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DawnMad

DawnMad

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DawnMad
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  • @GoobyNugget said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902078#Comment_1902078

    BT and unbreakable aren't problems, since most of the time why would you even go out of your way to tunnel? Unbreakable only causes problems when you pair it up DS, other than that those 2 perks have no reason to be hated imo.

    Yes I don't agree with people who complain about any perks me or you listed, I was just pointing them out. DS is also only a problem when abused, but people complaining about eating it after tunneling someone off of a hook are in the list.

  • That's the same as killers who complain about BT/Unbreakable. Since a perk counters their playstyle they hate it.

  • Idk why but the new ones feel restrictive when turning and such. The old ones are objectively more fun for me from a gameplay perspective because I feel like I move more fluidly.

  • Your problem is to look at those as separate playstyles. You have to know when to stealth and when to show yourself. Stealth if done correctly, can waste a ton of killers time and if done wrong can cost you a health state.

    If your problem is getting tunneled, your best bets in Solo Queue are DS and Kindered. You can also try to play in times where queue times are shorter for somewhat better matchmaking.

    Otherwise don't play too risky and work on your looping, most solo Queue games for good survivors go with you having to make the killer chase you the whole game because everyone else goes down instantly.

  • As someone who plays a ton of Blight, I'm sad to admit that I never see Blights as a survivor.

  • I'm not happy with this group because my least favorite Deathslinger and my favorite Blight are both in it. I don't like Deathslinger because there is no chase interaction against a good one, the moment they have line of sight, they can shoot you. You can't dodge a shot since you get no warning when he is gonna shoot it, you can only make it harder for them by moving around but that does nearly nothing against a good Slinger except give them distance. The way you beat a good Slinger is just go hard on gens while he is busy in his many downtimes.

    @Keezo said:

    Even if you 'outplay' Spirit, you didn't actually outplay her, you just got lucky

    I played Spirit a lot and I consistently outplay most Spirit powers by predicting what they are gonna do. By your logic, that would mean I get lucky 9/10 times when Spirit's use their power, which doesn't make sense. Spirit has problems but she is absolutely outplayable. It should be made easier though, not everyone should have to play her a ton just to be able to outplay her power.

  • @darktrix said:

    I can agree with this especially if you had a ready Deliverance, but another way of looking at it is you were hook free the entire match, up until the point that everyone else around you died instead.

    But that's literally what the game wants from you. There is an emblem where the only way to get iridescent is to not get downed a single time the whole game.

    @Ash_rose28 said:

    we need the end game collapse to change again , to re-allow the last survivor in game to attempt. IF it’s their first and only hook of the game, they should still have a chance to attempt to escape or have the ability use perks such as deliverance or slippery meat. It in situations like this, it makes perks such as those and luck offerings pointless.

    You should put this in feedback if you want the devs to notice it. Personally, I agree. Maybe it could be an extra effect of deliverance to auto attempt you after getting hooked at the end of a game, since otherwise you would be letting the survivor take the game hostage for a minute at the end before using Deliverance.

  • I don't think basement should have variations, it's the only area (maybe except gates) in the game you can find in literally every map so to keep its "familiarity" charm it should be static, kinda like the shack. However I'm all in for a graphical rework, and devs are probably planning it for a later date already alongside a map rework just like how chests/totems/pallets etc got reworked alongside them without any notice.

  • If you are giving hatch just to satisfy someone you are doing it very wrong. It's impossible to satisfy some people, you should give hatch to people you think deserve to escape. I give it to people who I had funny moments with in a match or who I think was trashed by the matchmaking. I don't care what they think about it afterwards, I don't do it to satisfy them, I do it because I believe that's what they deserve or that's what I want for them.

  • It would be awful like this. If you are going to add a trap for players it needs to be either foreseeable or preventable. Imagine as a killer there were hooks where if you tried to hook the survivor, they would just escape your grasp. Does that sound like a fair or fun thing? All your work gone just because someone used an offering and you couldn't do anything about it. Maybe instead make that addon/secret offering choose 1 generator and reveal progress of it to the killer through aura intensity throughout the match, or give a noise notification when someone goes on it.

  • Here's the best tip I've found: Longer Queue Times = Worse Matchmaking. Play in times where you find matches quickly and you will be more likely to get better teams.

  • Sounds like you faced a hacker. Report them, record if possible and submit a ticket with it to Dbd Support, and move on.

  • I'm indifferent if it's a pallet Freddy or snare Freddy, but snares are stronger to be honest. Freddy is a very easy killer to play so I don't like facing him, whenever I go down I don't feel outskilled. It's sad calling people insults for the design of a killer in the game though.

  • @Hex_UrbanEvasion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1892022#Comment_1892022

    But I think there's a disparity between what you describe and what you think the whole idea of the game is. It's just a game you play to have fun, which is why the survivors are playing too. But you don't think they're also worthy of enjoying the match and having fun too? This game can easily be played in ways that let killers and survivors have a good time. It isn't hard.

    Of course they should enjoy the game, but that's not my job. I'm not playing killer to babysit survivors while they loop me around and do gens. If they are having problems with the game they should not be complaining to the killers whose whole job is to kill them, but to Devs whose job literally is to make this game more enjoyable.

    Of course I won't go out of my way to make the game worse for them either. I play for myself, they play for themselves.

  • Discordance is such an amazing perk. Legion himself is a pretty chill killer, also there was a rift for him in the past so you can get those challenges too.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891957#Comment_1891957

    Obvious sarcasm dude. Check your sarcasm detector it's obviously not working.

    That said, what he said isn't entirely wrong. Pig is like Hag. Only the dedicated mains play them. These are killers who have been playing the game for years when Pig wasn't as bad as he is today and have mastered her game play. I almost never escape from a pig player. My batting average against them is like 1 out of 10 games. Pig players are above my level of skill in general .

    Pigs are the only killers I get scared from facing these days. While 1 out of 10 killers are usually top tier players, that goes up to around 9 out of 10 when you face Pig players in red ranks. Even though the killer itself isn't strong, the people playing them sure as hell are.

  • Not faced but used... sorry to any teams I faced with this.

    The killer is Pig with the blindness trap addon and one of the +1 jigsaw box addons. Doesn't matter which since you aren't using them to kill, just to make it harder to take off.

    The build is Knock Out + Third Seal + Undying + Infectious Fright. You just slug till you win, if someone is nearby when you slug you will hear them with Infectious and you can go after them. Third Seal and the blindness addon go hand in hand together since Third Seal can easily lose it's stacks when getting cleansed because of the way Undying works and the traps can be taken off, they in a way complete each other. Knock Out is very useful early game before you get everyone blind, and good around late game if you lost your traps and totems. Pig also is a great choice for this because her kit has innate slowdown in a way and she is a full on M1 killer.

    I use this very rarely because it is very annoying to face and not a lot of fun for me.

  • If you want proof just look at the survivors these days. If survivors were this good at the game a few years ago the game would be unplayable as a killer with all the double pallets, infinites, pallet vacuums, insanely long animations etc. The game has become more and more strategic with the changes, you can't just run pallet to pallet continuously and still have more than half of them left at the end of the game, which I think made it a lot more fun.

  • If I'm in a good day I will try to be nice in my games, trying not to camp/tunnel much. I will still slug though, that's just a core part of my playing style.

    Any other day though I usually won't care at all how much fun survivors have and just go all in. I'm not their teammate. I just don't prefer holding back just so my competition can have fun.

    At the end of a game though, doesn't matter how the game went or what the result is, I always end with a "gg" and compliments to any impressive plays that happened that match. It's just a game after all and the whole reason I'm playing is to have fun.

  • @DanielPaint said:

    So, I played killer the last days a little more and I don't understand something. When a survivor has a flashlight, they click a moment befor they get hit. Why are they doing this?

    It's a common way to 360. Most "good" survivors know about it but very few can actually pull it off.

  • Objects only get added to a map if that map can track those kinds of objects. If you have a green map with no addons it will only track generators, even Detectives Hunch won't change this.

  • Leader is a perk that speeds up many things slightly. The problem is that it is not strong enough overall to be in meta loadouts and not strong enough in any specific thing to be in most meme loadouts (Want to get healed fast? Inner Strength is much better. Want to get off the ground faster? Unbreakable is much more efficient.). Also there is the problem that it only works on teammates.

  • Then you already know what the problem is. I can tell you from experience, Wifi isn't good for gaming, no matter how much you try to fix it. Try to get a wired connection if you want more stable internet.

  • @FreddysMixTape said:

    I feel like you already start this out by mentioning one of the biggest problems with Spirit as a whole, having to bring a specific perk every game just for the off-chance you go against her is silly and completely unreasonable. Neither killer nor survivor should have to bring a specific perk every game just because one side could potentially use a certain killer or perk. Regarding the rest of this:

    First point is fair enough, like sure you can do that and extend the chase by a fair amount. Is it a lot? I don't think so but for the sake of argument. Sure, this works.

    *Starts by saying how hearing injured survivors makes chases extremely easy and borderline unfair, then proceeds to say Stridor isn't that good. I don't know what to tell you here, like I kinda get what you're saying but you also mention yourself how this perk alone basically forces healing, at which point you're probably gonna end up wasting a lot of time especially if the Spirit also runs Sloppy, which a lot of Spirits happen to do, basically putting you into a lose/lose situation, as you'll either end up wasting a lot of time to the point where you just lose due to the amount of time wasted healing or you lose because you're injured against a Stridor Spirit. Also Stridor does something against healthy survivors, their breathing will be louder which should make getting hits even easier.

    Regarding your third point, someone else already mentioned it but you generally want to use your power in short bursts at which point the recharge time is generally under 10 seconds and even if you do use your full gauge for some reason, the maximum recharge time is always 15 seconds, 15 seconds during which you can still run after someone and still get a potential hit in. I feel like you heavily blow out of proportion how punishing her power is here.

    Last point reads as like "Just play better". Like ok? Let me just play Spirit for 2000 hours so I can achieve understanding of the very frabic of mindgames themselves so I may be able to make a perfect read on when the Spirit uses her power.

    I wasn't trying to undermine Stridor there, I was trying to say that most of the time if a Spirit has Stridor healing efficiently is the best strategy against her because most Spirit's who use Stridor can't really use footsteps and such for tracking. If they can they usually don't use Stridor since there are much better perks for Spirit, not because Stridor is weak (it is overpowered), but because it's just overkill when you would be better off by investing on information or gen defense. Her ability on good hands don't need any help from perks.

    15 second charge is a good amount. Compare her to Deathslinger in this. Firstly I don't think they are the same tier at all but Deathslinger is a good example on downtimes. A good Deathslinger can basically hit any survivor in around 12 meters in line of sight, but what makes him balanced is the time he wastes reeling in, reloading and patroling generators. Spirit can also suffer from a similar problem, if you make her miss she may need to wait up to 15 seconds for her ability to recharge, 1.5 seconds for her activation and around 2-3 more seconds to catch back up before she gets another chance to hit you. This is why making her waste her ability is a big deal, if she uses it to patrol generators now she has to spend this whole time again to hit you if played unpredictably.

    I wasn't trying to say "Just play better", I meant that you will play better against her the more you face or play her. I know this is obvious but people disregard it way too often. I meant that if I and other Spirit players can predict Spirit's reliably, even survivor mains will be able to juke her more the more they face her, and if people decide to take her for a spin for a couple games they will have a much easier time against her. I started with "Don't get faked" because of this, many players stand on pallets or some even vault in to Spirit when they should be focusing on breaking line of sight, this is a very common example and something you learn as you play and play against her.

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876084#Comment_1876084

    "And if you miss your power once you give them enough time to rescue whoever is on the hook and heal. That's the fun of Spirit."

    wait are you the kind of spirit to proxy camp? returning to the hook all the time?

    No, thats called pressure. If there are no hooked or injured survivors while you are in a chase using any killer you are heavily lacking pressure.

    @[Deleted User] said:

    The problem with point 3 is that the most efficient way to play Spirit is actually to use her power in short bursts so you get the post-phase speed to hit a survivor in a loop. Besides that, basically everyone use duration add-ons which for some reason also increase her recovery. Aside from that, I agree to the rest.

    She would still be losing around 10 seconds each time she got mindgames at a pallet but yes, the quick bursts can be deadly. Running away sometimes works pretty well against that too since you usually get enough distance to get to a safer tile by the time she catches up.

    The duration addons are really weird. I expected them to reduce consumption rate because that would explain recharge time staying the same but no, it literally increases the recharge rate AND the total duration. It's coded like it's intended.

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876077#Comment_1876077

    if you are as good as you say you are then you should know there is very little risk involved and a lot of reward.

    If there is very little risk then it's the survivors fault most of the time. Assuming they bring Iron Will of course. Good survivors are very good at being unpredictable, against them just listening isn't enough since they have control over footsteps and grass sounds and Iron Will completely removes breathing when injured. Most times against these you have to rely more on prediction than knowledge so yes there is risk involved. And if you miss your power once you give them enough time to rescue whoever is on the hook and heal. That's the fun of Spirit.

  • @BioX said:

    so now the question remains, why do you main spirit?

    It's a map independent, mindgame killer. I also play Blight a lot but he is very map dependent. The M1 killers I play are okay but in general very similar in gameplay. Spirit is fun because of how much effort it takes for each hit and how strong she is at the same time. You keep going for risk-reward hits which I love.

  • You know what's just as bad? Freddy. You can't do a single midgame since the survivor sees you for the whole duration of the looping. It's literally impossible to catch those survivors unless they are in a dead zone, but they also see you coming from miles away so that never happens.

  • @[Deleted User] said:

    Oh wait they do, it's called Coup de Grâce and it only activates once per gen.

    How about you give DH the same balance and give survivors a token once per gen?

    If we are doing a direct comparison why not add a survivor perk that slowly does each undone generator in the background until the killer finds a small object in the entire map? Or a perk that instantly adds 25% progress to a gen every time you get unhooked? Learn to deal with survivor perks like how survivors deal with killer perks, DH is strong but there are many other strong perks on either side.

  • Survivors should be locked from switching items when it's 15 seconds left, I don't know why this isn't a thing already.

  • You should put this in the Bugs section rather than General Discussion.

  • Any killer after rank reset.

  • @Kolonite said:

    Gotta run Spine Chill to counter stealth, UB to counter slugging, Iron Will to counter Spirit, DS to counter tunneling, DH to extend loops, and then Bond and Kindred along with WGLF for BP.

    Counteting Spirit is actually a very small part of Iron Will. The main charm of the perk is that the injured sounds are a HUGE giveaway to any good killer. Iron Will lets you do many plays you otherwise couldn't and helps in chases by stopping killer from knowing your location at all times.

    @Cirocband said:

    I’m new to the game and I’ve went against the silent killers and they are the worst. Michael Myers, Ghostface, and The Pig, how do you beat them. They have zero terror radius, which is weird because the heartbeat is suppose to let you know when they are nearby. It seems like it’s free wins for these 3 killers because there’s no way to counter act that. (None that I know of). And they get to 1 hit down you too which makes it even worse. If anyone has any tips on how to beat these killers I would greatly appreciate it.

    What I would suggest is to PLAY stealth killers or killer in general. As many people said Spine Chill is perfect against stealth killers but it takes a perk slot and you don't need it with enough game sense. When you play enough killer you will be able to predict what the killer is doing most of the time, but until then Spine Chill all the way.

  • I only BM killers who BM's a survivor (like face camping, being toxic after downing/hooking). Many other survivors BM bad killers since a good killer has BM them and they want to return the favour. Sadly this is how toxism works, when someone makes you frusturated by being toxic you want to take it out on other people and the cycle continues. Only way to stop or reduce this is by being nice and/or direct.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1872126#Comment_1872126

    I mean, a lot of using blight's ability at tiles IS prediction, which height doesn't save at all. It's like a flick Billy, except you have a LOT more control and can fight against unpredictability. I do agree height needs change, but I don't think he's useless due to it at the vast majority of tiles. Also, compound can help with this.

    Also, are you a flick Blight? I flick as Blight, and it does give you an edge at even more tiles, though you don't NEED it.

    What exactly do you mean by buffer pallet, though? Like short wall pallets?

    Oh I meant "filler" pallets lol, the ones outside buildings, jungle gyms and pallet gyms. Like between 2 objects that you run around until the survivor drops the pallet. You literally can't use your power in these.

    Yeah as long as I flick I can hit around some of the smaller objects survivors hide behind, maybe if I get better I can hit behind even larger objects, thats mostly why I'm in this thread. If there is a way to play filler pallets better than an m1 killer as a Blight I would love to know, but as far as my games go I try to break it as soon as possible and hope that they don't find a large object before I reach them with my rush, which causes me to struggle a lot in indoor maps without Spirit Fury + Enduring.

  • I have seen both in the past but I can say for sure that if the killer stands directly on the Hatch the survivor doesn't get a promt. You can use this as a killer.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1871210#Comment_1871210

    Definitely not. Blight main here. Power is very very usable at the majority of tiles. Learn positioning and flicks, you'll be fine. He's not just a catch-up killer. He has great anti-loop, you just can't think black and white, you HAVE TO be creative and understand the capabilities of Blight. He's not an easy killer, so for most, yes, catch-up is going to be what's good.

    Another kinda Blight main here and the other guy has a point actually. I can use my power in most tiles but in any buffer pallet Blight's ability is useless. His height makes it so you can't even see above the object you are looping and it is very hard to track the survivor. I use Enduring + Spirit Fury exactly because of this since this is one of his biggest weaknesses.


    Come on BHVR fix his height already!

  • @Yords said:

    The main killers I see at rank one include:

    Blight, Ghostface, pyramid head, and Ghostface with the most common one being blight.

    I am thinking of tracking the next 100 survivor games I play to see the most common killer at rank one.

    I envy you. I see Blight very rarely and as a Blight player I would love to face him more to learn more ways to play against him, so I can counter those ways. I usually face Freddy, Nurse, Deathslinger, Pyramid Head, Bubba or Spirit.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1871949#Comment_1871949

    If i tunnel or camp its at endgame or for pressure. I dont do it as a playstyle and I rarely do it. I never eat d's for the most part because I dint tunnel. This is just an idea to prove that killers will tunnel if they can and the games health will be ruined

    You don't need a proof, it's commonsense. If I'm playing as killer and I know that there is no BT or DS and I can get rid of a survivor in 3 hooks I will sure as hell do it. It is an overpowered strategy if not countered, that's why DS is still a thing even though how broken that perk is, it's the most reliable band-aid for tunneling in the game.

  • The next rift will be Nurse even if people like it or not. If someone is ever planning to get in to Nurse this is the perfect time.

  • So you want to be able to camp and tunnel survivors off of hooks with no penalty and nothing to stop you? No thanks.

  • Trapper spawning with all of his traps would plainly be overpowered. He can end his first 2 chases in seconds if he finds survivors in closed up areas. He does need many buffs but this update is a good start.

    @Johnny_XMan said:

    How did they buff his RNG?

    Instead of survivors having a 25% chance of escaping the trap each time, now the game rolls a number from 1 to 6 and it takes that many attempts. This reduces the amount of times survivors will instantly get out of your traps and completely eliminates the times they get stuck there for 10+ tries. A buff for both sides in a way.

  • I would say it also feels slightly restricted. Turning my character or running around a loop felt like I was in less control when I was trying it.

  • Survivors crying about killers slugging/camping/tunneling and killers crying about survivors gen rushing/flashlight saving/swf'ing are like the two sides of a singe coin, a very childish and entitled coin.

  • @Bwsted said:

    I don't think 2nd Wind issue was the the healing time, but the activation condition. It's an ok buff, but not the buff that makes it palatable.

    Agreed. It is like the Deliverance dilemma to me. You have to do a certain action before being hooked and you will be rewarded for it, but there is always a chance you basically won't even have a chance to do it. Deliverance is worth the risk because of it amazing ability but Second Wind both has an as unlikely requirement and for a much weaker effect.

  • I'm gonna go ahead and say that the serum maybe has nothing to do with his power. According to the lore Talbot gives his service to the entity just for more serum, so the serum he is injecting may be the Entity's end of the deal whenever he hurts a survivors with the power Entity gave him. Additionally this probably keeps his form from decaying which is something the Entity wants.

  • Iron Will is good even if you can't play injured. When I play killer injured sounds are always a big help in mindgaming since I can predict exactly where you are. If you want stealth outside chases and when healthy, I would say Spine Chill. If you know the killer is coming you can easily go hide or make distance with it. It's useful for a variety of things including stealth.

  • @Bard said:

    Nope. Undying will be useless after that change, offering little more than a placebo.

    With the current Undying, the worst case scenario for the perk is:

    1. Undying gets cleansed
    2. Other perk gets cleansed

    In this situation, Undying didn't trigger a single time. It acted as a tiny shield, but didn't get any respawns.

    With the updated Undying, the old "worst case scenario" is now the only way the perk can play out.

    New undying... dies. That's all it does.

    It's genuinely worse than Thrill of the Hunt.

    Then the best scenario would be:

    1. Finds the other hex
    2. Finds 3 dull totems that turned in to a hex.
    3. Find the Undying.

    ...so people need to "break Ruin 4 times" and such but look at how it will be now:

    Same scenario but after the changes:

    1. Finds the other hex
    2. Finds 3 dull totems.
    3. Finds Undying that turned in to the other Hex.

    Nearly nothing changed. It still lasts all game.

  • 4 Insta Heals IS fun as a survivor and very possible to play around as a killer. Also it's called match investment, if they brought 4 items with 4 pink addons and you didn't bring any strong addons you can't really complain about it. They invested more bloodpoints in to that match.

    4 For The People is also fun but not strong at all, it is a very situational perk and bringing 4 is a waste. This team seems to be trying to have fun rather than win so I can see why they did it.

    If you are complaining about people hiding in a bush that means it's a working strategy. The longer it takes you to find people the more time survivors have on generators. Get better at listening for grass sounds and breathing and you will do better.

    No one complains about Ruin, Undying IS too strong (and getting nerfed soon) and Noed is a killer perk that rewards losing (that's just a fact). Also "Spirit turns every player into a toxic shitass" doesn't mean much since even without that you find plenty to complain about. If you want to win soo much play a high tier killer like Nurse/Spirit/Hag and stop complaining when you are outmatched.

  • Usually people who don't know about game strategy use Self Care and usually people who don't trust in their looping use Urban Evasion. There is no point in using them in high level matches since they aren't very beneficial perks.

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