DaKnight
DaKnight
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1684117#Comment_1684117
I understand the struggle, as I am also a rank 1.
But, I don't facecamp. I don't go out of my way to tunnel, but if you run in front of me I am hitting you.
Honestly I just recently broke my spirit out of retirement. I wanted to see the new ruin,undying, tinkerer build. I haven't lost a game with her yet.
I know she is strong regardless. You can still lose two gennys very early. But then they just all die with 3 gens left instead of 5.
That is why I put discordance on over bbq even tho I miss my bloodpoints. Now I constantly know where everyone is.
That almost doesn't count. You can play nice as nurse or spirit, freddy, oni, etc. The super strong killers can afford to do it. But I don't play them often, I usually find them too easy to play into solo Qs.
I play the M1 killers mainly, and it's just not possible to play nice with them against opponents of equal skill level. I put very little weight into stall perks because against a true genrush team they are not going to help you at all. The 20 seconds of regression from pop is hardly going to be worth the time to even walk to a gen and kick it. I'd rather run perks to end the chases as fast as possible, and help me power through BT/DS if needed.
I hate ruin undying. It is strong, but RNG. I still had games where both totems are dead in under a minute, and I never used it again after that.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1684110#Comment_1684110
I read your reasoning, you cant defend toxicity with toxicity.
Two wrongs don't make a right.
Golden rule.
Anywho, you want to get better with a new killer, do what many of us do.
Take the early L's and keep readying up. You will get better.
And dont let survivors tilt you. Hook the clicky tbaggers and go hunt down their friends. You won't get better face camping.
I disagree with that logic. I play at rank 1 with ~6000 hours and I facecamp on the regular. I camp, slug, and tunnel any time it is beneficial for me to do so. It is a zero sum game.
The survivors don't spawn on the hook, the hooks are earned. The game has been out for 4 years now and people still act like generators can't be finished within 5 minutes while survivors equip up to 16 extra lives.
I literally have games where I lose my first generator for a 10 second chase. I had it happen today. Spawn in, walk across the map, hit someone. They dumb tech me and I have enduring, so I just grab them (I love the dumb tech so much, free hooks) and by the time I bring them to a hook the first gen is done. I'm instantly in a defensive posture after that, because I know it's a gen rushing team (nothing wrong with that btw) and need to play accordingly.
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@Katie_met said:
https://forum.deadbydaylight.com/en/discussion/comment/1684093#Comment_1684093
Yeah I was temporarily a clown main but games eventually became impossible to win with him.
I use my perks based off of Tru3Ta1ent, and I like to have gen pressure perks but I don't think any of them really work on huntress because getting to generators in time to use pop is difficult and ruin would basically be useless on her because she doesn't really push people off gens.
What perks would you recommend?
I have been doing corrupt, whispers, bamboozle, and iron maiden. Iron maiden is more of a comfort pick so I can spam hatchets and could be switched for whatever else you want. I probably would not go into a game without either corrupt or discordance. You need one of the two to stop 2-3+ gens popping while you find and get your first down.
Really good huntress players don't need bamboozle to get fast hits at jungle gyms / shack but I don't feel like investing the time into learning how to get them (not a huntress main) so bamboozle keeps it simple for me.
I usually do exhaust hatchets because dead hard is super annoying and you may as well use them before they are nerfed.
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@Katie_met said:
https://forum.deadbydaylight.com/en/discussion/comment/1684072#Comment_1684072
I don't mind deranking as killer (apart from the sound of 'entity displeased') it's more the messages and people thinking they're god tier players or calling me bad when of course I'm gonna be bad because I recently only started to play Huntress. Sadly I don't have nurses as a teachable, I'm very reluctant to put points into nurse since I'm probably never gonna play her but I know I need to get her teachables eventually. I use bbq so I know where to go to use my pop and to find my next survivor
I don't like huntress on console. DBD does not have the excessive aim assist that most other FPS games on console have, so you will need to be really precise with the controller. Same with Nurse, Clown, and Deathslinger. To beat good players, all will require extremely quick shots aimed through windows while you are moving around loops; something very hard to do without the ability to easily moonwalk.
As a 110 killer and with a huge lullaby radius, she gives some of the most warning in the game to survivors to find a hiding spot. I usually run whispers on her because people love to hide from her. I don't like pop on her, it's not bad but she doesn't really have the mobility to be a generator controller. BBQ is also mediocre, she doesn't have the mobility to run chase to chase and unless you are going for cross map hatchets it's not that helpful in the grand scheme of things.
I just go for a more murder oriented playstyle with her. Get a hook, attempt to get a slug, and then try to snowball because you can't really unhook in her face. Of course, im not anywhere close to a huntress main but I do play a ton of killer and those are my thoughts on her.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1681088#Comment_1681088
Demo and Huntress zone really well but they're slower than the survivor while fully charging and are at a point where they can hit you (with the exception of rat liver obviously, I want that dumb add-on removed). I mean it's gonna be mostly water under the bridge soon anyway providing they fix the fast cancel thing you could do in the PTB. I'm also looking forward to his changes because ambitious shots through walls are what make pyramid head really fun to play against, it's just nobody did that with him because there was little to no point when you could eventually win any pallet or window situation for free. I like the rest of his kit which is why I always hated playing against and as him, it was just kinda disappointing that he had 1 thing that ruined it, but it's now getting changed.
I just always consider demo as having a rat liver at this point since it is easy to have 3-4 in a bloodweb and I never play him without one. I don't consider it OP or anything; when you consider the rest of the killer cast. And everything else he has is just awful. It's not like you ever really have time to do too much with his portals with all 4 survivors alive.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1680989#Comment_1680989
When demo does it, he eats the pallet. When ph does it, you get hit and/or go down...How do you not get why people hate pyramid head and not Demo??? And yes I am aware rat liver is dumb and I've stopped running it but most demo's don't know how to use it properly so I've not had as bad of a time against it. Everyone can use PH's power.
It is exceptionally difficult to hit good survivors out in the open with the PH power. Even at regular loops most good players will have little problem dodging multiple M2s since it is an extremely telegraphed attack and gives you alot of time to dodge it. Anyone who can 360 huntress hatchets can dodge open area PH M2s. That's why everyone (except myself apparently) is just feathering instead of actually using it. I'm actually looking forward to the change at this point since I love going for ambitious M2s.
So if the complaint is that it is only being feathered and used at windows / pallets; i'd say demo does the same thing but even better in a ton of cases. If the complaint is about his entire kit overall I can see that, but alot of people complain about the zoning in particular while waiting for the survivor to get stuck into an animation lock which demo, deathslinger, huntress, etc all do as well.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1680686#Comment_1680686
I've bought PH, played him, and the only counter in a chase is to hope he forgot to hold M2 this time and runs into the pallet for some reason.
^ pretty much it right there. Can't wait to try these new changes, might actually enjoy playing him now.
I don't get people who see this as the reason for the PH hate. A very good demogorgon does the same thing but even better since there is even less time to react. He can't make the prediction hits around walls but with rat liver he can basically come around every corner with the shred charged up and you either feed him a pallet (which he instantly breaks) or go down.
https://clips.twitch.tv/KnottyWildSangRiPepperonis
That's a decent example.
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Here's my last 3 matches. First one was a SWF mass DCing after doing a 6 second key swap, and they DC'd after I camped the key to death. The other two were people DCing at 4-5 gens left from going down too fast. I depipped from rank 1 due to a mass DC earlier and have not been able to even get it back because literally almost every game has a DC.
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1670411#Comment_1670411
Okay but you don't have to be so condescending, I understand completely what you're saying COULD happen, but the fact of the matter is, it did NOT happen. Meg would've finished that gen regardless of if she had DS or not because she used the endurance from BT to do it. She wasn't relying on her DS because she risked a 360 that the killer actually missed, which is the ONLY reason she made it to the locker. She would've been slugged otherwise WITHOUT Unbreakable. This is NOT a survivor abusing the perk, this is the killer making a mistake and being punished for it. I am sorry that YOU cannot understand what I am saying :)
You just told me you don't think I know what i'm talking about.
I thought it was a great clip. The survivor without hesitating runs to the gen after being unhooked, because there is no fear of death. I have no problem with the player doing it, it is optimal. But it happens literally all the time, with or without the full build for it. And there is absolutely no counter, unless you are pyramid head.
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1670394#Comment_1670394
Bro I main killer and have been consistent rank 1 for a long time, I've gone up against my fair share of 4-man sweat squads. Yes, communication like that breaks the game, but we all know this by now, and quite frankly I think people are getting sick of the same old "aw 4-man swf no fun as killer :(" posts. The game is balanced for solo survivor whether anyone likes it or not. Besides, people need to stop acting like it's impossible to beat 4-man SWFs with meta perks. You CAN beat them if you're good enough.
My problem with this post was that you're complaining about something that isn't shown in the clip. Why show a clip of a Meg who is unhooked with BT and uses the endurance to finish the FIRST gen of the game? The killer also hooks 2 other people quickly after that. This clip does NOT show any DS uses, Unbreakable and/or Soul Guard uses, so why use this as your example? 3 hooks this early as Trapper of all killers is a really good start for him. Maybe I have a hard time believing you play killer enough to know exactly what you're talking about.
I am complaining about a survivor who is using their "anti camping" and "anti tunneling" perks to complete objectives. I don't care if the rest of the team is terrible, all that needed to be shown was the meg doing objectives while invincible and the perks that could be run to further exacerbate that. I am sorry if you cannot understand the potential.
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@calem said:
This is pretty standard DBD. I don't see anything bad about it. Meg was hooked, the other guy was hooked, some other person then traded by unhooking and going down. Trapper also missed the swing from the 360 so it's the killers fault that Meg was able to get to the locker for DS.
https://forum.deadbydaylight.com/en/discussion/comment/1670202#Comment_1670202
There was literally no Unbreakable or Soul Guard in the clip. Don't try and bring up things that didn't happen for your argument.
I don't see how that is relevant. Just because he decided not to bring in the build doesn't mean it does not exist, or that it is not used. This clip is literally 2 perk slots from being everything I wanted it to be. It is halfway there. I almost don't believe people arguing against me have played killer into the 4 man SWFs running all of this along side instant medkits and potentially keys.
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@SunderMun said:
I mean this is the killer being gifted free downs and survivor pressure that he had no business having.
See my post above. Why should I, as a survivor, be rewarded for doing poorly and being hooked? But then, come off the hook invincible with the ability to save my team and still do objectives? That meg didn't have the full build for it, but I still go against it every single day of DBD.
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@Mew said:
its at 5 gens, and they’re basically feeding him pressure because they’re farming each other off of hook.
idk how this is bad for the killer lmfao
That's not the point? It could be at 5 gens, or it could be at 1 gen left. Does it matter?
The point is that it can be done, completing generators under a shield of invincibility. It should not be possible. It doesn't matter if the trapper missed a swing. All it would have taken is an unbreakable to correct it.
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@SnakeSound222 said:
Lose-lose situations apparently don’t exist for Killers. People on this forum can be crazy, don’t listen to them.
Well I had a thread before where I said I attempted to deliberately not camp or tunnel and still lost to this combination, and probably had 20-30+ people just telling me I needed to play better. I didn't see an absolutely perfect example of how it happened until now (at least not on record).
If that meg had BT/Unbreakable instead kindred and head-on, she could have mindlessly rushed the unhook after finishing the gen as well. That's what happened to me.
Ironically, the nicest killer I have found to play is Pyramid head since you can deliver survivors to the team to be saved for free but don't have to deal with these perks.
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@ClickyClicky said:
Looks like one of those situations I read about recently. What did they call it? Something like “lose/lose”. Doesn’t look like there is much counterplay there either.
Anyway cool discussion but can we get back to more important business? Like nerfing killers that create lose/lose situations and have no counterplay?
I think they need to look into nerfing thantaphobia, and not the new healing build. The one that lets you self care 3-4 times with a medkit in under ~8 seconds; making target swapping and spreading pressure impossible for any non one shot killer. But don't tunnel or you are gonna get locker DS'd while survivors rush the gens.
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@Mat_Sella said:
All i saw was a Trapper miss his swing. If Meg were to have gone down in front of the hook, the game would've instantly stopped right there.
You must have missed that whole unbreakable part, you know, which can be paired with soulguard to just stand up in front of the killer penalty free or even baited.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1657889#Comment_1657889
It would be better to just save the bottle for the following chases if you want to eat the DS.
Even if you use the best addons,the survivor will get like 1m less distance.Not worth it.
I think it's still worth it to do it. I do it every single time I am going to eat a DS or potentially could be eating a DS. The raw numbers, with some assumptions, is this:
Survivors go at 4m/s, in 5 seconds they go 20m. With ether 15% + bleach (shown in that clip), in theory it would be 3.2m/s * 3 seconds + 4 m/s * 2 seconds for a total distance of 17.6m. But since he lands in the center of the cloud it's probably closer to the entire 5 seconds he is moving at 3.2m/s. Which would take it 16m or cutting off 20% of the distance they would gain on you with 1 easy to land bottle.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1658827#Comment_1658827
I Know that but sometimes dead harding for distance doesn't work. I have done it many times and still has not worked. When using and going against this perk you have to realize timing is everything. And if the killer can time their hits well than it can be a devastating counter to dead hard.
Yes I agree, if you are close enough you can still hit them at the end of the dead hard. But really good loopers won't give you that opportunity because the dead hard is done too far in advance.
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@dspaceman20 said:
As a survivor main who uese dead hard a lot there are some ways killers has countered it. As stated before if your an insta down killer you can negate it. Exhaustion perks and add on help too.
But two big ways you can get a hit is baiting it ( which has worked), be extremely near the survivors back to make it hard to tell when you will swing. And other times dead harding to a window or pallet doesn't work if skillful killers time their lunges right to get a hit at a window.
Playing with it as a survivor has made we realize the counters to it, and its not always the end all be all if they use to a window or pallet. I hope this helps
He is talking about dead hard for distance though, which is how the majority of really good players use it. Using it to actually dodge an attack is super risky because it will leave you exhausted on the ground half the time.
But at loops it's pretty much the best perk there is assuming you didn't use sprint burst to get to the loop in the first place. Dead hard for distance has no counter, it's just extra distance on command.
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Playing 1 shot killers (if they heal), huntress/clown with exhaust add-ons, and blood echo are probably the biggest ones; to prevent it ever from being used in the first place.
Other than that you don't really, it's just a move survivors have.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1658112#Comment_1658112
The problem is where killers are placing the value. Thana is meant to encourage and help predict survivor behaviours that the killer is MEANT to be using to their advantage. It’s not, and was never intended to be a DIRECT gen slow down perk, but an INDIRECT stall perk, and a means to help shorten chases by downing survivors mid heal.
I've seen it as a snowball perk myself. You get to 3-4 stacks and then everything just takes so long that you start outpacing the survivors with your downs and they never have the time to heal. But if you can't apply enough pressure you get a measly 4-8% slowdown and that's the risk you take using it.
It will be a totally different perk after these changes. And definitely for the worse in my eyes. I will probably just put it on plague / legion and call it a day.
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It was already pretty "meh" outside of a few niche anti-heal builds; and it basically required sloppy butcher along side it. AND even then it also required the killer to apply a ton of pressure to the survivor team to get any meaningful value.
I could not even find a spot for it on my forever freddy (Corrupt,BBQ,Pop,Sloppy), which I feel like is the main thanta offender in most people's minds.
Now it's going to be even more niche. Limited to like plague, legion, bubba, maybe billy.
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https://clips.twitch.tv/PoorEndearingEndiveJebaited
This is it done about as well as possible during a game I saw. With them in a corner; and the clown turning to drop them into the corner during the DS animation. He would have made it to 2 safe pallets, but someone already threw them.
Not a counter at all but it will give you back a second or two.
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@Fattyclown said:
Yes, me too, in fact I stopped using the Blight for this problem that makes it a bit inconsistent. I hope it's a fixable bug and not something intentional, but I don't think it's the latter.
This exactly. I found out you can't slam off the water pails in midwhich by sliding off one and going through a door into the next room; losing the chase entirely. Between that and the numerous hay bails I can't slam off of I stopped playing him entirely.
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@maderr said:
https://forum.deadbydaylight.com/en/discussion/comment/1657346#Comment_1657346
I assume you did some statistics at school.
One rule in statistics is that if the number of the population is big enough, all rare occurations (events) are negligible...
As the study is during 1 month, the population is really, really huge, so we can assume that DC/Suicide on hooks and free escape are negligible, especially in red ranks. DC is like 1 game out of 15/20, suicide on hook same.
Negligible? People DC almost every game I play. There have been so many DC's recently I can basically tell the exact moment the survivor is about to do it sometimes.
And it's an issue. There's plenty of games I don't feel like giving someone the RNG hatch escape, and I want to slug for the 4k. Then hey someone DCs and the survivor gets the free pity escape and is proud of it.
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I figured it out after thinking about it. This was just run of the mill hacks. I forgot the hackers have the capability to click a button and end the game these days. This thread can be closed.
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I love it. Get out of my game. Post some salt on my steam page while you are at it.
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Spoken like someone who has never taken clown into 3 or 4 man red rank SWFs running 12-16 second perks and potentially multiple ultra rares and/or skeleton keys.
You will know exactly why all the clown players are ######### after that. It's the only way to win with him, even against solo Q sometimes. But he is extremely fun and challenging to to play which is why I main him.
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@Judicar said:
Easily one of the best. He's like a Wraith/Myers hybrid, all their strengths and none of their weaknesses. He works good enough you don't even have to mark anyone and still wipe teams out from his stealth alone.
M1 killer at the end of the day. All it takes is a few spine chills on good players, who will already be positioned at pallets, to ruin you. Wraith has mobility. Green/Purple windstorm wraith can do hit-and-run tactics ghostface could never dream of.
Myers? He can get 90 seconds of exposed on the entire team with a hairbow. That's confirming a half state on anyone of your choosing. I don't do that usually because when I play myers i'm usually tombstoning people, but that is a strength of his.
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I've had people load into my game and get crows immediately. I'm pretty sure this is ragequits but if you do it in the first 45 seconds to a minute it's free. It's only happened when im ######### over the SWFs. Coincidence?
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@ZarosNozara said:
https://forum.deadbydaylight.com/en/discussion/comment/1655844#Comment_1655844
I've played red ranks alot and that is a rare occurrence. It's really hard to even queue and get a competent survivor on my team in red rank. Idc if you mori but camping and tunneling are entirely different. That's literally the most toxic way you can play.
That's nuts. And yes red rank survivors are boosted.
You won't complain about mori's but you will complain about camping and tunneling.
DBD has been out for over 3 years. You literally do this one crazy thing called equip meta perks and that solves the overwhelming majority of cases.
The killer will lose tunneling a good survivor. I tunnel bad players all the time, because it works. I never tunnel the good ones. It doesn't work unless you are Nurse/Spirit/Oni/etc who I rarely play. It takes too much time, the loops in DBD are too safe, and eating BT/DS from competent players is practically damning for M1 killers.
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I've found it pretty terrible because it goes on cooldown even if it never gets triggered. Probably the best use I got out of it so far was camping a gen as wraith.
Assuming your typical gameplay loop of down someone-->hook them--> pop gen --> move off to do something else I would say that you would get more exposed procs out of make your choice. Cause that's a 100% chance to proc. Dragon's grip is RNG if someone touches it or not.
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@Judicar said:
For starters, why the hell would you want to even play in the red ranks? It's tryhardville there on both sides, sweaty, desperate killers or cocky punk SWF 4-mans. Seriously, it's 2020, the luster of being in the red ranks died years ago (IMO it did as soon as SWF was introduced) and anyone that still insists on playing in those ranks, on either side, deserve everything they get there.
And why do you think being in red ranks is a choice? I can't not be red rank, I play too much. I never DC. Deranking is for babies for can't handle opponents their own skill level; and i'm not going to intentionally throw games. But I agree with most of that.
The new MMR is just awful for SWF. I main clown most of the time and he is definitely not who you want to take into the 3-4 mans, but now I can't switch out so it's literally ebony or dodge. I choose ebony!
And here is the reward. Wah, killer, wah. You camped and tunneled even though we got 3 gens done in the first 90 seconds of the game and we have a skeleton key. Wah, killer, wah. Die on covid. *Posts more salt on steam profile*
And this happens pretty much daily. Me? I think it's funny.
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@Creepa99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1655783#Comment_1655783
Yes but I'm sure that cod pros can do the same. And everyone's preference of winning is different, I consider at lest 3 survivors dead as a win.
I mean the last time I looked at a highlight Apex streak (2 years ago) it was only like a 15 streak or something. I feel like the smaller games let a really skilled player dominate. Cod / CS:GO lobbies are usually 5v5 or 6v6 or whatever and this is always 1v4.
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@Creepa99 said:
https://forum.deadbydaylight.com/en/discussion/195530/i-think-im-done-with-dbd-for-now
Highly unfortunate but my lobbies are perfectly fine. Some good some bad, like I say in call of duty, you can't win every game.
I would actually argue DBD is a game you can go on some ridiculous winstreaks. The unique mechanics and long times to kill allow players to express skill more than your average FPS in my opinion; which is the reason for them.
https://www.youtube.com/watch?v=BMXKbeUTjrM
I mean this guy has lost 1 game out of the last ~165?
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@Kumnut768 said:
it happens dbd sucks we get it
No I don't mind it at all. I didn't go into either game expecting much different.
I just actually don't get the threads on here where people are going to complain about camping and tunneling when it's borderline a requirement to win against good survivors as a killer and they already been given all the tools to deal with it.
Plus that guy who DC'd cause he didn't like the map when I've played sessions where I'm sent to Haddonfield / Ormond 5 times in like 3 hours. And i've never DC'd.
So compare to survivor rulebook game to one I just played:
Spawn in, find someone, get fast down. Hook them. Go to nearby generator, survivor thinks I respect pallets and also goes down super fast. Slug them. Return to the hook, camp the guy to half state. Attempt to go pick up the slug but don't make it. Survivor is saved, return to hook. Eat DS and finish him off.
And there. In one fluid motion i've camped, tunneled, slugged, won the game, and filled my steam profile with salty comments.
I'd actually say playing nice opens yourself up to all the second chance perks used being offensively if anything. So why would I ever not do that unless I can tell I've been sent a bunch of literal rank 20's like the new MMR was giving me?
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@EuphoricBliss35 said:
It’s amazing how people will play to be validated by “#1” by their name. I like playing at Rank 4. 8 hooks, black pip, and have a nice time. I’ll eat DS to give points. Eat pallets to give points. Purposefully standstill to give flashlight saves. And of course, chase and mind game, and appreciate someone who makes a good play. I’m always amazed in postgame when someone messages me to talk #########, and in my head I’m like “I hooked them 2x and let them wiggle off 2x. What are they going on about?” Or “camper piece of #########” when I’ll walk in a corner and count to 20 after someone is saved 😂
Repeat this after me...it’s just a game. Say it. You get DS’ed, well #########, it’s just a game. You didn’t really get stabbed in the neck. You’re not really hacking at people and sacrificing them to a made up “entitiy.” It’s a game. It has no bearing on your life whatsoever. Pretend you’re the bad guy in Inspector Gadget “next time survivors, next time!” Have fun, let loose a little
I'm good. I can handle losing, but I am not going to tolerate people taunting me while it happens. At least if there is anything I can do about it. And the best way to avoid that is playing in a manner which is conductive towards winning.
Playing nice as a killer is basically handing the survivors an escape on a platter. The killer should not give them any more second chances because they can equip them as perks. That's just the way it is.
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@ClickyClicky said:
"Just wraith "
There's your problem. Survivors don't respect Wraith. They have no fear of him. I noticed this when I first started playing the game, if you play a killer than can be looped the chance of tbagging increased by 1000%. Ironically they didn't tbag my clown because they know even if he has no map pressure he's still going to get them in the chase.
That's not the point. I would say anyone is going to fear the killer tunneling them out of the game, especially through BT/DS. But it's just so ridiculous to get hit by those perks unintentionally. I have adapted a playstyle of no mercy because I recognize how powerful well played survivors can be. It only takes a few games of diverting from it to realize why that happened. So i'd love this post to be something people can see and undertand why killers play the way they do.
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No. I'm just saying even when I specifically went out of my way to avoid DS I still ate it. Within playing 2 games.
Normally I am happy to tunnel survivors into the floor so I understand why it exists. But it's pretty bad to get nailed by it 40-50 seconds later by full health survivors on generators.
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@Sonzaishinai said:
I like the perk. It's not superstrong or anything. But if you build around it you can make it work.
It's not a perk you can just slap on every killer though so it won't be used that often
I'd say this perk has provided me some of the most easy downs on M1 killers I have gotten while playing DBD against competent players. It is very hit or miss.
Maybe it is on cooldown, maybe where you hit the survivors isn't a favorable location, etc. But when it works, it really works. Absolutely effortless downs and it doesn't' matter if the survivor is terrible or amazing. And when you consider that the game can be ended off one hook and one slug done early in the match......
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@CaptainCastle said:
https://forum.deadbydaylight.com/en/discussion/comment/1648892#Comment_1648892
Are you serious? There's nowhere in that room you can get hit and not get out to a pallet if you aren't a potato.
Can I have some of your drugs? You get hit anywhere in the upstairs area and you are going down, no questions asked.
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@lowiq said:
If you get hit as survivor and you see this perk, just laugh and keep holding W.
This perk literally lets you 2 piece people at so many loops. Especially at the start before people know you are running it. This room is a great example. Someone ran upstairs, took a hit, and boom. Free down. "Just hold W" is a really bad argument. I am already identifying a ton of areas where Blood Favor is a 100% free down. The 4k at 5 gens at rank 1 (because of blood favor) is just an added flex for this picture.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/1648791#Comment_1648791
- Not really, since the Hex thing and the requirement for you to damage a survivor already limits how many times you can use it.
- If you're running a build to protect Hexes, there's no reason to use that build to protect such a weak hex.
- You're missing the point. When you M1 somebody, they will open a gap that is large enough that they can cover roughly 74 meters before you get a second attack (barring powers, running into walls/corners, or stbfl). Seeing as pallets spawn at 14-20 meter intervals, and Blood Favor only has a 16 meter range, it's not gonna stop them.
- The current duration is so low that on some tiles, they can just play windows for the paltry 15 seconds and use the pallet anyways.
I will agree that on some maps it's not worth running. I'd say it is a map dependent perk, but I want to test out which ones it is god tier on. it is 100% god tier on Midwhich (which i've been spamming since I have like 15 of them on wraith).
I am going to go through and test it on many maps and I would probably not run it without an offering. However, I can tell you how my last game with it just went.
Spawn in, discordance procs. Run to the gen, uncloak, smack the survivor. He runs through me out into the hallway where there is a god pallet at the staircase. It's blocked. He goes down in the first ~20 seconds of the game and I snowball off that down into a 4k at 4 gens left.
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@EvilJoshy said:
The issue is when someone gets hit they tend to take off and get outside it's area of affect. The moment people find out your running it they won't stick around a pallet when they get hit. Yet another perk that is useless when the survivors know what they are doing.
Like I mentioned, on the indoor maps that's not possible in many cases. There's a much higher chance they will be boxed in by it. And Midwhich takes the cake for free Blood Favor downs. There's tons of gens stuck in a room with 1 pallet, and once you get your ambush hit and block that pallet the only nearby safety is out the hallway into the next room.
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@Bard said:
- It has a cooldown
- It's a hex
- Survivors can completely avoid its effect by just holding W with their post-hit speed boost to get to a non-blocked pallet
- It doesn't even last very long
No, it's not a good perk. Maybe you could argue for it on Huntress, or with STBFL (assuming you even get to 8 stacks before you lose the perk...)
- For a good reason
- The two builds I described negate many of the downsides of hex perks. Indoor maps generally have well-hidden totems, and hag can defend her totems relatively well.
- That depends where you find them. At many generators, there will be no place they can get to in time. This is especially the case on Midwhich, which I think might be the best Blood Favor map.
- It doesn't need to.
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Oh and spirit is another one who it will be good on. I find one of the worst things that can happen on spirit is using your power for distance to get to a generator, only to have the survivor you found at it sprint burst off.
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I will probably start using this on ghostface once the buff goes through. Absolutely nothing is worse than having someone sprint burst off the gen to a slew of pallets after you spent a ton of time sneaking up to expose them.
And it should be pretty nice since ruin + undying seems like a really good way to keep the gens under 50% to keep mindbreaker giving you value.
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@EvilJoshy said:
I kinda want Furtive Chase to be reversed. Smaller TR when NOT in a chase.
Id also like Huntress Lullaby to remove the notification and require 3 stacks to remove audio que. 4-5 just increase the frequency of skill checks. As it is, it's just too much work for too little pay off. Devour Hope can pay off at 3 stacks and they don't know it's on the field until then.
Yeah I think this would be really cool. Considering how furtive chase forces you to constantly swap targets which is a horrible thing for the killer to do usually; I think the payoff should be pretty huge if you can manage to fully stack it.
@Grimmy_Bluues said:
I just want Monstrous Shrine to make the basement a true death trap.
Don't care how, just make it so chances of getting out alive are next to none.
Dead Man's Switch and Fire Up too.
I'd be happy if they just bumped up the anti-kobe numbers. They said they don't want it to kill people too much faster than normal because of gameplay implications. But I mean if i'm dumping an entire perk slot to stop basement kobe's it should at least be a significant reduction. Like basically 0% chance to kobe unless you have luck offerings or deliverance.
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@AnthonyC2014 said:
So do none of us know what a side-grade is? It's not always buff or nerf. Thanatophobia changes are just gonna make it meta on Legion and Plague. Plague is obvious, either they get smacked with what will probably be changed to -30% gen speed or give you Corrupt Purge, and imagine this build on Legion.
Monitor and Abuse, Coulrophobia, Thanatophobia, and Sloppy Butcher
Iridescent Button + Random Add-On IDK
It will be literal AIDS to play against.
I imagine that build will get rolled over easily by any competent survivor group. Legion with no chase perks? All it takes is loading into mount Ormond and it's gg.
And there is no way the developers are going to describe a perk as "lose-lose" and then NOT have the change be a nerf. Be real.
But why shouldn't the killer be rewarded for injuring the entire survivor team at once, and also be running a perk that could have little to no impact if the killer doesn't apply a lot of pressure?
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1647211#Comment_1647211
What kind of proof do you want?
The only kind that exists. Photo evidence of you succeeding with the killer, recently.
Though bluntly it's not hard to stomp noobs with pinky finger in the exact same way it's not hard to stomp noobs with billy. But against competent squads? It's the same. Only idiots or people who don't run spine chill get nailed out in the open by bottle tosses..




