Kaitsja
Kaitsja
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- Kaitsja
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@Sepex said:
Thanks actually I can't even see the images on my phone outdoors cause it's sunny and too bright.
I'll be for sure playing when I'm done work.
Night Fall is very dark.
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I just wanted to check out the new update with my friend but apparently I can't due to a Game Version Mismatch.
I'm on PS4, and people on twitter are reporting similar issues. I can't join my friend's lobby, and he can't join mine. He's on PS5.
@MandyTalk I know you guys are working on a fix for the initialisation problem, but I don't know if this has been brought to the team's attention yet.
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@SMitchell8 said:
Pretty sure lions and tigers dont walk away from a dead carcus to let rival predators get it .......
Last I checked Dead by Daylight is a game, not the african savannah/forests in asia.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2983457#Comment_2983457
But then survivors would abuse it and then.the killers wouldn't be able to stop the unhooking. Thsts why they want to make BT basekit in some form.
How, exactly, would survivors abuse it? The killer just wouldn't be able to grab a healthy survivor attempting an unhook. They'd still be able to interrupt it by hitting them. The only thing that changes is that we no longer have these silly hook standoffs where the survivor tries to force the killer to hit them.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2986190#Comment_2986190
When was the last cosmetics Felix got?
And Kate always gets new cosmetics from the rifts
They can hardly be called "new" cosmetics when they're usually just recolors of her plaid shirt.
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@anarchy753 said:
What's it been, about a year now since the player feedback survey that literally asked "would you like linked sets to be less restricted, ie weapons not linked?"
Since then they've just kept pumping out sets that are linked for no good reason.
Hell look at that Trickster set. It has a lobby animation and they used that as an excuse to charge twice the price and make customisation impossible.
It just comes down to greed, and sadly there's people out there that are going to buy every linked Feng set that comes out just because they can.
Player feedback survey only exists so they can say they listen to their player base.
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I really like Kate's lyrical goddess outfit, but I'd like to be able to remove the hat. I'd also like to be able to use just the head from that skin on another outfit.
Outside of licensed cosmetics, we should be able to freely mix and match as we see fit with the acknowledgement that we, the player base, accept any clipping/texture issues that may arise from doing so.
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@DrDeepwound said:
It is no accident that "getting healed" was left off the deactivation of DS.
Anyone with a brain can understand that if you can get healed by someone, you aren't being tunneled at all.
Just another little thing in there that shows the imbalance hidden in the design
I disagree. I can unhook someone, heal them with We'll Make It just in time for the killer to hit them again and then proceed to chase them for around 40 seconds.
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@thenegativone said:
I just think you should be able to unhook someone without losing your ds, otherwise its fine
Trust me, this is a bad idea. Pre-nerf, a survivor would go for a hook rescue in your face, get grabbed, hit you with DS and get the rescue. It genuinely felt awful.
This could happen several times in a single game since it's not uncommon to see all four survivors running DS.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2984861#Comment_2984861
Apply that same logic to SWF teams with comms and then we can talk.
I honestly don't know how there are SWF teams that are actually good at describing their exact location. Like, if I'm not at killer shack, main building or a specific landmark, I cannot describe where I am and neither can my friend.
We kind of just wing it and hope for the best. 😂
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I play in a SWF Duo, and neither of us run Dead Hard or CoH. I can't count how many matches we play on average, but we typically play for about 4 - 5 hours with matches lasting between 5 and 15 minutes on average, with the longest ones being against Legion.
Roughly 70% of our matches have at least one dead hard. Only around 5% of them have CoH. Typically, we'll see two near-identical loadouts that consist of the following perks every third match: Iron Will, Self-Care or BT, Exhaustion Perk, DS.
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@RisingTron said:
Isn't the concede option literally the killer being able to open the exit gates as soon as they're powered? If you don't wanna watch them teabag, you can open the exit gates and find the basement. Or go stare into a wall.
A concede option for both sides would be nice. There's little point in continuing a game at 5 gens with two dcs. The killer doesn't want to farm because farming is boring, but the remaining survivors are in the unfortunate predicament of not wanting to depip.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2985188#Comment_2985188
The community already said maps are bad and oversized. Then we got the game, RCPD and eyre of crows..........
Everybody before Gideon rework: We don't really like breakable walls. They feel shoehorned in and out of place.
Killer mains before Gideon rework: There needs to be less safe pallets, and just less pallets in general.
Developers: What's that? You want MORE breakable walls and pallets? *Fills Gideon rework with unnecessary breakable walls and an absurd amount of pallets that are also really safe*
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@Coffeecrashing said:
Gate escapes should be zero MMR points for the survivor if all the generators aren’t done yet.
The reason is because hatch escapes are already zero MMR points for the survivor, and if a survivor escapes through the gates before all the generators are done, they were only able to get through the gate because the killer found and closed the hatch. This means that gate escape was a 2nd chance escape, just like the hatch, and shouldn’t be counted as an MMR win for the survivor.
@GoodBoyKaru said:
I'd argue that surviving to get the gates open after the hatch has closed at least involves some skill depending on map and gate spawn. Shouldn't award many and the killer shouldn't lose any but it definitely shouldn't give nothing.
I'm okay with both of these. I can't decide which one I like better.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2984720#Comment_2984720
Hey! Do you know how many times I've died so my team can escape? Kate is on a tier of her own.
Kate mains unite. I will sacrifice myself to get my team out. Even if someone's being camped and I'm on death hook, I will happily make that trade so they can escape.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2984043#Comment_2984043
https://forum.deadbydaylight.com/en/discussion/comment/2984632#Comment_2984632
It's not just the gate though. If survivors want to be obnoxious in the exit gates, fine - I'm getting a cuppa.
However, far, far too often I'll see the following:
- Survivors start losing, so a duo or a trio will stop doing gens and just play hide and seek around lockers and dark parts of the map, doing just enough to avoid AFK crows. It can take ages to finally get rid of them all, and they can stall the game out for 20+ minutes if they feel like it.
- Survivors playing in a SWF will 99% the final gen and instead meme on you forever using sabos, bodyblocks and Exponential.
- Survivors will send themselves to a map where they know of a specific spot on the stairs, lockers or what have you where you can't pick them up from, always running No Mither. Meaning that you have to slug camp them to win.
I don't understand why a killer walling a survivor in is bannable, but survivors going out of their way to stall the game out forever just to be BM isn't.
Regarding point number 3, this should be considered exploiting the game and should be bannable.
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Camping is a valid tactic for pressuring survivors when used correctly. I think the best solution would be that healthy survivors can't be grabbed during an unhook. This would encourage killers to force a trade.
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@nikodemo said:
Condemnation needs to be a threat.
While phased she should:
1) have no lullaby
2) be able to walk through pallets and breakable walls, and thus not be able to be pallet stunned while phased
Letting her walk through pallets would literally be anti-loop, and it would just encourage survivors to Hold W.
@Zarathos said:
She should have less powerful version of her iri add on base kit. Hit a survivour and your rewarded with additional tvs activating. Its baffling how restrained there killer design is.
It really is baffling that they make these add-ons that just feel like they should be basekit. A less powerful version of Iri Videotape should definitely be basekit, along with Telephone.
Maybe it's just me, but manifestation feels like it should be a chase power rather than a stealth power.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2984141#Comment_2984141
Not only that, against certain killers, you can't pip,
Like vs Legion, what am I supposed to do? Heal others?
hahahahahah, so he can M2 and injure all of us again?
big waste of time
Then there's plague who you just can't heal against thanks to her puke making everyone broken.
It's weird that you're most likely to depip in red if the killer focuses on a single survivor the entire game.
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@TeabaggingGhostface said:
How about it deactives when you hop in a locker, but you get it twice, in addition to the usual deactivation conditions
Or you could just leave them in the locker instead of wasting time like they want you to.
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I just farm a little and then let them do gens.
As a survivor, I absolutely hate it when people DC in the early game. The killer then wants to end the game super quick either out of mercy or because they're gloating.
After the match is over, I make barely any BP and get a depip. Not even worth queuing up at that point.
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2979602#Comment_2979602
Why would ebonies and ivories be removed? The rework only allows you to kill the last survivor.
It would seem a bit odd to implement a basekit mori system to kill the last survivor and still keep the ebony and ivory mori offerings.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2977463#Comment_2977463
You shoot down all the buffs they mentioned, and praise the one suggestion that removes her mori??
This isn't a nerf thread 😔
Point number 5 was "if it's too much for survivors, I'd even swap the mori for revealing their aura or something".
The point I praised and agreed with was "Condemned builds stacks on survivors while they are near a powered TV."
Sadako needs to keep her mori, but if it gets moved to death hook then condemned can get some meaningful buffs.
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They're not removing anything related to prestige unlocks. They're just adding onto it so instead of just getting the bloody cosmetics for P1 - P3, you also unlock that character's teachables on all other characters of that category.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/2977550#Comment_2977550
Again, if they let it get that bad, that's on them. I'm totally good with putting the mori only on death hook (or replacing it entirely). The exposed would only be for carrying a tape, not a full stack of Condemned.
To retrieve or insert a tape is 2 seconds. I do like Exhausted and Hindered much better. For 15 seconds only though is kind of pointless. That's pretty much over by the time you get to them if they have someone killing televisions or are doing it themselves, which is part of why I want to make it much more dangerous to have someone just running around shutting down TVs.
Oh if it's only for carrying a tape and not full stack of condemned then I'm totally fine with that. 15 seconds is probably too short for exhausted and hindered, could be increased to 30. I just wanted to throw out a number to test the waters.
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@Laluzi said:
Can't make loud noise notifications when they're on your shoulder. Ditch your power! Embrace the backpack!
But seriously, yeah, this is really annoying. I prefer to down AFK survivors so they don't really progress towards leaving the game but I still profit off of their vulnerability, but the constant banging in the distance gets on my nerves and I always cave and hook them. By the time they've got crows again and it's their second hook, I'm past the grace period where I expect them to come back and I have no problems yeeting them out of the game, but the first 90s could easily be someone in the bathroom or getting a package at the door.
Love AFK survivors when I run Starstruck.
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@Ethromel said:
https://forum.deadbydaylight.com/en/discussion/comment/2975946#Comment_2975946
I don't bring No Mither for fun. I bring it because (I unlike many others) know how to play. And I play so well that I don't need two health states. So if you find yourself getting upset with players that use NO Mither and play better than you, you might want to take a look in that proverbial mirror. Be angry with players that are very basic with BT, DH, DS, etc. Those are what can be called basic players, and generic thinkers. And it's for that reason that there are major changes coming to the generic community's misfortune.
Also, you missed the point. I obviously know that I can't be healed, it's the other players that didn't get the memo. Yet they continue to get in the way. They also RUN everywhere leading scratch marks to me while I'm trying to remain undetected.
I can count one one hand the amount of players I've seen run No Mither and be able to run the killer better than I can.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/2977463#Comment_2977463
One: It's entirely on them though. Unlike Tombstone Myers, they have most of the control over that situation. Get your tape and drop your Condemned stacks before it gets that bad. That's the point is to encourage survivors to be running tapes more often before it gets to the point where you can basically be one shot. Like I said at the end, if it's too much, lose the mori and replace it with something not quite as game ending. Pulling tapes should have consequences though and just some extra stacks of Condemned is obviously not enough.
Two: I see it fairly often and there are enough complaints about it that it seems to be an issue. Definitely more flexible on this one though.
Three: Again, the idea is to make Condemned mean something. Drop Oblivious and divide it as 3 and 5 stacks, or throw something else in there. I want survivors deciding to remove stacks earlier rather than wait till they have 6 stacks and then doing a tape run while the killer is distracted or at least have to think about what is the best strat for the situation.
I feel like Sadako's play style should be piling up the workload of survivors - forcing them to make a lot of decisions on when to heal, when to run tapes, when to work gens, when to pick up teammates. I don't care about the Mori. I just don't want another anti-loop killer, or just another "stealth" killer. I want something unique or at least outside the box a bit.
Condemned already has basekit Mori and killer instinct, adding exposed ontop of that would be really unfair. Which is why the mori should be death hook only. Same as Final Judgement. That solves the problem of the mori and opens up condemned to changes.
If the idea is to make survivors want to get rid of their tapes, then tier 1 condemned should apply Exhausted for 15 Seconds, Tier 3 should apply Hindered for 15 seconds, and Tier 5 should increase the amount of time it takes to insert the tape.
I have no idea what the base amount of time is, so just going to assume it's normally 3 - 5 seconds, in which case you could extend it to maybe 10 seconds.
Oblivious used to be good against BT, but that got changed ages ago and oblivious is always pointless on a killer with a lullaby or stealth power. Blindness is a joke. Just look at poor Hex: The Third Seal. Survivors will ignore it for the entire game.
Exhausted and Hindered, though? Those are the game changers given how much survivors rely upon their exhaustion perks and, you know, holding W.
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@Maelstrom808 said:
These are the things I'd like to see. Doesn't address everything but it would be a good base to adjust from imo:
- Holding a tape gives the survivor Exposed in addition to building Condemned. Gives an added amount of risk for removing teleport options.
- Increase the amount of time it takes to put in a tape. Should be just enough to make it much more dangerous to drop your tape mid chase.
- Add status effects as Condemned builds: gaining effects at 2, 4, and 6. Maybe Blinded, Oblivious, and Hindered.
- Condemned builds stacks on survivors while they are near a powered TV. Shouldn't be super fast, much slower than holding a tape. But enough to force a choice between two rough options.
- If all of that is too rough for survivors, I'd even swap the Mori for being able to see their aura or something along those lines, I dunno.
One: No. Mori without having to hook AND exposed? That's just Tombstone with extra steps, and we really don't need another tombstone situation.
Two: Not really sure on this one tbh. Outside of either extremely ballsy survivors or really good survivors, nobody really does this. Seems unnecessary.
Three: That's overkill, and oblivious is useless for Sadako.
Four: I agree with this one. This one actually makes the most sense and would pair wonderfully with basekit Telephone which applies hindered for 3 seconds to survivors who witness a manifestation.
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@Hannacia said:
People are constantly taking this tunneling and camping as an issue but what about the killers issues? We have huge maps..lets be honest most maps are heavily survivor sided. We have gens that go by fast since prove thyself is almost in every game + toolboxes. WE have SWFS that almost everytime annihilate the killers unless they are too altruistic or new. We have breakable walls...who came up with that? its horrible.
We have bodyblockers, only killer that can go through them is Sadako. We have people that abuse BT / DS at the endgame, lets be honest DS should not activate anymore when gens are done.
So yeah tunneling and camping happens DUE to these issues quite often. How about we check whats wrong with the basegame and not make it worse?
Sure there are killers that facecamp your beautiful face from hook one but that killer most likely if survivors play correct wont get more than 1-2 kills. Sure there are killers that will tunnel from first hook, but id say if the gameplay was more BALANCED a lot of us wouldnt have to resort to tunneling.
I for one try to play as fair as i can and i stack up gen defense because im a slow huntress, but still most of the times with my first chase 1 gen pops maybe even 2 depending on their perks and items. Unless i get super lucky and find them fast (i don't use lethal ) How do you want me to play fair after that? I know im at disadvantage so i have to put my mean girl pants on and tunnel 1 person out of the game to put pressure back to them.
So yeah...help survivors so they wont be camped and tunneled but also help the killers be able to kill without losing all the gens in 3 minutes and being bodyblocked / DSed at the endgame.
There's no such thing as abusing BT / DS in the endgame. Everything is fair in the endgame. Camping and tunneling don't happen due to any particular issue, it happens because killers feel like it.
Bodyblocking with BT is more than fair given that you can just hit them to prevent it in the first place, and that survivor then has to mend which is free pressure.
Killers dole out well-meaning advice such as "If someone's being tunneled or camped, just rush gens.", "Bring BT and DS", "Bodyblock to prevent tunneling", etc. Then act surprised when survivors actually take their advice.
Part of why gens get done so fast is because survivors don't have a meaningful secondary objective. Another part is cooperative gen repair speeds. The long and short of it is that the game has become too fast. Older mechanics that worked well at the time now need to be looked at and adjusted or reworked.
As for huge maps, well, you won't find survivors complaining if they suddenly got removed.
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Blight, Nemesis, Legion.
Blight because I've never met a Blight that didn't sweat for the 4k at five gens.
Nemesis because I'm tired of being tunneled by players who are upset his power is weak.
Legion because I'm tired of mending every 2 minutes in a 30 minute game.
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Condemned is weak and I have no idea how to rework that without making it weaker or more OP so I'm just not going to address it.
Sadako, on the other hand, I think having no slowdown on manifest/demanifest might be too strong so I'd rather see her Telephone add-on made basekit. Telephone inflicts hindered upon survivors for 3 seconds after witnessing a manifestation.
I'd rather see Sadako be stronger in chase than make her a sort-of stealth killer.
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@Viskod said:
This is often how I am rewarded for going out of my way to try not to hook the same person twice in a row if I happen to run into them like right after they've just been unhooked. I make the mistake of not taking the opportunity presented to me, and they make it out as a result and still taunt me on the way out or insult me in the chat anyway.
Honestly, endgame chat should just be removed. Consoles don't have it, so it should just be a simple matter. It's mainly just used for survivors to be toxic and bully the killer for no reason.
As a survivor main, there is no reason to be giving survivors a free pass for mistakes they've made. Mistakes should be punished, after all.
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It's not necessarily about how much BHVR is willing to pay. There's a whole bunch of stuff that goes into just discussing the matter that is way over my head.
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@Revzi100 said:
I must admit I have noticed that the tunnelling has gone up a notch lately. I was in one game where we managed to complete all gens while the killer tunnelled one survivor the entire match, a few of us even tried to get in the way so he could have a rest but he was having none of it
And this is becoming more and more prevalent. People tell you to run BT and DS, tell you that your teammates should be bodyblocking for you, and if all of those things are done and the killer is STILL tunneling you, then that's just tough luck.
It isn't fun and no, it doesn't make the tunneled person feel better knowing that their team wins because of it.
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@legacycolt said:
Wait, ps4 and Xbox one STILL suffer from freezes??
I miss skill checks when a survivor is hooked because of frame drops. Sloppy still causes frame drops. Nemesis infection still causes frame drops. Unhooking causes frame drops. It's frustrating.
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@Phasmamain said:
Make unhooks 500 points and safe unhooks 1000 points. Could help alleviate this somewhat
This.
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@KerJuice said:
Would you prefer SWF’s get removed from public matches and restricted to Kill With Friends Mode?
You think this is a good idea, but it's really not. It would just create more problems than it'd solve. Before SWF, players would just lobby dodge until they got each other.
Solo's would just get tunneled/camped/left to die on first hook every match. Killers would get bored since there'd be no challenge. The game would die.
A game being successful at launch, when it's new and interesting, without a feature is vastly different from removing a feature from a game that's heading into it's 6th anniversary.
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Survivors rush gens because killers camp/tunnel, killers camp/tunnel because survivors rush gens. Literally a vicious cycle.
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@MikaelaWantsYourBoon said:
Because he is not range killer. Except Hag, all 110% killers have range powers.
Personally Billy's mobility is better for me.
Isn't Nemesis 115% with a range power, though?
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Personally I'm grateful for farm matches. They're a great way to just kick back and relax for a bit despite being boring.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/2969611#Comment_2969611
Noed is used in less than 1 in 4 games in all mmrs. Just saying
I play a lot of late night dbd, and pretty much every game has noed to the point where I'm actually surprised when they don't have noed.
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@Viridyan said:
https://forum.deadbydaylight.com/en/discussion/comment/2969465#Comment_2969465
I never mentioned what perks I use, so very bold of you to assume. However, given the fact you didn't provide a reasonable counterplay suggestion to what was mentioned, it's safe to assume you don't know either. So thanks for confirming that.
Oh I didn't mean for it to sound like I was assuming what perks you run. I just meant it as a general sweeping statement. A good 85% of my matches are against killers running full slowdown builds with the exception of BBQ or NOED.
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@legacycolt said:
It’s all MMRs fault. Bad players get to the same MMR as actual smart and good players because all they need to do is escape. Or they’re getting carried by a swf.
I fail to see how someone can be carried by a swf.
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@steezo_de said:
Before crossplay, and before people got so jaded. 3+ BPS and fun memey games were common. It's a shame those days are gone.
I genuinely hate that turning crossplay off means you can only be matched with people on the same platform who also have crossplay turned off.
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@Viridyan said:
https://forum.deadbydaylight.com/en/discussion/comment/2969030#Comment_2969030
Yeah, you can’t win them all because the sweaty swf’s have all the advantage. Doesn’t matter how much you want to win when you can’t counter their perks or communication.
Killers expecting to be able to counter survivor perks while running three slowdown perks and noed.
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In my experience, killers go into every match expecting survivors to tryhard so they just go all-out to begin with. Lethal to find survivors early, tunnel the first person hooked out of the game, tunnel the next survivor out of the game, slug the third to prevent fourth from getting hatch, 4k GGEZ.
Depending on the map and the tile spawns, they might've done a single gen. Rinse and repeat for the duration of the event.
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I very much doubt that I have given that I'm Australian, and pretty much only play "late night" dbd. Matches are rough.
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@Tryharder said:
https://forum.deadbydaylight.com/en/discussion/comment/2966350#Comment_2966350
What info killer have? You never answered my question, how do a killer have more info than swf?
If you read correctly, you would see that I didn't say killers have more info than SWF; I said that killers have just as much info as survivors that are not on voice chat.
You can get advantages from certain perks, but the information a perkless killer has is the same as the information a perkless survivor has. Both can hear footsteps and breathing, both can hear groans of pain, both can see the red stain, etc.
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@Blueberry said:
Not sure why, CoH is just Self Care but ten times better. I don't see any good reason you would ever run Self Care over CoH unless you literally just didn't have the perk.
Reliability. Having to go to a specific spot each time to heal isn't always the best option.