ChiSoxFan11
ChiSoxFan11
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I've played multiple matches on Midwich now and had a definite issue reaching a hook, even when no one brought a hook offering. One sacrifice of a survivor in one game left me unable to get someone to a hook when I downed them in the courtyard -- there were no hooks in the hallways by either exit, and everything else was unreachable unless I'd been running Agitation or Iron Grasp (and even then, I'm not sure if I could have made it). After survivors (who weren't running any wiggle perks) got away twice from courtyard downs, I ended up letting the two remaining players farm -- I literally had no choice other than letting them bleed out.
Something changed with Midwich, I'm convinced. Whether it was intentional or a bug, who knows?
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I started keeping a spreadsheet of my survivor gameplay, planning to share results once I got to 250+ matches or so. At the 136 match mark (either as any combination of SWF I play with or solo), I've seen a whopping ZERO Hags or Twins.
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@wewantbetterfun said:
pain resonance is simple the best perk since a very long time, it's way too good to ignore
Absolutely agree on Pain: Resonance. Even with the 4-hook limit and possibly having shaky RNG for the location of the hooks, it's become a staple of every killer I play I've unlocked it on. It's superior to PGTW, even with slightly less initial regression -- it's instantaneous (no running across the map to kick a gen that might get finished before you get there), it's tracking info when someone's working on the gen, it targets the gen that needs to be regressed the most, and it regresses it when no one is actually working on it. And if you still want to take the risk and run Ruin, the perk still will hit a gen for the 15% anyway,
Deadlock and No Way Out I've seen in a lot of builds as well now, and both are powerful in their own right.
I think Hex: Plaything is underrated as well, even in the current Boon meta. It can't be broken or cleansed until it's active, and then only by the person it affects initially. I've been running it on my Pig build, and the number of times I've run into survivors who were crossing the map to search a Jigsaw box or who were headed to a gen and who had no idea they were running into me has been amazing. Even on a killer you expect to be stealthy, it's gotten me a ridiculous number of downs on Oblivious survivors.
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I thought I was imagining things. A couple of my recent matches on Midwich, I couldn't get to hooks from certain areas, even with no hook offerings from the survivors. Glad to see others are facing the same issue, not glad because I suspect it'll be a long time -- if ever -- that the issue gets fixed.
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I really haven't seen a dip in my kill rates either, TBH. Maybe a little bit, but nothing dramatic, I think COH is somewhat problematic, but overall, I haven't seen the impact in my games from it nearly as much as I thought I might, so my initial concerns may end up being misplaced.
I do think the game tilts towards the survivor side, especially SWF groups. I'm a decent survivor, but nothing spectacular, and I escape more often than I don't, even when playing solo queue.
I played killer for around 4 hours tonight. I play every killer, but I definitely have a few I'm terrible with. Match results were as follows:
Pig (my main, and the one I presumably have the best MMR with) -- 1K
Pig -- 4K on Red Forest
Pinhead -- 0K (sent to The Game by a SWF -- it was "Hold W from Pallet-to-Pallet for the bulk of the match). Also pretty sure I faced a hacker in this game -- a Mikaela stopped leaving blood while injured, and she wasn't running Lucky Break or anything to make blood disappear. Maybe it was a bug, but it seemed VERY suspicious.
Deathslinger -- 4K (not great with him, but learning) -- To be fair, this is a match the survivors threw due to over-eager altruism
Pyramid Head -- 3K with a mercy hatch/door (getting better with him after not playing him for the longest)
Trickster -- 1K on Ormond (terrible with him and just learning, have no perks -- ran Devour, and if someone wouldn't have cost me a token with an unsafe rescue early in the match, I might have pulled out better)
Freddy -- 3K with a hatch escape -- The group used a hatch offering, and the next-to-last survivor pulled me as far away from the killer shack as they could so their teammate could get the hatch. I didn't feel like slugging at that point.
Pinhead -- 3K with a hatch escape
Wraith -- 4K on Badham against 3 Mikaela's when I was running an all-Hex build
Wraith -- 3k on Haddonfield
Santa Clown -- 0K on Haddonfield -- I almost never play Clown, the survivors used a map offering, and gens were done in barely over 4 minutes. I almost never give up in match, but when the 4th gen popped so early while I was chasing a Dwight who was running Pallet-to-Pallet, pre-dropping everything and using the long fences and hedges, I just went to a door and waited for the last gen. Based on my survivor queue times at this time of night, this group waited longer to get into the match than to play the match itself. One survivor barely broke 9000 BP with an escape. I hope it was worth it to them, lol.
Santa Clown, Part 2 -- 3K with a mercy hatch
Out of 12 matches, the 4K's (I count games with a mercy hatch as that, since they would have been if I'd wanted them to be) numbered 5 out of the 12, with 2 more 3K's that would have been 4K's if I'd been luckier with hatch spawns (or if I'd been sweatier) and another 3K where the gens were powered. That leaves only 4 "bad" matches -- a shutout on a stupidly unbalanced map in The Game, the shoutout by the gen-rush squad on Haddonfield against a killer I almost never play, a 1K with my main where gens felt like they went super-quick as well, and another 1K with a killer I never play AND I'm terrible with. There's not an "S" tier killer in there (Nurse, Blight, Spirit), and a couple of perceived low-tier and mid-tier ones. Overall, that's not bad result, IMO.
All in all, I've had better nights playing killer than this, so while I'm not at Otzdarva levels of MMR, my overall kill rates have me facing survivors who are at least competent, and often more (I've seen more than my share of bully squads and even a few hackers). I did see COH in almost every match -- or at least it felt like it -- but with the exception of the Trickster match on Ormond (where one survivor was running Shadowstep as well), I don't think they really changed the match result much at all.
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I played a round as Deathslinger and had two survivors immediately DC at the start of the match for whatever reason, so I let the other two farm. This led to what has to be the slowest chases between a killer and a survivor ever in the history of the game. π€£
https://youtu.be/Mn8PpmsWf9o -
Ever play Red Light, Green Light with a Snowman? I can say I now have, lol.
https://www.youtube.com/watch?v=gBDoxZH6PAg&list=UUODC_RYe0z8yDnIFlmW-TmA
https://youtu.be/gBDoxZH6PAg -
If I come across an AFK survivor, I'll usually smack them once and move along. Once I start getting notifications constantly from crows, however, they're going on a hook. There's enough going on in a match that I don't need the constant distraction from the noise. If the survivor ends up getting unhooked and gets to the crow notifications again, then it's back on the hook (and hopefully dead at that point).
If a team has an AFK player that never shows back up, I'll try to go easy, but I usually don't completely go into farm mode, though I will give someone hatch in those situations.
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When I first started playing, a year and a half ago or so, I had no concept of what the Achievements were, nor did I have any real desire to try and get them. Once I'd gotten significant hours in the game -- and gotten to Rank 1 on both sides -- I decided finally I wanted to try and go for the Adepts on killer and survivor, with the former obviously being the real challenge.
I thought I was going to have problems even getting a single one done, but after a month of going after the killer Adepts (not every match, but just here and there), I finally got all of the killer ones (and added the Artist the day she released). Rank reset helped with a couple -- it's much easier to get Merciless when you're at Ash 4 -- but the large number of them were achieved when I was at Iri 1, and even some of the ones I got at lower ranks would have been true Merciless Adepts even at Red Ranks. It's something I didn't really care about doing until I decided I did, and I'm proud, since before I started, I didn't think I'd ever get the Adepts on everyone.
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I've been having a ball with the snowmen, both as survivor and killer. I can't help but bust out laughing when I see a survivor in one waving their arms frantically and slowly approaching me.
I tend to let the ones who've embraced the snowman meme to live. I had a Nea last night who jumped in one right after the last gen had popped, but both of the gates were on the opposite side of the map. I escorted her to safety, hoping she'd have enough time to escape (and laughed even harder when her teammate dropped a pallet in front of her to troll her).
https://www.youtube.com/watch?v=Q2-R2nmcatYThe snowmen have been a fun addition. As someone who plays a lot of killer, I understand the frustrations with the mechanics of it, but I play to have fun (even as I'm sitting at Rank 1, where fun normally goes to die, lol) -- anything that's a change from "5 gens done in 5 minutes" speedruns in a welcome difference, IMO.
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@Preesor said:
Ok so its most most unnecessary think what i ever saw. Nice broken game
Your inexperience in the game is clearly showing if you think hooks eventually respawning after a Sabo makes the game "broken".
Sabo used to destroy hooks permanently, and it was rightly changed for reasons veterans would be happy to explain to you. Sabo used correctly can still be devastating to a killer and win games for an organized group. If you're running around saboing every hook you come across, you simply don't know how to use the perk or the strategy.
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@Pulsar said:
I'm pretty sure MMR is balanced to whoever is sitting in queue for the longest amount of time.
That SWF was probably in queue for 10 minutes, so the matchmaker just stuck them with the first available Killer (you) and ignored the possible differences in skill in favor of starting a match.
I'd 100% agree with you on this. I'm definitely of the opinion, after seeing how things work during different times of the day over hundreds of matches as survivor and killer, that lobby wait times takes precedent over anything and everything else -- which is a shame, since that's NOT what we were promised with SBMM.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2678395#Comment_2678395
What I love to do is not go into the exit games, set down some traps and then stand just out of their vision.
Often the chuds are so desperate for attention that they'll poke out, think I've gone AFK, hit a trap and...sometimes a surprise.
https://forum.deadbydaylight.com/en/discussion/comment/2678429#Comment_2678429
Mm.
For me, if I see an SWF (especially a TTV) in the lobby, I'll dodge if I'm not playing Hag (the only killer I can really handle strong groups on).
Sometimes, those games are okay. Every so often you'll also get a bunch of newbies in a group together and I'll have panicked for nothing.
When I start to worry though is when it's an SWF and they switch to items at the last second and bring an offering for Haddonfield or Badham - because I know that these are groups who are just out to hurt you.
For instance, earlier I ran into a TTVer (I used to dodge them on principle, but I'll usually give it a shot now as I've had some fun games recently with TTVers). Haddonfield offering. Oh crapola - I've got a Surge+Scourged Hooks 'experimental' build, this is going to be rough.
Sure enough, it's a total bully squad. BNP, PTS, a fat medkit and a juiced flashlight - naturally stacked meta perks. Running the map like they've planned this out beforehand. Teabag flicky flicky constantly. I fought to the end and got 1-2 hooks on all of them and 1 dead (the TTVer) after I hooked and camped him at EOGC (I'm happy to camp if I've got 0 kills once gates are open). Very, very nearly turned the game around at several points, but just too many Dead Hards and ridiculously fast flashlights taking out my traps..
I check their profiles - sure enough, 3man SWF with 1500+ hours a piece (I've got 300).
Postgame:
Me: Whew, that was a tough one. Wrong build for Haddonfield. Well played.
TTV: LUL camping dog killer uninstall
Friend 1: Trash killer
Friend 2: GGEEEEEEEZ
Me: Dude, you've got 5x my hours and I came this close to beating you. Anyways, cheers.
TTV: Nah we were just memeing around bro and still schooled u lul
Friend 2: everyone thinks ur a joke EEEZZZZZ
And I lose another shred of my remaining hope for humanity.
That sounds like a TTV who's 10 years old. Or has the maturity of one. Clearly it's definitely someone who wouldn't understand how to win with class, and someone who hopefully only has himself and their SWF buddies to count among their "viewers".
To the original question, when I play killer, anything I consider to be bad sportsmanship -- someone who's a poor sport in losing, or graceless when winning -- is what aggravates me the most. I still do get set off by stupid, incessant teabagging, but macro-spamming a flashlight (especially in conjunction with said bags) is the absolute worst.
Body-blocking, especially when in conjunction with attempted sabo or flashlight saves can be annoying, but it's not triggering for me. Usually, it represents an opportunity to snowball into a lot of map pressure, or even into a win. I've had numerous matches that ended in a hurry with four survivors on the ground (and no Unbreakables), and I've turned games that should have been easy escapes for the opposing team into 4K's because the survivors simply wouldn't allow me a hook and invited a mass slugging.
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I got it to happen in a round I played as Wraith this morning, and I did it with almost the same build: Ruin, Undying, Plaything, and Pentimento. The idea was that Ruin/Undying would give me enough slowdown to give me time to get the hooks I needed to get Plaything totems, and I was playing Wraith, so I was going to be speedy enough to relight the totems if/when they were broken -- I didn't want to relight any until all 5 were down. Unfortunately, Ruin and Undying went ridiculously fast -- I know, what a shock -- so I had literally no gen slowdown other than the pressure I could get through hooks. By the time I did get all 5 totems in place for me to relight them -- someone took forever to get rid of their Plaything -- the team was down to 1 gen. I ended up with 1 kill and a lot of hooks -- the gate opening speed penalty actually got me the kill, as I downed someone just as they were getting the gate open. Looking forward to trying for it again.
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As survivor, I play everyone at one time or another, but Meg was the first survivor I used when I got the game, and she's the one I end up using most often. She was the first I prestiged, and she gets the most love from me when it comes to BP and cosmetics. I play the female characters far more often than the male ones, even though I'm male.
For killer, I play everyone now -- I finally started to try out Trickster, Twins, and Deathslinger, three killers I thought I'd never use -- but I main the Pig. I started off with Myers, moved to GF, and then settled on Amanda early on. No matter how much I play of the other killers -- and I do enjoy the variety -- I always gravitate back to her.
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When I play survivor with my SWF group (which can range from just me playing with one as a 2-person all the way up to a full-on 4-person group), we play optimally. We're all running variations of meta-builds (though none of us run Dead Hard, to my knowledge) -- my own build of late has been COH, Sprint Burst, DS, and Spine Chill (which Prove Thyself or WGLF/We'll Make It sometimes in place of COH). Occasionally, we'll play around with a non-toxic meme build for variety (like the time we all ran Slippery Meat/Luck Offerings/Up The Ante and everyone tried to kobe on their first hook).
As the only person in our group who plays killer regularly, I'm usually first one to call out what to look for (either with specific perks or add-ons) to my teammates, since they're not going to be familiar with them, more likely than not. We call out killer locations, hex locations, etc., and we try to stay well-coordinated during a match (who goes for a rescue, what gen to work on, etc.). I'm well aware of the huge advantage that represents -- as I said, I play killer extensively -- but I/we use the tools at our disposal in the form of the PS Chat (all but one of us is on console, and the one who isn't, is able to get onto the chat with us), just as I expect SWF's I go against as killer to do the same.
We're not toxic -- I stream the game, and doing anything along the lines of BM'ing the killer is a no-no and would get someone kicked from our group, as I don't want to promote that kind of gameplay, so no teabagging, no flashlight clicky-clicky, no vault spamming at the exit after the gates are done, etc. As the "killer" of the group, I'm usually one to stick up for certain actions by the killer that I know from my own experience is only them playing optimally as well, and over time, I've gotten far less aggravated by tunneling/camping/etc. in most situations than I did when I first started playing.
Since I'm streaming, our in-game discussion isn't 100% about the match, so in that aspect, our communication in game isn't always optimal (and while I would consider all of us "good", we're not God-tier level at the game). We do talk about other things during the course of the match other than the match itself, and there are times I'm often interacting with someone in my chat, or we flat-out call out something that isn't correct or accidentally ends up sandbagging one of our group, lol. When we have a random in our group, we play as altruistically towards them as possible, even though they're not in communication with us.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2660232#Comment_2660232
I really have no idea what the difference is. I had Crossplay on once when it was first implemented, it's been off forever.
I'm in EST, maybe MMR has something to do with it, idk.
Before crossplay was a thing, I remember survivor queue times were longer than they were now. I remember timing with my stopwatch and getting 10+ minute waits to get into a match during peak hours. Killer rounds were still pretty instantaneous. Since crossplay came into existence, it would seem that killers on console may have left crossplay off, leading to lengthier waits there while more survivors turned it on, lowering queue times there.
All this is pure speculation, obviously. π€
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2660217#Comment_2660217
Or I play with Crossplay off.
Appreciate the vote of confidence tho.
I'd heard that crossplay off affects queue times, but that's pretty dramatic. I wouldn't have guessed there would be that big of a disparity. Waiting that long for a game on either end is longer than I'd want to do.
I'm on console but with crossplay on. Killer queues for me are virtually instantaneous anytime between around 5:30 PM CT NA region through around 2-3 AM. I've started keeping track of personal stats for my games as part of my own analysis, and queue times for survivor for me is averaging around 4-5 minutes in those same times. During the early morning and the day, survivors queues are usually quicker than killer, however. I've heard it's different on the EU servers, though.
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This is one of the reasons why getting Adept Plague was so frustrating for me. Playing her efficiently and getting survivors infected often -- and survivors playing inefficiently and cleansing constantly -- counted as healing and wrecked my Emblems for Malicious. The requirements for Adept killer should probably be reworked, but that's another story altogether, but the Emblem system definitely has its flaws.
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I think it's likely a combination of SBMM and just an amazing coincidence. Time of day you're playing likely is affecting it as well.
I played a round as the Plague the other morning, had an early DC, killed a Meg, and gave the last person hatch. Loaded into another match almost immediately as Pinhead and recognized the Meg from the prior match (she was a solo, apparently, as the other 3 survivors were different). The Plague match had been such an unfun rout, I decided to give the Meg hatch if it came down to it, and when I got another DC right out of the gate and ran into the Meg, she essentially gave up in front of me (I can only imagine what was going through that poor player's mind). I let the Meg go and finished off the rest of the group before I gave them hatch -- I wonder if they realized I was the same killer they'd just had the match before.
So it happens -- I've had it only happen to me a couple of times in a lot of hours, but it definitely can occur.
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When I got my Adept Wraith, I ran into a Leon who started off immediately teabagging and spam clicking a flashlight -- right before he went down in a heap in about 15 seconds, at shack no less. He ended up dying first out of the group if I remember correctly.
I'm on console, so I have no idea what anyone might have been said in post-game chat, but I can only imagine what I would have thought if I'd been him and seen my crappy Wraith perks (Predator is one of the worst perks in the game, Shadowborn is great ... on Nurse, and Bloodhound is mediocre at best) and realized that me and my team had been wrecked by it. It would have been humbling for me if I had been that Leon.
I kept hearing the line from one of Samination's videos: "You got killed by The Wraith ... THE WRAITH!". It made me chuckle, at least. π€£
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As someone who plays Pig heavily, I respect that people don't acknowledge Booping when playing the Pig -- it's a personal choice. When I play survivor and run across a Pig, I won't attempt a Boop unless the Pig does something to imply that they're open to it. If a Pig wants to play all-out and isn't interested in Boops, I don't get upset by it (not implying the OP shouldn't have been upset by being tunneled and camped -- I would be aggravated for the same).
When I play Pig, I completely go in for getting Booped. I play enough matches against sweaty players/teams that it's nice to have that occasional match where I don't have to play like that it return. I've had some hilarious moments of teams that decided to meme with me. Again, I don't expect anyone else playing Pig to do the same -- it's my own decision when I'm playing her.
What I DON'T appreciate, however, is the "fake" Booping, from either end. I had a Pig who looked to be accepting of a Boop at the end of a match when I was the last survivor left -- then not only downed me after the Boop, but left me on the ground growling at me and let me bleed out, which I thought was completely classless (no one -- definitely not me -- had done anything "toxic" to them during the match, and they could have just easily hooked me to end the match, but decided to waste both our times for whatever reason). On the opposite end, playing Pig, I had a Feng fake Boop me (they crouched and approached as if they wanted to Boop) -- then they dropped a pallet on my head (and may have teabagged me in return as well, IIRC). That Feng's death on a hook (and the rest of her SWF team) was awfully, awfully satisfying, lol. π
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649921#Comment_2649921
You obviously know why and the devs don't an on making killer anymore fun. I wouldn't be surprised to see killer bots soon.
If this game ever goes to that length -- other than having bots for a "practice" mode -- then you can officially put a nail in the coffin of the game and call it dead. There's zero reason to think the devs could actually come up with an AI-controlled opponent that could compete against even decent players. The hordes of people playing survivor would quickly get tired of escaping every trial without trying, and that would spell the death knell of this game.
The game needs to be fun -- and feel winnable -- for people playing both roles. If the devs ever lose sight of that, then that's a recipe for disaster for the game's future.
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The first time I realized it didn't deactivate DS, I had been unhooked and went immediately for the killer's Ruin totem I'd passed before getting downed. I fully expected to get rehooked if the killer came back to it, but I was willing to take the trade-off to get rid of the Hex -- I was shocked that my DS wasn't being affected (I blessed it before they came back, as they were in chase somewhere else on the map).
The fact that I could get rid of Ruin by blessing it and keep my DS, while if I had tried to only break it (which would have gotten rid of DS), was ridiculous. I would assume it was a bug, just because it goes completely against how DS is supposed to work, but knowing how things are "balanced" in this game, I would just as likely assume that it's intended to be that way. π€¦ββοΈ
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My giving hatch depends on the situation. If there was a DC in the match, I usually give the hatch to someone, unless the DC was a rage quit and I suspect they were part of a group. If the match was particularly rough, or if I think there was a newbie or two as part of the survivors, I'll give hatch as well to whoever ends up left. I try to make sure it's to someone who was "deserving" (though it's hard to tell sometimes, since I can't always see what's going on elsewhere in the match with what survivors are doing). I refuse to give hatch to people who try to camp it (less likely now since the hatch rework) -- if you let your teammate die on hook and hide while I'm nowhere around and giving you ample opportunity to save, then you're getting no mercy from me. I'm more likely to give hatch playing Pig, especially if the last survivor ends up Booping (that's an automatic free pass whenever I play Piggie).
If the match has been rough for me -- macro flashlight clicking, teabagging galore, any BM'ing by any of the survivors -- hatch is pretty much out of the question. I usually assume a full 4-person team at that point (making everyone part of the shenanigans), and if there actually is a random in those situations, unfortunately they won't get mercy from me due to guilt by association with their teammates, lol. Map offerings, or SWF teams with builds meant to harass me (teams that run hook offerings and run sabo/flashlight builds with Breakout who swarm me the minute someone goes down, for example) -- yeah, no one from a team like that is getting any mercy at that point.
I had a match as Plague the other night where I was chasing the last survivor, a Zarina, while we were both looking for the hatch. I got to it just before she did and closed it literally in her face -- she stood on the closed hatch, throwing up, and had the saddest look on their face, lol, I didn't have the heart to finish them off and led them to a door so they could escape. That's a perfect example of how giving hatch or door is completely situational for me and can change at a moment's notice -- I would have finished her off if I'd gotten to her sooner, but her getting that close to getting out changed my mind on letting them escape.
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When I play killer and someone drops an item (when they're the last survivor left), I usually will give them hatch/door, unless there's extenuating circumstances (they were toxic earlier in the match, or I'm doing a specific challenge that requires everyone to be dead). When I play survivor, I'll drop an item if I'm in a position of needing mercy, lol -- if the killer grants it, that's great, but I don't expect it.
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I play with a SWF group more often than not, ranging from a duo to a full-on 4-person group. Out of the people I SWF with, I'm the only one who plays killer on a regular basis.
None of us are "toxic" -- no teabagging, flashlight spamming, etc. -- and I've made it a rule that no one engages in any of that while we're playing together (I stream, so I don't want to promote that type of play). Thankfully, it's not an issue, as everyone in our group is pretty chill when it comes to games.
That said, I've had to correct my teammates at times when they've complained about something a killer does, simply pointing out to them that, from my own killer experience, the killer in these instances was only playing the way they should in those moments. I distinctly remember someone on our team complaining they were being "tunneled", and I had to point out that the killer had hooked everyone else on the team since they'd be hooked last, which was the exact opposite of tunneling, lol. Their lack of experience in the role definitely shows at times, as they don't realize that some of what happens in the game isn't a result of what the killer is doing, but what we/they are doing.
I definitely am of the belief that, unless you play significant time in both roles, you'll never have the perspective needed to understand what is "bad" form on your opponents' parts and what's simply optimal gameplay -- and that goes both ways (for killer players who never play survivor too).
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I don't know why anyone would celebrate losing any part of a game's content. I know a lot of people aren't fans of the Hawkins map for various reasons, but when a game loses actual content instead of gaining it, it's a negative for the game as a whole and not a positive.
I used to hate going to Hawkins both as a survivor and as a killer, but over time, I learned the map and came to appreciate it for what it was. I'll be sad to see it gone.
And there were definitely skins I would have liked to see at some point. Never say never on the content returning at some point -- there's always a chance that Netflix finds gaming to be unprofitable and bails on it -- but for now, we'll have to make due with what we have left.
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I actually love playing against a Nurse. I know that, if they're really good, it's going to be a challenge -- and that makes it fun for me.
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2637949#Comment_2637949
nice job need a cookie or did you just one a million dollars cause all you and some people have is a mouth on a forum bet some of you dont talk half that stuff to someone in real
Since I'm guessing by your actions in this thread that I'm probably old enough to be your dad (and yes, I'm that old, lol, and I'd be certain that my statement is true), I'm comfortable in stating I'd have no problem saying anything here -- or anything I've ever posted on this forum -- directly to your or anyone else's face. Anything I ever post here, I'm polite, and in this instance I've simply pointed out the flaws in your arguments, which you're conveniently ignoring.
Usually when someone is losing a debate about something because the facts aren't on their side, they turn to making it personal, which you've done with multiple people in this thread already, so this is where I'll let you go on railing about the unfairness of Iron Maiden and ignore you from here on out. π
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2637938#Comment_2637938
Nice speech so what exactly is your point again? Ah I get it you dont know a simple sentence am no fan boy so I do not care about youtube or twitch streamers so ty for pointing out about someone I do not care about over a video game.
My point is that you have no idea what you're talking about, but I don't really need to point that out. Your replies in this thread have done a far better job than I could in doing that. π
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2637915#Comment_2637915
I dont care about twitch/youtubers so your point is not valid.
Lol. The fact you don't know the definitions of the word "standard" should make every point you've made invalid, but I'll try ignore that. It doesn't make my point any less relevent -- the player I mentioned is well-regarded in the community as one of the best Huntress players out there, and they run those perks. If your weak argument is "Running perks XYZ makes a player trash", and you're given an example of a world-class player that would have you on a hook immediately if you ran into them in a match and you want to dismiss that -- well, that's just more proof that you simply don't know what you're talking about. π€¦ββοΈ
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2637887#Comment_2637887
apparently your a trash huntress that needs iron maiden, real good huntress dont need bbq corrupt + corrupt, so its really bad huntress that use trash builds.
CoconutRTS -- one of the best Huntress players in the world -- runs Iron Maiden (and BBQ) on his Huntress builds. If you think he's trash too for running those perks, then that alone shows how out of touch you are, lol.
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2637732#Comment_2637732
Whatever when that new boone totem come and slugging is no longer again watch how you all complain about it ha.
What would I possibly complain about?
I've been playing the game for a year and a half now, and I have been downed by being exposed by Iron Maiden a total of ZERO times over that period. Corrupt is a solid early-game perk for killers, but it can be waited out, or you just move to gens that aren't Corrupted. I usually counter BBQ by moving inside of the range, or hiding behind a generator, or since I run Spine Chill on most builds, when it lights up, I move to a safer area. And while I've been a Rank 1 survivor, I'm the first to admit I'm mediocre/decent at it at BEST, and I've never ended a match saying "I/we got wrecked because the killer had -- gasp -- Iron Maiden!" -- or BBQ, or Corrupt, or all three.
If you were complaining about a pre-nerf Undying/Ruin/Tinkerer build on a mobile killer like Blight (which while OP, was still beatable), then you might have people agreeing with you, but you're literally complaining about a solid, but nowhere near unbalanced, killer build that shouldn't be an issue if you know how to play around it.
And if you think when I play killer that the new boon is going to bother me, then think again. I rarely slug, and I assume everyone is running Unbreakable anyway, so I pretty much make sure to get my hooks when I down people to get my pressure. If survivors want to run the new totem Boon perk against me, it'll be a waste of a perk slot for them, so I'll count that as a win.
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2637694#Comment_2637694
Can you learn its 2021 and git gud is so dry on saying, but ofc if you think that makes you look good ok. if you dont see corrupt with iron and bbq broken oh freaking well stop acting as if you dont complain about dh/boones and what not why dont yo git good and deal with them.
If you actually think that Corrupt, BBQ, and Iron Maiden is a "broken" perk set-up, then no offense -- but that speaks volumes about you and not the perks.
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Iron Maiden is pretty much a standard perk on many Huntress builds, but the Exposed status has nothing to do with it. Huntress players use it solely for the faster reload speed. At 4.4 movement speed, if you're in a locker across the map and get hit by IM, a good Huntress player isn't trekking across the map for you at that point, since the Exposed status will be long gone before they get there.
I legitimately can't believe anyone would complain about that perk. It's still largely trash, only good for the reload time for 2 killers.
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A Pig running the Video Tape won't have any traps after the initial ones are on, unless they're running one of the two add-ons (Jigsaw's Sketch or Jigsaw's Annotated Plan) to give one additional one.
Also, there is no notification that someone has started to try to take their trap off, though there is an add-on in Amanda's Secret that notifies you when the trap comes off.
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Having someone give themselves up for a hook (in a non-farming match) has happened to me with the frequency that I've seen Bigfoot or the Loch Ness Monster. Or been abducted by aliens. Or ... you get the point. I won't say "never", as there have been the VERY few occasions someone has tried to do so. I don't want to take the pity hooks -- if I got my head handed to me, it's okay if everyone escapes. I'll just move on to the next match.
The one exception is when I'm playing Pig and end up embracing the memes when people want to Boop. I've had matches like those that turned into huge farming games where survivors, at the end, refused to leave (even when I tried carrying them to the exit) and chose to die to EGC with me. Those were instances where I couldn't save them even if I tried, lol, and I did appreciate the gesture in those instances (and those tended to be games where everyone racked up BP, even the survivors who died).
I've given so many mercy hatches and doors as killer, and as survivor I've been the recipient of so many mercy hatches and doors -- those numbers dwarf the times as killer I've gotten even an offer of something similar. It's not even remotely close.
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On the survivor end, a portion of Kindred -- allowing you to see the other survivors' locations, but not the killer's (regular Kindred could receive a buff to make the perk still worth running in this case). Knowing if someone else is going to get a rescue or not would be a major QOL change to solo survivor play, and it wouldn't help SWF, who are communicating that info anyway.
For killer, some form of watered-down Pop for actual generator regression when kicking a generator, which at the moment is pretty much useless if you don't have a perk tied to it. Nothing that would match the regression you get from having said perks like Pop, but something more substantial than what currently exists. Even having Overcharge as base-kit -- making gen-tapping a thing of the past, and making a gen kick at least require a survivor to hit a tougher (but manageable) skill check before they're able to stop the regression -- would be a nice QOL change. If nothing to help gen regression normally, then some base-kit Corrupt that would block 3 random generators, instead of the ones furthest away, and for a shorter period of time (even 30 seconds would be worthwhile) would be a nice QOL early-game slowdown to allow a killer to at least get across the map to find someone before a gen is ready to finish.
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Never. The only time recently I got a DC was when a random power outage happened in the middle of a match. Otherwise, no issues.
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@coolmacc said:
Add on is way to op better than corrupt better than ruin when it comes to early game pressure and killers say the game is survivor side
Are you talking about the Video Tape? If so, then my guess is your killer experience is extremely limited, or nil.
It's an interesting add-on and has potential for some early game chaos -- but only if paired with Rules Set No. 2. Even then, traps won't be active unless a gen gets done, and the traps are still at the mercy of what usually feels like terrible RNG (the number of traps that come off on first box always seems higher than what statistically it should be).
For an ultra-rare, is SHOULD be at least somewhat powerful, but it leaves a Pig with zero traps -- and potentially no middle/late-game pressure -- unless they run another add-on to get, at most, one more trap. If those traps come off quickly -- definitely a possibility -- a Pig's one opportunity to keep a game under control is right out the window.
The add-on is in no way OP. To say it's better than a Ruin that stays up (in those rare occasions) betrays a lack of killer experience, frankly.
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@Pulsar said:
Badham. Most unbalanced map and most common.
This.
So many versions of the map, all of them unbalanced. And all of them aesthetically unappealing. I'd rather Haddonfield (even as killer) over any Badham map any day.
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I play a lot of The Pig. When someone has a trap on their head, I try to focus on the other survivors, since presumably, the trapped survivor is wasting time trying to get that trap off. If I run into someone on a box while chasing someone else -- or if someone simply gets on a box right in front of me thinking I'll ignore them -- I will either chase them off or down them if they're injured. No free searches if I'm there, but that's definitely not what I would consider "tunneling" someone. As has been said already, Pigs who spend the entire match chasing someone with a trap on their head are going to lose and lose quickly.
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On killer, I used to run Ruin as a staple on pretty much every build (usually paired with Undying). Even before the introduction of the Boon totem perks, I'd started moving away from Ruin (which is a shame, since it's the best (and often necessary) slowdown in the game -- for those rare matches it stays up). With totem spawns being usually godawful, I'd been shifting to a Corrupt/Pop build -- now, I've gotten rid of totems altogether with the new "meta" coming into play (though I have been seeing success with Hex: Plaything, which I think is underrated and has worked its way into as least my Pig build).
As survivor, I always had a 4th perk slot open to rotate depending on the focus of any given match, running Spine Chill/DS/Sprint Burst as a staple for the other three perks (the 4th usually being one of IW, WGLF, Prove Thyself, or a totem-finding perk). Now, COH is pretty much a staple. It removes the need to bring a med-kit if I'm playing solo (or even when playing SWF), and it's been incredibly invaluable in almost every match I've run it in (both for myself and teammates, randoms or SWF teammates). As much as I see other people in my matches, both as killer and survivor, running it, it's clear that, for the moment at least, it's a wildly popular addition to people's builds.
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I would argue that the Boon perks are something that are becoming part of the "meta", at least for the moment. Since their release, I've literally played hundreds of games and seen someone running one or both of the new perks in, if I had to make a solid guess, 85-90% of those matches, sometimes multiple people (and almost always one person in groups I'm guessing are SWF). I've run one (COH) in a large number of my solo survivor games, and often I'm not the only one, and they've been incredibly useful in those matches. As killer, I've gotten used to the sound of the Boon getting activated in almost every match now.
Granted, some of this may be attributed to the current Midnight Grove Tome challenges, and some of it may be the novelty of the new perks marking their usage, but I've seen the new perks a TON.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2597272#Comment_2597272
The thing is. You don't WANT to deter them from working on the same gen. There's nothing scarier then seeing 3 survivors on 3 different gens on bbq
That's absolutely a depressing sight early game, when you get a quick down and see everyone else on multiple gens and realize one or two are going to pop, no matter what you do at that point. And while I think Discordance is useful on certain killers, smart survivors (especially SWF groups of any number) will figure out you have it when you keep showing up the moment a 2nd person hops onto a gen with someone, and they'll start splitting up on gens to avoid triggering it.
My most depressing Discordance moment was spawning in the main building of Ormond and having it go off on gens on the complete opposite corners of the map and knowing, no matter what I did, one gen was already lost the middle I loaded in, and a 2nd and 3rd was likely going to be gone before I could get a 2nd hook (or even a 1st, depending on how bad a chase I ended up starting with). Good times, lol. π€£
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I used to think Corrupt was an overrated perk, but I've come around to it of late. With gens that fly so fast (especially when you're staring at multiple Commodious/BNP toolboxes at the end game screen), having 2 minutes of limiting where survivors can work is incredibly useful.
I used to run it only on Trapper, and I usually relied on a Ruin/Undying combo to try to get gen regression, but with totems spawns being continuously terrible (even on reworked maps) with a few notable exceptions, I found I was losing half my perks and all of my slowdown within the first minute to two of the game more often than not anyway, so Corrupt started looking better on many of my killer builds. (And that's only going to be worse with the Boon totems introduced). Now, instead of the totem builds, I'm running Corrupt with PGTW instead and getting solid value out of it.
I'm getting games where I secure one or two hooks before Corrupt can run out, and using that map knowledge of what could have been worked on, I'm able to Pop the gen that survivors have inevitably moved towards, giving me a solid start with, at best, one gen done somewhere and nothing else with work on it (or if things work out even better, no gens having popped and multiple downs). It's also been useful in helping me to identify 3-4 gens in an area that I know will be where I'll end up trying to defending the map if/when the game gets to that point towards the middle/end.
It's may not be a "must-run" perk, but it's definitely better than I thought initially.
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I got mine playing Scratched Mirror Myers (Jump Scare Myers). Ironically enough, I tried to go to indoor map, but the survivors sent me to the Red Forest instead, and I still managed to pull it off, lol.
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@Sherry said:
https://forum.deadbydaylight.com/en/discussion/comment/2593421#Comment_2593421
What's your Twitch name? I'll check it out.
GeriatricGaming11. Appropriate, no? π€π
I play a lot of both Killer and Survivor and try to stay wholesome. Not easy with this game, sometimes, but I try, lol.
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@Sherry said:
https://forum.deadbydaylight.com/en/discussion/comment/2592982#Comment_2592982
Yep, that's true & I sort of feel the same. Just slower reflexes maybe. :)
I stream on Twitch and record for YouTube. It's amazing how many times I watch back video of my matches and I'm amazed at the things I miss -- survivors in clear view trying to hide, aura readings, etc. -- that I'm just going to chalk up to poor eyesight and hearing at my age, lol. π€£