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Jholla31

Jholla31

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Jholla31
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  • @gatsby I get that, it makes sense, especially the BBQ reasoning. You asked for critique and I gave you one, that's all. I think you need info for your teammates, that's all.

  • I play solo queue 95% of the time and I always try to have a chase perk, a killer info perk, and a teammate info perk. So I would swap out either Iron Will or Inner Strength for Kindred or Bond.

    Chase perk, check (Lithe). Killer info, check (Spine Chill). Teammate info, no check. If you have Kindred, you know where your teammates are and can guess where they went after the unhook, and Bond will show you anyone close to you, so you won't need Inner Strength if you need a heal that bad.

    Running IS and IW together is kind of counterproductive though, imo. You run IW if you don't mind being injured, but IS tells me you don't want to be injured.

  • I would assume it would be similar to the "open gate" interaction as killer. A bar that only takes about a second to fill once you press the corresponding button, but the animation doesn't start until the bar is full.

  • If you're not a complete potato, feel free to add me on PS4. I don't even ask for 5 gen chases from my teammates. Just do gens, do totems if you find them to try to avoid NOED, and don't go down in 10 seconds.

    Jholla31

  • Eh, kinda old news, tbh. Those have been issues since I started playing almost two years ago.

  • Guess you've literally never played killer, huh?

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144133#Comment_1144133

    How do you know that's true? People jump the gun based on a few streamers whining and a few topics complaining. That doesn't mean millions of people to suddenly stop playing.

    We know it's true because I can be a red rank killer and get a lobby in literally two seconds with a bunch of random ranks (probably just whoever has been waiting the longest), but when I queue as a red rank survivor I wait 10-15 minutes to get into a lobby with a bunch of random rank teammates (probably because we were the four waiting for the longest). That heavily suggests that there aren't enough killers to go around.

  • @BenZ0 said:

    @Jholla31

    Hm I mean you have in almost all MacMillan 1 god loop (Bad for Killers), also most of these maps have really few pallets and often dead zones such as iron works or Groaning Storehous (Bad for survivors).

    Exactly. If there are zones that are bad for both sides, I see that as balanced. For instance, if a killer ignores the Ironworks infinite and focuses on gens not in that area, they should be successful, because at most two gens spawn near that loop, and it's only possible to make it from a third gen with a perfect Sprint Burst. If survivors try to focus gens near the infinite, they will have more success. It's up to the killer and survivors to pressure key locations.

  • I find all the MacMillan maps to be fairly balanced. Am I in the minority here?

  • He just wanted those 250 bloodpoints -for closing the hatch, even though he should have already maxed his deviousness points if he got a 4k.

  • I'm not a killer main. I used to play 50/50. But survivor is such easy mode now. Even if I don't escape, I'm always pipping. And on PS4, I'd rather get a decent team and get smashed in 4 minutes and play another game instead of waiting 10 minutes in a survivor queue to get two teammates that crouch in a corner all match. Running Bond, Open Handed, and Kindred every match has opened my eyes to how pathetic "red rank survivors" are.

  • Nurse is all about breaking line of sight. Run around a wall and try to time a cut back as she releases her blink. Keep trees, rocks, and other barriers between her, as blinking through certain objects can be more difficult.

    As for Spirit, when you thinks she is phasing, you need to use scratch mark jukes. Head for a pallet or window, but walk in a different direction just before you get there. If timed properly, the scratch marks will still make it to whatever object you wanted to lead her to. Never use the same pattern twice against her. Fake the window the first time, vault it the second time, etc. Being unpredictable during her phase is the most important. Breaking line of sight as she starts her phase and walking in a different direction can also mislead her on your position.

    Oh yeah, and Iron Will always.

  • @JC316 said:

    Title says it all. Here are the options and perks I already have.....

    Clown - Have Bamboozle and Pop.

    Legion - Have discordance

    Oni - None of his perks

    Wait for Deathslinger.

    I have very little interest in clown and I already have his two best perks, but he is on the list. Deathslinger looks interesting, but I have the feeling that he's the worst killer in the game. The idea of legion intrigues me, plus I would like to have his other perks. I SUCK with billy, so I feel like I would suck with Oni as well, plus his perks are of no interest to me.

    I'm leaning towards legion or Deathslinger, but I want to know your opinion.

    Definitely Spirit. She is a strong killer, and she has above average perks.

    Haunted Ground is especially good since survivors are totem hunting for NOED now. Spirit Fury has amazing synergy with Enduring for M1 killers. Rancor is kinda eh, but if you use Nemisis with it, you can end up mori'ing multiple survivors.

    If you can buy Spirit and spend 1M BP on her, definitely go for it.

  • It's only a buff if certain loops have breakable walls. The ones that immediately come to mind are:

    Fractured Cowshed god loop

    Ironworks of Misery god loop

    Torment Creek god loop

    Any corn map cow god loop

    The Game double pallet loop before bathroom gen is completed (good survivors don't do that gen first, even if they spawn there)

    Long walls on Haddonfield

    The broken walls are only a buff is these loops, AT MINIMUM, are a part of the gameplay. Obviously the new map will be the only ones with broken walls to start with, but if these loops aren't dealt with somehow, they will be a neutral integration at best.

  • Do you play survior or killer?

  • @TAG said:

    That seems like a bad band-aid solution. "You better not do gens too fast or else we'll be very disappointed in you harumph!"

    You mean like killers getting the "you killed the survivors too fast so we're disappointed and you don't get a pip harumph!" penalty? lol

  • Try reading your own screen name and you might figure it out.

  • When you're playing killer in DBD, you need to play chess, even though the survivors are playing checkers.

    As a killer you need to be thinking two, three, even four steps ahead. When you spawn in you need to figure out where the survivors spawned. This comes from time playing, but even if you don't have a lot of time in the game, realize the game doesn't want you to spawn too close together, so checking generators too close to you probably isn't a great idea.

    You find your first survivor. Are they in a dead zone? How many pallets are near them? Are they running straight through the pallet to try an extra loop, or do they throw it immediately? Are they hugging the wall or taking wide angles on the loop? Do they recognize the jungle gym into pallet loop into shack and take advantage of that, or do they loop one structure until you force the pallet down? Do you have a one shot down? Are you a 4.6m/s (Trapper, Freddy, Billy, Clown, etc.) or a 4.4m/s (Spirit, Hag, etc.) killer? If they stun you with the pallet do they stay and try to conserve the loop, or immediately run away? Is it a Claudette that's hard to see in a dark map, or a pink haired Nea that wants to be found and chased? Do they look behind themselves in a chase or just run to the first loop they see and hope they make it. Did you see a Sprint Burst when they started running? Did they Litle through a random window? Are they running for high ground so they can get Balanced Landing? If they did none of those things, do they have Dead Hard? Are they using Dead Hard to avoid hits or to extend a loop?

    These are all questions you have to ask yourself in about two seconds if you are going to play to your fullest potential, and these questions have to go through your head four times per game to account for each survivor.

    There's no 100% right way to play as a killer. My best advice is for you to have these questions running through your head at all times and adapt to each survivor. With time you will be a better killer.

  • That's just their "uhhh we nerfed the only perk that gives killers early game momentum and we just can't figure out why all of our killers are leaving, so here's what we're gonna do" post.

  • Definitely not holding the game hostage. That's for situations like finding the last survivor and cornering them so they can't move. Dude was just salty he lost.

  • @The_Bootie_Gorgon All same for me, except I'm EST.

  • Yeah, I don't believe for one second that the PC stats for swf line up with console. It seems I go against and am teamed up with 2-3 man swf in the majority of my matches. I've had multiple three man groups invite me after a match, including a Bill squad that was excited af when I changed my character and put on a medkit like the three of them. lol

  • @McLightning Then let's say "FIX YOUR DAMN MATCHMAKING." I'm essentially saying the same thing. But considering the MMR has no real timeframe, I'm just going to say rank. lol

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065657#Comment_1065657

    That only happens if you are bad at downing survivors or if you don't run corrupt. I do both and more often than not I get two hooks before a gen gets done

    "A good killer shouldn't depend on corrupt just saying"

  • @McLightning said:

    Rank is going away soon anyway.

    Do we really think the new MMR system will be any better? When it eventually comes out "soon"? And when is soon? Based on previous issues the game has had it can mean three days or 18 months.

  • @Danielgdp3 said:

    Most rough part about that screenshot is three of them having calm spirit while you are doctor how unlucky

    It's expected right now because of the Doctor tome challenges. I've gone against Doctor in 6 of my 8 matches today.

  • When I play killer I do my best not to go after the person that just got unhooked. If I happen to run into them again or can't find their unhooker, I'll slug them with no intention of returning (basically giving them a chance to reset, but at the expense of a teammate helping them). If I go against an exceptional survivor that isn't toxic, I'll make sure to let that one live. Looping irritates a lot of killers for some dumb reason, but if I'm getting looped and they make some good plays/reads, I love it.

    As survivor I like bringing Azarov's or MacMillan offerings because I think they're the most balanced for both sides, except for Blood Lodge, of course. If a killer had a particularly rough game (less than 5 hooks and nobody dies), I'll sacrifice myself at the end. I don't teabag or point or anything toxic unless the killer has major tunnel vision. Then it becomes a game of "well, let's see if I can tilt him into chasing me for all five gens." Then when I know the gates are ready, I'll let him kill me while the other 3 escape. If he wanted me so bad, he must be happy I died, right? lol

  • Dead Hard is buggy right now on PS4. Sometimes you dash 10 feet past the killer, sometimes you're downed in the middle of the animation. Thank dedicated servers.

  • @Heartbound said:

    I like Decisive + No Mither + Tenacity + Unbreakable when I'm in that kind of mood.

    Babysitter + Borrowed time + botany Knowledge + Self care is another one I like when doing hero runs. You have to be the person to save everyone off all hooks. No dead hard or safety nets. Come and get me killer.

    Perkless default dweet can be fun, but the killers may fall in love with you.

    Hope that's a little help.

    Default Dweet is always good in a 4 man swf. Get everyone staring at a different hook in the basement and see how the killer reacts. lol

  • @ABannedCat said:

    Addon-less, perk-less Nurse.

    I'm more of a sadist and less of a complete masochist. Thanks though. 😂

  • Obviously. Genrush isn't a thing, especially when a competent survive can waste your time during one chase in the time it takes all the gens to be done. lol gg ez

  • Just completely ignore all the gens on one side of the map so you can three gen them 4head. Letting survivors complete 60% of their objective in 90 seconds is just part of the game duh.

  • The most effective way to play Bubba (I think) is with the Nemisis/Play With Your Food combo. PWYF (losing the obsession in a chase gives 5% movement speed up to 3 tokens. Lose a token for every attack) gives you movement speed stacks that Bubba can conserve easier because of his one shot. It also counters the slowdown he normally has while charging his chainsaw if you have even one stack. Nemesis (any survivor that stuns or blinds you makes them the obsession and give Oblivious status effect for 60 seconds) makes it easier to earn stacks because bad survivors will throw pallets early and you eat it, while good survivors will greed another loop, in which case you rev your chainsaw and force the drop or take the down if possible.

    Obviously Oni is free with iridescent shards for Nemisis, but if you don't have auric cells for Myers for PWYF, it won't be worth it.

    Best addons are his charge reduction and chainsaw speed (NOT acceleration) addons. But without that extra movement speed it's hard to 1) get the chainsaw or 2) apply proper map pressure.

  • @PigMainClaudette said:

    How did you get TWO REDS and a HIGH PURPLE to leave your totem alone and mori all of them?

    The 14 I can kinda understand, but 1/2/6?

    Oh, they found it, but as soon as I got the DH proc I immediately hooked, found someone on the totem, chased them away, and pushed them away from the one who found it. Luckily it was in a corner on Wrecker's Yard. Behind the shack with the closest gen at the front of the shack. They had no reason to check behind the shack unless they were purposefully totem hunting.

  • This is the best way to answer this based on how I've seen you respond in the thread, @SpaceCoconut.

    The devs have stated they intend to balance on a 2 kill 2 escape trial. This means they intend for two survivors to escape every single match, with a few exceptions.

    If this is the case, one can assume that the two highest skilled survivors in any given trial should escape. When people like No0b3, Puppers, Ayrun, and other survivor mains that essentially play the game as their primary source of income, are playing, they have an extremely high chance of being the highest skilled survivor for that particular trial. If you are the highest skilled survivor, you have a higher chance of escape. When you are the highest skilled survivor and your team is making a concerted effort to keep your streak going, that chance increases further.

    So based on the fact that the devs intend for every match to have two survivors escape, and the fact that the higher skilled you are as a survivor, the more likely you are to survive, I would say yes, the devs intend for highly skilled survivors to sometimes obtain long escape streaks.

  • I am by no means a Clown main, but I typically perform well with him in red ranks.

    I use STBFL, Brutal Strength, PGTW, and Hex: Devour Hope.

    STBFL is really helpful with Clown because the attack cooldown is even more significant when survivors are running through your gas.

    Brutal because smart survivors drop pallets prematurely against Clown.

    PGTW for gen slowdown.

    Devour Hope is obviously big risk/reward, but getting even one instadown with Clown can be extremely rewarding as far as gen denial goes.

  • Play With Your Food has always been a decent LF perk since it negates his chainsaw charge slowdown, but it has always been based on how easily you could find your Obsession. With Oni's new perk, Nemisis, it's easy to make a different survivor your obsession simply by eating a pallet. If they don't throw the pallet on you, they get punished with the chainsaw.

    Essentially, baby survivors don't know how to prevent a killer from getting PWYF stacks. lol

  • I never used to run Bond, but for the past two days I've been running Bond, Kindred, Open-Handed, and DS (just in case).

    The 44 meters on Bond is huge. It's helped me see teammates that are in chases, helped me avoid teammates working on gens while I'm being chased, let me know when teammates are working on gens when I'm on a separate one, find them for healing or to heal them, and that's just off the top of my head. The 44 meters is usually about 1/3 to 1/4 of most maps, if I'm not mistaken.

    Kindred obviously lets other survivors see each other without limits while you are hooked, but giving your teammates a 24 meter view of the killer let's them see proxy camping FAR easier, while giving yourself that same advantage when anyone else is hooked.

    I've found so much success with this build in just two days. It was weird not having Dead Hard for a while, but I already see myself improving as a looper when I know I can't rely on it.

  • Piggy is always most toxic for me. For starters, console players don't appear to appreciate snoot booping. On top of that, Pigs always seem to teabag after they down me, even though I am not a toxic player and I never teabag them. And it never fails that if you get downed after all the gens are done, they'll just hide behind the nearest structure, crouch, and wait for the next victim. Being a solo queue player, it's essentially impossible to prevent being farmed in this situation.

  • -Spawning on Lery's as either role

    -All survivors spawning together (ineffective as hell)

    -Forgetting to take off my meme perks

    Honorable in-game damn it moments:

    -Dead Hard exhausting me but still getting hit

    -Getting blinded by a survivor when there were no flashlights in the lobby

    -Getting farmed off hook with no BT, then the jerk that farmed me not even taking a hit

    -Realizing way too late that GF/Myers/Wraith has Nurse's Calling

  • I've been running Head On, Q&Q, Inner Strength, and an open perk that could be DS, Adrenaline, Kindred, etc.

    I'm becoming a Head On addict. lol

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019786#Comment_1019786

    But head on isn't the best meme perk. It's second best.

    Pebble is the best meme perk.

    Pebble is a good choice too...

    Everyone give me you god tier meme build! 😂

  • @ReallyBigShoe said:

    Actually, when you make a claim, it's up to you to prove it right. Now the other way around.

    https://en.wikipedia.org/wiki/Burden_of_proof_(philosophy)

    😎

    See original post, not just the headline.


    😎

  • @soundwave85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/964859#Comment_964859

    None of those fit in at all. While the killers on this game are mindless the people mentioned kill for their agenda. How does the mark of cain fit into the lore of this game?

    I'm pretty sure every licensed killer in the game killed for their own agenda before entering the Entity's realm. Myers, Bubba, Freddy, Amanda, etc. They all had their own agendas once upon a time. I think the Leviathan would be a great addition, if for no other reason so Demogorgon would no longer be the only non-humanoid killer.

  • Learning when to go for hatchets is key. I was hatchet happy when I started with Huntress, but now I pick my spots wisely. Disrespecting pallets helps a LOT. If they go for that extra loop because they think you'll pull a hatchet up at the pallet, it's basically a guaranteed hit. I also use a self made crosshair on my screen. Just a piece of tape with a dot in the middle. It only helps with fully charged hatchets, but it is a huge help with aim. I'm not the best Huntress, by far, but I'm relatively successful with her. Still trying for my first cross map hit. lol

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/913355#Comment_913355

    If the killer closed the hatch then it’s gg the survivor can’t open a door. I don’t even find it fair Noed/Adren work in the hatch game :P.

    I agree. That's why I don't see the exit gate aura reveals being an issue.

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/913330#Comment_913330

    If they try to open an exit gate their aura’s revealed if I read the post right.

    That doesn't effect hatch though, just exit gates. And as I stated before, if you're the last survivor and have to rely on hatch or a 1 man escape after the hatch is closed, it simply means your team lost. But this would be situational, just like most perks are. Not every killer runs BW, just like every survivor doesn't run Unbreakable.

  • @dont_ask_me_again said:

    One main issue is it’s quite a free win in the hatch game.

    How so? I don't see how any of the changes I suggested could effect the hatch game. But I could be overlooking something.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/913298#Comment_913298

    @Jholla31 I understand that No Ed can be countered, what I am saying is this would give killers to use it more not as you mentioned “rely” on No Ed.

    I think if people know they will get their BW effect, they wouldn't feel as inclined to use NOED, at least not red rank killers. I could be wrong though.

    @TAG said:

    I would definitely make it so this ability does not function as long as there is only one Survivor left, as that would make the post-Hatch EGC completely unwinnable for a Survivor without a Key.

    I partially agree with that, but I'm also of the mindset that if you need the hatch to escape, that means your team lost, which means you shouldn't escape anyway. I've had plenty of games where I've had a hatch escape, but if I and/or my team didn't do well, I don't get upset if I don't get the hatch.

  • @Johnny_XMan said:

    Killers would still bring No Ed.

    This suggestion would just make it that much more powerful, because you’d know exactly who to down. Whereas now you actually have to them.

    NOED can be countered by doing totems. I play rank 1 killer and survivor. I never use NOED as killer, and as survivor it's a minor inconvenience. The killer usually get one hook from it, at most.

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