Edgars_Raven
Edgars_Raven
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Depends on the legion, not healing against me you better be a class A looper.
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@selflessnea said:
So what are the first things that go through your mind when you see a no mither load into your match while playing killer? How about survivor?
I personally have been running it for a couple weeks on nearly all my matches and have seldom seen much difference in how the games ended. Note I still do take quite a bit of chase and some rare cases a vast majority of the chase (this is red ranks for anyone who cares). I have kinda come to realize that it provides a much different experience within the game.
I see no mither you better have irin will and ds, js 😂
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2316909#Comment_2316909
I think any of the movement killers tend to already have an advantage, so you are right about Legion. However, Clown also can move across the map really quick with the buff he got and he has 2 different anti-looping abilities now.
Meh. Sure its better than before but still ass. Like with legion i can run across the map, fatigue, kick gen, by the time ive caught up ive got my power. This is without any add ons. Clown would be, throw bottle run, throw bottle run repeat till there, reload, kick gen, catch back up to survivor. Not sure what reload is compared to fatigue time i just know legions is certainly easier for the same effect. In terms of chase legion gets the first hit fast and easy, 2nd hit is harder but chase perks can help ESPECIALLY enduring, holy moly is that perk amazing on him
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2316821#Comment_2316821
I don't believe so. Because Legion is hard counterd by the survivor basics with no help in chase.
Survivor basics such as?
He gets everyone injured quickly then is an m1 killer when getting the second hit. He also has good map presence because he can literally run to gens which elevates him above more basic m1 killers like mike, clown and trickster (dont get me started on trickster).
Trapper is a little different because it depends on how well the team is coordinated. Trapper can lockdown an area, but good teams can easily counter that, where as with legion as the map gets smaller the survivors have a harder time staying uninjured and if youve been getting rid of pallets around your 3 gen thats a dangerous spot to be in no matter how coordinated you are.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2316831#Comment_2316831
Ok so you didn't watch the video then. If you did you'd be listing your counter arguments to what he said. You're just saying "No he's wrong. Myers sucks".
I did to watch the video, it was awhile ago, i dont need to go through and counter everything he says. You believe whatever you want 🤷♂️
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2316826#Comment_2316826
That's right, don't watch the video and actually listen to the reasons and detailed explanations. Just dismiss it because its "some youtuber". Excellent counter argument.
I did watch the video. None of it proves he doesnt suck ass
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2316688#Comment_2316688
In no reality is Mikey an F tier killer. Scott Jund made an excellent comprehensive 25 minute video countering in great detail all the usual silly reasons people who claim Mikey is one of the worst use.
https://www.youtube.com/watch?v=Q7wp7RrzRfw
Could he use some buffs? Absolutely. Most killers could. But he is not F tier. He is not even in the bottom five.
Ah yes, some youtuber said it so it must be so 😂 mike sucks against good survivors. Hes d tier and if hes not in the bottom 5 hes number 6.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2316151#Comment_2316151
Cough Cough Legion
Legion > trapper, trickster clown and myers :p
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Enduring, spirit fury, brutal, bamboozle, stbfl = F your chase 😂
Ruin + ubdying + pop + eruption + surge = F your gens
Agitation + iron grasp + mad grit + starstruck + stbfl = f your wiggle
Nemesis + furtive + dark devotion + tinkerer + trail of torment = F your terror radius
Haunted + ruin + undying + retribution + devour = your f'd
This is just the memey stuff. Theres some things you coukd do as killer that might just be cruel
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2316723#Comment_2316723
You're right about getting back on the gen afterwards, I can tell because I run dragon's grip a lot. It does usually cause them to stop healing which can be a good or bad thing depending on the situation...
Run mindbreaker and blood echo, that combo is really good if exhaustion perks are being a pain. Youll also get to see how hard exhaustion perks boost these guys, they dont know what to do without dead hard 😂
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@Aneurysm said:
Okay, I've gone against survivors that do the "hold W" thing as it's called before, plenty of times as it's not a new thing but now everyone's talking about it it seems to be everywhere in my recent killer games, I'm talking multiple people in a squad who often but not always run sprint burst, sometimes with spine chill, and bolt to the other side of the map in a straight line, vaulting any windows and instadropping any pallets en route but not otherwise deviating from this set path, when my terror radius starts. Sometimes this has been all four of them, sometimes two or three.
So not really a balance discussion but more what should I do about it as an m1/low mobility killer? Do I just play blight and survivor forever?
Also before certain people start:
-I play survivor more
-I'm not saying survivor op plz nerf
-this isn't a thread about keys or spirit or gen speeds or whatever else is at the forefront of your mind
-I'm happy with survivors who hide or loop in case of "aggh survivors aren't allowed to do anything"
If the person has sb and spine chill and is predropping pallets that early, kick a few of the dropped pallets, find someone else. If everyone does this pretty quick theyre out of pallets. Deadzones are a #########
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2316661#Comment_2316661
You seem to have entirely ignored my post in which I detailed the numerous significant differences between keys and old Moris that made old Moris the substantially bigger issue.
You also can't say the upcoming key change is a straightforward number fix when you have no clue what the change is actually going to be. Keys need much more than a straightforward number fix imo. They also need a serious overhaul to their add-ons.
I am not biased just because I disagree with you. Please think logically about my points.
It was an extremely long post and im half asleep. So yeah, bunch of it got ignored. The moris also have another fix coming, they could have and still can spend 20 mins adding the bandaid to keys in the meantime just like they did moris. Im talking about changing when the hatch appears, that is straight forward.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2316486#Comment_2316486
Keys were already a problem, but a much less significant one than Moris. They are not even close to the same. Keys usually don't impact the results of matches. In many matches either the survivor dies before they use them, or they escape through the exit gate, or they escape through the open hatch, or they escape through the hatch in a match where they easily could have gone through the gate just to get the extra points. Survivors sometimes screw over their teams in winnable games by escaping through the hatch prematurely too, especially in solo queue. Usually when keys actually save someone's life it's only one survivor. Everyone has had games in which two or three survivors escape in a three-gen situation, but how often does that actually happen? Extremely rarely in my experience.
Meanwhile, assuming even vaguely decent matchmaking, even a green pre-nerf Mori would all but guarantee a 3k + hatch or 4k. It's also worth considering that in key games the match proceeds normally up until the hatch spawns, meaning everyone gets to have their fun up until the very end. Meanwhile, Mori games are often in an unwinnable death spiral from a very early stage. They drastically impact how the match progresses, and usually from a fairly early stage.
It's also worth considering that killers can also react to keys because the vast majority of them are brought into the lobby. They might choose to bring a sweaty build, or to tunnel the person with the key, or to simply dodge the lobby. Survivors have no such luxury. They don't even know for sure the Mori is active until someone dies to it.
Keys are also in the item slot and Moris are in the offering slot, meaning that the differential in strength versus other comparable items in that slot is substantially higher for Moris. If you bring a Mori you'll usually just be missing out on extra BP. If you bring a key you're missing out on more consistently useful items like medkits and toolboxes. Items like those make it less likely you'd need to rely on a hatch escape in the first place.
A final strike against Moris, especially pink ones, is that their drop rates are way higher than keys. This is because there are simply fewer distinct ultra rares in the bloodweb for killers than survivors.
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Two problematic things having some superficial similarities does not mean you should hold off fixing one for months just so you can release the fixes to both in the same patch. I don't see how you can disagree with this without being a partisan who feels your preferred side was screwed over because the other side had one of their pet issues addressed first. No one is disputing that the Mori change was good for the game, so why on earth should they wait months after it was completed to add it to the game? That makes no sense.
Moris were the bigger problem and likely had a much more straightforward fix. I see no reason to complain that they were addressed first.
The similarities arent superficial, they both end the game early. If you dont understand that or how simple number changes for both are about as straight forward as it gets when it comes to coding, i dont really know what to tell you. Enjoy your bias i guess
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2316277#Comment_2316277
It never drained charges in old franklins demise. New FD makes items almost useless depending on how long they sit.
Again. I'd argue that's a buff. Despite not destroying keys
Its a buff except in the cases of keys, which is why most people run it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2316415#Comment_2316415
You can compare lots of things. The balance of one is entirely independent of the balance of the other, though. In other words, the Mori nerf did not suddenly make keys a problem. Therefore there is no need to change them in the same patch. The only reason people wanted them to be changed in the same patch is because they perceive their preferred side as being neglected. Unbiased people recognize that the Mori change was a healthy one and that postponing it until the key change is ready doesn't make sense.
I don't think the devs are going to go with your suggested fix or it would have been done already.
Keys were already a problem. I wont speak for everyone but the only reason i brought a mori before was to get rid of the key user faster. Now its whatever.
People wanted them changed in the same patch because they are directly comparable. You refusing to see that doesnt make it not so.
I agree they arent going with my suggested fix, were all aware, thats why op created this thread
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@IlliterateGenocide said:
idk i think making it a 3v1 by tunneling someone out of the game at the start i think teaches bad habits ur not gonna learn if you dont take the pressure of beaing a new killer, tho tunneling mid to later game when you need is perfectly fine in my book and i do it all the time, tho wacking on the hook is just a rude gesture unless they were doin something toxic back
Good way of putting it. 👍
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@Habaneropeppah said:
https://forum.deadbydaylight.com/en/discussion/comment/2315568#Comment_2315568
Why is that considered a bad gesture? How did that become an offensive behavior in the game? As a new player, I have had killers do that to me, and I didn’t feel offended by it. Not doubting that people feel this way,just trying to make sense of it, since it doesn’t do anything to the survivor in game.
I never felt offended by it either. I always laugh when the killer hits me on hook. Idk why people get mad about it, but they do. Its up to you if you care or not. I dont
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@Habaneropeppah said:
So I’m new to the game as of two weeks ago, and have really enjoyed it so far. I started playing as a survivor (Meg). I have played with a number of experienced players, and they define having fun in the game when they can run a killer forever, gen rush, get cheeky hook saves, pallet crush the killer, taunt them at the exit, take a final hit before they run out, cleanse the active hex totem to turn off killer perks, take hits to save other players, teabag in front of the killer, sneak out through the hatch with a key, flashlight stun the killer repeatedly, etc…
However, the 3rd time I ever played a killer (The Doctor), I put the same survivor on the hook 3x in a row to make it 3v1, did the AOE shock every 60 seconds hitting 2 or 3 with an increased range perk each time, kicked gens and regressed them and put harder skill checks on them, and zapped players to prevent them from jumping through windows and using pallets so I could hit them. Then I would wack them as soon as they would unhook someone. I would also run by people left on hooks and wack them (I don’t think this causes damage or anything, just doing what I think a killer would do). I got a 4 kill and they only fixed 2 gens. Then, after the match, they were pissed, calling me toxic and saying it wasn’t fun. They also said my Doctor was too brutal, and I was running unfun perks (My Doctor is lvl 16), I wasn’t being fair, I didn’t let them do anything, and that I tunneled.
So if the survivors can do all those survivor things, then why is it a problem for killers to do their killer things? I mean, I have watched all the classic horror movies, and none of them go easy on the survivors. They show no mercy and use their abilities to scare, torment, punish, and kill characters, often destroying everyone or all but one character.
As a new player, I am honestly trying to understand why there is such a discrepancy between what’s fun for the survivors and what’s fun for the killers. I really don’t want to create a negative player experience for others in a video game, however, it really feels incongruent to select a killer and then let the survivors escape easily or limit / minimize your objectives and use of perks. Doesn’t seem to benefit the killer to hook everyone once in order, then go through the list again for the 2nd hook, then only hit survivors 1x after that, then they all escape.
Am I missing something here?
What youre missing is that this is an asymmetrival horror game. Winning as killer typically means the survivors arent having fun and vice versa.
What you did is called tunneling and camping. The best killers in the world do this when necessary. As you face better survivors youll notice its not always effective. Just depends on who youre tunneling and the situation as to whether its going to be effective or not.
This game is all about mind games, the greatest mind game the survivors play is convincing killers they have to be nice. You dont. Youre a supernatural serial killer whose goal is to kill as many as possible, theres no reason to be nice about this.
As for slapping the survivor on hook, its considered bm (bad manners) and is comparable to tbagging. I used to avoid doing it just to be nice, after 3 years of ######### messages, flashlight clicking and constant tbagging, i dont care anymore. If i want to slap the survivor on hook, i do. But i also tbag and fladhlight click when i play survivor so maybe im just an ######### 😂
Run whatever perks you want to run, play however you want to play. Most importantly, unless you like talking ######### turn the chat box off.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2316408#Comment_2316408
Yeah it's bloody painful. A friend saw me ranting on Twitter and offered to help though so I have at least one reliable mate now
Nice 👍
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2312775#Comment_2312775
Moris were by far the bigger issue and they also have nothing to do with keys in the game. The Mori change was also likely very simple under the hood, and while we don't know what's going to happen to keys, I'm expecting bigger changes. There's no reason why they should have been changed togther.
Moris and keys are absolutely comparable as they end the game prematurely for the other side. Yes, moris were a priblem, so are keys.
Keys are also a simple fix, its just a number change as to when the hatch appears so that they dont appear till after the gens are done (unless theres only 1 survivor left obviously).
Theres every reason they should have been changed together. Unbiased people are aware of this. :)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2316379#Comment_2316379
They're all yellow ranks. I'm in red and have been rank 1 for ages. :)
Oooouch 😂
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2316303#Comment_2316303
All of them except Bond and I have yet to have anyone but me complete a generator :)
Must just be having really ######### luck with teammates then :/
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Lets be honest he was unplayable befire the patch 😂
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@GoodBoyKaru said:
I have done every single challenge in every other level of every other Tome except the most recent one, for context. I know what all of the challenges are, and I know how garbage a lot of them are.
That said, BHVR, what the absolute flying ######### is this?!
https://us.v-cdn.net/6030815/uploads/QHPS7C0DGA88/image.png
No, seriously, what the hell were you thinking when you designed this challenge? There's so many flaws in it that a high-rise apartment gets envious, swiss cheese craves the amount of holes this challenge has. What in the name of every known Deity is this?
Yes, I'm angry.
EDIT: You all seem to be missing the fact this is solo survivor when matchmaking doesn't function
This ones super easy though, run bond + better together + prove thyself 🤷♂️ I play solo almost exclusively and did this pretty quick
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@Relix said:
Really, it got killed. All the chains are completly useless now, there is nothing to do with him anymore. I think the addons should be reworked, what do you think about? Whats a good build for the current freddy in your opinion?
Eruption + pop + discordance + thrilling + double dream projection add ons.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2316155#Comment_2316155
Idk why I have not tried that. I personally liked fire up because it's a comeback perk and Mike usually (unless survivors suck) has to do some sort of a comeback so the extra speed in kicking, vaulting, dropping, picking up all come in handy with that task. Will def try that once though to see what it looks like.
He probably just walks through the vault like its not there 😂
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2316107#Comment_2316107
BW is awesome I run it if the killer I am using has no way to slow the game down/regress it. Fire up I have always loved especially on MIKE you tend to lose a couple gens stalking and man his vault in tier 3 with fire up is so hilarious they never see it coming.
Im wondering what that vault looks like with fire up and bamboozle on t3 myers. 👀
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@ChurchofPig said:
What is your current incentive to prestige? That's it.
Got to do something with the bps, the only killer not p3 rn is trickster for me.
I dont want to dump points into them at 50 then decide to p3 them later, so ill p3 them then get a bunch of decent perks on them before i really play them
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@Hex_Ignored said:
Wraith
But dishonorable mentions go to nightmare and huntress for both having one meme perk (bloodwarden and huntress' lullaby) and two garbage perks
I love fire up and bloodwarden though. I wonder sometimes if tru3 wouldnt have done better against oracle utilizing brutal + fire up + CI + sloppy. The gens were getting done stupid fast regardless of any gen slowdown, fire up + brutal would have let him zone them and get rid of the pallets much faster. Sloppy would have slowed their healing down at least. CI for early pressure.
Bloodwarden is just funny
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Ricochet at base would be cool.
Id do a few things to buff him
1) 115% movement speed. Hes basically plague and she moves at 115.
2) survivors should have to spend 1 second per knife removing them, they shouldnt magically disappear.
3) Main Event shoukd be activatable when you want it and not on a time limit, BUT maybe its harder to get as a trade off.
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@ethan99 said:
When playing survivor I usually always bring a flashlight.
Reason being is matchmaking is so volatile in the evenings/night, that I get paired up with rainbow ranks (hell some brown ranks play better than reds...).
I don't know how good my fellow Dwight is running his base skin (bless him he looks so cute)
Point being I run the flashlight to waste/distract as much time from the killer as possible, because my team mates are usually potatoes.
If I have the killer fixated on me they have all the time in the world to focus on their objective. I will try run/blind the killer for as long as possible.
I even managed to flashlight save a Steve on his death hook twice on one of my previous games.
But I would like to know from killers mains is what I'm doing toxic to you?
I like to play both roles and if I know a survivor is decent at looping and has a flashlight I would not focus on him all match, but instead target the weaker survivors, and wait till he has to to save ie out positioned.
However especially to new killers this playstyle may appear super toxic, if I see your a new killer in the end game I will usually always apologize and explain why I have to do this.
If you are a newer killer don't focus on the survivor trying to get your attention, they are most likely the most decent at running you around and blinding you.
Also if you suspect a flashlight in the area don't pick up.
Yes I know I'm echoing advice but still a lot of killers pick up as soon as they down someone... I know I'm there watching you 0_0
Sometimes I would love to run SWF because I would not have to resort to this, since I would know how good my friends are etc. But they got scared off DBD in the first few hours hence I am alone :(
If there any solo survivor brothers here, do you being flashlight? If not what do you bring and why not? How do you handle potatoes?
Toxic, no.
But be warned, if you seek attention you might get it 😈
I was trying to ignore a Jill because she was my obsession and i was running stbfl. She kept running behind me clicking the flashlight. I ignored her for about a minute, finally i had enough. Downed her, hooked her, camped her. When people tried to save her they got slugged.
She wanted my attention, she got it 🤷♂️
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@Grandpa_Crack_Pipe said:
https://us.v-cdn.net/6030815/uploads/7BDXG2ZGDS3N/image.png
Stop doing this to me.
I say "It's probably gonna be 18 or 19" at the end of the match as as joke, I don't want to actually be right.
Play legion for that challange. You get to stabby a lot
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@GuyFawx said:
Trapper needs spike traps to injure and slowdown running survivors, he needs poison traps that slowly kill the target if they dont mend, he needs locker traps with a buzzer even Saws pig has better trap design. Pit traps would work too except i doubt they would ever let him dig a tar pit. Window traps so if a survivor jumps through a window a spike armsends them back through and pins them to the ground.
I love this, he does need way more trap types.
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@joeyjordisonsnipples said:
https://forum.deadbydaylight.com/en/discussion/comment/2315401#Comment_2315401
Ending chases & the game fast in general isn't rewarding in the bloodpoint sense, so how is it efficient?
Because getting hooks on people leads to them being removed from the game. This question woukd be like if a killer asked you "ending generators early & the game early isnt rewarding in bloodpoints so how is it efficient?"
You see? Completing objectives moves yiu tiwards a win, getting rid if 1 survivir in 4 really early is HYPER efficient (assuming of course you can do that) as it completes a 4th of my objectives and slows the rest of the team down
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@Munqaxus said:
Ok, we've all probably watched horror movies, if you played this game. And since Killers have been wanting a secondary objective for survivors, what would make sense in the framework of horror movies? Well, I would say the secondary objective for survivors should be the ability to kill the killer. I mean honestly, it's been a horror movie troupe since the beginning of horror movies, the survivors finally have had enough and turn on the killer and end his reign of torment.
- Laura Strobe kills Michael Myers in Halloween
- Nancy Wheeler kills Freddy Krueger in Nightmare on Elm St
- Lefty Enright kills Leatherface in Texas Chainsaw Massacre II
- And so on and so forth...
Neither Laurie nor Loomis killed Michael, he got up and walked away when they werent looking.
Nancy Thompson didnt kill Freddy, she just sent him back to the dreamworld.
The devs have stated in the past that they dont like the idea of survivors being able to kill the killer, as thats his role.
As for what should be done imo:
Each map should have 5 regions, each region shoukd have a switch that when activated allows the gens in that region to be worked on. Each region should contain at least 1 gen (most probably 2, never 3), 2 pallets ALWAYS and 1 totem. Map size should be standardized so all outdoor maps are the size of badham and generators are always in tge same place.
Do all that and we can talk about mechanics that hard counter camping and tunneling, like base ds.
Part of the issue is everything is connected. If you just do 1 thing it impacts everything else.
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Add secondary objectives for the survivors (mandatory).
Camping, if the killer is within 8 meters of the hook for longer than 8 seconds their aura is revealed to all survivors, overrides any stealth nechabics or perks.
Tunneling is a bit tougher but basekit ds and applied to both health states ought to do it.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2315620#Comment_2315620
Old dbd for some reason everything was done slowly, killers had breathing time, survivors had a chance to do totems/chest etc, killers sweat less since in most matches there was old ruin, survivors outplayed killers for reals unlike now a days.
Way less bugs or limits such as cooldowns like overheat as an example.
Before as an old billy main, I was able to curve all I wanted without fearing of missing a chainsaw and lose 3 gens, p2p was better than dedicated servers.
Both sides were less optimal and more fun.
Fun fact: if survivors abused infinites and such, other survivors actually sandbagged the infinite abuser and never unhooked him, killers if a survivor was actually being trolled or sandbag for reals they usually gave that person a break.
This game is way more balanced than it was 2 years ago yes, is it more fun? Nope not at all, in fact I prefer there being overpowered stuff that was fun compared to current dbd.
Old ruin is why things moved more slowly
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@Piruluk said:
But what can devs do?
Besides introducing secondary objective to survivors,something to do before they can begin working on gens.
Tunneling can be solved giving hooking mechanism to every killer like Pyramid head has,removing the traditional one
The game has always needed mandatory secondary objectives 100%
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@ghakon said:
Hello all!
After been playing survivor for a while, I decided to play as the killer now for a while now. Im playing on console(Playstation) and would like to know which Killer is good to start getting the hang with? So for example which killer can I get better at hitting the survivors? And is not too hard to play/master? Hope you have some good advice for me!
Thanks all!
Falarid
Wraith is the best to get the basics with. As soon as youre comfortable hitting people though you should switch to bubba. You need bbq and chili as it cuts the grind in half.
Theres also a ton of material on how to run loops as killer, i highly recommend you watch those
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/2315006#Comment_2315006
I'm playing on Xbox and it's nowhere near unplayable. It's a little more laggy then before but still runs fine and I haven't crashed once.
Im also on xbox, Ive crashed 12 times and my game freezes for 2 to 3 seconds everytime i look at someone funny. I said what i said.
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@joeyjordisonsnipples said:
Just played three matches consecutively where the killer camped then tunneled after unhook. To all killer mains, why use this strategy? As a survivor main, camping and tunneling feels unfun & therefore monotonous, to say the least. If anybody pledges to this gameplay style please explain why, as I may be missing the point.
Depends on how many gens there are when i get that first hook, and where theyre hooked.
1st hook and theres still 5 gens? Only noobs/griefers/angry people camp then.
1st hook and theres 2 gens left? Depends on if hes hooked near the gens or not and how bad he was in chase.
1st hook and 1 gens left? Not much point and leaving then 😂
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2315005#Comment_2315005
I'm a Ghost Face main, I get 4ks all the time without tunneling or camping. Both Bubba and Ghost Face have the same movement speed. Neither of them have map mobility.
Tunneling and camping isn't putting insane pressure on the team if the team doesn't care. I can hold a 3 gen for a solid 15 minutes. All M1 Killers get cucked by vaults, so Bubba's not special.
It depends on the situation doesnt it. Look me in my eyes and tell me youve never exposed someone while they were unhooking 😂😂 bet you get 12 hooks every game and cgase each survivor in turn too huh 😂😂 (fyi no i dont believe you, save it for the survivor mains that believe that #########, even ohtz camps and tunnels when necessary, ######### outta here 😂).
If youve got someone hooked in the middle of a three gen that is an insane amount of pressure because they cant work those gens. No team in their right mind wants to end up at end game in a 3 gen situation and down a person. They lose 90% of the time when that happens. This is where bubba elevates, because theyre in serious trouble if this happens with him.
Do you even play killer? Why do i have to explain this to someone that 4ks all the time so must be a r1?
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The bloodlust requirement is what kills it honestly, its so rare to get to bl1 youd still be better off going with most other perks
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Boy did you ask that at the wrong time 😂
The games in the worst state its ever been in, virtually unplayable.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2314241#Comment_2314241
The point I was getting at was that competent survivors will smash out gens, which means you have 1 kill on the board and 3 hook states. That's really not winning.
Camping is almost never the right play, especially not in a three gen. So, put that way, just how important is it for him to be the best at camping?
Pretty important when he doesnt have map mobility and gets cucked hard by vaults which are every where. Tunneling and camping is part of the game, and for a reason. It lets him put insane pressure on the team when used appropriately. Like hooking the survivor in the middle of a 3 gen. Or punishing a swf you know is going to be altruistic. Bubba isnt a horrible killer, but hes not great either. Being able to camp at appropriate times in the appropriate places is what elevates him out of c or d tier. This nerf would put him there (probably c).
Look it would be wonderful if the game had more objectives and killers could play in such a way that they were taking turns with the survivors and being nice. Those days disappeared with old ruin. You cant neuter bubba like this without balancing the other side by slowing gens, which we all know isnt going to happen.
Nobody likes the bubba that hard camps the first person they put on hook, but nobody likes the gen rushing swf either. Everyone in the middle has to deal with the occasional douchebags 🤷♂️
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2314836#Comment_2314836
Maybe open your eyes.
Ive seen plenty hold w till i close distance then get to a loop, ive never seen one run from one wall to the other and back again. Doesnt even make sense, why wouldnt they run to one side of the map, play a loop, get hit, run to the other side, play a loop, get downed? They would waste more of your time doing that. I think youre exaggerating a bit with that.
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Its not anymore toxic than camping or tunneling 🤷♂️
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2314549#Comment_2314549
You are right then I got outplayed. But imagine you run towards a survivor on a gen and the second he also sees or hears your TR he runs straight away from you, you need around 30-40sec until the survivor reaches the edge of the map, so ofc you will hit him and then he runs straight at the other direction of the map and well you need another 20-30 sec to reach him and hit him.
Now what is the interaction which is more fun? Holding W or mindgaming and getting outplayed or outplaying.
Ive got 3k hours in this game. Ive never seen a sirvivor do thay
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@yeet said:
https://forum.deadbydaylight.com/en/discussion/comment/2314549#Comment_2314549
predropping pallets and running in a straight line is hardly outplaying anything
also complaining about killers trying to actually play loops and mindgame is pretty pathetic like that's the entire point of the game?
So is running away for the survivors
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@Andokuky said:
I don’t mind, it’s a good killer map so long as you don’t break the walls.
Actually there are times when you should. I had a nice 3 gen once, breaking the walls gave me quick access to all 3. It felt broken actually because they were stupid close together