KayTwoAyy
KayTwoAyy
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I've actually started seeing a lot of Fearmonger. It pairs really well with Pain Res/DMS--to prevent survivors from counterplaying the Pain Res/DMS activation combo. Fearmonger is also really good with Call of Brine and Overcharge, for shutting down 3-gens, as survivors will be less likely to gen-tap before taking you on a chase.
And I agree with @SpaghettiVase that Breakdown is massively slept on. Like Vigil, it is one of those perks that starts to break the game if all 4 survivors are running it.
For killer, Play with Your Food has been slept on as of late. Every killer who depends on Bloodlust should be running this perk.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3171859#Comment_3171859
I'm not sure how I might have worded it differently but to clarify I was asking the general audience reading the thread what the source of the party game thing is.
I too would like to know where this originated...
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Stop worrying about whether or not you pip.
Play the game the way you enjoy most--that is the only thing that matters.
The pip system only matters when you're going for killer adept, otherwise there is no reason to look at it.
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/3166787#Comment_3166787
I will look into these. Thank you for sharing this.
Distortion for some reason is still really slept on--maybe because the skilled survivors prefer to take aggro.
Its probably one of the best counter-pick perks a survivor could use
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@dragobv said:
https://forum.deadbydaylight.com/en/discussion/344503/whats-the-point-of-dc-penalty-if
This is when you use reassurance and block them from giving up
I just did this to a Jeff. We were against a Starstruck Nurse on Gideon. I decided to risk the insta-down just to keep Jeff on the hook that much longer hahah
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Play Mori Myers, and turn that body-block into a free kill. That'll learn 'em!
..or just use stalk to remove collision and totally bypass the body block
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@Zen_but_not_Zen said:
I feel like i run around the whole map trying to get that trap off unsuccessfully, does it always take 3 or 4 attempts, or am i just unlucky? one match I felt like i couldn't get the damn thing off at all; in the end i ran in for a unhook as no one else seemed to be close, and i died literally as i was about to finish the unhook action. Pig arrived with perfect timing 😀
That is truly tragic hahahah
If I was the person on the hook I think I might've laughed so hard I accidentally Alt+F4'd
If someone has their head pop, the pig definitely wants to be around to witness it--probably that person's shining moment playing Pig
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3165010#Comment_3165010
This game isn't showcasing average players.
It's showcasing one of the most trained try-hard Nurse against below average players.
(And if you think they are average, it may explain something else ...)
These absolutely are average players. I see players like this all the time--both in my games and in streamers' games. The average survivor is not good at Dead by Daylight, that is just the reality of our situation.
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3165010#Comment_3165010
Balancing around average players makes problems for playing as or against good players, because that means you are balancing with the assumption people play awfully and making frequent mistakes as a basis. Then when you’re at a level where that does not apply to you or your opponents, suddenly, it is unbalanced again.
Yes, better players will get more use out of some things and less use out of other things. But regular players also will not be facing those insane players frequently at all. At an all around average level of play, people aren’t even good enough to use whatever tools they have optimally regardless, and they’ll probably make throw level mistakes half a dozen times a match.
This is why stuff like old DS DH BT UB on 4 man SWF meant basically nothing on average players cause they suck anyways, while getting a bit ridiculous at very high levels of play.
I agree with your initial remark, to an extent.
Balancing around average players does not directly correlate to imbalance at higher levels.
To use a few real life examples...
In Billiards, inexperienced players can often be seen using the bridge stick to help improve the accuracy of their shot. At a certain point, players grow out of the bridge stick, but experienced players are also seen using it from time to time for more difficult shots. The bridge stick helps the inexperienced player perform more consistently from shot to shot, but it doesn't offer the experienced players any advantages raw skill didn't already provide.
With riding a bike, training wheels help a person learn to balance on their bike, but it doesn't offer anything more to someone who already knows how to ride on two wheels.
Thus far, I think BHVR has struggled to balance the game for all skill-levels, which is why I agree with you. But it can be done, and they should start with addressing tools the average player might need to perform more consistently at their level.
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3164900#Comment_3164900
Here is the thing Awakened Awareness is like BBQ. Survivors complained about BBQ allowing for aura reading like that but never did for the longest time the easy ways to avoid it.
Now with Starstruck we have a perk that punishes greedy plays by Survivors and AA just makes it a worse punishment.
Nurse isn't the only one that benefits from SS/AA combo. Blight, Legion, Spirit, and Wesker highly benefit from it but all Killers can will get benefits if they run Agitation and Iron Grasp
I've always thought BBQ was one of the healthier perks in the game, because it got killers to run to the farside of the map, so I never really sympathized with those complaining about it.
That said... I think Starstruck (specifically with AA) is a little harder to avoid than BBQ--at least on nurse.
I really don't have any issues with SS on anyone but nurse. It is pretty middle-of-the-road on other killers, and most of its value for someone like say... Doctor, would come from being able to proxy camp a 3-gen with Overcharge and Eruption, rather than actually downing an exposed survivor.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3164952#Comment_3164952
I don’t know why you think I care about the opinion of someone who clearly doesn’t even actually understand the situation they’re talking about.
- Extremely absurdly good player with literally thousands of hours of experience
- Using a fairly strong build (Agi/Infectious/Starstruck + double recharge)
- Against pub lobby players
- On one of the smallest maps in the game (which matters a lot, given the build is literally about TR) which is also one of the best killer maps in the game
- Against players that will literally try and hide near the Nurse despite knowing she has Infectious/Starstruck and can see she moves at Agitation speeds, when it’s exceedingly obvious that means Nurse would check near where the Infectious procs happened
It’s amusing you think you actually have a point. But I’d prefer if you educate yourself on the matter if you actually want to discuss. Thanks!
- Alf's experience is completely irrelevant to the conversation, because the entire point is that this build doesn't require much skill. Specifically in this video, there is nothing he did that was particularly skillful
- Game balance needs to account for extremes--in this case the strongest possible builds & killers
- 99% of players play in pub lobbies, so of course we're critiquing the build with respect to their skill
- The video demonstrated just how easy this was to replicate on larger maps like Ormond and Suffocation Pit
- Again, this video is showcasing average players, for whom the game needs to be balanced around
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3164936#Comment_3164936
My bad, stuff should be nerfed so morons that stay crouching behind objects in exceedingly close range to Nurse despite knowing she has Infectious Fright don’t get punished. Even without AA, they would be screwed because they don’t have any sense of self-preservation.
Wow, I can’t believe how easy the game is when I play on a map that largely favors me against people who are way worse than me and don’t have the slightest clue how to play against all 4 of my perks. Yeah, makes no sense.
Still being condescending...
Would you like to rephrase? I'll give you one more chance for me to take you seriously.
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@Sabraiz said:
https://forum.deadbydaylight.com/en/discussion/comment/3164923#Comment_3164923
Anyone ever taught you what happens when you assume?
Interesting, and then you go and do the usual internet assumption of "u mad bro?"
Stay mad, tho. You talking down to me like I triggered you for throwing your words back in your face.
You acting like you were not hostile in your response and trying to act like you were sitting on some moral high horse? Maybe you should go and calm down a bit.
Hostile? Asking you to "give me a break," and then disputing your claims with contextual evidence is hostile?
Oh hun, I have news for you...
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3164757#Comment_3164757
Why are you still staying in the locker after carrying ended? LMAO
https://forum.deadbydaylight.com/en/discussion/comment/3164900#Comment_3164900
My bad, the incredibly intelligent survivors that knowingly stay in a 20m range against a Nurse with Infectious and Starstruck.
You're still refusing to acknowledge how easy this all is for nurse, in favor of snoody sarcastic remarks. Nice.
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@Sabraiz said:
https://forum.deadbydaylight.com/en/discussion/comment/3164890#Comment_3164890
Cannot read huh?
I did write that it confirmed what he knew from Infectious Fright triggering. And yes, I will still argue that Infectious Fright gave more information than Awakened Awareness, it told him where all three survivors were and then as previously stated Awakened Awareness showed that they stuck around.
But it is really funny. You like everyone else is so obsessed that Awakened Awareness is the problem. I realize it is hard with almost everyone having one collective brain cell here and are only able to parrot what everyone is complaining about, but do you not see what it all has in common?
It absolutely is not nurse. Oh, wait it is nurse.
Anyone ever taught you what happens when you assume?
I never said the problem was Awakened Awareness.
Stay mad, tho. You talking down to me like I triggered you for throwing your words back in your face. I can read--maybe you should choose your words more carefully.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3164890#Comment_3164890
Yes, turns out stupid survivors not keeping distance get punished.
You going to answer my earlier reply, or do you prefer to lie in wait for your opportunity to make passive aggressive comments when your argument lacks foundation?
Edit: It's easy to call this meg "stupid" when Alf has the ability to see through walls. But if Alf didn't have Awakened Awareness, this meg's decision to stay in place after screaming with infectious could have turned out to be the safest play.
It's almost like you're acknowledging how strong the perk combo/killer is, but choosing to cast blame on others because you don't want to believe what is right in front of you.
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@Sabraiz said:
https://forum.deadbydaylight.com/en/discussion/comment/3164743#Comment_3164743
In game two, Awakened Awareness barely did anything. It was all Infectious Fright giving pretty much all the information and Awakened Awareness just confirming the survivors playing bad by crouching at the edge of the map.
Barely did anything? Give me a break.
Here is Awakened Awareness showing Alf the free kill he is about to get...
Here is Awakened Awareness showing Alf that the meg went nowhere in the 10 seconds she had to hide after screaming from Infectious...
Here is Awakened Awareness showing Alf that the other survivor is about to commit to unhook, allowing him to proxy camp with a survivor on his shoulder and prevent the safe unhook...
Who are you trying to lie to? Me or yourself?
Because it's indisputable how much more value Awakened Awareness gave over Infectious.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3164743#Comment_3164743
So… if you aren’t in a position you can leave the incredibly small range, then get in a locker for a little bit. This isn’t rocket science. Obviously, the situation isn’t always going to be optimal to completely nullify a perk, but it has enough drawbacks you can play around it in most situations. Beating pub lobby players means literally squat. Good players will beat pub lobbies because they are outright better, regardless of side or build.
Get in a locker? Did you watch the video?! Alf pulled 2 survivors out of lockers in 2 seperate games.
I see killers running Starstruck check lockers all the time. Hop in a locker is not good advice.
You're totally naive to the fact that this video takes little-to-no skill, and is easily replicable by anyone who wants to invest more than 3 games on Nurse. Sure, good players are supposed to win. But this is not healthy gameplay. No one wants to play a video game where they constantly get their ass kicked back to last Wednesday because the developers neglect to consider something's skill ceiling.
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@SuzuKR said:
Ah yes, the perk that…
- A survivor can run 26m away during the 3.5s of fatigue (2.5s if survivor misplays for 22m) + 3s to pickup before the killer can even turn around or move. Meaning even a survivor starting 0m from the killer can leave the range before the killer can even move or turn the camera.
- Against a killer survivors should be staying split up against regardless of build, which applies to every single killer except Twins.
- Can be countered by hopping in a locker for a little bit until the killer hooks them even if you’re in a corner of the map and can’t run out.
I’m sorry, were you actually being serious or did you genuinely think a 7200h Nurse main that played competitive semi-frequently going against pub lobbies and winning proves anything?
Watch the video and tell me if you think anything SupaAlf did in game 2 was at all skilled.
A 5 hour nurse could do what he did in this video.
Make all the excuses you want, but there isn't always reasonable counterplay available. Sometimes survivors are forced into compromising positions, be it because of the map, where the survivor went down, where the remaining gens are/where the gens with progress are, etc.
I probably play Nurse one game every 200 hours (that'd put me at under 20hrs on Nurse), and I could replicate this video with ease.
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This entire thread perfectly embodies the DBD Forums.
Step 1: OP states their opinion
Step 2: Random Forum User A tangents OP's opinion with a "counterpoint" that fails to understand OP's grievances.
Step 3: OP responds to Random Forum User A's comment as if it actually addressed their initial post, thus stearing the conversation in a direction OP did not initially intend it to go
Step 4: Random Forum User B, C, and D arrive to jump on OP's rebuttal, further pushing the conversation in a direction OP did not intend
Step 5: Sensible Forum User A arrives to remind others what OP's original point was
Step 6: Sensible Forum User A's comment is upvoted, but otherwise ignored, allowing the conversation to continue in the wrong direction
Step 7: Random Forum User Z arrives 5 pages later to see that no meaningful conversation was had, and everyone continues to stay in their lanes, because they chose to disregard OP's grievances in favor other whataboutisms
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My highest is Yui p13.
The highest I've seen is p57 (give or take 3 lvls) on a Kate main i've run into 3 or 4 times since the progression system rework.
I'm honestly surprised they've been grinding as hard as they have, because every game I play with them is complete trainwreck.
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Lore wise, it would be really cool to have the killer be Dr. Otto Stamper, the man who the Doctor (Herman Carter) worked under. The Doctor's lore says "Stamper was found with his head peeled open and an array of electrodes and sensors inserted into his still working, but annihilated brain."
I like the idea of Stamper being a victim of the Doctor, who miraculous survived a traumatic experience and was driven into madness by the Doctor. Fueled by the paranoia of his past experience, Stamper would think that everyone and everything is out to kill him, and that he needs to strike first.
Mechanically, maybe he sees survivors as super grotesque and disfigured. Similar to how Illusionary Doctors appear for survivors, Stamper would see illusionary injured survivors appear to be running from him (borrow the bot AI). For every illusionary injured survivor he downs, his paranoia-driven rage would grow and so too would his basekit power.
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I rather be on the killer's shoulder than bleeding out on the ground, in a 2v1.
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AND DEY SAY
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you're joking...
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@Bot_Salvo88 said:
Play killer then for a couple of days.
I was going to recommend this advice until I got RPD 3 games in a row as Huntress 😅
Time to run map offerings!
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In theory, this perk really shouldn't be that problematic.
In practice...
Killers somehow find a way to kick my gen 6 times, never catch me, leave the area to down one of my teammates in record time, procc Eruption AND procc Pain Res on MY generator, even though they've done nothing but proxy camp my gen the entire game.
I want to complain about this perk, but at the same time... what is my team doing?
Y'all make killer look so easy, so I finally hop on killer and it's BING! BING! BING! *hook the 3rd survivor* BING! BING! Like, do I really need to run gen regression to not fall back on proxy camping?
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3160772#Comment_3160772
They took the 2nd most-used survivor perk and cranked it up to 11, while ALSO putting a BETTER version in the base game for free. So you can play without BT and get more value than you used to have, or use BT and get an insane value that will give your target a 100% free escape every time.
It's kind of a joke. It'd be like if, instead of 2.5% regression from kicking gens, killers got 30% regression after hooking a survivor automatically AND a further 30% if you use Pop Goes the Weasel.
I ran BT AND Guardian in most of my games yesterday, and in almost all of them the killer still tunneled the first survivor out of the game. On several occasions, I put myself in a compromising position to goad chase, but the killer still searched for the recently unhooked survivor and tunneled them out of the game.
Hell, I took multiple killers on long chases yesterday, only for them to procc my OTR endurance 60 seconds after I was unhooked and keep chasing me. I don't recall escaping in any of those games, because tunneling me was still more efficient than splitting hook states on other survivors.
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With J. Myer's Memorial and Judith's Journal, Myers can go from T1 to T3 in less than 10 seconds.
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@scenekiller said:
Man, some people really can’t handle any change in life, huh?
One would hope the things they are so passionate about would improve, not degrade, in quality over time.
Believe it or not, it is possible for professionals to make the wrong decisions.
Here is an example:
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I haven't run into a single survivor running Reassurance, and I wouldn't have known there was a change to basekit BT if I didn't read the patch notes.
Camping & Tunneling are as prevalent as they were yesterday. Game is as infuriating as ever.
One trial everything is hunky-dory, the next i want to uninstall because nothing could be more boring
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3160499#Comment_3160499
Lets be real, as interesting as that could be, it would get monkey paw'd and they wouldn't put any types of checks on which totem it spawns to, so the dull totem next to their gen would suddenly light up at the same time as the hex notification D:
also unfortunately wouldn't really account for Haunted ground, which would kinda just have to start lit or have some condition thrown on like it lights once someone is downed or something.
I am 100% for most alternatives to its current system, even with its "improvements" (though, admittedly, there are a few occasional really well hidden ones) but they would have to make sure all their sanity checks are in place to prevent things from being worse than what we have now.
I don't play killer that much these days, but I would like to see something done to help hex perks.
As much as I hate spending 5+ minutes looking for that one really well hidden totem, I almost feel like a multi-step process to break hex perks would be a better alternative. Something as simple as "for each gen remaining, it takes X seconds longer to break a hex" would go a long way, or maybe have corrupt block hex totems too--idk.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3160568#Comment_3160568
Yeah, I'm sliding off Survivors, going through them or just not damaging them when I hit them.
I'd say he's pretty far from unfair to Survivors rn
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3160547#Comment_3160547
Yeah, I'm having the same experience. He's exceedingly easy to juke. Hell, sometimes I don't do anything and they juke themselves. Just sail right past me. He certainly doesn't feel unfair or unfun to me; I'm thinking they need to loosen up his hitbox, if anything. He was much more threatening on the PTB.
I wonder if any of it is related to hit validation, or if its really just a pencil-thin margin for error with his ability. I've seen clips of Weskers sliding off survivors and it just doesn't make sense to me.
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I know people are still learning his power, and I have the avantage of having played on PTB for a whole week against Wesker, but...
I'm spinning every Wesker I've run into. It's so effortless, and I wasn't able to do this on the PTB, so I'm guessing they HEAVILY nerfed his hitbox detection.
I am a little concerned how well he is able to tunnel survivors, and the effects that will have on the health of the game, but so far he has been fun to face because no one I've seen knows how to make him oppressive
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I really like the recent buff to Lethal.
If I were to nerf it in any capacity, I'd make it only reveal auras of survivors further than... idk, 64 meters (at the start of the trial)? Don't hold me to that number--I don't know how far away survivors usually spawn. But the idea would be that it only reveals survivors really far away and at least one survivor will always spawn far enough to be revealed by Lethal Pursuer.
I think Lethal has opened the door for killers to make more informed mind-games, and believe it is really healthy for the game.
If it is really problematic for you, bring Distortion or be deliberate in your pathing at the start of a trial, so as to confuse a killer if they have Lethal.
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I don't bring Hex totems because they're always broken in 30 seconds, and then I tunnel the survivor who broke it out of spite for not even bothering to find out what kind of hex it was.
I don't play killer as much as I used to, but I really wish BHVR made more hex's spawn when the triggering event occurs, similar to Hex: Plaything (i.e. Ruin spawns when the first survivor lets go of a gen, or Blood Favor spawns when the first survivor is injured).
I can't help but feel bad when I spawn on a lit totem.
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3159098#Comment_3159098
What control do you have over Reassurance? if you'r eon the hook you have no control. And if you're the one going to unhook, you will have to go all the way to the hook, kiss the survivor on the cheek to activate it, and then go back to your generator. Congratulations, you achieved absolutely nothing. Might as well keep repairing.
There are many situations in which it is most efficient to continue working on the generator until it is complete, and then go for the save.
The issue with doing this, however, is that finishing the generator tells the killer you'll be going to hook and to start proxy camping.
Reassurance allows you to greed the gen and then stall the hook timer so your whole team has an opportunity to coordinate an unhook.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3159215#Comment_3159215
It's a pvp game. If you are quitting because you don't like your opponent trying to win then maybe the game isn't for me. I won't say it doesn't suck to be tunneled or camped out of a game. But quitting simply because it's happening to do shows you don't have the maturity to play.
There is nothing immature about abandoning a thing you do for fun, when it is no longer fun.
It is selfish, sure. But so are many other things you can do in-game, such as camping, tunneling, slugging for the 4k, gens before friends, and throwing for archives.
You're not more mature because you're a masochist.
We live in a world where we can find entertainment at the tips of our fingers in a moment's notice. It is no surprise that people walk away from those they owe nothing to, when they stop offering us the entertainment we turned to them for.
And the "go play a different game" argument doesn't even hold water, when the next match can play out very differently from the last. Not every game will be the most fun game ever, but so long as players have agency to walk away from the boring ones they will.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3158495#Comment_3158495
Obviously. I need my streamer to tell me what to think !
His word isn't gospel, but you'd be lying if you said you didn't think Otz knew what he was talking about.
Some perks are seriously slept on, and it really does take a content creator to popularize unconventional builds.
I still think Vigil could have become super meta if content creators put more of a spotlight on it. It is a decent perk on it's own, and a busted perk if everyone runs it, but it's crippled by the prisoner's dilemma. If content creators pushed for it to be used more, people would just assume it is meta and equip it assuming others will as well.
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I believe it was taking me 1.6 to 1.7mil to prestiege someone prior to the update. 👍️
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Kinship is trash in solo queue for the sole reason that you have no control over whether or not it gets value.
Your teammates don't know youre using it, and definitely wont expect you to be using it.
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@Laluzi said:
I have no desire to defend this kind of behavior, but at the same time, do you really think people who camp and tunnel as a first resort, especially when it's clear they've already won the game, are concerned with things like dignity?
Though I suspect that in the case of tunneling, they're often just trying to get the game over with ASAP so they can move on to a match with proper parameters, or they're so used to it that they don't know how to play any other way. And some of them just hate survivors and want people to have a miserable time, either as revenge for other players/previous matches or just endemically, and nothing anyone can do will change their behavior.
I dunno. Whether you're asking this question in good faith or not, I can't imagine you'd get any responses to this topic that aren't either "I don't care, I do what I want" or seething screed about how survivors are entitled scum.
I would like to hear from someone who does this, but I also assumed it was pretty much a shot in the dark.
I'm mostly curious because of the way BHVR has tried to handle camping & tunneling. It is extremely apparent to me that it is not going away any time soon, so I'd like to understand the person behind the killer a little more. Especially their behavior can inform the direction BHVR needs to go with further changes to camping and tunneling.
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3157500#Comment_3157500
Hey is that me in your first game?
I'm not sure, this was a couple days ago. I didn't save the uncensored version of the image, as I drew over the names when i took the screenshot.
If memory serves me correct, the nurse was wearing the Reaper Wedding Gown torso, but not the head that goes with it--the head may have been the suffocation trash bag.
The disconnect was after being unhooked--nurse blinked back to unhook and they just disconnected.
I spent the remainder of the game just trying to get value out of my slug build by saboing hooks when nurse blinked over to me by shack.
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90% of forum posts are ludicrous
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I just started learning Korean last month, so this might be a fun way for me to soak in the language a little bit. I tried setting my game's native language to Korean last week and it was so overwhelming!
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It hurts to see this post was from back in June.
These are my last two games against nurse...
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Killers who slug for the 4k, when they have no idea where the last survivor is, are scummy.
But also, hatch is a trash mechanic.
BHVR either needs to put a prerequisite on survivors being able to escape through hatch (i.e. Entity blocks the hatch if the survivor doesn't have over 20k bloodpoints), or do away with the mechanic all-together and put something better in its place.
I don't know how they expect to balance the game when they've implemented things like hatch and archive challenges that tell survivors they can 'win' without helping their team.
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@Lynxx said:
I keep hearing easy game for survivors...
Being forced to hold M1 for most of a game does not equal "easy" overall. Let's take a look at what a killer needs to KNOW to be decent:
1) How to use their power most effectively
2) How to use their add-ons effectively
3) Finding survivors
4) Map Layouts
5) How to loop or mind game (chase) - rather how survivors may loop or otherwise evade killers
6) Countering common used survivor perks
7) Finding hooks and using them (including evading flashlight, body blocking, etc.)
Good survivors need to KNOW all the above and way more:
1) While killers only need to know how their power works for their preferred killers, the survivor needs to now how the power works for ALL killers plus whatever add-ons could be in play that drastically change the way the match plays out. That's a lot to know right there and there's more with every chapter update.
2) Using your own items and add-ons effectively
3) Finding survivors or rather when to work on gens or otherwise be in the same area to say get a heal vs. stay the hell away from each other otherwise
4) Map Layouts - and where gens are. They aren't highlighted like killers get to enjoy.
5) How to loop and mind game (escape chase) - big one against someone who is faster and with a power and who sees your scratch marks. How to conceal your scratch marks or use them to mislead could be a topic all its own. How to make fast vaults at the right angle.
6) Skill checks - and a lot of them (everything is a damn skill check) - sometimes they can be downright challenging (looking at you Doctor). To my experience I have yet to make a skill check as a killer.
7) Countering common used killer persk - which again can drastically alter the way the game is played over just affecting a chase.
8) Flashlight saves (or knowing you suck and shouldn't touch one ever), when to body block to help another survivor.
9) Finding hex totems and eliminating them (or not - who knows with all the latest perks making past good tactics into bad ones)
10) Reaching a hooked survivor and hopefully how to unhook them safety without ending up on a hook yourself.
11) Healing (when to do it, where to do it, when not to do it)
12) Extra little features like lockers, chests, working Pig boxes, the Hatch, etc.
13) How lead chases in such a way that you don't screw over other survivors trying to get those objectives done being it gens or opening the exit gate.
14) Deciding if you should make that endgame save (and since recent update the correct answer is you shouldn't, cause that's the way they want us to play now).
16) Dealing with the plethora of aura reads that are out there for killers now.
17) When to sacrifice yourself for the good of the team or just cut your loses.
18) Getting that exit gate open and not popping it too early (or too late).
Multiply the above difficulty factor by whatever multiple you feel when doing SoloQ - cause now you have three other unknowns to figure into everything.
I'm sure this isn't a complete list for both sides, but having to hold down M1 while you are waiting for a chase to come along should not assume that everything about survivor is "easy".
It sounds like survivor is difficult because you make it more complicated than it needs to be.
How to be good at survivor:
1) Learn how to loop
2) Be mindful of pallet economy
Survivor is easy because the maps do all the heavy lifting. Learn to leverage that, and the game is a cake walk.
Matchmaking createst this false perception of difficulty for survivor, by pairing you with killers greatly above your skill level, or survivors far below your skill level. That doesn't mean the game is hard, it just means the game is poorly matched.
Its like if you were to play a sport against a professional athlete, you wouldn't walk away saying that sport is hard. You'd walk away telling everyone how difficult it was to play against that professional athlete.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3152155#Comment_3152155
^This., If you look at a bell curve, Otz would be at the very top. He's an anomaly, 95.4% of players are hovering around the middle of the bell curve. This is where balance should be made out, for the 95.4% of players who aren't mutant DBD Gods. Would the developers rather have only 2.2% of the players that play like gods play this game an no one else want to, or would it rather have all 100% of players be able to play this game, the DBD gods can play this game no matter what type of balance decisions you make, but the rest of us can't.
I floundered my way through algebra, but I'm pretty sure the top of a bell curve is the mean, median, and/or mode. The graph would have a rise labeled "# of players," and a run labeled "skill." Otz would be at very far right on the graph, where the number of players is very small. The average player would be at the top of the bell curve.
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@Tranquil_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/3152977#Comment_3152977
But your stalk meter doesn’t reset unless you’re marked or downed, right? So you’ll still be 99’ed after taking the protection hit (unless I’m mistaken).
Anytime Ghost Face injures you, the stalk progress will reset
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@Tranquil_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/3152854#Comment_3152854
This is a fun idea! But why do you suggest taking a protection hit specifically when you're close to being marked?
Similar to how a myers will 99% T3, then tier-up when he can secure a down, a good Ghost Face won't hit you if you're not marked. I've helped many a survivor wiggle off because the killer stubbornly refused to take my protection hit
It is better to take the hit, with the possibility of being healed later, than to risk being insta-downed out of the blue
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Given your hours and your gaming history, I feel it is safe to assume that you know how to loop a killer for quite a while.
So I gotta ask....
How do you not see how easy this game is for survivor?
The matchmaking between DBD and other games is night and day. If you were actually matched with players of equal skill level, you'd think the game was a breeze as survivor. And if you don't believe me, go find a good SWF to play with and find out for yourself--you'll start throwing games just to keep things interesting.
This game has a lot of problems. Often times, it feels like the devs just barely managed to jerry-rig it together. If they "fix" one thing, it will break everything else, because at the moment... 2 wrongs just so happen to make a right.
@Thusly_Boned pretty much hit it on the head by saying "if you are looking for balance here, you aren't going to find any. Ever."






