DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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@Gnarly said:
https://forum.deadbydaylight.com/en/discussion/comment/2293977#Comment_2293977
It's never ever been this bad...what caused it, PTB didn't even have this issue and maybe we need a PTB on console from how awful this is.
They did change things since ptb, they are bound to find the causes in this patch. Just know that it's really consistent with dh.
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Completely recks fps in chase, sometimes so bad it forces a disconnect.
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If your being effectively stealthy, the killer wouldn't have you on the hook. Being stealthy after your in their sight is a Houdini trick I wasn't aware Survivors had access to.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2293573#Comment_2293573
I started just camping and running noed. Trying to loop is an absolute nightmare
Yeah, the lag/rubber banding and fps drops completely threw me off. When I play Survivor it's little more than sound stuttering.
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Will be happy when the fix comes. Had to step away from all killer play due to issues. At least the bugs aren't as crippling for Survivor.
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My personal counter to this would be to slug everyone while gen speed is still favorable. If any one of those Survivors play stealthy, killing will just increase the time strain on the killer.
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Failure to reach full potential as a Survivor squad does not negate it's existence. Anything short of that are personal mistakes holding you back.
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Chase stalling should not work on every killer. 1v1 is killer favored otherwise the whole game doesn't function.
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It's on the Survivor to avoid being caught in the first place. It's on your teammates to provide additional chances.
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I like them but boy are they dumb. So many times I'm on a gen closer to the zombie, but it's chasing a teammate farther away.
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Playing Survivor, I find him balanced. Not to difficult to loop and slight passive gen defense when zombies are close. So far very fun killer to face.
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Enjoy facing a strong spirit player. Enjoy it even more when I survive against them.
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Overconfident survivors lingering on gens and engaging in needless chases.
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Finally encountering some merciless monsters. Solo que is the most fun it has been in a while.
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Playing solo, I make no apologies for my survival.
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Everybody gets one shot solely reliant on their own ability. Failure means any additional chances are on your teammates. Killer only has one goal and that's to remove Survivors, not give you chances to make their experience more stressful.
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Seems like an outdated design from when the game's pacing was slower.
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The range is to large.
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Add tag lines to emotes; saving, on gen, etc
Free perks are overkill
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Using the Skins of dead Survivors would be cool. Great way to showcase personal customization and would be entertaining to watch yourself coming at teammates while spectating.
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Sometimes they all deserve to die. Prevention of a free escape is legit.
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I'd suggest, remove the directional detection and make it a smaller radius.
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Yes, solo Survivor is my power role.
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Haven't gotten a single salty killer message since I started playing on Xbox (huntress release). Long list of salty Survivors though.
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/2278886#Comment_2278886
That’s why I literally said remove the cap and add an objective. Do you guys just not read and jump to defend the killer role 24/7?
I think both are fine as they are. While limited use places perks on the low end of selection, situational perks allow for a larger variety in the perspective category. I actually like the feel of finite resources when playing survivor.
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Same, no idea why.
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@[Deleted User] said:
I fail to see how this friend is in the wrong here? Tunneling/camping/slugging are all reportable offenses in the unsportsmanlike category, this is indisputable. Killers who employ these tactics are actively cheating the survivors out of a fair match, preventing them from playing the game and earning blood points.
Must have missed the repeatedly stated fact (by devs and mods) none of those are reportable or ban worthy.
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Survivors can make it easy and coordinated teams make it difficult.
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Killer works for bbq and is an incentive to start a new chase.
Survivors have distortion to delay detection from a # of perks
The two do not equate or solely in direct opposition
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2278660#Comment_2278660
Well, theres still Haunted Grounds to bait them, wasnt there also Undying which showed you the aura of a survivor near them?
Have yet to see a killer zero in on me over a dull totem. Haunted ground is one of the few to capitalize on the cleanse, but also easy enough to wait out. I never put much faith in hex perks as I'd rather have something I can use the entire match.
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Good bye hex perks. All it take is each Survivor cleaning one totem, add this and totems are finished at the start of the match.
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@Gnarly said:
https://forum.deadbydaylight.com/en/discussion/comment/2275915#Comment_2275915
Trapper has a thing. Traps and he is a bad killer so it isn't his fault where he is rn. Wraith isn't bad and when I say he gets free hits...he does, there are maps where pallets are too far spaced and he gets free hit with whirlwind. It's a boring mechanic. It's just moves faster for a few seconds. There isn't any skill and you bad survivor awareness is the only way he gets free hits is very ignorant.
If you play survivor, you don't get unlimited pallets and you can get screwed by RNG. To say only bad survivors get caught in a dead zone isn't changing my mindset of him being boring. He isn't even broken or unfair. Just boring. It's a free hit at times when you don't have anything nearby. Especially with some of the BEST add ons a killer can have
Being aware of my surroundings and watchful for the killer is my Survivor play style. I don't rely on pallets as a main defense, but do stay mindful of there spacing or if already used. It's not a free hit when lingering on gens or out positioning yourself. That's just high risk decisions with the outcome dependant on the killer not being occupied chasing someone else. If being cut off before reaching a second loop is an issue, focus more on avoiding the chase to begin with.
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Keep the bonuses for spine chill but remove the 32m detection, tr would work just as well without making it a counter for every killer.
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Several times spikes caused me movement issues in chase.
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Wraith doesn't get free hits, bad Survivor awareness gets punished. Hit and run is a very engaging tactic as your not assured the killer will stay occupied in chase. Boring is trapper chasing you and no traps are set.
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Zombies made my Survivor matches far more interesting. Getting caught by one is completely on the Survivor for lack of awareness and encourage cautiousness over taking a blind corner. Had one zombies force me into rotating around a gen to work on it, most engaged I've ever been on a single gen.
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Given how much charge different items have, Franklin's will now mainly affect med kits. I'm fine with the change, though it is skewed that keys are the one loophole of the rework.
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I'm just glad the devs give us the generic challenges as a route to finish. The character and perk specific ones are probably the most annoying and game throwing to complete.
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Had the same experience. Teammates were on gens and avoiding the killer to the point of minutes passing between injuries. Even games where ruin stayed up, with no one goofing off the gens were timely.
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Perk 1: Blind Focus
When two or more Survivors are on a generator, Survivors become oblivious to all activity outside of a 16m radius.
Perk 2: Straggler's Martyr
While within 8m of a healthy Survivor, wounded Survivors can be afflicted with deep wounds and healthy survivors suffer from hindrance
Perk 3: Death's Favor
Upon a Survivor's death, the last totem to be cleaned is restored by the entity.
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When I play Survivor, I want a killer that show no concerns for anything but the kill. The moment killers start handing out mercy, the match loses purpose.
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Strong tiles and line if sight breakers are key. It is also useful to understand how scratch marks work and where they can be muddled to mask a breakaway. There are also multiple perks to aid in this but efficiency can vary with each killer.
Currently the most common go-to option is trying to run loops until the killer gives up or your downed, can work but also the fastest method to feed the killer a snowball.
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Not gonna run a perk I have no use for. I see campers and tunneling so rarely it would be a waste of a perk slot.
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I miss the days when it effected healing, that was a nice effective slowdown to the game.
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@SleepyWillo said:
I mean its a grand idea but why play and exclude a map when you can just play the offering for the one you want?
Unless its dirt cheap (I wouldnt even value it at 3k tbh) I dont see the point
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/256882/a-map-blocker
There is already an ability to block anyone from choosing a specific map. That is good enough. There are so many maps now, that the probability of getting the same one multiple times in a row without an offering is lottery odds. More to the point, there are four Survivors; no, you can't have something that allows them to disallow maps because between the group of them they could block a huge swath and cherry pick.
Map offerings are fine and should have priority were my idea to take place. My concern is with base map rng and seeing the same one back to back. Play an offering and have it override the block, I just want to see more variety than farms and swamp.
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@thrawn3054 said:
Only a fool would balance around high level play. Why would you try to make a game that fits like 1% of the player base.
Cause balance at the skill cap means failure at lower levels is based solely on personal mistakes and being outplayed on skill. This would have no impact on players still learning to correct themselves and improve. Granted the mmr would be needed to prevent the top being paired down in a negative way, but we already have that issue with the imbalances.
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A knife only trickster...OP?
🤔
I can think of some bad Survivor decisions that might make him seem that way, but short on ways to force that scenario as the killer.
Personally I find him by far the easiest killer to deal with in 1v1.
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It's up to the Survivors to counter killer actions, it's up to you to avoid the killer. No reason to punish the killer when it's the teammates that fail you and reward an otherwise bad tactic.
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It's PvP, we will never have a chill experience on both sides at the same time.
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Bust the hex, now they only have a perk that tells them which gen is lost.