ChiSoxFan11
ChiSoxFan11
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One doesn't need to read all 1424 posts of the continually biased point of view the OP has shown over them to realize that, when you continually make posts like these, you eventually lose any credibility to discuss things rationally. Anything you want to discuss in time -- even if you're actually making an valid point -- is going to be ignored when it's lumped in with a boatload of continued nonsense.
But keep on tilting at those windmills. These threads, if always predictable, still manage to become more and more amusing in their over-the-top hyperbole, so there's that.
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@noctis129 said:
What is pig snoot booping?
A number of Pig players like myself (not ALL Pig players, though -- so attempting to boop can be dangerous in certain circumstances) respect the boop, which as stated, is crouching in front of the Pig and pointing. If you're doing it and The Pig you're playing approaches you crouched in return and is growling without ambush attacking, they're likely good to go to boop.
If you're dead to rights and try to boop, that might get you a second chance, or even a hatch or a door. If you play against me and you boop, I'll let you live, no matter how many gens are left, or even if it's the entire team (who I'll farm with). Piggie is one of the only killers who you can get away with this, and when I play, she's the only killer that I tend to have genuinely fun, unexpected moments.
A lot of new players don't know about it -- here's a Claudette that was the final survivor (and who I was ready to let go) who didn't quite understand what I wanted her to do, lol. π€£
https://www.youtube.com/watch?v=t85BXYy5Sts&list=PLC2rL4BtEvpu37EzsT36X2SS3vL2Igksg&index=39&ab_channel=GeriatricGaming -
Last match of the night yesterday, and my friend and I are facing off against a Deathslinger on an Auto map. We hide when the killer gets close, then jump back onto a gen together. I commented that I thought the sound of crows was ... unusual? Next thing we know, Deathslinger heads back to us, we scatter, and around the corner I see our two teammates, spawned together -- and both AFK with crows. π€¬
The Deathslinger downs them both, but doesn't hook them. He eventually finds me, while my friend goes to pick up one of the downed AFK players. They had no recovery, so I'm on the ground by the time he picks them up. The Deathslinger leaves me slugged, then heads back in the direction of my friend and the other two. My first thought was they were going to be extra-sweaty and go for the quick 4K when they downed my friend. When I my friend went down, the AFK player they had picked up (who still hadn't moved) was slugged again, and at some point decided "Hey, let me check in on the game I hit ready to play" and DC'ed.
The Deathslinger picked my friend up, but wouldn't hook him, but let him wiggle off. He came to pick me up, and we farmed with the Deathslinger as the other AFK player eventually bled out. We tried to get the killer to hook us, but he shook his head no, but continued to use the two of us as target practice for his gun (though he wouldn't knock us down). We left out med-kits at the exit when we escaped the match at the end. He had the easiest 4K imaginable if he wanted it, but whoever they were, they knew how bad it was for us to get stuck with the teammates we had and showed mercy. If they'd just finished us off quickly, I wouldn't have blamed them -- but to whomever it was, if you read this -- thanks. In a seemingly sea of toxic survivors and killers that play this game, you stood out as the best of contrasts.
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In either role, it's having fun first and foremost. Unfortunately, the game issues as a survivor lately have hindered that, and a steady stream of facing toxic survivors/groups is slowly eroding that from the killer side as well.
Aside from the fun requirement, as a survivor, if I pip, I'm happy. I can die -- if I feel like I've played a solid match and made it difficult on the killer, then I chalk it up as a win. Escaping isn't necessary. I've had matched where I've played awful and still escaped, and those didn't feel like a "win" at all.
As killer, I would normally say a 3K or better is a win, though I've had 2K games that still felt like a win because the game was so well-played by everyone and those two kills felt very well-earned. A pip up makes it a win in my book as well (which should mean you've gotten 2K in that case, at the least).
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- Pig. Didn't start off with her, but I've gravitated towards her. Love the trap dynamic, her crouch attack is underrated at loops, and I love to be booped.
- Doctor. As much as I hate going against him, I love playing him, even if I need work on shutting off loops. And I love the screaming when everyone is in Madness. So much screaming, lol.
- Ghostface. Love being able to sneak up on someone completely unaware and yank them off a gen, or surprise them while they're healing behind a wall.
- Wraith. I've been playing him a lot lately, and the games have been so much fun. Make Your Choice with Windstorm: Blood and All-seeing Blood? Deadly!
- Trapper/Myers. I started off playing The Shape, and there's still nothing as satisfying as popping off a Tier 3 and downing everyone in one fell swoop. Trapper is satisfying on another level altogether. Seeing a trap you set at the start of the match catch someone at the end is incredibly rewarding.
ETA: I find all of the killers fun, but the ones who rank lower do so because I'm just not as good with them (except Freddy, who I do enjoy and play well with him, but who I try to limit playing).
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The Tampered Timer/Crate of Gears in THE best way to try and get a head-pop, though as stated, it doesn't guarantee one. Bad luck where everyone gets the trap off on first box, or traps not getting activated while survivors can search multiple boxes = no results.
But, when the timing is good -- as in, someone completes a gen while someone is hooked with a trap on their head, that's definitely the best way to get a head pop (minus other shenanigans, like tunneling someone who's trapped, obviously). It is impossible, with the time it takes to search a box and the distance between boxes on any map, to get a trap off in time if that combo is run and the key is in the last box, no matter what the survivor does. If anything slows down their search -- if the killer runs across them and chases them off of a box, redowns them along the way, or even is in the area where a box is chasing someone else, keeping the survivor from accessing it without putting themselves at risk, then they might not even be able to make three boxes. People have play-tested it, and when I run it, I don't always get a head-pop, but the majority I have gotten is with that combo.
It's exceptionally deadly because, unless the survivors are keen enough to notice that it's taking longer than usual to search a box, they might not even know they're facing it. I've seen survivors healing with active traps or even working on a gen with the TT/COG combo in play, thinking they have a lot more time available to them than they do, and in those cases, it's always ended in them dying to the trap.
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I "guess" I'm a Pig main now -- I play a large number of killers, but Piggie is who I gravitate to, and who I play by far the most as, so I assume I'm qualified to answer, lol.
I go out of my way to NOT go after the person with the trap on their head. If you have a trap that's active -- or even an inactive one -- and you're searching boxes, then you're not working on generators, and since I'm a Pig, I need that slowdown. Chasing after a trapped survivor is a waste of my time, which is why I try to avoid it, since the other survivors will be cranking out gens while I'm on a fool's errand if I do.
Will I go after a trapped person, or after someone on a box? Absolutely, but it HAS to be situational. I've had three or all four people trapped simultaneously and had no other choice but to chase someone with a trap on. I've had someone get unhooked, I've started chasing after the rescuer, and watched as the person who got unhooked runs right to the box directly in front of my new chase to work on their trap -- you can bet I'm lovetapping them and downing them, since they're right there, before I go on with my chase with the other person. If I'm chasing someone and they run past someone working on a box, I'm definitely taking that opportunity to smack them down if I can -- that's on their teammate for bringing me there, and there's no logical reason why I wouldn't disturb those survivors in that case. And if it's the EGC and the gates are open and survivors have active traps, I will look for them, since ignoring them is license for them to simply disarm their trap and get an easy escape. I've had multiple people with active traps on when the last gen popped and I've opened the gates myself as a strategy, since that puts their back against the wall dealing with two separate timers and no way out with that trap on their head.
But all of those situations are pretty rare. The huge majority of my interactions with survivor as The Pig involves me trapping someone, then letting them go to their own devices. I played a match this morning where I got two head pops without using any add-ons to make it more likely (I ran Combat Straps and Last Will) -- the two survivors who died to the trap did so because their teammates were so focused on slamming out gens, that the first one who died had to go get a rescue across the map of their teammate while they had an active trap because the other two wouldn't get off of gens (it was a Kate who was running Kindred, so the two gen-slammers had no excuse), and the two trapped survivors ended up using time to heal each other. Their two teammates unwillingness to do anything to help them doomed them both (and their whole team, as it turned out). It was a perfect example of how Pig players can get pressure from their traps when they're not interacting at all with the people who are trapped.
Pig players do not need to go after trapped players, and they certainly don't need to tunnel them, to win. I don't know the percentage that play that way, but I'm not one of them. When I face one as a survivor who does, it's unpleasant, but even when I die as a result, it usually results in a win for the rest of my team, so I take solace in that.
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1) Situational. At beginning ranks, killers dominate, even if they're not all that good. Survivors tend to be solo players and are just learning, and even new killers can do well there (especially if they camp and/or tunnel, since the new survivors won't have the perks to try and deal with that). Middle ranks, that starts to balance out. At Red Ranks, survivor-sided, particularly when you start seeing SWF groups of any size.
2) Before Rank Reset, I was Rank 3 killer and Rank 6 survivor (after a horrible depip stretch). I've reached Rank 2 as killer and survivor both before, and I usually spend most of any given period at Red Rank now. I think I'm a better killer than survivor, though (I play as part of a two-person SWF usually), so take that for what it's worth.
3) Just passed the 1300 hour mark.
4) I've leveled all of my survivors to 50, and P3 one. I've gotten the "important" perks (DS,UB, BT, DH, etc.) on all of them, though I only have one character with every perk, and I only run DS on every build, regardless of the game. Most of my killers are leveled up to 50 as well. I have every perk on the ones I play the most often (Pig, Ghostface, Doctor, Wraith, Trapper), but several of my killers are lacking perks. Again, though, I have all of the "important" perks on the killers I like to play (BBQ, Ruin, Pop, Corrupt, etc.)
5) I consider myself neither. I play about 50/50, and have put all of those hours in the game since the end of last March (when the pandemic started). I've seen dramatic improvement on my killer play from when I started, less improvement on the survivor side, lol. I think it's important to play both sides a lot to understand how to face the other side, as well as to understand why things are the way they are in game, why the "other side" gets frustrated, and why things you think aren't "fair" or "balanced" might actually be so.
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@Alice_pbg said:
I used it once after the change. (mostly because I'm still catching up on tome 4 and had a devour hope thing to do...taking a break does that)
It activated and I mori'ed one person.
the other 2 that were still alive instantly quitted π
I've played around with it on Wraith (using MYC and BBQ, like OhTofu did in his build) and on Pig (using it along with her traps to try and put survivors in a no-win situation, no matter what decision they make as to what they want to do). I'll probably try it on GF to see if the stealth helps even more there.
I was at Red Rank for killer before reset, and have been playing against a mix of survivors from Red and Purple Ranks in the matches I've run it. Obviously, not all survivors at those ranks are the same skill level, but we're not talking brown ranks here either. I got to three stacks in almost every game. Some of those games, that was enough to finish everyone off -- I usually never got to five stacks, not because the totems were broken, but because everyone was dead before it got that far. I had maybe one or two games where the totems went quick (one, because someone was running Detective's Hunch) -- the match I linked earlier in the thread I had on Hawkins, both totems were pretty exposed in the corridors and survivors who definitely went past them at some point didn't bother to cleanse them, which ended in a 4-Mori game.
Anything that can turn the grind of a 12-hook game into a game where you can potentially land only 12 HITS total (2X 3 survivors for 3 potential stacks to trigger the Exposed status, 2 more for 2 additional downs and 2 more stacks, and 4 more to 4K) and wipe a team out is definitely worth playing. Nothing is a guaranteed win -- even old Ruin/Undying could be broken in the first 30 seconds of the match -- but old Ruin/Undying couldn't snowball a game as fast as this potentially can.
I actually hope no one is running it -- if more people do and find success with it, then survivors WILL start looking for totems actively again (and the token transfer will probably be nerfed, ruining -- no pun intended -- Undying's synergy with Devour and Lullaby). I hope it remains that nasty, unexpected surprise instead.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1943312#Comment_1943312
I'm sorry but the survivors in this video were absolutely terrible.
It's not even close to game breaking,but rather extremely RNG dependent.
Get any map that isn't indoor or Dead Dawg Saloon and your totems are usually gone quite early in the game before you get any real use out of them
I've had success with it as well. It's not going to work every time, obviously, but if you have survivors who ignore totems -- and as he said, there are plenty that ignore anything that isn't Ruin to pound gens -- then you can punish that and end games quickly when they realize Devour is a thing. You don't even need it to get past 3 stacks for it to be completely devastating to a team.
While I respect your opinion that you disagree with its effectiveness, if someone as good as OhTofu thinks it has the potential to be game-breaking, I'm going to tend to agree with them and their ridiculous hours of experience in the game as to what can work well. He said at the end of the video that he's going to start running that combo often in stream -- it'll be interesting to see if he continues to have success with it.
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I play on the PS5, previously on the PS4. The best advice I can give you is to turn off messages to all but people you're friends with. I did so almost immediately after I started playing, and I've never regretted it. I have still been able to talk with people I send friend requests to after particularly good games and have made some good friends that way. If there's salt from killers or survivors after my matches with them, I'm blissfully oblivious -- and I'm happy to keep it that way, lol.
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Well, as I said in another thread, the REALLY good players in the game won't be sleeping on it. I was expecting to see a video like this from OhTofu, and he did not disappoint. π
https://www.youtube.com/watch?v=4PXX8Ml0Vkc&ab_channel=OhTofuAs he usually does, he played two games (this morning, right after rank reset). In both games, something unusual happened (a person who killed themselves on 2nd hook in the 1st game, someone doing the reset pallet challenge in the 2nd), BUT he was NOT on maps with great totem spawns (like a Midwich, Hawkins, etc.), and due to some terrible totem locations/survivor spawns near them (on the 2st game on the Farm map in particular), he lost a totem almost immediately -- and still got to 5 stacks in both games.
The Rank 1 who's been playing since the Beta of the game thinks it's potentially a game-breaking combo (and he explains why at the end of the video -- it's for the same reasons I've thought so). My opinion has been that very good killer players will be able to take advantage of the snowball potential out of nowhere this combo provides (even if they're not playing a high-mobility killer). I think I might trust his opinion and experience on this one. π
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@celesteismore said:
My first game of the lunar event I got camped and tunneled and died right away. Like damn I just wanted to do one gen to see it explode.
The events always seem to bring out the worst players, so far as behavior goes.
As a survivor, I do nothing that would be considered toxic. No teabagging, vault/locker spamming, taunting, etc. The gates are open and everyone is either safe or dead, I leave. I find hatch, I don't sit on it to wait for the killer to show up, I leave. As a killer, I don't tunnel or camp, don't hit people on hook, fake giving a hatch only to slam it in someone's face, etc. I try to have fun, playing both roles.
I don't consider any build to be toxic -- run whatever perks you want to, and I'm fine. You were running Ruin/Undying/Tinkerer before the nerf as killer against me? That's not toxic, that's smart, and I have to play smarter than you to survive. You're running DS/UB/DH against me as a survivor? Same thing -- nothing toxic there, just using the best of what's available is the smart way to play.
The HUGE majority of players I go against, either side, are nice. I'm on console and have messages off, but I've still communicated with a number of people I've gone against, both as survivor and killer, and had some great interactions with them after matches.
But the small number of people who are truly toxic? The facecampers at 5 gens, the killers who smack you over and over on hook? The survivors who teabag me at every pallet or vault spam when the match is clearly over and they could just leave? Those few ruin the experience for the many. Is it a lack of maturity or manners or good sportsmanship? Probably all of the above. It's tempting to follow suit when you run into those types. I just played a Nurse round -- a killer I NEVER play -- for the Rift challenge. Actually downed a few people, could have killed someone if I tunneled, but I was using the round as much to practice as anything else. My reward was teabagging players at the exit, spamming their flashlight clicks like it was their first ever escape (these were Red Rank players, though that kind of stupidity can be found at every rank). You get enough matches like that, it makes you want to return it in kind. It can be hard to resist that temptation.
I wish there was actually a way to give proper props to people, and I wish that there was a way to use a feedback system like that to send people from both sides who are legtimately toxic into matches against each other so they could all spend miserable games over and over with their own kind, while the majority of "nice" players could enjoy the game without dealing with those types of people. Since that's not an option, the best thing to try to do is to tell yourself that someone who actually is "toxic" in game (and remembering not to assign that label to things you simply don't like, but to behavior that actually warrants it) shouldn't drag you down to their level. Remember to have fun first and foremost, even in the worst instances, and try to not let it bother you, no matter what happens. When you allow them to rob you of having fun, they "win".
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I've experimented with it in a number of matches (currently I'm Rank 3 at killer), and my success rate with the combo has been pretty good. I've only had one or two games where the totems were broken early (one game, a player brought a map -- another, someone was running Detective's Hunch) -- most, I actually do get to 3 tokens and get at least one insta-down. Several games, I've been able to snowball like crazy and it's literally been game-changing. I've run it mostly on Wraith (pairing it with Make Your Choice, giving me one-shot down capability for a ton of the match), but it's even gone well on a low-mobility killer like The Pig.
There are plenty of games I've had where survivors simply refuse to do totems, especially when they know Ruin isn't a thing. This match I had with the Pig on Hawkins (where I burned a map offering, hoping for good totem spawns), my two totems were actually not that well hidden (they were both in the long corridors, but pretty easy to spot) is a perfect example of "When it works, it works WELL". Obviously, every game won't be on a favorable map (though, again, I don't think either of these spawns in this match were terribly great), but the combo definitely has potential to end games quickly when things go well.
https://www.youtube.com/watch?v=OuMxrklKgms&list=UUODC_RYe0z8yDnIFlmW-TmA -
@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1937093#Comment_1937093
Is something wrong with Haddonfield? It's one of the best Maps now.
One of the unforunate things about the internet and its impersonal nature is that, when you make a statement like this, one has no idea if you're actually laughing at how ridiculous it is while typing, or if you're actually posting it with a straight face.
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@TheClownIsKing said:
Iβve seen a lot of Undying + Ruin still, but Undying + Devour Hope is also popular and itβs awful. I hate it.
I've run Undying/Devour on a number of builds since the update, with decent success. I've counted on survivors going back to ignoring totems (once they see Ruin isn't in play), and I've had multiple games where I've gotten Devour to 3 stacks and snowballed from there. At least a couple of those matches, they found Devour after frantically searching for it once it reached that tipping point, but Undying saved it, and that was that.
Running it with The Wraith and Make Your Choice has been fun. One-Shot downs for everyone, lol!
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@Iosefka said:
https://forum.deadbydaylight.com/en/discussion/comment/1936883#Comment_1936883
Are Pig players really play like this ? On my ps4 matches they are hardcore lol
Somewhat of a booping moment, lol.
https://www.youtube.com/watch?v=t85BXYy5Sts&feature=youtu.be&ab_channel=GeriatricGaming -
You've started multiple threads about the Pig being "OP", and that claim has been pretty easily refuted every time. The Pig is only as good as the person playing them -- they're far from OP.
If you're simply joking with each of these threads -- then carry on, I guess. :shrugs:
FYI: The "boop the snoot", if you are actually unaware of it, is something that a lot of Pig players respect. If things look bleak (and sometimes, even if they aren't), crouch in front of the Pig, approach them, and point at their nose. If the Pig crouches and growls without attacking, they're receptive to you "booping their snoot". Many Pig players will either then give you a free pass for a little while at that point and leave you be for the time being, or they will give you hatch/door if you're the last person left.
I play a lot of killers, but more Pig than others. If you boop me, you're guaranteed to live. I've let a whole group of four survivors farm and escape because they were waiting for me together downstairs in The Game, all ready to boop at the start of a match. I've let countless people live and get the hatch for the same reason. Not every Pig will do this, but when you're out of options, it's always worth a try.
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@InsaneCoaster said:
The Undying nerf was definitely justified in my opinion, but I do agree that totem spawns can be pretty messed up lol. The other day I spawned next to one even closer than in the picture here. I could cleanse it without even having to move from my spawnpoint. Pretty crazy.
I agree that Undying needed to be looked at and adjusted, but as is usually the case with the game, when there's a problem -- in this case, the problem being that totem spawns tend to be horribly exposed an incredibly high percentage of the time -- instead of fixing the underlying issue (the spawns), they issue a perk as a quick fix.
Until totem spawns are at least made somewhat harder to find (a few maps -- the old Game, Hawkins, Lery's, Midwich, and Glendale being the few exceptions) -- Hex perks are too much risk/too little realized reward to make a difference, more often than not. I'll still run them, but I've come to expect any significant value to be a pleasant surprise.
I'm curious if the awful totem spawn on the Asylum map is still there in some fashion. Reworked maps haven't fixed that issue -- this is still my favorite among the new, reworked maps. I could only wish it had spawned next to a gen -- that actually would have been an improvement, lol. π€£
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Incredibly small sample size ... duh ... but my one round today as killer went well. Played as The Pig, ran Undying with Devour now, and sent us all to Hawkins, when totems go to hide, lol.
Early game, got some downs, got plenty of distance from the hooks, assumed that with no sign of Ruin the survivor team would ignore totems and focus on powering through gens, and that Devour would at least hang around to make it to mid-game, since no one expects it until everyone is exposed at 3 tokens. With the Pig, the idea is that being trapped gives survivors no-win options -- go after Devour, die to the trap ... go for the trap, stay at risk of dying to Devour.
The Undying change worked perfectly -- even with one of the totems pretty exposed in a corridor, it wasn't cleansed, and at 3 stacks, suddenly survivors were looking frantically for the totem, and did cleanse one of them, but not both -- the game ended up in an easy 4K (this was at purple/red ranks) with Devour carrying the endgame -- no Moris, but multiple one-shot downs.
On a normal map, where totems are still relatively easy to spot, this may go differently, obviously -- but I'm counting on people ignoring totems and capitalizing on it when they do so. Seeing value our ot Devour, though, was a nice change of pace.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1927088#Comment_1927088
Of course if the killer isn't putting pressure on survivors they won't even recognize ruin was taking place in a match, but that isn't likely to happen.
It happens more often than you'd think, especially at Red Rank. Unless someone is on a hook or slugged, there's only one person getting chased. That's three people potentially working on gens if they're efficient (and at those levels, they are likely going to be).
Playing killer (currently at Red Rank), I've run Ruin on plenty of builds (both with Undying, and before Undying came out). Even getting into quick chases and getting a quick down with Ruin up, a gen almost always still pops. Games where the initial chase goes longer than I'd like, it could be multiple. And that's when Ruin isn't being cleansed 30 seconds in.
Are there games where Ruin carries the day? Sure -- but the perk is supposed to be potentially powerful, and those games are in the minority in my experience. It's a perk that can be worked around and outright eliminated, which is why it's high risk/high reward and somewhat unreliable if RNG isn't in your favor.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1927029#Comment_1927029
Doesn't ruin literally unrepair a generator, regardless of its ability to be removed?
Only when the killer pushes you off of one. I play with a friend as a 2-person SWF (one of us often running Prove Thyself). We've had numerous matches where we've repaired multiple gens (either working together or split up on different ones) and didn't realize Ruin was even a thing until halfway through the match because we were never pressured -- Ruin in those cases might as well have been Monstrous Shrine for as much as it impacted our ability to finish gens. REALLY good survivors/teams (which neither one of us would claim to be ourselves, lol) power through gens with Ruin pretty commonly.
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@golubushka08 said:
https://forum.deadbydaylight.com/en/discussion/comment/1926258#Comment_1926258
And still you will wait an eternity in the lobby as a killer. Because many many many many many many many many many survivors will stop playing.
A post like this one shows who actually plays both sides relatively equally vs. those who've likely never played a killer round, or so few, you could count them on one hand.
I play about 50/50. My Survivor queue times are so long, the game should be renamed Lobby Simulator. The killer rounds I play are instant matches, no matter what time day or night. I'm into games so quickly that I can't even throw an offering up before I'm staring at the opposing team I'm facing. The number of people that would have to quit to completely reverse that would have to be a ridiculous number -- and obviously illogical, considering there have literally been dozens of other far more important things -- bugs, as a primary example -- that would have caused that type of exodus previously rather than a simple rework of a somewhat busted perk.
As is usually the case, not just in this game but in life in general, it's the very small minority that makes the most noise, but who do not represent the reasonable majority, who largely stay silent. As someone who plays a lot of Survivor (and runs DS in every game, and who'll continue to do so since I don't abuse the 2nd chance it gives me to play recklessly without consequences), anyone who wants to rage quit over something that only people that abuse the perk can complain about will only help the lobby times for the rest of us.
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I've seen it said numerous times already by different people, and I still don't understand the logic: "Tunneling will rise with the DS change".
Tunnelers are going to do that anyway. They do that now, with everything DS allows. They would do that if you BUFFED DS in some fashion, because that's how they play the game. They'll keep doing it after the changes. Nothing will change the behavior of those killers.
The killers who DON'T tunnel -- but who, obviously, have opportunities -- aren't going to suddenly start doing so. When I play killer, I go out of my way to avoid going after the person who was last unhooked. I rarely eat a DS as a result. There's no logic to think that the killers who play like I do will all of a sudden have their "tunneling switch" turned on.
If you run DS to avoid the tunnel, the perk will still work as it should. I played 11-12 matches or so last night as survivor. I ran DS every match but only used it maybe 3 times? I had two matches: one that represented how DS should work, and another as to how it shouldn't. In one match, I was downed next to the killer's Ruin totem. As soon as I was unhooked, I went immediately back to it and tried to break it, instead of trying to get distance and find a safe location to reset. The killer found me on the totem and downed me. That was 100% my abusing the immunity of DS to try and get rid of the totem (IIRC, I actually missed the DS skill check, ironically, lol -- inadvertant karma, if you will π€£). With the change, I can still choose to make that decision, but now there will be actual risk involved for that reward, instead of all reward (getting rid of a troublesome perk) with zero risk attached.
The other match, I was the first person downed by a Ghostface, who proceeded to pseudo-camp the hook in stealth mode (I could see him through the corn on a farm map lurking by). The second I was unhooked, he went right back after me and downed me again. After I hit him with DS, he STILL kept coming after me, chasing me from one end of the map to the other. We even passed people working on gens, and they kept coming, eventually downing me a 2nd time (but what would have been a death hook if not for DS, since the guess is that he would have simply camped again). The problem for the GF was that, while focusing on tunneling me, gens were getting done left and right. This time, the GF left the hook, I was pulled off, someone took aggro for me, and the last gen popped. I escaped that match, and the extra hook state DS essentially gave me is the reason why. Even if DS had been already changed, nothing about what happened to me in that match would have changed one iota.
That GF was a determined tunneler, and it cost him gens getting done, and DS got me my escape. That GF is going to keep on tunneling, change or not. The killer in the 1st scenario wasn't tunneling -- he ended up checking back on his totem (where he knew at least two survivors had been, myself and the person who rescued me) and found me on top of it (probably wondering why I was so stupid as to not look for safety, before probably realizing I was abusing an active DS). That killer likely isn't going to change their playstyle either.
If you run DS now to avoid the scenario I ran into against the GF -- then you have no reason to stop running it. If you run DS to pull stunts like I tried with breaking the totem, then you should be accepting the risk that will now come with it -- that's the kind of abuse that led to this change. Risk/reward = better balance.
I think the only change that could improve what we're looking at is to have healing yourself NOT deactivate DS, and having every match have an Obsession, regardless if anyone (killer or survivor) is running an Obsession perk (to avoid situations where the killer knows no one is running DS). Other than that, this isn't going to kill the game, suddenly turn every killer into a tunneler, or any of the hyperbole that's being tossed around. Almost all players will adapt, just as they did when Ruin and Pop were changed, just as they did when DS was changed in earlier versions, just as they did when BNP's and toolboxes were changed, etc.
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@rubberduck said:
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This forum is run by killers op there is no point posting here anymore, they have cried and cried and cried to the devs and ruined what was a fun game. I won't delete the game, instead I will afk derank and will do my best to quell noobs from the player pool at rank20 until bh has no rank20 killers and rank1 killers can wait for eternity to play. you want a war? let's ######### go.
Your maturity -- or complete lack of it (among other things) -- is astounding. :shakeshead:
"You want a war?" Who says that about a VIDEO GAME. Do you understand that this is exactly that -- a GAME -- and that real world things are far more important if you want to show that level of comittment?
Posts like this are so cringeworthy -- they reenforce every negative stereotype of game players, and the DBD community, and are completely counterproductive.
This will fall on deaf ears, but this isn't the end of the world. The perk is still powerful. I will still use it in EVERY survivor build for that reason. The exaggerations aren't helpful or productive.
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As someone who primarily plays a "stealth" killer in The Pig -- yep, this is silly. Spine Chill is perfectly fine.
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@[Deleted User] said:
She is a fairly balanced killer for the most part; but against top notch survivors she is actually on the weaker end. It's why she is considered bottom tier; while being statistically pretty effective.
Are you actually here for correct information however; or just to vent?
The OP's post history is nothing but complaints about The Pig being "OP" and "unfun", mixed in with the usual "killer too easy" and "killer main forum" posts, so correct info isn't what they're looking for. This is simply more bait.
Any information about The Pig will fall on their deaf ears, but for anyone not biased who reads this thread -- The Pig is nowhere near OP. I play a ton of her when I play killer (I play close to 50/50 survivor/killer mix overall).
Her ambush attack is underrated, but you have to play it perfectly and/or get lucky if you use it in chase to have it hit. It's good for an initial surprise attack early in game, so long as you're not going against someone with Spine Chill and manage to stealth up in time, but after that, stealth isn't her strong suit (when players realize who they're facing). Her stealth pales in comparison to Ghostface, as an example, and even Myers, frankly (one running M&A + Dead Rabbit, for example). It takes her forever to move around a map while crouched, making that an impractical tactic to use too much, and her ambush attack is telegraphed by her roar, giving any survivor a heads-up to book it away.
The traps are heavily luck-based. I watch survivors get them off on 1st box regularly, so sometimes they're barely any slowdown at all. A smart team will try to avoid popping gens and just get them close (assuming no Ruin) to give teammates a chance to get the traps off without fear of activation as well. If you're playing The Pig, the traps are deadliest when you're up against solo players (whose teammates won't worry as much about others' traps), or if The Pig is running the TT/Crate of Gears combo (which can easily kill unlucky/unwary survivors, but still can be thwarted by bad RNG). The traps are meant as a slowdown mechanism anyway, so getting a kill with one isn't just unexpected, but a rarity unless you're running that add-on combo or you have survivors ignoring the trap to work on things with it active (and they end up unlucky).
She's not mobile, she doesn't have one-shot lethality built in, she's heavily luck-influenced, and her stealth is relatively weak. She does perform well, however. Why? My guess would be that, based on a relatively low selection rate, the people playing Pig are actually experienced with her and know how to use her. The occasional head pops boost those numbers up as well.
I love to go against her, since the killer most likely to meme with you is a Pig player looking for the elusive snoot boop (which gets you an EZ escape against me -- if you boop me, you live). I've died to a trap only once or twice in almost a year of playing now, and I had that many matches against meming Pigs in just the last week alone. The traps are a unique element that gives urgency when activated, and it's a game mechanism that always makes Pig matches different than matches against other killers.
The Pig is nowhere near the best killers (Nurse, Spirit, Freddy, Oni to name the usual suspects), but played well, isn't as bad as people will make her out to be, making her fun to play as or against, and definitely a viable, but beatable, killer. But OP? Calling her that is laughable.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1920937#Comment_1920937
You are right, it's not worth it to play as survivor anymore.
Those of us waiting through ridiculous survivor lobby times are grateful. Thanks!
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1920525#Comment_1920525
Because less people will equip DS and there will be more trials with no Obssession, when there is an Obssession tunneling is rather minor and usually not much of a concern, but when you get in a trial and nobody has those claws around his portrait... God help you.
I come across tunneling in 20-30% of my games (from minor to major) but when there is no Obssession is always heavy tunneling and happens in 70-80% of my games.
Hell I dont use DS and Im tempted of running a Obssession perk so the Killer sees there is one and does not go bonkers...
I'll respectfully disagree. It just takes one person in a 4-person team to have DS and the killer will have to assume that everyone has DS. Most of my killer rounds (at Red Rank), it's usually multiple people running DS currently. If a player is usually DS as a defensive perk, then nothing is going to change for them (much like I am going to continue running it because I don't use it as a weapon, but as preservation against a true tunneler). Those players will still run DS.
Now players who abuse it and use it as an offensive perk? Those players might stop running it, true. My guess is that we'll get a better idea how MANY people are abusing it vs. how many aren't. If the numbers of DS abusers are high (and they move on to something else), then you might be correct and you'll see fewer matches with an Obsession, but that would simply illustrate that DS is being abused more than we suspected it ever was.
An easy fix to what you state is a simple one: have an Obsession in every match, whether there's a perk to warrant it or not.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1920337#Comment_1920337
Yes but you still get DS switched off because some Killers can start a tunneling from very long distances thanks to huge mobility. Im not against changing DS abuse but this change is too much against certain Killers.
I dont use it but Im concerned tunneling will be even more prevalent after this.
This isn't meant to come across wrong, but I don't see how there's any logic behind "tunneling will be more prevalent" because of this change.
A killer who's dead set on tunneling with continue to do so, change or not. They are/were the ones who go back to the hook, ignore the rescuer (who is sometimes the easier chase/closer/already injured themselves, etc.) to chase down the recently unhooked person -- the true definition of the word. If they're doing that now, they'll keep doing so after the change. They're the ones who get hurt by DS now and still will with that playstyle after the change.
I purposely try to avoid someone who was recently unhooked when I play killer, so I don't eat many DS stuns at all. I don't tunnel if at all possible -- killers who do play like I do aren't suddenly going to start tunneling because of this change, because there's no benefit at all to doing so that would exist NOW that didn't before. I've faced the high mobility killers as a survivor who do tunnel -- they'll just keep doing it, change or no change. The ones who didn't? Again, nothing there is going to change. Since I don't tunnel now -- I won't suddenly start doing so when it goes live. Now, if you do something aggressive and potentially dumb -- like jumping immediately onto a gen to try and finish it in my face instead of going to a safe tile or hiding instead? That's on YOU, that's NOT tunneling, and that will be YOU deciding the risk of getting downed is worth the reward of whatever you're trying to accomplish.
What WILL change is something like this scenario: I'm chasing someone across the map who's beelining for a person on hook. I injure them along the way, they continue on to the hooked survivor and unhook them right before I down them (and they have BT), essentially making a hook trade off. That's not always a smart play -- it is a unsafe rescue, after all, BT notwithstanding -- but sometimes, trading spots on the hook benefits the team as a whole. I hook said survivor, turn around, and before I can take two steps, the person who was just unhooked is already pulling the person down instead of booking it to a safer locale (a safe pallet/tile set-up, etc.). I have two people in front of me who have been recently unhooked -- one who should have gone to a safer location and didn't, the other who probably never should have made an unsafe rescue to begin with -- two bad decisions. The fresh unhook still potentially has BT, and BOTH definitely have DS up. I'm in a no-win situtaion currently the way DS works (unless I slug) based off of multiple bad plays by the opposing team. At least now, that second "unhook in my face" won't happen, or if it does, there will actually be a consequence to pay for, what in theory, should be a terrible play.
That scenario as described is a risky play with no consequences currently. In the future, there will be a risk-reward decision to make as a survivor. As I said in a previous post, that's balanced far better than what we have now. (And this is coming from someone who runs DS on EVERY survivor I play -- my playstyle means that the change won't affect me at all, I strongly believe).
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Some of the posts in this thread are simply head-shaking -- it's legitmately hard to tell who's actually just trolling and who isn't at times (the OP's post history suggests 100% troll, but others, it's hard to tell, lol).
I play 50/50 (or close enough to it). As a survivor, I ALWAYS run DS in EVERY match. When I get to use it, 95% of the time, it works as it should -- I'm getting tunneled off of the hook (sometimes, my rescuer is taking a protection hit or is right there, and the killer ignores them to focus on me) and it buys me another chance to get away. That won't be changing in the future with these changes. There are times I use it offensively, which is NOT what the perk should be, and that's what's getting changed. If I lose my DS because I rush back to a gen to finish it after being unhooked instead of going to safety somewhere, that's on ME for taking the chance.
I played last night for well over four hours as part of a 3 and 4-person SWF for most of the night. I actually had to use DS only a couple of times, because we didn't run into tunnelers. None of the upcoming changes would have affected my usage of the perk, because I use it to protect myself and not in an offensive manner.
The only thing I think is overkill is the healing part -- I think you should be able to heal yourself and not have it deactivate (and if someone else healing you keeps it active, then that's a good thing). But everything else that's being tossed? Do a gen, break a totem, run to unhook in the killer's face right after you were hooked? That's on YOU as a survivor to weigh if the risk (getting downed again immediately) is worth the reward (finishing the last gen, rescuing someone on death hook, breaking that Ruin totem). That's balanced.
This isn't going to be "killing" the game, and based on the survivor lobby times I face, anyone who quits as a result isn't going to be doing anything but helping the wait times for people to play. As so many players have said about the Undying nerf -- stating that it'll separate the good killers from the ones being carried by a "crutch" -- this may do the same for separating truly good survivors/teams from ones being carried by DS/UB X4.
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Not so much of a "strange load out" thing, but I'm sometimes mystified by killers who will run a perk, then play in a way that suggests they have no idea how the perk actually works (and that they should have run anything OTHER than what they did).
My favorite has been when I've seen a killer running Devour Hope or Make Your Choice -- two perks that rely on the killer leaving the hooked survivor -- and then facecamping (and not to someone who did anything that might have warranted it). I was camped by a Pig early in a match once with MYC (I got rescued and saved through a misplay on their part, and BT on the rescuer), and watched them camp the other few hooks they got as well -- I was completely baffled to see MYC on their build, since they did nothing to get it to actually do anything. :facepalm: They ended up looking at a 4-person escape, not surprisingly.
Some add-ons bring the same confusion. Every time I see a Myers who's playing with the Boyfriend's Memo (to slightly increase the lunge on Tier 1) and they're NOT playing Jump Scare Myers, I shake my head in bewilderment.
ETA: the examples above were not new killers -- they were Green Ranks or better.
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I had streamed this match right when I started on Twitch, unfortunately before I learned how to export streams to YT -- I wish I had the recording still.
Playing as The Shape on a farm map -- I was still relatively new to the game, and on a Friday night, I was facing a full-on red rank 4-person SWF (despite being yellow rank at the time). It took forever to find someone, and I ended up in a fruitless chase with an Ace who was clearly WAY better than me. Now, I'd abandon the chase to go after someone else, but inexperienced me wouldn't give up on the Ace. Gens started popping, the Ace was teabagging and pointing at every pallet he dropped as he led me around the map. I had leveled up almost to Tier 3, but I couldn't do anything right. With one gen left, I had no downs, and I just gave up and parked myself by the exit near the killer shack. Another survivor, one of two Claudettes, joins the Ace in vault/locker spamming near me. Final gen pops, and I open the gate myself and just stand there, a sliver away from finally hitting Tier 3, but just ready for the match to end.
Even with the gates open, the Claudette and the Ace (who was injured) wouldn't leave, but kept teabagging away while the other Claudette and David were in the vicinity. At this point, I haven't moved for a good bit, other than to open the gate. The Ace walks right up to me and teabags again, assuming (I'm guessing) that I've just gone AFK at this point. Aggravated, I swing and actually down him. My guess now is that he had DS and someone on the team had BT (it's been long enough ago that I can't remember), so they likely assumed a rescue would be no problem, even with one of them headed to a hook, and that they all could BM me in the exit gates once they got Ace off the hook.
I carry the Ace as far into the map as I can to hook him, and I stay right there. I NEVER camp, but I'm making sure this Ace dies. Then, the Claudette who had been BM'ing with him tries to run in for the save. I pop my Tier 3 and down her on the vault by the Pig tree. I leave her slugged and wait. I see the other Claudette approaching from the side, go after her, and down her as well, now guarding the hooked Ace and the two slugs. I see David trying to run in for the unhook, cut him off, and then chase him down and flatten him just before my Tier 3 runs out. No one had Unbreakable, so I collected the slugs and got the last one hooked for the 4K just before the EGC finished. What should have been me getting stomped into the ground turned into the most satisfying 4K I might ever have, simply because winning easily and leaving wasn't enough for this group -- they had to try to add salt into the wound and be poor sport winners -- it ended up with them all dying, and I couldn't have been happier, lol.
Never mess around with an insta-down killer, no matter how bad you think they might be. You might find your whole team decimated in the process.
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Dream pallets are definitely not OP. Snares are far more effective, and to use pallets, you're burning an add-on to do so, weakening your overall build on top of it.
I use pallets when I play Freddy for two reasons -- I'm terrible at placing snares on the go (pallets are much easier to drop in that fashion), and pallets are just a lot more fun. There's nothing like chasing a survivor who you just know is freaked out not knowing what pallets are real and what ones aren't, and watching an injured survivor camping a fake pallet? Pure bliss, lol.
As a survivor, the fake pallets are a lot more fun to go against as well, IMO.
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@Sluzzy said:
If there is too many survivors, why are killers queues not always instant? They are slow too.
Not sure where you're at, but that's not the case for most people, apparently, and not for me.
Central Time Zone, North America. I play a lot, and at all times of the day. Morning (6 AM- noon) -- pretty much instant. Afternoon (Noon-6 PM) -- same thing. Night (6 PM-midnight) -- instant. Early morning (Midnight- 6 AM) -- instant. I was playing games at 4-5 AM my time and was getting instant matches, loading into full lobbies with everyone already readied up. I've been playing consistently since last April, and I can count on my hands the number of times I've had to wait more than a minute for a match as killer, and I might have fingers remaining.
Survivor times, however? I play with a friend as a 2-person SWF. At night (7 PM - 1 AM), it's so bad, we joke that we're playing lobby simulator. Daytime survivor times might be better, from what people have said. But killer times, at least in my area, are a game whenever you want one.
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My opinion (which is obviously just that) is that we're really not going to know for certain until it goes live, but I THINK it has the potential to be completely game-changing in a number of games that Devour never had the potential to be before.
When I play survivor (as part of a 2-person SWF, usually), we both do totems whenever we come across them (usually we both catch at least one, sometimes two each). In some of those matches, we've stumbled across what turned out to be Devour before it activated with the Exposed status for everyone, saving us a HUGE potential problem in those matches. And yet, there have been matches where, despite us breaking 3-4 totems together, we've seen NOED activate, because our teammates ignored totems throughout the match. We've even been in matches where we've seen teammates run by a lit totem on their way to a generator, and we ended up cleansing something that was causing us issues (In some of those cases, that totem was Ruin or Undying in matches where we were up against that combo, as crazy as that sounds!).
There are definitely survivor players who don't want to be bothered with doing totems. Some are focused only on the primary objective -- gens -- and focus on that to the exclusion of everything else. The power of Devour is that no one knows you're facing it until it hits 3 stacks, and at that point, it's a race to find the totem. I played a Wraith game with Devour on Hawkins last night (a map with difficult some totem locations), and I got three Moris, because I applied enough pressure early (getting downs with MYC) and the people who weren't getting chased were focused on gens and weren't looking for totems, I'm guessing, that by the time Devour got to 3 stacks, it was too late for them to find it and everything snowballed from there.
If a good killer player can apply enough pressure, and the survivors they're facing have tunnel vision on gens, there's a decent chance that against that type of survivor team, Devour will get to 3 stacks. With the additional time given to that killer with Devour needing to then be found and cleansed twice, there's the potential for a huge snowball that will change a killer from having to get, in theory, 12 hooks (and twice that many hits, depending on how much healing is taking place, and whether the killer already has one-shot down potential) to 3 hooks and afterwards, far fewer successful hits, before the carnage begins. Anything that can shrink the number of hits/hooks to end the game is potentially huge for any killer.
The still consistenly bad totem spawn locations on a lot of maps (including, bewilderingly, some of the reworked ones) are going to be a problem for it to work with the consistency of Ruin/Undying (even though that, often enough against competent survivors, could be eliminated), but Ruin/Undying killed you slowly (by slowing gen progress), where Devour can potentially wipe out an entire team in literal minutes. Devour may go from super-high risk/super-high reward to a place where the reward -- ending the game quickly -- will be worth running it with Undying. I'm looking forward to at least trying it out a few times to see how it goes.
I will say that, if it DOES end up working more effectively as it might, there will be a flood of complaints to "nerf" it almost immediately, lol.
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I get immediate matches, pretty much any time in the morning (Central Time Zone, North America). I've played matches anywhere from midnight to 7 AM, every day of the week). Matches vary -- I'll get solos mixed with SWF groups, as best as I can tell. Some rainbow lobbies, sometimes all Red Ranks. Sometimes the matches feel easier, other times they're still super sweaty. For me, at least, the only thing consistent is the inconsistency.
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As other people have said, when I play killer, it's more about what you did to me, and not about what you did to your teammates, as unless it's something blatant, I'm too busy playing my end of the game, and I can't necessarily know everything else going on.
I've had games where I've given hatch/door if I've specifically seen that survivor do something that I thought warranted it -- I spared a Bill once who could have escaped (exit was open, two of his teammates were dead, and he was on death hook, but he came back for his last hooked teammate -- that level of altruism deserved to be rewarded!).
And as much Pig as I play, I've always given hatch to someone who was simply willing to boop the snoot. This is one of those things it's probably best not to overthink.
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I've seen one in the last two to three weeks of play. One. An Ebony, and the killer got no one with it.
I used to get a good kind of anxious feeling when one would (presumably) show up in the loading screen -- when this one did, nothing. What once added a great deal of apprehension going into a match will never do so again.
Playing killer, I almost never brought one in -- at this point, they're useless junk cluttering up my bloodwebs, and I avoid them at all costs. IMO, the Cypress should just be made basekit and the Ivory and Ebony eliminated entirely. Frankly, the bloodweb grind should be addressed at some point anyway, but that's another topic altogether, though eliminating Moris would be a good start.
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On the builds I ran Ruin/Undying on, I moved onto running Surveillance and found it to be immensely helpful. I think it was/is a criminally underrated perk. It doesn't hold up nearly as well on a build without Ruin, but with it -- it provided huge value to me in pretty much every game.
With the Undying nerf, I think it's going to be used a lot less, and that's a shame. It's probably moving out of all of my builds now for that reason.
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I love facing off against a good Nurse. There's that moment when you first hear them blinking and realize it's a Nurse you're against, and you wonder, "Is this just a Nurse, or a GOOD Nurse?". When you realize you're facing someone who's put the time and effort to play her well, there's a rush of adrenaline that goes with knowing you need to be at your best to have a chance to survive, and that for me is a lot of fun.
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π€£π€£π€£
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I define "tunneling" in this game from a killer standpoint as ignoring every other objective at hand -- whether that be other survivors, defending generators, etc. -- to specifically go after one survivor, at the cost of everything else.
Going back to the hook after a rescue does not constitute tunneling. If a unsafe rescue is made in the killer's face, especially without BT, well, that's on the survivors. If it happens to me, I'll go after the rescuer and not the person unhooked, unless the latter player makes it a point to bodyblock due to BT/DS, in which case, I might then punish them for it. If a killer goes back to a hook because they're not in a chase, that's not tunneling either (unless they purposely ignore the rescuer to go after the person rescued). If I've left the hook and don't either have gens to pressure or another survivor to go after, then I know where half the team is after a rescue and I'll go back, though again, I'll go after the person making the rescue. If the rescuer slinks away to hide, leaving their unhooked teammate unhealed and vulnerable and isn't willing to take the aggro for them, again, that's on the survivors and I wouldn't classify that as tunneling.
I played a survivor round against a Trapper a couple of weeks back. I was the first person they chased and eventually downed. The Trapper was essentially camping (patroling only around the immediate area of the unhook). When I got rescued, my teammate took a hit for me, as the Trapper was already back at the hook. The Trapper ignored them (even as he had injured them) and went immediately back after me. After another chase, they downed me again, and I hit them with DS. They continued to chase me, even as I inadvertantly went past fellow survivors working on a generator, which he didn't bother to chase them off of. He downed me again, eventually, and we repeated the cycle. Hooked, somewhat camped, my rescuer took a protection hit, and they ignored them to go after me again. Once I was downed for the last time and hooked for my death hook, the last gen popped and the other three escaped. That was, IMO, a classic example of "tunneling" -- this Trapper ignored everything else -- the people he passed by working on gens (even as they were getting done in his face), other injured survivors, etc. -- to focus solely on eliminating me from the game, even at the cost of the other three people escaping easily.
I'm on console, so I messaged this Trapper (who was a yellow rank, IIRC) to offer advice that playing that killer in that way (he didn't even set up traps in a territory to defend, but crossed all over the Temple map -- a large map at that -- in order to exclusively chase me) wasn't ideal. His response was that they didn't play to "win", but to make other people miserable that they went against, which to me, explained pretty well why they fit the definition of "tunneler" so well in that instance.
FWIW, I think tunneling is an overused term. Scott Jund recently made a video talking about how some issues that happen in-game are the fault of your teammates and not the killer -- it's a good take for anyone who wants to check it out.
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Last survivor match of the night -- matches had gone pretty good up to that point. We end up on Hawkins, and my friend sees a Jigsaw box, indicating a Piggie (who I play more of than any other killer by far). I'm a little nervous, as both of our Spine Chills are going off, but neither of us see or hear anything.
I'm backing around in the hallway and hear the roar. Uh-oh.
I turn slowly to see the Pig crouched by me. Do I dare attempt the boop? I'm dead to rights anyway, so I crouch and go to boop. The Pig accepts! I lay down my Med-kit and move away.
Later on, they helped me finally get the four stuns in a match challenge done, and we all escaped, giving boops on the way out. I messaged them afterwards to thank them for giving me a great sendoff to the night and showing me that I'm not the only Pig player who respects the boops -- turns out we have things in common, and I have a new gaming friend.
Sometimes -- just when you least expect it -- there's a heartwarming moment in this game filled with so much toxicity. When you find those moments, they remind you all that's fun about playing a video game -- even one that has you running from/hunting down your opponent.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1888999#Comment_1888999
Perfectly balanced.
Also,
Ruin/Undying is so toxic. They should be nerfed. π
In my matches (and I play a LOT, lol), what I noticed from the intoduction of Undying (and its synergy with Ruin) to current day was this:
-- At first, survivors tended to ignore dull totems, and focused hard on gens. I had matches when Ruin and Undying BOTH stayed up, despite being in pretty bad spawn locations. In one match, I literally chased someone repeatedly off of a generator that had a lit totem, completely in the open, literally within eyesight, but then never bothered to cleanse it, despite plenty of time to do so (that was a 4K match, lol).
-- Somewhere along the way, good survivors (some quicker than others) realized how deadly the combo could be and would do totems, lit and dull. My success rate with the combo varied, but I still got exceptional value more often than not.
-- Most recently, good survivors more often than not, once they know Ruin is a thing, go hard after ALL totems, or they split up and power through gens, counting on being able for me not to be able to pressure four people at once. Those survivors who have adapted do the best, and spawn locations don't even matter sometimes (as they'll either bring a map, a perk like DH or SG, or simply know the common spawn points).
I've started moving away from Ruin again (before Undying, I had stopped running it altogether due to its complete unreliability) and have been experimenting with Pop/Oppression. At least, those can't be eliminated (though a shorter cooldown on Oppression would be nice).
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1888999#Comment_1888999
That sucks but Undying+Ruin is an awful build for Jigsaw and any low mobility Killer, if he was playing Hillbilly, Blight or other gottagofast Killer he could have saved Undying and then defended Ruin (or not but it would just have jumped to other totem), the gen was indeed lost thats true.
I wouldn't say it's awful on a low mobility killer -- it's those killers who usually need the gen slowdown to begin with.
I've been pretty successful with playing the Pig, and Ruin (with Undying protecting it) often DOES do good work. Paired up with her RBT's, it's just enough slowdown to give her time to get enough hooks to win (I just finished a 4K match where everyone was hooked twice before I got a single kill -- they broke Ruin and Undying eventually, but the slowdown when I pressured them off of gens and Ruin regressed them kept the game manageable). My track record with running it has been mixed -- some matches, the totems ARE oppressive due to amazing spawns (almost always on The Game, Lery's, Glenvale, or Midwich) or survivors just not botherinnog with totems to focus on gens, other matches I get a mixed bag where the totems hang around a little while, and other matches they go away almost immediately (I've 4K'ed with the totems destroyed early, and had escapes when the survivors pounded gens and ignored Ruin, so by "mixed", I don't mean success in matches, but in the longevity of Ruin staying alive due to Undying).
The problem with totems continues to be twofold: they're not an "objective" unless it's an actual Hex, so many survivors completely ignore them unless they have no other choice (Undying changed that to some extent, but that's probably going by the boards after the nerf), and locations, even on some redone maps, are still terrible (as the clip above illustrated). Even if I had been playing someone like Hillbilly or Blight, against good survivors (especially if they were a SWF on coms, which this team was not a 4-person, but likely a 2-person with two solos) would still have cleansed the totems early. I could have chased the initial person off, but the other totem that broke would have been gone immediately. The minute I left that first totem to chase someone, eventually the initial survivor or a teammate would have cleansed it instead. If I stay and try to "protect" the totem(s), the survivors will just hammer out gens -- it's a lose/lose when the totems are that exposed in their location. You know you're losing half your build (or 1/4 of if, if you're just running Ruin) sooner rather than later.
You would think there would be a happy medium between "completely in the wide open" and "can't find it no matter how long you search) for totem spawn locations, but the devs haven't figured that out yet, apparently.
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I play on console, and my messages are turned off unless you're a friend, so I thankfully don't have to deal with it (and hope to never have to). I do send friend requests/messages to killers/survivors who I think played well during a match, offering them a GG/WP/Good luck in your future matches, and I have had a lot of nice correspondence with those players.
The only "toxic" messages I've ever received were one as a killer, and one as a survivor.
As a survivor, I was tunnelled hard and camped by a new Trapper (I assumed he was new, based on his rank), and I messaged him with some constructive feedback (as politely as possible, I told him that he needed to focus on spreading out the damage, as while he tunneled and camped, essentially all 5 gens ended up popping). His reply was that he played, not to win or get better, but only to make other players he went against miserable, which I thought was a really sad reason to play the game (and told him so).
As a killer, I got a friend request from a survivor who'd died in my match. I reluctantly accepted it, only to be barraged by a string of insults, "garbage killer" comments, and hilariously enough, the insult of "camper". I had to ask him if he'd noticed the survivor who started flashlight clicking when I hooked him, then that survivor looping me around his hook (and their eventually getting downed, while he went into struggle and no one else could help him off the hook). I asked why he wasn't mad at them for keeping me there -- he continued his insult stream at me before I just exited the conversation -- his teammate was the real "enemy" there, but he obviously didn't care, lol.
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I'll do you one better. BOTH totems AND a generator gone in less than a minute -- and this was with me downing someone in a 23 second chase!
https://www.youtube.com/watch?v=_HYkuBD7LeQ&ab_channel=GeriatricGaming -
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1882510#Comment_1882510
Why?
I'm pretty sure the totems used to spawn on the hills like that, then they changed it so that they're at the bottom of the hills hidden behind the rocks. Why on earth would they go backwards?
Imagine that. Nerfing undying and making totems easier to spot.
Some of the newer maps (Glenvale and Midwich, for example) can have some seriously tough totem spawn locations. The totems on the reworked maps look -- dirtier? -- for lack of a better word, and are a little harder to spot, but their locations seems to still not be terribly well hidden, and survivors often still spawn staring right at one, apparently.
This was a match I had today -- both totems gone with less than a minute (50 seconds, I think -- not even enough time for me to reach someone on a gen and push them off). I saw the aura of the survivor cleansing Undying (which they must have spawned right next to -- same with the Ruin totem) and didn't even have the time to cross the map to defend it. I chased the person who did, downed them in 23 seconds, and the Ruin totem got cleansed as well AND a generator popped. But, yep -- there is/no way to handle that perk loadout, lol. I might as well have been perkless at that point (Surveillance works a lot less effectively without Ruin to regress the gens, and BBQ only gives limited info, and this match, everyone on the team was either inside a locker or within range for the hooks I did get, except for the very first hook, so it was useless other than the BP). Here's the carnage:
https://www.youtube.com/watch?v=_HYkuBD7LeQ&ab_channel=GeriatricGamingI'd like to say this is the exception, but once Undying and Ruin became a thing, the really good survivors worked around it (either cleansing totems or powering through Ruin) and the lucky ones simply cleansed what was in front of them. For as many matches as I have had where the totems carried the day (either due to survivors ignoring them, or great totem locations, or bad luck/RNG on the survivors' part), it feels like an equal amount of games mirrored this match.
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This.

