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Deathstroke

Deathstroke

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Deathstroke
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  • @Krazzik said:

    I actually find it a bit jarring that normal attacks and lunges are normalised across killers. Legion and Pig having the same reach as Knight is so weird.

    For me soem lunges feel totally different with pinhead I don't hit anything but with wraith I hit through pallets and can go for long lunges.

  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282353#Comment_3282353

    Was just about to ask about that as I thought they capped the match length recently to be an hour. I'll have to double check cause it might be bugged I'm guessing.

    The match time limit is 1 hour and 5 minutes now. It was confirmed by mod in other thread.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280514#Comment_3280514

    Yeah,its a skill issue from the killer from not being in a chase,downing survivors,protect gens at the same time,my bad.

    And survivors are very skilled for holding m1 on a gen all game and hiding in bushes,its the killer fault for not being able to do everything at once.

    /s

    Also I am very sure should be translated to = I am assuming this guy actually has 3 minutes chases until he downs a survivor when I clearly stated the chase doesn't last more than 30-1 minutes which is considered a very good chase time considering you play a killer that has to deal with pallets or loops.

    I think lethal pursuer and corrupt should be basekit for killer. Today match I played almost 3 gens were done before I could start to chase anyone properly when playing myers. First was done in under 30s and I went to stalk one person there but she was good at preventing me stalking so I had to change target. 2nd gen popped then soon after and 3rd was halfway until I got to even tier 2. I got down then when it was 3 gens done roughly over 1 minute into match. It was swf with brand new parts and other gen rush perks. But when I play soloQ loop killer 120 seconds not single gens get done.

  • @[Deleted User] said:

    Orginally it was a 4k (DC's counted as kills) that was a far more fair system than the pointless emblem system.

    I 4k a lot with twins but still don't have adept on xbox for them, even after waiting for rank reset I got a 4k & still didn’t get it because I killed them too fast or whatever!

    I'm probably mid range mmr on killer because I play more survivor these days & always let one go so I don't rocket up & get reasonably well matched games most of the time.

    But since survivors just have to survive to get theirs killers really should just have to kill for their own.

    Next rank reset try to keep last 3-2 alive and keep slugging them again and again. Then you should get the adept. Tunneling might be good option too to get one quickly out and then you can stop gens getting proggressed.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280735#Comment_3280735

    That and we're also stating that this isn't a reportable offense because the game can progress by survivors working on the gens and just dodging the chains every so often.

    I don't think anyone here LIKES it but by the letter of the rules, it's not taking the game hostage (and it shouldn't take a hour to do, you find your fellow survivors and have multiple people just hammer the same gen. Rinse and repeat. It'll take a little longer than usual but nowhere near "hostage taking" levels).

    Isn't the match timelimit about an hour now?

  • @Dionysus42 said:

    Survivors say chase is the only 'skillful' part of the game, but tunneling involves 3 successful chases, so how is it less skillful than any other killer option by these standards.

    If you can't loop for long enough to get the others out in 3 different chases, you're just bad. Crying about tunneling is literally a big survivor skill issue.

    It's more skillful than camping when you do one chase and camp the survivor to death. But that's about it all other stragedies requires knowledge of game and knowing how to pressure. Tunneling you just chase that one survivor and ignore everything else. If it would be as hard as other stragedies way less killers would do it. Most killers do it because it's easiest way to win.

  • I mostly have good games as killer so I can't really relate. I have my bad games too and sometimes gens fly very quickly and not much you can do but I just move on to next game then play harder. Your situation sounds like matchmaking thinks you are best killer player and places you agains't the best survivors.

  • @[Deleted User] said:

    I personally haven't noticed. Then again, I usually play whoever has the incentive on.

    Yeah same for me.

  • @Moxie said:

    Not sure why tunneling is seen as a bad thing anyways. It's the most efficient way of removing someone from the game.

    Yup, sucks for that single player but so do a lot of scenarios in any multiplayer game.

    In fact, they have to nerf the anti-tunneling perks because the survivor being tunneled had too much power.

    Take that as you will.

    It is not good for game health and unfun for both sides. Nerfing anti-tunneling perks was bad decision.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280816#Comment_3280816

    Tunneling is one of the best and strongest strategies a Killer can use?

    Yes but I like to win using more skillful stragedy like 8 hooking everyone before killing anyone off or just chase whoever I see. But I do use it still when I want fast kill or easier game or to try to make comeback in game which is not going well.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280334#Comment_3280334

    It's sadly really not that hard

    Our eyes are made to easilly detect movement so if you don't move and have a outfit that somewhat blends in you're already very hard to find

    Hop into a locker while the killer is not near every couple of minutes to avoid afk crows and done

    1 hour is still ridicious long time. Survivors have never hide more than 20 minutes from me before I have been able to locate them. But it's most unfun experience of dbd for sure.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279633#Comment_3279633

    This is not satire and it was never intended to be that way.

    Survivors don't like the killer doing X things because it's unfun/interactive/no counterplay.

    Killers also don't like survivor's doing Y things because it's unfun/interactive/no counterplay.

    Both sides agree to limit/minimize doing these things, and the end result = everyone is having more fun.

    What's hard to get?

    Killers give sometimes mercy for survivors because you have lot more control of the match as killer if it's going your way. Survivors however don't if they start playing easy on killer. He can use that to his advantage and kill the survivors.

    Just example when huntress was doing bad missing all her hatches chasing me 3 gens. I gave her down and she facecamped me to death and downed my teammates while they tried save and turned the match into 4K. Maybe swf can give killer bit mercy they can at least control their teammates but in soloQ you should not show them mercy until exits are powered.

    Tunneling/slugging/camping are stragedies which you can use but they're not the most fun playstyle for either side and they are not only playstyles to win either. I play for chases which is more fun for both sides but ofcourse I punish survivors from reckless or stupid plays. If they insta unhook I tunnel if they leave someone on hook too long I camp second stage/secure kill. If they gen rush I tunnel/camp. But I don't have reasons to use these stragedies when there are 4-5 gens still left. If survivors bring cakes/streamers I go more easy on them if I can and usually let 2 escape.

  • I don't think so you can just replace one challenge each day and seems you're already done that.

  • @Wampirita said:

    Treat this topic lightly. It's not about discussing x or y playstyle.

    I wish to create and actual IRL rulebook of the widely known "survivor rulebook for killers"

    But I need y'all help. While I can think of many rules myself, I'd like for the book to have quite a few pages.

    So please, share with me all the rules you can think of, they don't have to be super good, they just have to REEK of entitlement.

    Doesn't matter if you're a survivor or a killer main, you definitely met survivors trying to tell others how to play.

    I will share the book once I finish making it :D

    Here few rules...

    You have to "always" leave hook and even if survivor is rescued immediatelly you are not allowed to go back. So you have to go find new survivor and just let the other two heal...

    You are not allowed to go after same survivor you hooked if you have't hooked someone else in meanwhile. Even if he abuses off the record to prevent your getting another down.

    If you play bubba you can facecamp but you have to allow trade to happen.

  • @HoodedWildKard said:

    Play for the emblems.

    Survivor:

    try to do at least 1.5 full gens, running chase helps a bit for lightbringer. ######### with the killer in chase or (if you aren't great at chase) shadow them inside their TR without getting caught, stealth points can do quite well for you in the evader emblem, doesnt have to be chases. Get a couple safe unhooks and heal at least 2 full health states benevolent. And just try not to die for unbroken. Best if you can avoid being downed at all but that's not exactly easy. Basically just play uber effectively and hope you don't get hard tunneled.

    If push comes to shove and you know the game is a write off then play for hatch, you won't often depip on a survival unless you did literally nothing the whole game.

    Killer:

    Don't let gens get finished if possible, easy iridescent for gatekeeper. But even if they do get done as long as you pressured them hard and delayed the final one you can get gold. Injure survs, pressure them and don't let them heal for malicious. This helps chaser too, try not to let survs get away injured if possible but do not camp hook. Devout you need to make sure you get those hooks and preferably kill everyone.

    My personal advice if I'm sweating for pips with killer (which i avoid doing now, unless I'm trying to adept a killer) tunnel one survivor hard. Proxy camp their hook, not close enough to lose chaser points but keep LoS or use powers, like traps, static blast, guards, victor aura perks etc to keep tabs on the hook to punish unhookers and remove the unlucky tunnelee from the game. Not a fun tactic, but an effective one. Remove one survivor and a 3v1 with 3 or 4 gens left if practically a gimme. Try to force a 3 or 4 gen setup by herding survs away from gens that are close to each other. Then you have a fairly easy game and just make sure survs don't lure you too far away for too long. End chases quick. I dislike sweaty play like this as killer now, prefer to relax a bit more in normal games. But it works like a charm if you want good pips/rating.

    Tunneling might seem like best stragedy to pip but that's not usually the case. For example you tunnel one survivor out 5 gens rest just suicide on hook and that will result not pipping. Or either the one you tunnel is godly good and you get looped 5 gens. Too many things can go wrong with it. But it is effective stragedy for sure but unpredictable one.

    Best stragedy in my opinion is to spread your hooks more. So usually I hook everyone once before finishing someone off. Usually survivors don't give up in that situation too or if they do you still pip. Then I spread hooks so last 3 are on death hook before finishing them off but sometimes I have to take another survivor out if they're getting gens done too quickly. No way out is good perk to have in this case too it might help to secure the last few hooks and kills.

  • @OrangeBear said:

    You're lucky. I don't enjoy playing nurse. In fact the killers i like a pretty low tier and as a result if i want to win i need to tunnel, and in doing so make people angry at me almost every round, in the end, im not even having fun. Such is the experience of DBD.

    Maybe try to tunnel less. Personally I avoid that tactics if I can as I know how much it sucks for other side and that kinda takes some fun away and makes match more sweaty. So at 4-5 gens I don't do it at all even it would be big advantage sometimes. But if survivors gen rush or use dead hard well then they're getting tunneled by me because they try to deny my fun. Survivors should not even complain in my opinion if killer start tunneling mid/late match when 2-1 gens left. Normally I think best tactics is to mostly focus on 2 survivors get one out before endgame at least. 8 hooking everyone and then killing survivors one by one is probably most fun tactics for both sides. But it is not realistic stragedy to win.

  • Most killers who camp are on pc using anonymous mode. Console killers usually play more fair even they have big disadvantage it's harder to hit spinning survivors and you are limited what you can do with certain killer powers. Oni, blight, hillbilly turning is slower and you can't use their techs.

  • Yes. Has happened me while killer ran that plague perk which makes you scream when someone is downed. I ended up losing all my healing proggress because I didn't had enough charges in med kit to completely heal after that.

  • @danielmaster87 said:

    If they're getting an extra kill or 2 every time simply from equipping NOED, I'd say they're going against survivors of their same caliber.

    That's why people equip NOED sometimes it does not work out but most of time you can quarantee extra kill and even snowball and turn 0K to 4K. I don't use it often because I expect to win most games before endgame.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274517#Comment_3274517

    Imagine if the game map only spawned 10 pallets instead of 25. That would be fine by your estimation apparently.

    I guess most people haven't really come to the understanding that DBD can only be a fair game if the killer is Blight/Nurse on most maps.

    Yes if it's seal swf team. Then nurse and blight are fair but agains't any other team they're unfair. Agains't soloQ it is usually easy to win even in eyric of crow with any killer. I don't personally have problem as I win 80-90% of my killer matches and that is enough for me and in bad games I still usually can get 2K. When I play survivor however I lose 70-80% of time even if Im tunneled/loop killer 5 gens my team finds a way to lose somehow. Most survivors just are bad so if game is balanced that eveey killer is able to beat good sfw. Kill rate will go up to 90% and that is not fair game. 60% of kill rate which the game now has is good healthy number.

  • @HugTechLover said:

    Yes, it’s completely necessary for the killer to have. It’s a 4v1.

    Isn't the game 4vs1 and if that is too hard should it be changed to 3vs1?

  • Maybe they were doing challenge or wanted fun game. But as they didn't get what they wanted that happens.

  • Boil over should be honestly reworked it's huge problem for console killers but barely anything for pc killers. They just have to watch out that they don't fall from great heights. But for console killer it's just very hard to even move and if there is doorway...

  • @ganthc said:

    I got 10 hooks, 4 kills in a round with Sadako and I still only got gold emblem. I'm guessing you need to be perfect with 12 hooks to get iridescent.

    It's bugged curently last kill does not count so it's harder to get. Try to get 11 hooks and 3K that works in gold and lower grades. But in iridescent grade is not possible earn iri devout now. 10 hooks should been enough though did you hook last survivor only once? The game probably didn't count that at all.

  • I would mute that communication system it's not good idea. I play swf when I want to communicate. But soloQ could use some indicators showing who is chased for example and kindred should be basekit.

  • First time I saw it I though the blight was hacking when he was instadowning everyone and I didn't know he had that kind of add on. He camped hook and when someone came to rescue he instantly pumped to activate it. He downed me at exit guarding there. I tried stupidly to run through and went down. It's very strong as long you know how to use it. I only got down with it myself when someone stood in the exit teabagging and thinking she was untoucheable.

  • Dh is pretty fine now and baiting it out actually works. Also survivors have to time it perfectly so it's lot harder to use than before.

    Coh has been nerfed hard before does it need another nerf im not sure. Maybe same totem should break if killer snuffes it 2 times. But other than that I think it's fine.

  • @Tsulan said:

    Wasn´t camping addressed with basekit BT?

    That would been good help for soloQ before 6.1 patch but since then camping got big buffs slower gens but as fast hook timer and faster recovery from basic attack. Before that survivor didn't have to trade instead they could just dh away from hook and killer didn't get free down. With STBL you can even make trading very hard. I have used that perk many times to camp at endgame and turned 1K into 4K. Hook graps should be removed and hook timer should be bit longer then camping is fine.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267690#Comment_3267690

    Nah, it is 100% the animation. If you notice any difference between Pinhead and Wraith, you probably have some problems with Pinheads quite unique weapon.

    I dont even mean this in a bad way, I had some problems with Plague when she was released, because she also has quite a unique weapon.

    It's lot shorter lunge too with wraith you can hit pretty far away but pinhead can barely hit half of that distance I don't think that just animation can explain it. But I have just stayed away from pinhead. Then there is freddy who get most bs hits.

  • @Aven_Fallen said:

    It is just the animation.

    They're definetely different with pinhead I never get hits throught pallets and it's very hard to hit spinning survivors. But however with wraith is easy to get hits through pallets and easy to hit spinning survivors. The difference is like night and day it's not just animation.

  • @Hex_Rural_LTE said:

    For perspective, Borrowed Time came at a time when a bunch of killer buffs were also introduced. Before this patch, kill rates were around 54%. Now they're at 59%. The additional killer buffs more than offset the addition of Borrowed Time, and I think it was a healthy change to help solo queue since you couldn't rely on your teammates bringing BT, which was basically mandatory.

    I'm a killer main, but I probably play 30% solo survivor and 20% partial SWF (with some <50 hour players). What I think we need in the first patch:

    • Anti-camping basekit changes (e.g. cannibal/hillbilly charges depleting around hooked survivor)
    • Give survivors basekit Kindred
    • Give survivors a UI indication when any survivor is in chase, not just the obsession

    We really need to close the gap between solos and SWF because even in my partial SWF games, not being able to communicate with the solo players is usually why we lose. Once survivors get those buffs to improve the solo queue experience, we can buff killers to compensate. Basekit shattered hope is probably the first buff on the table - Circle of Healing is still problematic, and being a generic perk no killers need a reworked perk to replace it.

    I agree on your changes expect bubba should at least keep one charge when facecamping hook.

  • Grim embrace it encourages going for multiple hooks.

    Mini corrupt invertion which would last 30s so survivors don't complete one gen before killer has even chance to find them.

    I would not however make slobby butcher basekit that is very annoying perk.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265118#Comment_3265118

    Math is objectively true.

    I can play Survivor all night long, two dozen games... ZERO SALT form any Killer whatsoever.

    I get Survivor salt in 3 out of 4 Killer games.

    It's not even CLOSE.

    And encouragement?! HA! Not even once in 1500 hours.

    Have you think the way you play is why you get so much salt. I have played some games with pc and survivors 90% of time don't say anything or only gg. Even I played basement bubba they didn't say anything while I got 4K:s... There are 4 survivors so more often one survivor can be salty than just one killer.

  • @whothis said:

    No way this should be implemented , it is very easy for someone to abuse it. This is same as saying I don't want to play against XYZ killer.

    way to abuse - Don't know how to counter a killer? put other killers in the want-to-play against list.

    Option could be let's say you face nurse and you don't want to face her again you can disable facing her for one match but after that you can't so that way you don't face same killer 2 times a row.

  • If you play everyone about same then P9 seems smart but if you play some characters rarely I would only update them to P3 to get their perks for everyone else.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263357#Comment_3263357

    lmao people dont like putting in the effort to learn new killers they wouldnt even play killer in the first place. I play all the various killers, except from maybe 4 or 5 (one of which includes nurse.) But i never will compete in higher mmr lobbys which is fine by me, because i switch so mutch between killers i will not get to the deepest depths of skills from the more complicated ones. Blight slide techs or exact knowledge of nemesis hitboxes. Not to mention Huntress and her hatchets. For some it takes a couple of rounds to get used again, with other killers i will just never get a pro.

    I know it doesnt fit the narrative but its just that nurse and blight are the most rewarding killers and players on highest MMR are indeed the dedicated ones. They aint like me, who play for just variation and challenges, they play to win, to get 4k. That is their target. And if nurse provides the best solution to this its no wonder nurse gets picked more by the pro players.

    if all the others could reach a simmilar skill reward then you would have more variation. So if you would ask for anything to get variation is buff the weaker killers rather than nerf one or 2. Cause the pro players will just adapt to the changes, it will only make casuals even more hesitant towards playing nurse.

    For me it would be very boring to play same killer all the time. I need variety and fun otherwise it's not game but job.

  • SoloQ needs few buffs like basekit kindred and everyone should have those obsession things showing who is chased. That would help but swf does not need any buff.

  • What I head you don't lose as much mmr points if you did well in match but still lost survivor or killer. But would you honestly want to gain mmr when you're losing? I don't because that just puts you agains't better survivors or killer.

  • At least they should make safety pipping lot easier so if you hide in corner doing nothing or suicide on hook/dc you depip.

  • @Jotanl said:

    https://forum.deadbydaylight.com/en/discussion/351325/devout-emblem-bug-since-patch-6-3-1

    Next time this happens you should probably post game logs. If it happens to me i'll do it.

    It happens every game.

  • Same problem for xbox too last sacrifice does not count in stats and in devout emblem. So it's imposible to +2 pip in iridescent grade and harder to pip in lower grades too. And worst part is it also makes it easier to depip. Hope this is fixed when the grade reset happens.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261976#Comment_3261976

    I have 2,322 hours played in this game as survivor. I have never been able to hide by the exit gate and open it in time before the killer got there after closing the hatch. "Got away for free" is a myth among killer mains when the last survivor just so happens to beat the odds and escape. Keys now are largely useless. To get any value from a hatch key now you have to be the last survivor and find the hatch before the killer finds you after its closed. I can't play a key every match as a backup plan in case I am the last survivor. At that point it basically becomes a BP dump because you're playing it hoping you won't die or lose it before it can even be used.

    I know survivor is a team game, but often times I don't really have a team and end up being punished for other people's failures. The killer is then rewarded further from your hopeless situation. It sucks when you're giving your all and your team is giving 1/10th of what you're giving and you end up paying for it. The current end game for the last survivor feels unbalanced and unfair.

    Use solo survivor perk makes you able to open exit gate 50% quicker. When you're last survivor start to open exit immediatelly when hatch is closed. You should get out unless the hatch was very close to the exit.

  • @KerJuice said:

    Yea I hate going against Eruption. But as much as I hate that perk in solo que, I still feel like if we lose- it was more-so because of my teammates for either being inexperienced, making bad plays, ragequitting, or lack of effort. I need more games going against it when I consistently have competent teammates, to truly say if it’s a bit much. But because matchmaking is trash, I may never be able to make that determination.

    You can win it but it will take probably like an hour and soloQ teammates are not patient and smart enough to play that long without making mistakes. Once I had though hour long match without getting the win agains't 3 gen protecting nurse eventually she managed to get my teammates as they took risks. She did miss like 100 blinks so she did lot more mistakes than my teammates. Well if my teammates would played safe that ge would lasted as long as the match timelimit is.

  • @Seraphor said:

    Why would survivors be rewarded with a pip for doing nothing?

    A killer DCing should guarantee a 'safety pip', so that you don't depip, but that's it. And as far as I'm aware it does?

    I was 1 point away from pipping in emblems score. I did as much I could 2 gens unhook and healing and bit of chase but the killer then dc:t and denied my pip.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260354#Comment_3260354

    This is the proper solution. They need to rework crows entirely that if you haven't touched a gen in 2 minutes, you get crows. Then once all gens are powered switch back to old method for crows.

    You loop killer 2 minutes and get AFK crows? But if the crows are reworked match should have 20-25 minutes time limit.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260350#Comment_3260350

    It's really wild how hard hatch got hit by the nerf hammer but I personally don't like the hatch at all cause I don't like such rng things. The killer did good and stopped the survivors from fixing the gens and even killed two already and I can see why so many slugg for the 4k cause you won on all grounds and rng takes away the last kill.

    I sadly can't come up with a better Mechanik to give the survs still a chance to escape that involves less rng but actually a skilled play from there side to escape in that hopeless situation if you know what I mean

    Last kill does not even count anymore so it's just stupid to slug for 4K anymore it's only increase your mmr. But does not count in stats and in devout emblem. Killer anyway find the hatch before survivor 80% of time so it's better to kill second last right away unless killer wants the game last another 10 minutes.

  • @Persephone_ said:

    He's really not very good. He's not the worst either and has some fun add ons but good teams can stomp him. I find a lot of low MMR Wraiths have an unfun playstyle.though, where they proxycamp/rush back to the hook and tunnel one person out one by one. New survivors then don't know how to deal with this. That is definitely not every wraith but I'm certain it does happen a bite more often because he's a free character, easier to pick up than the other basegame killers and a lot of newer players don't know tunneling is "frowned upon".

    I remember there was once a YouTube video where a comp team went against TrueTalent and Dowsey playing Wraith (so experienced killer players) and the killers had tough time . Maybe that would be a good video to show them. That and hoping your friend goes against a god Blight or Nurse sooner rather than later. 😂

    I think wraith is bit underrated he is pretty decent. Im actually like 20 wins streak with him trying to reach iri 1 grade but it is difficult as double pips are basically removed (last kill does not count in emblems and stats). I have to win another 10 in a row to reach iri 1 as im iri 3. I have rarely tunneled in this streak as it's not optimal for pipping and I have beat survivors even in eyric of crows and garden of pain maps. But I do tunnel when it's neccesary and know my hooks. But most games I have 6-8 hooked before finishing anyone off.

  • @Remedicist said:

    Current Dead Hard is more fair and is more difficult to use so it takes skill in actually timing it, especially since pallets and windows cannot be used during its animation (which lasts 1 second long despite the effect only being .5 seconds long). Killers can now actually wait it out too. I personally don't see the problem with it.

    Yeah if you wait at pallet before lunging and survivor dh:s you can get him if you time your lunge right before he can drop the pallet you get the down.

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