Johnny_XMan
Johnny_XMan
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Jill Valentine joined the DBD roster.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2416314#Comment_2416314
Ignore the last 3. Im just mean the 1st one, Gen time efficient is enough most of the time.
You can loop for 60sec before dying is your skill, but more important that what other 3 guys do in that 60sec? Find Ruin? Doing Gen hearing TR coming and hide? Because they dont know Killer is coming to their Gen, or being busy chasing you.
The gap between 3 guys sit on Gen for pure 60sec chase, or 2 guys sit on Gen for 20sec and another guy run around doing Dull totem. Can lead to difference results.
The other 3 should be making themselves efficient regardless of whether they know the killer is on someone else or not.
As to what that is, that is dependent on where you are at in the match as a “team”.
I’ll give you an example. I had this match against a Nemesis, I was in soloQ. He kept chasing the same guy, meanwhile I was on a gen and the other two kept leaving every gen the moment they heard a slight heartbeat. I knew (without comms) that Nemesis wanted that guy out, so I managed to fix 3 gens while they both finished 1. We’re one gen left before escaping, Tunneled guy goes to the basement, I’m about to in for the save (with BT) Jane uses her SB to get in front of me to go save. I keep wondering why it’s taking her so long seeing as the guy has no struggle bar left and Nemesis is on the other random. I go over there and by this point Nemesis is already coming back, she gets inside a locker (saw her through Bond) tunneled guy dies, somehow she got pulled out of a locker. Nemesis has NoEd, so now she is dead. This was the result:
Now I’m thinking, if I can find No Ed maybe Jake (the other random can help me save) not even two seconds later he goes down there injured and gets hooked too. At that point I was already over it and I just left.
I didn’t need comms to really understand why things ended up the way they did…and that at that point I had done everything I could have based on the poor choices that were made by my team.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2416189#Comment_2416189
- Able to loop for 60sec, at the moment the chase start, you can "hes chasing me". Then you know 59sec of the chase your 3 team mates are on Gen. For solo, many survivors tend to hide when TR comes until seeing someone injured, this alone cut down half Gen progressing.
- If I finish my Gen and run find another Gen seeing random team mate mid progress, I will join them, to ensure that Gen will not Pop the weasel. Its just mostly mind set of everyone.
- Most people willing to take hit though.
- Aggro isnt enough if Killer wants that guy death, I usually throw myself to hook to protect 2nd hook guy. Not always success.
But the most important thing is the 1st one. Gen time efficient is enough for most match.
So are you implying that players in a SWF only work on a gen when communication takes place? Because that’s incorrect.
Being able to loop for 60 seconds does not involve communication it involves skill via that player who is taking the aggro. Something which 90% of the time soloQ teammates refuse to take.
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Why buff solo? There are many reasons why a SWF team does well that have nothing to do with communication.
I’ll give you examples:
- Looping a killer for a decent amount of time, so your teammates can fix at least 1 gen.
- Efficiently working on a generator, whether that means committing to an almost finished gen or making sure you’re splitting up accordingly.
- Not running away from a save, the moment you hear a hear a heartbeat. Forcing your teammate to go to hook stage 2.
- Hiding and refusing to take any aggro, when everyone else is on death hook, and you haven’t been hooked once.
I could go on and on. Because everyone has been exposed to soloQ and situations why it sucks. It has almost nothing to do with SWF being able to communicate. It has to do with their inability to learn or not wanting to.
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I don’t dodge but I know exactly what you mean.
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I really don't care if they dc, it's their loss.
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Because there is already a dc penalty system in place? That gives them a ban.
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Hey there, first off I just wanna say I totally understand where you are coming from. Being camped throughout a match is one thing, but being camped where it feels like every single match it is happening, it's very different. Not many people understand that because many people don't play your side, so it's much easier for them to not be affected by it. I won't tell you to 'git gud', that is a lame way of saying "sorry about your luck". Clearly someone who has no intention of helping.
In my experience (at 5.8k hrs) in this game, I have found that in order for you to get out of a Camping situation, you have to have a team where at least 2 people are constantly on generators, and the person doing the save needs to be able to take some of the aggro. Because at that point if the killer continues to only chase you, they are gonna need more time out of you, meaning you're going to be responsible for basically running that killer throughout the entirety of the match. They no longer want to "play" the game nor interested in winning. They only want you out.
I would say definitely bring DS and understand where you can put the perk to use while running it. Most people think that by simply running it, it will be enough. If the killer is just there to down you immediately, they will slug you and it will be the equivalent of you being on a hook and not on a generator. So in essence, they don't really lose much. What you can do as a survivor is make sure that where you go down is nearby a locker, so if they come back you can waste their time while you're in the locker. If it's the last generator, make sure you go down nearby an exit gate, this basically will ensure that you get out safely if the door is ready.
A lot of what you do will depend on the type of killer you are facing, so obviously if it's a Bubba (for example) a lot depends on your team's ability to get his attention and understanding that without BT you cannot even trade. Also, same goes for perks. Even if it's a Trapper or a Wraith (someone who cannot one-shot) and they have STBFL and are stacked to max, they will not be able to even take another hit before they pull you.... SO what they have to do is then take the hit away from the hook and then save you.
All in all, understand that many people who flat out camp are doing it solely because they are just that bad at the game. Not everyone, but many are. So their first course of action is "Let me stand here and force someone to come to me instead of me pressuring gens and preventing them from escaping". They actually lose points in the Chaser emblem category, and since emblems determine whether you pip or not.... not to mention if you're not defending gens, getting enough hooks, injuring other survivors, those other emblems will inevitably take a hit as well.
Anyway, I didn't cover everything because there is so much that goes into it, but I hope this helps! :)
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As someone who mains Myers, I see no problem with current spooky Myers.
Even in a SWF match you have to be smart about your choices. If you know he is just going to be patrolling either the downed body or hook, just go on a gen. It’s the easiest way for him to lose.
As for being able to save, this requires your teammate (the victim) to play is smart too. Meaning they need to move away from LoS or go by a pallet. Michael is very slow with this build.
I would also recommend running. Yes running. Do not try to “crouch” especially in areas where he could just block you and secure a hit. I’ve seen this happen so many times.
Spine Chill is a good perk against this build as well. It pre-warns you letting you know he is coming.
There are lots of things you could do to make your match against this build less frustrating. It’s gonna take people really working as a team though.
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Personally (I know I’m probably in the minority) I think she is…. not a problem.
In fact I think she is one of the most unique characters that BHVR has come up with. I don’t think every killer needs to feel “cookie cutter” in terms of counter. Maybe this is because I understand that even though there is like no tells for a survivor, there are still small nuances in instances where you can confuse her as well. Particularly, when you are healthy. I’ve said it before, unless a survivor is running, a Spirit phasing to a healthy survivor has to guess the survivor’s position post phase.
I think ultimately what they could do is make it so when she is phasing, it looks similar to how Freddy looks like when he is appearing and disappearing. Dunno how much that would change her though.
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No.
Dont go by the people who claim they don’t on the forums, they only make up a small percentage. Which come to think I don’t even know why they are still here. I’d would have already moved on to another game a long time ago.
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HAHAHA.
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Me hoarding all my cakes
In all seriousness, I use them if I am low on BP.
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Who cares?
Should everyone start posting about their post chat matches now?
Oh wait they do.
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What a strange question.
Why would you ignore anyone hooked?
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Im sorry, but this whole game is a “gamble”.
I get that it is annoying when that happens, but considering you can also just stand by the hook force someone to take a hit in order to “trade”, I believe BT is fine in its current iteration.
Not saying you personally go back to the hook because you camp (since I don’t know how you play) but there are those who do. So I do not think this would be a good change because it would just further promote camping. You’ll have killer’s forcing a trade, rendering BT pretty much useless.
No thanks.
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As long as Camping and Tunneling remain the same. I will not stop bringing DS and BT. Two perks that remain meta for this reason.
Especially when you can’t predict how the killer is going to play.
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All this mention of spring trap and I’m sitting here like
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He is not that weak but OK. Lol
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@Vampirox said:
why do you guys want a DH Nerf, SB is by far more powerful in running away from a deadzone area
It's what I've been saying.
I would much rather go against 1000 dead hards than 1 SB. It's too annoying, especially on killers with no map pressure.
It goes something like this *hook someone* *get BBQ stack* *goes to the gen being worked on* *finishes in your face and sprints away*
Literally, I have lost games because of that, more than DH.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/2404182#Comment_2404182
Any other perk requires a bit of risk and setup to use mid-chase. 99% of sprint burst users I see sprint away at the start of the killer finding them, which while it's a big deal, it isn't as much of a time sink as chasing a survivor for 15-20 seconds, hitting them. Continuing to chase for another 10-15 seconds and then they dead hard for distance(these times are extremely generous to the killer too). The time sink is much much larger with dead hard than any of the other exhaustion perks and they all require specific things whereas dead hard can be used at any tile. The only analogous thing is 99%'d sprint burst which means that you are contributing nothing to your team while you run around at 99% and try to get the killer to chase you.
Dead Hard requires you to be injured, which that is a risk in and of itself. You are one hit from a down.
The so called "requirements" for the other perks can also hardly be called requirements because most of the time if you are running those perks, you will position yourself nearby the so called "requirement" (window, hill, etc).
At this point I think you only hate Dead Hard because you are looking at it from a chase stand point, rather than ALSO looking at those specific scenarios where the other exhaustion perks also would cause a time sink. Imagine someone having a POP stack and the Sprint Burst survivor has it ready ( which in most cases they are) so therefore they commit to a gen before running to a safe area. So not only did you lose a pop stack, a possible down, but probably ALSO a gen on another side. That is even more powerful than Dead Hard could ever be in that situation.
Let's continue to dissect this perk though via singular scenarios that you know, only affect THAT perk.
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I find it amusing that players want to claim Dead Hard "extends" the distance of a chase, when ALL other exhaustion perks do the same exact thing, if not even better.
Dead Hard which by DBD standards doesn't even work 100% of the time, and it's the only perk that requires you to be injured.
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Demo is probably one of the most balanced killers out there and actually fun to verse, so no I do not think a rework is needed.
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I understand there is a large portion of Pig that has RNG attached to her but she is far from the worst killer.
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To you it was the day they made their greatest escape using a key… 😱 to them it was just Sunday. 🤷♂️
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I can pretty much guarantee they will never get rid of the hatch mechanic. It makes sense for this type of game.
As for them re-visiting keys, sure I can agree with that. To outright remove something (mechanic-wise) is not BHVR’s style.
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Tunneling can be a strategy but it isn’t always the right call to make. That is if you want more than a 1k of course.
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Here we go again…
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2399101#Comment_2399101
Maybe i am missing something and you are sarcastic, but if you are not, how about we use that "too lazy to learn" for everything?
SWF not op, learn to play against. Keys not op, learn to play against. Any perk ever not op, just learn to play against. You do realise how dumb this is, do you?
Said that, it is not about how op something is, but rather how enjoyable. Legion for example was pretty bad, but he was not enjoyable the slightest. Not everything people want to get changed is neccessary overpowered.
I think it's safe to say, we all see how dumb that sounds.
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Fun is subjective, which is why the forums exist. So people can express their own opinions if they want to.
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The only time I will kill myself on hook, is if I have ran a killer for a while, only to go on hook and see every survivor aura not on a gen or just messing around and crouching.
As for not liking a killer, I can’t blame people who don’t because I have my killers that I would Just give up given specific circumstances. I’d never just do it on first down tho.
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Lol this is one of my biggest pet peeves.
The worst part is when you know that not only are they not crawling away from the area, but they’re also just spinning on the floor as if they think they look cute doing it 👀
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Take a deep breath and go watch something funny to distract you.
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Twins are fine IMO.
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I’m a Dwight main
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Turn off chat.
You’ll be doing yourself a favor. Those people are not going to miraculously “change”. You, however, can change your attitude towards it…by not allowing yourself to even read what they have to say.
For me, I can take the heat but I can give it back too. So I have no issue putting someone in their place who is acting like a child. Until I don’t because time is usually a waste in post chat anyway.
Don’t let one troll or trolls, dictate your attitude towards your next match.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2397686#Comment_2397686
I mean the concept of the knives can work if they do it properly, but right now, he is the worst designed killer.
Not when you put maps into perspective. What would they have done? Homing knives?
They should have given him a secondary power relating to music or something, I mean he is a Kpop star afterall. Something to compensate for his lack of speed etc.
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He has a terrible design. They should have gone with something else instead of knives.
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/2396647#Comment_2396647
I originally made a full list of why every killer sucks on this map, but ultimately deleted it because it read badly. It all comes down to: m1 killers suffer because the map is too large and it takes too long to patrol gens. Exceptions being Wraith because he is fast and has no terror radius in stealth, and Freddy who can TP to gens. Any other killers (Huntress, Slinger, Trickster) suffer from being 110 movespeed and taking 6 years to patrol gens + infinite LOS blockers to almost never allow them to use their power. Nurse also suffers hugely from LOS blockers. Oni cannot demon dash anywhere.
I don't think what I said was extreme at all.
Ok? and large maps are bad for M1 killers in general anyway.
You are being extreme. That's my opinion.
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95% of the killers? I think that’s a tad extreme.
The only one I see it being an issue might be Billy and Blight… power-wise.
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She is easily one of my top 3.
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I play pretty much a lot of them… but if we were going to be specific:
Survivor: Dweet, Meg, and Chris.
Killer: Michael, Plague and Twins.
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It sounds like a bug.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2394971#Comment_2394971
I guess you are a lucky man then. Cant remember a single game vs twins without hardcore camping and slugging. Maybe i am the unlucky guy and it is normal that they play "fair", but whatever it is, Twins work best when they Slug and Camp. And this brings me once again back to my question (which i did not answer myself)
Is this really enjoyable? What mechanic do you like about them? Any tricks vs twins i might not know?
I just had a match against a Twins that played like that, 3 people got out. She tunneled the first survivor out.
Generally if someone is camping you want to push gens as fast as possible, that is a given. Those type of players will go back the moment they get a Killer Instinct through Victor as soon as someone goes for an unhook. In which case you can crouch walk to a hook (same as you would with Hag) and you will not trigger his shrikes.
Watch this video for more on that and other things you might not know :
https://www.youtube.com/watch?v=jrmKyw5s0BcOne of the things I enjoy about facing them is sabotaging their ability to multi-task. If I am being chased by Victor I will go as far away from Charlotte AND my teammates on gens because it will force her to have to go to to a 'dead zone' to get the hook. Which brings me to my next point.
I would also say keep track of where Charlotte is because her weakness is not being there the moment Victor downs someone. So this will give your teammates more time to crush Victor and pick you up. When I have played Twins I have actually seen people run in pairs (at times) because they know the moment I down someone, another survivor WILL have time to crush Victor because of his invulnerability when he uses his pounce.
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Also btw so you guys aren't surprised to find out.
There is a new bug where if a killer dc's, you get a penalty as a survivor.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2394937#Comment_2394937
When i play versus twins, its a camp and slugfest. Whats fun about that? Serious question by the way.
You answered your own question. Slugging is an expected action for Twins, one of their main characters (Victor) cannot pick you up and take you to a hook. Believe me I wish he did.
As for the camping, yes I can agree with that but only when the player decides to leave Victor by the hook, because otherwise what is different about them camping and say a Bubba camping?
Like, I don't disagree that finding a Twins player in that scenario you describe is annoying, but not every twins player plays like that. So I generally find the overall gameplay against twins fun, because they don't feel like your average M1 killer.
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Joke's on you... I love facing Twins 🤷 Wish more people played them!
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/2394630#Comment_2394630
It's Lord Tony 2.0
Lol now it makes sense.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2394860#Comment_2394860
Exactly this, there is no way for that to be added into the system especially as it could be easily abused by "pulling the plug" - so unfortunately, all DC's are treated in the same manner.
You know it would be nice if they could at least fix the crashes caused by the game itself. I am still experiencing the "stuttering" the way many people on here have been complaining about. Yesterday alone I got a penalty + a depip, for something that my internet nor I had control over.
I don't think anyone is denying that it is unfair for the rest of the team, but even when I am one of the survivors who gets "screwed", I can't sit there and blame that dcer for crashes caused by the game itself. I don't think that makes common sense.
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"Survivors getting freebies for doing nothing..."
Meanwhile .....*looks at your profile icon picture*






