IMhereRUN
IMhereRUN
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- IMhereRUN
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Don’t group up like a bunch of rookies. I promise you 90% of the time a killer is slugging at 5 gens, they found another survivor near them while they downed the other.
Maybe you’re attempting flashlight saves, maybe a breakout play, maybe a sabatoge play...but if the killer catches sight of you, they’re not going to waste 30 seconds hooking before instigating the chase, they’re coming right now.
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The Hag! She’s so short she’d take forever killing taking slices ar survivors’ knees. :P
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@BigHat said:
https://forum.deadbydaylight.com/en/discussion/comment/1734242#Comment_1734242
You turn with the mouse dont you? That's literally the only issue I have with controller is turning as fast as pc. I can move straight with no issue. I'm rank 1 killer on ps4. Have you ever played on console as killer or just pc?
And btw it was a joke if you didnt catch it.
Sorry, sarcasm and I never got along, I’d rather people just speak their mind honestly. I plau both roles, both platforms. Killer is much harder on console, survivor is much easier. Maybe I’m imagining it, but console survivors frequently perform better against me when I’m on console and vice versa, killers have a much harder time against me when Im on console.
I can’t tell you why, I don’t know. But if I’m console killing, I cannot be as precise with certain things as I am on PC. Slinger Shooting (outside quickscope ofc), accurate Nurse blinks, hatchet throws, etc. Neither of which has ever proved an issue on PC. It’s not just the FPS...yes it’s crap...jusy trying to explain that there’s more issues than jusy FPS, but all the posters here are just writing everything off as FPS related issues...read their threads.
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@BigHat said:
https://forum.deadbydaylight.com/en/discussion/comment/1734201#Comment_1734201
I'll match your non relevant example with another one! Can you draw a perfect circle on the menu with your mouse!? Case closed!
We don’t move with the mouse on PC lol. Buttons! Buttons should be available for console also. Please bring some factual based knowledge to support your opinions in the future.
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@BigHat said:
Tbh sounds like someone who isnt used to using controller in general
You play console? Move the DBD cursor up and down as quickly as possible with joystick. Was it perfectly straight everytime? I’ll save you the trouble, NO. Is it perfectly straight using keyboard buttons? YES.
I rest my case.
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The controller is a problem. It’s inaccurate. You can move extremely precise using keyboard buttons, controller is a bit different. I requested a D-Pad function for movement several times (which is odd to ask for as the majority of games have this by default) but it falls on deaf ears.
No word, whether yes or no from anyone of significance...wonder why we bother providing feedback at all.
I play PC also but more rarely. Survivor is easier on console, killer is easier on PC. I understand why we won’t get the same quality of game ok console as PC, but why not basic functions?
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This poll really only focuses on survivors, since they’re all just skins. Killer players will have different skill levels with each killer, so perhaps asking a scale for each one will be more appropriate. You can be a 2/10 Trapper and be a 10/10 Myers for example. Just sayin’.
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I couldn’t care either way. Most red ranks play like greens anyway, on both sides.
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Aside from Doc needing a nerf IMO, not because he’s too strong, because he’s not...but his powers do too much, every killer is fine from my POV, able to win games.
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Practice mechanics with his powers. Learn how to prevent pallet drops window vaults for free hits. This is more difficult at high rank, as survivors are very aware that you are slowed when activating shock therapy, so it takes some skill to master.
I only bring this up, because Doc is one of the few killers that can win any game VS any team with no build at all.
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This has nothing to do with the perk and everything to do with your team.
A player using UE doesn’t make them stink. A player using NOED doesn’t make them stink. It’s all about HOW they’re using it. Hiding is tactical, but being a potato all game is not. Try to remember, manydifferent players with many different playstyles.
You can’t control what they do, only what YOU do. Team up SWF or deal with the soloQ annoyances. And don’t sweat it, most SWF teams are not as good as people make them out to be.
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No one’s in the wrong.
Everything tactical that exists is valid; annoying, but valid.
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all deaths count, YES, you must 2-pip
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I highly doubt the rework will make Ormund more OP than it already is.
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Many of the times the killer is by a hook without actual face camping, it’s because there’s a greedy teammate keeping the killer there rather than taking a distraction chase.
Don’t get me wrong, campers are a real thing. But sometimes (often in my games), your teammates aren’t giving the killer a reason to leave.
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A better question is...
WTH are you all 4 THAT close together? That’s free pressure for the killer, make him play the map. Much easier for a killer if the survivors keep him in one area lol.
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I was in Ironworks as Nurse, going after a survivor main building top floor. I blinked up to the catwalk from outside, not 5m from the survivor...then fell off through the drop point LOL.
I thought it was funny, the survivor I was after probably pissed themselves laughing.
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i understand your logic, but don’t think slowdowns are a big issue right now. Also, this should be in the FEEDBACK & SUGGESTIONS category.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1729956#Comment_1729956
Never seen that one before lol
It did have me giggling a bit. I’m not extremely tech saavy, but I know a bit. I understand how they’d bypass the exhaustion, but how they ignored the 3-second charge baffled me.
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One last week, I was playing killer matches, survivor hacker with unlimited HeadOn kept me stunned in the shack forever lol. I took it about 30 times before I decided to take the DC penalty, not being able to move and all.
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I think the walls are fine. For too long, God loops have been an issue. Most of these breakable walls are God loops if the killer doesn’t break them. Some prevent God loops if the killer leaves them up.
For the walls that create God loops, think of it more as a pre-dropped pallet if you’re playing killer. Know what to break and what not to, I’m a fan of anything chase related that requires a slight bit of intelligence instead of mindless looping we can do in our sleep.
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Gonna disagree, BW is not required. Sure, ya win some ya lose some.
But if survivors are getting every gen done every match, you’re doing something very wrong.
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While rank doesn’t necessarily mean skill, it does mean something. I.E., a person that’s Rank 1 will be statistically better than a person that has never made it to Rank 1.
So why doesn’t it measure skill? Survivor pip system is just too EZ. You can be an absolute potato and let your team carry you to wins and pips. You CANNOT underestimate the value of a 1v4.
From personal experience, I’d say about 70% of red survivors I face should be green. If you truly are facing survivors above your skill level, it’ll make your skills improve!
You won’t become better facing people of equal or less skill level...your skill level will stay the same.
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Nurse most fun to play against.
Every situation is a 50/50 mindgame scenario, making me use my brain instead of mindlessly looping the same way I’ve done for 4 years against every other killer. Boring! Honorable mention to Spirit, for similar reasons.
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The answer is 2-sided. If you know for a FACT that there are no other survivors near it, kick it. Otherwise, don’t bother.
The regression sucks, the kick animation takes 2 seconds. A survivor taps it for .18 seconds to stop regression.
IMO: If Devs were truly trying to strive for balance, they would make the stronger side have the same 2-second delay to restart progression on gens. Perhaps a normal skill checks that don’t repair at all for 2 seconds before progression resumes. Yes, I do understand this will create complications with new people, but there are not too many. The skill check should be base and not affected by killer powers or perks. The idea is make them waste the same 2 seconds, not give killers a free Overcharge from abusing this feature with Lullaby or other skill check perks/powers.
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Many builds, many playstyles. Here’s the one I find most effective for success VS elite teams.
ADD-ONS: Flask of Bleach, Solvent Jug
- Bamboozle
- Brutal Strength
- Thrilling Tremors
- Pop Goes The Weasel
GAMEPLAY
Like the Deathslinger, Clown only excels in ending chases quickly, he lacks everything else. The perks and add-ons give you advantages to make you end the chases EVEN MORE quickly. Bottles are key, but you only have 4, don’t waste them.
Solvent Jug causes exhaustion, use this effectively. When approaching a gen, hit them witj bottle from afar. Take away their exhaustion perk that lets them make distance to a strong tile. Flask of Bleach causes an extra 5% hindred penalty (base bottle is 15%), so now your target(s) are slowed by 20%!
Use bamboozle to cut TL’s and Gym’s in half. You can’t afford wasting bottles on windows unless you find the survivor outpositioned. Use these tactics for quick downs, don’t delay slugs, hook quickly...sometimes a killer wastes 30 seconds for animation, travel, and hook. Hook immediately, don’t slug, get into the next chase ASAP! Use TT for info on where you should be next and what gens to use Pop on.
No, this build doesn’t guarantee victory, but no build does. I win about 90% of these games. Large maps hurt Clown a lot, consider using map offerings for ANYWHERE but large maps.
Good luck, lmk if you have further questions.
NOTE: Some people ridicule me for not using Enduring/Spirit Fury on Clown. There’s a reason, top-tier survivors will drop pallets early, if they don’t...free hits/downs. You’ll never get stunned unless you make a mistake, rendering Spirit Fury and Enduring absolutely useless.
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The answer is in your post...you don’t play killer.
While much more difficult, it’s more fun. Lots of different killers, lots of different powers.
Survivors are just skins, they all operate the same, it’s going to get stale.
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I doubt most killers are DCing. Some sure, not most. Most are probably like me, if they stumble into Haddonfield and happen to be playing the killer role, (bugs aside), we’re just like “Oooh, this is going to be tough!”.
But it does make killer wins feel much more satisfying.
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Not a fan of Hex: Undying. Im ok with the transfer abilities, but nothing else. This could’ve beem reworked to Thrill of the Hunt by just removing the loud noise notification and replacing it with aura reading.
Hard to make an argument for a poorly designed perk without Undying being a major topic, as the perk ALMOST already existed.
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@Jeffalations said:
i almost never do SWF, and currently I use Deliverance, BT, DS, and SB. What perks could i add or subtract from this build?
- Kindred - obvious reasons...don’t let your team waste time with 2 or 3 people going for a save.
- Alert - feeds you information all game long, lets you know where NOT to run a chase because pallet(s) are gone
- Detective’s Hunch - provides information after every gen popped to locations of other gens, totems, and (not important) item chests.
- Inner Strength - Can’t afford wasting too much time self-caring if playing solo. A medkit is a decent substitute here, but I chose this to synergize with Detective’s Hunch. Also, Inner Strength can’t be knocked out of your hand with Franklin’s Demise, and your aura healing cannot be read with A Nurse’s Calling.
This build feeds you map awareness all game long, and keeps you active in the game so you’re not part of the potato soup recipe.
You definitely don’t need all the crutches other players here mentioned unless you’re a very new player. It’s survivor-mode, it’s EZ.
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@SMitchell8 said:
Actually the huntress was pretty smart. Why would she just let you get saved and let the process start all over again? Tactical from the huntress, not necessarily triggered.
Yeah,
gonna have to disagree with your “pretty smart” description. A “pretty smart” killer would NEVER commit to one survivor that long, not even a fraction of that.
The fact that she DID chase you that long, speaks volumes on either her skill level, or experience level. Either way, we’ve already identified her as not good.
OP, please don’t let me kill your buzz, congratulations!
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I vote no.
I’m all for adding an Unranked Match mode, and even including items/perks/add-ons for free like a public KYF, but there would have to be zero rewards, including the BP you mentioned.
If you still earn BP, nothing really separates the ranked from unranked aside from a number in the top-right of your screen that means and does nothing.
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DS was designed as a free “Get out of Jail Free” card for players (focusing on newer players) to have a more enjoyable time playing survivor.
Yes, I think the time’s too long, but I can live with it. Typically 3 survivors in your matches will have it, even at Rank 1...and they’re not using it to counter the tunnel, hell, many purposely tunnel themselves running back into the arms of the killer just because they have it.
IMO, DS is fine mechanic wise. I think the obsession mechanic needs changed. Only the obsession should be able to use any obsession perks, for everyone else it’ll be a wasted spot in the loadout. I mean, a killer can’t get a PWYF stack from a non-obsession, nor hide their TR with Dark Devotion hitting a non-obsession.
I’m sure most (survivor mains) will argue against this idea, many for legitimate reasons. But can we at least get the name changed?? Obsession? The killer is absolutely obsessed with 3 of you! Add an -s-, make it plural or just a different name altogether. I’m beggin ya!
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@xXCAM3R0NXx said:
I'm a survivor main, but I have been maining killer for about a month or two now. Mainly because If survivor queue is long, I can always play killer instead :).
At the moment, I main huntress Rank 5. I'm not the best huntress, but I'm decent, on average I down someone after 15 - 30 seconds of a chase.
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Start of the game:
Get about one hook and maybe one injured before a gen is popped.
Mid game: (Part 1)
Get about 3 / 4 downs, 2 / 3 hooks
Mid game: (part 2)
Down someone, gen gets popped... Taking them to hook, gen gets popped... Thinking 'okay last gen let's try and guard these ones'... Soon as I hook then, gates are powered...
End game:
Feel bad that I'm proxy camping at such a low rank, but it has to be done for a kill...
Good survivors (all red ranks normally) have BT and bodyblock the injured survivor.
Stats:
No kills, 23K or less BP, feel disappointed in my skills as killer (especially if they're my best killer)
No matter how well I play, how many hooks and downs I get, how much pressure I put on the map, how lowkey bad the survivors can sometimes be....The last 3 gens get popped simultaneously, maybe 5 or 10 seconds apart.
I main survivor so I know, gens are the objective. But I don't know how these red ranks I play against manage to pop gens so quick :/.
If you have any tips, perk recommendations, playstyle tips, please let me know.
I ain't ranting or complaining!!! <=
I'm just looking for advice :)
My friend, you don’t need your loadout full of gen protection to win games, even at Rank 1. Obviously there are exceptions. I.E., a Trapper playing tactical and not aggressive would definitely need some gen perk crutches.
Best advice, record your games and watch them back. How long are chases, how often to you push people off gens?? Analyze this information and adapt. Ideally, you should be hooking a survivor within 45 seconds of a different survivor getting off the hook. No need to tunnel, no need to proxy camp. If you’re chasing 1, another is on the hook...then you’re controlling 3 of the 4 survivors’ actions because a 3rd has to unhook.
This makes the game a 1v1, and very manageable. Excuse my vague response, I’d have to know your playstyle intimately to give advice where it’s needed most.
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@HectorBrando said:
Stealth and split genrushing, he is one of the best chasers and one of the worst at everything else, the best counter is exploiting how bad his map pressure is and never let him start chases, so stealth and genrush.
What he said ^^^
SethDinger is like a buffed Clown, excels at 1v1 chases but can’t do much of anything else. Split the map, don’t group together giving free pressure.
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Map awareness. Only two words, but very complex.
Do your best to be mindful of where survivors are. Know what gens to protect, what gens to give away, don’t chase in dead zones, etc.
Obviously some killers are better at this than others. I routinely win about 85% with all killers. Tough keeping your mind focused elsewhere while you’re chasing someone...but you HAVE to.
If you struggle with map awareness, use perks that will help, but be careful not to become reliant on them. Some killers have add-ons that help with this such as Wraith, Legion, etc..
More importantly, the first 30 seconds are vital. You don’t necessarily need a hit by then, but you need to have located key strong areas of the map...get rid of these ASAP. Good luck.
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He’s not quitting, he’s ranting. If you really dislike playing a game, you just quit playing it...you don’t announce it to strangers.
Hopefully when you cool-off things work out better for you. People are jusy trying to get in your head for a psychological advantage and you’re letting them. GL mate.
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Ahhh, I get it now!
Since crossplay has been enabled, it’s been extremely noticeable how much worse PC survivors are if I’m playing killer. Not too noticeable when I play survivor though.
All the failed jukes, all the time wasted failing flashlight saves, all the sprinting to unhooks while in a chase...I figured it out...you guys are just worried about the wrong thing! The only thing that matters is that you wait for an animation lock before attempting a blind! Perhaps the tutorial needs revisited.
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Everyone will have an opinion. I appreciate you sharing yours.
No perk is REALLY better than another. What good is Deliverance if you’re 1st hooked? What good is DS if you never have the option to use it? Many perks are high-risk, high-reward.
All that really matters is how you use them. You can use perks that help your weaknesses in gameplay, or perks that make your strengths stronger.
And can we please stop with the “change my mind” threads? It’s not anyone’s task but your own to choose what you believe.
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I’d like to see a handgun available to survivors. Shoot the killer with it to create a 3 second stun, one-time use.
However, precautions would have to be taken to avoid abusing it, as it’s literally another 2nd chance crutch (but it’d be fun). Perhaps make it an in-game chest search item only and NOT available in the bloodweb...make people work for them while simultaneously getting another small secondary objective.
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I think this would be a great addition. Most of your examples are decent (with the exception of sabatoge, that feature would be abused to the point that if a killer can’t reach the basement, he can’t hook anyone at top level play).
Would certainly spice things up a bit. We need SOMETHING to try to keep the game alive besides just new characters.
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Doesn’t matter. The losing side, regardless of role always has excuses for it.
Unless you’re leaving other info out, no way could a report ticket of your team holding the game hostage will be validated.
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As survivor, games are normal.
Get some decent randoms, few potatoes doing nothing, sometimes elite teammates (or really junk killers).
As killer, I rather enjoy PC survivor games. While I don’t believe there’s a such thing as “toxic”, as everything in the game is an attempt to win and mental/psychological advantages DO play a factor; there’s much less of this with PC survivors.
Maybe the reason why...
In my own experience since crossplay has been enables, PC survivors are just not as good. Same can be said for some console players ofc, but the difference in numbers is extremely noticeable.
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I got a 13 and a 10 today; within an hour.
As if it wouldn’t be challenging enough if they were Rank 1, game just had to pour salt into these poor killers wounds.
IMO, just remove the rank system completely. Keep progressing the new MMR, the endgame goal is a good target. No need for a Rank system that literally does nothing, and is 90% inaccurate.
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Sounds like ya’ll havn’t even faved a good Nurse. While I doubt I’m the best, it’s certainly a guaranteed 4k or 3 with a hatch out.
Understanding how survivors evade their movement once LOS is broken is key, you only have 1 second to think about it, but once you mastered the prediction technique and not the mediocre Nurse “first blink to get range, 2nd blink hit” garbage, yes, you are indeed unstoppable.
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Playing with bots that have the skill level of the killer tutorial’s Meg would be an upgrade from some randoms I’m forced to team with.
Rant aside, I see no reason this should ever be implemented outside of Custom Games to test builds, etc.
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Can’t tell from SS only, but those bushes shouldn’t have collission more than likely, making it NOT part of the loop but just map decoration.
The double window is ok there, the house has a door way right next to the window if you’re moving towards house. If you’re coming from house and don’t get a hit before 2nd window vault, might have to let them go...can’t tell from SS how far the opening is in the fence to get around it.
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Love trapper! So unpredictable, ya just never know. Love playing him, love playing against him.
Side note: Am I the only one that got Foo Fighters - “Best of You” in my head from reading the OP’s thread title?
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Ya...let’s buff Nurse, undo the nerf we did like 8 months ago (or however long ago it was)for no reason lol
After the nerf, Nurse is still waaaay better than Spirit. Anyone who says otherwise is either not facing Good Nurses as survivor, or they are not a good Nurse as killer.
Also dont see a need to nerf Spirit, I like having a 50/50 Mindgame killer to go against. I think we just need to alter Stridor and Iron Will respectively because a Spirit typically only uses Stridor to counter Iron Will, but survivors can make use of Iron Will VS any killer. Dunno how, but tweaking this would help. Especially if we get rid of sound bugs. Ok, maybe not the Mad Grit one, thats pretty funny.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1715032#Comment_1715032
Still though:
- Exposed
- Blindness
- Mangled
- Haemorrhage
- Oblivious
- Broken
Do not reset on the hook. Why exhaustion?
I can speculate, because I don’t know the REAL answer. But it more than likely is: keep the survivor base happy!
I mean, a killer doesn’t get free Bloodlust for losing a survivor in a chase, is what it is, marketing 101...make the majority happy so we can still play the game and afford new content. Hard to complain about it.