KingFrost
KingFrost
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- KingFrost
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If Facecamping isn't toxic, then neither is Teabagging. Or running into a killer with DS, and jumping in a locker. Just strategy.
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Survivors really don't have any perks comparable to NoED. Like people can point to DS and Unbreakable and Adrenaline (and BT? Seriously? BT?) but none of those are really comparable to NoED.
Yes, NoED has a simple counter: Do bones! But that's just it. NoED creates an entirely second objective. And survivors don't have anything that does anything like that. And on top of it, survivors don't know that the secondary objective is necessary. They just know there's a risk of it. And they don't have any means of tracking that secondary objective unless they're on coms. There's just nothing like it for survivors.
I don't think all killers who use NoED rely on it. But some most definitely do. There's a big difference between the killer who gets one or two hooks before NoED, and then slugs for the 4K when the exit gates are powered, and the killer who gets several hooks before NoED, and uses it as cleanup.
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Sometimes. I won't swap to Claudette, cause that's just mean. No killer should have to deal with Four Claudettes.
But I've swapped to Nancy before. And I've seen others swap to Meg. Always find it kind of funny when I run into another Meg who wears the EXACT same outfit I do (since it's a mix-and-match outfit). I guess it's pretty popular though. I think I saw it somewhere else first, and went with it when I had some extra Auric cells.
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@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/1253726#Comment_1253726
Same, I run it if i can't think of a better perk, but I usually swap it out for STBFL, which is godly and noone can say otherwise
STBFL is one of my main perks. That, Pop and BBQ. Fourth perk rotates, but right now its usually Agitation. Makes sure I usually get to a hook. Saves me a LOT of time.
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Devour is a great slowdown perk when it stays up. I ran it for a bit, but quit when it just got cleansed two minutes into the match.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1251738#Comment_1251738
Well, how about THEY get a token for every time they've run off and not healed me? How about I remind them of their sins?
If I'm running instead of healing you, you should probably be running too cause Spine Chill just lit up.
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Something I enjoy: Meeting nice survivors who boop the snoot and who show appreciation when I let them go.
Cosmetic Idea: I want Meg with an outfit similar to Makoto Nijima's Dancing in Starlight outfit.
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Yeah, it's really painful. Got picked off a gen by a wraith a couple nights ago. He proxy-camped. As soon as I got unhooked, he went straight for me, hooked me again. Then he did it a second time when I got saved again. This is despite Claudette body blocking for me. He went AROUND Claudette to go for me.
I don't like running it. I felt bad for the Billy I faced after that, because he didn't tunnel me at all. But my perk was still active when he began a chase with me. I ran the best I could, and the perk ran out before he ever downed me again. I only ran it because of the jerk wraith.
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Rules I like Survivors to try to follow when I play killer:
-Don't teabag me at the exit gate if I struggled the whole game. It's probably because I'm playing a killer I've never played before at a higher rank. I gave you an easy game. No need to be a jerk about me trying to do a challenge, and having NO IDEA HOW TO AIM THOSE STUPID HATCHETS. OKAY? ITS NOT AS EASY AS IT LOOKS. Also, I may remember your name and bring a Mori just for you if I see you again. And that's when I'll be playing a killer I'm used to. With the best add-ons.
-If there's just you and one survivor left, and I've got a survivor hooked on their second hook state, if you save them I'll probably let you have the hatch. But if you ignore them -- let's just say I have a very specific skill set. Skills I have acquired over a very long career. Skills that make me a nightmare for people like you
Rules I try to follow as survivor:
-I only bring an item into the match if I'm doing a challenge. Rarely I'll bring a med-kit if I'm feeling super altruistic and likely to get injured a bit.
-If gens are getting done fast, I won't work on them and will do totems instead.
-Unless NoED is active, or the killer has an insta-down, never leave a man behind.
-Wait for the killer to leave to unhook someone unless I have borrowed time OR it's obvious the killer has Devour Hope.
-Only teabag killers who camped and/or tunneled. Or in a 3 gen situation, where i'm trying to draw the killer's attention so my teammates can do a gen.
-Never throw a pallet if another survivor is behind you. Let them throw it instead.
-Don't throw the shack pallet unless the gens in that area are already done OR you can prevent a killer from getting a survivor into the basement by throwing it. (Did this one today, actually. Leatherface got a teammate down, the basement was in the shack. I waited at the pallet. Instead of going around, Leatherface came my way to get a hit, I threw the pallet, and we both got away. Good use of the shack pallet, since it bought us a lot of time)
-Heal before doing the generator, because the generator popping will notify the killer of our location.
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I started last Christmas, and I'm having a blast. Helps if you have friends to play with.
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Find a way to stop camping, and then we can talk gen regression speeds being fair or not.
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How would you even count a hook suicide? How long do you have to struggle before it counts as suicide? What happens if the game doesn't register you struggling? It happens way more often than it should.
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My internet is pretty bad, but I always have good ping. Usually never worse than 70 (I won't play if it is!) but I see other survivors with terrible ping (100+) can't see the killer's ping, but I assume it's pretty bad too since I get weird lag.
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Rarely. I don't care if the last guy gets the hatch most of the time.
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@NMCKE said:
There should be a fail-safe when survivors don't do their objective within a reasonable amount of time.
Midgame Collapse
Activates when a generator hasn't been completed within the last 5 minutes.
Remaining survivors have 2:00 to complete a generator or the Entity will choose a survivor with the lowest total emblem score to be sacrificed. The timer will reset until the last survivor is sacrificed or a generator is completed.
The Midgame deactivates when a generator is completed.
This doesn't quite seem like a fair or balanced idea. Killer can outright refuse to hook anyone in a 3-Gen situation, forcing the last survivor to stay an extra 21 minutes.
I'd say: After 15 minutes have elapsed, if all gens are not complete, the killer can go into the basement and activate a switch that turns all the generators on. After 30 minutes, survivors can push the button themselves. If the killer pushes the button, NoED does NOT activate. If the survivors push the button, Adrenaline does NOT activate.
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You shouldn't have face camped. You had BBQ, which meant you should've been able to see where the other survivors were. If they were in lockers, then proxy camp in that situation. But face camping means more waiting.
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Because they want an easy game, not a challenge.
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Object of Obsession. Put it on in SWF and unless the survivors just don't do gens... good luck to the killer.
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I don't have chat, but if I did:
If I lost "Yeah, you only won because I suck, not because you're good. Glad you admit we both suck."
If I won: "Yep."
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7% bonus speed is nothing compared to making survivors actually do totems. Survivors need that incentive.
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@[Deleted User] said:
The vast majority of matches I lose involve one of three things, usually a combination.
1: Aim dressing screwing over my hit (just console things)
2: SWF + keys
3: Dead Hard on maps with plenty of safe pallets
1 I can definitely get better at. 2 I can prep for (though I'd love if keys were, you know, just deleted from the game or at least made more visible) and 3...I dunno what to do about a good survivor that has Dead Hard. It's just a free mistake deleter/chase extender and if the entire team is running it on a bad map I kinda just get ######### over unless I play like a total dick. It's too strong for what it is. IMO it needs to be turned into a token perk. I'd rather someone DH three times in one chase than have to deal with it throughout the entire match.
So the Devs basically need to balance the game so you win every game?
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If "Just do gens!" is a counter to camping, then "Just go find another survivor' is a counter to the locker tech. Boom. Solved it for you. You can thank me later.
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How to balance keys: Change when the hatch spawns. Make it Gens = # Of Living Survivors + 2. Hatch always spawns when all 5 gens are complete or 3 survivors are dead.
So 4 survivors? 5 gens done to spawn the hatch
3 survivors? 5 gens done to spawn the hatch
2 survivors? 4 gens done to spawn the hatch
1 survivor? Hatch spawns regardless of how many gens are complete.
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What happens if you have 1,900,000 BP on the day before rank reset, then forget to use 900,000 BP?
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"Camping is a legit strategy! BUT IF YOU DARE JUMP IN A LOCKER TO FORCE DS THEN YOU ARE A DIRTY ROTTEN CHEATER! NO FAIR!" said the Camper.
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I don't care about losing, as long as the other side isn't toxic. I've befriended killers who down me with NoED in the end game after I cleansed four totems because I had a fun match, despite not escaping. I've befriended survivors who destroyed my hex totem, managed to finish the last gen in a good 3-gen, and went on to escape because again, it was fun. Winning and losing doesn't matter as much as getting to actually play the game.
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@DwightOP said:
Why are killers so obsessed with defending noed? It's a crutch perk, end of the story. If you use it or not is on the players themselves.
Both sides tend to take an 'us vs them' stance when it comes to things like that. It's why killers also defend tunnelers and campers, even though that leads to people using perks like DS which they in turn complain about. (Sometimes rightly so). It's really unhealthy for people to take one side, and not consider the other.
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Survivor Buffs:
-Diversion takes 30 seconds instead of 45 seconds to activate
-Babysitter shows the killer's aura to the unhooked survivor, too
-Off the record stops killer from receiving notification of the unhook action as well.
Killer Buffs:
-Ruin still applies regression after hex totem is destroyed, until regression is stopped
-Unrelenting reduces the cooldown on missed attacks by 40/45/50%
-Surge distance increased to 40 meters.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1246113#Comment_1246113
Correction - survivors reward camping. Not NOED.
No, NoED rewards camping. Survivors do gens when killers Camp. They don't have time to do totems too in those instances.
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Solution:
Only survivors who were hooked get exposed. Killer can now Mori survivors who they down while NoED is active.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1246035#Comment_1246035
See, that argument doesn't work both ways, Mr. Entitled Survivor Main. NOED is deactivated all game. It doesn't exist until the end. It can be prevented entirely FROM existing - and the ones who control whether it exists or not...wait for it...survivors. So, be less lazy. :)
Also, stop using DS and Adrenaline. Then you can complain about NOED. Until then, run along and keep dying to NOED because you didn't cleanse totems.
You will never win this argument.
Cool, I don't use DS or Adrenaline. I run Kindred, Inner Strength, Spine Chill and Detective's Hunch And I cleanse Totems. Guess that means I can complain! Cause NoED definitely rewards camping when it shouldn't.
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The problem with keys is when you've got a 3 gen situation, and then all three remaining survivors hightail it out the exit gate. All your hard work, for nothing.
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DS doesn't really reward low skill survivors. If you're a low skill survivor, you buy yourself like 5 seconds max. And it can only be used once per survivor, and takes up a perk slot. Low skill survivors will rarely get away because of DS. Low skill killers however can get extra kills from NoED much easier. People love to compare DS and NoED, but DS is way less powerful. Which is why NoED can be cleansed.
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Both sides have terrible emblem systems tbh.
I had a game where as survivor I did 4 totems, 2 generators, and escaped. Did I pip? no, no I did not. I was green rank btw. Why did I not pip? My only altruism was healing one guy because I was busy making sure the totems were cleansed and the huntress was camping (badly) So I didn't have many evader points either. Because Huntress happened to hit me on the way out.
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My thoughts on NoED:
NoED is both problematic and at the same time necessary. Those who don't run the perk probably get the most benefit from it, because survivors waste time doing dull totems instead of generators. Every second spent off a generator is an extra second the killer has. And time is a very valuable resource to a killer. And they do this without wasting a perk slot! Just the fear of NoED will have survivors cleansing totems.
But it's also problematic because it rewards lazy killers who sit and camp their first down when there's 5 gens left. It's not fair to survivors, who won't get many bloodpoints because they won't get many altruism points, and they probably won't escape because the facecamping Leatherface will camp until the last gen's done, and then go after you when he only has to hit you once because he denied you the time necessary to do totems by camping your teammate and eating away as much of your time as possible. It's not fair to other killers, either, who put more effort in, and wind up with only 2 kills.
Those killers probably won't Pip, but they don't care about pipping. Why would they care about pipping? Rank is meaningless in the game. It's just bragging rights, and maybe harder matches. Besides, everyone knows a 4K is a win! Doesn't matter if you pip or not. After all, you could snowball the game, killing all 4 survivors in a matter of two minutes, and then not pip. No face camping. Just downright slaughter. Is that NOT a win? Nobody can even agree what a 'win' is. Is it a win if you pip? Double pip? 4K? 3K? 2K?
The truth is: Killers need incentive to leave the hook. Yeah, that's why we have perks like BBQ, but that's only if you: 1. Bought Leatherface and 2. Care about bloodpoints at all. (If you're playing killer, you're probably making great BP anyway). They need an incentive to LET survivors get rescued. Personally when I play Killer (which is quite a lot) unless I see scratchmarks or see a survivor with my own eyes, I leave the hook immediately and let the rescue happen.
NoED gives survivors incentive to do Totems. Killers need an incentive to let survivors unhook each other. I'm not sure what could be done in that regard, though.
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No, that tells people that the killer doesn't have NoED. And NoED's existence is better for the game than NoED actually existing. Maybe only make the people who got hooked during the trial exposed. That way the killer has to at least try to hook everyone. In return, the killer can Mori survivors they manage to down (whether they were exposed or not)
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NoED promotes camping. You can just sit on your first down, then have NoED to back you up. Of course, the devs will never do anything about camping, so instead people complain about NoED to make it a less viable strategy.
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Played Pig on Disturbed Ward.
-Couldn't really tell much difference in the map. I don't think they did much to this one, though?
-Highest sensitivity way too high. I wasn't used to it. Had to change it mid-match, which probably cost me a little. I kept turning way too much, made it hard to track survivors.
-Still hope this map gets a major rework. Gens spawn way too far apart. There was no reasonable three gen. And in the main building, I still found it hard to find a hook nearby. Downed two survivors inside, had to end up dropping them both inside.
-Matchmaking was excellent. Green Rank Killer vs Green Rank Survivors. We were all around the same rank. not sure if this was the result of people coming back for the update or not.
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Mine is 7.5 too. Of course it's on the switch, so that might be it. Had to clear up some space for it. Now waiting for it to complete in roughly 7 hours.
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Usually I head in their direction. I saw their aura, know where they are, while I don't know where anyone else is. If I see someone else on the way to them, I'll go for them and then probably forget about the guy having OoO. At least until i see it again.
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Treat others as you wish to be treated. That's my motto in DBD. I save people because I'd want to be saved. Whether I'm saved or not is irrelevant.
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I'll eat it if I want to change my obsession. Usually survivors don't act too cocky when I've actually hooked them. It's when I haven't that they act cocky.
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Honestly this is more of a problem with spawns than gen times. Killers have to really guess at the beginning of each match where the survivors spawned in at. If you spawn in a good location, not too far from survivors, you'll be able to get a rolling start. But if you spawn in a poor location, the killer essentially has to guess. Sometimes you can get a sense of where the survivors might've spawned in at, but there's no surefire method to it.
Killers always complain about DS, Dead Hard, Adrenaline, Gen Speeds, etc... but they rarely ever complain about spawns. But spawns are probably THE biggest issue with killer right now. I'd like to at least see a perk -- if not something base -- that lets killers know where the survivors spawned in at. That would force survivors to work on gens further away (though it'd be a nerf to a perk like corrupt intervention perhaps, but not a strong nerf) or risk the killer coming their way. That would slow matches down significantly independent of gen speeds. It wouldn't need to even be something like seeing their auras. Could be the closest gens to survivor spawns are highlighted in blue.
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This would be totally unhealthy for the game. The mere EXISTENCE of some perks (NoED and DS in particular) make the game healthier because they force killers to target people other than the guy who just got unhooked and force survivors to do objectives other than generators. Imagine the week one of these perks are banned. Killers would tunnel survivors into oblivion the week DS is banned, and survivors would gen rush like never before the week NoED is banned.
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Cool. It justifies me turning the game off when I see the killer has a secret offering.
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Killer is definitely the power role.
The survivors strength is in their numbers. Play a game where the first survivor DC's within 2 minutes into the game. See how the killer goes in a 1 v 3 scenario. Unless there's a major skill discrepancy, the killer will win. For that matter, get into a 3 gen situation with survivors. You'll see that they cannot complete them unless you let them -- either by actually letting them, or by making a mistake. Simple as that. Put 1 survivor against 1 killer, with a 2 Gen Requirement, and players of equal skill, and the killer will win almost every time.
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Generally you want:
-A perk that helps in chases
-A perk that helps slowdown generators
-A perk that helps find survivors
-A perk that covers a weakness.
If you want a perk combo, I do like STBFL + BBQ + Pop + Whatever Perk I feel like. Depends on my mood, and the survivors.
Other perk combos, if you want something a bit different:
Monitor and Abuse + Whispers (Good for sneaking up on survivors)
Brutal Strength + Enduring (Lets you swing through more pallets)
Thanataphobia + A Nurse's Calling (Thana seems to make people want to heal more)
Infectious Fright is good on Pig. You can safely leave people who have traps on their head. With the add-on that lets you put traps on faster, infectious can really give you a good chance to snowball. I mean its good on a lot of killers, but Pig has that advantage.
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Depends on a lot of things, really. I helped a Nancy get her Pallet Stun challenge. She'd wait for me at every pallet, and then slam it down on me. Then wait for me again, then I'd follow her. Once we got 5 in, she pointed to a hook. Only 4 gens were done, so I downed her, and hooked her. If all 5 had been done I'd probably have let her go though.
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People would buy more cosmetics if they were more reasonably priced. Most of them are just way too expensive. Once you find ONE you like, you can just stick with it. I bought one outfit for Meg, and now I just don't play any other survivors. Why would I? She has every perk. If there's a daily or a challenge with a specific survivor, I'll switch to them for a bit. But given the investment I made in Meg, I'll be going back to Meg anyway.
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Depends on the survivors.
Once let an ENTIRE TEAM go, because they just seemed so nice. And they were struggling a little. I had hooked everyone twice. They had one gen done. I went to extend the match by dropping this Nea. She and her friends were SO happy, they booped the snoot, spun around in circles and the obsession even stayed behind to sacrifice herself. Was a really nice game and one that sticks in my memory.
Had another game where they gen rushed me, denied me my first hook through Sabo. But I made a comeback, downed player after player. Things really turned around. When it was down to two survivors, I hooked one in the basement (first hook). The other survivor went for the save, I went down to the basement (I heard the unhook), and hit the guy who Sabo'ed (the guy who got unhooked). No BT, so he went down. I chased the other survivor, downed her. It was her third hook. I went back for the other survivor. The hatch was nearby. So I picked him up, dropped him in front of it and let him go. he played well, and I felt a bit bad about slugging him.
I don't always let survivors go. But if they're nice, I'm much more likely to. Or if they're pretty good. Or if their team screws them over. If there's a DC, I'll always let at least one person go.