El_Gingero
El_Gingero
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- Username
- El_Gingero
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Comments
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It’s comical how often survivors DC over seemingly every little thing.
In half my matches as killer atleast one survivor will DC. I was playing one of my first few games on Blight the other day, got off a nice curve at the start of the match, injured an ace who promptly stood on the spot teabagging, DCd after I hooked him lol.
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He should start with all his traps and should be able to pick them up as well. Trapper is arguably the most outdated and power-crept killer in the game. Not only does he have to waste so much time to even be able to set his power up - time he really doesn’t have to spare - but there’s no guarantee it will do anything in the first place, and can be countered too easily in too many ways.
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Not particularly. It’s just a video game. That being said, I don’t tunnel often but if the survivors hand it to me by unhooking in my face etc, why not.
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It’s pretty much useless for anyone but the top 1% of survivors. If you can loop almost perfectly, vs an equally skilled killer, it can make the difference between getting hit or not at windows and pallets.
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Cheers.
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Mostly hillbilly, Trapper and legion.
Hillbilly is my main and pulling off cross-maps and curves will always be satisfying, Trapper is fun for 3 gen strats, and Legion for BP farming and face stabbing.
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I don’t think too many streamers are at actual high MMR. You can usually tell who is though because they rarely have potato’s and almost every survivor plays exceptionally. As someone said above, coconut is a good example.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2881683#Comment_2881683
so then why place the trap??
like it just is not computing in my brain why you would do that when you goal is to kill them asap, why not save the trap for someone else or have used it earlier?
They didn’t know when you were going to be unhooked so they put a trap on you as insurance.
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They knew you were dead on hook and wanted to secure the kill. May not be the most efficient play depending on the overall scenario but getting a survivor out of the game is a solid play more often than not, and can oftentimes be the best option regardless of other variables.
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The devs can’t balance around SWF because the game has no comms and isn’t designed nor balanced around them.
Considering they refuse to add comms, they need to add more information mechanics to solo queue, which would allow them to buff the majority of the killer roster without overpowering solos.
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Open handed + kindred can be amazing for solo queue especially on smaller maps.
One of my favourite non meta builds is open handed, kindred, bond and windows of opportunity. You pretty much know where everyone is at all times, know where the killer is when someone is hooked, and can loop them around the entire map. Highly recommend you try it if you’re bored with the current meta.
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I just realised something completely insane.
What are we FNAF fans looking for? A HINT.
So, I decided to use my experience in cracking ciphers to aid us in this endeavour and I believe I’ve stumbled upon the golden goose. Here I’ll be using the numerical values of words to prove definitively that Springtrap will indeed be the next killer.
Hold onto your sockies:
HINT: Dead By Daylights next chapter is
(sum of numbers 359)
Five Nights at Freddy’s: Springtrap
(sum of numbers 359)
Coincidence?
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/2879340#Comment_2879340
Honestly these days it feel like all of those things are happen every game its not even funny
Yeah and due to how matchmaking works even low MMR killers have to put up with several thousand hour SWF on comms taking full advantage of it lol.
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It’s more about weak, outdated killers, survivor sided maps, bad rng, spawning on gens, second chance perks and sometimes items, which make gens feel as though they go too quickly. Even highly skilled killers can lose 2 to 3 gens within their first chase.
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NOED is pretty weak overall. It makes you play with 3 perks until the last gen pops, has lots of counterplay, and only gives more than one kill (which you would have gotte with 4 perks anyways) unless the survivors play into it. More or less.
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Cheers.
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@[Deleted User] said:
I really dislike the current killer meta. Not the direction the game should be going IMO. I get that the skill gap between the top and mid to low end is a problem, but a strong auto-pilot/training wheels meta is A: not fun to face and B: completely busted in the hands of a skilled killer. I had two games in a row tonight that I 4k'd at 5 gens with Agitation/Pain Resonance.
The synergy between Pain Res/DMS is problematic because the only counterplay is to not do a gen for a brief period. That can't be the intended design. I get off a gen for 10 seconds, watch it blow up (which the killer sees), and then get chased off to proc DMS. This is braindead gameplay.
It’s not autopilot, you have to get downs and pressure gens, which is the core of killer gameplay. Doing that vs 4xDH, DS, unbreakable etc is far from autopilot, and if you can’t do it? The perks do next to nothing.
Atleast killer meta isn’t packed with perks which reward them for playing poorly. If a survivor messes up they just have to press a button - that’s autopilot. Want to unhook even in a bad situation? Just bring BT. Play like lemon? Doesn’t matter, DS will save you.
As for counterplay, all you have to do is let go of the gen before the killer hooks and then determine whether or not it’s safe to continue working. Not only is that easy counterplay but it’s effective too.
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I highly doubt it will be FNAF. Enough people are fed up with the game as it is, especially with MMR, and whilst FNAF will bring in a bunch of kids/teens, the vast majority will leave the game shortly after due to its unwelcoming nature and absurd grind.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2874781#Comment_2874781
Have you been there for DBD release?
Back then most if not all stuff was handled Clientside and people tempered with the data to give themselves unlimited BP.
Therefore they implemented the limit but that's neither necessary or adequate for the game state today.
Aye I’m aware of that, but it should have been changed a long time ago imho.
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It’s odd the cap is only mill when it takes more than that to level just one character to 50, let alone unlock and level up the perks you want.
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Cheers.
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It’s not like people are just complaining for the sake of it. Sure, that happens, and it’s a common thing with any multiplayer community, however not to this extent. There’s an underlying cause.
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I don’t think there’s any one thing I love about the game tbh, but I do enjoy winning a tough match, or turning a match I shouldn’t be able to win into one by taking advantage of the survivor’s overconfidence.
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Some maps have far too many pallets to the extent that a skilled m1 killer can be ran by a sub average survivor for significant time, and aside from that, it’s just boring and repetitive playing the pallet breaking simulator instead of DBD. Who really wants to spend the majority of their match breaking pallets?
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@Aven_Fallen said:
Just love it that they just dropped another Dev-Notes full of Killer-Buffs and STILL people say that the Devs cater to Survivors.
Yikes³
The buffs are appreciated however they don’t change many of the issues which make killer a chore to play for many people.
The majority of the roster is under tuned and outdated and although it’s improving slowly, many still have terrible addons.
Low and mid tier killers get nerfed occasionally.
Too many maps are survivor sided with overturned combinations of tiles and too many pallets.
Unlucky survivor spawns can put you on the back foot from the get go.
Hex totems frequently spawn either next to gens or out in the open rendering most of them weak and ineffective.
Survivors have access to too many second chance perks which either reward them for playing poorly, undo good plays that the killer makes or bad plays that the survivor makes.
CoH is overturned and makes already outdated and under tuned m1 killers even weaker whilst breaking the flow of the game in general by proving consistent free heals throughout the match.
So on so forth. As I said buffs and rewords are great, but it’s perfectly reasonable for killer mains to complain about a plethora of issues.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2869867#Comment_2869867
proxy camp is one thing tunnel is valid strats tho if you do tunnel you cant complain about DS... and im talking about face camping or just camping ignoring everyone and everything unless they are going for the hook... i do camp if someone is 10 sec away from going into 2nd hook stage and i pass by or if im cose its ######### not to camp the 10 sec to get someone out of the game... but my point with this point wasnt that camping itself is completely useless. it was more like if you camp because survivors are "good" how are you going to improve urself... i see killer with 1000 hours that are worse than the AI killer... they double back on all loops they respect all pallets the swing with the wrong timing(too far away) and they camp than in the end game they say "i camped because you were good" most of the times its not even the survivors that are good, its because you are bad like how is it even possible to loop a rock and a tree 11 times that takes 6 sec to run around? it isnt unless the killer does weird stuff
I agree plenty of killers can resort to camping out of frustration or as a last ditch effort to get a kill, and it can be because they’re bad at the game, which does hinder them from improving.
Sometimes though, even if they’re better than the survivors there’s still little chance of winning, and in those situations many will choose to camp. Too many killers are weak and outdated, too many maps are survivor sided with several safe tiles linking together and a massive supply of pallets, and too many meta perks for survivors allow them to survive even if they misplay multiple times.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2866742#Comment_2866742
That's possible to do at EGC, to get a survivor out the door.
But any other time, all you are doing is giving the killer health states, not doing gens and losing the game for your team. All the killer has to do is hit everyone and keep going after the hooked survivor. You are basically throwing the game at that point.
You’re only throwing the game if you misplay (or get outplayed) or if the killer uses camping at the optimal time and you play into it. You have to position correctly and body block accordingly. Sometimes it’s better to take hits than to let your teammate die on hook, sometimes it’s better to rush out gens and escape while the killer stands there. Camping has plenty of counterplay and it’s far from a guaranteed kill even if you’re perkless.
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I agree it’s not as bad as it may first seem. What it does show however is that the game has a surplus of survivors after taking the 4:1 ratio into account, which is less than ideal. Killers could do with some love to bump those numbers up. It’s a common sentiment that the game is survivor sided and that killer can be a chore to play, which I’m sure does play into their lower than ideal population.
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The numbers don’t seem as bad as they first appear when you consider that you need four times as many survivors as killers in each game. A surplus of killers and survivors is ideal, especially with MMR, however we only have a surplus of survivors, which is less than ideal, but it’s not as doom and gloom as the available numbers can make it seem.
Having said that, I agree that playing killer can be a miserable experience, and that the game is balanced in favour of survivors.
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Correct me if I’m wrong, it’s 5:20am and I’m tired, but surely the ratios are still incredibly bad even if you could count the killers in a match, because there have to be 4 times as many survivors in a match too?
nvm it sort of works out actually.
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There’s ofc the occasional first hook camper, but in most cases I’ve witnessed, camping is a strategic play utilised at the correct time for pressure. With how survivor sided the game is, and how unbalanced most maps are, and how weak and outdated many killers are, even killer mains with several thousand hours have to camp, proxy camp and tunnel to apply adequate pressure. It’s just part of the game at the end of the day, and in the majority of cases, when such strategies succeed, it’s the teams fault for failing to respond appropriately.
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@Zozzy said:
SWF isn't, the way the game ignores their existence and pretends everyone is solo is the problem.
That’s basically the same as saying SWF is a problem though lol. Which imho they are as the game is “balanced” around solo queue and therefore inefficiency.
SWF can play inefficiently but comms are the single most powerful tool survivors have access to, and if utilised correctly they provide tremendous advantages that aren’t part of the default game, nor are they taken into account with its balancing decisions.
@RenRen said:
I dont think Swfs are that big of a problem. It's more that the balance of the game is very one sided with the exception of maybe 2 killers on some maps.
That’s a good point. I do think SWF is too strong if playing to win, but two of the major contributing factors are poorly designed maps, littered with safe tiles and too many pallets, and weak, outdated killers.
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Flashlights are easy to counter but they can be annoying when you’ve got to deal with 4 of them + comms + 4x DH and Unbreakable and then 4x BT when you finally get some hooks.
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Blessing us too fast as it is. Nerf baseline speed and I’d be fine with it.
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Cheers.
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Tough one. My answer could change depending on the map, but I’d say DH.
CoH is extremely broken and while just one can lose you the game, at least it has counter play, and survivors can use it poorly.
There’s no counter play for four survivors using DH at windows and pallets though, and it’s almost impossible for them to mess it up.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2867495#Comment_2867495
I personally get a lot of use out of it on maps that have multiple structures containing windows.
I definitely appreciate your reply, though, and agree that better players than myself probably don't get caught out as much by things such as window spawns (I know SWF can just call them out or w/e).
No worries I know where you’re coming from as I run it with almost every build on survivor, but I just think it’s a strong perk for survivors like us, but as you get better and more knowledgeable, a window not spawning where you’re hoping during chase isn’t such a big deal as it’s compensated for in other aspects of looping.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2867365#Comment_2867365
I don't consider myself a good player, but I can make chases last for ages uses WoO.
https://forum.deadbydaylight.com/en/discussion/comment/2867366#Comment_2867366
Most people just slot out IW for it - Huge meta break :(
The thing is, pretty much any survivor can make chases last a while vs most killers because maps are littered with strong tiles and an excess of pallets. All WoO does is show you where they are. So yeah, it will make you a better looper if you don’t already know the maps like the back of your hand because it shows you where to run, and granted it can help experienced players avoid the occasional deadzone, but I don’t see why that makes the perk itself too strong. If anything it just shows that map design is survivor sided.
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What makes it too powerful? I don’t see it.
Always on. What makes this inherently OP? P
Always free. You have to use a perk slot. But sure, you don’t have to do anything in-game to see the auras, but what about this strikes you as inherently OP?
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She’s pretty strong but overrated imho. If you’re unlucky with fountain spawns and if survivors play efficiently, she’s a tier 3 Myers for the majority of the match, but without an extended lunge or faster vault.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2866598#Comment_2866598
No need; whataboutisms are already ignored. :P
A convenient little buzzword 😁
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2866598#Comment_2866598
That chart just looks like a list of games by popularity. Am I missing something or is it basically just saying “playing a video game uses electricity”? 🤷♂️
That’s an interesting interpretation.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2866711#Comment_2866711
That is not the case in my games. The games I'm seeing, the killer is face-camping. If you don't have borrowed time or decisive strike, face camping is not able to be countered, no matter what you do.
I’ve countered it and have seen other people do the same. For example, all 3 survivors go to the hook, play the hook game, position and body-block accordingly. Can be done with 2 as well but it’s harder.
To counter camping, survivors must play out of their comfort zone and take a strategic approach, which is part of why it’s used as a pressure tool, because most survivors are stuck in their ways and won’t try to work as a team. Too focused on looping and gens to consider other elements of gameplay. Killers know this and take advantage of it.
Things of course get much easier if you just run BT, DS, DH unbreakable. You don’t even need to be good to with those perks.
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The majority of deaths via camping are your teams fault for failing to save you. Of course there are exceptions such as bubba, but even he can be countered with BT, unbreakable, DS, correct team work and a bit of luck. But more often than not, with other killers, survivors simply misplay or use you as a resource. The blame should go to them, not the killer.
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Myers is the worst killer imho. At least legion can get stuck-in right away as opposed to crawling around the map wasting stalk trying to become a basic m1 killer.
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I’ve only done this one time when I was a sub 100 hour killer main, vs a flashlight SWF as Ghostly on The Game where I couldn’t stay in stealth for more than a few seconds. I didn’t really see it as giving up though. It was one of my first few matches on him and I just wanted to get into a reasonable match to practice. So I went and crouched in a corner facing the wall and then opened the gate. At least they left without rubbing it in lol.
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Anyone want to practice their mental gymnastics? 😁
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@humanbeing1704 said:
Because it's been clear for 2 years they don't put thought into console when making killers
Unfortunately true. Look at Trickster for example, where even a skilled FPS player will struggle to perform due to no aim settings for controller. He’s essentially unplayable on multiple major platforms.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2865367#Comment_2865367
It is. Most other games have the same issue with "ports".
Saying that other games can have similar flaws is a terrible argument for why such a flaw is justified.
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@Tiufal said:
This is a PC game with a console port. Like any other game this is how it works out. Despite Blight being able to do thing he never should be supposed to be able to.
That’s no excuse for such a disparity between platforms.
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Generally speaking, if you’re successfully camped in this game it’s your teams fault for failing to save you.
