KayTwoAyy
KayTwoAyy
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/219711/dear-deathslinger
If the queue's long would I recommend playing some killer maybe these killers actions might make more sense if you understood why they were doing it. I could explain the variety of things that could push the slinger to target you but there's a strong chance you won't believe me until you see it yourself. Doesn't make it ok that your allies and the slinger choose to do this but hey dbd is a mess of a game.
Please do not assume that I have never played killer before.
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@SilentPill said:
I hate sprint burst far more. Dead hard for distance is annoying but when 3-4 survivors all have sprint burst it just takes forever to catch up with anyone for a chase and you can never swap targets.
Nothing makes me leave a chase I haven't even committed to faster than Sprint Burst + Spine Chill
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If a wounded survivor comes to me and crouches while i'm at 70% or more gen progress I absolutely will not heal you first. Possibly a hot take, but my reason is two-fold...
- It wont take that long for both of us to crank out the gen, so just help me with it
- If I start healing you and the killer comes over, now we have an unfinished generator and an unhealed survivor
Far too often a survivor will t-bag me while i finish the last 30%, only for a killer to come over and interupt me at 95%. The injured survivor scatters like a scared puppy and the generator never gets complete (possibly even popped if I'm caught in a deadzone). In that scenario, I will not have been able to finish the heal, but I would gladly take a protection hit and aggro if the teammate helped fix the generator.
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@Dustin ooo, similar to the RTS idea, a killer who could unleash small creatures from cages, that go around and find survivors and cling to them (similar to Victor), but don't deal damage. The killer then receives a notification, so she can use the mob as tracking. Add-ons would then give her aura reading for a few seconds, inflict blindness, obliviousness, etc.
Doc is the only real anti-stealth killer atm, so this would add another tracking killer in the game.
For some reason i'm picturing the Mummy style killer here, where the mob is the flesh-eating scarabs in that movie. Maybe for chases, beatles can crawl out from all over her and block a pallet or window up ahead (chosen the way Freddy selects his teleport).
She would get some major synergy out of Bamboozle.
@MrPeterPFL ever since seeing In Silence on steam, I've been wanting this theme killer in the game. Personally I would like to see Spirit get reworked into this, and have her ability be glimpses into the material world (seeing flickers of survivors).
But if echo-location is specifically what you are looking for I could understand why something batlike on a new killer is more fitting.
On that note, I am surprised to see vampires have not found their way into the game yet. There are an abundant of ways I could see a vampire killer being designed for the game--in particular the ability to shapeshift into bats or mist to scale vertical elements of the map would be epic.
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I never understood why they don't roll out more hotfixes for issues effecting gameplay--be it for quality of life, or to simply improve the game as a whole. It has become common practice for studios to release minor patches every 3 to 4 days that address bugs or glitches discovered and reported after major updates.
If they fix a bug by end-of-day on Thursday, there is no reason why that hotfix cannot be added by Friday morning.
In fact, I cannot fathom the reason they prefer to leave the game filled with flaws when they can chisel it out day by day.
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Honorable Mention:
Tapp has the best P3 get-up of all the survivors imo.
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Sweater Gang + Tuxedo Ace
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@2LuvRias said:
https://forum.deadbydaylight.com/en/discussion/comment/1870676#Comment_1870676
How would you know exactly? Forgive me if that sounded Snarky, not my intention but how can you know that its not less common if you don't even play with red ranks? I play at rank 1 survivor and literally never see Urban Evasion P3 players that don't benefit the team. I do agree withsome (not all) red ranks being new to the game. Like I said it's "alot less common" the problem dosent completely vanish as stealth is a tactic similarly to camping. The problem with afew(not all) red rank players are that they just gen rush and hope it works.
I know, because I am a Rank 1 Survivor and a Rank 1 Killer, and I have been for over a 1.4k hours.
I am witness to the fact that reaching Rank 1 does not improve one's gameplay experience, with regards to teammates.
The only thing being Rank 1 does is increase my likelyhood of playing against a competent killer who will either ######### on my teammates, and myself by proxy, or not make me feel like an ass for bullying a killer.
Red Ranks is far from an indication of skill, and the matchmaking system achknowledges that by repeatedly throwing me alongside Green and Purple ranks who occassionally are better than the gen-averse robots wielding a red rank in post-game lobby.
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@2LuvRias said:
Once you get to Red ranks its ALOT less common. I recommend you focus on getting there, whilst some red ranks have they're own issues and the games more sweaty you won't need to put up with P3 Clauds self caring In the corner.
its not less common in red ranks. mostly because i don't get matched with red ranks, but also because the red ranks I do get matched with are still fairly new to the game.
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Hag, hands down.
Not once in my 1.5k hours have i said the words "that was a fun match" against a hag.
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@indieeden7 said:
I don't see why it wouldn't, it works with current Undying
With current Undying, Haunted Ground is ACTIVATED and then RELOCATED.
With future Undying, Haunted Ground is REPLACED and then RELOCATED.
The semantics on this suggest that Haunted Ground can never be broken until AFTER Undying, therefore limiting Haunted Ground to one use every game.
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It has nothing to do with survivor's desire to "do bones."
When Undying first came out, I would run Distortion with Small Game AND a Map. It was practical then, and it helped most of the time, but even with perks designed to hard-counter Hex totems, I felt my contributions were underwhelming.
I have played games where everyone was either looking for totems or looping the killer. Many times our team would cleanse 4 or 5 totems before Ruin broke, and in that time 0 generators were complete, the killer had 3 hooks, and the map was down at least 6 pallets.
Some maps only spawn 7 pallets, with very few windows.
Ruin/Undying provides killers with a huge handicap, and it frequently throws survivors in a hole that is incredibly difficult to climb out of at zero cost to the killer.
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@Gay Myers (Luzi) I noticed you moved this post to "Off-Topic."
While a literal interpretation might suggest as much, the entire post (and its title) is a satirical metaphor for the current state of DBD and the outliers whose strategical approach--compounded with the tools at their disposal--can make playing killer an altogether unenjoyable experience.
When read comprehensively, this post is very on-topic.
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Dry Translation:
I was playing Skill-Check Doctor. I was quite pumped about it, despite seeing Bill key-swap, until 4 generators were completed in 2.5 minutes. I changed my gameplan and lost the last generator in the process. Bill was later seen standing around hatch with a key, next to his teammates. I shocked him so he couldn't open the hatch and immediately downed him.
I put Bill in the basement on deathhook, and his teammates all died trying to pick up his key.
It was a nice turn of events, but I left the match feeling unsatisfied.
I did not "win" the trial. I never felt as though I could win the trial. The survivors lost the trial, and I stood only an inch taller as a result.
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Join the club...
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@GannTM said:
This isn’t the solution to fixing spirit. There shouldn’t be a specific perk that is made to counter a specific killer. That’s why calm spirit, old slippery meat, and small game are all issues imo, even though all those perks are awful most of the time. Giving spirit a rework where she has more reliable counterplay is the route we should be taking.
I agree with you 100%, and that is the route I would like the dev team to move.
However... I'm trying to be realistic in what I ask here. BHVR is a business, and if a band-aid is the most cost-effective way to fix the problem, thats the route they are more than likely going to go.
I think Spirit is in a good place. But an above-average Spirit will often make me feel like Spirit is incredibly broken. I've played against a lot of Spirits, and I don't feel any closer to knowing how to counter her power. A perk that provides better audio cues would at least allow me to hear where I successfully misdirected the Spirit, and allow me to learn from that experience so that one day I can feel more confident playing against a Spirit without the perk (like what Technician does for new survivors learning to hit skill checks).
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@I_am_Negan said:
Report him because he t-bagged😂
What happened if he did unhook you?
Then you'll be on here bitching because he unhooked you in front of the killer
I did not realize it was not reportable--so great to learn.
That said, I prefer being farmed off hook over the situation that unfolded following this one.
The dwight was a swf with another dwight. Both dwights refused to unhook myself or our fourth survivor. I completed the only gens leading into this clip, and then proceeded to loop Demo for about 2-3 minutes. This dwight clearly was not trying to complete objectives, and I died 2 minutes later when the timer ran out.
Demo never proxy-camped.
It was frustrating, but I understand now it is not reportable.
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Played 9 more games tonight. Image speaks for itself.
Was ready to quit after the 5th match, but muscled through in the name of science and statistics.
It is excrutiating to play down at this level. There is a fundamental lack of situational awareness that is both detrimental and unejoyable to endure for players more familiar with the game's strategies.
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@Anara said:
Im actually a survivor main but sometimes I play killer for fun and for rift challenges.
When I play killer I play bad, but I dont tunnel or camp or slug and I use fun builds and bad perks. Because I enjoy the game and I dont care to win.
But half of end game chats there are always survivors complaining about me, insulting me for nothing... tell me horrible things I cant write here.... I always report this kind of players but I still saw end game chats like this.
Ive never seen a killer fair like me. I know that Im loosing but I still dont camp and ran away from hooks to practice chases and get better.
Survivors are escaping and still insults me in end game chat. They calling me a tunneler but everyone have been hooked twice...
I know the most popular opinion is that killers are toxic etc but its wrong survivors players are way more and insults killers for nothing.
Its very sad because this game is very fun but players are just trash people, sorry to say that...
I just want to say : Behaviour please do your job and ban players like this from the game. They are very hurtful for free, with no reason. There are games rules but they dont care because they are not banned and still in this game.
I just start to think that killer is the bad role and whatever your gameplay, kind or toxic, survivors just like to insult killers because they are the bad role.
As a glorified professional post-game sweet talker, the best advice I can offer you is to click Continue as soon as the option appears.
Do not satisfy toxic gamers with the knowledge that you read their post-game message (let alone give them a response).
HOWEVER, as a toxic post-game keyboard warrior myself, I would love it if you felt so inclined to engage me with meaningless toxic banter back and forth until one of us decides to leave first. I am admittedly so toxic in post-game chat that if I were granted one free banhammer from BHVR, I would use it to chat-ban myself.
That said, you have full control over how you engage with the community after your match, and I implore you to consider the weight you place in the words of strangers you just played in an online video game.
Personally, I get some fulfillment out of competitive banter--the more creative the insult the better. I emotionally detach myself from the words I say or receive and I expect the people throwing it back at me to do the same. Some people need to vent to blow off steam or release the stress of the match--I do it because in my mind the match was just the first half, and post-game chat is the second. If the opponent rallied hard and played well during the match then I need to come out the gate swinging in the second half (post-game chat).
If the opponent ego's me and ignores my comment, thats a W for them in the second half.
If they throw words first and I ego them, thats a W for me in the second half.
If we both toss in some words, then we got ourselves a game and I could care less who comes out on top.
I don't advocate for toxic banter, but if you had to be nasty in post-game chat... my mental approach is definitely the best (:
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Personally, my issue with Forced Penance (and all other features that force the Broken status on survivors), is that it incentivizes objective for survivors who would otherwise waste time healing.
- Survivors comfortable being injured may already be running Resilience, so they don't mind being Broken.
- Survivors terrified of being injured are robbed of the opportunity to waste their teammates' time self-caring in the corner.
Being broken means you have no choice but to do gens or totems--two things the killer would love to know you're doing anything but.
Forced Penance counters two players, and two players only.
- Mettle of Man builds relying on quick healers kits or Inner Strength
- Survivors who hide for minutes in lockers and corners when they are injured without self-care or teammates to heal them
In theory it should counter overly-altruistic players, but in reality these gamers are confident looping the killer while injured. Being broken does not bother them, and often times they have entire builds constructed around being injured (Resilience/Dead Hard/Iron Will).
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I have a few builds in rotation now, depending on how the day is going. Most of the time I want those juicy bloodpoints, so WGLF is a staple.
Anti-Ruin/Undying Build: Small Game, Distortion, Inner Strength, WGLF (Detective's Hunch or Spine Chill both great replacements for WGLF)
Sabo Build: Breakout, Mettle of Man, WGLF, (Choice of Inner Strength, Saboteur, Empathy, or Tenacity)
Sabo Build 2.0 (niche build, so SWF only): Tenacity, Flip Flop, Power Struggle, Unbreakable (with sabo box)
Bloodpoint Build: Prove Thyself, We'll Make It, Kindred, WGLF
Escape Artist: Quick & Quiet, Lithe, Poised, WGLF (Adrenaline is a great replacement for WGLF)
Escape Artist 2.0: Quick & Quiet, Head On, Deception, WGLF (Dance with Me is a great replacement for WGLF)
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@Ihatelife said:
Thanks @GoodBoyKaru <3
At least I don't have to watch our AMAZING game designer again for a while...
okay, we get it. you didn't like the most recent live stream.
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Deception does not currently remove scratch marks.
I've still managed to fool killers, but watching back VODs of opponents, playing killer against the perk, and testing in KYF has revealed that scratch marks are still visible after activating the perk.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1792476#Comment_1792476
McLean is also a dev ( Gameplay programmer ) But yet he can somehow explain the things clearly and making it easy to understand. He doesn't look like he's reading something on force and from papers or notes on the computer.
Then it is likely McLean has more public speaking experience, or simply takes to it more naturally than others.
Companies hire PR Managers and Community Leaders because the people who actually create are not expected to have experience presenting. Unless I misunderstand the process of becoming a mod on this forum, MandyTalk and other mods are the perfect example of this--they were hired for their experience with customer support and moderating online discourse.
Just as MandyTalk is not expected to know how to design a game, Ethan is not expected to know how to entertain.
There are benefits to hearing Q&A's directly from the horse's mouth, but it sounds as though you would prefer PR to handle the live streams. If that is the case, you are not wrong for wanting to voice that opinion. ...but you could have done it in a nicer way.
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@Asssblasster625 said:
https://forum.deadbydaylight.com/en/discussion/comment/1788276#Comment_1788276
Alright then thank you for clearing that up I thought you were gonna complain about killers going boring and the defend lame survivor setups.
Ethan pretty much summed it up perfectly today in the Q&A Livestream, in response to a comment about changing the meta more frequently.
"Some people are going to run the same four perks every match, because thats what works for them [...] it would be great if they do decide to switch it up, but if thats the way they enjoy the game we don't really want to tell them no either."
Those of us who love variety will always take issue with those who wish only to run the same meta perks day-in and day-out, because at the end of the day we can't tell people how they are supposed to enjoy the game. The best we can do is show others that the game can be enjoyed in unconvential ways, and that perks they feel dependent on are not as necessary as they may think.
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I've been surprised by how fast Victor is able to be rereleased after a survivor kicks him, so I don't feel as though being able to do so is truly punishing. But admittedly I have not played the new killer since PTB, so I do not have any personal stake in a change at the moment.
Becoming the obsession fits thematically, and could make for some really interesting builds on the Twins. I'd be about it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1789613#Comment_1789613
https://forum.deadbydaylight.com/en/discussion/comment/1789630#Comment_1789630
Dang, well if you're hitting this at 30ms I am not optimistic. My ping is usually triple that O.O
Haven't gotten to play today, but I wouldn't be surprised if I hit the same thing.
Let me know your experience once you get a chance to try it out.
I realized today that every time I've talked about hit validation in the past, it was always with respect to survivors. Killers act and survivors react. In order to react appropriately, survivors need the ability to trust what they are seeing.
In other words, hit validation is needed in order to improve the way survivors react to the killer.
But there is a very important (and oh so obvious now that I see it) fact about DBD that I overlooked. While killers are the acting force to which survivors react, killers also react to survivors' reactions. Herein lies the challenge of hit validation.
A killer will never act or react to information they do not have, so how do you help a killer account for the misleading visuals in front of them?
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@[Deleted User] said:
The one thing we can't tell from these clips is how bad your ping is, though. Yes, this looks awful, but if your ping is like 200ms or something, especially with a killer moving this fast, I could totally see hits getting rejected.
If you have Oni, I'd say give him a spin and see what your experience is with his Demon Strike.
I didn't think to take a screenshot of everyone's ping (first time reporting an issue like this), but I was sitting around 30ms the two times I checked.
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@dspaceman20 said:
Wait why does your camera keep moving left when the person is in front of you?
I'm not sure--I think it is related to the changes. It could be a side-effect of Hit Validation or it could be an entirely different bug all-together.
The fact that the survivors scream leads me to believe it is forced camera change by HV--the team is looking into it.
Clip 3 was the nail in the coffin for me. I think my oni did a complete 180 spin, even tho Feng was standing still in a dead zone. I would have broken my wrists trying to pull that off intentionally lol
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@Gallioni said:
I tried playing as Oni as a usually do after hit validation was reintroduced. Holy crap. It's borderline unplayable, I got cheated out of 3-4 fair hits with blood fury throughout the course of the match, which of course resulted in a loss.
I have a very good connection and my ping usually sits at 60-70ms tops.
Can anyone else who has tried Oni recently give their thoughts?
recently shared oni clips from my matches in the discussions. my ping is typically between 20-30ms yet all of my routine demon dash attacks whiffed as if I was seeing a ghost.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/210084/ruin-undying-is-balanced-natural-rank-reset
Except that it isn’t weeding them out. They still pip or safety pip even if the entire team dies. Undying isn’t weeding out bad survivor players at all, it’s just making the game even more miserable for the people they’re paired with.
If the ranking system actually did what any ranking system is SUPPOSED to do (matched people with similar skill/experience levels together), it wouldn’t be a problem. But it’s basically impossible to consistently depip, so it does nothing.
There is definitely truth in what you are saying, which is why the shift has been slow and painful.
We have had several rank resets since Blight, allowing survivors who frequently safety pip in red ranks to prove they can climb back up. Is it easy to do? Sure. But the popularity of Ruin/Undying has made a noticeable impact in my experience.
I find more dependable teammates now than I have in months past. Games where my teammates are making more questionable decisions are often explained in the post-game when their differing ranks are revealed.
I would still like to see a working skill-based matchmaking system, but at the moment I am appreciating the impact that Undying has had on the state of play (perk combo redundancy aside).
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@Chilli_man2400 said:
Sadly you can’t change them the only way to get rid of them is let themselves get banned or get in trouble
i've seen a handful with 2k+ comments in the forums whose passive aggressive remarks seem to fly under the radar. its a shame, because even indirect aggression is toxic--especially when it totally disregards the OP's topic.
i tried to set the foot down against said commenters a few times now. But I must have been too heavy handed because I've been chat banned twice on the forum for talking back.
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@MojoTheFabulous said:
https://forum.deadbydaylight.com/en/discussion/comment/1767051#Comment_1767051
2 games really isn't enough to gather data on something. Especially when you don't know why the killers tunneled in the first place.
you care to add your experiences to the data, or just play armchair statistician from the other side of your monitor?
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@MojoTheFabulous said:
Ah yes, 2 games is enough to know that killers are going to tunnel purely because bloodlust is gone. For sure.
cringe remark.
i play DBD almost daily and have kept DS, BT, Unbreakable out of my rotation since the Silent Hill content update.
the tunneling I experienced the first two games without bloodlust was concerncing to say the least. have i experienced the same content since those games? no; however, it was enough of an anomaly to warrant my post on the forums. i've used DS in several games this weekend
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@ABannedCat said:
That hit was in range. Dropping pallets locks the survivor in place, which is an easy target.
Maybe dont make stupid spins infront of pallet next time, and drop it earlier.
Also judging by how janky the animation was, you have a bad ping. Which you rightfully get punished for.
um.. what?
My ping was 20-30ms. And even if it wasn't, survivors do not deserve to be punished for having poor ping. What kind of mentality is that? You don't choose the lobby you are placed in. The game might pair you in a distant server because your queue time was extremely long.
Also bold of you to assert that I was trying to style on the killer based on a 4 second clip. I had looped him around shack, he bamboozled the window, so I ran backside of shack. This clip picks up immediately after I run past pallet as he moonwalks in from the other side (instead of following me all the way around backside). It was a nice play on the killers part, which caught me off guard, and forced me to drop pallet.
The hit was not in range, and I would appreciate it if you don't make passive agressive assertions about survivors on the forum.
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@RepostRiposte said:
A new player looks at the little spacebar mashing prompt and thinks " Oh, I have to mash as quickly as possible to not die."
Then they immediately suicide on hook because if you mash any faster than a leisurely pace your inputs will stop registering and the game kills you.
This, and network latency, are the two single greatest arguments against keeping button-mashing in the game.
It is more than a quality-of-life rework--it is a healthy overhaul of an antiquated mechanic. Survivors should not be dying because the game fails to consider the possibility of hardware or software errors. Hell, console players probably die on hook because their controller battery dies.
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As Th3 said, the real issue lies in Ruin. New Ruin often forces survivors to choose between gen progression and a teammate on the hook. Personally, I think this is the sign of a really great perk--survivors need to choose between two pressing issues.
Unfortunately, in my experience Ruin over-incentivizes survivors to greed gens, which leads far too frequently to survivors struggling and even dying on first hook. Undying makes Ruin stronger, by forcing survivors to now choose between three pressing issues--unhooking a teammate, gen progression, and cleansing totems.
Does this mean that Ruin + Undying needs a nerf? No.
But it is a problem.
It is not healthy for the community to be forced into a new meta (cleansing totems before doing gens), by severely punishing them for not adapting to the new game. This issue transcends DBD, and is prevalent in many multiplayer settings. People want to see new ways to achieve victory added to the game--not be told that their old methods are obsolete.
That said, it is truly astonishing how easy it is to counter Undying (or any Hex Totems), if you create a perk build that keeps it in mind. Detective's Hunch (+ Open-Handed), Distortion, Small Game, and all map items are capable of eradicating totems and Inner Strength will even reward you for doing so. I cleansed 5 totems in under 2 minutes on Lerys with a map just yesterday; Ruin/Undying didn't stand a chance.
Like many aspects of DBD, builds can feel extremely powerful (or weak) under the right circumstances.
Ruin/Undying is extremely strong against 4 survivors with no aura reading perks/items, when the totem spawns are well-hidden. As it should be.
Ruin/Undying is extremely weak against 1 survivor with a map that can track the killer's belongings, and/or Small Game. Throw Distortion in there, and the killer doesn't even know you're cleansing his totem.
So is the OP wrong for his title, if one survivor can destroy a killer's entire build with one perk or item?
No, I think he stands correct.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/197257/nerf-hag-boring-killer-boring-to-play-against
git gud
Actually, because your posts show you legitimately do not know how to play against Hag. Learn where Hags typically place their traps, disrupt the traps when Hag cannot use them, bait teleports. These are the fundamental skills you need to go against good Hags. You don’t even need Dead Hard or Urban Evasion either, as I don’t use either perk and I’m fine going against Hags. Do I get outplayed sometimes? Yes. Is there counterplay to the “issues” you mentioned? Absolutely. Learn it.
Hag’s only legitimate problem is her built-in proxy camping. She’s fine in every other regard though. You can maybe make a case for the forced camera turning though, as that could be reduced by a bit.
its laughable that you find your response a be-all-end-all solution to my growing frustration with Hag. Crouch-walking is the default hard-counter to her gameplay.
everything you listed? sure, thats counterplay. But the success of that counterplay is wholy dependent on the killer's response to my actions and my teammates' indepentent actions. If I don't spawn closest to Hag, or find her before my teammates, I have neither the ability to see where she places her first few traps nor the freedom to dictate who she chases. Assuming I shadow the chase of my teammate, to trip her traps when she is locked in animations, we as a team are devoting 2 survivors to one chase.
Even if i'm lucky enough to have teammates who sit on gens instead of chests and bones, the inefficiency there is devastating--especially if she is running ruin/undying. As soon as she catches that first survivor, the game is over. Because as you have acknowledged, her built-in proxy camping is her biggest problem. The only counter to traps around the hook is swarming the hook (not viable in solos), and crouching up to unhook (praying your teammates crouches away from the hook--which they almost never).
A good hag will survey the area around the hook, and will most likely find you and chase you away from the hook. If not, have fun crouch-walking up to the unhook. snooze.
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I cant help but laugh at the few (presumably SWF) gamers who shrug the Hag's problems off as other players inability to counter her.
Her counter is the single most boring playstyle in the game, and that is the root of her issue. I play a game for entertainment, and should therefore not be forced to choose between winning and enjoying the game. "Enjoying the Game" is a constant the developers should be striving to achieve, and winning is the changing variable.
To address the responses furthermore, @Zagrid I do not personally have an issue with countering Hag. She is a very easy (and boring) killer to counter. I cannot, however, control my teammate's actions when I solo queue, and therefore am at the mercy of others in every Hag match. Mistakes made against Hag are magnified when compared to errors against other killers.
@Raptorrotas get your holier-than-thou attitude out of this forum, if you have nothing constructive to offer here. You don't know me or my experience in this game, and you are fundamentally flawed in your thinking if you believe your comment was at all funny or warranted. It is evident you have little experience in the field of game design or even in providing thoughtful criticism. Boring is not a catchword, when the medium in which it is refering to is meant to entertain. It is at that moment an indication of one's failure to succesfully provide entertainment.
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@Azgard12 said:
Keys are just a backup plan for when things go horribly for me as a Survivor.
As someone who predominantly played solo survivor until I got some friends to pick up the game, I sympathize with others who bring the key as a back-up plan for when things hit the fan. I believe that is what the devs had intended their use to be.
It is just unfortunate that some flaunt their key in the killer's face, and mistake a hatch escape for skill.
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@BigTimeGamer said:
hot take; moris are infinitely more powerful and game changing wheras keys have more of a requirement to use.
yes, the 3-4 man escape with a key sucks but that happens WAY less often than a game being lost (or won for the killer) due to the impact of even a single mori.
You clearly don't play killer.
Addressing the strength of Moris is neither a justification nor a a proper retort for the big ego banter in post-game.
A survivor who runs the aforemention build is no more or less talented than, say.. an Ultra-Rare Addon Freddy running Ebony Mori with Corrupt Intervention. Both have opted to play the game on "easy mode" and have sacrificed any high ground they may feel entitles them to talk trash.
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@whiteixal said:
https://forum.deadbydaylight.com/en/discussion/comment/1544252#Comment_1544252
i believe you should be bringing up better examples cause your build is obviously not meant for healing, let alone you have that malicious add-ons that's pretty much a gg if you know what you're doing, even if you don't have self care.
not saying i don't believe you, but you know that there should be more convincing match result to prove that self care can be whack.
I have deliberately been running an Oni build that theoretically is only viable on a couple of maps, yet am finding success with it on every map BECAUSE I can expect Self-Care when I see the crossplay icon. The point stands that my gimmick build is completely viable every match due to the astronomically large population of console players who believe Self-Care is the best perk in the game.
This should not be the case.
The OP's initial comments call attention to the surprising number of Self-Care gamers on console, and is simply questioning why it is so trendy, when in reality it is an inferior perk.
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This is what all of my games vs console players look like. Its barely a step above the games i had under new mmr, where I was playing against Rank 15-20s exclusively. I'm running a No-Blood Fury Build, and I don't even need to bring a map offering to make sure I play on Hawkins or the Game.
This image is from my match that ended 5 minutes ago. It was on the Game map, and no gens were complete before the final hook. I patrolled gens for 2 minutes before anyone even hopped on a generator, and once people were injured, I could see them self-caring in the corner nonstop.
It is 3 days into rank reset, so I'm assuming these are all console red ranks who have not played much since reset. This is consistent with my experience in crossplay so far, and frankly it is very boring.
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@sulaiman said:
yes, but it takes me alone to heal myself, while another one is needed to heal me who can´t do anything else at that time.
little math example:
take one minute. I heal myself for 32 seconds, then do a gen for the remaining 28 seconds, while another player does a gen for 60 seconds.
At the end, i am healed, and work at gens for 88 seconds are done.
now the other example.
someone else heals me for 16 seconds, then we both do gens for 44 seconds, leading to 88 seconds done on gens.
That doesn´t include inefficencys for working together on one gen, and doesnt include time to search for a healer.
Now explain why the later is better than the first. If you think my math is wrong, please let me know where.
I revised your math for you:
0 Seconds to not heal = 32 Seconds to complete generator
You are a burden to your team by running Self-Care, and require your teammates to run the killer for longer loops in order for progress to be made on generators. Run Adrenaline instead, and learn to loop killers while injured. If you don't feel confident looping the killer, run Decisive Strike. If you have ethical qualms about using DS, run Poised. If you don't have DLC, run Spine Chill and Resilience (and maybe Unbreakable).
Self-Care might as well be a killer perk that prevents survivors from healing eachother, because of how beneficial it is to slowing the game down for the killer. Assuming you have just been taken off the hook, consider the following...
The survivor who unhooked you spent time running to the hook and must spend time running back to their gen to continue making progress on the survivor's objective. One survivor is either looping the killer or hiding from the killer. That leaves only one other survivor to be making progress on the objective--assuming they did not also run over for unhook, or are not hiding because their teammate ran the killer in their direction.
By choosing to self-care, you are effectively halting the progress on survivor objectives. In the unfortunate, but likely, circumstance that another teammate falls sometime before or after you are unhooked, the vicious cycle repeats itself. Only this time, you have taken yourself out of the equation to Self-Care, and there is an even greater chance that no one will be working on generators for a short period of time.
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@BillyMain77 said:
https://forum.deadbydaylight.com/en/discussion/182531/console-players-and-self-care
No self care is 🗑 and not all of us console players are potatoes.
Lots of boosted red ranks right now due to so many babies in ranked for so long now.
Give it a little bit and you'll see that the real red ranks arent using self care because most of us dont mind being injured with alot of us running builds that give us a slight advantage when injured, plus if were confident in our looping ability plus we know what pallets are left around us were good.
Plus alot of us know that we need to get gens done first and healing second.
i've given it 20 high rank games, and so far every console player has brought Self-Care.
As a killer, I have had a console player bring a key every other game, and often times even a map offering.
not good looks for console
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While common consensus is that gen-rushing is the counter to camping, I have found that camping is also a counter to gen-rushing.
If I hook a survivor in the first 30 seconds of a match and 3 gens then pop before I either down or am about to down another survivor, I immediately return to first hook to camp. Survivors who play that efficiently will run all over me if 4 are left alive, and it is strategically advantageous for me to make sure the first survivor dies on first hook (it is also only a short wait by that time).
I find that survivors react to this strategy in one of two ways (they never continue to gen rush).
- They all all gather around, waiting for an opportunity to unhook (that never comes)
- They ambush the hook and try to overwhelm me
When the survivors pull the first strategy, I come away with 1 kill and no gens were progressed. When they pull the latter strategy, we trade hooks, and the game begins to snowball. Both outcomes result in change of pace that falls in my favor.
Survivors could certainly choose a third strategy, which would be to continue gen rushing and let their teammate die. If they do, so be it. I think gen-rushing is just as boring as camping, and I refuse to entertain anyone who finds satisfaction in playing the game as efficiently as possible.
Most SWFs do not seem to recognize how boring it can be to play against an efficient team, and will complain at length in post-game for my chosen strategy. The reality is that my actions are a direct result of theirs, and given the success I have seen I will continue to camp survivors when their teammates refuse to be altruistic. You are a fool to think a killer will let you unhook a survivor seconds before they enter struggle, and you deserve to be punished for your choice of gen over save.
It is worth noting that Myers, Legion, and Oni are my three most played killers--all three of which can benefit heavily from a full squad hook ambush.
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@Ekkles said:
https://forum.deadbydaylight.com/en/discussion/comment/1515683#Comment_1515683
From what I've also seen it gets worse for new killers who are just starting to play killer, my friend decided to play 1 game of trapper for the first time and all their survivors were rank 1, no kinda excuse for that. I guess it takes your mmr from your survivor experience? and assumes you're capable of beating them? the noob killer aspect just is confusing for me.
I just watched my friend make an alternate Steam account, and family-shared the game to himself so he could play killer at rank 20 with only 1 perk. He played Doctor and was queued in 3 minutes to a lobby with a 300hr Survivor and a 1800hr Survivor. It was a Duo Rank 3s and a Duo Rank 5s vs a 1 Perk Rank 20 Doctor (he is a Red Rank Killer on his primary account).
I watched as 3 gens popped immediately after his first hook, and he proceeded to scrape by with a 2k after hook farming a Feng who tbagged him at every pallet, and basement camping his second kill in EGC. It was not an enjoyable game to watch and it certainly couldn't have been enjoyable by any of the players in the match. Had he been a genuine 1 Perk Rank 20 Doctor, with very little hours on killer, it would have a painful player experience.
Meanwhile, I am a Rank 1 Killer who has a 15 minute queue time proceeding an easy 4k, 0 Generators complete, match against Rank 15-20s with an occassional Red Rank survivor.
The new match making system is not working, period.
BHVR really rocked the boat with this release, and I am curious to know what their "successful" testing on Xbox One servers looked like. I cannot recommend this game to anyone in its current state. New players will find it incredibly frustrating, as the issues that plague this game are largely out of their control, while experienced players will find this game dull and boring until they can be matched appropriately.








