Freesham
Freesham
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- Freesham
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Contrary to popular belief, Thanato isn't very good on Plague. It's effectiveness comes from slowing the speed of gen repairs AND healing. Guess what? It doesn't affect cleansing speed, and that's the only way survivors heal themselves, unless you're playing M1 Plague without Vile Purge.
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It's sad how Blood Warden gets countered by 99'ing a gate (unless you open it yourself). I bet if survivors weren't able to do that, Blood Warden would be a bit more popular.
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@Blueberry said:
I want to lose because I was outplayed, not because gens are too fast.
Problem is you have to depend on the survivors making mistakes or wasting time for the killer to win. If survivors play efficiently and focus on gens, and the killer does not tunnel and hooks everyone even amounts of times, they'll likely come out with one or no kills.
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@SewerSwans said:
Fantastic analysis. If you want to stop tunneling, make it not optimal to do! My DbD balancing dream might be a strong trial warmup mechanic so I could actually exert pressure before gens gain substantial progress. On top of this, a dramatic speed-up to gen repair speeds, but the first time you hook a survivor it permenantly and dramatically damages their ability to repair. So there's an actual tactical decision between 'hook diversely to slow gens' vs 'rush a kill'. Currently, rush a kill is the ideal choice.
Alternatively, recently hooked survivors could suffer slower repair speeds and possibly be given another objective, meaning you counter gen pressure more by not tunneling someone out.
Something like this would be great. Currently the way things are, by the time you down your first survivor, two gens pop, and that's if you actually did pretty well and ended the chase relatively fast. So now survivors have 2/5 of their objectives done, while you're only 1/12 of the way there. It makes you want to take shortcuts, like killing a survivor early or slugging everyone.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/163996/campers-and-tunnelers-on-blast
As long as DS exists everything is fair and everything is called for.
This pretty much. Also if you're desperate enough to not get tormented, you can always run away from the loops that PH makes trails at, and take the M1. That way you always have your DS available when you get unhooked.
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I think it's a good opportunity for people to learn Huntress more, I don't see her played that often. I'm not amazing at her, but I was able to finish the challenge on my 2nd try.
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I'm waiting for the day killer FoV gets increased. Equipping Shadowborn feels so nice, wish it didn't have to take up a perk slot.
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In my opinion, if the survivor is hooked or caged, they should be healed after being saved within the first 5 seconds of Adrenaline activating.
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I think weaker killers should be buffed to current Spirit levels.
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At least now Plague starts with a corrupt pool by default. Literally being unable to use part of her power because survivors control Plague being able to use it is kind of annoying.
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I suicide on hook when I see my teammates crouch walking around the map when the killer isn't anywhere near them and when they hide in lockers.
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I do sometimes. The night before Pyramid Head came out, I dreamt I was playing as him. Then I opened up DbD the following day and I played as him. I guess dreams really do come true.
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I don't know if this was mentioned yet but often when I'm killer there's that one survivor who's always staying hidden, and I only chase the other survivors. So a lot of times 2-3 survivors die before I hook the survivor that's hiding the whole game. I think it's good for survivors to distribute the hookings so you can remain 4 survivors strong as long as possible, rather than letting a couple of survivors die early.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1366165#Comment_1366165
And survivors have no obligation to give you free kills.
I don't think I've met any killers who were expected to get free kills when the survivors can easily escape.
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@DetailedDetriment said:
Pyramid Head only has one thing, and it's tunneling.
How is tunneling real when he sends you to the other side of the map? Did the cage spawn right now to some teammates (which happens often)? Great, get him out of the cage while PH hasn't gotten there yet, giving time to escape. No teammates near the cage? Keep working on gens instead of rushing to save.
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I've had some good success with this build: BBQ, Ruin, Surveillance, Retribution
Ruin/Surveillance for the regression, since survivors tend to let go of gens and run when they hear PH's beefy 32m terror radius, and to know what gen they're working on. Retribution for when survivors try to find and destroy your Ruin, useful for finding survivors and getting M2 hits through walls. BBQ mostly for points but also to find the next survivors.
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Yeah seems a bit weak for a pink add on. A nice change would be making you undetectable while your placing your trail, that would make it a lot better.
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Sometimes it's useful if you have a survivor trapped in the corner as certain killers, like if you're Trapper, you can strap under their feet and get a free down lol.
But yeah if the killer just stands there doing nothing and the survivor can't get out that's reportable.
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The problem I have with it is getting to the different floors. Want to go to the other floor? Use the staircase across the building. Even with 4 staircases it's annoying.
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@Zixology said:
Killer downs all 4 survivors. Slugs everyone. No DS is active. No one has unbreakable. They wait for us to all bleed out.
No one can leave because of the DC timer. I'd like to just take the death and get on with my next match. Why is this okay?
Don't say "Just run Unbreakable or No Mither" either. You shouldn't have to run a perk to simply be able to play the game.
I see the streamer Lefty do this sometimes when chat redeems channel points for the UnaHoly build, which is slugging with Third Seal/Knock Out/Deerstalker/Infectious Fright and never hooking any survivors. It's pretty fun to watch him do it.
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@SpaceCoconut said:
Yes please, buff Hag and make her Ultra rare and Very rare actually worth their rarity.
Mint Rag and Rusty Shackles are actually pretty good for getting grabs off of gens or totems. The other ones though are kind of lacking.
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Apparently they don't want to make the mistake again of certain DLC perks being too powerful, as that would make the game seem pay to win. So to avoid that, they just make all the new perks insanely underpowered and useless so you'll never see them used unironically in matches.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1353796#Comment_1353796
Problem is power creep is differently scaled for survivors to killers. They seem terrified to give killers a good STRONG perk while survivors get a STRONG perk every major release.
And just so ppl knkw what i mean.
Killers get 1. Serviceable perk, totally fine but nothing that really changes the meta, usually just another option. 2. A poor quality perk, useful in certain circumstances but either too niche or too many limitations to be really useful. 3. A Terrible quality perk, with a severe limitation or an effect that is just worthless. Perks that, while might work with very VERY specific builds offer nothing to most killers
Meanwhile survivors get
1. A rather strong perk. A perk that, while not as strong as DS, BT, DH etc... Can definitely be used in most situations pretty safely and dont require any work to reap the rewards.
2. Two Serviceable perks, as described before. Not great but not bad, can be used but doesnt really change much.
The problem is that survivors have so many overly strong perks that everything else SEEMS poor. Meanwhile most killer perks that have been released have been rather underwhelming
Pretty much this. Let's look at the last few killers and their perks:
Oni:
Nemesis - Serviceable perk, can work well mostly when paired with another obsession perk such as PWYF.
Blood Echo - Poor quality perk, has a cooldown of a minute at tier 3, and exhausts for 45 for a perk slot.
Zanshin Tactics - Terrible quality perk, pretty much no use for this unless you're new to the game and are learning window and pallet locations.
Deathslinger:
Hex Retribution - Serviceable, can combine with other hex perks like Haunted Grounds or NOED to find and down survivors.
Gearhead - Poor quality, requires hitting a survivor 2 times, and requires survivors to hit a good skill check, which is random. Much better info perks out there.
Dead Man's Switch - Terrible, requires hooking the obsession, which only happens a few times. Requires survivors already working on a gen to let go. Can occur more frequently if you run Nemesis, but now you're running multiple perks to get its weak effect to activate.
And Pyramid Head, you already know how that one goes.
Deathbound - Serviceable, alerts you to a survivor's location and makes them oblivious for 45 seconds, not too bad when you look at it.
Forced Penance - Terrible, 30 seconds is way too short, and protection hits occur rarely to get it to activate.
Trail of Torment - Terrible, it's a stealth perk and tells survivors where you are and has a cooldown of 80 seconds. I'd rather go perkless than choose this thing.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/161127/are-gen-speed-really-okay-still
gen speeds are fine no survivor wants to be sat on a gen for 80 seconds it is the most boring part of a survivors game the problem is just having to find the first survivor and down them wuickly because after you down the first guy they have to send someone to rescue him then you intercept him they have to send another one and before you know it no ones on gens, the solution is a egc sort of mechanic where until you find a survivor all gen speeds are slowed by 50%, this would incentivise survivors to do other things like totems chests ect.
I've spoken to people before and have told me they actually enjoy sitting on a gen and holding M1. They might have been sarcastic, it's hard to tell with only text.
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I think it's mostly a thing at the start of the game because survivors always spawn away from you, and you have to guess what part of the map they spawned at. So while you walk around looking for a a chase, survivors often start right next to a gen and start working immediately. It happens very often that 1-2 gens get done after a down, since it takes time to find the first survivor (you don't have anything to help you find them like BBQ or Thrilling Tremors) and then to down them.
I heard talks of early game collapse where gen progress is slowed to compensate for this, but we'll have to wait and see.
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I suggested it before. Have EGC begin when all gens are complete, but extend the timer so it isn't unfair.
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So Trail of Torment and Forced Penance are pretty much Cruel Limits level of bad. I don't see any killers who would unironically use these perks. Pretty sure you'd perform better without any perks at all, since ToT tells survivors where you are and FP is literally useless.
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Some people suggested before some nice changes to Trapper that makes him feel better to play.
One is to make it so injured survivors that stepped on a trap and free themselves are put in the dying state. If another survivor frees them they remain in the injured state. This way, having an injured survivor trapped actually helps you out. Another nice change is to make freeing yourself from a trap less RNG dependent. With this, survivors no longer escape on their first attempt, and survivors are no longer stuck in the trap after some 8 or more attempts.
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Beast of Prey: In addition to its current effects, during a chase, you no longer lose bloodlust after breaking a pallet or injuring a survivor. Maximum bloodlust tier increase to tier 4, which gives +0.8 m/s.
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It took a few tries for me but when I finally got it I got 6-7 stabs in one frenzy. Just gotta be lucky and hope survivors don't separate far enough.
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Saying that Huntress takes no skill is a pretty disingenuous thing to say.
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Hitboxes are fine. They even nerfed hatchet by making it so survivor hitboxes are lower when they're healing/working on gens. You're having issues with latency. It COULD be killers using VPN, but how often does that happen?
I've had many times where hatchet should have hit, and I even see the blood splash where it hits, but it doesn't go through.
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No. I queue up to play the game not earn BP for free.
Before the DC penalty I used to disconnect if the players just wanted to farm. Now I just kill them and get it over with.
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I think someone mentioned that DS was buffed to have a longer stun duration when Enduring used to work on it, but Enduring was nerfed by DS kept the buff.
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DS should be changed because it rewards survivors that either A. play poorly, either can't loop very long or can't hide well, or B. play very aggressively (unhooking in front of killer, repairing gens immediately after unhooked, etc.) because they know they can't be hooked again for a minute.
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While Pop rewards the killer for playing well, DS rewards survivors for playing poorly, or the killer playing too well.
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What @ggezbaby and @FlamingkittyUmad said. Old Ruin was a band-aid for the weaker killers or killers that needed setup (like Clown, Trapper, etc.) who couldn't pressure gens early and fast, so it gave them some time to get the ball rolling and a chance to snowball before too many gens get finished.
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All survivors should have a nice butt, both guys and girls. Change my mind.
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For those who are trying to do the Tome grab challenges, instead of using GF or Myers, try doing it with Hag with Ming Rag and Rusty Shackles. Place traps at gens/hex totems and when the trap triggers, teleport and claim your free grab. It's a lot less frustrating than hoping you don't get cucked by dedicated servers.
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@gatsby said:
Recently, I've really been enjoying playing Pig. And I've noticed that Survivors have more fun and are nicer to me in general. No one really t-bags me, ######### talks me in endgame chat, or rage quits. People sometimes even boop my snoot :)
Kind of a weird phenomena honestly. I'm still winning games regularly at Rank 1, but the whole experience is just better. Play a Killer that Survivors like. It makes everything better on both sides. People are real toxic when I play Freddy, Spirit, Legion and Ghost Face.
Same thing happens to me when I play Trapper. Generally the survivors are nice and say gg, even if they get wiped. Maybe against certain killers, they only have themselves to blame, like "ah I should have looked closer to make sure that trap wasn't there", or "I should have taken that path wider".
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I don't see how playing against Spirit is that much of an issue. Don't play against them the same way you do regular M1 killers. Is she phasing? Stop running and start walking/crouching so she can't hear you. Consider slow vaulting windows while she's phasing to confuse her. Don't camp the pallet thinking you'll stun her before she pops out and hits you. If you need even more help, run Iron Will, it's good against killers in general to escape chases.
So try learning how to play against a killer instead of making excuses and giving up at the start.
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@magicmaster2020 said:
I ran behind a deathslinger an entire match on the clowns map
This. While the killer was chasing a teammate, I just tail behind them without getting into a chase.
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Huntress Lullaby really needs a buff. It's only effective against rank 15-20 survivors.
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It's not wrong to say that models and animations need some updating in this game. It's not visually pleasing when I"m playing Myers and tombstone piece mori a survivor, with the amount of clipping on the model. I hope the graphical updates involve some player models.
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Just follow the killer around without being seen while he's chasing another survivor. That's how I did it lol
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You're forgetting the part where survivors can see PH's ranged attack literally highlights the ground where's it's going to hit. It's a very slow attack too and very easy to tell when PH is gonna go for it.
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Didn't they say the were reworking Clown? I'm hoping this isn't all they're doing to him lol