Hensen2100
Hensen2100
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3267886#Comment_3267886
- I post singular screenshots of games to send people that specifically make ridiculous claims like that guy ^ who will swear that because he 4k'd mediocre Survivors without perks a handful of times that ALL Killers can easily do that at will against any Survivors in the world. According to him, anything less than a 4k in ANY match is solely a skill issue for Killers based off nothing. The only thing they'd probably provide is anecdotal evidence which is my point
- Every time a person rebuttals with 'But that's just one game you played, that's irrelevant' they prove my point. I don't post to brag, I post to point out how ridiculous the other person sounds. If the person says one game I played doesn't matter then neither does the hyperbole they mention because of their own anecdotal evidence. You attempt to disagree with me but ironically agree with me at the same time
- You don't see me going around saying SoloQ doesn't need changes just because I reguarly win in SoloQ, therefore people shouldn't defend or gloss over when people like that do the same
- Also, I don't believe you understand how the game works if you think endgame results = everything. A person can express high skill in chases and interactions throughout the course of a match but still lose the game at the end. RNG is a thing, if you think DBD is solely skill based then you're just as lost as the first guy. He WAS a good Oni, but yeah tell me more about how if a Killer loses = they couldn't have possibly played well and displayed skill
Hard disagree. And so have the developers, with the way MMR was implemented. A killer who gets 8 hooks and 0 kills didn't play better than a killer who got 4 hooks and 4 kills, because they lost the game. 4 hooks and 4 kills is just called efficiency, how you achieve it is largely irrelevant
Devs only care about kills, I only care about kills. I can get 3 hooks on 3 different people, and have accomplished nothing. Or I have 3 hooks on one person and am now in a position to win the game
Playing for 12 hooks is for the birds and survivor mains. Cause guess what? You still get smack talked at the end if you 2k'd with 10 hooks. No real reason to bother with that nonsense imo. I hard tunnel and camp almost every game, because it's the best strategy with most killers
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3267833#Comment_3267833
This comment reeks of low experience lol. Here's an example of a SoloQ lobby where an insanely experienced Killer with good addons and decent perks was still 3-manned this morning. He played very good and we were still able to pump gens and last long enough in chase to get the job done. It was my second match I'ved played since the reset and it didn't matter. The odds were still in our favor
https://us.v-cdn.net/6030815/uploads/ZSBREQT6D6HN/odintheoni.jpg
You think that Oni is getting that 1 Kill after the gates were popped if he brings no perks or addons and me + the randoms bring even stronger builds than those? I'm not a professional DBD player either, just somebody who's been here for years so yeah, lets be realistic and not exaggerate how "easy" Killer is. Look at how "easy" it was for him running 0 slowdown against good Survivors. We made multiple unnecessary mistakes that almost snowballed us and still won, enough said
I don't know why people will hold up a single game as an example of game balance? I would argue that if you lose vs. solo Q with Oni that's mostly on the killer. And since he got 3 outed apparently he didn't play "that good" by the way
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All I see is no gen stall / regression and a 4 minute game, maybe you win by snowballing if they screw up massively
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~90% killer. Survivor I do sometimes but it's a lot of downtime whereas killer is action 24/7 and I enjoy the hard decision making / crushing levels of stress that almost never arise as survivor
Plus the salt, you almost never get salt as survivor. If you are owning; mostly the killer rage DC's.
But survivors will sit there and type essays on a regular basis about you are a horrible human being because you killed them in a video game, which I find hilarious.
I been on Anonymous mode since July, take it off for 1 day and.......
Let the tears rain forth. Killer all day every day
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@Grandpa_Crack_Pipe said:
People don't like Nurse because everything you've learned from every other killer who actually has to play Dead by Daylight is completely invalidated. You don't play Dead by Daylight against Nurse, you play Nurse by Daylight. And in Nurse by Daylight, you feel completely helpless unless you run behind a wall to maybe trick her into being dumb unless the map doesn't have walls or she has aura reading.
She's the most uncompromisingly powerful thing in the game and absolutely nothing stops that ridiculous force from being slammed into teams who're horrifically unprepared to even put up a ghost of a fight. Which is the majority of them.
So no I have no idea where all these threads are coming from to be honest
Yeah, in a game that is trying to bill itself as competitive it kinda blows my mind she has remained the way she is for so long.
I have 0 respect for Nurse players and I used to main her back when I was a noob who didn't know how to play the game. Total crutch character for baddies, similar to old Spirit. It's annoying how people will say she takes so much skill to play when you can pick her up in a few days and dumpster 99% of teams
At least when people say Blight takes skill to play, they are actually correct
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3266950#Comment_3266950
Hag being small is an advantage for sneaky builds, however if you face a wall and they spin you have no idea where they go XD
Thanks for the clarification though, also to @Aven_Fallen
There's not really much of an advantage to playing her with a stealth build imo. Even if it lets you close the distance, at 110 almost every pallet in the game is safe so you are still relying on them running into traps, which doesn't really require any stealth to do.
I used to be a pretty big proponent of monitor + abuse before survivors got as good at looping as they did. But there's way better options available now
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Believe they are all the same distance, probably just feels different because she is so short.
I actually have trouble looping with her sometimes because you can't even see over a short loop that the survivor can; which is a massive disadvantage. Only killer I think is as low was release Blight, and Hag
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@StickyB said:
https://forum.deadbydaylight.com/en/discussion/comment/3265760#Comment_3265760
The incapacitation is 25 seconds, and the cooldown is 30 seconds, you can not kick the first generator you go to regardless since it'll be regressing as no one can tap it cos of incapacitation.
Sure there may be 14 seconds where you can not kick gens, but that also includes running to the gens (higher the rank you go the more likely someone is to hold a 3 gen)
True I had not considered taking bond, however having to use a perk slot for the potential to go against another perk is similar to just using shattered hope to counter boons. IMO bad game design.
What magic world are you playing in where you have all this time to kick gens as killer? On weaker ones I can barely find time to use Pop some games, let alone go around stacking up kicks on gens.
The only survivors losing to eruoption are garbo; or probably losing the game no matter what perks the killer brought
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Rulebook?
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Being greedy at pallets is the hallmark of a good survivor player and if you are letting them get extra loops by respecting that is on you tbh
I miss old red ranks, where at least people expected to get tunneled and camped after 3 gens were popped for the first chase of the game. Now when it happens people still act surprised for some reason when it's been the optimal strategy for years
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3264629#Comment_3264629
What...? Dude the Dredge is one of the easiest killers to master. Get better with what exactly? xD
I don't think so, I think he has a pretty high skill cap.
Assuming an unlocked locker, Dredge can teleport fast enough to hit pretty much any survivor directly from lockers during nightfall; most loops in the game are actually pretty unsafe assuming the Dredge player is good enough. Depending on locker RNG he can get away without kicking pallets at some of the safest loops in the game during nightfall; that's more than most of the killer roster can say
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You are using something equally as broken as those loadouts, but every single game? Not sure what you are trying to prove here
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3254118#Comment_3254118
Tunneling the person with the head trap is objectively the worst play you could make. You have passive slowdown on them, because they have to go around to different boxes to get their head trap off, meanwhile you only have to manage the other 3 survivors. For a community that generally says that you'll win more consistently going for everyone instead of tunneling, which is wrong, I see "just tunnel as Pig" being espoused as the "strongest strategy" way too often. On the contrary, I would not kill someone with a head trap on until they've gotten it off, and I can instead slug them and they still have to get the trap off when they get picked up. It's making use of your killer power, like hit and run Wraith or cage tunneling Pyramid Head.
Or you just run this build
You have corrupt and 5 gens to get someone's head to explode. Then you get an obsession, follow them around until the gens are done, rancor them immediately. Then NWO keeps the doors closed just long enough to go rancor another person and collect a 3k off 4 basic attacks
It's one of the cheesiest strats in the game, as is common for pig
So tell me how that is a bad play, again?
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Played long enough I don't care much about being teabagged; especially since I camp and tunnel habitually so I get bagged pretty much every game (and thus have to BM on hook to even the score)
I only slug for the 4k if they really annoyed me somehow or I have a good idea of their location when the 3rd survivor goes down. Otherwise I see it mostly as a waste of time
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I'd probably just rock my standard M1 killer combo.
Corrupt, Deadlock, Bamboozle, 4th your pick. Maybe enduring?
How to use them effectively? Either tunnel the headtrap until they explode or ignore them alltogether. Not worth the time to zone people off a box or two unless you are gonna commit to making their head pop.
You can use info perks to get a cheeky ambush attack but I usually find it better to just ignore crouching altogether. I would not bother using her ambush at loops unless you have combat straps + workshop grease; most survivors can just run off the tile.
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I don't feel any correlation between my killers and the difficulty of the matches I play. It all seems very random. From potato megs one game to 4 man TTV sweat squads the next.
Protip is to just dodge the obvious SWFs when you are playing a killer who can't really deal with them. Some killers are just not made for a 4 man SWF on comms and if I am Qing up for say a wraith game I am dodging the prestige 100 lobbies every time. Let a blight or nurse deal with them imo; or deal with them on a killer where it's actually an enjoyable experience to face a sweaty SWF
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@Roaroftime said:
O what a shame that completely ruins his jumpscare aspect :c, back to Myers it is. Thank u.
I don't think so. You can come out of an unlocked locker so fast they won't realistically have any time to react. He is also a menace in nightfall, far scarier than almost any other killer in the game vs. solo Q in my opinion. Only killer who can regularly down someone, go across the entire map in one second, down someone else, and then be back seconds later to intercept a savior coming for the first down.
With some aura reading perks he jumpscares pretty easily based off the VODs I have watched of people I have played against. He is incredibly oppressive against a mediocre team and many games end up with the last survivors people dying in lockers anyways because they don't know where else to hide
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@Roaroftime said:
I'm in a pleasant <10% minority of killers that play killer for fun and scaring people so I play ghost face and scratched mirror Myers, however, I thought I'd add dredge to the mix for his locker jumpscares and nightfall as he's scary imo. But every time I teleported to a locker the survivors immediately ran away so im assuming they're notified when I teleport to a locker? Doesn't this just ruin the stealth/ jumpscare side to dredge...? Or were they hackers because I've never noticed when a dredge teleports to a locker as a survivor?
They can hear you landing in it. So you want to immediately jump out when you land in a locker next to a survivor. Or, you need to land in it a few seconds before they arrive. It's a pretty loud noise and dust comes off the locker I believe.
They can also hear where he is through walls, based off the spooky bone noises he makes even while in nightfall
Also; you will never damage a survivor from a locked locker without Haddies Calendar.
I've actually only played against him a handful of times but have hundreds of games playing as him
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/3252469#Comment_3252469
100% agree with this as the reason this game should never be free to play. BHVR simply can’t keep up in the fight against cheaters, so making it more expensive for cheaters to get new accounts after they are banned is really the only effective deterrent to keep the problem from getting worse than it already is
*goes and watches twitch stream where someone is ragehacking and has a ban counter of over 150+ accounts*
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3252808#Comment_3252808
Yeah but in this proposed mode you'd be killing all 4 survivors by tunneling one person.
Eh. Not too different to me. You kill 3 people by tunneling one person as it stands. 4 if they don't get the hatch.
When you murder someone in the first minute or two of the game the rest of the match is pretty much a formality, and you can't lose unless you get massively outplayed
You might argue that's an MMR failure, but it's been like that since DBD's inception. A critical flaw of the game that has never been addressed. Other games you can play better and win despite your teams shortcomings, DBD you really can't in a ton of situations.
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@tippy2k2 said:
See, I feel like that would do the exact opposite
If I'm a killer and I know the entire team has 7 lives, do you think I'm going to run around and chase various survivors or am I just going to hammer the hell out of the week link until it snaps and takes everyone out?
Isn't that what tunneling is now? Why take 3 of 12 lives from 3 different people when you can take all 3 lives from 1 person and win by default if you do it fast enough?
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Sole Survivor and Rancor
Sole Survivor is just way too good for solo Q. Rancor is just funny because you get rewarded so massively for failure
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3251419#Comment_3251419
I am not talking about the game balance at all. I am focusing on the player behavior. Game balance has its up and downs, the player's mentality has changed over the years, how the mass sees the game.
There's way more entitlement/ego in Dead by Daylight than never like in the last 6 years, I would rather focus around this statement more than talking about game balance.
The salt has been pretty evenly distributed throughout the years in my experience. People don't like losing and that will never change. What a player should be entitled to is a balanced match where both sides have a fair shot at winning. And that's definitely not the case; if anything it's probably only gotten more unfair in the last year or two
Why should anyone ever be able to go on a 50 winstreak? It's essentially unheard of in other competitive video games. When an above average killer player can basically pubstomp 24/7 with only a 3-4 man SWF on comms as any sort of threat; why do they keep getting matches with pubs and not SWFs?
The balance is a joke, people are starting to realize that, and more people are saying "Why am I wasting my time?" and leaving the matches to save themselves 5 minutes or whatever
That's my theory anyways
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3251362#Comment_3251362
I think the best way to describe how DbD is now to look at the DC penalty.
2016-2019 (?) DC penalty was off -> you could still play games, people were not rampant on disconnects.
2019 (?) or 2020 -> penalty was announced and the playerbase was insanely mad if you remember the forum posts.
From that point forward -> we see disconnects on a daily basis with complains about them almost everyday with people asking for it to be disabled. When is disabled nobody can play a game anymore.
This is genuinely the best showcase of how the game is now compared to years ago, like generally. I could be wrong statistically of course (DC rate from years). What I say here is just a factor that's super well outlined about players now.
I'd say DBD was in a lot less of an annoying state back then. You had the Nurse / mori spam but beyond that the gameplay experience as survivor was pretty enjoyable even in solo Q. A super intense billy match was a standard thing and it was a very skillful dance by both teams.
Now? All the killers are on steroids and even the most potato wraith is liable to murder you given enough time no matter how good you are at the game. Lots of perks were added that remove most skill from the gameplay (spirit fury). Not to mention the slew of utterly horrid killer designs that have made their way into DbD (legion) since.
If the killer isn't fun to be chased by, then there isn't really much game left to be had in DBD. Hold M1 on gens and....hide? That's it. So when you load into a match with a killer that is a total snoozefest to face (even if they are balanced power-wise) I can see why people just dip. There's no game to be played.
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I enjoy killer a lot more than survivor, that is certain. Solo Q is only tolerable in short doses; too many DC's / suicides / potato's to really want to take it seriously
It's also rare to get a balanced match as survivor. Most games are a landslide in one direction or another which is pretty boring. Either hold M1 all game and never see the killer or the team is being wiped out at 5 gens because someone equipped starstruck nurse as their loadout
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Dredge mains rise up
Best M1 killer in the game, and using anonymous mode only makes you even more of a true dredge main
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/3250002#Comment_3250002
His chains create lose-lose situations for survivors. Drop the pallet and get injured while the pallet gets destroyed or don't drop it and get downed. Other than Engravings (and even then its debatable), lopro chains is his strongest add on.
That's lots of killers and addons though? I don't see why it makes hillbilly in specific overpowered. There are way more problematic addons available, and even some of the latest ones like Lab Photo for the mastermind I think are significantly stronger than LoPro.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3249442#Comment_3249442
Good survivors won't be left with this circumstances, and even if they are, they still have a good chance to get at least 1 out if they don't just give up. Remember the strong loops in this game, and what good survivors can do with them. They can run the killer for at least 1 gen.
And what does that get you in solo Q? I had a game the other day where someone DC's at 5 gens, and entity willing we barely still managed to finish them all with 1 other person dying for it.
Then guess what? The doors spawn in a manner that the killer can sit in one spot, with blight, and see both of them. What do you do as the last two survivors? It's unwinnable, and someone has to die, even more so with all the second chance perks disabled during the EGC (because killers need to be rewarded with free kills even though they lost all their gens)
"You can get 1 out though!" lol
I have had games where the killer literally cannot catch me, trivially murders my teammates, and slugs until they find me or the last guy sandbags me. Are they outplaying me in that case? Or just winning because of game design and bad matchmaking, where I physically cannot hold M1 hard enough to win?
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@NoOneKnowsNova said:
All Hillbilly needs (coming from a Hillbilly main) is his roar removed and his lopro chains nerfed. Maybe a few add on buffs and collision fixed on a few maps, but otherwise just what I mentioned above.
I have literally not seen a lopro chains billy in years, people think it's OP? I think it's mediocre at best when you compare it to some of the other purples that exist
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@Nos37 said:
Bubba with Monitor & Abuse, Territorial Imperative, Monstrous Shrine, and Iron Grasp/Agitation.
If you manage to get someone down there, camp 32m away, go back when Territorial procs, and chain them down
Can he even make it back in time? Pretty sure at 32m both of them will be long gone, especially if there is sprint burst involved
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3245498#Comment_3245498
Yeah, the game has evolved a lot, both survs and killers have more tools than ever, and your basic M1 killer is a relic.
Of course survs love going against them, because they're basic and easy to beat compared to more recent additions (Nurse notwithstanding). Many people call all non-M1 killers "unfun" or "boring", but the inverse is true. Looping is fun for a while, but when it's all you have it gets pretty boring.
Yeah I don't mind looping, it's the core gameplay of DBD. But plenty of times there's 4-5+ pallets and vaults all lined up in a row it's just horrid playing an M1 killer. Even worse if it's an M1 killer with low mobility so you get heavily punished for leaving a chase.
I basically have to dedicate 2x slots to bamboozle and enduring to make it tolerable; which then means you skimp on the gen perks and get 4 minute games where your only option is to tunnel. They feel lose-lose a lot of the time
The only one I play regularly is Dredge, who has some decent anti-loop and mobility baked in to the core M1 gameplay
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@GentlemanFridge said:
Genuinely wondering whether people just forgot how to play M1 killers.
What is the incentive? Only a handful are any fun. Most are just god pallet kicking simulator and then you get BM'd at the end if you lose.
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This one was kinda funny. There was a guy mad on my profile that I used a map offering and comparing it to hacking.
He also claimed that I "ruin the game for new players" and was saying he still won morally because he ran me for a few safe pallets at the end of the game before dying
Dbd things
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3244607#Comment_3244607
Jolt, Corrupt, and Deadlock are all in the top 10 most used perks, it's not like any of them aren't seeing use.
If I had to guess I'd say some people like Jolt because it works well when you're playing for a 3- or 4- gen midgame since odds are pretty good that in that scenario a lot of your downs will end up being near one or two of the gens and you'll be getting free regression on every down. And unlike Deadlock, which only triggers once per gen completion, there's no limit to how many times Jolt can trigger. It also works well with killers who like to slug a bit because it's not reliant on hooks or kicking gens and when you slug you're getting extra downs during the match compared to if you hook everybody every down.
Also note that I think Jolt actually regresses gens that are blocked by Deadlock, so you can even run them both at once. But currently the most popular combos are to run Jolt with Pain Resonance and some other popular perks. (Here's a snapshot of the most popular Jolt combos on Nightlight at the moment. Notice how many have Pain Resonance too.)
I've always been in the camp that pain res was worthless. It's nice when it works but it's pure RNG without agitation on top of it. And if you need a whole perk slot to make your other perk work reliably? It's not that good.
I'd say you go with a gen kicking build or you don't. The little passive regression from Jolt is nothing unless you both get lucky to have it trigger within a cluser of gens, and have the luxury to slug or even get downs fast enough for it to be effective. Sure if you are downing people left right and center it's good, but what perk isn't in that case? It's like pre-nerf pop goes the weasel without any snowball potential.
The fact that people are out there running these 4x slowdown builds on M1 killers explains a lot of why people come on here saying survivors are OP. Or they have 3x slowdown perks and STBFL which is equally as greedy and will be easily punished by a good survivor team
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@JustWhimsical said:
I would love more hud icons, like repairing generators, healing, searching a chest, cleansing totem, etc. Like it is not as extreme as adding kindred, I would surely use it all the time to know what my teammates are up to. Some people said it wouldn't work as teammates wouldn't look at it, but I think it's a great way, without being too extreme, to help out solo q.
Solo Q already got the biggest buff in years with patch 6.1.0
They can add all the icons and information in the world; but it won't stop your prestige 0 meg from going down in the first 10 seconds of the game and rendering it unwinnable
Too bad you can't dip on your potato team with a key anymore; but this will do
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@dugman said:
Jolt is already solid, it's the number 4 most used perk on Nightlight as well. It definitely doesn't need a buff.
Which is crazy to me. Corrupt Deadlock is still the king at higher MMR, where you will have no time to ever kick a gen on a weaker killer and survivors will be doing them 10 feet away from you with sprint burst primed until you are actively chasing them
Jolt does almost nothing to change the course of a game like that. It's good at securing a game you are already going to win, but who cares about that?
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3243919#Comment_3243919
It is in Theory but literally playing him with good add ons just feel clunky, his trail he sends forward is so easy to predict and it takes so long to recover in chases.
PH is more about zoning than actually hitting people with the shockwave. And tunneling.
Once you realize that he makes a lot more sense. People say the addons besides range are useless for some reason. In reality, recharge and power duration are both almost as strong. Dragging the sword behind people for an eternity is how you should play him for the most part, spamming attacks at people is a desperation move unless they are bad at avoiding it.
So to really play him well, you need extensive map knowledge. You need to pre-emptively put the sword in the ground when approaching loops beyond your line of sight to keep survivors from using them
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It's not super mechanically difficult, but learning the maps and knowing how to run tiles is certainly a skill.
Even something minor, like running cow tree the right direction, probably takes hundreds of hours to learn and separates good players from the great ones. Average players won't even realize they are making those kinds of mistakes
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3243488#Comment_3243488
Blood amber is neat, but ive gotten more use out of alert. tho being able to use on demand like you said is more valuable.
Try it with a map offering, it really shines on any multi-floor or indoor map
RPD, Midwich, The Game, Lery's, etc etc all make it broken OP; especially when stacked with a stealth perk or two. Lightweight, Shadowstep, etc make it so you can be holding W away from the killer when they are still miles away while leaving no trace. Stack left behind on that and I basically never die while using it even if my team falls apart
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@Ghoste said:
Despite being arguably the best Survivor add-on, I find I hardly use it at all. I liken it to old Moris, where it could easily swing a game if used properly, especially on multiple Survivors. So to me it feels way too strong to run.
How about you guys? Do you unabashedly run the best stuff like Styptic? Or do you keep it modest and hoard all the good stuff like me?
Nah it's still the blood amber, and by a long margin. On demand, multiple use wallhacks is always going to be better than another health state, and you can just use dead hard for the same effect.
It keeps you out of the bad chases in the first place, and can still help you mindgame mid-chase depending on the tile. On indoor maps you will always know which direction to move towards; pair it with something like a shadowstep totem and you are invincible. Undetectable can mess with it a bit but against regular killers it's just so brutal.
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Idk, even on the worst maps I can usually still 2k. A lot of the maps people say are survivor-sided are my favorite maps as killer. And I play most of the roster, not usually any specific killer
I would also ignore people who tell you to stack 4x slowdowns on weaker killers. They are not strong enough for that, and even on killers with medicore anti-loop I am still running perks like bamboozle because the game has been out 6 years and there's still god windows everywhere
You gotta feel out the lobbies too. You should get a feel for when you need to start hard-tunneling / camping people out of the game, even at 1 hook and 30 seconds in. You spawn in and get 2x discordance procs right away? It's a lobby you are gonna have to tunnel
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I don't even know who he is, and I don't care.
Streamer posts highlight video of themselves winning games, with a thinly veiled argument to attract viewers. Color me shocked
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There's pretty much never anything worth seeing in the endgame chat if you are the killer
At best you get a gg, but usually it's just people swearing death on your family since you killed them in a video game
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@Leachy_Jr said:
My only problem with blight is that he's overreliant on speed.
When his add ons do get changed, I hope at least crow becomes base kit, as against good players he struggles without some form of speed.
They don't balance around the top % of players, who can actually use blight.
They balance around the bottom 50%, where killers like Clown outperform him. That's why in a single patch clown got nerfed and blight got buffed.
If they balanced around the top % nurse would have been removed already. Considering that most veteran killer players rock like a 95%+ winrate I don't think they care or will change him anytime soon
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3243257#Comment_3243257
I mean I enjoyed the match. And it clearly wasn't going to be a gen win. Because the 2 randoms tried to force the unhook, got constantly downed and essentially threw the game.
Like i said i never generally play like this, if I have a genuine chance against a killer I'll happily engage and often die. But one who can and did down all 3 of the other survivors in rapid succession? Why play into their hands? I survived, got points and played as effectively as i could given the situation.
Not like i gave up straight away, but when you are 3-5 minutes into a game, your team mate is communicating that the killer is camping hook, they are second stage and 2 randoms both on one hook? Yh sure enter a chase with that killer.
Pftt why argue with people who tell you it's wrong? The devs didn't buff sole survivor for no reason.
If your team is garbo, cut the cord. It is annoying being left in a game with someone else who isn't doing gens either; but what can you do? If someone DC'd, suicided, or got tunneled out trivially at 5 gens (because MMR works well) it's a hatch game and you play for hatch or a solo door escape. You don't have to explain that to anybody. You played to win and if the only way to win is hatch then that's that.
Play in a SWF if you want to be attached to your teammates, in DBD they are basically your meat shields for the purposes of solo Q with how many games are going to play out
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242044#Comment_3242044
"The majority." We're not talking about the majority are we? This is about viability. Like I said, all killers are viable, with no perks or add-ons + 30-second AFK... against inefficient survivors. Tournament killers do in fact leave the hook sometimes when they see that it's less beneficial of their time to stay at the hook. High MMR killers make the same decisions, improvising when a new situation arises. Just to get the first down on a survivor, and potentially camping them, is executed the exact same way whether it's in tournament or high MMR. The tournament survivors also don't have to let the person die on first hook. Nothing is stopping them from doing 3 gens, hook bombing with 2 while 1's still on gen, the unhooked having OTR/DS/etc, and then them still having enough time to finish the gens, into Adrenaline, into exit gate open, into body blocks, into all 4 getting out. Tournament killers are not these magical beings that power through the rules of the game and somehow guarantee 2-3 kills more than high MMR killers do.
If a killer isn't played, like at all, in tournaments, or they don't do well in the slightest when they do, what does that tell you about the state of the game? That is the question I've been asking for weeks. I'm tired of people hiding behind any slight differences in play between tournaments and top MMR to avoid answering the question. If anything, the survivors are allowed far less OP stuff in tournament, so wouldn't the survivors in top MMR have a greater advantage over the killer than the ones in tournament?
Lol @ anyone thinking this is a tournament game or should ever be considered a tournament game
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242075#Comment_3242075
The power of iri head is not that it one shots, it's that it causes people to disconnect.
Iri head + Wooden Fox Huntress does insidious basement bubba better than bubba. If you get an early basement it's just game over, and people feed into it nonstop because they won't know you are undetectable until they are in the basement as well. I regularly get the fastest 4k's against good players using that build compared to any other killer I want to say. Tombstone is better against potato's though.
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@kingcarl2012 said:
I would argue that the only issue with tombstone piece is the fact that it is very difficult to know that it is in play until it is too late if it was more telegraphed so you knew you had to counter it I think it would be fine.
As an example if Myers runs tombstone piece have him actually have it as a necklace/medallion that can be seen.
I dont really have that much issue with it though, I just play like he has it by default not much difference between getting one shot vs grabbed out of a locker anyways
Pre-nerf Iri head would have been my vote
I still vote iri head, at least when it's paired with the fox. Being permanently undetectable with a ranged instadown is nuts, and you can snowball and end games way faster than tombstone if things go your way. My typical game using it is just walking up and 1 shotting people in the first ~15-20 seconds of a match because you can just toss a hatchet when you spawn in, reload, and 1 shot the first guy you find before they even realize you are using the fox
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3227101#Comment_3227101
That's the thing, I dont want to, sitting in a single spot and hiding all game is boring.
I just want to be able to do stuff and feel like what I am doing is worth my time. What is the point in taking chase when nobody will do generators? What is the point in doing generators if people only last 10 seconds in chase? Why hide all game when there are better ways of playing, even if it is meaningless no matter what I do? No matter what I do, I dont win, I cant win.
Sole survivor bruh. Gets you out the exit gate AND gets you the MMR still. Unfortunately DBD isn't a game where you carry a bad team. Even if you are the best looper in the lobby, the killer can just ignore you and tunnel your teammates to death before you can hold M1 long enough to win.
Not to mention the DCs and suicides while playing solo Q. I always run sole survivor or left behind unless I am specifically going for points or running a meme build. Anytime I enter a match without either of those perks I accept I will die in circumstances beyond my control in many cases
Sole survivor is nice because you don't have to announce you are a hatch rat with a key. You can just run a medkit and blend in as a regular survivor until the time to strike (aka stab your team in the back) arrives.
3 survivors alive. Someone is on the hook, another survivor is being chased, with 2-3 gens left? Whoops, I didn't make it to the hook in time and now they are both dead. My bad. I will stop doing it when it stops working
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3227078#Comment_3227078
The last time I played Dredge at Lery's, an entire quarter of the map around the last gen had basically no lockers near it.
I dunno, it could be a good map, i'm just cursed by the Gods to suffer if I ever dare try to play it.
Well then that's sort of your fault for not protecting the gens near the lockers. You can run pretty much any build on him but I find information perks / builds to help so much for utilizing his mobility. He can also do gen defense very well; and it plays into his strengths of draining an area of resources (locks+pallets). Or you can just use his lock-busting addon and chase people without caring about gens or securing an area.
Ideally you want hits like that. Those hits are really only enabled by wallhacks perks or the lavalier microphone. My strategy with the microphone is to hook someone, burn all 3 tokens for map-wide wallhacks, then go cut someone off by teleporting to a locker in front of them. Or a lot of the time you may notice someone out of position and go harass them instead. Or maybe a wounded person on a gen? His omni-presence is so good that it's almost always worth running Lethal Pursuer and Darkness Revealed / Microphone





