Komi
Komi
About
- Username
- Komi
- Joined
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Comments
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So his team refused to give him any safe unhooks, protection hits or heals, and allowed him to die early. For some reason this situation is always the Killers fault so yeah you're not wrong but in the megawrong. What you should've done is ignored him and allow him to be spared all round, maybe even heating up some hot cocoa for when he reaches the exit gates, that's much less toxic.
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1v1 Duels that take place on shrunken down versions of the maps, where once a survivor is downed, their round ends and it becomes the next survivors turn. Each cycle the survivor with the lowest time would be knocked out of the trial and the remaining would then compete until one was left. At that point, the survivor would have to beat the best time so far by not going down before it was reached.
Sort of a mix of a time trial mode and a killer practice mode (practice playing as/against.)
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Its more funny than justified, you outplayed them to the point of disconnecting. The real question is if survivors should be held accountable for making a killer DC, be it through normal play or intentional abuse.
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@Kirkylad said:
Why should the other people in a match suffer because you're internet isn't that good.
@Viktor1853 said:
Fix your connection or dont complain about the dc penalty
But thats the thing, my connection was working just fine only for it to force me back to the startup screen. Once even had players still moving around in the background just fine, only with a message telling me I lost connection and no option to wait it out, only go quit back to the startup screen. It's unfortunate the other players have to queue/play without a teamate but it wasn't even my choice.
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It works out because Survivors only have perks to really tilt the match in their favor, whereas Killers will always have abilities as their main strength. Its why theres at maximum 12 perks against a Killers 4, it doesn't really matter about the overall number of perks.
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https://youtu.be/-hJKgvxfN8A
This vid starts with a snippet of one of the developers mentioning the change. I can't find the exact VOD but its still notable he mentioned "no longer for matchmaking".
@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/2217139#Comment_2217139
they have talked about rank rewards for 3 months now and nothing. no dev has given any more information out since the last time we heard about rank rewards and had a second failed mmr test.
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If not this current update (June 15th), then the mid-season chapter following it. I believe one of the devs already teased the concept for Rank Rewards and the reset placing everyone at 20, so just be patient friend, it's coming out sooner than later.
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Hard to place him at a tier right now, but he's definitely one of the more enjoyable killers. Zombies are something special, they don't impact the game too much, but any time they do anything it just melts my killer heart.
His power is neat, being a semi-range attack that feels good to land hits with, and makes survivors a cool blue color, which is more important than the debuffs it gives.
I suppose I'd rank him at B, being powerful and fun, with room for strategies on both sides of the game.
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I was almost with them, but as soon as they said there wouldn't be balloon animals, I immediately uninstalled and refunded the game. Talk about a major letdown!
/s
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Sorry chap, all you're getting is a FunkoPop license
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@Raccoon said:
Is there any way to counter it during the endgame?
Bloodwarden.
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Freddy only gets the mountain of hate he gets because he's the only killer with addons that reduce repair speed.
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Usually happens with Green/Red moris, yeah, and also it requiring you to be directly over the survivor makes it easy to miss. Somehow the yellow mori avoids this by being activated on the last survivor, which is way more fun/notable than the others.
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Considering there are four survivors for every killer, its only natural that there's gonna be way more criticism thrown at killers. This is why it seems like there's way more standards put in place with them, because they're essentially hosting for four players who can and will dogpile you for being "unfun" or losing too quickly because of group bias.
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So let me get this straight, bringing DS makes the killer avoid tunneling, and bringing it means you'll be tunneled?
Unless you're saying the lack of an obsession will make every single killer decide its tunnel time, doesn't that mean its working as an anti-tunnel perk?
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Every match since update, if I down a survivor at the very start of the round, they will either just outright DC or suicide on hook, even as Trickster of all killers. I don't know why, but its a trend that just popped up recently and reminds me of how matches used to be before the DC Penalty, so it's quite nostalgic.
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DS needed its nerf because it wasn't being used/seen as an anti-tunnel perk, but a perk that gave you 60s of unhindered progress. That, and demanding every killer do a mental countdown before being able grab/pickup a survivor. This sounds odd until you realize that if a Killer proceeded to chase/hook another teammate in less than 60s, they would be punished for going back to you despite giving you the leeway to have gotten away or healed. Which meant survivors didn't need to heal and instead focus generators/unhook the person they just hooked, since being grabbed would just punish the killer for no reason even remotely close to "tunneling". Lastly, this now means if an entire team is using DS, thats 4 MENTAL TIMERS they have to keep track of to avoid being stunned for playing too well. Which, is stupid as hell.
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@StibbityStabbity said:
Use his knife-pee-stream to guide Survivors away from places you don't want to chase them. Despite how weak an individual knife is, Survivors don't seem too keen on eating one just to hop into a jungle gym. Sure, you are throwing a few knives out by doing this, but would you rather land 6 and lose them all because you can no longer get LoS, or lose 6 and actually get an injury out of it?
When would be a good time to activate Main Event? I usually end up wasting it due to a convenient loop/tile being nearby that they hide behind.
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I tend to play more Killer due to a lack of queue times, but I do my best to give both roles some love. There's always that saying "To become better as a Killer, play as Survivor against them" and I find the opposite completely true as well. Actually using perks as Survivor gives me the best understanding on countering them as Killer, so I'd say a 40/60 ratio, would be 50/50 but again, queue times..
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I quite enjoy using it on Nurse, to the point where I almost always use it. Every time nobody sees it coming so they play too risky and take hits they easily could've avoided. I also run Iron Grasp/Agitation, so that also usually adds to the movespeed confusion, and it being 60s makes it just the right amount of time to enjoy the benefits without losing out on your power for too long.
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@terumisan said:
Unless your on an indoor map how does that help freddy at all?
https://us.v-cdn.net/6030815/uploads/0OU0SFGVNQTD/94561550-135848031365754-5199046585979240448-n.jpg
It would have value on maps like Dead Dawg, Autohaven or Bloodlodge for misdirection, but not so much other maps. Its in the same vein that certain maps are bad for certain killers, but still a fun addition for Freddy to have.
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It's the best thing to wear whenever you have something nasty planned. Such as a Clown with Pinky or a survivor with a key and blueprint offering.
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The biggest issue facing killers is that regardless of ranks, if we 0k its cause we suck, but if we 4k then its solely because we did a myriad of shameful things that makes us suck again. It's hard to enjoy going against a team of actually competent survivors because very rarely will they be nice about things regardless of how the match went. It's harder to get a ggwp from survivors than anything else in this game.
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https://youtu.be/iVEfNZlam0Q
Some removed audio files (1:52) would work perfectly for this idea, just the idea of this playing while becoming exposed would terrify me!
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It used the old-Ruin skill check for it, so considering how long its been since then, this change has been a long time coming.
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The cacophony of twisted horns mixed with the marching band drums is what sealed the deal for me as it being a solid killer theme. It really nails the idea of Clown being the big event to his circus act.
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For basement shenanigans, look no further than Leatherface "Bubba" Sawyer, who's use of Insidious in conjunction with his chainsaw prevents any attempt to save a basement hooked survivor. Now how are they gonna get in the basement? With good use of Iron Grasp and Agitation of course. With all areas covered, we can address how awful this is for getting bloodpoints, which is why you're gonna use BBQ & Chili for that final perk slot.
With all this, I hope you the best of luck, as even the best basement camper can still be thwarted by a well planned Survivor team, so be careful out there!
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AFAIK, it only grants the bonus +1% on Good Skill checks, as scoring a Great Skill check will not consume a token, thus it won't provide the bonus.
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I played three rounds on it as Clown and had a smashing time, they even burnt offerings for us to try the new map! Just give it some time, I'm sure you'll get the hang of it, maybe use KYF to practice it.
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I've spent three years playing this game, where looking at the bottom-left would give me all the information I needed. This update in no way addresses the fact that I, and many others, are already accustomed to looking there, and now all we have in its place is the killer power/survivor item. Instead everyone is now forced to memorize where every bit of information is, which means darting your eyes all over the screen. I don't think I'll ever break the habit of glancing to the bottom-left because, again, three years we've spent building this habit. If you had kept the most important info there, such as generator progress or survivor states, it wouldn't have been too bad. But now I don't even bother checking because of how much it demands you look away from the center of the screen, which is suicide in this game.
In short, please make the bottom-left portion have the most important information, not what killer you're playing as.
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You heard of sabosquads? Demo just faced the goonsquad.
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This rarely happens, but every time I'm left more astonished rather than angry. In a team game, is it really unfair if they sacrifice themselves to save another? Thats still a kill technically, and acts as a deadly key for them.
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The main issue is not the recent DS/OoO Nerf reactions, but that every single change has the exact same reaction. Survivors/Killers pointing fingers at each other and saying that the developers like them more than the other side.
That should be the take-away from this, not whether someones bad at the game or baiting.
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Am I the only one using Quentins perks? Vigil is always good with any exhaustion perk, and Wake Up paired with Spine Chill prevents most killers from catching up to your exit gate.
And Pharmacy is just a Pharmacy, free medkit in every basement essentially.
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@MichaelAMyers said:
Alright....so is she Undead???....like...Victor is LITERALLY inside of her upper torso....and her eyes are Grey (Could be Cataracts but still)
So what is she if she isn't undead? There is NO way she can be alive with Victor inside her like that.
Victor is undead as he returns as many times after dying. Charlotte is the host, and is thus living. I wouldn't call it "alive" as it's living in the same way Freddy or Blight do.
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Maybe its supposed to get us excited for a clown tome? If you like him then yay, but its an awkward way of doing it.
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Yeah same, its always disappointing having a great round only to see four tiny globes :(
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I'd much rather James Cash be the Survivor with Pigsy being the Killer. I know we already have two chainsaw-wielding maniacs, so why not three? Besides, every other character is closer to being human than him.
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Run the Cut Coin and remove that part of the perk then.
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Do you mean tunneling every survivor at once, because taking the time to chase someone down, hook them, chase them down again, hook them another time, and then killing them, is a ridiculous amount of time. Might as well just not run the mori because they'll likely suicide on the second hook. And this isn't even factoring in potential decisive strike stuns.
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Now the mori will allow you to skip hooking a surivor once, rather than twice. Only reason I can fathom is to give killers enough bloodpoints to avoid bronze emblems???
This also makes Myers/Pyramid Head very interesting killers now, having unique kill events. Something I hope BHVR adds to every killer, maybe, please?
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I already see a key in every other match, so Franklins Demise will be ever-so-handy. Can't imagine how you would rework keys aside from removing them from the chests item-pool, making them bloodweb-exclusive like moris are.
That said, I'm expecting Devour Hope to be every killers new favorite hex totem perk. Why settle for eight hooks when you can start at five hooks?
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what do you mean by "cop"? If you mean which one to complete first, Spirits perks are more versatile than Onis.
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Deerstalker and Knockout guarantee any survivors slugged by Victor can be easily gathered by Charlotte.
Dead Mans Switch is also a goodie because you can easily get survivors off generators after hooking the obsession, thus blocking them.
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You know those moments you see a survivor crawl underneath a pallet, and you can almost sense the pallet drop coming? It's still there, except now its on the level of locker grabs that reek of decisive strike.
It is what it is, also Spirit Fury funny.
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You say that but then I play Clown and refuse to hook anyone until everyone's slugged. I've been told I ruined the entire game for doing this, rarely teams tell me they were glad to avoid the monotony of hooks so I don't know.
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A Roswell inspired Killer would be cool, taking place at a crash site where a killer alien landed. As for a Robot killer, unless the entity knows programming, there wouldn't be a reason for it to hook survivors.
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Whats the hate for Pharmacy? It turns an injury into a free heal, with every chest afterwards being unlocked just as quickly. Paired with Appraisal, this makes your first chest extremely valuable. If anything, Pharmacy is the perfect synergy perk for it.
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They already pulled a Cruel Limits and pre-nerfed it before launch. If a perk with 5 uses is all it takes to make someone DC, take pleasure in knowing they're bad.
