Dead_by_Gadfly
Dead_by_Gadfly
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@SnakeSound222 said:
Last night, I was playing Killer on Disturbed Ward and ran into this situation:
- Feng on a hook
- Yui on a hook
- Nancy slugged in between them and not moving.
- Jane is somewhere on the other side of the map.
- There are no more hooks nearby.
Would you
A. Secure the three kills and just wait for Jane to show up
or
B. Run to the other side of the map to look for Jane and risk her saving everyone and possibly changing the entire match?
I chose option A because I don't like giving Survivors second chances when they screw up. My Static Blast thankfully found Jane so I knew where she was. Yui had died at that point and Feng was nearly dead. Nancy had just began to move, so I felt like I could go hunt for Jane. I quickly found and hooked her and Nancy to finish out the match.
When I get to the end game screen and see that I got brutal, I prepare myself for some BS reason. I look at my Emblems and it turns out I was right about there being BS.
https://us.v-cdn.net/6030815/uploads/QE57W9MCPA5P/d56cd114-89b2-467e-80ed-3a3fc73847ef.jpeg
The game penalized me for securing THREE kills. Not one, not two, but three Survivors. It’s absolutely insane that this game is punishing Killers for making smart decisions and not handing out second chances. Am I really supposed to give up my advantage and give all of the Survivors second chances to escape even though I punished them for their mistakes? I’m completely done with playing to rank up as Killer now thanks to this sad excuse of a ranking system. Now I’m just going to focus on getting four kills.
It really depends on how many gens are left. If theres 5 left ill ######### off somewhere and let jane unhook the 2 and pick the 3rd uo. If they looked particularly bad i might even let them heal.
If theres 1 gen left im setting up a tent.
The emblem system isnt designed to track skill in getting kills efficiently, its set up to encourage lengthening the match as much as possible. Same thing happens to survivors, if they gen rush to hard and you only get 1 or 2 hooks theres a good chance theyll depip, probably safety. This is why you see some squads get 4 done then start to bully the killer. They want those bps and pip points.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1432980#Comment_1432980
Probably yeah then, it might be the way you are playing him, plus he is short so it might look like he is slower.
On the way you play him, why not try the JaeRoar way of playing him? It's a combination of stalk when you can afford stalking and M1/RT when you have no power maybe it will help not moving slow.
Yeah maybe. Thanks ill try that
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1432945#Comment_1432945
Allow me to ask, PS4 controller or Xbox?
If PS4 press the small button where the tag is behind it, you will need a clip or something to reset your controller (hold it for like 5-10 seconds), if the slowdown continues, try getting canned air and either open the controller or just push the stick up and send air inside.
It might have some dust or maybe who knows? Roaches inside (for some reason they love PS4 controllers) it is really annoying.
If Xbox, I can't really help since most of my xbox controllers tend to die hard on me even though I rarely use them.
Edit: oh BTW if your controller is a PS4, and if it has the strip on the touch pad, those tend to malfunction a lot, I had to change 3 on the past 4 months.
Xbox, but like i mentioned im not noticing it with other killers, just gf. I think it might be a combination of trying to be sneaky and the hitbox of his kunge seeminly being different. I think i just hate him, that style anyway
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@OldHunterLight said:
You play with a controller? Because for some reason holding forward with a controller will sometimes make you run slightly slower, if you play with M&K I can guarantee he moves normally (been using GF all day about 7 hours of using him)
I am on a controller, i havent noticed that with any other killers
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@RaSavage42 said:
So you're on GF...
Nah was just messing around. Honestly i kind of hate him
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I know it says that, it doesnt feel like hes moving at normal speed though
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Break the 5 pallets. If she was pre throwing them it should take about 30 seconds including walking between pallets, then go chase someone else
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@Dwinchester said:
All killers feel slow, mostly because survivors can get a 32m head start due to the terror radius. But no, he's no slower than any of the others.
I mean even right behind them he feels slower. Maybe its just the play style idk.
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@Steel_Eyed said:
It’s probably cause he’s short.
Maybe.
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@NinjaDette1 said:
haven’t really noticed 🤷♂️.
I want to punch him in the head to get him to move faster. Its like hes walking in quick sand
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When i legitamately tunnel or camp someone and they "call me out" (🙄) for it I laugh at them. I dont follow made up rules. And no, I dont care about tbagging
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@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1431735#Comment_1431735
For real? A purple and a green together is only 4 extra seconds? Wow.
Yeah youre better off running an addon that increases ff duration and then either the mangeled pin or broken pin
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@a_loof_ said:
I'm looking for a solution to fix slugging when the killer really wants that 4k so bad.
For instance: Killer wreaks the team and there's something like 3 gens left and 2 survivors left. Survivor 1 gets slugged, while survivor 2 is hiding. There's next to no chance of the survivors winning at this point so when you're on the ground as a slug your only viable option is to bleed out or DC since the killer refuses to hook you.
Perhaps allowing unbreakable more or even unlimited use would end these boring / toxic scenarios.
Youve already got 15 different ways of preventing this. If the killer wants to slug for the 4k why is that such a problem?
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See. Even survivors hate survivors
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1431488#Comment_1431488
Because in game theory (actual game theory not the youtube channel) yiu want to balance around your best players because they are more likely to find ways to break your game. You can fix things at the low end of the spectrum but your best players can usually be far more efficient and find things you didnt intend.
Gonna quote a TF2 video for this one.
When the rocket jumper and parachute got nerfed its because in the hands of the best players, they could jump around the map and never get hit because the control was so good, at lower levels pf play it had a minimal effect because people didnt really use the parachute for air dodging, but it absolutley was used by the best most efficient players.
In DBD im going to use old ruin (just as an example) of low tier balance. You have a lot of survivor players at high ranks able to either power through the perk or simply remove it withing 30 seconds or so. HOWEVER, at the lower end of gameplay survivors that were unable to hit skill checks would get stonewalled until they could start landing skill checks and hunt totems. This caused players to learn and grow in the game. What happened is we balanced against the lower tiers of players, now it does not affect skill checks at all, removing the incentive to learn more about the game. Instead it was replaced with a totem that encourages finishing generators above all else and not letting them wear down. In red ranks this has about the same effect that it did before but made the lower tier ranks have a much easier time because there is less skill required to counter it.
A lot of the changes BHVR does are geared towards the lower end of play involving survivors, the problem this has is it is much easier for
A. Survivors to get to ranks and prestiges where they are mismatched. And
B. Makes it more difficult for new players to want to play killer. It is true high tier and tip tier players will be able to continue playing their favored killers, billy, nurse etc... But it disincentives new players to stay playing killer. Meanwhile it is easier and easier for survivors to pick up survivor and be good at it
TL;DR Balancing against the highest levels of play usually fixes bugs and helps players to naturally improve
This was put perfectly
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@Sunri said:
https://forum.deadbydaylight.com/en/discussion/comment/1431538#Comment_1431538
Link proof his Twitch channel/youtube where I can watch his matches.
Here:
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@Sunri said:
https://forum.deadbydaylight.com/en/discussion/comment/1431538#Comment_1431538
Link proof his Twitch channel/youtube where I can watch his matches.
Ill try and find him for you
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1431361#Comment_1431361
Arnt the depip squad all extremly good survivors?
Why should we balance around a 4man swf that are all really good at the game?
The point there is they expose the underlying mechanics and how they are survivor sided. The only killer that can win almost every game with no perks is nurse. Survivors are just skins so anybody can do what they do.
The game is about time management at its core. If a survivor runs from one pallet to the next dropping them early and moving to the next and the other 3 are doing gens the killer HAS to break chase because it takes longer to break all the pallets than it does to do gens, especially when you add in a couple window tiles played properly. With all this in mind a fair game would have slightly less pallets than how how long it takes for 3 survivors to do 5 gens.
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@Sunri said:
https://forum.deadbydaylight.com/en/discussion/comment/1431491#Comment_1431491
I dunno what you are trying to prove i'm not the greatest killer i lost to swf multiple times but my point is if you are great killer you will win 100% no ma matter if u play against swf or normal solo q and i gave example of a player that achieved that.
This is just flat wrong. Not even ohtz or tru3 3 to 4k every single game
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@Sunri said:
I can't understand why killer main's complain about state of the game its so easy to get 3/4 kills there are people with insane win streak's on killer's like 100+ ######### wins in a row show one streamer or anyone that escaped 100 times without dying once its impossible solo q survivor is much harder than playing killer and Billi nerf made him A tier killer instead of S tier I don't think those people that cry all over reddit/forum played ptb i hope the devs won't get pressured and the nerf goes live.
Theres a dude on twitter that was up to 300 escapes in a row last time i checked. Ever heard of the depip squad?
Its simple math, if survivors decide to split up and do gens theres very little the killer can do to stop it. Getting 3 to 4k most games is a result of a terrible ranking system coupled with bad matchmaking. Its fine for now but i suspect when they implement skill based matchmaking, assuming it works correctly, this game is going to get fuckung rough for killers
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@Lumionesty said:
These terms are both thrown around way to easily. People will often call you them for simply playing the game. However a textbook definition would be someone who solely cares about winning and nothing else, putting in maximum effort to achieve the goal of winning. I would say an example of this would be a Spirit with OP add-ons (Ring + Amulet combo) who brings a Mori.
Yeah but...so? Isnt that the point of playing the gsme? Winning?
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Drop the pallet early. Theres plenty of pallets
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@Sir_WAFFLZ said:
I hope we see a return to form with normal increase x and decrease y addons instead of gimmick addons :/ Billy's new addons are really bad and the only ones worth running are brown and a few yellows. Green and up aren't worth it. I'd also like to see the devs look at what addons are the least used and spruce them up per killer... over time of course and make them more appealing. We had that with Doctor but then there are Demo, Executioner, and new Billy addons that are all pretty bad and not worth the blood points. Thoughts?
"Id like to see the devs look at what add ons are least used and spruce them up overtime"
Thats literally what theyre doing. And this is the result of that. You SURE you want them to do more?
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Doc puts me on hook just before the 3rd survivor dies so i was able to attempt kobe (this was before the change). Since i was last survivor he stood in front of me smacking. It just so happened when the 3rd survivor died hatch spawned 2 feet from my hook. So, i kobed right in his face during smack cooldown and was out the hatch before he could move. My buddy and i were rolling on the floor laughin
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To ######### many. Probably close to 8 a day. Ive almost got all my killers at p3 and with this event ive gotten a bunch of them that were at p3 already all the perks unlocked. Not sure ######### im going to do in a month when ive finished that 🤦♂️
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@SweetTerror said:
"Grants the ability to fully recover from the dying state"
Does this do exactly as it sounds? Because I'm thinking this is rather misleading.
Nope it does ecactly as it sounds.
If you want to be cheeky run no mither + unbreakable + tenacity.
No mither will get you up as much as you want. Unbreakable lets you get up faster and tenacity lets you get up while moving pretty quick. Run it on claud with lithe.
Doesnt work often but when it does its pretty funny
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1430043#Comment_1430043
Enjoy it while it lasts? I have over 3k hours, am rank 1 and killers still fall for it. But ok buddy.
Then you play against a lot of dumbasses
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Np
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Just incase the devs happen to see this, the bestcidea ive seen is adding increasingly damaging debuffs to survivors for each subsequent hit during FF.
So 1 first survivor just has to mend
Second survivor is mangeled until healed
Third survivor is broken for 30 seconds (clock starts after they mend)
4th survivor and beyond is downed
They obviously have to be highlighted by killer instinct for the ddbuffs to kick im
This adds some lethality to them which they desperately need while not being stupid OP (if you manage to down all 4 survivors during ff they kind of deserve it)
I also think bloodhound should be part of FF built in.
Honestly I think his add ons are pretty good. Jmo
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Oblivious they can see you for sure. Fred gets screwed by this.
Undetectable no they cant see you, object gets screwed by people like wraith and pig
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@idontcareanymore said:
i went four rounds in a row and got camped in each one and the killer killed all four of us because there's nothing we can do against it they camp and get thirty thousand bloodpoints because there's no punishment
That didnt happen
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/170653/i-got-flamed-for-pressing-w
Anytime there's like 1 or 2 gens left or just the exit gates I run the killer as far as I can, to the furthest corner of the map, away from the other survivors. It's often a death sentence for me but it usually gives my teammates enough time to do objectives.
There's nothing worse when you're working on a nearly complete gen or you're going for an unhook but some idiot survivor is looper the killer RIGHT NEXT TO the gen/hook.
Good killers are aware of this and wont follow you away from the gens. Enjoy it while it lasts
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This is mine 😃
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Not when, no. Not that im aware of. Should be right around when mid chapter comes out though
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@goatslinger said:
https://forum.deadbydaylight.com/en/discussion/170538/lightborn
I mean, it isn't much better than current lightborn. But neither version seem anything close to op to me. More like a wasted perk slot than anything else.
Next time you see 3 or 4 flashlights run it, youll never call it a wasted perk slot again
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@pedroframil said:
https://forum.deadbydaylight.com/en/discussion/comment/1428786#Comment_1428786
You got part of my point there. And I heavliy agree with you. Just putting survivors and killers of the same rank to face each other doesn't mean a guaranteed balanced match.
But to change the MM system into a "really balanced" system would require a full rank/pip-system rework and a heavy change of criteria. And thats the discussion people who leash out against everyone is not ready to have.
Oh i agree, my concern is if they did that and got it right every game would become an absolute sweatfest at all levels. I actually think it would do more harm than good. A better approach is to leave it more open. You win some you lose some. Some games are chill, some games are sweaty.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1428081#Comment_1428081
lmao what?
@op If you care about knowing who your obsession is, remember the player names of all the survivors and then when it starts you can immediately assign the survivor to the obsession so you'll know when you see them.
Why are you laughing, what hes saying is correct.
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@Mooks said:
You want the model to glow or something? It’s really not necessary and you can see who the obsession is easily enough.
Yes, yes i do
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@Thypari said:
I mean it's my obsession. Why would I need to start someone chasing and then go "Oh I forgot you are my obsession, sorry dude!" because the only indicator is the symbol on the bottom left wiggling when you chase your obsession. This doesn't make any sense. I, as a killer, should instantly know when I spot someone if he/she is my obsession.
I shouldn't even have to think about names and character models. It's not my hidden crush, it's my obsession!
If you look in lower left you can see name of obsession, then if you click start (or pc equivalent) it will tell you what character that person is playing as. Sounds like a lot but only takes a few seconds.
That said it would be kind of cool if a red outline appeared around your obsession and the edges of your screen glowed red the first time you see your obsession, like your character sees them and gets PISSED
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@pedroframil said:
Rank and matchmaking issues are way more complex than you think.
But i don't think you're ready for this conversation.
Well match making isnt that complex, its a problem because ranking IS complex and broken. Matchmaking itself is pretty straight forward. Because the ranking system is bad you end up with boosted survivors. With boosted survivors you also get boosted killers but theres a lag. This results in there being significantly more red ranked survivors than red ranked killers. They have to match those survivors up against someone while trying to keep que times down, so we get "red ranks" going up against non red rank killers and the whole system dominos from there.
Honestly though I dont mind it. The only thing thats f'd up is putting legit noobs up against people in red ranks. I think if they defined a noob as someone with less than 100 hours instead of by rank and then quarantined those people together only that would be better.
So forget ranks, chuck those out the window. If you have less than 100 hours you can only play against with people that have less than 100 hours. Once you hit 100 hours and 1 minute you can only be matched with people that have over 100 hours.
100 hours is just an arbitrary number i came up with for the example, im sure they could use data to come up with something more appropriate
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@ForumKillerV2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1428554#Comment_1428554
just hit em then. easy
🤦♂️
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@ForumKillerV2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1426992#Comment_1426992
Take ur free hitpoints. Easy way to counter
Yeah but sometimes its like...dude...just go
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No. Honestly though I wouldnt worry about the pips. Look at it this way, if you derank a bunch youll have fun slaughtering your way back up. Its good practice too and youll come to appreciate the tough games more. Im speaking from experience lol
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1428201#Comment_1428201
Exactly. So if I jump off the hook, you still need to kill me.
Well yeah.
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The addons look like crap imo. Im not happy about them removing the charge up add ons for bubba
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@Tactless_Ninja said:
It feels fair when there's no one to save you and everyone else is hooked/down. You're also still down one health state.
It works as intended. A last ditch effort.
Also someone said it's more like 11% because you get 3 tries.
No its still 4%, each try is independant of the other and so each try is 4%
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1427970#Comment_1427970
The killer can still drag people out of the exit gates even though survivors won. And you're using up charges of your own life for a 1 in 10 chance of not dying. You're not sacrificing nothing in exchange. If the killer didn't want this scenario to happen they should have hooked everyone twice. It's the same principal as DO BONES.
And you don't win till the fat lady sings. So Jane needs to die.
You havent win till you left the trial. Your objective isnt to complete gens, its to escape 🤦♂️
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@RayrafLPP said:
Is this a fair mechanic? Its like killers havign a 4% chance of kicking a gen to regress like 10%.
These 2 things are nothing alike. It would be closer to if a killer could kick a completed gen once for a 4% chance to revert it 34%. Does that sound fun to you? Im not complaining about Kobe, Im just pointing how ludicrous it kind of is and how stupid it would be to buff it in anyway. I had a double kobe a few weeks ago just as i downed the 4th survivor. 1 was dead, 2 were just hooked, i downed the 4th guy and boom two off hook.
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@lucid4444 said:
Indoor maps in general need to be reworked imo. The flickering in the room is no replacement for other outdoor maps where survivors can see where the objectives are across the map, the radial heartbeat doesn't make sense vertically, etc. etc.
Spine chill, small game and whispers need to be looked at for these maps too as those perks become more of a hinderance on double floored maps than a help
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Yeah, its pretty bad 😬

