JediWithASniper
JediWithASniper
About
- Username
- JediWithASniper
- Joined
- Visits
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Comments
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LOL. If nobody uses a perk, did the devs really make it?
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I’m glad everyone agrees that deja vu should be nerfed, now we just need the devs on board.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1921920#Comment_1921920
OP is a god of the arena
Thank you. I’ll be here all night!
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As a survivor, I almost always want killers to not break pallets. Why on earth would you want them to remove an infinite vault from the map?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1919273#Comment_1919273
I just did, again, what's your point? Tell me how enjoyable it is to play an unwinable game, not because you're bad, but because your team is bad.
I enjoy the challenge. I’ve beaten many killers with horrible teammates.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1919268#Comment_1919268
I'm devotion 17. Your point?
That you have nothing to tell me about lobby waiting times and getting a bad team.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1919257#Comment_1919257
Try to wait 10 minutes for a match to get rank 15-20 team mates who cant even get chased more than 1 second without going down, and tell me how much fun an unwinnable game is, not because of your skill, but because your team is just new players. I'll wait.
I’m almost devotion level 8 from only solo queue. Believe me, I’ve had all the experiences everyone whines about.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1917873#Comment_1917873
No, solo is not great. Anyone who actually plays only solo will disagree with you.
I only play solo, and I like it. I don’t like the quitters, and it’s annoying when survivors only crouch walk the entire game and hide in lockers, but what I love about it is the challenge. I get tired of survivors who just want a guaranteed win every game.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1913896#Comment_1913896
The amount of rank 1 immobile killers that trek all the way up to give it a basic kick only to find none of us are there or one of us is about to loop him on the strongest building on the map by far
I see that a lot too.
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I don’t like his breathing and guttural sounds.
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Here we go rainbow six pre-build-phase!
I think this map is very killer sided. The saloon shouldn’t be a gen that you have to just give up on as killer, but you pretty much do. As a survivor main, none of the survivors seem to realize that the saloon is a freebie, and they do the corner gens first to ensure a good killer’s victory.
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@AnnoyedAtTheGame said:
How many games does one have to get t bagged in?
Player after player after player begging for t bagging to be removed only to come on here and get nothing but ignored by devs.
Toughen up, T-bagging is fun. Try it some time.
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I’m about to hit devotion level 8, no clue how many hours I’ve got but it’s a lot. Just now really starting to feel like I’m getting good at survivor, and enjoying the possibilities of the game. I focus on the fun side, and ignore the losers that DC all the time. I’m having fun, or I wouldn’t play.
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Seems to me that this dog doesn’t even need the trapper’s help. He can just let survivors bleed out instead of hooking them.
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@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/223111/killer-hexes-the-fix
I get what you mean, I fantasize about haveing a 5th slot. A perma perk that you can only change during rank reset. But 2 extra slots, specifically housing hex’s leads to one viable combo. Undying + the hex you like + bbq and the other 3. It might work in the worst killer in the game, but nurse players would doom us with that change
Do you really think the hexes are that strong, or is it the additional perks? Typically Nurses that don’t run hexes have to be pretty dang good.
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@DoomedMind said:
I really don't want to have only 2 hexes equipped + 4 perks. If you think hexes are weak, or you use Detective Hunch, or you are in the medium-low ranks.
The classic combo Ruin/Undying is buying a big amount of time almost every game (I think it offers more time than Corrupt/Pop), and sometimes it just carry the game. So 4 perks + 2 hex ? It would be hextraordinary (i'm bad at this).
I main killer, and I love to play Devour Hope / Retribution / Haunted Ground, and any perk to support my killer needs. It just stomps on survivor every game. But with Hexes becoming limited to only 2 per game, I won't be able to do that, so personally, I don't want that possible rework :/
But it's true that there are hexes which are absolutely garbage.
I can relate to that. Maybe they could set up an option to run a 3rd hex at the cost of two perks, and a 4th hex at the cost of two more perks. Nice pun btw.
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I love the creativity. She seems a little intense!
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1908519#Comment_1908519
Honest question how would you feel if BHVR started splitting updates?
For example they just shipped the maps because those are clearly done but put the UI and Killer update on the backburner for an extra week or so. How would you feel about that?
That’s not a bad idea. The maps don’t typically seem to show up with lots of bugs.
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As long as all the low level survivor bots hide in lockers and crouch everywhere and do nothing, I’m good with it.
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I can’t wait for Gideon meat plant. It looks great.
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I don’t find him to be super strong, kind of clunky to play against. (Pun intended). Overall, just kind of meh. I guess I prefer going against more powered killers like nurse, or maybe jump scare killers.
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If a survivor doesn’t T-bag me, I’m not doing something right.
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For me a win is when it’s a hard fought battle with an escape, or sacrificing myself for the team to escape. Sometimes it’s being the last one to survive and outwitting the killer and escaping.
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The only time it’s really been a bother to me is when the killer is lagtastic. Then you lag on the struggle phase and die. Kind of outside the devs control a bit. What do you replace it with though? Pyramid head’s torture boxes were obviously an experiment in skill-checking the struggle phase, but I don’t think that is super amazing in comparison. What’s the alternative?
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What if it was based on downs instead of hooks, and what if it wasn’t a hex at all, but just a regular perk?
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I think this could work as long as there was a requirement that the killer not be in chase. I kind of also like that it is a perk, and not just a passive game mechanic. I’m a survivor main, and face campers don’t really bother me, but I know it really bugs a lot of other people. This would guarantee a loss for a camper, but it also uses up a perk slot. Great idea!
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/1907231#Comment_1907231
Why shoud they have the same treatment? It's a 4vs1 game, 16 perks versus 4.
Anyways, that's not a good ideia.
Keep in mind that if this was implemented, then you are giving the killer full use of their 4 perk slots, and 2 hexes. I tend to think the survivors do not need passives right now, while the killers probably do. Once a killer gets to red rank survivors, it is a much harder game for them.
Being able to run Ruin and Devour while also getting access to two additional perks is big.
For the survivors however, a passive charm like 6% healing speed is not a huge game changer. Yeah, a 4 man swf could be a problem if the passives aren’t properly limited, but even if two survivors are healing there, it’s only a 12% boost.
Doing Hexes this way opens the door to Hexes that do things like:
Survivor healing speed is reduced by 25%
Survivor vault speed is reduced by 7%
Or:
Survivor passives are mirrored back onto them negatively. (So if their equipped charm gives them 6% healing speed, it reverses as a -6% to their healing speed until the totem is destroyed.)
Essentially, the idea is to open the game up to some warring passives that can really make the more competitive matches that much better.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1907260#Comment_1907260
Hexes are super strong when you know what you're doing. The trick is that they're not passive wins the Killer usually has to play well to make them really devastating. A bad Killer will do nothing with Third Seal, a good Killer will slug the entire team.
I think making them a core game mechanic would actually be really healthy because it builds in more slowdown since Survivors would have to search for the totems every game. And the Killer does nothing but benefit from the totem searching because they can still run normal four perk builds
That’s where I’m at too. I’ve kind of wanted passives in the game on both sides that weren’t bloodweb related. If they did this for the killer’s, they could do something similar for the survivors, where each survivor can equip 1 or 2 passives, (that’s what those pesky charms could be) simple things like 4% vault speed, or 6% faster healing, or maybe 5% item duration. You get the idea. Plus, I just like the game when the killers are more dangerous, like when a brand new killer comes out and dominates a bit.
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@gatsby said:
It's fine. But only if Survivors get the exhaustion perks as a bonus category.
So you can have four perks + exhaustion
Now we are getting somewhere. See, it’s fun to discuss new ideas. Most people just be hatin!
Do you think hexes are really that strong? Most red rank survivors hardly even touch them.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/223111/killer-hexes-the-fix
Good grief. That’s way too OP. Some killers having 2 free Hexes at max power PLUS the freedom of 4 free perk slots is ludicrous.
You’re saying that the devs can’t adjust Hex power levels?
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/223111/killer-hexes-the-fix
well that's just a great way to get the survivors whining that they dont' get the same treatment as killers... it's a bad idea honestly... it's better the way we have it now.
That’s ridiculous. Survivors are whining about it now, the way it is, and they will continue regardless of what happens. Hexes should be stand alone.
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@The_Bootie_Gorgon said:
Having 4 perks plus 2 hexes?????
Let's ######### do this!!!!!!!!!!!!!!!!!!!!!!!
but no LOL this would probably be a blood bath...
The main concept here is that most hexes would become passive in nature. Does everyone really think hexes are that strong? Most of the time you can ignore them completely.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1907200#Comment_1907200
That is terribly ignorant. And I now see you don't play killer. You can't easily master Oni and Billy turns overnight. You can't immediately learn to hit every Hatchet and Spear shot. And learn every good trap spot with Trapper and Hag. Every killer has much to learn except Freddy but he's a different story. Survivor is a one trick pony. Killer powers are all unique and take a different playstyle that can be similar but can't be carried over. And Hag a defensive area killer shouldn't be expected to know how to best play a Oni a highly agressive killer. Actually play killer first before saying they're all easy to learn.
I have played enough killer to know that you can play at high levels without too much practice. Yeah, you aren’t going to take on a team of rank 1’s or a 4 man swf, but those are hard to do anyway. Point is that in a few hours, any player who plays red ranks regularly should be able to stay in red ranks with a new killer.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1907161#Comment_1907161
Perks need their own MMR makes no sense. But every killer needs to use their power to work efficiently a god Billy can't be expected to mind game efficiently with Huntress. And to say they can just loop normally won't work if they don't know how to use their power properly and a God Hag can't be expected to suddenly know how to master Pyramidhead.
Killer powers are not that hard to master except nurse
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/223062/mmr-different-for-each-killer
This is terribly inaccurate every survivor plays the same way. You can't go from Billy to Huntress and Blight to Oni and play the same way. How does your playstyle change from Ash to Nancy or Jake to Nea they don't.
That is the whole point of the post. Killers have different powers, but identical fundamentals with the exception of maybe nurse. Their powers require time to master, but you already have high levels of experience with looping, and mind games.
Its like saying each perk set needs its own MMR.
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@chargernick85 said:
You can get your Eight Second Chances on any Survivor each killer is unique in their own way it takes practice to be viable with when playing against intelligent survivors.
It may take practice to compete, but it’s not like playing a new killer has a high enough learning curve to make you de rank to yellow. Realistically at the worst you would derail to 4 or 5, but the idea that this rank 20 level of MMR is necessary is ridiculous.
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I play on ps4, against rank 1 nurses from pc, and they don’t always win. Anyone who has put as much time into learning a killer as nurse takes, deserves the wins they get.
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@Epsydra said:
https://forum.deadbydaylight.com/en/discussion/comment/1906845#Comment_1906845
I play survivor too. I'm just arguing that it's already good that they are setting up this MMR for the killers.
If it’s good for killers, then it’s good for survivors too.
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@Epsydra said:
And how do I go about playing, for example, with Legion at rank 1 if it is level 1, without any perks?
Currently, we have to farm the BP with a killer A to up a killer B, it's stupid.
If you play enough to be a rank 1, then you have enough blood points to level your killer in the blood web up to around 40. You have perks.
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I would make killer hexes a stand alone system separate from the blood web. I’d give each killer an individual hex, make all hexes full strength instead of 3 tiered (meaning that each hex just does what it does, you don’t upgrade them in a blood web), and allow killers to equip a max of two hexes each round in addition to their regular perks. In addition to the hex that each killer is given, I’d add an extra 5-6 hexes, and then add one new hex with each new killer.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1903176#Comment_1903176
This is how I play, but thats because I like to stealth. But If fully recognize it is an inferior gameplan actually because you are wasting time going to the middle gen instead of finishing a peripheral gen quickly. I just play this way because I'm chill and don't always play optimally.
The point is a killer will disrupt one of the peripheral gens so you'll have one left over on that side. In 99% of cases this is what will hapen.
If the killer is 3-Gening and just guarding one gen he will have a hard time endgame because he's basically letting the survivors finish 4 gens unmolested. 4 Survivors left on a 3-Gen is not a battle killer will win most of the time, even if it's Doctor running a gen disrution build.
I don’t think it is an inferior strategy. In the perimeter (do the first gen you see) strategy, the ideal situation would be:
3 survivors complete their gen while killer chases the 4th.
The problem with this strategy is that there are just not that many survivors who can consistently loop a killer for 80 seconds, and most killers who are any good won’t waste 80 seconds on a good looper. Typically, you land 1-2 completed perimeter gens when this method is used in solo queue. What’s worse is that quite often, they are sister gens, which plays into the 3-gen strategy of good killers. In addition to this, you spawn with a teammate at least 50% of the time, and so you very rarely get 4 survivors working 4 separate gens.
My experience in solo queue is that this strategy leads to a shrinking map for the killer to dominate, and a large number of 3 gen endgames. You do get a very much smaller percentage of games with 4 veteran players who pay enough attention to what goes on, and can loop reasonably well, that can use that strategy effectively.
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@EvanSnowWolf said:
I always jump on the first generator. Absolutely. This is not a stupid idea. You want to apply gen pressure as quickly as possible. If EVERYONE gets on a generator in this way the Killer is certain to disrupt at least one. You don't go straight from starting generator to the 3 gen. You need to do 5 of 7. There's plenty of wiggle room there.
Assuming I do not get interrupted, my pathing is:
Starting generator -> Center Building Generator -> Generator opposing my starting generator
I think willfully leaving a starting generator just to find a different one is a waste of time.
That’s interesting. I use a similar gen strategy, except I don’t do the perimeter gens as the first one. Typically it’s a mid gen first, then opposite ends. Basically just draw a line of completed gens through the map center.
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The current state of the game IMO, is that hexes are so weak that a huge number of survivors do not even cleanse lit totems. Personally, I don’t see how anyone can argue that any of them are too strong at this point. If it were up to me, I would definitely increase the strength of hexes quite a bit, and have a much larger variety of them. I believe each killer should have a hex in addition to their regular perks. Just to be clear, I am a survivor main, and I only play solo queue.
One big thing they could do is simply to remove hexes from the blood web, make all of them only their full strength, and allow each killer to equip up to two hexes in addition to their regular perks.
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@WishIcouldmain said:
What else could they do with another chainsaw killer?
One chainsaw in each hand, like those mini 12” blades instead of a 21”. Then, his attack could be like a spinning ballerina that bounces off of objects increasing with each bounce like a pinball. If you get going fast enough, he can tilt each blade opposite and take off like a helicopter to track down survivors who are still down on the ground. Once airborne, he could stay up there indefinitely, until he locks onto a survivor. Then he could pull out his 50 cal mini gun and finish them off one at a time.
I know what you’re thinking, this killer sounds way too weak and needs a buff of some sort. That’s why they will give him an add on that allows him to use homing missiles instead of a mini gun.
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Add one. I like to be able to tell killer’s gg if they played well, or whatever. People whining about hate in chat rooms really need to just stop reading.
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It’s Dwight, and we all know it.
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I really wish I had known/understood how exhaustion perks worked. I initially equipped multiple exhaustion perks, only to be confused by why only one would work, and why sometimes even the first one I tried didn’t work.
Turns out it was because I was exhausted, either from the use of the first exhaustion perk, or from the killer’s attack, (that was quite difficult to figure out). I eventually understood of course, but for a long time I had trouble with lithe not working because of an attack that left me exhausted.
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- legion
- freddy
- cant think of a third
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So, I know you said that YouTube videos don’t help, and I thought the same thing at first. I pretty much exclusively watched TRU3, because I didn’t care for notord, or monto. But it wasn’t until I discovered Usyllis that I began to improve at looping. TRU3 taught me strategies that were for advanced players, and his play style was very different from mine. I realized that he plays very calculated with set strategies ahead of time, I play more intuitively, I didn’t improve on loops watching TRU3 basically at all, but with Usyllis, something clicked. My looping game improved quite a bit. Then I came back to TRU3, and realized that he taught very good strategies against specific killers. You might not find their videos helpful, but I use TRU3’s strategies against spirit and nurse constantly, and they are amazing, but Usyllis pathing in loops clicks for me.
I don’t know how many hours I have into survivor, but my devotion level is coming up on 8, and I think I’m getting the hang of looping a bit better. I know that is a lot of time into survivor, but I love the game!
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@Rittihilatti said:
The latest mori update tells you pretty clear, there will be less executed. There is no reason to change it again. And that is totally fine.
There is every reason to change it. MORI’s should be fun, exciting, and scary, not just oh crap they brought a mori, let’s all dc.