FriendlyKiller
FriendlyKiller
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- FriendlyKiller
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This is a new one. Nerf Windows seriously? What are we going to do after that, nerf eyeballs?
👁👁
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I'm happy with 2 or 3 kills, especially if everyone gets a lot of points. Bonus if any escapees are on death hook and barely make it out. I'll go for the 4k depending on my mood but it's a little unsatisfying if the survivors are bad, as they often are.
4king a try hard swf on the other hand, that's the good stuff.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3197700#Comment_3197700
Whenever people want attention or updoots they say something negative about solo queue. Context doesn't matter. Starving children are becoming a problem in solo que. My dad yells at me because of solo queue. Solo queue burned my toast. Etc etc etc.
It's the new survivor main buzzword, replaced "counterplay".
Also OP........"Even bad killers are doing good with him."
If you're losing to "bad killers" doesn't that make you a worse survivor by default?
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@madd4punk said:
Ever since Hillbilly's rework a while ago, I can't stand playing as him anymore. It just feels like everything I could end up doing with him I could do better with several other killers. Overheat makes playing certain loops really boring cause I'm basically forced to M1 instead of try to use my power in an interesting way. Admittedly, I'm not at all good with the killer, but that didn't really matter to me before. He was still really fun. These days I dread getting a daily ritual for him. Anyone else feel similarly?
Who?
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@Sluzzy said:
The beginning of the match is really the only chance for survivors to try and get a gen done because a bad start for survivors is always a win for the killer. Lethal Pursuer should have never been added because all it does give killers like Blight to turn the game over on its head so an unwinnable match becomes even more unwinnable.
Years of trolling and it hasn't gotten old yet? I get married next summer Sluzzy, how's life?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3197496#Comment_3197496
ah, the good ol' whataboutism card
and no, im not because there is no way to 'nerf' SWF thats in a healthy way (for example nerfing gen speeds for SWF is downright a terrible idea since people shouldnt be penalized just because they want to play with their friends)
The best way to go about it is to bring Solo as close as possible to SWF. Better communication tools like a ping system or more elements added to the hud. Things that help Solo Q DRASTICALLY but dont have much of an effect on SWF.
It's been half a decade of the same refrain. Bro.
Buff solo to swf level!!
OK now every game is vs a 4 man swf? Are you even thinking this through before you post it?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3196941#Comment_3196941
Killers don't play fair not because they can't, it's because they dont want to. Or are you going to tell me a nurse with starstruck on midwich with range addons that decides to tunnel at 5 gens did it because she is an oppressed killer?
The maps could be reduced by half and killers would still camp and tunnel.
I played survivor over the whole weekend and encountered exactly one tunneling killer. One thing I've noticed, survivor mains tend to confuse "tunneling" with "you suck at the game and keep getting found"
I see your buddy hanging out by the hook too.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3195547#Comment_3195547
She really isnt that hard to pick up, sure itll be rough your first few matches but the same can be said for every other killer
Putting time into something doesnt mean you should be handed free wins
So you are an Iri killer? Can I see one of your Nurse games showing ranks?
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3196196#Comment_3196196
Same case as dead hard: once finally bugfixed to work as intended, it was finally clear to everyone how broken that perk was, and it got reworked. Now it is still a strong perk, but requires some actual skill input from the player to be used -unless cheated of course.
There is some validity to your point but while Nurse still has the lowest kill rates in the game suggesting ANOTHER nerf to her sounds ludicrous. New players instead of struggling with her and maybe persevering wouldn't even bother.
Yes if you put the time in, get your ass kicked in a couple hundred games, make the actual EFFORT to be a good Nurse you are a force to be reckoned with.
Most don't, hence her low kill rates.
And for that matter, anyone who takes time to get really good at any given killer is going to be a tough cookie. I'm devotion 9. By all means not at the top of the Dbd food chain. A quick hypothetical? Would you rather face my Nurse...
Or Otz's Trapper?
Lynxi's Twins?
Coconut or Maxx's Huntresses?
Michis Hag?
CMWinters Pig?
Tru3talents Wraith?
The list goes on man yes some gamers devote enough time to their main to appear unstoppable but you've only to watch their streams or vods to see THEY LOSE GAMES AS WELL. This idea of the unbeatable OP killer, in the end, is survivor main salt.
Nothing more.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3196940#Comment_3196940
The amount of effort on your part is not even close to the amount of effort Survivors need.
Theres an initial barrier you need to cross with Nurse, after that the rest comes naturally and you shouldnt be struggling against most teams
How much effort does a killer have to expend relative to a 4 man swf? Are you calling to nerf those as well?
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@SailedSavage said:
Killer does NOT need to know where the survivors are at the begining of each match let alone for how long they get it. movement killers that can instantly be on you in a few seconds make it too easy to get a hook right when the game starts. Every other game I play now I'm found and hooked within the first 20 seconds of the game before I get a chance to even figure out what's going on or do anything. Killers have WAY too many aura revealing perks that can all stack and give infinite wall hacks which you can literally do nothing about unless you are running distortion.
You already buffed the heck out of killers and nerfed survivors based on the top 5% of swf players even though the survive/kill ratio favored killers already. Us solo Queue players who don't have anyone to play with get stomped on every single game. This isn't fun at all anymore. I'm forced to run the same perks to even stand a chance now and even then I rarely get out. Idk why I bother posting on here all I'm gunna get is "sounds like a skill issue" or "it's fine stop crying" from killer mains or the fee survivors who play swf daily and don't understand solo Queue.
Not only Distortion counters Lethal. Spine Chill is almost a must for me in solo, though I have been using Lithe, Quick and Quiet, Dance with Me and Lightweight with fantastic results.
Admittedly my survivor MMR is low(I die a lot), but I've finally become one of those survivors killers chase, say #### this, then leave without a down.
Feels good man.
Don't sleep on Lightweight periodically you leave no scratches whatsoever.
Now that I can actually escape chases just need to get my teammates working on gens....
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3196324#Comment_3196324
Thats true. While I don't mind p10 or even p20, those survivors who show the didication to go to p45 or something ... well, those probably only play survivor and are probably so good, that I don't want to mess with them.
Even that doesn't make sense if you think about it. I could have a prestige 50 Nea and just decide to start playing Jonah for whatever reason.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3195654#Comment_3195654
Yes and no. Up until a couple of months ago she was riddled with bugs that made her gameplay a lot more difficult and frustrating. Other than the blink bug which made her unplayable for multiple seconds, there were tons of blink dead zones, hills were extremely buggy to blink through resulting in tons of dead blinks for no apparent reason, and pallets were actually a good counterplay to her because she would be forced into fatigue AFTER the stun (a bug). A lot of oppressive perk combinations available now didn't exist (except ruin undying pop corrupt which ultimately was the strongest build on most killers anyway, not just her) - no starstruck, deadlock, or/DMS, and so on. That's the scenario where otz did his 50 streak too, and it was addonless (by the way, i play her mostly addonless too). The recent recoding they did to her fixed all of her bugs, which made her extremely easy to pick up, and ultimately too rewarding for the little effort that she actually takes right now. At this point the ultimate question is: should she be easy to pick up but be less oppressive, or should she be somehow reverted to being an actually difficult killer to play, but rewarding? Because easy and rewarding is not a balanced option.
Yesterday you talked to me and invited me to play her "at iri ranks". Other than the fact that "iri ranks" makes absolutely no sense and anyone with 10hrs in game knows that, stats at hand I played more nurse than most people in this forum (except, ironically, sluzzy) so I know what I'm talking about, most likely i know it better than you too.
https://forum.deadbydaylight.com/en/discussion/comment/3195634#Comment_3195634
https://forum.deadbydaylight.com/en/discussion/comment/3195648#Comment_3195648
You literally just admitted that you speak without evidence too. We disagree on a lot of stuff but ultimately we agree that range and 3 blinks are unhealthy and unbalanced. I said multiple times that personally I believe that recharge should be toned down a little bit too, because she IS a lot easier now after the bugfixes, and exposed should be obliterated (I'm not gonna discuss that, it's stupidly broken, period). They should also add back the double stuns with pallets, because now more than ever a skilled play on a pallet is literally useless.
You're a spicy one.
Of course your whole argument falls apart in the face of the fact your "easy to pick up and oppressive" killer has the lowest kill rates in the game, and has for some time.
If she's so easy to play why do you suppose that's the case? And if your suggesting her bugfixes justify another nerf I honestly don't know what to say. Should they put the bugs back?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3195225#Comment_3195225
I'm so glad that Artist died D1 because seeing her any more than once a mo th would make me go insane 🤠✨
WHY YOU TALKIN BAD ABOUT MY BABY
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3195529#Comment_3195529
Don't make stories. There hasn't been a time when nurse hasn't been the strongest killer (OP), and there hasn't been a time when nurse hasn't been complained about.
There was. After Nurse's first nerf when the blink charge mechanic was introduced survivors stopped complaining about her and piled on Spirit instead. Every other post on the forum.
Spirit OP.
Spirit unfun.
Prominent streamers went on campaigns about how she had "no counterplay"
Then she got nerfed and survivors started saying the exact same things about Deathslinger.
This is literally the same post-nerf Nurse everyone thought was just fine when she had to wait for her blinks to recharge.
And if survivors get what they want and Nurse gets nerfed(again), every survivor in the fog will seamlessly switch over to spam posting about Blight.
Then back to Spirit? Pig? I dunno like I said I don't pay it any attention anymore.
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@Pulsar said:
Agreed.
The only people who think Nurse is balanced are the diehard Nurse mains.
Everyone else knows she needs to be changed.
If Nurse gets nerfed which killer will survivors start on after that? If I recall correctly it went Legion,Nurse, Spirit, Deathslinger, Hillbilly(for some reason) and now we're back to Nurse.
As long as survivors lose games there's always going to be demands to nerf this killer or that one. I honestly don't even pay it attention anymore.
Where were all these demands to nerf post nerf Nurse when Spirit and Deathslinger were the flavor of the month? She's literally the same character.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3193624#Comment_3193624
Spirit is one of my favourite killers to go against and I legit haven't seen one in like 2 months.
I used to love Spirit, but she got the Deathslinger/Hillbilly treatment. She's still powerful, just not fun to play.
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@shiroo said:
https://forum.deadbydaylight.com/en/discussion/comment/3194369#Comment_3194369
You can achieve the same result without making someone bleed out on the floor for 4 minutes. Hook the survivor, wait for unhook, get them both, or find them with BBQ.
Lucky hatch spawns don't happen as often as you think.
Imagine being so pressed over one kill in a non-ranked game.
I understand playing for 4k, but using a lazy a.s strategy can't possibly be satisfying.
You wouldn't think anyway. It's generally newer killers that do this, tryhards or players that go killer exclusively. Not that I begrudge anyone for doing it, they might have a challenge or want the points or just feel like it. I generally don't care if the last survivor gets hatch but if they've been teabagging at every pallet or flashlight spamming all game I will slug the 3rd and scour the map to find them.
I don't care if I have to check every locker on Mother's Dwelling.
If it really bothers you start using Vigos or Annotated Blueprint. Tenacity and/or Unbreakable optional. Go down around where the hatch will spawn, but don't make it too obvious. A killer that's really thirsty for the 4k, that'll ruin their day.
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@Kirahie said:
Artist is the one I'm having trouble learning. I know she has insane potential and is strong but I'm having trouble adapting to her playstyle.
Artist is my current main, and one thing that helped me a lot was watching Otz's 50 win streak on her. Lots of tips and tricks I didn't know, if you haven't seen it yet I highly recommend it.
Once you've gotten really good with her she's a monster, probably my most DC'ed against killer besides Nurse.
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/347200/put-dead-hard-back
If you play Shape and get 4k in 5 minutes, it means: you destroyed baby survivors by camping them dead.
Or, they were grouped up with his power 99'ed, and they all got slugged. It can happen. Remember the old Monto build?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/347200/put-dead-hard-back
The best Myers in the world couldn't end the game in 5 minutes.
Untrue. I've done it before.
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@darkcloudlink said:
The fact that it gives her free license to tunnel someone to death is extremely unhealthy and unfun for the game. It doesn't matter if the killer only gets 1 or 2 kills because of it, the fact that the Pig can down you, place a trap and then camp/tunnel you while gens get done means the trap is going to be active. By this point the survivor can no longer escape the match. Hatch is the only option a survivor has, and that's going to depend on whether the other survivors choose to leave the match. In solo queue, that's especially unreliable. It's not even possible to break line of sight and stealth because the trap is constantly beeping because "you're no longer in chase".
The entire Pig trap mechanic is flawed and really enables very unfair and unfun playstyles. Honestly, with her power being generally really weak, and then being able to tunnel so effortlessly, I think she needs a total and complete rework.
You're asking for a Pig nerf, and apparently you aren't joking.
😑
This is why no one can win in solo queue. Buddy, if you can't escape a Pig I have some bad news for you.
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@Coder said:
Disclaimer: I'm not a survivor main, it feels like you have to clarify this these days when you make observations about the game. So, about Wesker:
-He's got too dashes, in case he misses one like demo, he's got a second chance.
-If you're about to vault, even if you "win the vault" as survivor, he'll be right up behind you, unlike Demo, who would go on cooldown if he misses.
-He's got zoning capabilities, even if he misses the first dash, he's got a chance that the survivor is outpositioned behind any object trying to avoid the second dash so he just goes on cooldown and M1 the survivor, I've done this several times and it happened to me as survivor. It's easy sometimes to outposition a survivor or zone them by faking the dash or going into cooldown.
-He's got a built in slow down, like Nemesis, or Pig, where survivors need to do a secondary objective.
-He's got a passive tracking ability (when survivors use the sprays he can see killer instinct) and the difference with Nemesis is that if he wants you, he can cover a lot of distance to get to you, making it easy to tunnel someone that just got unhooked and is clearing their infection.
-Map mobility, can hook and be on a distant gen almost immediately.
-Larger Terror Radius, so he benefits from perks like Starstruck, Coulrophobia, Unnerving Presence...
-He's got an "insta down" and hindered effect if you don't use the spray. Unlike Nemesis, he forces survivors to remove the virus/infection, making it stronger than Nemesis' passive ability since 99% of the time you won't have much choice but to remove the infection. With Nemesis, you don't need to remove it and he'll still need to hit you twice to down you and you won't be slowed down.
-Animations and audio queues are confusing, all you can hear is that squishy tentacle sound, it's hard to tell if he's going for a second dash, going on cooldown, faking the charge... I can hear him laughing while charging the first dash, but other than that, the animation is the same. Comparing it to nurse, she's got a clear cooldown/fatigue animation and audio cue.
-He came out on a patch where gen times are increased and the killer meta is to stack as many regression perks as possible, even more than when gens were 80 seconds. So basically, stack like 2 or 3 regression perks (eruption, pain resonance, overcharge+call of brine, etc...) and even if you're half decent you'll destroy almost any team.
-He can hit two survivors at once, which is mostly going to happen when camping and hit+apply infection the survivor unhooking and apply endurance on the unhooked. Not very important, but you can say he's stronger at camping than any average M1 killer.
-He's also one of the killers like Deathslinger and Twins that can stop you last second when you're about to leave.
-You can't flashlight save if he grabs the survivor using his dash (I've already tried it a few times, he's got iframes for flashlights even during his animation)
-Standard 115% speed, so for all I named before there is no trade off, like Death Slinger, or Hag, or Trickster, who are sort of forced to rely on their power and loop at 110%. Wesker can use his power or play like any 115% killer.
-Indirect: He added a new perk to make Starstruck Nurse even stronger (awakened awareness).
I think that's about it, I'm probably missing something, like an addon, or a strong perk combination, but let's compare him with Wraith for instance, who has no slowdown, no automatic vault, no secondary objective, nothing. Or clown, who only has bottles, not even map mobility like wraith (unless you count the antidote as map mobility).
So... what do you guys think?
I think you're describing a killer and his powers.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3191250#Comment_3191250
Because you need 4 survivor and 1 killer for a match?
If there were more people playing killer than survivor, then killers would have a queue of an hour or more.
Basic math is hard😐.
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@Voodoomancer said:
I'm someone who is aggressively average at the game so I don't really sway to either side of the dbd pendulum here. From my years of casual play and discourse with others about the game i find more people will play killer rather than survivor. The reasons given are usually the same throughout: "I like to feel as if I won when I play", "My teammates generally let me down or I do them when i play survivor", and "killers are just more unique to play".
That last one really sticks with me. Every survivor is no different from one another. Of course you can factor in how quiet and hit noise (looking at you bill) in saying they are different but none really play differently to each other the way that killers do. I will agree with BHVR that the incentive is good to have to get more people into the needed roll, but it's almost always for survivors. How would we go about fixing this? What could possibly work to make them more unique to each other while keeping balance in the game?
My idea(which may not even be good): have each one have a perk from their set be base kit on them specifically.
While this may be an absolute dumb idea I believe it would essentially create a playstyle from that particular character while still giving them the ability to build either with it or whatever they want. Some people may ignore such a thing, while others strive to min/max their character in a build.
What do you guys think?
Someone way back suggested survivors have access to a tier 4 version of all their perks. Which would give each survivor their own unique identities and strengths.
It was unanimously approved of by survivors and killers alike then promptly forgotten.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3192656#Comment_3192656
You dont nerf SWF. You buff Killers once solo queue is brought up to the baseline. Simple as that.
How do you buff people into knowing how to play the game? All the balance changes in the world mean jack if survivors won't touch generators.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3192530#Comment_3192530
So, you don't think that Survivor is in a rough spot right now?
As I've posted several times before, solo queue can be immensely frustrating. But not generally because of killers. When my squad gets wiped it's because my squad doesn't know how to actually play the game.
And FYI I've been playing lots of survivor this evening. I just had 3 teammates downed by a non-hatchet throwing huntress. Within 50 seconds.
No she did not have the iri add-on.
Meanwhile my killer MMR means I'm pitted against survivors who really know what they're doing, and who most certainly do not need a buff.
Yes, solo queue is a cluster####, but nerfing killers again isn't the answer. Do we really want to bring back the days of deranking, smurfing and hardcore invincible swfs absolutely dominating the higher ranks?
Is it so outrageous to suggest survivors learn they need to do gens to escape and that running headlong at the killer might be a bad idea?
Maybe save people before they go into second stage on first hook? Don't DC on first down?
What sort of changes can the devs even make to give those survivors a chance beyond gimping killers into utter uselessness?
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@fulltonon said:
No wonder kill rate has raised by 8%, BHVR really should do SOMETHING to that stupid perk.
Or maybe(call me crazy...) survivors can learn not to run a time inefficient perk? And start using teamwork to heal with CoH or Bond or any of like another half dozen perks? Why do the developers need to intervene here?
This is what drives me crazy about survivor mains and proposed game changes and the whole killer nerf bandwagon.
No amount of developer intervention can save you from bad teammates. At some point that Claudette corner self caring every minute against a Legion is going to need to learn maybe that's not the best play.
God forbid, I know.
Or instead we could buff survivors and nerf killers until corner care Claudette's interesting gameplay decisions no longer drag down her team, and actual competent survivors go back to ROFLMAO stomping killers every match.
Am I crazy or has the world gone crazy?
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@GannTM said:
You don’t need stats to know how much solo queue sucks right now lol.
And I agree it does suck but does it suck because of OP killers or #####y teammates? Almost every solo queue game I get sacrificed in we could have won.
Let's please not balance the entire game around the worst players again.
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@Viciusaurus said:
Been noticing lately that my games have taken a drastic turn for the worse. I've been able to get a consistent 3k till today, where suddenly now I'm going against incredibly coordinated teams and am now having great difficulty downing a single survivor, and if I do succeed at most I'm only getting 1k if I'm lucky. Life is now pain.
Stick with it. The same way you did when you transitioned from low to mid-tier MMR. Don't dodge lobbys, even if it's an obvious SWF. Manage your time, plan ahead. Learn from your mistakes and losses.
Identify the gens you have to protect and the ones you can afford to lose in the first 10 seconds of the game. Don't let any of them go easily but protect your inner gens above all, even forgo chases if you need to.
Mind game EVERYTHING. Drop chases when needed but always think. Like if I kill this survivor here will I create a hook dead zone?
You'll be playing against pretty much all swfs now so take that into consideration. Assume they're constantly communicating everything, don't fall for their tricks.
Sucks to say but anything other than optimal builds is kinda shooting yourself in the foot.
So congratulations! You've reached high MMR! Every game will be a sweatfest for a while but this is it, once you can consistently body these survivors you have officially beat Dead by Daylight.
Best of luck!
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@MadEyePopo said:
https://forum.deadbydaylight.com/en/discussion/comment/3185664#Comment_3185664
@FriendlyKiller that is EXACTLY my situation. I am a killer main who is having a heck of a time trying to get 4 stuns in a single match - especially since I don't have Head On perk or Blast Mine in my collection. I'm just trying pallets and flashlights.
I don't notice a difference in gameplay yet either as you said, if I get stunned by a pallet it is a sure bet they are going to try to blind me on pallet kick. Same old, same old.
This post has made me more aware of this and will try to take more pallet stuns for the sake of survivors doing this challenge. As always, I rarely ask myself anymore 'what is that survivor thinking?' as the usual answer is they are doing stupid things because the stupid Rift or Daily commands them to do stupid things.
Yeah if I recognize a challenge I'll usually let them get it, especially if it's one of those pain-in-the-arse throw the game challenges.
I still don't have it either.
Next step trying Blast Mine, Flashbang, Head On with Lithe and a flashlight. If That doesn't do it I'm throwing in the towel.
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Alien. Big fan of the series but no sci-fi in my horror please, it'd be weird to see a xenomorph struggling to catch up to survivors and plopping them on hooks. Can we have the Tall Man from Phantasm instead?
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@emetSdidnothingwrong said:
So plenty of people complain about killers doing this and BHVR has added a few mechanics as well as perks to help combat it, which are good imo. However, I think in addition to the "negative" things BHVR has added for killers doing this they should also add something positive to give people a more selfish reason to chase someone else.
My idea is very simple and it's also a two birds one stone thing too: Currently you get 700 points perk hook, my idea is keep this but add an extra 500 if you hook someone different from the last. This would do two things, the first is making it actually possible to hit the new 10k cap, the second is it gives killers a positive reason to not tunnel and not camp. If you camp you get an extra 200 points for the new hook state, however if you let them get unhooked and hook someone new the next time you come back to that first person you now get 1200 points for hooking instead of 200 for camping them to the next state.
TLDR: Make hooking a different person give you an extra 500 points vs tunneling the same one. Hook Survivor1 get 1200 points, hook Survivor1 again get 700 points *VS* Hook Survivor1 get 1200 points, hook Survivor2 get 1200 points, hook Survivor1 again get another 1200 points, etc, etc.
Of course this won't "eliminate" camping but nothing ever will and wanting it totally eliminated is short sighted and shows you don't play killer vs strong teams. Carrot and Stick. Carrot and Stick.
I like this idea. There's really no reason why this shouldn't be a thing, especially in the post-BBQ meta.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/346774/blink-and-youre-dead
Just camp a hook. Hit the person unhooking with the 2nd blink. Then hit the unhooked person twice. I did it first try
I'll try it thanks. I've been trying to get this challenge for about 4 hours now. A responsible adult would've said to themselves "Go to bed you have to work tomorrow!" like an hour ago.
I persevere!
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@TMCalypso said:
It was just my luck that, as soon as I stop getting killers that only camp, I get back to back killers using the perk that blocks pallets after a hit. Finally got it against a Wraith running that very perk on Lery's. I ran Head on, Blast Mine, Decisive Strike, and Windows of Opportunity and Wound up using all 4 perks for the stuns. Got the first stun with Blast Mine, then did the Decisive Strike + Head On combo. This apparently made him very aggressive and he didn't respect pallets from that point on which helped as I went from pallet to pallet trying to, and eventually, stunning him for the 4.
I never want to do this challenge again.
Did you get out that game? I'm honestly curious. BHVR seems to love making "Kill me, please!" survivor challenges 🙂
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@HoodedWildKard said:
Something really needs to be done with solo queue, i rarely play survivor without my swf buddies but I'm not fussed about playing killer today. I'm certainly not the best player, but I'm by no means a bad one. Ive been playing all morning must've cleared about 10 games and i haven't survived a single one. I'm seeing constant bbq and chilli killers. My "teammates" are doing very little to help me. I just died on my first hook because out of 3 survivors, absolutely none of them deigned to bother coming to get me off even though the killer was nowhere around.
I've got reasonable points in some of my games but not one survival, I'm constantly being abandoned, there's no coherent teamwork. Hell i even had someone do pinheads puzzle box right next to me while im trying to cleanse a hex, when I'm on 2 hooks and they are on none. Pinhead ports in zones on me.
Idk why we can't get vc for survivors, swf teams certainly don't need any buffs but solo queues are 4 people running blind getting picked off by the killer. Not much fun for the survivor players, i don't expect to survive all my games but dying constantly in this many games is a pretty awful game experience.
Pls devs throw solo queue players a bone.
What rank are you playing at? In my solo queue experience I don't get decent teammates until Silver at least, until then I mostly just try to pip up.
I'm not understanding what you have against BBQ as a perk? I haven't put it on once since the bloodpoint nerf, pretty much every other aura perk is better.
And while I understand some solo queue woes, my man stop and think. Notwithstanding the fact every killer game would be vs a 4-man swf and killers would have to be buffed accordingly do you really want integrated voice chat in this game? With this community?
Think about it.
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@SailedSavage said:
He can teleport to anywhere on the map 3 times without much delay, the ability recharges very quickly, he makes no audio while teleporting and you only know when you hear him bust out of the locker behind you, you can only lock each locker once and he can break the lock on any he sees with just a simple m1. He can start his teleport to leave his husk and cut off loops or teleport back to a hook instantly while still holding chase with someone else. AND the darkness is just salt on the deep wound. Top that with the fact he's a 115 movement killer and it seems unbeatable.
He's the only killer I can't find counterplay to. Other killers I can manage it about 50/50 depending on perks and my teammates (solo Queue sadly). I lose 100% of the time to him.
Am I the only one who thinks he needs some small changes?
Dredge is a solidly mid-tier killer. His mobility is great especially during nightfall but his antiloop is lackluster and easily outplayed. Did you know if you or a teammate run into his husk before he teleports back it deletes it?
My suggestion is try playing Dredge for a while. The survivors that do well against you, take note of what they do. He is by no means unbeatable.
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@whampyri said:
In the last 25 games straight my hex was put out in the open where they literally couldnt miss it. Are they ever gonna make it fair
Arguments can be made for Haunted Grounds or Undying in combination with whatever but imo the only hexes worth running are Plaything and Pentimento. Losing a perk before you even set eyes on a survivor or make your way halfway across the map isn't fun.
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Are your air vents clear of dust? Had this problem on a PC before, vacuumed it out and not only did the noise stop my fps improved drastically, it was probably overheating.
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@Thusly_Boned said:
I bet killers who build around endgame and screw off beforehand really put OPs knickers in a twist
Remember Me, Rancor, No Way Out and Blood Warden is always a screamingly good time even(especially?) on Trapper.
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@burt0r said:
I guess someone just got killed during endgame.
If I had to guesstimate I'd say 1/3 of the total forum posts are gamers who lost their last match and come here to ragepost about how whatever made them lose should immediately be nerfed.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3184787#Comment_3184787
Ok. So I stopped reading after the first few examples. The point is. They're all faster then survivors. Nurse literally is not. She's the only killer who is slower then survivors while walking. That is why her attacks are not special attacks. That's not a debate. Those are just the facts and reasoning given to us why they are
You can't logically argue with someone who's mad they just lost to a Nurse. What toasts me is whenever survivor mains get the nerfs they want within a week they shamelessly move to something else, and the whole echo chamber cycle begins anew.
It's been YEARS of this.
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@Negi said:
BHVR put those changes in place because they wanted to encourage perk variety and not make killers so reliant on slowdown perks while also increasing kill rates. Let's be real. Killers are stacking slowdown perks anyway and tunneling/camping it out with all the extra wiggle room they've been given. They don't care what the intent was, they do what gives results and that's always going to be the case.
What it's really done is make solo queue feel insurmountable and quite frankly insufferable, which is saying something when even double bloodpoints isn't enough to make you swallow the pill that is solo queue.
I also solo queue and the trials where I have a tunneling or camping killer are actually pretty rare. When the game ends in our defeat it's usually because no one is doing gens, saves are late resulting in a second stage on first hook, babyrage DC's and above all because I and my teammates suck at survivor.
You know how I know I suck at survivor? Because I'm an Iridescent killer and I face Iri survivors.
I know what a good survivor looks like and my brother, I'm not it. I am trying to get better though.
So yeah, I think the killer buffs were fine. Ask yourself honestly, are things like slightly faster bloodlust and breaking times the reason you might be losing games?
Cheers 🍻
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@Piruluk said:
I mean these people work is to play dbd daily up to 8+ hours since years, I wonder how would these perform without comms.
I suspect that they would fail extremely hard, and that would prove game is built in favour of the killers, and solo has nothing to win even if in a team with 3 other survivor whose whole existence to play dbd for years
Well yes, but if you think about it the challenge isn't something you should realistically be able to do in-game. There are 33 survivors in Dead by Daylight. Considering a 4 man squad that means 8.25 deaths per player and the challenge fails.
It takes, on average, 140 games to go from Ash to Iridescent.
8.25 deaths. From Ash to Iri. 140 trials.
Not being able to do that in solo queue is not evidence of a killer sided game.
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@Biscuits said:
From a survivor perspective, I like challenges like this. I just wish blast mine wasn't nerfed, because blast mine, head on, is the easiest way to do stun challenges. Trying to stun a killer with a pallet is only going to get you hit. A pallet stun has to happen naturally, if you try to force pallet stuns it never works out.
Lol Blast Mine into Head On a killer and there's a pretty good chance you won't get to do it again☺️
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3184166#Comment_3184166
You load in. See three survivors near a gen and one off in the middle of no where. You can now proceed to pressure three survivors off of that gen at once instead of losing that gen in about 30 seconds. It's won me many games since I started running it. That early pressure cannot be understated.
My comment was referring to playing without Lethal. If you walk to a gen opposite your spawn on the map there will be one or more survivors there 9/10. It CAN be useful on Nurse to get an attack plan together but worth a whole perk slot? Pain Res or Plaything would save more time overall imo.
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@AshInTheTallGrass said:
Are you bothered by it?
Indifferent?
Understanding that Survivors are just trying to complete it?
Hating it with the passion and fury of a thousand burning suns?
Or . . .
I'm having a much rougher time trying to get it than deal with it. Roughly 1/4 of squads try to blind you every chance anyway so I haven't noticed a gameplay difference. I've been trying to get it with blast mine and flashbangs since I suck with a flashlight, not going great so far.
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@Grigerbest said:
Hello, just played couple of matches with Hag and I'm starting to get more and more of these end-game chat "rages"... I made a screenshots of the second match, I didn't in the first.
I'm playing Hag really "fair" (as survivors consider), I don't put traps under the hooks, I don't camp or tunnel, just picked up 3 gens and trap around them, making the web from the beggining.
2 Survivors was able to do 2 gens while other 2 were constantly going around my web, "playing with traps" and tried to get me into the chase. Then all 4 survivors made out to my web, and thats where the match was pretty over.
The match end up really badly for survivors, I did gave one of them hatch.
The map was: Coldwind Farm. Because of a Heart locket.
https://us.v-cdn.net/6030815/uploads/XBLSGP3ZYL48/1.png
In the end-chat, both matches I was getting these:
https://us.v-cdn.net/6030815/uploads/IO73LW4Z2HM1/2.png
https://us.v-cdn.net/6030815/uploads/M68UFIO9XBGK/3.png
Just wanna ask... Is this a "skill issue" of the survivors? Too much of op killer? Or just casual outrage?
Yes, I was hiding my traps in the grass, but some of them were pretty in the open, they've seen them and still was getting hit by them.
I just don't understand how Hag is so "irritating" to play against comparing her to other "irritating" killers like Nurse.
She's not irritating or OP, she's just rare. Survivors encounter her rarely so aren't used to dealing with her, and probably don't even know most of her addons. Play Twins really well and you'll get a similar reaction. It's one of the upsides of going with seldom played killers.
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If I'm on a losing streak feeling tilted and really, really REALLY need to win...
Unnerving Presence
Coulrophobia
Sloppy Butcher
Distressing
On Wesker. With a Game map offering. And his Iri offering that makes all survivors start infected + his ultra rare that gives him undetectable when a survivor reaches full infection.
You'll most likely win and feel icky afterwards.
