KayTwoAyy
KayTwoAyy
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I'm just going to say it...
I have a really hard time believing you escaped 24 of your 30 matches as a solo survivor in this economy.
Edit: Or rather, that you played into 14 zero-kill games at "High MMR"
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3091111#Comment_3091111
Also, the developers made chases way shorter because of all the chasing buffs Killers got. So even though chasing is the most fun part of the game, the developers pretty much got rid of most of the chase mechanics that survivors had. Killers attack faster, bloodlust happens faster, killer break pallets faster, Dead Hard was pretty much removed.
Sure the top tier players can still loop killers but mid tier players just go down instantly, you just removed the ability for mid-tier players to perform chases that last any amount of time.
My teammates have been going down so fast it feels like they must all be throwing. I rarely have LOS on the chase, so I can't imagine that is whats happening, but boy is it a struggle. Far too many games I've played where the killer has 5-6 hooks and I've yet to complete a single generator.
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It is hard to explain why, but Legion has always been one of mine and my buddy's favorite killer to play. We've been playing since 2019, and Legion was one of the first killers we both picked up.
When I look at the killer roster, most of them bore me...
Nurse, Blight, Hag, Spirit, Dredge = Too Oppressive/Trial Won't Feel Challenging
Bubba, Clown, Freddy, Myers = Power Forces Boring Gameplay Loop With Pre-Dropping Peters
Billy, Pyramid Head, Deathslinger, Cenobite = Power Feels Painfully Punishing if I Have a Bad Game
Twins, Artist, Plague, Trickster, Nemesis = Survivors Will Probably Not Enjoy the Game
Trapper, Wraith, Pig, Doctor = Comically Bad at Higher MMR
And so... all thats left is Huntress, Legion, Demo, Ghost Face, and Oni (only got Onryo last week, so I don't have an opinion on her). Among those, Legion is the most brain-off mode killer who I don't need to work to get value out of. Either the survivors are grouped up, or they're not. If I don't get value out of his power, w/e it's not like I could have forced the survivors to group up.
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I found myself agreeing with the comments of this video.
I like watching/listening to Scott's commentaries on the game. I find myself agreeing with him on most areas of game balance, and often share his concerns about what is updated and when, but he doesn't play the game for the same reason I do.
I play survivor to escape. I like the mental gymnastics required to assess the most optimal task I can be doing, with the limited information I've been provided. Holding M1 on a generator might be boring, but the entire time my mind is analyzing the situation and thinking 2-3 steps ahead about where I need to be.
When a killer tunnels me, I'm stripped of my ability to strategically help my team escape. All I can do at that point is flex my hours on the killer, and hope I have enough resources to make them regret chasing me in the first place. Personally, I don't think there is a very high skill ceiling in looping the killer, so I get less satisfaction out of taking the killer on a 5-gen chases than I do strategically choosing what to work on and where/when.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3085814#Comment_3085814
Even if you're hit quickly and OTR's Endurance is consumed it still gives you 80 seconds of blocked killer Aura Reading and 80 seconds of totally silenced grunts of pain on both unhooks.
A boon to some, perhaps, but worthless to me.
I prefer to be the one in chase--most trials I can run the killer longer than my teammates. What I can't do is loop a killer straight off hook in a dead zone. OTR should, in theory, help in those situations, but most killers know to get the endurance out of the way as soon as possible, so I end being hit right off the hook. ...rendering OTR as useful to me as the new basekit BT.
TBH, I view Off The Record the same way I've always viewed DS:
It is a niche second-chance perk that might get value 1 in 10 matches (not enough to justify using), and its existence is indicative of unsolved problems in the game's core mechanics. Its popularity should prove that they didn't fix camping/tunneling--they just nerfed the old go-to anti-tunneling perk.
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The end game leaves much to be desired. As does the entire solo-survivor experience, at the moment.
If the killer is camping their final kill, 9 times out of 10 I just leave, and I implore anyone I'm playing with to do the same.
I never saw old DS as a "free escape," even when I was eating DS at the exit gate. The reality is that eating DS at the exit gate meant everything you did up until that moment was not good enough to secure that kill. Sure, it's frustrating to feel robbed like that--no doubt you feel you earned the kill in that moment, but that was never the reality of the situation.
Now, being downed after the final gen pops is a death sentence.
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@NOCTURN_05 said:
Survivor has gotten harder. Killer has gotten easier. Neither are too hard, neither are too easy. I think now it's balanced, but here's the problem.
A lot of survivors suck. A lot. They mess around instead of doing objectives still, because before there wasn't as much pressure on doing gens. Once people realize you really have to work for your escape now, it will get better.
The consensus seems to be that DBD is a "party game." At least, I hear that rather frequently from people who have, shall I say... healthy relationships with the game.
I've never agreed with that sentiment, at least, I don't believe the developers sought to create a "party game." But the game's inability to challenge SWFs certainly facilitated an environment in which players grew to love DBD for its casual nature.
Some survivors might drop the game altogether if they didn't sign up for the challenge--some people just don't like to play seriously.
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I struggled to get value out of it, because I didn't use Dead Hard pre-patch.
But my friend ALWAYS ran Dead Hard, and he has had something close to a 90% success rate with it. We've even run into scenarios where new DH allowed him to escape, whereas old DH would not have (i.e. DH an Oni slam, which gave him the distance he needed to reach the exit gate). He's never been one to DH thru traps, so he actually swears the new DH is better than the old one.
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@Canas said:
There's one more thing I've observed during these matches: my teammates hardly were aware of the new meta (Off The Record being the best perk right now), they simply died like flies just because they couldn't properly defend themselves against the tunneling. I really hope more survivors will start picking up this perk, maybe that'll help with the quality of the matches.
I haven't been running OTR, because most of the time the killer is able to hit me before I can reach a window or pallet. Thus, the built in basekit BT is as good as running OTR. Ironically, DS is worth more to me than it ever has been.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3085626#Comment_3085626
I understand what you're saying, but that also is under the assumption they had a good reason to be upset to begin with. If survivors are DCing more now just because killer's finally got a buff that they really needed, then that's ridiculous.
If the negative change is just them being so used to being overwhelmingly strong and now that they can't roll over most killers they're upset, I wouldn't say we should change things to suit their enjoyment. That comes at the cost of the killer player base, which as we saw before, is also a big problem.
At the very least the changes need to be given a fair shot and not have people overreacting and giving up en mass the first 3 days of the update.
Well said 👍️
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3085571#Comment_3085571
"because they or someone else got downed first too fast, or because it is a killer they don't like, are huge red flags."
The simple act of being downed or their opponent just picking a character they just don't like are not valid reasons to DC. Those aren't "red flags" Some survivors are just babies who overreact. It's a PvP game, you're opponent gets to play too.
This all happened before the patch as well, its not new.
"However, more than half (I would dare to say 75%) of my survivor games are killers camping and tunneling"
Survivors also said that before, that's not new.
Camping and tunneling aren't fun, but the fault lies in the person who DC's and the devs for not addressing it. Not the killer for just playing the game. Camping and tunneling are part of the game and valid killer strategies to try and win. Yes I wish they weren't, but they are.
I wasn't trying to identify the problem, because as you've stated people have and will disconnect just because they are emotional. It is a red flag, because the action itself is indicative of a larger problem. Whether that is a problem with the player, the game, or the way people play games, is not for me to decide.
It is BHVR's responsibility as a game developer to create a game that people want to engage with. People are not obligated to play games they are not enjoying, especially not with strangers; there is no social contract in online gaming.
When there is causality between player behavior post-patch and a spike in disconnects, you can't toss blame on the people who are disconnecting. You can comment on their character, and plead with them to change their behavior. But their actions are a direct consequence of negative change. To say they are at fault is to take blame away from those who've facilitated an unejoyable experience before them.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3085459#Comment_3085459
So if the killer keeps coming back to that gen until it regresses, why not work on a different gen?
As someone else pointed out already, you have more than enough time.
My answer to this question varies, dependent on the gen I'm working on, but it pretty much boils down to being a sunk-cost fallacy situation.
In short, I cannot know that the killer will repeatedly return to my gen, until they have already done so. Therefore, I can only analyze my actions in retrospect, and claim that I should have done something different with hindsight 20/20.
As I'm sure you'd agree, it would be foolish to abandon a gen that is 90%, just because the killer kicked it once, yes? And even if the killer kicks it 2, 3, or even 4 more times, we have created map pressure by forcing him to come to our generator instead of the other survivors'.
Historically, even though I spend all trial working on one gen that never gets complete, I typically escape trials in which the killer repeatedly kicks my gen, because my generator is the only one getting regressed. All other survivors are able to complete their gens because the killer feels obligated to stop mine from being completed. Which, at the end of the day, is a win.
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@MrPenguin said:
"first down, survivor dc'd"
I feel like that's the main problem right now. Survivors are throwing tantrums and giving up left and right before the match even really starts, even more than usual.
We can't even gauge how strong the changes actually are accurately because survivors are just throwing.
Survivors giving up because they or someone else got downed first too fast, or because it is a killer they don't like, are huge red flags.
I've been lucky not to encounter these types of players on my team, although I have encountered them twice now as killer.
However, more than half (I would dare to say 75%) of my survivor games are killers shamelessly camping and tunneling the first survivor out, and often the second survivor as well. So SOMETHING needs to be done, and fast.
I was really looking forward to this update--I was a huge fan of all the changes, but the killers I am encountering are ruining it.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3085508#Comment_3085508
I didn´t call you a liar. If a survivor touched the gen, then it should take even longer. Since Overcharge starts at 75%.
What difference it makes if it was 2,5 or 3 minutes? Thats the time of almost 2 gens. But nevermind, if you feel personally attacked by facts.
Have a good day.
I don't feel personally attacked, i feel like my time is being wasted.
I remarked on a circumstance that has and continues to occur in my games. You responded in disbelief that it should be an issue currently. I then reported my experiences with it being MORE prevalent, and you respond by disregarding everything but the time I said it took a gen to regress.
You decided to stear the conversation in a direction it doesn't need to go.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3085459#Comment_3085459
90% progress and Overcharge + Call of Brine should be a little over 2 minutes.
Not if a survivor touches the gen, then you go back and kick it again
Either way, why are you trying to call me a liar? What difference does it make if it was 2.5 minutes or even 3 minutes? I still sent a gen from 90 to 0 in no time at all--point stands.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3083810#Comment_3083810
But then why not just run Aftercare?
Because of Aftercare's triggering conditions, and it's reset condition.
Empathic Connection tells injured solo survivors:
- Where to or not to take the killer in chase (if they are on death hook and need someone to take aggro or if EC survivor is on a gen)
- Where they can find someone to heal them
- Where the killer is currently located (if EC survivor looks like they are looping)
- Where a generator is (if EC survivor is on a gen)
Solo survivors' biggest weaknesses are:
- Knowing where to kite the killer
- Getting healed in a timely manner
- Approximating the killer's location
- Finding generators that have or are being worked on
Empathic Connection gives other survivors all the information they need to make meaningful contributions to the team. All it takes is one person running this perk for the whole team to look more coordinated.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3084560#Comment_3084560
What you describe shouldn´t be possible anymore. Pop got hit hard. So the killer coming always back to kick the gen won´t be as oppresive as before. While yes, some people are stubborn. I really hope they change their mind and start playing normal again.
I even think we should get another event. During the last event, survivors were glued to gens. Lets see how they react now, when they can get skins in a event. I doubt they would continue to sabotage the game.
Actually, after this update, the circumstance I described is even more prevalent. I've been experiencing this even more now.
With the Overcharge and Call of Brine buffs, killers are frequently returning to gens they know have been progressed and are kicking them instead of looking for chase. These two perks combined are resetting gens just as much, if not more, than PGtW would.
I even played a game with Overcharge, Call of Brine, and Dragon's Grip. Before anyone knew that I had Dragon's Grip, I kicked a gen that was around 90% progress that I knew had 3 survivors working on it. None of those survivors touched the gen for at least 30s (no one became exposed by Dragon's Grip), and less than 2 minutes later I had that gen at 0% progress.
The survivors' decision to play stealthy, and wait until they knew I was gone to touch that gen, cost them the game.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3084465#Comment_3084465
But now it's off the charts. My teammates simply refuse to play.
2 days ago. Match against Nemesis on the temple of purgation map. I opened a chest, repaired a complete gen solo, got 2 unhooks, 1 chase and 3 heals before the rest of the team completed their first gen.
It's ridiculous!
During the event, survivors were glued to gens and now they are allergic to them?
Even before this update, I’ve played many games in which I work on a single generator the entire trial, and it never gets completed.
This was mostly at the height of PGtW—I would focus on the middle gen, and the killer would pop my gen 6 or 7 times a trial. I would be cursing that the killer a) never chased me, and b) that my teammates couldn’t loop long enough for me to get the gen done.
Obviously I can’t speak in defense of your teammates, but maybe they were caught in their own vicious cycle and too stubborn to move on.
Either way, you went there and back again before your teammates could even lift a finger.
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Empathic connection is really strong IMO.
The range at Tier 3 is insane, and the information it gives a survivor-in-need is crucial.
Some might sleep on it, but I personally think its one of the best survivor perks released in the past 3 years.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3083030#Comment_3083030
I just had a game on one of the largest maps where I hooked someone next to the last 4 gens. Explain to me why I should leave "my first hook".
A good SWF can still slam the generators. I got either two or three hooks before the gens were completed but I also had to wait about 5 minutes for the match to start.
How long into the game did you hook them?
If one gen was done, and you know the survivors had enough time to get two other generators progressed... yeah, camp that hook. I'm all for recognizing win conditions, and executing them as needed.
If you got that down relatively quickly, and you know for a fact that little gen progress was made, well... now you're just being a poor sport.
People will complain about camping, but my reading is that most people acknowledge camping has a time and place.
@Roaroftime said:
I've been on solo queue and the rounds have all been awful again but im surprised at the amount of toxic teammates in the end game chat directed at other survivors like we're not all in the same boat and have been nerfed to oblivion together its so sad
I'm not sure what I did, but...
Last night I had 2 survivors leave me to die on first hook, 2 minutes into the game. I had kindred, they could see my friend was in a chase, yet they decided to both crank a gen together.
Then this afternoon I'm playing on lunch break, and in lobby I get this:
I'm guessing I pissed off some kids that all play out of the same Discord, cause I got a reputation lmfao
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3080762#Comment_3080762
This game definitely has a "get good" component. You have to learn how killer powers modify their ability to chase. You and two survivors can play perfectly and have a potato that throws the game. That totally sucks - but this is a match making problem.
Several of the killers have a "build up" mechanic where they get stronger over time. But every map starts in "perfect" condition with all the pallets intact. If you as a survivor are not able to make the first chase last one generator then you are doing something wrong. But it also matters how many resources you use up in a chase.
Yesterday I was playing infinite T3 MM and a Bill let me get all of his juice very quickly. I hit him and then chased him for the duration of my corrupt. I chose not to down him quickly because he was kind enough to throw every pallet on one side of the map. It was a good game for me and a horrible one for my opponents because of that Bill's actions. They got about 2.5 gens done that chase but Bill made a nearly"untouchable" 4 gen setup.
https://forum.deadbydaylight.com/en/discussion/comment/3080784#Comment_3080784
It sucks that the game design forces killers to tunnel to compete with the survivor's objective unless the survivors are much lower in skill than the killer (at which point he can go for hooks).
You and two survivors can play perfectly and have a potato that throws the game. That totally sucks - but this is a match making problem.
I would equally consider this a design problem. There is a limit to the accuracy of match-making, when trying to find a compromise with queue times. Therefore, the game itself should be designed with the understanding that every lobby will contain a varying degree of skill and experience.
The skill-gap needn't been an issue, however, if DBD was designed without this moral quandry that it's been imposing upon killers.
It should not be the responsibility of the killer to facilitate a fun an exciting match--rather the means in which they go about achieving their goals should naturally be fun, exciting, tense, etc. In so much that the less-skilled player may experience frustration and humility, while the experienced survivors are presented an opportunity to play the hero (or anti-hero). All the while, the killer can play the role of the big scary unstoppable force from beginning to end.
But alas, here I am, asking killers to recognize when they've met their win condition, and to stop beating a dead horse.
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I recommend Hope, if you find yourself in those end-game situations frequently.
Personally, I feel they went way too far to the other side with these 2 changes.
I'd much prefer the perks still work, but on a significantly shorter timer (say 30s for DS, and 15s for OTR). That way, they're really only an insurance for survivors who are hook trading at the gate. If the killer manages to hook you far enough away from the gate, they'll have no problem waiting out these timers.
The issue I'm seeing is that once the gates are powered, even if all 4 survivors are alive and on first hook, the unlucky one to go down just dies.
The only thing capable of getting them through the gates at that point is a teammate with Borrowed Time and an exhaustion perk like Sprint Burst or Lithe. The killer has no other objective at that point, so the only thing stopping them from securing a kill is an unprecedented number of body blocks and their own mistakes.
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Off the Record also doesn't explicitly state that a Conspicuous Action cancels the Endurance Status Effect.
They only ever made a blanket statement regarding all Endurance Status Effects in the patch notes.
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@Moxie said:
The grind is only reduced if you planned on getting every survivor/Killer with every perk.
Most people just want their favorite survivors/Killers to have the good perks so the grind has NOT been reduced.
This. One-thousand times, this.
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@JibbyNeutron said:
https://forum.deadbydaylight.com/en/discussion/comment/3081896#Comment_3081896
This is the one of the dumbest challenges ever. This one was sitting for me several weeks on standby. It takes forever to finish it when you play naturally and optimal. And I dont throw a game just for a challenge
I'm now wondering how long this one will take me....
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I'm trying to push through, but it is tough.
For 6 trials now, I've tried to complete the archive challenge Blood Debt (unhook 4 survivors who unhooked you earlier in the trial), and I've made zero progress.
Either I don't get hooked first, and the killer tunnels everyone else out of the game.
Or I get hooked first, and I get tunneled out of the game.
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@Ink_Eyes said:
Im calling low MMR on this one, no actual good killer gets beat by stealth.....bottom of the barrel MMR matches here.
I mean… if the killer isn’t running Lethal, what are they gonna do? Check behind every rock?
Either way, OP’s advice doesnt do much for me. I actively try to get the killer’s attention, but they’re always too busy killing my teammates first
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3079971#Comment_3079971
"Yeah I don’t really see the fun killers have in tunneling one survivor out at 5 gens. I’m not judging, I just don’t understand why they do it because it’s not fun for anyone."
When was the last time as a survivor you got all the gens to 20% before you got any generator to 40%? That happened exactly never because it's not efficient. If I hook Jake three times then generator repair potential has been reduced by 25% forever. That's why you get out one player.
Also with one player dead the dynamic changes. If I have one dead, one hooked and I am chasing one survivor then there is one person who must go for the save. This forces a loop where the survivors just keep playing whack a mole with their rescues/heals instead of cranking out generators.
I'll stop proxy camping/tunneling the day that generators don't get permanently eliminated.
It is a false equivalence.
When survivors complete their objective as fast as possible, the killer still has agency in the trial and the ability to interact with the survivors. When the killer completes their objective as fast as possible, the survivor(s) lose agency and their ability to interact with the killer.
In the former example, the opposing side loses nothing. In the latter example, the opposing side loses their ability to play the game.
Your argument is comparing apples and oranges.
Your math is also incorrect.
First Chase: 1 survivor in chase & 3 survivors on gens.
Second Chase: 1 survivor in chase, 1 survivor on hook, 1 rescuing/healing, & 1 survivor on a generator.
After First Sacrifice: 1 survivor in chase, 1 survivor on hook, 1 rescuing/healing
After your first chase, unless you are unable to down survivors as fast as they are being saved & healed, the survivors' ability to advance their objective is reduced to a third of what it was during your first chase. As soon as you sacrifice one survivor, the survivor's ability to advance their objective is effectively removed.
And when you can easily remove a single survivor from the game it begs the question "why play the game at all?"
What kind of person do you need to be to feel accomplishment in something so mathmatically unimpressive? Or are their other motivating factors? Because you're not beating 4 survivors, you're beating 1 survivor, and the remaining 3 just lose by default. A game intended to be played by 5 people is now suddenly reduced to a 1v1 (in which one side is designed to catch the other), and you've single-handedly ruined the experience for all (but yourself, presumably).
It is selfish behavior, if nothing else.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3080267#Comment_3080267
Lol you were playing with Hexy. Hexy pretty much went AFK to watch TikToks and threw the game right from the jump anyways
just watched the clip, haha i had no idea it was him! He went down before I even tabbed in--now I know why lol
glad he got his achievement done. dont blame him for just throwing himself at the killer at the end--basically what I did after him
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So I hopped on for a 6th game...big mistake.
This is the face of the Blight that killed me and my teammate at 5 gens (4th gen completed while I was in my last chase). Though tbf, I basically handed myself up to him on a silver platter so he'd chase me instead of mori my teammate right away. He didn't camp, but he sure made a point to rush all the way back to each unhook. Kinda sad, really, because I could tell he has at least 100hrs on Blight and doesn't need to play this way to 4k.
And this is his attitude:
Hope everyone else's night is going swell :)
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3080021#Comment_3080021
Oh ok
I ask because i have the challenge "out isnt an option" in tome 9 but it doesnt seem to be counting when i stop the exit gates from being opened, whether or not the exit gates were powered
That is the one I was doing!
I had to kill everyone before they finished the 5th gen. It doesn't count otherwise
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3078513#Comment_3078513
Well did you end up getting the challenge done at least?
Eventually?
Not with Wraith! I switched to Huntress, and got it done the following trial. I didn't want to spend any more attempts on the challenge than I needed to, so playing Wraith once more felt like it would have been a gamble 😅
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@GannTM said:
Yeah I don’t really see the fun killers have in tunneling one survivor out at 5 gens. I’m not judging, I just don’t understand why they do it because it’s not fun for anyone.
Anyway, my day’s been ok, just long. Can’t wait to get home, get on DBD, and play as the love of my life. How’s your day?
My day's been alright! Been better, but I can't complain (any more than I have). Probably going to do some painting in a little bit to relax.
@VcatoV86 said:
This is the new meta the devs intended, don't you know?
I agree with TheGannMan. I never tunnel or camp as a killer--yes, even when I have a toxic SWF group and get my first down after all gens have popped (pre patch).
I really do not understand.
Nevertheless, here we are. And it has been every single one of my games since the patch (and most since the anniversary event).
So I actually don't mind if a killer tunnels a survivor off their first hook at 5 gens. On occassion I'm guilty of it, when I want to play a chill game as killer; I'll mentally rule that death hook survivor off-limits the rest of the game, or until I need a sacrifice for late-game pressure.
But throwing a survivor on death hook at 4-5 gens, when you don't have at least 4 hooks already, just feels like pouring salt on the wound.
We can't control other people, but I definitely wish more killers had the self-control to ease off that gas pedal once they've asserted their dominance.
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I'm not a fan of single-use, all-or-nothing perks. But as bm33 pointed out, there are tons of perks on both sides that have zero-value potential.
I agree with you; it should be looked at, as well as several other perks.
As a personal note, I mind the all-or-nothing perks less as a survivor, because the survivors (as a team) have 4x the chance of their perks seeing value. I actually run all-or-nothing builds quite often on survivor
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3079368#Comment_3079368
Depends on the map.
If it's Ormond / Suffocation Pit / Blood Lodge, then 'half of the map' is most certainly a 3 gen scenario.
This post isn't asking people to define a 3-gen. Can we not continue to argue that here please? Thanks.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/336119/call-of-checkmate
Preventing a 3 gen situation is entirely in the hands of the survivors. Been that way for years. If the survivors force a 3 gen situation, they have set themselves up for failure. That's why I typically run deja vu. You can break a 3 gen situation at the very beginning of the match. It also got buffed this patch.
It's not a 3-gen just because 3 generators are on the same half of the map. ..and thats all I've seen it take to drag a game out in a tug-of-war where the killer just kicks a gen, gets one hit, then returns to patrolling.
The game usually ends when one survivor over extends and gets downed.
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I'm not a streamer, but I have played a good many matches since the update dropped.
I haven't been keeping a detailed record, so this is mildly anecdotal...
Out of 30 games, give or take, i've escaped through the exit maybe 3 times, the hatch twice, and i've died at 4-5 gens more than ever before.
I typically play solo survivor, and I never really used Dead Hard before the update, so nothing has changed from a gameplay standpoint for me--except that gens are significantly harder to complete.
Every time I escaped thru the gate, 2 or 3 other survivors also escaped. Only twice have other survivors escaped through the exit gates without me.
It has been really difficult for me to gauge the influence the changes are having on my games. There are a lot of changing variables that are influencing my trials, and many of them seem to be indirectly related to the update (i.e. matchmaking, people d/cing or giving up, people playing for perk value rather than objectives)
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3078512#Comment_3078512
Not to be rude, but you are wrong.
Not on a technical level. The problem is that Myers in particular cannot stalk at 40m.
He "can" but at 10% efficiency, meaning it would take 60 seconds to tier up. This is just ludicrous. You cannot realistically do that.
Furthermore, that's a mere 4m of "wiggle room," which will be difficult for both killers to judge.
So your claim that they can easily outpace it is wrong.
dude, no need to antagonize her.
In the case of OP testing the perks functions in a custom match, yes the killer can "easily be out of Spine Chills detection zone."
Nothing about what she said was wrong. This didn't warrant a "bUt AcTuAlLy..."
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@Gylfie said:
Is Lightweight actually noticeable now? I've used it a bit as survivor but I have no idea if it messes with the killer at all.
If i'm not mistaken, new Lightweight means the scratch marks are only visible for 2 seconds. Definitely a signifcant difference from 7 seconds on maps where you can easily break line of sight.
It wouldn't rely on it to help you run circles around the killer in a tight spot, but a killer might abandon a chase early if they're finding you difficult to locate.
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He is severely hindered by the healing buffs, as his hit-n-run playstyle is rendered virtually useless.
I just played two games with him, running NWO, Brutal, Bamboozle, Fire Up (doing an old Archive for NWO).
First game, I 4k'd on Midwich while playing super nice (saw survivors and didn't chase them because they just came off the hook), but I didn't get the archive done because I apparently needed to kill everyone before the last gen popped.
Second game, I got steamrolled on Badham's, and felt bullied by the coordination and timing of survivors in the trial. Ended up being a really tilting match, but I blame the map more than Wraith.
Either way, he does feel underwhelming in chase. He is completely helpless on most pallet loops, and will be punished by players who know how to greed tiles. I really only lose against him when the map is favorable for his stealth and the other survivors dont pressure the objective
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3078070#Comment_3078070
Map design is why they struggle so much, half the maps you cant do anything on. Eyrie of Crows and Garden of Joy have horrible collision. And some maps are just way too safe, such as The Game and Badham. And of course, indoor maps such, like RPD, and Lery's. Anytime I get these maps, I know it's just going to be a horrible experience, and half the time I just spend contemplating on DCing.
The game use to balance map with Billy in mind, but they stopped doing that a long time ago.
yes and no. everything you said is correct, generally speaking.
but the Billy's i'm thinking about, who struggle to hit their curves, are struggling on autohaven car loops that Billys are notoriously lethal around. I'm thinking about players who are clearly interested in mastering a skill, but are early in their journey--these are the players I give extra trial time to
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You missed the third reason that people camp.
3) Some people just want to watch the world burn
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If I have LOS on someone else's chase, or am in first chase, and can see that it is an M2-only curve Billy, I will stop slamming gens.
...unless he is absolutely cracked, then I will slam gens as fast as possible because I know it is going to be a tough match.
Most curve Billy's I run into struggle to down in a timely manner, but commit to the curve. I respect that, so I do my part to give them more time to practice and also try to get in chase myself before the last gen pops.
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You all work on being stealthy, and I'll continue to pray the killer finds me instead of my teammates. The game always ends the moment I'm downed or no longer in chase.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3076374#Comment_3076374
1 second DH still allowed DH for distance to windows
Using Dead Hard locks you in an animation that prevents you from vaulting windows or throwing pallets. Because they removed the distance you gain, you cant use DH for distance, even if DH lasts 1 second.
tbh, the change from DH lasting .5s down from 1s doesn't even do much, considering you either use it as a reaction or you don't. As soon as someone uses Dead Hard, the killer sees the animation and knows not to swing. So don't swing--no problem. If someone is using it as a reaction, well it doesn't matter how long DH lasts because the killer has already started their attack. The only thing that matters at that point is whether the survivor reacts in time to procc endurance.
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https://media.giphy.com/media/49zC0Bm1kbu36/giphy.gif@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3076212#Comment_3076212
You've spent more time on replying about the structure than it would have taken you to read it. Not my fault. Move on.
you.
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@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3075787#Comment_3075787
All you have done is criticize the post because it was not formatted in a way you liked. We're not in an English class and you aren't my teacher. Either read it or move on. We're not here for lessons or to criticize THAT type of thing. Go elsewhere for the attention you so desperately crave
@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/3075702#Comment_3075702
We got the paragraph police here watch out y'all
I critiqued your formatting because its evident you spent time and energy thinking about and writing your post.
If you don't want that time to be wasted, you should be mindful of your presentation.
This isn't a personal assault on your character--I'm trying to help you reach a wider audience.
I'm not the only one who is going to see your post and say "nope, i'm not reading that." Sure, some have and some will, but your presentation isolates a population of readers who would otherwise have meaningful contributions to offer this conversation.
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@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3075702#Comment_3075702
I read it just fine. Reread it just fine now as well. We'll see you later, Forum English Teacher.
why post at all, if you respond to criticism with a closed mind?
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@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3075598#Comment_3075598
Then don't read it? TBF it's formatted perfectly fine.
this is not formatted perfectly fine, this is an illegible mess.
There are paragraph settings you can use to create hierarchy and make your post more inviting to read.
You clearly took time to write something you feel strongly about. Not that many people are going to read it if you present it like this.
Ignore me if you want, but it'd be to your detriment.
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Holy wall of text.
Mate, do you think you could reformat this so it is a little easier on the eyes? Either less wordy, or just has some sort of hierarchy.
No disrespect, but I'm not reading this--not like this anyway



