FrenziedRoach
FrenziedRoach
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I don't mind people playing stealthily, even if I'm not playing Doc.
That usually means they won't trade hooks, making it easier for me to nail down the other members of the team.
I'll just get them later when they run out of teammates.
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- Who did you Main? DOCTOR
- Why did you Main them? He's obviously having a good time, just listen to him cackle. Also - mental illness and madness runs a bit in my family, so I kinda feel right at home with him.
- Did they change drastically over your time with them? Yes. I've been with him since release day and gone through all his changes. I feel like he's got stronger overtime.
- Did you “drop” that Killer almost immediately or after a long period of time? I'm just feeling the itch to play something new, I still like my boy the DOC.
- or Did you adapt to the changes and continue to Main them? I adapted quite well
- Did you find a New Main? Who? Not yet, but I'm leaning toward Deathslinger or Plague
- If your Killer hasn’t had any drastic changes or your still fairly new to the game...do you think you would be the type to give up on your Main or continue using them no matter the changes? I don't see myself giving him up right now, but that could change if they made an adjustment that made no sense to me.
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@miketheratguy said:
So many comments about survivors being able to start doing gens too quickly yet here I am being attacked by killers within fifteen seconds of the match starting...
Yah, I'm not getting it either tbh. I think too many people stress those first two lost gens too much when frankly they just need to look at it as territory they no longer defend. But that's my viewpoint on it.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2139369#Comment_2139369
Were you responding to me? Because in my case it's just the anxiety disorder itself, the feeling of looking like a total ass because all the attention is on my inexperienced killer talents. I actually enjoy an active and somewhat challenging game. Friday the 13th does have a single-player mode, to its credit, but it's only Jason vs. bots (and not vice versa, for programming difficulty reasons) and sadly Jason is so OP and the bots so basic that it's not really fun. Maybe a good way for aspiring killers in this game to practice their confidence and aggression with, though.
it wasn't aimed at anybody in general. But it's where i go to destress and blow off steam if I'm not feeling up to pushing myself.
Was just a general suggestion for somebody looking to blow off steam stress free if they felt the need.
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You all need to stop feeding this guy. Just say "Bless yer heart Sluzzy" and move on.
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I mean... if you aren't willing to take the challenge - Friday the 13th has a nice single player mode that you can destress in with very little effort.
You have to go in to DBD expecting that you might get one of those teams that run circles around you for 15 minutes. It is what it is. If you can't multitask well, it's going to be a headache regardless.
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@Shroompy said:
We need a duel between you and Sluzzy
Would be the shortest dual in history. One of them would just disconnect the moment it got slightly hard.
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Trapper really isn't my main, so I don't feel it's my place to offer advice on him. If you are looking for good advice on playing Trapper, I can't think of many people who play him better than Not Otzdarva on YT. I'm also personally fond of Theentitylefthand on twitch - but some people find his roleplay to be a bit off-putting (he has a very friendly community though)
As for common tricks that most killers can learn - probably the thing that will help you the most is learning how to hide your red stain when rounding corners. (red stain is a light that projects in front of you that survivors can see, but you can't see) That red stain can be seen by survivors before you come into view as you approach corners, so learn how to hide it by looking away from corners and other edges your approaching and you'll throw many mediocre survivors off their game a bit by giving them a little less time to respond to your appearance.
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1) Remove Perk Tiers completely. All perks are earned at their current level 3 power.
2) Unlock all perk slots at level 1 so that newbies can at least slot their teachable from day 1. Unleashed and Kindred are given as a free nuetral perk to all level 1 characters.
3) Increase the struggle points earned TREMENDOUSLY. In fact, consider letting players earn as much as 3000 points if they make it through the entire struggle phase but end up dying anyway. These points are negotiable - the idea is to give survivors who don't suicide on hook something for sticking it out. I picked 3000 points because it's less than surviving but it's still more than triple what you can get now. We need to reward those who don't punk out and suicide on hook
BONUS Give a flat bonus in blood points to whichever side needs more numbers at any given time and advertise this so that players are encouraged to play the side that needs more members.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2138844#Comment_2138844
To be honest I don't think that either of us are inherently wrong, I think that we just both feel passionate about our respective positions. I think we agree on the overall scenario though.
I do wish that other survivors, in general, realized that they need to play more strategically when one of their teammates is hooked. Work together as a team to try to distract and evade the killer while someone else sneaks in from behind for the save, etc. It's doable (if difficult), I've seen and participated in such things. I learned VERY early on - after like the second day of playing - that dropping what you're doing to go hellbound for the save is suicide. You don't want your teammate to die, because that's going to leave you at a disadvantage. But you don't want to lose another teammate or two in a save attempt either. You have to pick and choose your battles. And as long as the prevailing strategy is the kamikaze save, camping will remain a viable strategy.
I also learned early on that wiggling on the hook used to be a (more or less) universally recognized sign that read "the killer is camping, don't try to save me". But with new players who aren't appraised of this now somewhat obsolete code, the message has probably been misinterpreted enough as "I need help, come get me" to the point that wiggling does nothing either way. It sure hasn't in my games, where the players can generally be counted to do the kamikaze. Sometimes it does help, and I'm thankful. Often it doesn't, and my heart continues to sink as we lose even harder.
In lieu of more survivors using a bit more restraint, which for some reason doesn't seem to be happening as often as it should, I wish that there were a couple more animations in this game- one which is a wave off, like a "casino dust" that declares with a swiping of both hands, "NO".
Or, again, even just some kind of small BP "award" for suffering or something. Again, I'm less about punishing the killers for camping than I am for balancing out how miserable it is to want to play the game and find oneself unable to. If I got a reduced amount of points for the match, as opposed to nearly none, then it wouldn't be so bad. Instead of thinking "GEEZ, I cannot stand this camping crap" I could think "ah okay, fair play, he got me. If I don't win at least it wasn't a total waste". And if not BP (because those equal leveling up) maybe shards for cosmetics or something. That's all I'm saying, ya know? Just make the camped feel like they didn't totally waste their time. Each side can still do their thing, each side can still benefit from a one-sided scenario.
A wave-off animation would be flippin' awesome for the first stage of the hook.
In the early years, we've also asked for a "refuse rescue" via some sort of kick for situations where the killer is on the survivor's back, but I think the devs refused that idea early on.
Personally, I'd like to see the BP points for the struggle increased dramatically to encourage less survivors to suicide on the hook.
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would it be nice if they were improved? Yes
Do I think it's ever going to be in a state where everybody is happy? Nope
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2138766#Comment_2138766
And you are correct that, when someone is being camped on the hook, the other survivors SHOULD focus on gens and only go for the save when there's a truly safe window, which presumably at some point there may be. But here are the two problems with that:
- If you're a solo player like me, there's no way to get the other players to realize this. Most of them care more about the altruism points (or perhaps just the spirit of the match itself) and go for the save as soon as they can. I can't tell you how many times I've said to myself "no, no, no, you idiot, just do that gen over there first", only to be unhooked, swatted right back down, and put right back on the hook to die. None of which I have any control over.
- If you're a SWF player and have a team with which you CAN communicate such things, many killers hate you and go out of their way to punish you for it it. I can't speak for this as I don't SWF, but I see the sentiment regularly.
So basically what it comes down to is that the survivor who is hooked loses no matter what. He loses because he can't play his game while he's hooked, he loses because the other survivors go for the save 75% of the time or more, he loses because he gets unhooked but the killer is right there to just smack him back down again, he loses because he gets virtually no BP if he's hooked early in the match, he loses by killing himself on he hook and sacrificing any potential gameplay if he WERE lucky enough to escape, he loses if he disconnects because then he gets a temp ban from playing, and lastly he loses because no matter what happens he didn't get to play the game and in may cases spent quite a few now-wasted minutes waiting to even try.
So, just to be clear, I reiterate that I'm one of what seems like a minority of survivors who feels that camping IS a fair and viable strategy. That doesn't mean that it's not absolutely miserable for the person who's getting camped. It's basically a complete loss of time and effort, and it leaves one frustrated and not wanting to play. It's not just a matter of being bored for two minutes, it's a matter of his agency being removed and getting nothing in return for it (and, to top it off, being punished for trying to get out of the situation and move onto another match so he can try to have fun again). It sucks to have the ability to enjoyably play one's game dictated by another player who insists on doing something that is, while fair, largely regarded as "cheap". But do I think that this cheapness should be banned or made impossible? No. Again, it's a valid strategy. I simply wish that it wasn't a total waste of time and source of complete frustration to sit there and wait for it to take its course.
This is why I advocate as I do. I'll try to break down my thought process now that we have this good dialog going and maybe we can see eye to eye. Because you aren't wrong - it does suck to be in that position where you are literally just rotting on a hook. I get it.
- Step one - make the playerbase understand camping is part of the game and the devs will literally do NOTHING about it due to the situations I outlined above. Nothing outside of incentivizing leaving the hook.
- Step two - when people understand it's part of the game, they'll stop blaming the killer for doing what comes naturally. Deflecting the blame on your opponent removes any incentive from the victim to seek other solutions outside of seeking punishment for the behavior which is a waste of time due to what I've outlined in step 1.
- Step 3 - Once people understand it's on them to train these killers better, more and more people will pound out gens and show these killers it doesn't work - people aren't going to take the bait. Their progression through the game will slow to a crawl. Out of boredom, they'll start seeking chases then finally understand what us more experienced killers have been trying to tell them.
- Step 4 - with it understood among the playerbase the right call is to do gens, less survivors will try to socially shame their teammates with "why didn't you rescue me calls" I understand some of this altruism comes not from the greed of points, but from social pressure to rescue teammates. However, the playerbase must understand that sometimes for the good of the team, you gotta let some people go. It sucks, but if you want a better game - you need to be better players.
The last step is probably going to be the hardest. People want to rescue their teammates either due to social pressure or those points. But sometimes the right call is to just nope out and getting people to accept that is hard.
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And let me make something clear here.... camping is not my default behavior. Hasn't been for a long time. Because let me throw down some facts for newbie killers here that think they've "Cracked the code" by camping.
See my post above? About 4 survivors and it only takes 80 seconds to do a gen?
If survivors were actually smart, you should lose 3 or 4 generators camping one person, and they have a good chace of probably get the 5th and walk out with you having no points.
The RIGHT play in most situations is to go chase somebody else. This game really is about time management, and survivors on generators is time the killer is losing. So if nobody is coming to the hook, they might be making you lose a LOT of your playtime with your victims.
Chasing sombody else guarantees that there will be at least 3 survivors not on generators for a bit. 1 on the hook the person rescuing them, and the person you're chasing.
Now..... camping is still viable in certain situations, which is why I often jump into these threads. Times when it's a smart play to camp include
- You've walked away from the hook previously and some nitwit immediately saves before you take 10 steps away. You've established a pattern of behavior from at least one of them at this point and can safely assume that one may be greedy for the altruism and may be nearby on the next hook. it's okay to make a sweep at this point.
- You've downed somebody near an active hook - 2 survivors are off gens now.
- You've hooked somebody and you turn around to find somebody appearing to bait you nearby and try and get your attention - you can't help but feel like there might be a 3rd nearby ready to pounce the hook. Go for a quick chase and see what they do - but I'd say it's allowable to turn around and see if they had a teammate waiting for you to take the bait
- The generators are done - you having nothing left but doors to defend and the survivors got a full game out of you. Camping is justified here and they really can't complain because, as I've stated, they got a full game out of you.
I now leave you to your regularly scheduled attempts at socially shaming players into playing in a manner that makes no sense to most reasonable people.
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Yah, pretty much same as it's always been. Only thing that really changes is some of the names.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2138739#Comment_2138739
If you don't understand how frustrating it is waiting up to five minutes for a queue, then another minute in the lobby as some ######### lets the entire timer run down, then another half a minute or more for the actual match to load, only to then spend two minutes of gameplay not actually playing the game, then I don't even know what advice to give you. Attend a math class?
I know math quite well. In fact, let me throw some numbers at you
80 seconds to solo a generator, times 4 survivors
120 seconds to die on a hook
You picking up what I'm layin' down here yet?
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I think most reasonable players expect the strategic tunnel and camp at the right time. It's the unreasonable ones you got to worry about.
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@MeltingPenguins said:
Look, if you don't know how to play without camping, if you pop a vein over the prospect of not getting a kill... you oughta do some soulsearching.
I don't understand why people pop a vein over hanging on a hook for 2 minutes out of their entire night...
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Railgun Doc is the ultimate meme build. Nothing says LOL like shocking people on gens from outside your terror radius.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2138681#Comment_2138681
To translate this:
'I dunno how to actually effectively play my character in dbd so I resort to camping'
Camping, tunneling and slugging are a clear sign of lack of skill and unwillingness to accept a loss, and unwillingness to learn how a killer works.
And that you get a minus on points is not punishment enough. By all means, the game CAN tell when someone's camping or actually doing other things around the hook (tested it). It can tell if you are looking for a survivor, if you kick a nearby gen or palett etc. it can tell if you proxy camp of if you are searching the area.
So the game could e.g. stop the hookprogression if you're camping, and even move the survivor to the exitgate if you're still camping after the last gen's done. It should do that. If you feel the need to e.g. do basement bubba, tough luck. no kill for you.
The game would be a lot nicer if all those that would throw a tantrum over such mechanic would bugger off.
I will counter translate -
I find certain playstyles distasteful and cheap, so I resort to calling somebody bad even though the game does not understand such rules - just it's failure and success states. I play by my own code of honor so that even if I do get beat, I have this perceived "high ground" I can fall back on to take away the sting of defeat and deflect blame and responsibility off myself because I didn't break my fictitious rules.
Let me put it to you plainly.....
You want to take it easy, but you don't want to take responsibility for the fact that you're in you failure state because of YOU, so you deflect blame on your adversary instead of doing what is necessary to train them otherwise because you want to "play chill"
Sadly, I'm familiar with this mindset as I used to be one of you. Then I realized that living by such self-imposed rulesets was only hurting me and my experience as there's literally nothing you can do to stop people from playing hard against you.
So in the end I let go of these self-imposed rules which allowed me accept that the other side will do the same - putting the responsibility for my loss firmly on my shoulders.
II have done so because I learned the hard way that playing any other way was just inviting disappointment. I just wish other people would understand that and accept it.
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@Adjatha said:
I can't tell if this person is the most persistent troll on this forum, or just the worst survivor player in the game.
I don't think Sluzzy is trolling. Not if it's the Sluzzy I think it is.
The person who's profile I saw in Steam indicates somebody who plays a LOT of killer, but has very little in the way of survivor achievements. Given the amount of complaints they receive about quitting and given the absurdly large number of people who suicide on the hook or just play bad - I can see how they'd get the impression the game is imbalanced in favor of killer.
That's why I just said "Bless yer heart". As a fellow southerner, they should understand what it means.
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@elliviant said:
https://forum.deadbydaylight.com/en/discussion/comment/2138681#Comment_2138681
Well you can't even do gens if you're being camped, can you? (:
If I'm being camped, I want to train killers to do it less by not rewarding them. Ergo, make the game as boring for them as possible when I'm not the one being camped. So hopefully by the time I get them again and it's my turn on the hook, they'll learn their lesson.
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Oh Sluzzy - bless yer heart.
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"It's so boring". OMG, I'm so sick of this statement.
I find getting carted in Monster Hunter boring, so I get better at it
I find getting sniped in a FPS boring, so I avoid his kill zone and go around
I find losing all my HP to torpedos in World of Warships boring, so I learned to randomize my headings.
I find getting camped boring, so I punish the behavior by doing gens for 5 minutes.
Welcome to ######### video games.
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@Munqaxus said:
So you are playing way beyond your skill level, so you have to exploit the game to win.
How dare he play in a manner that breaks your sensibilities! How dare he actually try to have the unmitigated gall to ... WIN?
GASP!
THE HORROR! It's worse than anything in this world! His parents and grandparents should be ashamed!
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He deletes stealth from game, which forces those who hate to trade hooks and are otherwise worthless teammates into the chase. XD
really good at flushing out the weak links and getting them out of play, leaving him plenty of time to destroy the stronger loopers in long chases at the end.
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And that is why I main killer.
Frankly I'd rather deal with untouchable survivors that that dumpster fire
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I can't believe people are just dismissing the stats just because it doesn't fit the narrative they want.
The graphs I pulled came from the devs themselves and it's likely a sum of ALL games which would flush out any random factors these intellectually dishonest people are trying to red herring us with.
Nurse is lagging. I don't think anybody argues that she's powerful. So that leaves that she's hard to use.
Ergo, it does take skill to use her properly.
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I would just make the Ebony Mori only activate once all survivors have been hooked once. This takes away the "tunneling" factor that was bitched about from the original nerfed Mori.
But I know full well that's not going to happen. they're committed to taking all the brutal edge out of this game now.
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Oh, I forgot to add the red ranks. Nurse is still lagging.....
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I find her difficult and nauseating to play. So anybody who who can play her well is skillful in my eyes. shrug
Also... if she's so easy to play, why is her kill rate so garbage?
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The thing is, it's REALLY HARD to stop those first two generators from popping. If the team I'm up against is compitent, I expect to lose the first 2 generators at first hook and don't even sweat it (only exception to this seems to be if I run corrupt intervention)
However, I have noted that due to the shrinking territory, with every generator popped it gets easier and easier to defend your territory and keep up that pressure and start slowing things down dramatically as long as you are mindful of splitting your attention and not let yourself get drawn into too many long chases outside of what you have left. I feel like too many people forget this or are afraid of some silly unwritten rule about "Camping gens".
I think we're probably sitting at the best we're gonna get for gen speeds. We have gen defense perks of the player feels they need them (and let's face it, the competitive players will run these perks regardless of what the gen speed is sitting at, so let's be real here).
Map sizes are already getting addressed as they go through them. We saw Rotten Fields already get one size reduction already, and it looks like it might of been made even more tolerable in the upcoming rework (I may actually stop calling it an abomination now). So map size is a thing they are aware of, just be patient.
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The only thing I was looking forward too in the MMR system was that it was my understanding that your killer's were going to each have their own MMR rating based on how you perform with them given how each killer performs differently from each other.
This would personally make me more willing to switch up killers regularly as I wouldn't feel like I'm handicapping myself against the people I'm used to playing with. I will admit this will probably be a little rough for the lower ranks as those of us with large rosters seek to play everybody to try and get our individual character ratings sorted out, but I think it'll be good overall. It's kinda no fun when a high-skill floor character you haven't learned forced to go up against high-tier players
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Man.. reducing RNG is one of those things that's just a non-starter and one of those things that makes this game have the character it does. I feel like we've already ripped too much of this games brutal guts out already with some of the changes we've seen.
Now, if you want to set up a tournament mode that locks the map configuration and spawn for both teams round after round - then that's something you can discuss as that's a fair thing to ask for in that setting
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For killer as a rule, I like that he or she the lone-wolf against the world. And at times, when I'm in control of the game, I like that I get to act as judge and executioner when I see survivors screwing each other over.
As for specific characters, for the top 4 I prefer to play it's usually because a mechanic hits me right or their Aesthetic appeals to me..
For example - as I've stated previously - I like that Doc is evidently enjoying himself given his maniacle laughter. There's also a fact I haven't hidden that madness does run in my family in certain strains on both sides. I have one relative that talks to elves in her tree, yet another who swore her palm tree was an alien that was getting closer to the house each day, and other mental disorders in my family. So his affinity to madness touches me closer than it probably does most people. I sometimes wonder if playing him is my way of embracing my genetic history and just laughing in the face of it with my own maddened giggles.
Oni is a character I have a really hard time being good with... but I love him so much because all my life I had issues with rage and anger (I actually checked myself in for counseling regarding it a couple decades ago). It's a black beast I'm intimently familiar with and have learned to channel safely in my choice of games and music. And playing Oni is one of those ways I let that rage run free safely.
Plague is just a character I like mechanically.
Gunslinger it's 100 percent his aesthetic. I love old rifles like his and I'm overly fond of his duster coat (note to self, replace old duster, I must have one again). His vengeful story and aesthetic fits well with one of my most favorite songs - Gunman by Orden Ogan.
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Anger is a strong emotion that allows people to override sense. This is why I often tell people to know their mental state and not play if they can't handle it. What I guess I should say instead is "never play angry" or "never play on tilt". If you feel yourself getting contemptuous of the other side, it's time to stop playing. It's hard.... it's REALLY HARD. I mean, often times when you see my own posts get a bit dripping with Rancor and venom at night, it's because I'm waiting in a Q and my attitude is starting to slip because of the stupid crap I see in game. I find myself a victim of not following the rules I ask others to follow and feel like a massive hypocrite. (I need to just stay off these forums when I'm actually playing)
We as a species are so wired for rampant tribalism I fear it may doom us to destroy ourselves eventually.
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I think that's down to personal choice. I personally find Plague a blast to play. My only issue with hag is how low to the ground she is.
Now Nurse.... man I can't stand playing her. The constant looking down and the bobbing of the head during the stun is nauseating.
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I prefer to disarm their behavior by ignoring it and playing normally myself. (especially if clicky clicky person is following me while I chase somebody else - doing me a favor staying off gens) But if you're having fun, I won't judge you. Karmic justice is the best justice
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I don't have pets, but this is just too cute to not participate. So have a random otter.
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I love how this thread has evolved into a pet thread. Gives me hope for this community
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I usually laugh at gen tappers - but I'm usually running Pop Goes The Weasel so they're usually doing me a favor in most cases.
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@ChurchofPig said:
It's 100% the sweaty, competitive, toxic tryhards that are ruining dbd. I've always been told that dbd used to not be like this, therefore I don't think it was intended for what the player base has become.
You've been told wrong. This game has always had the competitive players in it. See also true infinites and survivors who ran them, actual honest-to-god facecamping that blocked the unhook prompt, and the origin of the slugging meta.
See also, how the game was when the moon offerings were in effect when combined with fog offerings.
See also, that most high rank killers ran the old Billy before Nurse was live because he was the only one who had map pressure.
If that isn't evidence that people were playing to win by all means necessary - your definition is flawed.
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You're right about the atmosphere. I really miss the gloom and darkness we had until all these map reworks.
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Because it's impossible to nerf SWF itself as you have no control over people using voicechat outside the game to coordinate.
Once Solo is buffed to near SWF level, they will have more freedom to grant killer's power to compensate.
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I'd prefer to leave them and bring back the old mori's myself, but it is what it is.
I'd make the keys only good for one person myself which is perfect for the purple key, but not great for the Iri.
My first thought for an Iri keyis to make the key respawn elsewhere on the map once used, but then we'll end up with duplicate iri keys and that's no good. So my next best idea is as follows.....
- Survivor uses Iri key and gets out with his key and loses addons per usual
- Hatch closes immediately and let's no one else out.
- If it's an iri key, spawn a chest with a new key in it. We'll call it the "Entity's Key". Give the blight coloring so it's distinctive and easy to spot when in somebodies hand.
- if an Entity's Key is spawned, there needs to be a notification that both the remaining survivors and the killer get so that they know it's in play.
- If an Entity's key is used to open the hatch, it doesn't go with the survivor, and a new one will spawn if there's still a 3rd survivor in play.
- If at any time the hatch is closed by the killer and the EGC is triggered, keys are disabled and cannot be used.
The idea behind it is to make Iri's worth bringing to get out multiple people, but to make those remaining people work for it while giving the killer time to catch them.
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OMG< that mask iis badass.
Lefty must be really happy to see his boy getting some love.
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My list. Commends to follow
C Tier I don't really have strong opinion of them either way - usually just not enough experience vs them. D tier - I don't partcularly hate the killer, but they way they are played or how badly most people play against them ruin my experience.
Hag on the other hand, screw that #########. I hate her so much.
The B tier of Spirit and Huntress. I find them hard and I often lose vs them. However, beating them does feel just satisfying enough to make it a little enjoyable.
All the rest I don't have to say much about. A and B tiers are all killers I love going up against. You'll note that all the OG's are there. I kinda miss the Old Billy, his power always had me on the edge of the seat when I was getting chased by him.
Of course I'm going to put my boi doc up there. Facing a fellow doctor is always taken as a professional challenge and I relish comparing their gameplay to my own.
What I found interesting is I tend to favor stealth killers. They always give me the best kind of scares. When any of them get the drop on me and I run off like a scared rabbit, I'm usually chuckling to myself once I regain my composure. Some of my most memorable games have come from the stealth killers.
Yes - nurse is there. in the A tier. She's the Apex predator and facing a good one in my mind is the true test of how good you are at misdirection. I only wish I had more chances to practice vs her - because I find trying to make her mis-blink very engaging.
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I dunno guys, Wraith's mobility is pretty through the roof right now. I mean... if this was a few months ago I'd call this a bait post, but he's strong enough now I actually believe people would think him OP
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Confirmation bias most likely
Hell, my own experience shows the console survivors actually focus gens better. But I never actually collected data on it, that's just my own impression.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2125696#Comment_2125696
What pattern?! Theres no counterplay! Its a guess game. If she is actually phasing and you throw the pallet she just hits you. If she doesnt then you got lucky. If she is and you run through the pallet and get lucky. If she isnt you run through the pallet and get smacked. You have no idea! I suck at spirit and at red i just throw a phase sometimes stand still others and just remain unpredictable and i pretty much win off standing still.
in the example you showed me, a pattern of behavior was established as the Spirit showed the player a stand still behavior twice. Additionally, there was nowhere to run in the area behind. So moving on was definitely the wrong call
It's not a 50 50 either. You have 4 choices. Move to the next pallet, cross the pallet, or move left or right in the loop. you have a 3 out of 4 chance of getting it right if you are going off pure guesses.
BTW - phasing sound was something survivors could hear in the teror radius back when she was released and it made her trash tier as a result. So that's likely a non-starter
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The Evil Within comes to mind, as does Outlast.
Of course eventually the Friday the 13th license may get hashed out and fall in such a way that BE can get the license. It's a long-shot at this point, but still possible.
There's also always a chance they can turn to old classics like Nosferatu or The Fly and do their own spin on it.



