DemonDaddy
DemonDaddy
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I think that sbmm is rationing off good solos to average out team scores to match killers or good players have swf'd up at this point. With so many currently giving up or dc; it's dragging down players that would otherwise prove efficient. A 3v1 while not impossible is incredibly more difficult at 5 gens.
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@Bubble0seven said:
https://forum.deadbydaylight.com/en/discussion/comment/3111701#Comment_3111701
I get the strat to slug, and yes it is the fault of an alturistic team to get slugged in most cases, but not to be bled out that is just plainly wrong and holding the game hostage for no other reason but to be a dick, unless they ALL have boil over and or they have put you in a position not to be able to hook. To leave them on the ground purposely to let them bleed to death is just stupid for a killer too as you do not get any points for a bleed out death. It shows that killers character he aint there for the win he is just doing it to flex and show he is the power role slow clap to those that do that.
I'll agree that is a flex maneuver, but it's a long shot away from holding survivors hostage. The whole team has to botch tremendously for everyone to go down altogether (bubba being the exception). For as long as I've been playing; in most cases only the survivors can/could actually take a match hostage. The few ways killer could do it were patched out.
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@Bubble0seven said:
https://forum.deadbydaylight.com/en/discussion/comment/3111686#Comment_3111686
I think he forgot the bleeding out part since he did say the wraith left them slugged for 4 minutes which is about how long it takes to bleed a survivor out....Slugging is a tactic, bleeding out without a reason is just scummy.
Still falls on teammates to provide altruism in that time.
Not speaking for that killer's intent, but I do this to get more chases and ignore hooks. I don't camp the downed survivors so their teammates are free to grab them at any point until I'm after survivor #4.
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Blame bad altruism from teammates, slugging is a good slowdown tactic that often provides a time minimum hooks cannot.
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@alunsa said:
These increased gen speed perks are mega popular right now because of the slowdown perks killers are running. Its a back and forth. Regardless, you'll still have other gen slow builds you can still go in the future. Plaything + Pentimento can still give insane value when it comes to gen slows (although the counter is pretty simple) if thats what your looking for.
Theres really no need for such doomer posts when there are a plethora of other viable builds killers can run. Regardless I don't think thana was that insane on any other killer except plague and legion AND its still good on them. You'll be ok!
Can't speak for others but I dont even remember the last time I let the killer get use out of that combo. Maybe my teammates might break'em, but I just boon over hexes knowing there will be no repercussions.
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Near perfect doesn't guarantee any kills. Survivors can play extremely safe to deny efficiency and few killers on the roster can change that.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3103434#Comment_3103434
from the stand point of every damn survivor they are, for me personally, they are really good but a 3k hours nurse is unbeatable no matter how hard u try
I disagree as a solo survivor. Some of my most feel good wins were against these killers.
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So the killer gives you all your chases in one stretch.
🤔
It only seems like a bad thing if you're failing to prevent or escape every one of those interactions.
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Playing against low rated survivors doesn't prove a point with camping. These are players that can be 12 hooked (using survivor rulebook).
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@TheWheelOfCheese said:
Actual footage of me as killer managing all the plates:
you dropped one
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It's all fair, you have to lose in chase for killers to get the down anyway.
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You don't have to like the answer for it to be true. Both sides are not entitled to a favorable loss.
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The number of gens doesn't matter, unless your so good that toying with survivors is clearly an option, killers pressure for a quick kill to prevent survivor sided snowballs.
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It's the same experience it has always been, easily countered by stealth and healing. Survivors have to be playing poorly or extremely outclassed for this perk to seem out of hand.
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Without dh to extend/reset chases survivors are now playing much safer. Instant or pre-droping pallets has always been an option and difficult for a majority of killers to counteract. Even with the gen changes there are more than enough resources for survivors to burn through while the others focus on repairs.
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Solo games actually feel better for me. My teammates are now more cautious about engaging the killer and chases still function the same. Aside from the dh change, nothing seems to have made things more difficult.
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Solo actually feels better for me. Nothing got more difficult in this patch and with the perk changes my teammates are now being more cautious about engaging the killers.
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It's the survivors responsibility to avoid attention. There's nothing toxic about the killer giving it undivided.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3097111#Comment_3097111
NOOOOO MUST NOT RESORT TO BOONS :((((( too much totems to boon, must stick with adren and hope
That's fine, you keep the endgame build. Meanwhile I'll be using mine for the full length of the match and to counter snowball hex builds.
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My favorite perk to run. It's great for slowdown against non-comm teams and provide a minimum time of incapacitation vs hooks. This let's me focus on chases and gen defense while also forcing survivors to search for those teammates.
I don't run it for "toxic" bleedout, but if anyone dies its a result of poor altruism and failing to escape multiple chases.
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Poor decisions and bad plays will always make the other side look good.
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Coh= totems belong to you and never need to break them
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This update has actually improved my survivor games.
👍devs
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It definitely should not be alerting us to a stealth killer if not in direct line of sight. Devs know it's bugged, killswitch it until it's working properly for survivors and stealth killers.
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It's still good and now can only be used for what it was intended.
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Solo que is fine, so many are blowing the changes out of proportion. Outside of the heavily relied upon dh, I can't seem to find a reason why some think the game is much more difficult now.
Seems the go to argument is solo sucks because teammates. Well that's not a issue of balance in regards to your individual capabilities as a survivor, but is a reflection of the sbmm affecting games.
I find solo is still fun to play and the changes have not made performing actions more difficult.
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Solo survivor is still fun and I've been enjoying this update.
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1v4 is the reason
Equal 1v1 makes the game boring for at least 3/5 people playing
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3080201#Comment_3080201
But survivors always does those mistakes/erors. Dh used to be there to give second chance but not anymore. Also killers now can get hit that they would not gotten before because faster hit cool down and pallet breaking for me that had led me being too dominant in most games so I go easy on survivors and even just let last 2 escape sometimes.
Yeah, never cared to use dh so I learned to do without. It's completely possible to do fine without 2nd chance perks. The recovery, even with full save the best stacks, doesn't prevent reaching another loop/pallet unless out positioned (that's my experience anyway)
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3079937#Comment_3079937
It's now easy to be more succesful as killer only weak killers like sadako, pig and wraith has to work for their games. But whenever I play B tier or better killer it's blowout if I don't go easy on survivors.
I don't find that the changes have made my survivor games more difficult but that there is just less room for a margin of errors.
Also just like with new killers on ptb; we will all have to endure while some survivors adjust playstyles from what no longer works.
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The killer actually has to be successful for the benefits of most perks. If survivors are playing well those benefits can be denied. The killer equivalent of a counter is usually "wait it out", which also provides survivors more time to act.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3076750#Comment_3076750
praying? The only counter to camping is uninstall
I would refer you to my reply 3 posts above your response.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/3076750#Comment_3076750
How please explain
Few killers can force camping effectively. With a few situational exceptions survivors have the chance to counter this with coordination alone; 2nd chance perks like bt aren't even needed but do additionally contribute to the odds of success. With the new base bt a single survivor now has enough time to reposition and cover the unhooked until hit or a fresh pallet is reached.
Camping is not a guaranteed kill just as an unhook is not guaranteed to be safe. There is always the possibility of success or failure for both sides.
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Would be interesting to see a way for killers to generate pve obstacles
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Yeah they're close, but I've seen pallets closer together. Atleast hooks require a survivor to go down first.
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@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3076741#Comment_3076741
Requires team work? ######### are you on about? It should take ONE person to get an unhook while others are on gens. Period. Anything else is wasting time. And also. If a Killer is returning to hook to hit the saver or unhooked, that's cheap af. But also should be giving the other 2 people time to stay on gens. THIS is why solo queue is a nightmare.
Don't know how effective your teammates are but a single survivor is enough to do just what I suggested. I also don't see anything wrong with the killer coming back to pressure a zone where atleast 2 survivors are guaranteed to be.
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Solo is still fun and camping can still be countered without perks.
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Saves just like before the patch still requires teamwork. The base bt is enough time for teammates to position themselves to cover an escape or at least provide time to reach a fresh pallet.
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Stealth has always been a viable option. Yeah a good looper can waste decent amounts of time, but Stealth can accomplish the same goal. Killers waste crippling amounts of time to patrol between gens and even more if survivors don't wait around to be seen. At some point the killer is forced to start searching, which for some survivors provides that (chase time) without the risk of being downed.
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Solo all day is my way to play. Seriously think players are overestimating the changes while under estimating how many mistakes they're actually making.
Solo feels good and I'm looking forward to future updates if the devs stay the course.
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@zumer said:
A soloq survivor has 45 deaths out of 50 matches. Thanks BHVR. Play your game yourself. I delete the game.
I'm still enjoying solo and the changes haven't made the experience noticeably more difficult. Although I was fortunate enough that the perks I use are unchanged.
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Solo still feels good for me. I don't know what mmr this impossible gen situation is in but I'm not seeing it. The killer changes have made no noticeable impact on my survivor experience.
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@JibbyNeutron said:
https://forum.deadbydaylight.com/en/discussion/comment/3075266#Comment_3075266
there is nothing to be relearned about loops besides MCmillan with new tiles. All other loops are the same and work the same
I've seen survivors overestimate the # of possible loops where old dh would have secured the vault/pallet. So yeah I'd say some need to re-learn to loop the normal way.
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Solo survivor is still fun and the changes have not made anything more difficult for me.
👍devs
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Alot of survivors have to re-learn how to loop and use tiles again. So far none of the changes have made my solo games more difficult. Killer changes didn't change much either except for catching up against poor movements.
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2 sides for new players to choose from. Maybe they will have a bad experience with their first choice, good thing there's an alternative. Playing both gives great insight into what personal corrections can be made to improve.
Overall any failure will be from lack of experience regardless of side. Like with any game its up to the individual whether they tough out the learning curve.
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Game appeal drops dramatically for me when killers are ridiculously easy to counter or loop chain. Glad to see some of the changes made improvements.
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Solo is still fun and the changes haven't impacted my survivor experience.
Overall 👍 devs
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It's been good so far. I'm unaffected by they perk changes and solo survivor is still enjoyable.
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@JibbyNeutron said:
https://forum.deadbydaylight.com/en/discussion/comment/3072025#Comment_3072025
everything was good in my Killer games before even against the sweatiest teams
To bad our success wasn't enough to meet the kill ratios the devs want to balance for.