Deathstroke
Deathstroke
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- Deathstroke
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Too painful only him on console as much I like him. If you would been pc then yes with the flicks and 180s.
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You're not only one my killer matches has become so sweaty. There are killers I like to play but because they suck I should stop playing them best for me would master on of the strongest killer and only play it to be able to compete fairly. I still find ways to win most my games but that because survivors make mistakes.
SoloQ is not much better, few days ago I died 10 games a row. I seem to get worst teammates im so jealous to the killers who get to play agains't us. Even usually they seem to have mastered their killer like so often we play agains't P100 blight or wesker.
So im finally at point that I will play less dbd it's only really worth to play swf or master one killer and I don't know if mastering Oni for example is possible on console when you can't do 180s and crazy turns.
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The key thing is don't let survivors heal and get lot of hooks. Even here I didn't get much hits put prevented them from healing which gave it to me.
Here I got max point for hits but survivors healed too much. So you need to dominate the game and have total control to be able to get it. You can't let them heal too much.
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@[Deleted User] said:
Yeah, just hoping for AFK killers or ones that farm but don't slug or hook when farming.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542924#Comment_3542924
That's nice of you. Most of the time if I bring BPS or anniversary cakes I'm the first to be eliminated.
That just cliche if I get tunneled when I bring cake I don't bring one for months.
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@Nazzzak said:
I had this selected and couldn't get a single iri emblem. Unselected it and picked the 'avoid a basic hit' one, and my next 3 games I got the iri emblem 🫤
Yeah I had same experience with malicious emblem on killer.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543323#Comment_3543323
Healing doesn't matter. If they heal, they give you a bonus injury score for the emblem which counters the points lost from them healing.
If people try the upper floor buckin' bronco shenanigans, continually pick them up and drop them with your left side facing the drop. They will wiggle free, but the fall stagger will ensure they can't get anywhere of relevance in the timeframe. (See Otz's new DS is worthless vid linked here. It is DS stun duration instead of wiggle, but the concept is the same.)
Unfortunately there was literally not any hook even close. So even without boil over it would been difficult to hook him. Basement probably was closest. Maybe with perfect pathing it could been possible hook him I still doubt it but not something I can do on console with controller.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543267#Comment_3543267
So I did a Wraith game to showcase what needs to be done.
https://us.v-cdn.net/6030815/uploads/6AI2D8AQWXAY/wraithongideons.png
In this match they offered Gideons, but since I had the (green) pallet kick speed add-on that basically meant they gave me the match nearly for free. I did have to play a bit safe (as 2 had the same 'clan' in their name (Yun P10 and Nea P100 SB user, so it was a minimum duo SWF), so I only downed people when they attempted gens while injured (normal hit and run Wraith behavior to be honest). I didn't track hooks, but I ended up killing (P3) Quentin on the 6th hook, Zarina (P100 DH user) on 7th hook, and Yun and Nea on hooks 8 & 9. Since I early killed Yun by 2 states, and Nea by 1 state, I lost 3 potential (wiki) injury points, but that still put me at 37/36 (wiki points) for the Iri.
If I reverse engineer the math, 1 wiki point = 2.75 in-game points (rounded up). The 55 hook point games listed in the original post means you missed 11 points, or 11/2.75 = 4 points, or 2 hook stages on the final person who escaped. If you get a 3k (with no camped/early killed stages), the final escapee needs to be death hook, so that would be (part of) why you missed out on the Iri emblem there. You could also theoretically let 2 death hook Survivors go if they were slugged when they left. (Only missing on their final 2 hook points each, for 4 total, 36/36 for the Iri. This would require all other Survivors to not have camped/gave up hook states though.)
Wraith also is a bit silly with the emblem system, because you can be chasing someone forever, but it only counts while uncloaked. That means getting 4 Iri emblems doesn't showcase anything other than Wraiths mechanic's gaming the system in his favor.
This was the game I got it the key here was they didn't get to heal as much. I actually got less points than some of those other games. Last one managed to escape through exit on death hook and one got second stage but still 10 hook game for me.
Key thing also was I didn't remove anyone quickly out so they didn't give up and suicide on hook. In your wraith game I still say key thing was they didn't heal too much either. Look my myers game heal point lose -48.
The only game survivors didn't give up or didn't give me big challenge is the second lowest picture in my post. It's actually from game where victorie made himself unhookable he used boil over and just stayed in upstair of building no hooks near. So I could not hook him which explain -6 and only 55 points. I killed him in endgame collapse closing the hatch and he still just stayed upstair I didn't want bleed out...
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542405#Comment_3542405
you would be surprised by how many people just believe in the things they say. they could be trolling, but they could also be 100% serious.
but rest assured, sluggin is not bannable.
it is written in the rules, you can check them here https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules
important part
Discarded report reasons
THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT:
Camping
Slugging
Tunneling
Streamsniping
Teabagging
Bodyblocking
Looping
I heard if you send enough of these you essentially get put into a "auto ignore" list. but I cannot confirm this
Why not mindgaming in that list if looping is?
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@Ex3de_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543042#Comment_3543042
In terms of SWF I really love idea that someone bring up, that you as a killer or soloQ survivor should be able to see icon in lobby next to nick of survivors that are in SWF
Everyone would just dodge swf that would be same like showing the killer to survivors in lobby everyone would dodge high tier killers. It would break matchmaking better thing would increase swf mmr so they get better killers who can deal with them. I would only show after match if they're solo or swf.
But I think removing map offerings from swf:s is good start. 2 man swf though is fine probably even most equal chance for both sides as soloQ is usually easy stomp for killer. 3 man is in weird spot they might lose because one incompetent ramdom or with good ramdom stomp killer like 4 man swf.
I would consider doing some restriction to swf:s who have good winrate if they face below A tier killers. Making slower gen repair speed etc. 100s gens would be fine for them they would still win a lot but at least killers could stand bit more of a chance.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543156#Comment_3543156
I've had 'farm' games before when I've just been trying to cap my BP categories and they healed more than 50 times. When I finally killed them it gave me the Iri Malicious, so the amount of heals shouldn't matter.
Weird if the gap is 80 points from hits and maybe 66 points from hooks if you let 2 go let's say heals take -50 points probably means you should gotten less than 100 points and get gold instead. I don't know what is the max - points amount though.
That one game I had -48 from heals now let's say if you let them pallet save as well that's -6 at least. But at worst case you might get even more - points. So you should not get iri if you let 2 out and they get to heal a lot.
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@mizark3 said:
Malicious works on 40 points max (for normal Killers, see exception paragraph below), 36 for Iri. I think the in-game system converts and rounds this to function on a 100 point system instead though. The in-game numbers muddy the waters for the most part.
You can normally get 10 points per Survivor. 2 per hook state, 1 per injury. Survivors have 4 injury levels (for points), Injured->Downed->2nd hook downed->3rd hook Downed. You get 2 injuries (+2 | 2 total) then a hook (+2 | 4 total), then they get unhooked. At this point it can diverge, but the end result is the same. If they heal, you lose a point (-1 | 3 total), then you get 2 injuries on them again (+2 | 5 total) and a hook (+2 | 7 total). Alternatively they never got healed (4) and you injure them (+1 | 5 total) then hook them (+2 | 7 total). 2nd hook ends at 7 points by both paths.
You can only lose points if they are camped/first hook killed, or if they escape. Each camped hook permanently denies you that 1 extra injury point. If they escape, they deny you the hook points remaining (2/4/6) as well as the injury points remaining (4/3/2/1/0, with 0 being a slugged hatch/gate donation).
The only exception to this in the past, was that sometimes exposed and instadowns were bugged and only count as a single hit for the points if the Survivor was healthy. So a Ghosty mark and down from healthy would only give 1 Malicious point instead of 2. On the other hand Legion also could Feral Frenzy hit an injured (but not currently Deep Wounded) Surv, and that would give a 'bonus' point. That might also have been a bug also however. The easy way to safely work around this is play someone like Wraith, Blight, or whoever you are good at not instadowning as, that Survivors also won't give up against either. (Nurse being a bad example, as too many people will quit against her on average.)
The 2 main ways to ensure you get Iri Malicious are a normal 11 hook (action) win, and it doesn't matter if the last escapes. Even if they are healthy, they only deny you the 2 injury points, and the 2 hook points, so you reach 36 still. The other common way is the toggle-tunnel approach, of hooking A/B/A/B/A/B/C/D. This only loses you the 4 injuries from early hook kills on Survivors C and D, still at 36, but requires the 4k. The 4ks you have listed, needed 5+ camped/early killed states combined to deny Iri, or a bugged instadown in the mix. Edit: I noticed one match was Trapper, if that didn't have 5+ camped/early kill states, then maybe the traps are bugged and not counting properly as an injury. Wraith is still my personal recommendation as you can't instadown, and not enough people quit against him to be an issue. The Iri gen add-on can be used to free up an intel perk slot, and the quick kick add-on(s) can be used to free up a lethality perk slot. Bamboozle/Nowhere to Hide/Pop/Eruption with Shadow Dance and the Iri Gen add-on could be good.
As long as the Killer doesn't rely on camping/tunneling/bleeding out, and you don't have a giga-rat Survivor, this should be a normal win. Unfortunately Survivor's equivalent tome is to never enter the Dying state AND escape, so giga-rats are going to be more common as well.
You can read the details of the system here at the wiki, but I've tried to iron out and explain multiple scenarios that they don't explain.
I finally got it you need 100 points to get it. Basically I had enough points all of those games but they got to heal too many times. I managed to prevent them healing too many times this time.
The 80 point gap for hits was holding me back a lot too. I didn't know it was capped so few those games dragged too long when eventually I probably started to lose points instead gaining them.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543107#Comment_3543107
That's the game you posted with the silver sacrifice emblem? That alone shows at least 1 survivor didn't get hooked at all.
I think I patrolled too close to hooks reducing my points survivors 3 genned themself but last one escaped through hatch. One survivor got second stage in first hook too.
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@mizark3 said:
Malicious works on 40 points max (for normal Killers, see exception paragraph below), 36 for Iri. I think the in-game system converts and rounds this to function on a 100 point system instead though. The in-game numbers muddy the waters for the most part.
You can normally get 10 points per Survivor. 2 per hook state, 1 per injury. Survivors have 4 injury levels (for points), Injured->Downed->2nd hook downed->3rd hook Downed. You get 2 injuries (+2 | 2 total) then a hook (+2 | 4 total), then they get unhooked. At this point it can diverge, but the end result is the same. If they heal, you lose a point (-1 | 3 total), then you get 2 injuries on them again (+2 | 5 total) and a hook (+2 | 7 total). Alternatively they never got healed (4) and you injure them (+1 | 5 total) then hook them (+2 | 7 total). 2nd hook ends at 7 points by both paths.
You can only lose points if they are camped/first hook killed, or if they escape. Each camped hook permanently denies you that 1 extra injury point. If they escape, they deny you the hook points remaining (2/4/6) as well as the injury points remaining (4/3/2/1/0, with 0 being a slugged hatch/gate donation).
The only exception to this in the past, was that sometimes exposed and instadowns were bugged and only count as a single hit for the points if the Survivor was healthy. So a Ghosty mark and down from healthy would only give 1 Malicious point instead of 2. On the other hand Legion also could Feral Frenzy hit an injured (but not currently Deep Wounded) Surv, and that would give a 'bonus' point. That might also have been a bug also however. The easy way to safely work around this is play someone like Wraith, Blight, or whoever you are good at not instadowning as, that Survivors also won't give up against either. (Nurse being a bad example, as too many people will quit against her on average.)
The 2 main ways to ensure you get Iri Malicious are a normal 11 hook (action) win, and it doesn't matter if the last escapes. Even if they are healthy, they only deny you the 2 injury points, and the 2 hook points, so you reach 36 still. The other common way is the toggle-tunnel approach, of hooking A/B/A/B/A/B/C/D. This only loses you the 4 injuries from early hook kills on Survivors C and D, still at 36, but requires the 4k. The 4ks you have listed, needed 5+ camped/early killed states combined to deny Iri, or a bugged instadown in the mix. Edit: I noticed one match was Trapper, if that didn't have 5+ camped/early kill states, then maybe the traps are bugged and not counting properly as an injury. Wraith is still my personal recommendation as you can't instadown, and not enough people quit against him to be an issue. The Iri gen add-on can be used to free up an intel perk slot, and the quick kick add-on(s) can be used to free up a lethality perk slot. Bamboozle/Nowhere to Hide/Pop/Eruption with Shadow Dance and the Iri Gen add-on could be good.
As long as the Killer doesn't rely on camping/tunneling/bleeding out, and you don't have a giga-rat Survivor, this should be a normal win. Unfortunately Survivor's equivalent tome is to never enter the Dying state AND escape, so giga-rats are going to be more common as well.
You can read the details of the system here at the wiki, but I've tried to iron out and explain multiple scenarios that they don't explain.
I figure I have habit taking one survivor out too early. Then others just give up.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543094#Comment_3543094
It's a balancing act of how many times you hit them-how many times they heal. If you used Myers t3 to 1 shot them... that counts as 1 hit.
I probably said it but im extremely unlucky with this challenge again I was getting it but survivors ramdomly gave up yet again.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543094#Comment_3543094
It's a balancing act of how many times you hit them-how many times they heal. If you used Myers t3 to 1 shot them... that counts as 1 hit.
I had vanity mirror that game usually that is very good for emblems.
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@LordGlint said:
The healing doesn't really hurt you as much as you think. Every time they heal, it just means you can hit them more times. This category DOES get hampered by quick games though. If someone dies on first hook... you barely got any points out of them.
Whether they get unhooked and stay injured, or unhooked and healed... it's still better for your points than if you only hit them 2 times and they die on first hook. Them getting unhooked means they have another health state for you to remove that WASNT because of healing.
Oh and that myers game I lost it because they healed too many times. So yes healing is still bad for it.
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@LordGlint said:
The healing doesn't really hurt you as much as you think. Every time they heal, it just means you can hit them more times. This category DOES get hampered by quick games though. If someone dies on first hook... you barely got any points out of them.
Whether they get unhooked and stay injured, or unhooked and healed... it's still better for your points than if you only hit them 2 times and they die on first hook. Them getting unhooked means they have another health state for you to remove that WASNT because of healing.
Maybe there is gap then how many you points you can earn by hitting? I kept hitting/slugging last 2 players one game dozen of times so I though I would get it and let them go at the end. Seems too hooks are very critical on this and you at least need 3K. I had total 8 hooks that game I think one gave up.
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They'rr problem because swf if you party more than 2 people you should not be able to use them. Swf is huge advantage already they don't need more. Map offerings are fine in soloQ even garden of joy. That map only gives soloQ chance.
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So does anyone have idea how much heals reduces your points in malicious emblem? What I notice even I hit survivors a lot if they just heal few times I don't get it to iridescent but gold instead.
You probably need perfect game with 10+ hooks, 4K and no heals and no wiggle offs to get it which means you have to completely dominate that is unfortunately extremely difficult. Survivors give up when they're losing and you don't get enough hooks to get points.
All games where I could get it they always give up... Then I have games where survivors try because they have chance so you don't get it even you win in the end because they get to heal. I just hope I get survivors who don't give up if im dominating.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542892#Comment_3542892
That was a bug that spawned all the possible pallets, which yeah, completely made the map unplayable
Yeah probably there were so many pallets on my killer games. Now on my survivor games usually the otherside is almost just deadzone.
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Didn't they lessen a lot the amount of pallets in borgo? Well I don't still like it so fine.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542633#Comment_3542633
Nurse got changed a lot over the years.
She ignores mechanics the survivors can do to delay the killer. Her design is plain outdated. Nerfing her movement speed or blink distance would just make her one thing: bad.
We want killers to be good. Nurse is like Freddy in that regard. His snares either slow you down so much that he is guaranteed a hit or they don't do almost anything.
You can only have one extreme. Good or bad. Nurse would need a complete rework that changes fundamentally how she is played.
Blight is also more fun to verse from survivors from what I've seen.
About iridescent head, I will agree with you.
However. It is odd that the Xenomorph is nerfed this fast and made for this isn't despite an equal amount of people being upset.
On top of that: as killer I always play against survivors. They dont change. They don't have different power or abilities. Therefore I can always see made for this, resilience, Windows, adrenaline, lithe, sprint burst and the like on every survivor, every game.
As survivor you don't see the same killer every game, despite what some people say. Blight, Nurse and Huntress are 3 killers.
What do I do when I play Pig? Myers? Trapper? Wraith? Doctor?
I cant just switch to blight mid game and even the odds.
I would argue that survivor sees a bit more variety than killer does. Therefore the things that are unchanged sting a bit more. Killers see them every game. Survivors do not. For the most part.
If something is seen every game, players will be upset.
Just like with Xenomorph.
Again : I know where OP is coming from.
Blight is not fun to face if he has OP add ons.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542549#Comment_3542549
The tail attack is fairly easy to hit, imo. Especially with how you can drag it.
The cooldown speed could be put somewhere in the middle.
Not all of us play pc and even they miss it often.
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Twins if we don't count those two.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542152#Comment_3542152
I think we in designing a killer we need to take the fun of both sides into consideration. Wesker is a perfect example of this.
Singularity is more fun for the survivors rather than the killer player I feel. Especially on release.
Now that Xeno is a slightly bit more fun for killers than survivors it's suddenly a bit problem.
Why is it a problem? Because it's new.
Clown is also unfun to verse. Same with Hag, Twins, a blight with good addons and last but not least a decent nurse.
Why do we not see 5 threats about Victor being uncountable?
First, because nobody plays them and second, because they are not the new toy.
Xeno is both new and popular making them the new topic of biased arguing.
I honestly dislike it.
I think if you're good with singularity then he is more fun for killer player. He is complex and not easy killer to master so not many going to put that time on him but those who do are force to recognice.
I haven't tried xeno now after the nerf to be honest how much worser she is? And haven't seen her for while people stopped playing her even before the nerf.
I hate to face the twins good thing they're rare victor is uncounterable but they have so many bugs and need some fixes so any nerf now would be unfair. I hope they change twins to be playable by 2 players they are perfect for that but they would be OP but fun to play with friend.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542074#Comment_3542074
Sadly, yes. I really hope that we will NOT see another emp-situation.
Well with singularity it makes sense how he can just camp 3 gen area with the cameras to have counterplay but yeno power is just for chase and very similar to nemesis.
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I don't have favourite, no-one has really stand out for me. I like Oni one-shot ability and speed probably most but he only has that really short amount of time and has to earn it whereas other killer can use their even stronger abilities freely blight, spirit and nurse... So that's why I would say I has multiple favourites, bubba, demodog, wraith, myers, alien and nurse. Those killers I mainly play now.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541897#Comment_3541897
Again....
This killers power can be disabled completely.
I'm fine with this nerf, but any further nerf would be too much in my opinion.
The power needs to stay very strong to justify the turrets existence.
I think turrets should be removed now after the nerf or very least there should be lot less. Only thing anyway what they do so well is increase the gap between soloQ and swf because the latter can plan how they use them on loop/gens and keep killer without power.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530107#Comment_3530107
Knight was only really bad during PTB because of various bugs
Skull Merchant I agree with
Singularity is without a doubt the most underrated killer in Dead by Daylights history
Also saying "they had to hotfix this poor killer in the first week" is as if they've never done this before. Best example probably being Spirit who was not only garbage on PTB, but also when she reached live. She received a plethora of buffs and was considered the 3rd best killer in the game for the longest time (probably a good year) because people kept seeing Billy as the 2nd best, despite obviously not being the case when looking back.
Another killer worth mentioning is Blight. Majority of people considered him to be garbage on PTB, but once he reached live they fixed a good chunk of his issues and was pretty well received. Despite this they buffed him even further in a later hotfix where he could now break pallets with a Lethal Rush
I think the problem with singularity is the time when he was released. We had just 2 very bad/unfun killers in a row before and he is also bit of patrolling killer so he was too similar to them. But unlike the other two he has interactive/fun chase power for both sides.
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Use noed if you're afraid of it I always counter adrealine users with and usually it gives me kill or two at endgame securing 2-4K.
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@MvHoeller said:
I tried SWF with some people few years ago. Most killers were easy to deal with, no thrill, no horror feeling, nothing... Just listening to casual stories about random stuff through comms, about washing some cloths, problems with girlfriend, job boredom, alcohol or drug consume habits at the weekend ...and btw the (stealth) killer is here with me, so you can do gens on the other side of the map...
Easy escape and laughing at/teabagging the killer at the exit gates, because we were so superior than he....well...um...
I quit swf very quickliy because thats not how I want to play a horror game....
I say your mistake was to play on comms with ramdoms. I always played swf without talking I only talk to my brothers when we play dbd.
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I feel sometimes same. I play occasionally swb=surviving with brothers and used to play some swf too. But now I just mainly play killer and soloQ. I just enjoy winning on killer and it satisfies me enough to keep going I quess.
But mostly I face P400 sweatlord swf:s so I think im soon done. My soloQ teammates are so far from that. So I feel the game is so unfair to me whatever side I play even I seem to face P100 killers mostly too. I die most my games I should be getting at worst average killers.
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Survivor objectives bp scores needs changing soon as possible. I think prove thyself used to conpensate and hide the problem how badly survivors earn bp. It gave 10K bp in objective if you just did 1 and half gen with another survivor.
So that gave you time to focus on other categories. Boons used to be more popular too which also gave 1,5K bp in boldness. So you could still gain boldness bp even if you never was chased.
Before it was even worth to earn that bp if you used COH your team usually got value from it and prove thyself also was useful allowing to finish gens faster together. Now doing gens together or doing boons is too ineffective.
Survivor bp gains in my opinion need big changes. Bp from objective categories should be increased completing 1 gens should give 2000 bp now it gives just 1250 bp. I think making gens alone could be made slightly slower and doing them together bit faster also.
Now it takes 52s to do gen together so that could be changed to 48s. Solo gen could take 95s now instead. Then using prove thyself would make gens take 43s together. I think nerfing solo gen speed is only way to make repairing gens worth together and still keeping gen speed balanced unless 2nd objective is added.
Altruistic bp should also be changed you should earn 1000 when the unhook was save and 500 from the unhook itself. I would buff healing bp bit make it 750 instead 500.
Survival category should be changed that you get some bp from all other categories because all these actions keep your alive too. Then I would be fine making it back to 5K bp from escape now this category relies on you only escaping.
Final change I would do is to increase the gap from all categories but keep the overall gap at 40K. Because some games you do all the gens or are chased for the whole game. So it's unfair you get only roughly 10K bp.
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They like every skill check which is even insulting. They're computers they should not miss any to be honest. Maybe one just rarely when they're fixing gen alone.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/391226/p72-xenomorph
Ive seen a p100 singularity like 1 or 2 days after his release.
you can find the screenshots as a proof somewhere in my comment history i think.
EDIT: Found it
https://us.v-cdn.net/6030815/uploads/2QBCWB9TSO51/img-4204.png
I don't think that humanly possible in 1 or 2 days unless they never used their bp and had like 100 million ready before he came out... That has to be hacker.
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@Alice_pbg said:
depends on how much bp they had saved on the archives and stuff... and much they go outside...
that is kinda impressive in a "why?" way...
Yeah they obviously have to had saved lot of bp before and play swf with cakes too. Well I don't think they have spent their time on outside much lately at least. I could only have dreamt of getting my P100 with that fast pace.
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Maybe I play her wrong but for me it was lot of work to win with her 3 gen stragedy well maybe I went too much on chases. So I would not call her that relaxing as you do have to focus defending the gens and taking right chases.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540025#Comment_3540025
Sad but true.
I just can't understand how this map has not only gone to live like this but wasn't changed in 15 months! I would rather play on old Haddonfield than this monstrosity. Haddonfield at least took the skill to use it right. Garden of Misery doesn't even have that. Instead it offers some of the best camping spots in the entire game. Truly riveting for both sides.
It carries soloQ that's why I think it exist. This is only map where soloQ is somewhat playable. I would remove map offerings if you play more than 2 man swf. Because swf should not be able to play on it they make it unbalanced.
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@quandale said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536092#Comment_3536092
This would still be better than the current version of xeno. Huntress can wait and mindgame, but this requires skill. DBD is slowly turning into a game that requires little to no skill with the killers released.
For example, Wesker is an extremely OP killer, however this is balanced as 1. you can see him charge up his attack and 2. he requires TIME and SKILL to learn how to efficiently use his power.
BHVR has recently been nerfing many perks and removing the aspects of DBD that require skill. E.g. hook grabs - killers no longer have to wait and understand if they wait they can get an easy down, and survivors no longer have to work together and fake the saves etc. This removes the ENJOYABLE aspects. Baby killers/survivors need to quit complaining and put in the hours to learn the skills required rather than making it less fun and less difficult for others. I understand it isn't fun to learn these skills at first - but for skilled survivors/killers the difficulty of chases and perks such as dead hard are fun (most times). Most recent buffs/nerfs are based on the assumption you are playing against a SWF too, making the game unplayable for lots of solo q survivors.
Grabs where mostly luck and ping was biggest factor not skill. I been grabbed after 1s letting go off (faking). I have grabbed survivors aftrr they already unhooked. But biggest thing was they were unhealthy for the game. Though they could been left working for endgame because then killer needs bit of luck.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540434#Comment_3540434
It really is not. With the MMR at least somewhat accurate when nobody dodges the Lobby, it means that the Killer will most likely not have a guaranteed 4K, but they also wont be destroyed either. So if they lose, they wont feel powerless and if they win, it will not be easy.
The people who have the big disadvantage because of Killers dodging Lobbies until they find the most inexperienced group are Killers like in OPs post. Brand-new people who got into a game they should not be in. It should just not be the case that Killers can cherrypick their games and inexperienced players have to play against Survivors who are far stronger than they are.
I already wrote it a few times, but I experienced a P0 Trapper (Console, so no idea how many hours) without Tier 3-Perks who went up against our Survivor-Team which consistet of 2 2 man SWFs with 20k hours combined. They did not get bullied, but they surely did not have any chance. And that is because someone else chickend out, possibly a Killer with thousands of hours themselves. And this is just not fair.
And BHVR apparently think the same if they are starting to remove information from the Pregame-Lobby (with testing to not show the Prestige-Level). This is way too less and does not really help (I still have 8600 hours, even if I play my P5-Ellen, so Prestige Level does not really work anyway to see how experienced someone is..), but it is a start. Other possibilities would be to punish Lobby-Dodging like DCs or increase the wait timer for each time you dodge a Lobby. There are multiple solutions.
But having Killers cherrypick their games to have some new Players end up in Lobbies they should just not be in is not a solution.
Nope the matchaking is not working to make matches balanced. I get regularly P400 swf squads on killer and P100 killers on survivor. Im not amazing killer or survivor die most my games. On killer maybe I can secure kill or two agains't them but win is out of question unless they mess up. On survivor I mostly face OP wesker and blight players on their M+K pc setup.
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@Krazzik said:
Cenobite's Box
Wesker's Med Spray
Nemmy's Vaccine
Singularity's EMP
Sadako's Tape (but apparently this one is bugged and doesn't count)
EDIT: And Flashbangs
The killer achievement is easiest to grind on Wesker or Singularity since survivors actually hold onto their items, Nemmy's vaccine just gets used straight away and The Box usually gets solved straight away.
Yeah that makes sense I though it was meaning normal item with special parts like BNP or syringe. I probably grind it with wesker and alien.
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Some kind of cosmetic should be reward they gave legacy while back to some who prestiged with very old system but was that bigger grind than the grind to get P100?
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@Hex_Llama said:
My guess is that the killswitch system doesn't do items. Which is a shame, because I agree that this is a really bad bug. But apparently people can also crawl under lockers when they're downed, so I'm not sure getting rid of flashlights would fix it either.
Yeah I had one survivor crawl under locker I was cofused for moment but at least I was able to pick her up.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538390#Comment_3538390
4 hooks means the killer has hooked someone else, other than the person dying on hook. Ergo not tunnelling in my opinion.
It's usually is because one survivor gives you free hook or you get someone while the other was hooked. And usually you still chase and hook someone twice in a row. 5 hooks is usually the limit where it's not tunneling.
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@Yatol said:
Intentionally going after the same surv, i don't consider hooking the same survivor in a row tunneling if they didn't get targeted for a while. (for example i had a game where a nemi was chasing a Nea but he eventually lost her so he went back to a gen a found the last surv he hooked)
Yes that definetely not tunneling the survivor had time to reset and killer also chased other survivor.
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Tunneling is when you chase/hook same survivor again without hooking or chasing others. Also I do think survivor should get bit of time between his hooks to reset. So scenario where you chase other but instantly return to hook once earlier survivor is unhooked is still tunneling.
But there exist different level of tunneling. Hard tunneling is ignoring everyone else and hooking same survivor again and again until they're death. Whereas tunneling someone after his second hook and having multiple other survivor hooked is fair tunneling or soft tunneling whatever you want to call it.
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@SMitchell8 said:
How do you not sweat when you main Knight or against jukers when playing as Oni on console lol. Survivors I face pretty much always have an answer to every thing I throw at them, thus I need to try hard to win and I'm not ashamed to admit it.
That because console is at disadvantage compared to pc so you have to try more than they do to win.
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Because winning is always satisfying. But majority of the time I sweat because the pipping system requires you to win dominantly and there is always risk of depio more casually you play so you really need to try hard. Really I want my overall kill total to increase too.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528561#Comment_3528561
Feels like playing OG black cloth ghostie outfit and white mask vs the bush camo skin with scarecrow mask. Pay to lose (the black cloth doesn't blend well with most maps, the cloth is very loud, and the white mask truly makes you stand out), but boy is it just more thematically fun to play as vs the camo and the quieter outfit.
I play with Og costume but with the scary movie mask.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538563#Comment_3538563
If bleed outs do not increase MMR, people can intentionally farm weak groups then bleed them out to grief/kill them without changing their own MMR.
That I don't know but in disabointed if survivor bleed out because that cost me pips and kill in sacrifise category stat. Ofcourse is someone does not care about those then it's not big deal.


