Johnny_XMan
Johnny_XMan
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@danielmaster87 said:
It's the first part of solving this game's problems. We're gonna get accurate information on how same-skill killer and survivors do against each other, and balance around that. It's not complicated, and it can only do good, not harm.
Yeah I agree with that, and I'm not oppose to MMR if it works.
I just wondered how it will impact queue times.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/2125636#Comment_2125636
You realise that a huge part of the queue time problem is as a result of the awful matchmaking right. I would love to play more killer but since more of my games have me completely outclassed than actually in a decent somewhat even match, i dont even bother playing more than a couple rounds a night, if at all.
I actually don't because I have not seen any evidence of that. One could also say that it could be the result of servers being introduced into the game. I have no evidence of that either.
What I do know if that, you will not learn unless you keep trying. Hence why I brought up the other game I just started playing where I was paired against a much more experienced killer while it was only my very first survivor match. You can still have fun learning.
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@DemonDaddy said:
Personally I don't think it will help anyone but the Survivors in this game. A major complaint is bad teammates and how overly coordinated swf can be. So Mmr could potentially let the devs find the middle ground and adjust things to close the gap.
Unfortunately killer will feel the changes perspectively as better survivor pairing will result in much quicker matches and que times will pair them with higher skilled Survivors regardless of where the killer skill is actually at.
I think you're absolutely right. Many times I will play with 2 red rank friends, and we get a random rank 15 baby survivor who doesn't know how the game works. Basically not being a reliable survivor for obvious reasons, and becoming more of a hinderance to the match.
I think for that new survivor, that ultimately won't matter to them because they are just learning. I just hope that whatever MMR does is not negatively affect queue times. It is one of the worst things this game has going for itself.
It's bad when you can play other games in between because the queue times are that long.
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They don't need to.
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Solo just needs teammates that are half way decent and competent.
IMO they should also allow us to see what perks others are bringing. Because of how Camping and Tunneling work currently, more killers camp when there is no obsession which should be a sign that there is something wrong with this particular action, but instead we get to toss a coin and see if the killer will/will not camp, since it’s available in every match.
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@TheClownIsKing said:
I wreck pretty damn strong elite survivor teams on a regular basis as Clown, without meta perks.
Sure, I also get wrecked some games.
But I absolutely can hold my own with one of the wEaKesT kiLLeRs in the game, and DESTROY survivors that don’t take Clown seriously.
That’s because you’re a good Clown. You know his ins and outs, his specific movement, when/where to throw bottles. Etc
I’ve literally had Clowns get destroyed and say “Never picking this garbage killer again” ... and I’m sitting there like I just lost to a Clown 2 matches ago. Like, what? Lol
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2123830#Comment_2123830
and how would they help with the objective unless you communicate. That’s the major point of SWF, comms. “I’m on gen so I can’t go for the save.” “Gen almost done, keep running the Killer.” Etc etc. that’s not being honest if you’re saying SWF don’t run because of the communication advantage. Otherwise, it’s just solo with your friends.
You are missing the point.
You are saying that those cocky swf players you face are bad outside of swf. Which isn't entirely true.
Go watch many of the survivor main streamers who are playing with their friends WITHOUT comms. They are still cocky. They just know how to play the game, and do not need communication to do so.
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I think a lot of people want to boost solo because solo players are just bad, period.
With the current matchmaking even if those solo people had information, they would still be squatting down, letting their teammates go to phase 2, not learning how to loop in general and most definitely NOT touching a generator.
Not everyone who plays with friends plays for the communication advantage, they play because of the reliability that they will help with the objective during the match. Whether it is by buying time for them to do gens or actually do gens and stay on task when they haven't been found the entire match.
Don't pigeonhole a group of people simply because those are the people that you encounter. Just like I don't think everyone who camps is necessarily doing it because they lack skill, even though there are those who do it because it is much easier to sit at the hook than chase someone.
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Meg is very popular, popular girls have a lot of haters.
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I wouldn’t change it.
I think it’s counterable by hopping in a locker. If he is taking way too long to get his T3 that’s a clue that you should either have a good set up or a locker nearby.
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Whispers.
You need better tracking? Bring that perk.
What do you want survivors to do? just surrender?
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Meanwhile in another one of your posts:
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@RenTheCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2117619#Comment_2117619
I don't care about your delusions of being good. Watch any pro player, play as survivor yourself or as killer and you'll see by the time the killer gets his first hook at least 2 gens will pop. If you think you're good because you played once against bad survivors who did zero gens then it's a shame bad players boosted your ego so much.
I am consistently getting 3-4ks so yeah, my bad they must all be boosted. 😂
I am not the one complaining though.
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@RenTheCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2117156#Comment_2117156
By making it inefficient? As I said, it's bullshit that it's even a thing in game. In what kindof horror movie the characters survive by splitting up? I'm talking about how it's unfair and that survivors come and act like it's not a problem to be able to do 4 gens (80% of the match) in 80 seconds.
The game should reward teamwork, not have slow killers and big maps so you hear 3 gens pop by the time you get your first hook and then, surprise, there was no late game to snowball in because they all escaped through the hatch.
I'm just gonna say this. If you hear 3 gens pop and you haven't even gotten your first hook AND this happens consistently.
You might want to look at your own skill. I have literally in the 5000 hours playing this game had this issue but maybe a handful of times, and it was due to all of them bringing toolboxes or some specific instance like that.
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Are you the same person complaining about why can survivors cancel an animation? Like letting go of a gen and calling it exploiting?
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@BSVben said:
https://forum.deadbydaylight.com/en/discussion/comment/2115793#Comment_2115793
That I can agree with. Whenever I see the rare Jeff main in game, they always have my respect.
I’ll never forget this Jeff player that sacrificed himself while I was playing baby Dweet. He told me he wanted to protect me after the match was over. 🥺
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Lmao
Meanwhile *she moved on to the next match* cuz it wasn’t that deep.
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NGL Jeff mains are like... cool peeps.
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Child’s Play Chapter and Alien Chapter and I will never ask for anything again.
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https://giphy.com/gifs/memecandy-ckNFgnUmAuFcYmWR3a@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2114961#Comment_2114961
Im a RE4 fan, Ada and Leon are my favorites I hope we will get both, as survivors or legendary skins !
BEHAVIOUR TAKE MY MONEY !
ikr
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@NightWolfsFury said:
https://forum.deadbydaylight.com/en/discussion/243304/jill-valentine-as-survivor
They did hint that "stars" were coming to their anniversary stream, so it will most likely be a STARS member that is the new survivor(s).
As for the killer, I would LOVE Mr. X to be in DBD with his theme mixed with the standard chase theme, like how the fan made one did it.
You are right! That could very well be a clue!
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@indieeden7 said:
I'm assuming that we'll have another Stranger Things type of chapter on our hands. Seeing as most of the biggest RE games featured 2 protagonists to play as, it would make sense that we get 2 survivors in the chapter.
The more the merrier I say. 😄 but I agree!
Series is almost too big to not include at least 2 survivors and there I say 2 killers too.
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Holy #########!!!!! No wayyy
🥳
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Are you also saying that 'faking' your power as killer is an exploit?
Because currently you can fake a trap placement as Trapper and Hag, cancel your chainsaw animation as Billy, fake your power as Demo, Huntress, Pyramid Head, Deathslinger. I could go on.
Because if your definiton of an exploit is cancelling an animation, killers can do that on their side as well.
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Learn to force them to trade a hook.
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Say gg and move on.
Posting this on the forums isn’t going to get those survivors to understand your viewpoints.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2111124#Comment_2111124
no that's completely over powered.
I'm playing ghostface, then everyone turns on spine chill.
I'm playing wraith, everyone takes out flashlights
No different than you switching to Spirit and slotting a Mori, because you know they are SWF.
Point is, if you are having difficulty with SWF you are probably going to have difficulty with No Comms parties that know what they are doing. So maybe just assume you’re always facing a SWF team., if it’s that big of an issue for you.
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So fix “gen speeds” because of two killers that have map pressure problems?
Meanwhile, I’m over here playing trapper 4king at 3-2 gens left.
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If there was a Magenta rank, it’s between red and purple that’s where I’d belong.
Sometimes “when I’m good, I’m very good, but when I’m bad I’m better” 😋
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Sure, in return show the killer you will face in the lobby.
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I think the clock change was overkill. It wasn’t needed.
The change to snares was needed. I thought it was way too easy for him to place puddles while walking at normal speed.
I don’t understand who these developers are listening to for feedback anymore.
This coming from someone who truly despised Forever Freddy.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2102374#Comment_2102374
https://forum.deadbydaylight.com/en/discussion/comment/2103092#Comment_2103092
What’d I ######### say? “Please be respectful if a debate breaks out”. Not seeing that in these comments. We’re all big boys and girls. We can have a discussion about video games without childish insults.
calm down
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They want all survivors to spawn in the map already on a hook.
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@IlliterateGenocide said:
uhh , yeah no, twins main here, unless ur playing scummy, this wont affect you at all
Not everyone plays like that, but there are times when survivors are hanging around the hook where it is fair play.
I'll give you an example. I was chasing a survivor while someone else was on the hook, they ran to the hook, to take the aggro off of them. That is a mistake on their part because they are screwing their team over.
The 5 second cooldown doesn't make any sense when the 3 second cooldown already felt too long.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2101655#Comment_2101655
Sign me up I love oni compared to GF and pig anyway
Words that will never come out of my mouth 😂
Oni hater here only because I really suck against him. 🤣 Nothing against Oni players.
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@EQWashu said:
I personally like the change to BT, but I can understand the concerns being brought up as well. I feel the PTB will give a lot of insight and feedback to how the changes work in many different scenarios.
Until the game understands the difference between different actions (IE Being forced to 'farm' a hook because killer was camping vs simply farming because you have BT) you will keep seeing these type of differences in opinions.
Many times I have been forced to save a teammate reaching struggle because the killer chose to camp them and I had no choice.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2102229#Comment_2102229
Oh no, now you're being theatrical, snarky, and now putting words in my mouth.
I never implied that survivors are never idle. That came out of your mind, take responsibility for it instead of trying to pretend that I said that.
My point was that it involves management of when to use Sprint Burst and when not to. You have multiple objectives to do as a survivor and subsequently you are going to have to run from point A to B to get things done efficiently, as even using Fixated isn't fast enough to do them when needed many times. There's also the fact that as killer, you can make the distance gained from Sprint Burst and Lithe (maybe not Balanced Landing because of how it's activated) less effective by moving in a certain direction. There is nothing you can do to shorten the distance of Dead Hard. The fact that Sprint Burst overrides the general running function is huge, meaning you have to manage its exhaustion to try your best to be able to use it in chase (or to avoid a chase) as you don't necessarily get to pick when the killer comes to you. Ideally, you manage it in a way where it's activated at all times, even when the killer is likely to come to you.
Whether or not you heard it is irrelevant. But you obviously need to manage the exhaustion more so particularly for Sprint Burst than Dead Hard.
I never said Sprint Burst was sparsely used in red ranks or that it was not common. Just said Dead Hard is used more in red ranks. Are you now lying about what I said because you're too dense to actually come up with rebuttals to what I said? And yea, I've been red ranks on both ends for quite a while now. What's your next lame attempt to try and discredit what I'm saying?
Oh my days what a loser you're being. I never said only Dead Hard is included in the meta in regards to Exhaustion perks; in fact, I said the opposite:
The meta has always been minimum: DS/Unbreakable/DH. The only other Exhaustion perk that can be traded for Dead Hard is Sprint Burst.
Imagine having to lie while arguing with someone because you're too thick to actually formulate rebuttals to defend your point. I'm out, I'm not arguing with a half-wit tyke.
"I never implied that survivors are never idle. That came out of your mind, take responsibility for it instead of trying to pretend that I said that."
No you didn't. You implied that there is this "management" to Sprint Burst that it must be so hard to obtain. When you are (as I pointed out) LITERALLY idling for a majority of the game anyway and re-gaining your exhaustion back for doing nothing. Stop acting like you have to go through great lengths and extremes in order to get access to the perk.
I am not discrediting your point about management to Sprint Burst, I am simply pointing out that it does not apply to Dead Hard because all exhaustion perks function differently. I don't know why you don't understand the basic concept of how perks work.
"The meta has always been minimum: DS/Unbreakable/DH"
Again. That's your opinion.
Keep calling me a loser and whatever other "clever" names you come up with, at least I don't have to reach down to your vitriol in order to get my points across.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2102106#Comment_2102106
The only exhaustion perk that's going to save you when you're in "nothingness" (or a dead zone) is Sprint Burst. As I said, Sprint Burst, objectively, is the strongest exhaustion perk. But its balance comes from overriding the normal running function, meaning that the survivor has to manage when to walk, run, as well as manage their exhaustion metre. That all sounds easy but even with Fixated, walking around to things is slow as #########. You are going to have to run quite often around the map to do objectives, hence the balance coming on the survivor's end to manage the perk in order to use it.
There is no management for Dead Hard. You get rewarded for being injured and you have a free third health state. Even then, you can make iframes avoid a hit if you know what you're doing with Dead Hard, even in a dead zone. But the point about Dead Hard is that it's extremely unfair to have a perk where you won a chase, but someone pressed E to outplay you. Every other perk involves some sort of setup in order to use, Dead Hard involves pressing E.
Whether or not you think other perks are more annoying is subjective, but it's quite very obvious Dead Hard is a lot stronger than what you want to admit it as, hence why it's the most ran exhaustion perk in red ranks, and probably in general (Sprint Burst, particularly in higher-numbered ranks would give it a run for its money though).
If other perks were as strong as you say they are, why aren't they ran more often? You see survivors running meta builds all the time but for some reason they want to run weaker exhaustion perks, arguably one of the most important type of perks to include in a meta build? Like why is the meta not DS/Unbreakable/Soul Guard/Lithe? Or Head On? Or Balanced Landing? The meta has always been minimum: DS/Unbreakable/DH. The only other Exhaustion perk that can be traded for Dead Hard is Sprint Burst.
What you're saying makes zero sense and isn't reflective of the actual state of the game.
Yeah because people don't go idle in this game AT ALL.... meanwhile you can recover your exhaustion by doing a gen, doing a totem... and guess what? Your SB is back! Phew, that was hard.
Who ever said that there is management for exhaustion perks? I've literally never heard that. You have conditions which are not meant to somehow challenge the survivors to get rewarded. Do you understand how perks work in games?
"If other perks were as strong as you say they are, why aren't they ran more often?"
Are you in red ranks my friend? Sprint Burst is heavily used in those ranks. I've also seen a lot of Head On users. Many people who run Dead Hard like to engage in chases, those who do not (because they either lack map knowledge or just want to stay healthy for as long as they can) won't. I much prefer to face the latter if I am being honest.
"What you're saying makes zero sense and isn't reflective of the actual state of the game."
Hilarious, cuz nah I am pretty sure if you read what I am saying it makes perfect sense. I am just not as biased as you are. The fact that you claim that Dead Hard is all you see as "meta" pretty much lets me know you aren't aware of what survivors are using as their exhaustion resources.
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What I don't understand is why did they even touch this?
Unless I am missing something, I have never seen anybody complain about Victor's ability to pounce?
For someone who can't even pick up a survivor after they go down AND can be crushed, this is a harsh punishment.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2100538#Comment_2100538
You have it mistaken. All other Exhaustion perks involve setup and management, or in other words effort on the survivor's part. Objectively, Sprint Burst is the best exhaustion perk. But Dead Hard is preferred over Sprint Burst because it can be used on command and you don't have to manage the exhaustion.
Lithe involves setup as you may not be in an area where there's a vault, or there are situations where you may want to save it.
Head On is...Head On.
Sprint Burst involves a lot of time management of the exhaustion metre. When to walk, when to run, when to 99% your Sprint Burst. It's not as easy as it looks to do effectively.
Dead Hard can be used in any instance and all you have to do is press E to do it. It involves no effort to maintain or any thought to setup. It only involves pressing E for a third health state.
There is no arguing about whether the other exhaustion perks have "little to no condition" to use them. They objectively have more requirements and are more difficult to use than Dead Hard and they're generally weaker than Dead Hard. Why do you think you see Dead Hard in every red rank game?
edit: oops forgot Balanced Landing. Well that's simple: involves an elevated platform, many maps don't have one, and you are often not even near one on any maps. It's a huge gamble as to whether or not you load into a realm and you're able to use the perk to begin with.
"Dead Hard can be used in any instance and all you have to do is press E to do it. It involves no effort to maintain or any thought to setup. It only involves pressing E for a third health state."
Wrong. Dead Hard still requires some type of thought behind it unless you want to go immediately down. That's why you see people using it meanwhile they run into nothingness and go down unless the killer swings and doesn't bait it. . The distance you gain from the dash isn't enough to save you in an open area or an unsafe area.
The fact that you can use all other perks while remaining healthy makes the other perks far more annoying to go against.
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@Pulsar said:
Awful change, imo.
BT has been consistently buffed for the last few years. I legitimately only ever see it used to farm a Survivor as soon as my back is turned.
Make it time and distance based. If a Killer is within X meters of a hooked Survivor for X seconds, BT can activate.
So killers will just remain outside of that range. Unless you are talking a pretty big range that could work, otherwise it's same ol' "proxy camping cuz I can".
BT has gotten buffs, because of the underlying issue with camping Killers. If you leave the hook you are literally never going to have to deal with it.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2100538#Comment_2100538
lithe requires you to use a window or pallet, can potentially be wasted if you are not careful.
sprint burst requires you to walk to not waste it.
balanced requires a drop, which some maps don't even have.
head on requires 3 seconds of being inside a locker. there's almost no way of actually using it inside a chase, which is why it's a meme perk.
dead hard requires you to be injured... oh no... that's so hard to do... you never get injured in the game... and the meta totally isn't to stay injured all game because healing wastes time...
Since when is vaulting a window, dropping from a great height hard?
Seriously...? That's the best you come up with? Don't worry we'll start advocating for a vault so DH activates, I'll get right on it. lmao
Yes being injured is a big disadvantage considering the other perks are able to be used WHILE remaining healthy. So while you may think it is an 'easy' requirement, it is still a condition. Being injured is far worse than being healthy.
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Wait... What??? Lol
They really don’t want anyone playing Twins do they? 😂
Pouncing as Victor is probably the most fun you get out of playing this killer, why on earth would they make it punishing to pounce?
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Lithe, Sprint Burst, Balanced Landing, Head On... all require to simply slot them in your loadout in order to “activate” them. Dead Hard is the only perk which actually requires you to be injured in order to be able to use it. So I’d argue that those perks have little to no condition to use them.
Should Dead Hard work after vaulting a window? Perhaps entering a locker, Or you can drop down from a great height and that will activate it. Sounds kind of silly doesn’t it?
I get that Dead Hard seems annoying to you. Everything you said is very much in line with other comments that have been brought up on here before, I just can’t get behind something being “annoying” and that being the reason for why it is flawed design.
The game revolves around chases because survivors don’t come with weapons or pistols to defend themselves with. So it makes sense to have a perk like Dead Hard to dodge a hit. It’s a perk, that’s how perks work in most games. You slot it, you gain an advantage over those who do not have it.
Literally the same could be said about every other exhaustion perk. Because DH doesn’t apply to every single situation you are presented with. There are often times I wish I had Sprint Burst because I needed more distance or when I went into a locker and the killer walked right by it and I could have bought myself more time by stunning them. Etc.
Annoying is subjective, because I would much rather be dealing with DH than Sprint Burst ANY day of the week.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2100197#Comment_2100197
He so cute I cant 😭
He is very cute!
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Sometimes I am running as Victor that I completely forget about Charlotte. 😂
Then I remember I can’t pick up survivors are him. 🥺
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@ethan99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2100203#Comment_2100203
Thanks!
I did consider the best position when I was doing gens, the person playing Myers only tried to go for you if you were on a gen, he stopped chase instantly as soon as I ran.
Most of the time he just waited for the survivors to come for him. Only when they were crouching/hiding did he actively go to them.
I was using bond which did slightly help, but I'll give Empathy a go!
What I love about Empathy is the huge range at which you are able to see where survivors (most likely those being chased are) then you can work on a gen opposite from that, and if they stop to heal or something, then you know Michael is no longer on them and has switched. In a map like The Game (which is very small) you are guaranteed to be able to see auras map-wide. Unlike bond which has a 32 meter range.
Also, it’s main purpose is to spot the injured so you are able to also heal them if need be, which against a SM Michael it becomes crucial to be able to stay healthy and take a hit.
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As a Myers main, I would say keep running. Many people like to stop to get a quick scan of his potential location, giving him an easy hit.
If you’re working on a gen try to position yourself where you have a view of almost or all angles. I know this one is tricky, but if you prioritize based on when you aren’t being chased, always attempt to do those gens where he could get an easy grab first.
A very good perk I would recommend is Empathy, so you base your moves around when someone else is being chased.
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Mr Puddles plushie.

