HectorBrando
HectorBrando
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The Game, Lery's, Glenvale and Hawkins have secluded totem spots, in any case for this achievement is easier to play Myers with DH and a Mori, you dont need the 5 stack DH to get it, just to perform the actions it requires.
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Trolling is its own reward.
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Shards are used to buy stuff that costs real money, its a good idea but i doubt it will happen.
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Tunneling one out of the game early is not being nice at all. Its actually one of the three behaviours Survivors complain the most (the other two being Moris and camping).
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@Hopesfall said:
"too oppressive"
isn't the point of having survivors.. to stress them out? is that not the theme of the game?
so how can something be too much of what you're trying to achieve
Too much of something good can be bad, exercise is good for you but exercise too much and your muscles will break, water is good for you too, drink 10 litres in the span 2 hours and see what happens.
Being too oppresive is good for Killers, be way too oppresive and Survivors will refuse to play and suicide on hook or DC like they did with original Legion, also this is a game, both sides must have fun playing it.
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Funny I also picked Trapper, the thing is I dont really believe he is weak but he is WAY too clunky to play, the whole go to the middle of nowhere, pick your trap, go set it where you need it, rinse and repeat needs some changes.
He doesnt need buffs, he needs to be less clunky to play with.
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Nah thats not how Survivors play at higher ranks, in my whole 1200 hours I can count with the fingers of my hand how many times a Survivor has abused Bond (or other aura reading perks) to lead the Killer to other people, and even less times the Killer has taken advantage of it, like half of those the Killer actually killed the traitor and gave us a free escape or hooked the traitor first and let us gain distance.
As a Killer I had only 2 matches like those, the traitor got downed and facecamped, the other Survivors got out free.
Also is banable, under the "working with the killer category".
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1646963#Comment_1646963
Theyre off gen though, so its best not to chase them.
Well then yes, you are right, I only commit to chase someone trapped if the trap is close to go off to chase them away from the box but thats a rare ocurrence.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1648012#Comment_1648012
still, thats not camping.
camping refers to denying someone the unhook - or at least trying to.
you can do that in two ways: hardcamping / facecamping, which means staying within a very close proximity to the hook, always having an eye on them and proxy camping, which means staying in the area, holding your eyes open for any potential unhookers trying not to let them reach the hook in the first place.
returning to a hook AFTER the unhook has happened however cant be considered camping, as the killer has done nothing to prevent the unhook from happening.
it would be a different story if the killer was using their power to get back to the hook again and again for no real reason, as that would be a proxy camp, however they would have to start that action (phasewalk, chainsawsprint, demondash, whatever) before the unhook has happened for it to be counted.
and then we come to the difficult debate of "what if the killer knew someone was going for the unhook", where we'd have to clarify whether it was actually the intention of the killer to camp their prey or if they were aware of someone else around, just trying to defend their hook.
its always hard to determine when a killer was actually "camping" and when they were not, especially due to that last part.
generally speaking though, if the killer left the area and returns as soon as an unhook has taken place, that can not fall under the definition of camping, as that refers to not allowing the unhook in the first place.
Camping is subjective, for you is denying an unhook, for me is when you are near the unhooked person in less than 5 seconds (assuming he didnt run into you by mistake or intentionally), not allowing the unhooked any room to get away.
Thats why proxy camping and camping for me its almost the same, I even consider proxy camping worse because is as effective but the savior cant see Killer doing it, so he cant judge if going for the save or going back to do gens to punish the camper. When you see Leatherface camping you go away and fix gens, when Spirit/Hillbilly/Oni rush back to the hook from a distance and appear 2 seconds after unhooking is worse, because I didnt have any possible way to know they would be coming back that fast (well I do know, half the time they do that).
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@Mister_xD said:
uh... if they rush back to the hook AFTER the unhook i really dont think it should be counted as camping...
also idk where you play but Slinger gets the crown? damn, i usually have Bubbas take that...
I think he says going after unhook asap using your power to get to the hook in mere seconds like Spirits, Onis and Hillbillies do sometimes, proxy camping is another way of camping.
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I play Jigsaw a lot after Myers and the advice about the whole "boop the snot" meme is if you dont want to follow it, dont, smack the guy who tries it and he and the rest will get the message, you are here to play a little game and they should play it their best if they want to get out.
Its lame? a bit but is also lame to enter a trial and pretend the other side is a joker who just wants to goof around.
@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1646645#Comment_1646645
I don't understand people who go for trapped survivors. Its literally counterproductive.
It depends, I have "Save Best for Last" on her, if Im chasing someone and see a trapped Survivor on a Jigsaw box ill hit them, not only gives me a token but also resets the box and injures them/forces the other Survivors to go pick them up from the hook/ground, its stalling on top of more stalling. If Im not chasing anyone well bad luck, hook time it is, I have to keep applying pressure.
Jigsaw is not a carbon copy Killer, you have to be aware of the flow of the game, sometimes is better to down someone near a box, sometimes is better to ignore him, sometimes is better to patrol boxes, sometimes is better to not, trapping always may not be the best decission (if you are gonna hook near a box and you are doing good on gens is better to save that trap for later or it may get removed 10 seconds after unhook) etc. You cant play her the same way always like other Killers like Hillbilly (sprint all map, find someone, saw him, hook, BBQ shows you next target, sprint, chase, saw, hook BBQ etc).
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@Slashstreetboy said:
Unfortunately I´ve gotten tunneled by Myers players more than any other Killer. In my experience they tend to use NOED as a staple, too, which was always weird to me. Propably bc he´s so popular among the newcomers and the casual crowd.
Same here, Myers and Ghostface are the biggest offenders in my list followed closely by Hag, Spirit, Deathslinger and PH.
Which is sad because I play Myers the most and I almost never ever tunnel anyone, especially not after an unhook (I cant remember the last time I ate a Decisive/slugged someone offhook unless the Survivor jumped in front of me to distract me from their mates).
P.D. I also find other Myers with super weird builds like NOED, Haunted Grounds, BBQ or stuff that is either redundant or doesnt help him at all.
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@AnthonyC2014 said:
Is there really anything you can do about a SWF god squad? Nerfing SWF would mean tryhards would stream snipe their friends and casuals would stop playing because they can't play with friends. The only acceptable nerf would just be changing their matchmaking. With MMR it seems that matchmaking was averaged, so me (a rank 3 survivor) was having fun with some friends (One of which was rank 4, and the others were ranks 12 and 16, so you can guess that their MMR rating wasnt that high). We kept getting poor Trappers who were on their first match and it felt awful knowing that me and the Rank 4 friend were probably going to be the reason why they never play the game again, so I faked being garbage and they killed me so they had some motivation to keep trying to play.
First and foremost, I do believe the game at highest skill is Survivor sided if Survivors are using coms, at normal play, what we average players play I do believe the game is not heavily unbalanced if you are not abusing lame stuff like Moris/Certain pink addons or DS+UB+Key+coms.
That being said, asking if "there is something to do against god SWF squads?" is like asking if you can beat Cristiano Ronaldo at football, it depends, are you as good as Cristiano Ronaldo at football?.
I mean no offense but god Survivors shouldnt be beaten by average rank1 Killers, at least not on a regular basis. This applies for Killers too, should a ragtag assemble of average rank1 Solos beat Ortzdaba or Zubat? not on a regular basis either.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1647433#Comment_1647433
Ranks don't matter anymore dude. Why would you even try to bring that into the discussion like as if it would seude the conversation at all.
Ranks do matter for matchmaking reasons right now, MMR is offline so they are using ranks to pair you with and against the other players, like it was before.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1645854#Comment_1645854
It blows my mind that people say you we don't face these "Swats" consistently. Until the recent update to the MMR, myself and several other Killers that frequent the forums, discord, reddit, and other gaming social media. In groups. All came to the consensus that the only way to keep playing the game at all was play the few top tier killers of; Freedy, Spirit, and Nurse. Not because the survivors were too good, but because the matchmaking would only pit you against 4 man swat teams that will decimate you otherwise. Making the game entirely unfun.
Now the issue with the current meta is if you enjoy playing any of the top tier killers, you simply can't because Freddy, Spirit, and Nurse will always reach the point where they only face 4man SWAT teams. Making all the Killers shrug, and play other killers if they even wanted an inkling at a good game.
In before "But if you win a lot of games as a lower tier killer, wouldn't you get against the 4man swats with that killer?". Yes, but you won't beat them. Lowering your MMR. Making you face weaker survivors and non-premades. Since Freddy, and Spirit are really the only killers that can face swat teams, good players with them will get the mmr to the point where they only face swat teams, and stay there well enough.
The game is entirely broken, and SWF is a big part of it. In addition to that the survivors have far too many free chances, while the Killer has to rely entirely on chance, and skill.
I believe you could get all the SWATs when MMR was activated for highest MMR Killers would face highest MMR Survivors, where most of those guys would end but the MMR was activated for like 2 weeks only? now we are back at ranks and there are way too many rank1 Survivors to pick to be paired only against the strongest SWFs around, Im rank1 Killer myself and I reiterate, I dont get god-SWFs every day.
Once the MMR gets online again the situation may switch again, but thats in the future.
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@Slashstreetboy said:
I suggest we leave the matter buried, apparently it has been taken down anyway.
Ok, NOW Im curious...
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I dont think Jason, Tallman, Fisherman or Pinhead will be next.
Jason is out of the question, the legal trouble associated with him should be enough deterrent to make them not wanna touch him with a 3 meter pole.
Tallman is super niche, I wouldnt call him iconic, his movies are not well know for most people except the slasher die hard fans.
Fisherman same as Tallman, not iconic at all, "I Know What You Did..." is a franchise with only 3 movies who were paned by critics and slasher adepts, it has already faded into obscurity.
Pinhead is iconic indeed BUT I believe they couldnt get the license so what they had in mind as his power became Deathslinger (a guy tossing chains to trap people to force them towards him is something Pinhed does in his movies, also the Deep Wounds effect has very BDSM/extreme torture vibes), on the other hand they could have gotten the license like they did with Leatherface, of your 5 suggestion I would place him a solid second.
For those reasons if next Killer is licensed from a franchise I believe it will be Candyman.
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I dont think Deathslinger can be fixed with regular tweaks like Pyramid Head, his chase is too strong while everything else on him is absolute rubbish (0 mobility, 0 stalling, 0 speed, no insta-downs etc) if they buff his weakpoints his chase would get out of control, if they nerf his chase he becomes nothing. How do you fix that? you either need major changes or a full rework.
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People dont say you face SWF with coms rarely, people say you face the SWAT Team rarely, the super duper good premades, people who can loop like gods, nail every flashlight save and do the conga line to tank hits with bot-like precission.
I face SWFs every day, I bet most of them are using coms too but most are really manegeable, some are good and very few are very good, I rarely face the SWATs, I could say I get an extremely good SWF once every 5 days maybe or even with a lower frequency. They obviusly stomp me but I dont see that as bad balance, godly SWFs are MUCH better than me, same goes for Killers if I were to face Ortzdaba or Zubat or other very good players, they are far over my league and they would stomp me too, that doesnt mean the game is extremely unbalanced and unplayable.
The only problem I see with average SWFs is they are way more efficient at fixing gens because when someone gets caught only 1 people goes for the save and the other 2 stay fixing gens, with Solos from 0 to 3 can go for a save, wasting efficiency or leaving the teammate to die.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1643793#Comment_1643793
Deathslinger would need a full on rework. You couldn't give him less chase power when hes already as slow and lacking map pressure as he is.
Yeah, problem with DeathSlinger is he is extremely opresive in a chase with his power (add Deep Wounds to the mix to make him almost impossible to juke) but he has nothing else, if they nerf the gun they need to give him something because outside of being a pain to get rid of once he finds you there is nothing more going for him, if you buff his speed/mobility his chase becomes even stronger, I dont think there is a right way to balance him without changing him.
They really need to rework him.
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@FFabeq said:
I'm I the only one who doesn't have a bigger issue with ormond? It's not really a big deal for me. (rank 3 killer)
Me neither, while the map is safe-pallet hell its also extremely easy to 3gen it, usually has at least 3 openings for 3gen, not saying is an easy map at all for Killers but not as hard as other maps which usually dont get as much hate as this like Mother's Dwelling, Fractured Cowshed and Rotten Fields.
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People who main a role.
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Yeah this is one of the challanges that can take a lot of trials to get, if you perform too bad you wont get it (obviusly) but if you perform too well you may end bypassing a lot of hooks so you dont get it either. You have to be inbetween, problem is being in between also makes it easier for them to power all 5 gens and exiting thorugh the gates, even if one escapes you miss the Iridiscent, also they have to think they can escape to avoid DCs or ragequits, is no easy to get Iri devout this days (I believe is the hardest emblem for Killers by far).
For this challenge I suggest a heavy stalling build and Killer with one of the easy map offering like The Game or Hawkins.
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@votepsi said:
I agree a lot of killers seem to have their fun by denying the enjoyment of survivors.
A lot of killer main streamers/YouTubers seem to encourage this kind of behaviour.
I don't understand why camping doesn't slow down hook process, or at least buff camaraderie to counter camping.
Yeah, that happens when the comunity just breeds the "US VS THEM!!" mentality, especially with mains being so noisy all the time.
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Gameplay wise Mother's Dwelling and The Game.
Visual wise Autohaven maps, they lookk awful.
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@MrLimonka said:
Did you wait for your friend to be fully sacrificed, or did you finish the gen right as he was hooked?
When the survivors get placed on their third hook, you need to wait a few seconds before they are officialy "dead"
What he says, you have to wait until the Hatch icon appears, thats when the game makes a Survivor dead for gameplay mechanics.
Maybe it was a bug tho, I did the achievement before EGC so I cant coment on it.
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Trolling is its own reward, people will infuriate others for the sake of it, this applies to both sides and to pretty much every game in existence.
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@Gcarrara said:
https://forum.deadbydaylight.com/en/discussion/191169/please-just-remove-maps
Removing stuff is quite an extreme way to balance... I'd say removing content is never a good thing actually.
Wouldn't it be better to rebalance and improve what we have instead of basically wasting weeks of devs work?
Also wouldn't removing variety increase the boring factor?
I don't know, just some food for thought. 🙂
It depends, having too much of something good may be bad in the end, Valve made an study when they were making Team Fortress 2 and they found 10% of maps are played 90% of times (or numbers very close to those) when people have the choice so they went for very few maps but very well done at launch (I think TF2 launched with 5 maps total, 2Fort, Dustbowl, Well, Granary and Hydro).
Also lets be honest, the latests map aditions have not been received extremely well, Midwich, Dead Dawg, Hawkins and Ormond have been criticized a lot, Midwich being universally panned by the comunity. Sanctum of Wrath and Temple of Purgation were ok.
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@JimPickens666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1619125#Comment_1619125
You know i don't want to call you a liar but out of everything you said "even more rarely ive seen 4 map offerings of the same thing" is extremely sus because why tf would anyone burn 4 of the same map offering until now?
But i'm actually going to believe you, that you play at rank 1 (not even red, just always rank 1) on both sides and never see or use offerings. Of course theres only 3 ways that can possibly make sense.
- You're a switch player
- You're a mobile player
- You are the luckiest man alive and just never play SWF as killer, and the best survivor alive and keep rank 1 all with randoms.
That last one seems like the most likely because i think even on switch people would understand the power of map offerings, to not understand that be worried about "wasting" them implies you're a solo player. In which case yeah this means nothing for you. You must also main a killer that gets no major benefit from maps so.....demo maybe? You are a true gamer
You read what you want to read, Im not saying I never see map offerings, Im saying they are rare and you cant anticipate them so the Ward is not very useful because, well, you cant know what the other side will burn. I've been playing since the update rolled and Im yet to see Survivors to burn 4 of the same, Im not sure 100% because sometimes Im not paying attention to offerings when Im Killer thats why the "very rarely" instead of never.
Also Im not saying Map offerings are weak, Im just saying you cant know when someone is burning one so you have to use the ward blindly hoping thats the match when someone use them, and they are not common enough to be able to burn one every match but hey, wathever flys your head...
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@JimPickens666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1618733#Comment_1618733
The offering isnt for killer it can always be brought by a swf to make sure the killer doesn't get a map in his favor, the killer gets no benefit because if a SWF wants to go somewhere they'll just burn 4 offerings anyway. You don't have to know what killer it is because all killers are map specific to an extent and are much more likely to use an offering than survivor because the best survivor maps are already the most common. No one needs to burn a corn offering, thats half the ######### games already. I hesitated to even explain this to you because with this knowledge you're instantly more toxic but I assume you don't play in high rank SWF with you didn't understand that who are the main problem anyway......like me. And yeah im going to use for the same reason i use DS, BT, and SC every game. Might as well! The only thing i don't use regularly every game are keys and with the new offering.....######### i might thats insane. You think gen speeds are fast now, rush 3 gens and then hit the killer shack, instant speedrun.
Also i'd like to remind you that the least controversial killer in the game, hillbilly, got a nerf. Thats not enough for you because he's a good killer? Legion has been a joke for a while and got a nerf a few months ago. Nerfing killers means absolutely nothing in terms of balance its just how many dumb survivors will ######### about it UNLESS its really strong because as long as they don't touch the OP ######### killers can always just run a mori. That's how they balance the game, make it brain dead easy for survivors but give the killers enough bullshit to make sure people will still play it, effectively making the worst of both sides.
I honestly wish they didn't listen to survivor mains at all, I understand why they do because thats's most of the playerbase but the killer population is just going to keep shrinking. Like i said theres a reason I play survivor 90% of the time now. If they actually balanced killer maybe more people would play it and maybe you'd get less toxic survivor mains who push for the game to be balanced in favor of easy wins instead of fun. That's why PH is so great, he's not as easy to bully as legion or clown but hes a lot more FUN
I play both roles at rank1, rarely I see map offerings being burnt, and even more rarely ive seen 4 map offerings of the same thing, premades or not premades.
The thing is, the offering is to void any map offerings burnt (except if there are 4 of the same) and since you never know when someone is going to burn one its a coin toss, you may burn it and not get any map offering at all, wasting it in the process. I dont think people is going to get much benefit of that thing unless they stream snipe.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1618875#Comment_1618875
Idk man, I still think DS should deactivate when someone else is hooked, or when a survivor touches a gen or heals. In return, it should be a 2 time use perk, and the timer shouldn't go down in chase. Maybe make the perk basekit as well, to prevent tunneling.
The problem with the "deactivate DS if you do something" is it renders whoever got unhooked useless for he cant do anything or he doesnt get to use his perk at all, thats not healthy gameplay at all.
DS is an Anti-momentum perk and in Solo queue Killers can easily snowball when there is no DS, also the Solo game is already slow enough to put people out of commision for fear of losing their perk for 1 minute.
As I said the Locker+DS interaction has to go away, I would make if the Surivor gets grabbed out of a locker he goes to dying state with DS active, it would the same as hitting him with a M1, the choice is there for the Killer to eat the stun or slug the guy. The Unbreakeable+DS combo is a bit tricker for its very strong, especially when Exit Gates are open but is also 2 slots for a situation it may never happen, if the Killer decided to not tunnel you are losing 2 perks (you dont get to use DS and is rare to slug someone enough time for Unbreakable to be activated except when trying to avoid DS). I believe the problem is not the perks nor the combo themselves but the insane strength SWFs get out of it for they can coordinate chain tanking hits and as always, gutting something because SWFs will make Solo even more miserable.
Its not easy unless we get separated queues and separated balancing for Solos and SWFs.
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They changed DS before Ruin, old DS didnt even need to be unhooked to be used, it was always active and the only requesite was if you were not the Obssession you had to reach 35% wiggle for the Skillcheck to appear (which almost everyone reached anyway, especially SWFs).
Also "If you removed D's I believed that a lot of things can change..." you are right, tunneling would be way more prevalent, almost as prevalent as it is in any trial where there are no obssessions.
I do believe the locker interaction with DS should go away.
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The whole "denying a map offering" is a bit absurd for you dont even know what the other side is going to burn, to be fair I dont really understand that offering at all unless you are in a SWF and one of your teammates decides to troll the entire team by burning a The Game/Midwich/Hawkins and announces it, denying a Mirror Myers his Hawkins offering sounds good on paper but alas, you dont know what you are facing or what the Killer will burn also those offerings are not that common to be stockpiled and burned every match.
Same goes for Killer, you dont know what the Survivors will burn and if it will be a Haddonfield/Ormond/Corn offering so using the new offering is pretty much a gamble with very little odds of benefiting you at all.
@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/190816/pyramid-head-can-save-us
"PLEASE LISTEN TO THE ENTIRE COMMUNTIY AND NOT JUST THE HANDFUL OF SURVIVORS THAT ONLY CARE ABOUT WINNING"
believe it or not, PH and Deathslinger are more controversial than you seem to think
Pretty much what this guy said, PH and DS are very controversial, PH is so controversial he is due to a tweak on his power after one major change.
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Depend on the number of gens left, if there are a lot to finish you need distractions for the Killer to waste time, so you need teammates around, even if they last 20 seconds in a chase, also the next one the Killer sees and chases may be you and you need people repairing gens while you are getting chased, people who dont repair ANY gens at all are not that common and are almost as rare as the EVIL SWF SWAT Team, especially at the begining when there are 4 or 5 gens left to do, they may stop repairing when there are fewer gens for Hatch camping but at the start they are very rare.
If there is one or two gens and they are very bad I may forsake them, especially if the Killer is patrolling close to the hook, if the Exit Gates get powered I may attempt to save them and hope they are using Adrenaline.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1611427#Comment_1611427
I like how you cherry pick, as usual, posts like that, but ignore the broken update comments.
Guess we shouldn't be surprised.
RuIn Is LeThAL FoR LaTe GaMe
While the update is super broken and noone can deny it, the thread is about a question if people left the game after it or not, we can make a new thread to debate the sheer amount of bugs introduced without derailing other threads.
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Blood Favour with 8 stacks of Save Best for Last is insane, is almost a guaranteed down.
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I like all except Frank, he is an edgy angry teenager who doomed the entire gang by his impulsivity and stupidity.
Since we are talking about cosmetics I believe BHVR should add "The Dolls" from "Cabin in the woods" as collection, I bet Josh Whedon would love it.
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@fordragos said:
https://forum.deadbydaylight.com/en/discussion/comment/1602774#Comment_1602774
Lol I love how all the killers have their heads up their own behinds about mori and think it's even remotely comparable to keys.
Mori instantly put survivors at a severe disadvantage within the first minute of the match by taking out one out of 4 survivors. Theres literally no effort needed here on killer's part AT ALL.
Key at least needs a little more effort, first survivors have to do gens then maybe one or two of them have to die depending on gens remaining for hatch to appear in the first place. Then finding the hatch takes time too. Killer even tunnels the survivor with the key and killers are basically playing the match from START till FINISH compared to taking out one out of 4 players who only got to play the match for 40 seconds and causing the other 3 to be at a severe disadvantage by reducing their chances of escaping by 75%.
Seriously, I mean I'm a solo que survivor and as killer I've only seen few SWFs coordinate for the hatch and even then I did enough hooks, hits and chases for me to get a pip AND get a good amount of points. The Survivor who gets mori gets a depip because theres no way to outplay a mori unless you're an swf and even then it's difficult. Guess what? The system thinks you're a garbage survivor player because you couldnt outplay the mori and do enough to help the team AND you got only 3k bloodpoints for breathing......
In conclusion, killer mains that compare mori to keys are absolutely shameless.
In my experience both as Killer and Survivor the main differences I see between Keys and Moris are a Killer using an Ebony almost always gets to use it to the fullest potential (killing 3 or 4 people with it) and the Solo Survivor bringing a Key gets to use it like 1 of every 5 matches, SWFs have a higher success with Keys for they know where it dropped and can coordinate finding the hatch. Also against a Mori the usual result is noone gets out or the last one found hatch or opened Exit Doors during EGC, against Keys is rare for the Killer to not get at least some kills.
On the topic, lately Ive never seen any match where there was an obvious Mori offering (if the offering doesnt flip and you start near another Survivor is a Mori 99% of times, especially in big maps) and noone dcd, I dont DC but I do suicide on hook, Moris against Solos are usually used to vent up frustration because last match the EVIL SWF were meanies and someone wants to avenge his pride, Im not anyone personal punching bag.
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The ones you find most fun and engaging, I play rank1 Myers who lately has been called one of the weakest and inviable (which I disagree) and I still get 3 and 4k with relatively ease, even against the dreaded SWFs, the SWATs are obviusly trouble but they are rare occurences and I usually find its my fault for making mistakes or having an awful map like Mother's Dwelling or Fractured Cowshed.
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Bloodhound is really good against Iron Will, especially on tall grass maps where people can use them to hide blood stains.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1601402#Comment_1601402
You are wrong, there never was no thing as a Omega 5 blink nurse, omega nurse required 2 addons and so did 5 blink nurse.
No nurse ever needed to camp ever since you would travel the entire map with a few blinks. No matter who popped up on bbq you go there.
Oh and from the same person that brought creations such as "small pp build" he complained vocally about no counterplay against god tier nurses on the forums which you can imagine, lots of people jumped in on the bandwagon and suddenly there were god nurses everywhere. The only fun part is that he actually challenged people on the forums to play against a nurse and get a win, ofc he wouldnt play the nurse himself but a friend of his (this already tells how totally broken op it was, just for the lulz). Do not get me wrong, omega and 5 blink was busted af but addon needed change and nothing else.
This is the reason why nurse had a class of her own in the tierlists, demo was not even remotely close to that and never will be.
So yeah god nurse argument was a thing back then and it is pretty much the reason why basekit was demanded to be touched. Since that nerf however it is funny that literally the same people who wanted nerfs back then defend swf since then with "well how many people do play that way?".
Yeah, I know the 5 blink and omega nurses were a separated thing (Omega was range, 5blink speaks for itself) is a way of speaking and I didnt state she needed to camp, just said it was freakishly easy to proxy camp with her as you rescued someone she could go back near the hook in seconds, get fatigued and have all her blinks again, even easier than proxy camping with Demogorgon (I just compared their proxy camping capabilities, not the whole package as Killers).
The problem with both iterations of busted addons Nurses were even in regular hands they were very strong either by having way too many second chances at a hit and being almost impossible to disengage or having godlike pressure. Obviusly an average 5blink Nurse would have a hard time getting hits against extremely good Survivors, but against average Survivors she was devastating.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1601402#Comment_1601402
So they nerfed her basekit solely because of add-on combinations?
Actually her base kit is very similar to what she already had, the main diference is the blink regaining ratio, before you got all your blinks back after fatigue, now you get one every 3 seconds, while it sounds harsh the fatigue from a 2 blink miss is 2,5 seconds, once you recover you already have 1 back, its not THAT bad. It was a nerf and I wont argue that but is not what made Nurse what it is now, its the removal of most of her "+X blink" addons.
To answer your question, I believe they nerfed the Blink regaining ratio to punish mistakes and blink spamming, the sheer amount of distance you could gain by spamming blinks was worth the 3-4 second stun, that was what made Omega Nurse so freakishly strong, even in hands of a not so very good player.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1600840#Comment_1600840
Calm down there.
Nurse nerf was argued to be done because god nurse does exist a nurse that you can literally do nothing against cause she will always be right yadayada. How many % of nurse do you think were god nurses at that point? :>
It would be a first, in the history of dbd, survivors are being balanced around top play too.
Nurse wasnt nerfed because God Nurses, she was nerfed because Omega 5-blink Nurses, which were very common and not that hard to play since you had 5 tries at hitting the Survivor also she had an even better proxy camping potential than Demogorgon.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1601127#Comment_1601127
The exact same thing happens to me. The first time the game does something, it stutters, but then is fine the next time.
Glad to know Im not the only one, the worst part is my PC is actually a very high end one, I can run things like Doom Eternal in ultra with no problems at all and this game gives me trouble even in medium settings.
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I have a similar problem but I dont think is the exact same as yours, I get huge FPS drops when I launch the game during the first trials when stuff activates for the first time, for example first time Bloodlust, Bloodlust2, Sloppy Butcher, EW2, EW3, first instadown, first BBQ aura reveal etc, both as Survivor and Killer (as survivor it actually helps me determine some perks, if I get FPS drops after first hook the Killer has BBQ or after reaching 70% on a gen he has Tinkerer) after that initial activation I dont get more drops from the same action, for example I get a drop when I reach EW3 first time but not the second, third etc.
Game is poorly optimized.
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1598803#Comment_1598803
Mori are not that commun overall i have seen more key then mori but at the the same time you have 4x time more chance to see a key and dont forget survivor can find key in chest.
Key and mori dont have the same power lvl if survivor hide and do gen killer cant mori them because they wont get hook worst case scenario the 3 gen themself they send a survivor to the killer to be the sacrificial lamb and they just hatch escape ruinning the killer last strat
Moris are more common as they have less competition in the Bloodweb, Killer bloodwebs have only 3 possible ultrarares (2 add-ons and the Ebony) and Survivors have 5 ultrarares and 10 rares. They are not usually used because Killers know most Moris games are very short, either by mass disconect or dc before match starts or mass hook suicide so they are not really worth it if you actually want to play.
Keys are rarely brought in by Solos as they put a target on your back the size of Russia, SWF are more prone to Keys, I would say 9 of every 10 Keys I see are brought by SWFs (either 4, 3 or 2 people groups).
On my experience both as Killer and Survivor I would say I see more Moris than Keys but not by a huge margin, I also see Moris are usually used to their full extent (the Killer manages to use it 3 or 4 times) and Keys are usually used 1 in every 3 games (someone actually manages to open the Hatch with it).
I would nerf both but in my opinion Ebonys need a harsher nerf than Keys.
P.D. I ignored the green Moris as they are very rare for it has to compete with such a huge amount of green stuff that you can go by a lot of levels without seeing one, unlike Ebonys and both functional Keys (which is absurd).
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@timbologna said:
Two survivors being able to leave with three gens left doesn't seem very fair. Since we're talking fair.
With 2 Survivors alive Hatch doesnt spawn until there is only 2 gens left.
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I believe Survivors may appear more toxic because they have a bigger purpose for it, I mean, one guy taunting the Killer may be doing it for 2 reasons, because he wants and likes to infuriate people (TOXIC) or because he is good at looping, wants to get aggro and protect the genjockeys who are worse at escaping (not really that toxic).
Sometimes its the second option and I wouldnt really call it toxic, a chain is as strong as its weakest link, by protecting the less skilled players the team will increase its chances to survive. If I were to be playing with No0b3/Zubat/etc I would like for them to try getting aggro on the Killer for they will probably be able to loop him way more time than me, and the only way to achieve that is to use taunts.
When Killers are toxic its usually because they want to be jerks, there is no benefit from hitting people on the hook repeteadly, nor leaving him in the ground for 4 minutes to pick him before bleed out to hook or carrying towards a hatch to close it on their faces etc.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1595841#Comment_1595841
They are refering to the Trapper resisting the Entity's control and was physically tortured by the Entity until he gave in.
Its also why he has hooks stuck in his flesh.
I believe more Killers fought back The Entity but probably didnt last as long as Trapper did for they are probably not as tough and obstinate as him.
For example I believe Legion arriving, being told they have to kill Survivors, not wanting to do it at first, The Entity picking up Frank and slapping him, the other 3 probably got scared and complied after seeing Frank getting tortured (especially Susie and Joey as they seem the more fragile of the 4). I dont imagine Frank being able to resist as much as Trapper nor physically nor mentally, I suppose some kind of regular beating could make him cave in, Julie may have needed some disciplining too but she doesnt seem as cocky and prideful as Frank so she probably got scared faster.
I believe Doctor, while probably being very eager to hunt people, wouldnt like The Entity approach and tried to do it his way so he had to be put in line by zapping and scorching his flesh, also giving him his power so he can satiate his thirst for giving electroshocks.
Oni may have tried to fight back by challenging to a duel only to lose easily then becoming its serf, doing the beast's will.
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Some tips from some of the not so easy challenges.
As far as I know the "escape after X people have escaped" you dont have to be the 4º Survivor escaping in a 4escape match. You just need to escape after someone for it to count once, lets say only 2 people are left alive, you power the last gen, open the Exit Gate and if you leave after the other guy has exited you get progression towards that challenge. You can finish it in one attempt IF you are the 4º guy escaping, as it would count the other 3 guys or escaping second 3 times or escaping second 1 time and third 1 time.
The stun challenge sounds hard but I got it in my second try, equipo DS and Head On and try to camp pallets, is not that hard with those 2 perks as both give you non-pallet stuns (which count I did the challenge by DSing and 2 pallet stuns), also take on account you dont need to survive so eating a hit because you were greedy with a pallet is not a big deal (you will probably hinder your teammates tho).
Surviving as the Obssesion is trickier since it not only depends on you but on your teammates using DS or the Killer not using Obssession changing perks, just pick one of the perks (not OoO since Killer will tunnel you out of existence) and you will get it eventually.
