Junylar
Junylar
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- Junylar
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Comments
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No point in wasting BPs on other survivors if you don't go for P3s, I just play with Claudette and spend BPs on other survivors only to unlock teachables. Killers are a different story completely: you need to unlock all the perks on all your killers to be able to play them with any build.
But I don't spend BPs on Claudette either, since I don't use items and already have all available perks unlocked on her. So I spend all my BPs on unlocking perks on killers, since it's the only pragmatic way to spend them for me.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2371914#Comment_2371914
Survivors have more than enough resources in each and every map to trump anything the killer does. If they lose, that's on them. The killer's never in control.
I can say the same, switching "survivors" with "killer", and it will have the same amount of argumentation in it.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2371895#Comment_2371895
You're telling me any killer can succeed, easily, on those maps?
Yup.
Saloon - a small map with two thirds of the area being one continuous dead zone and with one easily seen lane in the middle, where all the gens can be patrolled with no effort. The most killer sided map in the game so far.
Hawkins - indoors map where you can waste a lot of time before finding a gen. Killer-sided unless the killer is a nurse/billy/huntress. All pallets save for a couple are jokes.
School - straight hallways with nowhere to run or to hide, you have to jump into classrooms hoping there is a pallet there. Finding a gen takes longer than mastering Nurse.
Swamp - Deadzone: The Map.
The game: easy to get lost, takes forever to find a gen, never can tell whether the killer is on your floor or on the other one, since the heartbeat doesn't distinguish the Z axis.
Azarov - 3-gen: The Map.
Ormond - small, the pallets are jokes, half of the tiles are deadzone.
I missed some maps from the old rotations, which have a lot of forest tiles in it (ie dead zones), don't remember the names. Those are not pleasant for survivors either.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2371895#Comment_2371895
Ormond is survivor city, you can't be serious
That is why I specified "after the rework". The map was reworked a couple of months ago, it's much more killer sided now. You should try it yourself now, see what I mean.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2250127#Comment_2250127
There are no killer sided maps, so get over it.
Can't tell if you are serious or just being sarcastic, but here it is:
- Dead Dawg Saloon
- Hawkins National Laboratory
- Midwich Elementary School
- Backwater Swamp
- The Game
- Azarov's Resting Place
- Ormond (after the rework)
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I don't understand, why do BHVR so proactively insist on keeping the grind here? It's not like they get much extra profit from it: DLC buyers still have to grind to the bone. So what is it then?
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Nothing is ever "fixed" in DbD. It's just a coincidence that the survivors to killers ratio in queues is about 4 to 1 right now. Cool, but don't expect it to last.
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@1miko said:
Honestly I had 3 DCs in 3 games in a row, console players dc out of the blue with no apparent reason so yeah. I guess the situation is so bad they really had to deactivate dc penalties but it's actually been a while since a lot of survivors just leave games unpunished, just double depip and go next. It's upsetting. Hopefully midchapter patch fixes it but with the short experience I've had in this game with the new HUD patch pallet stun bug and nemesis patch I wouldn't really be expecting great things.
You are contradicting yourself in the same sentence: how do they leave unpunished if they lose 2 pips? That's their punishment, so the justice is served. It's not their fault that sometimes the game becomes so unbearable that they prefer suffering the punishment over playing further. Implementing additional punishments is treating the symptoms instead of the problem.
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When the slugged survivor keeps crawling towards you in the endgame to give away your position to the killer, that should be reportable as far as I know, since it's by definition "cooperating with the killer". Just record these games and file reports on BHVR website, since the in-game report system is a placebo.
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@[Deleted User] said:
When I see my 3 random teammates hopping into the same corner gen 10 seconds into the match I start praying that the killer is bad.
It doesn't necessarily mean they are bad, you get additional BPs for "Coop Action" if you do gens with someone else, and with Prove Thyself it's the best way to farm BPs as Survivor. I do it all the time because I care about BPs more and I never even hope to escape while playing in soloQ.
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@Dpooly said:
Quick question: With Lightborn, is the Wraith invulnerable to being burned out of cloak or is it just blinds?
Nope, only blinds.
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@Mr_K said:
Stop uncloaking and run behind them.
They can still lightburn them if you are not uncloaking
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EGC is already a killer-sided mechanic that wasn't there before, and you are talking about something "unfair for killer" in it. It was introduced not for giving killers ez 4k's, but to stop taking the game hostage and with no other intent.
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The game should somehow punish those who abuse the perk solely to bait the Killer. People still do this, unfortunately.
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He becomes completely helpless if any of the survivors has a flashlight. Imagine if you could stop Bubba from using his chainsaw or the Deathslinger from shooting by just pointing at them with a flashlight.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2252279#Comment_2252279
Thats not how BHVR balances things. They usually listen to bad armchair devs on the forum whine and cry about something until they eventually nuke it.
They actually listen only to popular streamers and nobody else. The instant a favored streamer says "this is OP" it gets nerfed. Spirit will not get nerfed in the near future because some streamers favored by the devs keep chanting "spirit is fine, there is coonterplay to her, I won't tell you which but there is!".
The same happened with Deathgarden where they fixed things only after one certain streamer complained about them.
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By the way, I never respect DS. If the survivors bait me - I just eat DS and receive a free ticket to tunnel that one survivor to the grave without having to worry about DS anymore. Tunneling, even with eating every DS, still wins games. Unfortunately, that's how the game is designed.
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If the Killer eliminates one survivor before the 4th gen is done - the Killer wins. So there is no point NOT to tunnel if you can get away with it. If I see no obsession in the game as the Killer (which happens once in a century now) - I tunnel as hard as I can, and always win this way. People are not the problem, the game is.
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Add to that crossplay and archive challenges.
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My favorite soloQ comfy build:
- Iron Will - obvious.
- Spine Chill - to start running away instantly when the killer approaches you.
- Bond - to see when the Killer is actually chasing someone else so you don't have to be falsely alarmed by Spine Chill. Also can be used with Iron Will to lose the Killer if you don't feel like continuing the chase.
- Self Care - because you can't rely on soloQ teammates ever. Can be changed for something else if you bring medkit of loot chests.
If you aim to escape often, pick Left Behind instead of one of those.
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Facecamping is not a thing ever since they reworked Bubba. Now it takes longer to charge the chainsaw than to approach the hook and complete the unhook animation. So any facecamping is easily counterable by teamwork.
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If you think totem spawns are not killer-sided, queue up to a solo survivor game and try to find all 5 totems without totem locating perks.
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Gate spawn is one of the least critical issues of the game at the moment.
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There is barely any point in deranking as solo survivor. You won't be matched against less skilled killers, you will just be thrown in with potato teammates and your games will become even more horrible. Deranking on purpose is more of a SWF and Killer thing.
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@tippy2k2 said:
...wha?
Just because another survivor can hook trade (or get both of you killed if the unhooker isn't running BT) doesn't mean facecamping doesn't exist.
That is a very strange definition of facecamping you have there...
Well, what I meant was to address what many people here keep saying about facecamping: they say it can't be countered and forces the victim to die of first hook. It isn't true if survivors can just trade hooks, so nobody has to derank just because they got facecamped. That was the point.
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@HighwayCatalyst said:
Bubba can down someone who has been unhooked with BT during his chainsaw sprint. Idk where you're trying to go with this.
Only with ultra rare addons AND if the survivor doesn't loop him around corners or a window properly.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2237482#Comment_2237482
If you are slugged, you can't do anything and may bleed out. DS doesn't do a very good job here. It's meant to prevent you from being tunneled, not end you up on the floor.
The reason being in lockers doesn't deactivate in lockers is because you're literally doing nothing. It's voluntarily being slugged. Even if you are right next to a generator, touching it now deactivates it. It's quite simple.
They are not "doing nothing" in a locker, they are wasting killer's time. Yes, they are not doing gens, but as soon as the killer leaves - they will hop right on the gen while laughing at the helpless killer. And you as the killer have to prevent it, but you can't because of DS. You leave him in the locker - you loose, because he will resume to gens the second you leave, and your chase was for nothing. You stand there and wait - you lose, because you are wasting time while waiting. You grab him - you lose because you eat DS. Whatever you do - you lose and receive a few tons of teabags, you can't counter locker with DS as the Killer, and survivors will rub it in your face every time they can. DS hasn't stopped being an easily abusable perk used for the sole purpose of bullying killers.
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Dedicated. Whoever has a higher ping wins.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2237371#Comment_2237371
The point of an anti-tunnel perk is to prevent tunneling. Being chased for excessive amounts of time is usually indicative of tunneling. DS should probably still work on long chases.
Being slugged prevents you from actually progressing the game forward. It's essentially taking the survivor out of commission and robbing the survivor of any agency. I wouldn't say that's peak gameplay.
If you are slugged, you don't lose a hook state, so you can be picked up by your teammates and continue playing. DS serves its purpose very well here.
It's ridiculous how people want to buff this easily abusable perk, even though I still meet survivors who just abuse the lockers, since interacting with a locker still doesn't deactivate DS for some reason.
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Survivor: Claudette. I've played her since the beginning and never stopped until today. The only survivor I have P3 for.
Killer: Recently found out about "no brain Bubba", that is Bubba with Bamboozle, Spirit Fury and Enduring. Just go forward and saw them down without worrying too much, very chill gameplay that doesn't require to stress so much. And he even has the option to punish toxic players, that other killers don't have. You know what I mean. Whenever I get tired and just want to relax as the Killer, I play Bubba.
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@Foxy_Teltac said:
If gens fly and they broke 3 gen I just go afk, simply just not a game I wanna play anymore
They can max their chaser emblems and get 8k points for chases while you do that. When I play Wraith and feel like giving up, I just go into invisibility and hide in a corner of the map, this way they can't be in front of me or within my terror radius. Too bad this can only work with Wraith or if you have insidious.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2237280#Comment_2237280
Unfortunately for you, no it's not. I don't affect the actual chase. I make the game more fun.
I'm not cooperating with the killer at all.
No, I'm refusing to cooperate with a boring playstyle.
I only do this to Blendies. They make the game incredibly boring. They know this, and yet they still refuse to play the game like a decent person.
Who are you to decide how they should play? You intentionally lead the killer to your teammates using noisy actions, that's sandbagging.
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Yeah, it's better than button mashing, but now you can't die immediately. So if you're stuck in a pointless game with pointless teammates, you'll have to waste more time in order to leave, because most of the times they will save you during second stage and you'll have to get hooked again.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2237253#Comment_2237253
I do this to Blendies. You want to hide? I'll make damn sure you can't.
Congratulations on making soloQ more miserable that it is already. Also, that's formally a bannable offense: sandbagging and cooperating with the killer.
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"Resilience + Spine Chill (speed vault build) can save your ass when normally you would be toast."
Alas, nothing can save your ass from broken vault hitboxes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2235420#Comment_2235420
Still didn't feel like we competed with each other,I guess they just thought a save its impossible especially if they dont have bt,and just waiting for me to die then take hatch is a good option.
I mean the situation where both of you are alive and off the hook. So the teammate just camps the hatch and waits for the killer to get you. Never happened? Because I've seen people who actively provoked the killer and led him directly to me so that I would die and leave the hatch to them.
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@[Deleted User] said:
Maybe some but I never felt like I compete with other teammates before,if anything i'm glad when they play good,even better than me,that means the odds of more survivors escaping is higher because of good plays.
So you've never played with a survivor who waited for your death so that he could get the hatch?
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@Johnny_XMan said:
I personally have never felt like I am in competition with my teammates. It’s often the opposite.
Example: If I go unhook a teammate and I realize they don’t have a medkit. And the killer is coming back so I can’t heal them. I will give them my medkit so they can go heal while I take the aggro.
The chests/totems for me have always been components of the match that are used as “tools” for everyone’s survival.
Simply put, I don’t care enough about those things you listed to feel like I am competing against another teammate. Even when I’m doing challenges for chests, I am happy if I get 2-3… and someone else wants to open others.
That's probably just your experience. I have met a lot of players who think and behave exactly as I described.
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DC on second hook? Lucky! My soloQ teammates DC right at the start of the game, just after half a minute in game, no hooks, nothing. And I'm not even joking, happened twice today. Btw, both were console players, too. Console survivor meta is never short of surprises.
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He is A tier against solos and C-D at most against SWFs
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2232256#Comment_2232256
Never gunna happen. First off the devs have said over and over they do not wish to split the playerbase nor punish anyone. Second the SWF would never get a match as no killers would willingly face them no matter what incentives are offered. Third I doubt the playerbase is large enough to support multiple modes anyway.
We need to frame our suggestions with the single queue in mind. Last stats from like two years back half of all survs were in at least a 2-man, and with solo queue so lovely these days that number has to have risen hard.
"Suggestions". Suggestions on how to fix game balance without fixing SWF are like suggestions on how to heal an injured person without attending his injures.
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Imagine walking at 130% speed with 4 fixated
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@Crowman said:
This is a case of "get good".
Comms isn't the reason why you are losing. It's just an excuse you want to use to ignore improving your own gameplay.
Comms give survivors a huge and unfair advantage, and it's a well known fact.
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SWF should just be a separate game mode with different rules. Right now the game is Heaven for SWFs and Hell for solo survivors, because you can't balance the game for both of them simultaneously.
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The game is a mess in the core, balancewise. The most efficient way to win is to eliminate one person as soon as possible, so whatever you say - tunneling is the most viable tactic. If the game had no BT or DS, there would be no reason NOT to go for the just unhooked person, other than chivalrous code of honor. Adding more perks which are supposed to easy game's core issues won't fix anything, it will just add more ways to abuse said perks for SWFs, as they do with BT and DS, and it will break the game balance even further.
Moreover, the perks you are talking about sound like they will be second-chance perks. And the game has enough of those for survivors, making SWF players virtually immortal.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2231633#Comment_2231633
Lol I actually wouldn't want them to disable any of the maps permanently because I know that every map is loved by someone, but yeah, I'm with you. I hate that map.
I loved the old farm, which was dark and creepy. Still, they disabled the old farm forever.
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@Archon said:
How are people getting the rift challenge to hit two survivors with vile purge, twice in a round? tips?
They get matched against their friends.
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@TrollToll said:
https://forum.deadbydaylight.com/en/discussion/comment/2229253#Comment_2229253
I played billy for curving and flicks which is the enjoyable part of him and those were nerfed harder then back revving.
hell going across map was nerfed worse then back revving to, the nerf is completely ass backwards in almost every way.
Curving still works as it did before the nerf. The same goes for traversing the map. You just don't have so much free space for mistakes anymore, that's it.
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They have about 1000 bugs to fix and about 15000 gameplay and balance issues to rework. That's why they sort bugs and issues according to their "urgency", and only work on the most urgent ones, because they don't have enough resources to work on everything at the same time. So "unurgent" bugs and issues can remain in the game for years. The devs will know about them, but won't spend resources on fixing it, until everything more important is done.
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He has the best mobility around the map and one of the best chasing ability. The problem is, that chasing ability took little to no skill to get full value from. Back-revving was so easy, I could do it with no problem just after 2-3 games with him. He was my favorite killer because of it: strong and easy to learn to a decent point. It basically gives you insta-down on anyone who you found in a dead zone. So the only thing he lost was this easy to learn ability of back-revving, he even can traverse the map as easily as before. If you can't play Billy without cheap tricks like back-revving - you are bad with this killer.