried running it, or are the types who think perks should be ridiculously overpowered to the point of being game-breaking. 🙄
I was looking forward to using it when it went live, and in the matches I have, I've seen great value out of it. I've been using it with Iron Will and a souped-up Med-Kit. Has it worked every time? No, but running UB, for instance, arguably the most powerful perk in the game, doesn’t have a guarantee it'll give you value either, and no one with any sense is saying that perk is terrible or needs a buff .
What I DO know is that I traditionally have had issues with losing a killer in chase and with looping. I've had multiple matches where I've seen Lucky Break cause the killer to lose chase with me simply because I broke line of sight while they were in the weapon wiping animation -- and not against inexperienced killers, either. I've lost killers at Red Rank who clearly had earned their rank. Indoor maps are particularly nasty for running it, but not a necessity.
People who play the game at a stupidly high-level -- I'm talking content creators who main killer AND who main survivor -- have all talked about how powerful the perk is (paired with IW, which is a perk run commonly anyway). I particularly remember ZubatEl (who plays effortlessly as both a survivor and killer) telling his chat that they clearly had never played killer before (or at least at a Rank that mattered for anything) if they couldn't realize its potential strength -- and he's not the only one who's called it out for being strong.
As someone who plays 50/50, I've been sprinkling it in many survivor builds (limiting it mainly because I don't want to burn through too many med-kits) because it's saved my potato self numerous times already and gotten me match escapes as a result. As killer, I haven't seen it all that much, and as a killer main I watched recently said, I hope people keep sleeping on it, because I definitely don't want to go up against 4 survivors running it. 🤔
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The Plague has so much potential when played well, but she's not overpowered. She's got a great look and great lore behind the character. Here's hoping that this Tome will shine some light on her, and that more people will play her than currently do.
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Plague has great potential for people who can play her at a high level, but she's got QOL issues that make her problematic to play. Her vomit can be erratic -- I've hit people and seen their characters recoil but not gotten credit for it, the vomit travels SO slowly (it feels like, at least), and it's hard to land consistently at times. The noise in your ears when you get your Corrupt Purge overwhelms the other sounds in the game, making her tracking more difficult. Really good survivors just won't cleanse, or they'll cleanse in places so far away from where you need to be that your power is severly limited.
That said, if played well, she can be very deadly. She might not need a buff, but a nerf? Absolutely not.
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@MadLordJack said:
There's a perk that does that for you, it's called "lucky break" and it is completely broken. For no effort at all you get a free chase-end. Another is Smash Hit, you camp a pallet and take the hit and zoom off as double speed.
And honestly, those two break the game. Killers rely entirely on getting downs before the gens are done, which takes around 3 minutes if the killer has no way of getting map pressure. The ability to prethrow pallets and massively drag out chases with no effort is already a massive issue - giving survivors the ability to massively waste the killers time without requiring effort or resources is even worse.
I ran the Lucky Break/Iron Will combo the other night for about 5-6 hours of survivor matches, and I completely agree. I got away from the killer, not every time, but when I was able to break line of sight for just a second or two after the intial hit to injure me -- and this wasn't against brown/yellow rank killers, either, but Red Rank killers who clearly are novices at the game. The ability to essentially buy yourself an escape (and, in theory, an enitre hook state potentially) is absolutely huge. As someone who needs help with their looping skills, I definitely will keep running that combo, and for when I play killer, I'm happy I'm not really seeing it on the survivors I've been playing against.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2175821#Comment_2175821
So you were able to buy your team 3 gens in a single chase and somehow that's not enough for you.
A part of the game is the killer will down and hook you. You seem to want to remove that.
Exactly. Unless the survivors clearly outclass the killer in skill level by a large margin, it's expected that, at some point in the game, most if not all of the survivors will spend at least one time on the hook. Even the best survivors -- we're talking the content creator ones who are God-like in their skill -- take aggro and spend time on the hook, while generators are being done elsewhere.
If I buy my team 3 gens in a chase, it's rare and I'm the happiest guy on my team. Since usually someone is running BT and I'm running DS on all of my builds, those games usually end up with a three or four person escape, because I'll still have outs if I'm camped and/or tunneled after a rescue. And if I still end up getting tunnelled out of the game, my three teammates are all escaping, and that's still a "win", even I don't survive.
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I posted this for someone else before, so I'll cut and paste it here:
As someone who plays The Pig a LOT, a few thoughts -- other Pig players experience with her will obviously vary, but there's always more than one way to play successfully.
-- You're gifted with an innate in-game slowdown in the form of your traps, so use them. Some Pig players like to save them, but I start busting them out immediately. Nothing worse than having the last gen pop, and you still have a trap left that's been rendered useless. Survivors will, for the most part, start searching boxes immediately, even if their trap isn't active, so that's a survivor that's NOT working on a generator. That slowdown is invaluable in a game where gens can go by so quickly.
-- That said, additional slowdown perks for gen regression are useful, if almost necessary. Corrupt paired with Pop can work, though Pop can be unreliable at times. Even though she's not a high mobility killer, I will run Ruin paired with Undying -- again, once a survivor has a trap on, particularly an active one, they won't be looking for your totem. I tend to run Surveillance with her as well, and I get a TON of use out of it with Ruin (as long as the totems stay up). I run BBQ with her mainly to reduce the BP grind, but Enduring is a 4th good perk (since you'll be eating through pallets, or Save The Best For Last (since you can save stacks by using your Ambush Attack on the Obsession). Sloppy Butcher isn't bad either, as survivors who take longer healing won't be searching boxes or working on gens. Any additional slowdown you can get is good for you.
-- Stealth is not her strength, but it still can be useful. Her terror radius doesn't go away immediately like Ghostface, and after you uncrouch, there's a brief period that it takes to come back. She moves painfully slow while crouched, so while it's okay to use it to move around, you have to be selective -- you don't want to be crossing the entire map while crouched. I get a lot of cheeky hits using her crouch to stealth back to a generator that Surveillance tells me someone has jumped back on. You don't have to use her Ambush attack in those instances -- using her stealth simply to get close to a survivor and in position to land a hit is often enough. There are many matches where I barely use her stealth at all and are still successful with her.
-- Her ambush attack is underrated at loops that aren't large ones. If you can break line of sight -- and even better if you can get into the pallet -- you can turn it into a no-win for the survivor if they hesitate and don't run immediately away. Here's a great example of how I'll land that type of hit:
https://www.youtube.com/watch?v=YKD_e1RxhYk&list=PLC2rL4BtEvpu37EzsT36X2SS3vL2Igksg&index=29&ab_channel=GeriatricGamingYou can also FAKE using her Ambush Attack as well, since her roar telegraphs it (something that it would be nice if that would be changed down the line). You can crouch and snort, faking that you're charging the Ambush Attack, then immediately pop back up after a survivor has run from what might have been a safe tile for them.
-- Her best add-ons are the Combat Straps, which are a common that reduce her crouch time, and either the Video Tape (an uncommon that reduces the time it takes to charge the Ambush Attack and the cooldown if you miss) or the Last Will (which gives you a 5th trap). If you're feeling particularly spicy, the Tampered Timer/Crate of Gears is deadly, if for no other reason than only the most experienced survivors will realize you're running it before someone dies (if they notice that you're putting the trap on them slightly quicker than normal). I've had survivors die to the TT simply because they got healed off of hook with an active trap and got pushed off of a box somewhere along the way. Her other add-ons are not really anything to write home about.
-- Speaking of traps, the best way to start a round is to get a down and a trap on a survivor's head before the 1st gen pops. If you can do that, you'll have immediate pressure on. While it might be tempting to chase after a trapped survivor, that's NOT the way to play her. The trap IS the pressure, not you chasing after the person who's trapped. RNG can sometimes be cruel -- it's frustrating to see everyone getting their traps off immediately -- but that's still time they have to do something OTHER than work on a gen, which gives you additional time to get the downs you need to win.
-- The exception to the above rule is when you come across someone on a Jigsaw box, it's always worth it to harass them off of it, even if you don't commit to chasing them. They lose all progress on the box, and if it chases them all the way to another box somewhere else, even better. If, while chasing someone, you run across someone searching a box who's injured, downing them and continuing your chase can provide a ton of pressure. Don't camp boxes -- not only is it a waste of time for you, but it's bad form to do so, and you'll just end up watching all the gens get done while you're doing so.
-- Finally, players are going to want to meme with you when you play The Pig. I honor every Boop of the Snoot by letting that person live -- I've even let whole teams farm who are willing to Boop out the gate -- but that's not a requirement. If you don't want to meme with your survivors, a quick attack will let them know you mean business, lol.
I'm not an "expert" by any measure, but I have played hundreds of rounds as her, and I've made it to Rank 1 playing the majority of matches as her. She can compete, even against very good survivors, and she's a lot of fun to play. My YT channel (the video clip above is on it -- the channel is here: https://www.youtube.com/channel/UCODC_RYe0z8yDnIFlmW-TmA) has well over 100 matches on it if you'd like to see how many of my Pig matches go (just don't look at my earliest ones -- I've only been playing a year, and I still have a LOT to improve on, lol) . If you want to see somewhat occasionally competent Pig play, you'll have plenty to see there.
Other people have recommended him, and I concur: the best Pig player I know of is a player by the name of Scorpionz -- he has a whole Pig guide on his channel (here -- https://www.youtube.com/watch?v=5UOlX6azR3A&ab_channel=Scorpionz). While I don't follow everything he says to do, I think there's more than one way to play the Pig successfully, and I have learned a lot watching him (particularly about using the Ambush Attack successfully). If you want to play the Pig, it's a must to checki him out, as he's continually at Rank 1 playing her and playing her well.
Hope some of that helps -- and good luck playing The Pig! 🙂 (Blight, I have no help for, as I almost never play him 😔).
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@NotDBD said:
https://us.v-cdn.net/6030815/uploads/2548KP5BQZD9/image.png
I'm going to assume this shouldnt be here
Nope, That's unfortunately a thing.
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@Man_of_triangles said:
https://forum.deadbydaylight.com/en/discussion/comment/2172301#Comment_2172301
That psychology is broken. If a killer is running Iron Grasp, it usually means they're either new and don't have teacheables unlocked and are forced to go with universal perks, or the character is low level and they're making do with what they have. NOED provides immense value in such a situation and is a better choice than most non-teachable perks.
While I agree with you, we've seen Red Rank killers running that combo, lol.
I do think that, even with some number of Red Rank killers who run NOED, there's far more lower rank killers doing so for the reasons you mention.
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My friend's theory was as such: Killer running Iron Grasp = Killer running NOED.
His thought behind that theory was that anyone who's desperate enough to run Iron Grasp (a pretty useless perk, unless you're specifically running a basement build -- and even then, Agitation is the superior perk) is someone who's desperate to not have someone wiggle off while carrying them to a hook. And someone who's desperate enough to not have someone wiggle free is the same player who'll be desperate to not end the match without a kill -- and likely to be running NOED to try and secure them. (This excludes, obviously, people running NOED with a specififc Endgame build in mind).
I actually thought he had great psychology behind that theory -- and whenever we see Iron Grasp, it feels like the killer almost always has NOED to go with it.
There are obviously other signs -- the way a killer plays during the match is the biggest -- but that's an interesting tell that I thought sounded ridiculous at first, until it started predicting NOED with surprising regularity.
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@FFirebrandd said:
You are well within your rights to not like perks that exist in the game. I've got a few perks myself that I strongly dislike but most people are OK with.
That said, I'll take new OoO over old OoO any day. Yeah they'll pretty quickly figure out what aura perks I'm running (if any) and that can suck. However, the fact that their perk can 100% stab them in the back kind of makes up for it. I was a little apprehensive of the extra repair/heal speed on it... but it has such low numbers and is active for such a short time that it isn't a huge deal.
I've also had a recent game against a New OoO user. At one point the Steve rushed the hook to get inside BBQ's minimum range, but unfortunately for him OoO's passive went off so I knew he did that and was close. I seem to recall he ended up running face first into me and he was next up on the hook.
I had a similar info (I'm pretty sure) in one of my matches while playing Starstruck on Doctor. Hooked a survivor, and saw the aura of the OOO user getting into a locker relatively close to me right as I was charging up my static blast. I'm pretty sure that was an unintentional look in my direction on their part, but it ended up pretty satisfying for me, lol.
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As someone who plays 50/50, I HATED old OOO with a passion. It was a free "call out everything I'm doing perk" for SWF groups, and in some instances (like going to Midwich with it), it was essentially a free pass to never get run down, unless the survivor running it wasn't very good.
I played against the new OOO last night for the first time (in multiple matches, as it turns out), and I never felt that way during the match. In fact, I think the info I got on the survivor running it worked far more to my advantage as it did theirs.
The info you're talking about, a good survivor will be able to figure out anyway. The Undying one is irrelevant -- ANY survivor knows Undying is in play when they run by a dull totem, OOO or not. Killer is running BBQ? Any experienced survivor should be assuming that anyway, or if they're not, they'll be able to figure it out pretty quickly without the OOO help. Other aura-reading perks like Nurse's will be the same. I'm All Ears? It doesn't really matter if they know you're running the perk, as the strength for the killer comes in getting the info on a survivor's moments after the vault -- and if a survivor doesn't want to fast vault in the middle of a chase to avoid triggering it, that will end up coming back to bite them. I was playing All-Seeing Wraith -- which should have tipped off the survivor, according to your argument -- but that add-on is so powerful, it didn't matter. The info I was getting from the add-on FAR outweighed their knowing I had it.
Given the choice between going against this version of OOO and the old one, this one is far more balanced. My two cents.
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That actually isn't anywhere near as bad as what I've seen others post before. That's three players who pretty much exactly at the rank of the killer. A Rank 10 isn't that far removed from the ranks of the other players, and since there were three crossplay players, they might have been playing with one of the other two (or both), pulling them into the lobby.
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It all depends. I play a ton of The Pig, which means I inevitably end up with meme matches of survivors Booping the Snoot, which gets any number of people free escapes, farming matches, mercy hatches/doors, etc. I've lost who knows how many pips doing that, but rank isn't everything -- I've made it to Rank 1, so it's more about having fun in a match.
That fun depends on the survivors I'm up against. I've had 2K matches against great survivor groups where just accomplishing that was a victory in my eyes. I've gotten a 3K or a 4K even where, I've played so sloppily, I almost have felt like the match was a loss. A perfectly satisfying match for me is when I can get a 12 hook, 4K game with as close to a perfect score as possible, and where the match comes down to closing it out at the end of a drawn out struggle. I've had some insane comebacks that were incredibly satisfying too. The more toxic the survivors are, the less I care about the number of hooks and more about the number of dead, but for the most part, like someone else pretty much said, if I feel I played well and am improving somehow, that -- along with having fun -- is what makes things satisfying first and foremost.
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When I play survivor and see it on a random in the party, I think, "Well -- this is going to be a 3 v. 1 pretty soon". 😂
When I play killer, I actually have a ton of respect for anyone who's gutsy enough to run the build. I've given hatch/door to No Mither players before because of it, and I actively will try to NOT down them first if I can help it. I actually tried to give hatch to one person playing it in a match and slugged them with one other survivor left so I could kill the other person first -- and literally forgot No Mither would allow them to pick themselves up -- oops. 🤣
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There's games where things are deadly serious ... and then there are games where you find yourself playing a different game inside of a DBD match ...
https://www.youtube.com/watch?v=EhkT9_8uOCA&list=UUODC_RYe0z8yDnIFlmW-TmA -
The generalizations people can make are hilarious.
There are certainly "toxic" streamers out there, just like there are plenty of very nice streamers as well. Just like you'll run into a mixture of both types of people who are non-streamers in-game as well. Just like in real life. To stereotype everyone together is inaccurate, to put it nicely.
In my own experience, I've had almost all good interactions with people I've played against who were streamers, both killers and survivors. Only a couple weren't worth my time (a fellow survivor who DC'ed 30 seconds into a match because we were facing a Spirit, and a member of a SWF group who, when I went and watched their POV of our match the day afterwards, kept saying how terrible a killer I was as Myers and how easy escaping was going to be -- right before the 4K, lol -- those two stick out, though there have been a handful of others).
I've met some great people by hopping into their stream after a match to say hello, and almost everyone has been refreshingly normal and nice.
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@Demogorgeouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2148163#Comment_2148163
Its still not free forever whenever.
Other than the very basic characters, what is? (Considering that a number of meta perks -- Sprint Burst, Adrenaline, Iron Will, PT, and other useful perks like Self-Care, Bond, and Quick & Quiet are all free with the basic game, playing survivor has a high number of solid perks free right out the gate). A perk in the Shrine is 2000 shards (2700 if it's in for the first time), which is literally nothing if you've been playing the game for any time whatsoever. If you're ar risk of being tunnelled, saving 2000 shards for a perk as potentially game-changing as DS is an easy, no-brainer investment.
When I first started a year ago, before I invested a ton of playing time into the game, I still was adding up shards quickly and made sure I always had at least 2000 on hand for a crucial perk that might fall into the shrine. I'll assume you were playing 2 months ago -- if you didn't have the shards available when DS showed up in the Shrine, that's ... unlucky, I guess?
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@Demogorgeouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2148064#Comment_2148064
Ds is locked behind a paywall.if bhvr can take forever to fix bugs then im no giving them my 🤑
Hate to break it to you, but DS was in the Shrine on February 17, barely two months ago.
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@Tjiani said:
Yes the tunneling has definately gotten worse, and no we Don’t bring DS because it’s useless... you can use if ONE time, the killer will just eat the DS and slug you 3 seconds later anyway 🤷🏼♀️ Makes no difference, so why bring it. It’s literally one of the most useless perks now.
Useless? It's a free escape from a down, and if that happens to come during the EGC, literally a free escape. How many perks can you say that about?
Playing against a Spirit the other night. One of two survivors left when a Claudette and I pop the last gen. The Spirit gets there just as it finishes, and then downs both of us with NOED. After hooking the Claudette (who she downed 2nd), they hook me and the Claudette kobes while they're doing so. Claudette sneaks away, then 99's the door, then pulls me off of the hook. I book it for the door, get there just in time to get downed again. The Spirit can't find Claudette (who I see hiding nearby), and then comes to pick me up. I hit the DS, pop the door, and escape when I would have been 100% dead without the perk.
Again, far from useless. I wasn't even technically being tunnelled (there's only two people left in the trial, so it's not like they had options -- downing me there was completely fair at that point), and yet I still got an escape solely because I ran the perk. If that's "useless", then give me more "useless" perks, lol (since I was never one to "abuse" DS before the change, I've lost count of the number of matches where DS was the difference between escaping or dying).
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/2147400#Comment_2147400
Booping the snoot doesn't work ;-; I'd say of the last 10 pigs I faced only 1 actually was kinder for it, the other 9 just seemed to take it as a form of mockery and I regularly get tunneled out first.
It's very sad. Sometimes in post game I'll get excited about being able to boop them, I mostly get a neutral comment like "So you did."
It's fine with me though, I boop it not for the pig but for my own satisfaction. I got what I came for, the hook doesn't undo the boop.
Hope I run into you in a game someday. Boops with me always mean you live. 🙂 I'm always happy to see someone who's willing to Boop and reward them for it.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/2147381#Comment_2147381
https://forum.deadbydaylight.com/en/discussion/comment/2147377#Comment_2147377
Would would having 3 survivors left and knowing 2 of the survivors are in a swf on coms and keep rushing saves and trying to blind me and me wounding one before hooking the other and me camping the hooked by proxy crouching with one gen left be considered scummy or smart playing and adapting (also I got the last survivor going in for the save as well lol)
ETA: Never mind. Misread the post.
