Haku
Haku
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Pretty bad ideas in general. EGC was meant to finish the game faster. That is its purpose. It was not made so the killers can take advantage of it by any means. Killers very often forget that or don't even know about it and ask for something more during end game. Most killers want the survivors to open the doors so they can end the game and you suggest basically quite the opposite with that change - literally nobody would open the door and you as a killer would want to do that so you can abuse your offering/perma or whatever - that sounds quite absurd. They gave the ability for the killers to open the door so they can force the timer and just end the game if someones hides forever - that's all.
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You typed Mori's with wrong letters
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@FondaDix said:
https://forum.deadbydaylight.com/en/discussion/comment/927015#Comment_927015
I know right? Inner strength is so good. It really should put self care in the ground.
The moment more people start runing it it becomes ######### though. There are just that many totems sadly ... And it is really a problem we still cant see the other surviivors perks in the loby so we can atleast know what to expect
Underrated - Detectives Huntch - This perk is great but you need to be able to hit these ruin skill checks
Overrated - I cant think of one now
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@TbagThisLag said:
1 . When you load into the game find your generator , but don’t touch it .
2 . When the killer patrol passes by your urban immersion , start it .
- you will have a huge amount of time to complete if you do not mess up .
- At least half way with your Jenny , and if your other survivors are found . All the way .
3 . When done , hide behind a nearby tree or wall , Don’t run . Test your nerves of wood .
4 . Find another Jenny and tap that sh*t .
This is the most effective way I found to AT LEAST do one generator at the beginning .
If all 4 survivors did this , then there would be 1 gen to do , with no hooks yet within the first 160 seconds . 🤯
Disclaimer : some killers are way better at finding you no matter what , but most killers will not go near a gen that hasn’t been touched . Or a virgin jenny . 🤓
I often touch the gen. I touch it and I run away for another gen. The idea is to make the killer paranoid about that gen and waste his time looking around
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I also want such thing just so we can check the new maps and see where are things and learn them just a bit, try new things or even practise skill checks ! Would be very useful
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Oh great ... So I had my game freezing few times in the past 3 days. Well I said it before that this would be a shitshow and and I was right. Because all other popular games who have punishment for dc/afk work perfectly and there is no way your game would freeze twice in a roll one after another. But not here
And btw freezing have nothing to do with your connection it is the game being the problem ...
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@Fibijean said:
Springwood has recently been reworked, which is why the totem spawns are actually decent.
I believe there are plans to rework each of the other realms one by one as well - rumour has it Haddonfield is next on the list - so eventually, in theory, all the maps will have actually decent totem spawn locations. The only problem is map reworks take a long time, so it might take a while before we get there with every single one.
To be fair after the BL change Haddonfield became last on my list while horrible maps like Hawkins are on top /+ Shelter woods/
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Even that is not enough. Still 3rd hook is denied. You can DS, Flashlight, take hits or just wiggle out, or even sabo. An OFFERING cannot have such power in the game. There have to be some really serious consequences for the killer. They have to work for it really hard. And the mori should be that cool effect you get for doing that. You cannot deny the normal game experience with an OFFERING. Perks/Addons is another story !
Again my suggeston for a change is to lock the moris on weekly use per killer once or twice that reset every week with the shrine
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@dont_ask_me_again said:
https://forum.deadbydaylight.com/en/discussion/comment/924663#Comment_924663
“Technically if BT triggers you are in essence camping” - this is an entirely false claim. We spoke before how you can be see a survivor’s scratch-marks to the hook and follow them. Plenty of mainstream twitch streamers have pointed this out and are basically at-least nearly all in consensus that what the survivor does with BT is bad play.
I just provided how DS controls the behaviour of killers and BT doesn’t.
The survivor who gets slugged off a hook isn’t losing anything - no harm done... so what’s wrong with that exactly?
I’m amazed you’re a “trusted” member if you being this juvenile to suggest that the killer near the hook under any circumstance = camping.
If you have ever tested the effectiveness of camping - you’d know you could only camp 2 survivors by the time gens are done... BT doesn’t need to work 8 times which steps into punishing fair killers rather than campers.
You need to play killer at red ranks... M1 killers and the like because I don’t think you do. I also main survivor btw.
For whatever reason you are near that hook as a killer the person on that hook deserve to have a chance to get away because he has no control when or how he gets unhooked. It is up to the other surviviors and the killers. And yes if you trigger the BT the chances are pretty high you are at least tunneling the person otherwise why would he procs the BT in first place. If you have seen scratches that means you would see the other survivor so just go after him ? I've seen a lot of people like you here who are trying to brute force some nonsense very often but they never look at the whole picture. If you have been a survivor main as you claim you should know very well how that feels when you get unhooked and tunneled and why BT is needed. If you haven't - then I think it is fair to say you haven't played a survivor much /aka you are lying there/... and I think everyone here would agree. It is just something very common to see as a solo survivor ...
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Wasn't one of the corn maps in top 3 of highest kill rate for killers ? Rotten fields I think
I don't think the corn should be changed because that is the only thing on most of these maps that is in the middle of them. Imagine shelter woods having corn in the middle. Would be a much better map for example. Some of these maps are way too small and they need the corn to block the view othwrwise you would run into nothing in the middle and there are tons of gens around these places
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How did the game end ? Did you all 4 escape ?
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/921567#Comment_921567
I never said Bloodpoints. I said points. I should've been more clear that i was talking about EMBLEM points.
If she got all of these bloodpoints then that means:
- Her chases were long-ish,
- She hooked everyone a couple of times,
- She was breaking generators or hitting you a lot of times.
Ah so ? Interesting I always thought the BP were taken. So when u camp you cant pip but you still can get your max points ... That is like the perfect combo for a killer. Max points while stay at low ranks. That is even worse for a punishment
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Blendette - I like to hide from time to time ! Sadly not many other survivors are capable of that
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/920856#Comment_920856
Yes, if the Killer leaves, that person is immediately back on a gen. If they keep chasing, the person BL's away with a 100% reduction, causing them to be immune to any hits.
This would make BL a must pick, again and subsequently it would not matter if you drop a chase, everyone else would run it as well.
Oh and by the way, I do know when to drop chases, considering most maps have at least two BL spots, the odds of that helping are relatively low. Regardless, it is clear you do not have an argument, I have brought out numbers and facts, you have told me how bad of a player I am.
I will not be responding to your insults and lunacy anymore, good day.
We have another one and you see it here it first again by a rank 1 killer. Now BL-ing away with 100% stagger reduction would make the person to become "immune to any hits" he claims ?!?!? Well after that one I have no response either. Good day to you too.
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@Milo said:
They lose points in the chasing emblem.
Well this is the kind of points a nurse gets after she camps 3 of us. Me from first hook till I die. Glad you buy that ######### the devs sold with the changes they made. I hope this changes your mind since you can see it with your own eyes. And we are talkiing about nurse here aka no pallets to break for points too.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/920517#Comment_920517
If Survivors don't know where to run to, they will go down very quickly, hence Hawkins had a very exaggerated kill rate. Freshly released maps will usually favor Killers simply because nobody knows how to loop on that map.
Bamboozle is an alright perk, not something I'd take over Ruin or BBQ. It also won't stop any BL. And leaving the person will lose a massive amount of pressure and they get to go work on a gen. Spots that put the Killer into a lose-lose should not exist. Oh and on Torment you can get 3 loops out of that god loop.
I am glad you admit BL is supposed to cause Killers to lose no matter what decision they choose, you have revealed your bias.
So now "the Killer will not be able to hit the Survivor if they use BL" = "BL is supposed to cause Killers to lose no matter what decision they choose". Dude It is okay. As I said you have a lot to learn. You will not get anywhere with that mentality though.
And by the way just for the record knowing when to stop/leave a person is one of the basics a rank 1 killer for I forgot how many seasons it was should know about the game. Has nothing to do with pressure, it is all about being smart. I suggest you to watch someone like Zubat on twitch to learn some advanced techniques how to play the game and get better to be able to deal with your imaginary "lose-lose" spots on coal tower
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/919874#Comment_919874
While I am aware of the definition of a real infinite, a loop that will go on forever, I also consider loops with zero mindgame potential and zero risk an infinite, from now on for the sake of consistency, I'll call them god loops. There should always be something the Killer can do, with these changes you seem to support, the Killer will not be able to hit the Survivor if they use BL.
I know, a new map having the highest kill rate because Survivors don't know how to play on it yet? Who would have thought. I do not appreciate being insulted because someone cannot formulate a good argument.
Ah so killers know how to play on the new map but survivors don't. Interesting. I wonder why is that. Are they smarter ? Are you ? You should be a decent representative with your rank 1 for so many seasons
I can tell you few things a rank 1 killer can do. Use bamboozle, use your killer power, drop the chase, dont bother going to that place. Or you can just keep going. Usually that loop is pretty long so you should be able to catch the survivor on the second vault. It is similar to torment creek. They were both made very long for that reason
What bothers me the most though is you just can't even comprehend that BL is supposed to do that. The new BL will do exactly the same thing in that building and so is Lithe. You have some really poor knowledge about the game
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But didnt all the killers say that when you see a mori you should play more carefuly with that in mind. How do you do that if you don't even know there is a mori ?
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Getting 3 people really sweaty/ nothing logical said back as an argument. I guess I am on the right way.
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Just trap... Don't forget to trap. That's all. Don't put traps at pallets but before or after them even better but not too close. Counter long windows by using trap when someone is on them to get him off that place. Don't use bigger radius addons for traps to trigger you won't be able to hit right after u jump if the survivor is smart
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/919843#Comment_919843
You're right. They should fix red stain hiding by removing the red stain so there's no stain to hide.
There are perks for that for A reason .... imagine that ? Red stain is a thing confirmed ?
Just Imagine survivors being able to hide their scratches while running sideways without a perk. I hope this gives u a better understanding what I am trying to say without you getting all sweaty
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/918766#Comment_918766
Well, considering I have been at Rank 1 for the past 4 seasons AND I have passed 1K hours split between Survivor and Killer, I think I have a decent understanding.
Calling someone a Rank 20 just because you don't agree with them is juvenile and hurts your argument.
I think Hawkins is even, simply because of the sheer number of pallets and BL spots. I would like a few safer pallets tho.
As for Coal Tower, with old BL it was a "infinite." With the changes proposed, if you jumped off of Coal Tower, you are 100% going to get to another loop without getting hit.
Definition for infinite. You see it first here by "a rank 1 for the past 4 season". Being able to get from one loop/place to another loop without getting hit - a true infinite. Ill quote you from now on ... this is priceless. I have no words !
It is obvious that I really can't get you to think so I won't even bother talking about Hawkins and how wrong you are. Just check the latest dev stats. I did not agree with you because you were that obviously wrong. And you'd expect a rank 20 to make that statement. Getting offended by ranks is actually juvenile. It is not a big deal !
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/918499#Comment_918499
How dare killers use their WASD keys!
A truly unbiased poster.
Well it is about the red stain not about the keys sadly. The key here is what the red stain does and why it exist. And the devs do care usually when something is used not the way it is supposed to - for example being able to fast vault in places where u shouldn't - its just wasd keys as u said, the hook tech is also simple wasd
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Well we are waiting for the moris for ever. I just don't see it how they can change it in any way that justify them. Mu suggestion was to put them on a weekly cooldown where u can use 1 perk iller every week. For both Red and Green Mori. Being usable on last hook is not an answer because they cannot be interrupt while the last hook can be by many other perks/ items/other survivors and we are talking about offering here.
And since many are talking about keys here as if they are the same I'd gladly have keys being offerings too - that way they may feel actually anything remotely close to the mori.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/112546/balanced-landing
No, it is finally in line with other Exhaustion perks.
I wouldn't mind a buff to 80% stagger, but 100% could create infinites.
Ahahaah the rank 20 strikes again. He sees a thread about survivors perk and immediately he types - infinites guys, coal tower is an infinite, hawkins is a survivor side map guys.. These forums ...
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@Jb94 said:
https://forum.deadbydaylight.com/en/discussion/comment/916094#Comment_916094
This is off topic. And slightly baffling. Mind games are the fun part of high ranks which actually involve skill on both sides. Abusing collision oversights for free unsafe unhooks is not comparable.
If this is a hill you really want to die on, make another topic so that people with more patience than me can explain why you're wrong more clearly.
Sure it is not comparable. Abusing the red stain that is supposed to tell which way the killer is going by default is trully worse I agree. And that was just a small comparison to show why such thing as the hook tech is nothing really. As you said it is just an annoying thing but It is extremely easy to deal with if you are patient as a killer. On the survivor side though it requires some brain
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@Jb94 said:
https://forum.deadbydaylight.com/en/discussion/112525/why-was-unhook-tech-removed
Tbf it was a counter to incredibly unsafe hooking in the killers face regardless of what the killer or survivor does leading up to it. Its annoyed me before as killer but it happens so rarely that I tend to forget about it.
Only high rank players seem to know about the tech and high rank players generally have 13 other ways to bait/ avoid hits, so this isn't effecting anyone who can't manage without.
I also get annoyed when all the high rank killers start to moonwalk so I can't tell which way their are going but hey I guess we have to wait for this one a bit more
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@cipherbay_ said:
Not even surprised at this point. As soon as I saw Not Queen read the "forever Freddy" question on QnA I knew they were going to nerf Freddy, but here is also why it's BS
1."Forever Freddy" does not exist, its just a term survivor mains came up with to label a build they do not like.
2. "Forever Freddy" Only works if you are in the dream world, there is a reason why there are clocks and other ways to wake up ie. Failing skill checks, snap and clap. They want to incentive to wake up, they'll probably remove dream pallets as well as it takes too many brain cells to remember what pallet has been used even though you can wake up and avoid it all together.
3. Its punishing the killer for keeping survivors in dream world. I know people will say "But Thanatophobia, But Dying Light(does not affect obsession + gives them action boost) But Pop goes the weasel." Yes those are perks that rewards killers for doing their objective, just like how Adrenaline or Detectives Hunch (underrated) can reward survivors.
4. I still see gens getting done in less than 5 minutes and beyond with coordinated teams and its becomes especially fast when you take into a account the various tool boxes + add Ons, and perks that can speed up gens (Resilience, Prove Thyself, Spine Chill)
So it's come to my understanding that "Gen Rushing" (Survivors Objective) is completely fine but Debuff Rushing to add time to the game (Killers Objective) is not.
The End!!
There may be clocks to wake up but they always spawn on the opposite side of the map for a reason. It is to waste your time if you want to wake up the safe way. And one thing you forget is the current power of Freddy apply on its own. It has nothing to do with old Freddy where you had to do it yourself. Here Freddy does nothing while the survivors have to keep do things to wake up themselves every minute. And I think he needs even more changes for his snares and pallets for the way you can spam the first and the way you can't tell the difference for the second
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My problems with this perk is that first - it feels more like punishment after you get unhooked that you are broken while u get healed. I dont see why u have to be broken. It is just simple heal that you get ove 30 seconds. If there is a survivor with any healing perks he may do it faster for u and I don't see why that perk should block that ? And second it gets to activate only twice after you heal someone else which may be hard to do very often before you get hooked, I usually get it once while I run something to find injured people. I just dont think it is worth. It is way better to get healed or bring a med.
What I think they should do is make it not broken and make it to heal to full even if u have BT aka if you get tunneled/unsafe unhooked so atleast it does a bit more from time to time
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Me brings 4 plunders for the ultimate chance for a key for everyone /almost everyone/ lol
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@JohnyBlood said:
I think we can all agree that genrush is only a problem when facing coordinated swf groups with all the tasty perks equipped. There is one easy solution to that. Let's finally nerf SWF! And there are some good options of how to do that, imho. For example - as a swf group you would be allowed to equip just one of each perks. I mean 1 self care per team, one DS, one BT...that would be an elegant nerf to swf (no clickbait) and it would also help against genrush a lot. If you are able to the gens quickly as solo players, kudos to you, you deserve to win..but swf groups are destroying the balance of the game. We all know it. If there was no swf I think that the balance of the game would be pretty good as it is now. But there has to be swf, I agree....so why not at least try to balance it just a little bit? :)
I did not understand what is the connection of BT,DS etc with gen rushing in SFW ?
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@PistolTimb said:
They should shrink the map a bit and add an inner sanctum to the main building, like the Temple of Purgation.
Indeed that is actually I don't like. The entire building is made for BL while the BL was literally removed from the game last patch. There is nothing that you can fast vault/loop as non BL user and not lose more time than the killer doing it. And people said that now the devs will be able to balance maps around non BL ... sure. Clearly they didnt care about that at all...
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I recently get also only low rank killers. My guess is they don't level up as fast as survivors can get back to their original rank. My killer is back to rank 18 :< and its really boring to level it up again even though I can play well. You can imagine how my games end vs low rank surviviors ... Also the queue is very long for my killer
One positive thing I can say is that my rank 3-4 teammates are complete monkeys very often like they just started playing the game. Huging walls to heal, running away from 2 survivors that can heal them instead, 3 gen themselves etc
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/907247#Comment_907247
If they hook someone else they aren't tunneling. Unless we are changing the defininition of "tunneling" again?
I guess it is hard to read ? Does it have use when you are tunneled ? Yes! So it works against tunneling as intendet. And yes it is tunneling if you hook someone and still go after the last one you hooked soon after he's been unhooked. It is not that hard thing to pull off with BBQ and using your eyes. Thre problem here is enterily different, if you dare to read you may find out
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/907218#Comment_907218
How so?
I think you could also say it encourages killers to leave to hook if whispers doesnt proc
Killers don't leave the hook the moment they notice a survivor - imagine procsing a perk that gives u that informantion even if the other surivivor is literally on the other end of its range. The killer will just become paranoid and check every corner till the hooked one dies
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Well it is. Do we need a video where the killer tunnels someone, picks him up and he ds him to prove that? You should've put completely different topic to this thread. You tried to explain it better after the video. And this is one scenario where things don't really go as they should. The survivor is taking advantage of the ds by using it offensively which I don't think should happen in the way he did it by running back to the hook after being healed while you are there literally in your face. But you have to stop making these commnens about how you downed someone else and you even hooked him. That should not have anything to do with another survivors perk. It is the fact that he managed to pull that offensive action is not cool. But the current suggestions that hooking someone should just disable DS are just really really bad because it will affect all other possibilties where the killer actually tunnels again after he hooks someone. The way they may change DS for example is - DS to have some period of time where it cannot be disabled and after that time if you are still in some range of the killer while he hooks someone else ds should be disabled. But if you're out of it DS is not affected. But that will be very tricky to pull off by the devs. too many things to consider - people on the ground, 2 floor buildings, some other mecanics like traps that may not allow you to get away. Still may be possible
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Wow. I would never in a million years expect someone to say that on these forums. Good one ! Very smart one. I do it it every time I can. Sadly it is only possible on maps like lets say smaller corn maps where you can see the unsafe gen early on or azarov for example where the middle gen is a top prior to avoid 3 gens, or street gens on Haddonfield etc. But for big maps thats almost impossible. I can't run the entire shelter woods to see where the gens are placed. I hate the corner gens on Lerys too. And big new - literally nobody else care about that. It is usually just me
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I've always wanted to hit a killer with my toolbox after I've used it ^^
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More playmaking perks for survivors that are not suicidal
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@xllxENIGMAxllx said:
I mean look at that
https://us.v-cdn.net/6030815/uploads/477/EMRTNCF25HAD.jpg
https://us.v-cdn.net/6030815/uploads/246/6GXBDV894OHR.jpg
https://us.v-cdn.net/6030815/uploads/768/IG3GQOO7ZX2E.jpg
I got dozen of them including coldwind farm , crotus prenn and haddonfield. That should not exist i get those loops 2 games of 5 it's insane.
So hear me out community and devs you should reduce the tiles connected by each other (shacks , L-T walls , Jungle Jym , Jungle Jym (Ormond version) connected to each others. I mean Suffocation Pit is the perfect exemple of this and is literally uncounterable dropping chase only delay the issues.
I mean problematic loops is nowhere near = the game is survivor sided. Some days as a survivor I get Shelter woods very often. Do I have to bring screens from that place ? I mean it is the entire place you need a screenshot of... .How about Hawkins ? I can show you similar bullshit places on other maps where there is a gen to do and there is literally nothing around to keep you safe if the killer approach. There are map problems but they are for both sides. It is easy to look only on your side. At least you have a choice what to do. The survivors have to use what is around them when chased. And lets not forget the RNG. Sometmes things are there. Sometimes they are not. That is what makes it okay to some extent
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Run into a tree after getting hit
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@csandman1977 said:
Actually, watching as survivors drop 17 pallets during a chase on the other side of the map means that if i do get in a chase, i shouldn't look for anything over there.
Well usually thats what alert does for survivors. You can't really tell if the killer break all these pallets. I am pretty sure you would miss some too. And all that works only when the survivor is injured
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That is the problem of the perk you can't buff it to much because it will become a problem but when it is not buffed it is actually close useless. So why make the perk in first place ...
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Didnt the challenge include the use of botany knowledge ? If not use it. It is great for medkits. I did it with purple medkit myself + charges addons + offering to not lose the item/ I have lots of these as survivor/ in 3 games
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/904568#Comment_904568
For one, I never said this is what I do. I said that's one of the main reasons killer kill rates are so high -- not because they camp. Camping is a losing strategy. Killers who camp should only maybe get two kills at most. I never mentioned how I play survivor at all, so how about you quit judging how I play the game off of literally nothing?
Anyway, you just admitted by your own omission that killers don't get kills because they are over performing or camping, but because survivors like you go back when they could have lived. This is why we don't balance purely on just numbers, or more specifically, why the numbers they showed mean literally nothing and should not be used in balancing discussions. We have numbers, and with those numbers, there's literally zero context.
I would bet if they showed survivor survival rates, there would be a massive wide variance between who survives the most and who dies the most across the 17 or so survivors, despite them all being literally mechanically the same, which is another thing that happens with stats without any context.
In the end, if all survivors played optimally, the kill rates would be massively lower. Hell, earlier when I was playing survivor, I ended up doing four generators through Ruin because my entire team who were all red ranks were gen tapping against Ruin.
Where did you get the "90% of killers camp" number figure by the way? Can you prove that, or are you just wildly exaggerating?
Not really. Numbers do matter. You just can't ignore that. Also common sense has to be used. Some things like Spirit and Nurse's mecanics did not need numbers. They were pretty obvious. Freddy is the same currently. I did not need any numbers to tell you he is busted and he needs changes. And what a surprise he is the killer with the top kill rates. So it seems numbers do have something to do with reality ? But only a few people would agree. The amount of people who agreed with spirits changes who played her as main was very small based on all the threads here. And I am talking before the changes were made not after ! For them she was perfectly fine. Well see here is where my problem is and why I said that about the 90% which ofc is exaggeration but considering how killer mains lack the common sense or just straight up lie because they just can't play the game properly it seems like a fair thing to say based on my experience with the game and the forums here. For the past few weeks I've been seeing tons of posts that does not make any sense. My favourite were that Hawkins is a survivor sided map and that Coal Tower is an infinite because of BL. And I've seen these a lot. And you don't need numbers for these to prove them wrong. It is just very easy to explain/show that is a lie. All that proves is some killers lack basic knowledge about the game but yet the numbers are in their favour. For me that speaks that the game is way easier to play as a killer with any skill vs any group of 4 random solo survivors.
And I never said anything about camping either. I never said you should go back for surivivor that is camped. I said the game would be extremely boring if that mentality as you said did not exsist. What keeps the game interesting evolves around playmaking which includes saving hooked players at any time of the game. And the game should be balanced around that. Being able to do that. And if the numbers are too high things should be changed because that is the right way to play the game. It is not your - maybe the numbers are high beacuse they make these plays and that is why these numbers should be not used. That is just the strange thinking I don't like as I said about you. And yet you tried again to just use it in your favour by saying "you just admitted by your own omission" . Well I do find this to be perfectly fine for the game so I did not do that
And what you said about survivors playing optimaly just proves my point actually and you just gave the the perfect example yourself. You've seen it yourself how hard is to actually to get 4 solo players who are actually on the same level that you sometimes have to do everything on your own. But chances of that being possible every game are very slim. Once you get on killer's radar you will have to leave those 3 to gen tap until you die and in the end that would be 3k at worst probably. And so the high kill rates. And that is beacuse as I sad it is just much easier for ONE killer to play in general /or optimally as you said/ then for 4 randoms to do that ... and that will never change until solo exsist. You just can't play with 4 randoms optimally - that is just wishfull thinking. And the numbers show that almost perfectly.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/904529#Comment_904529
what about the survivors that run straight for the person you just hooked ? is it tunneling when you hit them ??
Well these are probably the only ones you may wana get punished but I don't know how /Even though they would be injured so you could just hit them ? / . The way it is suggested won't do that because includes many more possibilities. I was thinking about just a small range around the killer but there still can be some problems like - people already on the ground or being one of the the last 2 surivivors/aka having no choice/ or being in the basement/another multi floor building where you can't get out of range or god knows what else
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/903598#Comment_903598
If you honestly think 90% of killers camp, then the kill rates wouldn't be nearly so high.
Why the kill rates are so high is because of games where survivors could escape with 1 but they have the "WE MUST GET EVERYONE OUT" mentality and the 1k ends up being a 3k or a 4k.
I meant 90% of these who say here they never do that....
And that second sentence .. I am not going to argue about why the rates are what they are but your general logic about how we have to play as survivors. I mean if you want to play this way and leave every time one person is hooked that is your choice. But I have to say that is a terrible choice for me. I play the game to have fun. I don't want to just do 5 gens and leave right away - that is just boring and I am pretty sure the devs don't want that either cause they just buffed one perk to be super strong during end game. I just don't understand people like you... I get it they are sometimes fu.. ups but thats part of the charm of the game. If you don't try to have fun you will get bored pretty fast in DBD
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/903735#Comment_903735
Turning it off when you hook someone else means it's not really tunneling.
Well it is tunneling actually. It doesn't matter if they go after the injured person few seconds later. I don't know where people got their defintion from. Seem like killers just use what fits them best. Right ? I mean lets pretend it is not tunneling - I'll pretend I am not looking where you going which is very easy while carrying another surivivor and I didn't see you with BBQ and I didn't see you were injured/so I am sure its you/ which is very obvious on any aura reading perk because of the pose and yet I just randomly, out of nowhere, magically come after you because all of the above did not happen and it is impossible to happen. As Echorion said you should really look this from both sides.
The definition for tunneling should be something like not being able to get away from the killer/not being chased for certain amount of time, after being unhooked. Or even better I like what @Spirez said. Tunneling is just made up term. What is actually called it is being a "sweaty killer" - a killer who aways goes after the last unhooked still injured survivor soon afer hes unhooked because they can't really win the game in any other way. These are the same kind of killers who get gen rushed usually because they never interrupt anyone else on gens and you see them complain here very often about it.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/901845#Comment_901845
Thats because the devs don't know what "tunnelling" means. They tend to be out of touch with alot of things in their game.
I think they do. They just expand it because it is needed and it works perfectly vs the currently " I swear I don't camp" thread spam where 90% of killers actaully do that. Why it is needed. Around 70+ kill rate on every single killer where hatch is also uncluded. I wonder if the hatch escaped were also inluded someone or did not count as not a kill what kind of % we would get. And yes it is still tunneling if you hook one person and still keep and eye on the injured survivor and go after him. Hell yea even if you see him with BBQ which shows in a very obvisous way his aura and the injured status and again decided to go after him it is still tunneling. The only way I can see this as not tunneling is if the survivor has enough time to escape/heal/get to do something else which DS gives currently with its timer. It just keeps the killers from going after the injured/regarless if its right away or 20 seconds later/ or atleast they will second guess themselves. And I don't see how the actions of another random survivor being hooked should have anything to do with another survivor's own perk - it is really dumb suggestion
