Kwikwitted
Kwikwitted
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@Steel_Eyed said:
I think playing as Plague should grant automatic double blood points.
I've already said they are totally missing an opportunity with a plague cosmetic that gives her a protective mask she can pull down every time she vomits.
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@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1173086#Comment_1173086
Your opinions are now false and irrelevant. You exposed yourself as a simpleton as soon as you said "kappa". Sorry but you lost this battle. Better luck next time.
Oh darn, someone on the internet called me a simpleton, this throws my entire worldview into question!
Gr8 B8 M8 I r8 8/8.
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@Clevite said:
Do you use strider because that can be misleading as far as distance is concerned.
Also sounds on her are bugged right now, or maybe forever so it seems.
I'd suggest using her power in short burst if you are in chase. Kinda to catch up and get a hit. Don't use it until it is gone especially if you struggle tracking .
That will allow your power to charge up faster and you won't lose sight of the survivors for that long , preventing them from doubling back on you.
This is pretty sound advice and it's how I played spirit when I played her way more often.
I would also add while using your power in short bursts beware of survivors immediately trying to double back. Standard survivor protocol when they see spirit phase is to immediately double back on their path as this doesn't show up in scratch marks right away (it mixes with the ones on the path already) and often the spirit will just keep going forward.
Another big help in this playstyle is the two addons. The Katana Tsuba or the Wakizashi Saya. Both of these addons give you a burst of speed upon exiting the phase walk and are great when you know you're close to a survivor but you didn't unphase right on top of them.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1172490#Comment_1172490
just another typical killer main reply, can't help but try and pick faults with someone who plays both sides of the game opinion, statement and gamestyle. Sorry i'm not running meta perks and that i'm enjoying the game for not running meta perks.
Yeah i play killer and yeah i've seen people escape with the key and sure a key can wallhack but then there's killers that can see through walls too so tit-for-tat really...
Also "your perks don't increase your killers power"...starting to think you can't get passed rank 10 as killer...Fire Up makes you Vault, Pick Up, Damage faster the more generators get done, therefor making your killer more powerful...same with Save The Best For Last, stack to 9, extremely quick for weapon cleaning, sorry that you don't understand how these perks work...but yeah news flash, they make your killer more powerful as the game goes on...combine these with something like Devour Hope and GL to the survivors...I also didn't say Dying Light increased the power of the Killer i said my perks did...smh
Also make your mind up i'm either royalty or holy. But yeah i'm not pretending i'm above you all for not running gen slow down perks, i'm saying the game is just more boring for everyone if it's just slow gen speeds and nothing else happening.
Stop moving the goalposts, no one said you couldn't run what you wanted, but you were trying to contend the perks you were suggesting were helpful with generator slowdown, and I pointed out why mathematically they are minimally effective at best, and useless at worst, this is also backed up by statistics on perk use and feel free to check high end killer streams, they won't be running perks like Dying Light or Thanatophobia unless they are doing a viewer suggested build.
Thing about key wall hacking is there is no downside whatsoever to survivor's using it, sure it's a set number of charges but that's it. If Myers wants to wall hack, he's stuck in Evil Within 1 with movement speed at a literal crawl and zero lunge range even with boyfriend's memo.
Also I based my assumption of your abilities based on your nonsensical suggestions that felt like you never actually play these perks, but just read tooltips, because I find it very hard to believe anyone is getting too far against the optimal survivors in higher ranks running the perks you suggested. But if you wanna whip it out and measure here you go.
My Killer Screen.pngTaken a few mins ago. Not the first time I've hit rank 1 either, did it in the days of old Hex: Ruin and new Hex: Ruin. I've played all the perks you've suggested, every killer has, we've tested them all, the meta becomes the meta for a reason, not because someone arbitrarily claims it's the meta, but because those perks are shown game after game to be the most effective at accomplishing the killer's objectives which is to hook the survivors enough times before generators are completed.
And again you are just suggesting terrible perk choices based on mathematical fact, all because you want to prove yourself right somehow.
Fire Up is a 4% increase to Picking Up, Dropping, Pallet Breaking, Damaging Generators, and Window Vaulting. First off let's just eliminate picking up and dropping as those are already quick action and dropping is almost never used. That leave pallet breaking, damaging generators, and window vaulting.
Brutal Strength would give you 20% faster pallet breaking and damaging generators FROM THE VERY START OF THE GAME which is the equivalent to all five generators being completed under Fire Up.
And if you actually cared about window vaulting, (though as a killer you should rarely be vaulting windows anyway as it's usually more optimal to moonwalk to mind game) you could take bamboozle which is 15% vault speed and blocks the window.
My problem with your perk suggestions is as I said it sounds like you're just reading tooltips and never actually played any of these perks in an actual game.
And oh good lord, SAVE THE BEST FOR LAST STACKS TO 8, NOT 9. You would think if you were going to spout information it could at least be correct. Also I never said Save the Best for Last is a bad perk, and was never in the conversation previously. I only addressed Dying Light and Thanatophobia which ARE terrible perks. Save the best for last is quite good on many killers, trapper and wraith in particular and can be strong on all M1 reliant killers. Again, stop moving the goalposts.
"I also didn't say Dying Light increased the power of the killer I said my perks did". How is that not the same thing again? If a perk is stacking a debuff on survivors, by definition that is inversely buffing the killer. You're just arguing semantics now.
And again with the goalposts shifting, suddenly it's all about "having fun". This part of your original post.
"I don't have a issue with generator speeds at all"
Now if you had said "yeah gen speeds are fast but I don't let it bother me" okay fine, but to pretend you don't have an issue with them is false because EVERY killer is having an issue with it right now, mainly due to larger map sizes as you have mentioned, which I agree with.
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@walookeyes said:
https://forum.deadbydaylight.com/en/discussion/comment/1171732#Comment_1171732
I think you are delusional. not going to point out all the things that make this game survivor sided because even a monkey would realise how ######### this game is for killers.
Translation: I'm just going to say your wrong, and because I said I'm not going to point out why you're wrong, you just have to accept my logic as fact.
Top kek bud.
@Murdle said:
I have to agree with him.. This game isn't survivor sided at all. Not that it needs to be, but it's way too much in favor of the killer now especially with the toolbox and item nerfs. I can't even repair like 25% of 1 gen with the best toolbox now.
Rip genrushing. One of the only viable counters against face campers
Killers are way too op. Some of them flat out need nerfs..ahem mmthedoctorahem
A survivor with no enhancements can do a generator in 1 minute 20 seconds.
Oh right, you're the bait guy, Doctor OP, kappa.
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@MrPeterPFL said:
This game isn’t competitive, take the winning mindset out and have fun
If the game wasn't competitive the game wouldn't include.
- Ranking systems.
- Emblem systems detailing performance.
- Pips to associate progress.
Just because the game isn't balanced around competitive play doesn't mean it's not competitive. Minecraft or Mario Paint are better examples of games that are actually non-competitive.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1172583#Comment_1172583
Giving too much warning is just as good as no warning at all. They give the same effect in the end in allowing the Killer to hide.
Low TR builds are obvious to how it works. Little to no warning means you are likely to get that much closer before a Survivor reacts to you. But they will become conditioned to react that much better/faster. Always on the lookout, never waiting to run, Survivors quickly learn to pay attention.
Big TR builds works by giving too much warning and conditioning Survivors to ignore the TR. This limits a Survivor's ability to react to anything without seeing it. If they react to the bigger TR, they waste time. If they ignore the TR, the Killer gets closer than normal.
Loud stealth is very much a thing.
Take Shape for example. Distressing works on a Shape rather well. EW1 and EW2 will be weaker (but still have rather small TRs) but when you reach EW3 Shape will have a MASSIVE TR. No Survivor should be able to judge where you are by TR alone anymore. Everyone will start to panic as Shape could be anywhere.
Billy is another example. Too much warning means people ignore it. Allowing Billy to snipe with his chainsaw. Demogorgon as well makes use of too much information. Wraith is decent for going from too much to too little warning and back.
Stealth is still stealth if you hide in either silence or chaos.
I can definitely see this side, as I see the same thing happen when I run Iridescent Button on Legion (For those that don't know, it makes your terror radius effect the entire map) and you can definitely see Survivors start to ignore Terror Radius when it's going off all game.
It's kind of like that scene in Bad Boys 2 where they throw the cats and iguanas over the wall of Tapia's compound, making the motion sensors go off so many times they eventually just shut them off, making their assault a lot easier to pull off.
It certainly wouldn't work in every situation, but it certainly isn't an unheard of idea.
The biggest issue with distressing is there isn't a whole lot to work with, the larger TR and blood point gain is all you end up with, it could still be useful to spook survivors off generators though.
Of course this doesn't work against any level of comms or coordination, as they will call out who the killer is chasing and the other survivors will stay on gens terror radius or no.
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@[Deleted User] said:
Frank's Mixtape Legion.
I always thought they should have reworked Frank's Mixtape into something like this.
Frank's Mixtape - Red Addon
Feral frenzy has no recharge ability, even on successful hit.
Feral frenzy does not cancel for hitting the same survivor.
If a survivor is hit by feral frenzy 3 times within 20 seconds, they will be put into the dying state.
Basically instead of Legion going for multiple injuries he could gamble that he could hit a survivor three times within the time of his power to get a down.
Obviously numbers would have to be tweaked.
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@BabyClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1172194#Comment_1172194
Oh, so just go afk and ruin the game.
You must be fun at parties.
Last I checked, none of these said "go afk and ruin the game". Please be more dramatic.
No one also said you had to do these, they're just fun ideas for people to joke around with. Relax.
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I actually find Adrenaline the least frustrating of the three you mentioned. Sure occasionally it gets someone up that was down or gives someone a free health state at the critical moment but overall it's usually not gamebreaking.
Dead Hard in the hands of a good survivor is really strong as it gives them usually at least one more rotation out of a loop before having to drop a pallet.
The fix to DS is simple, it should de-activate once the killer hooks another survivor. If the goal of the perk is anti-tunnel (which it clearly is looking at the design change when it was reworked) then if the killer hooks another survivor after hooking you by definition they didn't tunnel. This still accomplishes the goal of protecting an unhooked survivor from getting tunneled while also rewarding a killer who went after another survivor and happens to find this survivor again naturally.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1172585#Comment_1172585
All due respect, people like you are the reason why people complain about unnecessary things here. If the goal is not to win, then why do you play? It's like saying the goal of NFL teams that play the Patriots is not to win, but to get enough yards to move up in the league rankings. Seriously? I guarantee that if you got your precious pip but lost every game, you'd be ready to break your controller. No wait, it'll be the survivor or killer too good excuse. It's a shame that you're more focused on numbers than just playing a game. But I guess that this is the only thing you feel that you can control and that's not good.
So wanting a more fair system to judge performance is "complaining about unnecessary things". Ok, doesn't make sense but sure bud, if that's what you wanna glean from that.....
In a game of football, the goals of each team are clearly defined, score more points than the other guy, when the game ends, there is a clear winner based on points scored.
There is no consensus in DBD of what constitutes a "win". Ask 10 different people and you'll get 10 different definitions. Some will say 4k or loss, some will say 3k, some even 2k (like the devs).
DBD is more akin to a poker game than an athletic competition. If I win money at a poker game, but someone else wins more money, who "won" the game exactly? Technically we both did, one maybe more than the other but both technically won, while others lost, some by a little some by a lot.
This is what DBD functions as, and as such, this is why performance markers are used to determine pips and not strictly kills. Kills are still a prized objective for killers and should be, at the very least because they make defending generators much easier, but there is often times where even a 3k is a safety pip, let's say I got a 3k but I used NOED at the end to score two kills I shouldn't have, is that a "win"? I certainly didn't perform well enough to deserve a win, but if 3k is an automatic "win" then by definition I "won" right?
And trust me, you don't want a world where kills are the only metric for pipping. If you think tunneling and Camping was bad before? Oh lord, watch the tears flow.
This is why your simplistic definitions don't work in an asymmetrical PVP game.
And actually, the way the game is setup now, the only times I do pip is when I dominate with a 3k or 4k anyway, a 2k is pretty much always a safety pip or depip, so this idea that I care more about "winning" or pipping is frankly a stupid argument. What I am discussing is the fact that I could 3k and still safety pip because I didn't entertain survivors long enough.
Best example is an early slug 4k, you can find tons of examples but here's just one.
https://www.youtube.com/watch?v=HogwEwuQB-ATL: DW Otz gets a 4k using a well timed EW3 and downs three survivors quickly before downing the fourth, get a brutal killer for the trouble, not enough hooks obviously, or as the joke goes "didn't entertain survivors enough".
THIS is an example of what I'm talking about, winning in DBD is completely subjective and the performance metrics don't jive with what killers actual goals, if the goals is to "win" as you say.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1172331#Comment_1172331
No one is saying the game doesn't have problems or that the problems don't matter, but as long as they do exist, isn't it better to find a way to cope cheerfully than to get yourself worked up and angry every game?
We don't always get to choose the circumstances we face, but we do get to choose how to respond to them.
Again, I'm not advocating for tilting, or raging, or calling someone a bad name if they beat you, you won't win every time nor should you expect to ESPECIALLY if you play killer, but just shrugging and going "lol it's just a game" isn't exactly the best alternative either.
The ideal reaction to losing a game is introspection and reflection, looking at the mistakes you made, where you went wrong, what you could have done differently, how to adjust in the future, and possible solutions. Is your perk build optimal? Are you using the best addons? Do you have some map offerings you could burn to slant a game to a more killer or survivor sided map? These are reasonable reactions to a loss, but just basically saying "lol it's just a game" accomplishes none of this, you will just perpetuate the cycle and not get better, which at that point it begs the question why are you playing? Don't you have to all but learn to enjoy loss at that point?
Think of it like this, how frustrated do you get when one of your teammates on survivor side just is a full potato, can't loop, gets caught easily, goes for bad unhooks getting both you and them downed, all the hallmarks of a team drag. So you get to after-game chat and you try to explain what they did, why it was a bad idea, and the response you get is "lol it's just a game". Don't tell me that's not going to annoy you to some degree, because their lack of caring is now hurting your experience.
At least in this instance killers not caring only hurts themselves.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1172563#Comment_1172563
But why is that so important? It's just like the killers that go afk, the survivors complain about losing pip. Hey if someone chooses to leave early, that makes it easier for you, right? The goal is to win, not pip.
Actually the goal is to pip, "winning" is completely subjective, is a 2k a win? Or is a 4k the only "win". Is a survivor escape a win if their entire team was sacrificed? Winning is very subjective in DBD and the emblem system while not perfect is what we're stuck with to measure performance, so it would be nice if it was actually more fair.
And if you'll remember, there is a penalty for AFK now, there is no penalty for taking the easy way out on the first hook. Again another imbalance.
And no, them choosing to leave early actually screws me out of gaining a reward in the form of a pip for the match I'm spending 10+ minutes completing, read the post I describe it quite clearly, I lose out on two additional possible hook actions, meaning I now have to basically 4k or I safety pip.
By the devs own admission, killers are supposed to be looking to get a 2k in a game, that's supposedly a win for both sides. Problem is a 2k is often a safety pip for a variety of reasons and can sometimes be a negative pip based on how the game went.
It is important because killers would like to see a reward for playing well that is on par with survivors for playing well. Right now as it stands a killer has to sweat decently hard just to safety pip while survivors don't have to play nearly as well and get pips handed to them left and right.
If you're ever curious why a red rank survivor you get grouped with is a potato, here's why, they got carried by other survivors and continued to pip from escapes and just holding M1 and doing an unhook or two. They didn't actually have to learn all aspects of playing survivor in order to be effective. Killers don't get that luxury, we have to all but dominate games to even move up a single pip, and god forbid you're trying to double pip, that's when we have to pull out all the dirty stuff like slugging for the 4k, proxy camping, all that nastiness.
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@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1172569#Comment_1172569
Bait?
It's called facts. I mean, actually play the game for about 2 minutes and you'll have enough experience to see everything I've said is true.
Don't get mad if you use mori and only get 3 kills when a 9 year old can get 4 kills without a mori. 🤷♂️
I like the double down on the bait, thanks for chuckle.
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Distressing is really only useful for a couple killers, most notably the Doctor on some of his builds.
This is also not the only perk that has a quirk with leveling up, Discordance for example is more useful at rank 1 than rank 3.
Honestly it's just not a big priority.
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@Murdle said:
If at least 1 or 2 gens are done by the time you hook 1 survivor, it's not that gen speeds need nerfing.
It's the fact that you're bad at playing killer and need more practice.
Funny how everyone that suggests gen speeds being nerfed are all just killer mains that rarely play survivor.. If at all.
The thing is killers are overpowered. They have SIGNIFICANTLY more movement speed and all this wallhack "aura reading" vision.
That's not even including each killers unique abilities that also give them an advantage over the survivors.
Then killers have ebony moris. Way too gamechanging they allow them to kill everyone after just 1 hook. Then they camp and tunnel people so they can immediately do the mori. Which is extremely unbalanced and toxic yet I see none of these killer mains suggesting that to be nerfed.
God please tell me this is bait. I might actually lose faith in humanity if this is legit.
@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1172519#Comment_1172519
OK but survivors need no nerfs AT All. That's the thing. Killers are already overpowered. They don't need more than they already have.
No one gets sweaty chasing survivors. I literally eat at the same time or stop and send a text, listen to music or watch Netflix as a killer and still end the game with 4k. It's that easy. Even my 9 year old brother managed to kill everyone on his first try as killer.
Ok good, it is bait, faith in humanity restored. For now......
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Honestly the only issue a lot of killers have with pipping or the emblem system is that we can actually get screwed out of a pip by a survivors actions.
If survivors take the easy way out on the first hook, I now have to get 8 out of 9 remaining available hook opportunities to hit iridescent in Devout.
Gatekeeper on some killers is literally unfair, as they are basically designed to give up some early generators while setting up traps or stalking for Evil Within.
Survivors on the other hand can pip even without escaping. Do 1-1.5 generators and farm a couple teammates on hooks, get in a chase or two, even if you get downed, and you will pip.
And god, can people please stop pretending "it's just a game" is like the be all end all advice? People want to succeed in games they play and they don't appreciate it when the odds seem stacked against them, particularly when it's something out of their control, calling for changes to a system that unfairly punishes killers for survivor actions is not just complaining for the sake of complaining. It's an attempt to get change to make the game more enjoyable for that side.
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@johnmwarner said:
No real point to this but amusement during quarantine, I'm not bothering with pictures because I'm too lazy to black out names. But just had a game where I downed someone right as Haunted Ground got popped, someone body blocked me while I was carrying her, and then a rank 4 (I'm 13 atm) ran past me for a save and I hit him...
He complained in end game chat that I didn't have to do that lol
Your response should have been "I know, but I wanted to" or told him "I'm a killer, it's my job"
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1172519#Comment_1172519
I entirely agree. Maps are such a massive issue right now. If you were to fix them, the balance of the game would be so much better. I don't think it's good to just slap on an extra 10 seconds per gen and call it a day. That won't help killers with low mobility on huge maps all that much.
Yeah there's no personal attack here, I described how he was acting, plain and simple. Sorry it caused you to clutch your pearls.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1172381#Comment_1172381
Okay, let's just dissect your absolute dumb reply.
For a Start I never said it was any new "revelation"...I'm saying what I'm reading on the forums which is people complaining about Gen Speeds, so instead of replying to all these posts, i thought i'd outright say it.
Second, I do challenges & archives as Killers...I used to be Rank 1 Killer got rank reset to 10, then got to rank 6 stopped playing then Rank reset again to Rank 9, then back to 6 again...got plenty of proof playing Killer at rank 6 if it bothers you that much with your attempt to give me no credibility for saying anything about this issue. I also only said I play Rank 6 killer to show that I have understanding of the game, if I wanted to go to Rank 1 i'd have no issue doing it. It's just a fact I don't play killer enough to do so.
Thirdly, what is the issue with having 1 generator pop at the start if you've got a hook? So now you're saying the Killer needs a hook before anything else happens? I have never seen a case of having 2 generators pop on me with only 1 hook...if it bothers people that much run something like Corrupt..."but survivors hide from Corrupt"...sorry but Killers can't have it all their own way like that...the only case where 2 generators might pop at the start of the game is a SWF team.
As for you saying the killer feels it's a losing war of attrition after the first 2 generators are popped, well no not really because it's less generators to check if you really want to play a generator game and usually if 2 gens are popped they're usually on the same side of the map which then shrinks the whole maps gameplay, sure you'll get the Survivors trying to run you to the pointless areas of the map where you can't really gen pressure but more fool you for falling for it. But again, never had a issue with gen rushing. So i think the 1-2 generators completed in 2 minutes or while the person get's one hook is wildly exaggerated.
For you saying Killer mains aren't asking for gen speed nerfs, just search the forums and see how many posts there actually is.
Also you trying to correct me with the amount of killers that can one shot in the game...it doesn't matter if they're addon dependant or not, add ons are part of the game and it's a way people play and it is their for an option to become a more powerful killer. Literally don't see why people complain about killers being add-ons dependant when the whole point of addons is so Killers can win the game easier. Oh wait, is that not why addons are in the game? Or are they there to just look at...also take note i said "like half of the Killers" didn't exactly wanna sit and count how many can one shot with addons or not, just off the top of my head i said around half pretty sure about 8 of them can one shot with addons or not and there is only 19 killers so yeah I think around 8 is "Like half"....
I will complain about Mori's because they're broken, while fun for the killer, not so fun for a survivor who has just waited 20 minutes to get into a game to die in 2 minutes because they get tunnelled. Not sure why Keys are such a issue but i've never had a issue with Keys in the game. Also not being bias because if i wanted to have a dig at killer mains i'd upright do it. I'm saying I play both and never come across any of these issues most people are having and i'm starting to wonder if it has something to do with their skill level or they're hoping if they spit their dummies out that bhvr will come along and hold their hands for them to get ez 4k's.
I believe in making my killer stronger throughout the game rather than trying to slow the gens down and bore the survivors out of the game with slow gen speeds, this is why I'll always run FUN perks instead of ones that just bore the game for everyone. Honestly it's so cringe seeing Red rank killers running nothing but gen slow down speeds and still only getting like one killer because they really must be that bad at the game.
Not gonna bother with a big long response because most of your response comes down to "nuh uh, that never happens to me". Uh huh, sure bud, you're the god of all things killer and we just have to bask in your greatness. But don't pretend your survivor bias doesn't show on a routine basis here.
I had to list some of my favorite examples though.
"Not sure why Keys are such a issue but i've never had a issue with Keys in the game."
OH what a shock, the guy who's clearly a survivor main doesn't think being able to let an entire team escape before the gens are completed isn't broken? What a surprise. Not to mention survivors get rewarded with pips for using keys and escaping, while killers often get stuck with safety pips if Mori's are used as the amount of hooks will tank the devout score.
But yeah, Mori's too op, but keys aren't a problem, omegalul.
"I believe in making my killer stronger throughout the game rather than trying to slow the gens down and bore the survivors out of the game with slow gen speeds, this is why I'll always run FUN perks instead of ones that just bore the game for everyone. Honestly it's so cringe seeing Red rank killers running nothing but gen slow down speeds and still only getting like one killer because they really must be that bad at the game."
Your perks that you suggested do nothing to increase your killers power, NONE.
Do the math, 80 seconds to a generator. Let's be generous and say all survivors are injured (unlikely unless something like Legion or Plague) a 16% penalty would only increase a generator completion time by a whopping......12 seconds.
You call THAT an increase in power?
Dying Light is even dumber. 3% stacking is adding 2.4 seconds to generator time, on each hook, by the time Dying light is doing anything you've killed survivors and won the game anyway.
And a thousand apologies your highness, us mere mortals have to run generator regression perks because unlike his holiness we have to deal with actual optimal survivors on a routine basis and generator regression is a part of red rank play. Just cause you want to pretend you are too good to use those meta perks us plebes use doesn't change the facts on the ground.
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@Larikal said:
https://forum.deadbydaylight.com/en/discussion/comment/1172331#Comment_1172331
So you suggest to go chasing the only one survivor who can loops till the end of the match without getting even hit? What a great idea! I bet nobody ever tried it before... oh, wait, already too many tried. Guess what - it doesnt end well for them.
So i agree with YoshisCookies, if you see survivor can loops and he found infinite loop then dont chase him around that for 10 minutes, just go search for others, and catch looper without loops, he cant spend whole game staying in the middle of infinite loop doing nothing. If he do however then be happy, its already 3 vs 1, not 4 vs 1 :P
Yeah that's not what I'm suggesting, at all.
Also I was responding mainly to this.
"also for the gens thing I actually dont mind if i get 4 gens to nothing I come to terms with this"
So yeah, it's pretty easy to not tilt if you just cease to care. Too bad it doesn't actually solve the problem the game has with map design and gen speed, but I digress.
I'm not in favor of tilting, obviously, I'm also not in favor of chasing one survivor all game to get nothing out of it. The problem with YoshisCookies perspective is it may work in green and purple ranks, ignore the strong loopers and target the potatoes, fine and dandy. Thing is as you go up in ranks ALL the survivors will be strong loopers, so what's the plan then? Just ignore everyone?
Also if you are continually chasing 15 seconds and giving up how is that different from chasing one survivor for the whole game and getting nothing out of it? Sad truth is there is times where committing to a chase is necessary, either to burn pallets and give yourself an easier time later, or protecting a key area or generator that is left alone the survivor will most definitely come back to.
Also just because a survivor is dry-humping an infinite at this moment doesn't mean they're going to stay there the whole time, survivors aren't dumb, when they stop hearing the terror radius they're going to go back to what they were doing. So this idea that it's now a 3v1 is just not true.
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So first off, if you did a search on this topic, this has been brought up a million times already, and yes, most people have pointed to map size being the culprit along with the gutting of Hex: Ruin. This isn't some new revelation.
Second, you're not even accurately describing the problem, which honestly makes me question your killer rank to be honest, and makes it feel like you just said it so you wouldn't get the "survivor main" accusation. Because frankly I'm not sure how you hit rank 6 only playing "killer for challenges". The issue is not "gen speeds", it's specifically 1-2 generators popping in the first 1-2 minutes of the game, usually when the killer has probably only downed and hooked 1-2 times at best. There have often been times where I got a locker grab in the first 35 seconds, and after hooking I STILL saw a generator pop.
Once the first 1-2 generators are popped, the game usually slows down at this point as the killer has gotten a few downs and hooks and started to pressure, however it still feels like a losing war of attrition for many because the killer gets put on the back foot so hard thanks to the early game.
As far as your perk suggestion, quite frankly they don't fix the problem nor are they particularly good perks for generator slowdown. Dying Light is a paltry 3% stacking regression penalty that will do nothing to stop the early game generators popping, and Thanatophobia requires multiple injuries and again, will do nothing to stop the early game generator speeds, maybe good on a killer like Legion, but he's a terrible killer anyway so who cares.
And no, most killer mains are not asking for generator speeds to be longer, most of us are asking for exactly what you pointed out, generator spawns on maps and maps in general not being so effing huge so we can in fact "just pressure the gens bro".
A generic statement like "killers aren't weak" says nothing and is arguably objectively wrong in a lot of examples. Clown and Legion are just two examples of very weak killers at this juncture.
"But you can literally one shot a survivor with like half of the killers in this game"
And there went your killer credibility. One shot abilities that are not addon related include.
- Billy and Bubba's Chainsaws
- Ghostface with full Stalk
- Myers at EW3
- Oni when his power is active
That's four out of 19. I can be generous and pump it to six with Iridescent Head and Redhead's pinky finger. But not only is that significantly less than half (more like a third) all of those abilities have counterplay. Hillbilly and Bubba can be juked, Ghostface has to get a full stalk off, Myers has to stalk to EW3 and even then can still be looped, and Oni needs blood to use his power and then use his dash effectively which can be neutralized by tight corners.
And oh look, more complaining about Mori's while we conveniently ignore keys, better tuck that bias in, it's starting to show.
As far as your recommended build, I refuse to believe you aren't getting absolutely gen rushed when you run literally no generator regression perks. No corrupt intervention, no ruin, no pop goes the weasel, please. Also seems odd you would recommend dying light and thanatophobia to high heaven and then not run them in your build? My guess is you read some tooltips and thought "well why don't killers run these", the answer is many of us have tried them, and they are not effective for the problem.
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So.....basically your solution is "just stop caring and you won't be tilted".
What a new and exciting idea! This has clearly never been suggested before and will solve all the problems with the game!
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In the current state of the game this is what I would run as trapper.
- Corrupt Intervention - Necessary for early game stall for trap setup.
- Save the Best for Last - Trapper is one of the few killers who can still down and hook his obsession without wasting stacks, making this perk particularly good on him provided your obsession steps in a trap or two.
- Pop goes the weasel - Even with corrupt you're going to need generator regression, pop is probably the most efficient, find a generator with decent progress and snuff it out.
- Surveillance - As you will be kicking with pop quite often this will let you know when survivors move back onto a generator you've kicked, it also makes 3 gen defense significantly easier.
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At least with prove myself there is a tradeoff, it's multiple survivors gathering on the same generator, I think if it grew in popularity enough you would start seeing killers running discordance more to sniff it out.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1171773#Comment_1171773
Quit the childish responses and calling me “bud”. I’m here for a discussion.
Corrupt Intervention is almost a necessity on trap killers, unfortunately. But once you’re set up it’s super difficult for survivors to make it out alive.
I don’t have to sweat each game. Even most SWF teams are potatoes. People have to get over the mentality that you need to have like 3 hooks before a gen pops. The game isn’t designed for killers to win the early game.
To your point about Rank 10 Killers going against red ranks: This is happening because killer players that wound up in red ranks can’t handle better survivors decide to quit/derank instead of trying to improve.
Oh I'm sorry was this you?
"Maybe you’re just a bad killer?"
Sorry I just thought a stupid childish question warranted a childish response.
And for a guy claiming to be here for a "discussion" you pretty much do nothing but spout anecdotal nonsense.
Corrupt intervention is a poor replacement for ruin, being only 120 seconds many survivors will just hide and wait it out because if the killer doesn't get any hits or downs in those first two mins then the perk has become effectively useless and done nothing except artificially boost the killer's gatekeeper score.
Also if going against a trap based killers, survivors immediately know the three generators that were blocked with corrupt are exactly where the killer WON'T have setup traps at, meaning survivors will get those three generators likely for free, and only then start breaching the trap perimeter for the last two, at which point they are at a severe advantage.
Now onto your crowing about how good you are.
Because you claim hyperbolic nonsense like "I don't have to sweat each game" doesn't mean anything. And sorry but I'm not buying you get SWF teams that are potatoes unless you're actually playing at green and yellow ranks. At red ranks I do have to sweat each game because I will almost assuredly run into optimal survivors, and often optimal teams. Maybe pass some of those potatoes you found, I could use a couple chill games.
And no, my point about rank 10 killers was not only are they going against rank 1's and other red ranks, they are getting destroyed by them, often. If these were former rank 1's, they wouldn't be getting destroyed by red rank survivors. And by this logic, if a killer already made it to red rank, didn't they already prove they could handle "better survivors" already and would have no need to rank down?
Sorry, at this point you sound like a false flag survivor main who thinks just saying "lol killer so ez" is actually winning an argument, it's not.
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Honestly Adrenaline is the least annoying out of all the second chance perks, and rarely is it a game changer.
Occasionally it brings a downed guy off the ground but unbreakable can do that too, the speed boost isn't very long.
It would be middling priority to change it, I'd rather see DS get re-worked into de-activating when I hook someone else way more.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1171765#Comment_1171765
Maybe you’re just a bad killer? I average 3-4 kills every game. Only when I get a combination of a killer I’m not used to playing and a bad maps with loads of pallets do I have more than 2 escape on me.
(Ignoring key games)
Yeah Top Kek there bud, you so got me.
My Killer Screen.pngI like how now you backpedal with "bad maps with loads of pallets" and "ignoring key games". Sure.
Didn't even address my point, if the killer population was even a 1/4th of the survivors you wouldn't have rank 10's playing against rank 1's. This happens due to many killers not wanting to put up with 1-2 generators popping after the first chase anymore, and games just aren't fun when you have to tryhard all the time. For some crazy reason I enjoy it but I go into every killer game knowing I'm going to have to try my sweaty balls off otherwise I'm gonna get demolished and I like that personally, but I sure as hell am not delusional enough to pretend this wasn't a lot easier before the Ruin nerf, particularly for any trap killers.
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@Rey_512 said:
Devs have evidently made changes to nerf survivors since the start of the game.
Any killer “nerfs” have been for the health of the game. Spirit having collision and Prayer Beads changed was a necessity.
Meanwhile, other killers have gotten much needed reworks (Freddy) and buffs to the point where they’re just downright annoying (Doctor).
Playing killer is as easy as ever, even with the Ruin rework. Killing 2-3 survivors, even when it’s SWF, is not difficult at all.
Playing killer is easier than ever, which is why killer numbers have dwindled to the point where rank 10's are matched up against rank 1's.
Gr8 b8 m8 I r8 8/8.
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@finitethrills said:
https://forum.deadbydaylight.com/en/discussion/comment/1171690#Comment_1171690
You'd think so, but many Survivors are allergic to leaving if they havent been able to show their dominance yet.
I remember my wife came him with groceries and I had to go help her. I crouched pig on a rooftop in Haddonfield. Came back 15 mins later, still 2 gens left and 2 of the 3 Survivors left were just walking in circles around me.
Yeah this always amazes me, in games where I've had to AFK (doorbell, explosive diarrhea, etc.) I've almost always come back to survivors either flashlight blinding me over and over, or standing in front of me t-bagging over and over.
It's like something disconnects in their brain and they think "oh no, the killer isn't trying, that means when I win I won't be able to gloat about how much better I am, no Mr. killer, please come back so I can show my dominance more!"
The most hilarious one was when I was playing Legion and had to AFK and came back to a Kate t-bagging in front of me, while the exit gates were open, thing was we were pretty far and her teammates had already left, so I jumped into frenzy and hit her then ran ahead towards the doors, ended frenzy, downed her, and then hooked her, no teammates to help her so she died on hook. The rage was actually nourishing to my soul lol.
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Ok, so now that you've made your list, let's check these off one by one.
- This wasn't a nerf, this was a correction to the nonsense that killers were getting stunned when out of pallet stun range, it made respecting pallets literally no different from just challenging all of them.
- The exhaustion nerf was also necessary, being able to continuously abuse exhaustion perks while continuing to run around was ridiculous, and let's not pretend survivors often easily recharge their exhaustion while sitting on generators anyway.
- The DS rework was again, a correction, the perk should not be completely free, but function as anti-tunneling. Even in its current iteration it is still 60 seconds of immunity from being picked up.
- Mettle of Man's problem was it was a free damage state with no way of indicating to the killer whether it was active or even that the survivor was running it, at least now if I see multiple attempts for a protection hit I can get an idea. Honestly this perk should have never even happened.
- What are you even talking about here? Balanced Landing is still a 40 second cooldown and now even muffles grunts from falling by 100% at tier 3. It's still absolutely destructive on Haddonfield and is also very good on the new saloon map?
- Spirit is countered by good juking and an understanding of her mechanics. Just because she's not a standard looping killer doesn't mean she is impossible to play against, and she's been nerfed, CONSTANTLY, notice you left that part out.
- I'll give you iridescent heads as being OP, I'll even throw in Ebony Mori's. Now that those are out of the way how about YOUR KEYS MISTER.
- Um, you are aware that mirror myers moves at a majorly reduced speed right? And is easily counterable by just having someone follow him around? If you die to mirror myers it's because your team is potatoes, not to mention it's easily countered by sprint burst and spine chill.
- You even admit insta-heals are OP, and gen rushing has not been fixed. Toolboxes now also make sabotaging way more viable and super annoying for killers, so where was your big "nerf" again?
- Endgame collapse had to be put in to prevent survivors from taking games hostage by refusing to leave, this was brought on by survivor behavior, no one to blame but yourselves.
- Really? The mere existence of second chance perks? So we're just going to ignore Adrenaline, DS, BT, and Unbreakable? Spare me.
- The point was they both DID get patched. My guess would be the Legion exploit was more complicated coding wise so it took longer, this isn't killer sided, fixing exploits is just something that gets done.
- Um, hello? Dedicated servers have been a thing for months now? Next.
- We CAN'T hold a game hostage because of bleed out you idiot, that's the point, if we leave you all on the ground the game will end when everyone bleeds out, likewise before EGC, if survivors just hid the whole time they could keep the game hostage INDEFINITELY.
- Now you're just assuming community sentiment, killers get haranged for quitting games too, and DC penalties affect both. The better question should be why a survivor can decide to die on first hook, screwing killers over out of possible hooks needed for pips, just cause they don't like facing a certain killer?
- Camping and tunneling are both punished and can be easily countered. DS counter tunneling hard and camping is countered by just rushing gens and ending the game while the killer stands with one survivor like a doofus. The emblem system also punishes this behavior severely.
Now that we're done with your list, I've got a couple to counter.
- The Ruin change, biggest one that cause the gen rush meta we are now living through, destroyed cleansing totems as a secondary objective and turned every game into a sweaty tryhardfest for any killer. Particularly devastating to trap based killers. All to appease "newer survivors".
- Deliberate removal of all synergy in generator regression perks. New Ruin can't work with Thrilling Tremors, New Ruin can't work with Pop, goes on and on.
I won't pretend survivors haven't seen nerfs occasionally but to pretend this game isn't survivor-sided is just delusional.
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Honestly I'm not sure if this proves that survivors often get boosted to high ranks cause their team carries them or that matchmaking is really bad, maybe both?
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What's funny is people don't know who to blame for NOED, so they blame killers.
It's not the killers, this is the devs fault, and it's high time someone pointed the finger in the right direction.
When the devs destroyed ruin, or at least reworked it so it doesn't do what it used to (i.e. early game generator slowdown) they were the ones who created the gen rush meta, ruin was the only perk that would make survivors actively look for totems, even devour hope gets no attention from survivors until you get three tokens and start one-shotting people. Survivors will only come off gens for totems if they are forced.
Killers, many of whom relied on Hex: Ruin saw that survivors were ignoring totems routinely and decided that running NOED would be the same as Hex: Ruin but in reverse, instead of an early game power spike and generator slowdown, they would trade that in for an end game power spike to counter the gen rush since survivors were clearly ignoring totems.
There is NOTHING unbalanced about NOED, NOTHING. First off it can be completely negated by cleansing all five totems, and even if it activates it's now even easier to de-activate by finding the lit up totem. The speed boost is countered by adrenaline, a hilariously common meta perk, and if a survivor brings DS they can't be double-hooked anyway, meaning NOED really only works to try and 4-man slug at endgame provided survivors are straight up stupid.
TL:DR "Maybe you do bones next time" - Trapper
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@Mikeadatrix said:
Darkness Among Us still holds the title for worst DLC to date, Chains of Hate is excellent in terms of killer, survivor perks, and map quality.
If you don't appreciate the aesthetic of Deathslinger, you probably don't appreciate the aesthetic of Westerns.
Was gonna say the Legion DLC still has to rank as the worst.
Legion as a killer was broken in all the wrong ways on launch and now is neutered into just being lackluster now. He came with one relatively meta perk in discordance, but Iron Maiden? Mad Grit? Yeah no one's running those except MAYBE huntress with Iron Maiden and even then probably not. Some nice cosmetics though.
Jeff is a lackluster survivor with very lackluster perks, he does have some nice cosmetics.
Ormond is easily one of the most infuriating maps for killers in the game, it's effing huge, all the pallets are EXTREMELY safe, on release it lagged players like nobody's business, overall just a massive failure.
The other big issue with this DLC was the complete misdirection of the trailer. You were easily led to believe this would be a killer who could disguise themselves or play mind games with survivors and instead we got edgy gang with knives. Such a letdown.
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It's a joke perk, not every perk has to be viable or meta.
If Iron will does what no mither does but better, run Iron Will. If you wanna get up off a slug, run Unbreakable. You have options to solve this.
By your logic, they should make it so that monstrous shrine insta-kills any survivors I hook in the basement, so it can be useful.
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80 seconds.
It only takes 80 seconds for a survivor at base to complete a generator.
1-2 generators routinely pop at the conclusion of my first chase, game after game.
Toolboxes just made this even worse.
I'm glad their gone and they're useless to you now, have fun saboing hooks.
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@Yamaoka said:
The fact she just started mending instead of running and disconnected as soon as you downed her means she was probably just annoyed of Legion. Therefore she didn't mean to taunt you. Person was just annoyed of mend-simulator. Just what I think.
Oh how dare us offend the delicate survivors "annoyance factor". They're totally justified in just screwing us out of three of the nine hooks we need for devout and all but completely screwing us out of a pip, you're right, our fault.
I get that you're just offering an opinion on that survivors mindset but this entitled nonsense just gets under my skin so bad. Survivors can throw a hissyfit and screw a killer out of a pip just cause they're "annoyed".
@NeaMainNON_TOXIC3 said:
I was playing killer, my main, Legion. After hitting two survivors with feral frenzy, this Jane was in my Killer Instinct radios. I hit her and she stopped. And mended right in front of me. Normally I would go for the final survivor, but I couldn't find them with Feral Frenzy. I deactivated my power and downed the Jane. She disconnected. Why? Like, you literally taunted me by stopping and mending in front of me. Big brain...
My favorite big brain moment was playing on coal tower as Freddy, I sensed someone was working on the top level generator, so I decided to start teleporting to it while standing at the landing at the spot where a survivor can jump out if someone comes up the stairs so I could cancel if someone jumps down. The whole team jumps out the window, and scatters but not before I could down two of them, I chuckled about that one for a long time.
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@steezo_de said:
https://forum.deadbydaylight.com/en/discussion/138975/pop-is-really-strong
I'm sure this is part of the reason why Ruin was changed. PGTW and Ruin combo could make some killer-players very oppressive in average-skill lobbies. PGTW by itself is still good and I use it frequently.
Yeah this not why Ruin was changed. The devs literally said their rationale for changing ruin was to help "new players" because going to look for totems or hitting great skill checks was too difficult.
Even before Ruin's change, running both PGTW and Ruin was usually a killer planning for early and late game. Most killers never expected ruin to last more than 2-3 minutes and PGTW takes over as the generator regression tool once ruin is found.
The problem now is there is no early game generator slowdown, Corrupt can help but often survivors just wait out the 2 mins and hide from the killer since they know they can still easily get done five generators with no penalty if the killer doesn't find anyone in those 120 seconds.
It's almost impossible unless a killer gets very lucky to find and down a survivor, locate the generator being worked on, and kick it with PGTW in less than 80 seconds, which is the amount of time it takes for a SOLO survivor to complete a generator, doesn't even take into account pairs or triples.
Honestly the devs don't seem to realize that by breaking ruin they broke the early game for so many killers, and many killers now just have to go into every game already looking for a three gen to defend.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1170967#Comment_1170967
You ever think that tunnelling might just drive people away from the game since, I dunno, THEY CAN'T FECKING PLAY! There is zero point me loading into a match when a wiseguy like you just hardcore tries to delete me and then say "It'S a LeGiTiMaTe StRaTeGy!"
Same goes for face-camping.
I'm just going to say the same thing that I do to all campers and tunnellers. MAYBE using some empathy and playing nice with others might just extend the life of the game. Sometimes doing the selfless thing gains more net-worth than the selfish thing.
Maybe then BT and DS will become less popular after camping and tunnelling disappear.
And to answer your question @TAG I'd say that it's both the people using it and the devs for legitimising it. I don't care if DS and BT are added to stop it, not everyone has access to those perks for every game, and if a killer wants to, they'll power through those perks.
Did it ever occur to you that when Killers lost one of their only means of early game generator slowdown in hex ruin it might just drive THEM away from since, I dunno, THEY CAN'T FINISH A CHASE WITHOUT 1-2 GENERATORS POPPING? There is zero point in me loading into a match when a wiseguy like you just hardcore gen rushes and ignores totems and then say "It'S a LeGiTiMaTe StRaTeGy"
And wow, you're going to talk about empathy and playing nice? Yes I can't wait to "play nice" with the flashlight t-bag crowd who literally run for the broken infinite on a map every single time I'm even close to them and pretend like they're some kind of god-looper. The same ones who get Disturbed Ward and then talk nonsense after a game. Yeah I can't imagine where killers developed this "######### survivors" mentality.
Maybe clean your own house before worrying about how we run ours. Survivors caused killers to be toxic a long time ago.
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So many flawed arguments in this thread.
First off, to every survivor who claims tunneling will make people "quit the game and killer queue times will go through the roof" if you actually played killer you would know that the change to Hex: Ruin already decimated the killer population months ago. I could personally be responsible for making hundreds of people quit this game as survivors and STILL get insta-queues because killer has become a situation where you have to play sweaty tryhard at all times otherwise you're probably going to get skunked.
Also to every survivor claiming generators are your only objective, you are correct, now. This is why so many killers harp on the change to Hex: Ruin, which actually provided a secondary objective, at least for the early game, of cleansing totems. This is why generators didn't pop after the first chase pre change to Hex: Ruin, because survivors were usually looking for totems to cleanse.
The irony is that some killers have compensated by running NOED, and survivors complain about NOED WHEN THEY ARE PERFECTLY CAPABLE OF ELIMINATING NOED FROM EVEN ACTIVATING. Like seriously you have a secondary objective, it's called bones, do them.
As far as tunneling as a strategy, a guy on death hook can hold M1 and complete objectives just as easily as someone who hasn't been hooked yet, and getting an survivor off the board early is a HUGE advantage for a killer.
That being said, survivors already have a metric ton of tools in place to prevent tunneling, Borrowed Time, Decisive Strike, but that just obfuscates the issue.
If you are the unhooking survivor DO NOT HIDE AFTER UNHOOKING. Seriously because if I am coming back to the hook I AM going to hear your fellow survivor who is still injured, and at worst I'm going to slug them to buy some time and exert some pressure, or I may just hook them again if I realize they don't have DS.
Now that said, to the survivor mains, DON'T FORCE MY HAND WITH YOUR DS. In other words, if I'm not chasing you, but you get into a locker right in front of me like a complete blithering idiot, I'm gonna open the locker and eat the DS, because now you don't have it, and I know this, prepare to get ran off this map fast, because I'm not going to just leave you to open a locker and start working on the generator two feet away.
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Nowadays generator slowdown/regression seems to come in two main flavors.
Ruin/Surveillance - This is the best combo for those pressure killers like Freddy and Billy that can use their mobility to push people off generators constantly and let the passive ruin regression do it's work. It also gives you the benefit of seeing when survivors return to previously worked on generators giving you much more efficient movement.
Pop Goes the Weasel/Thrilling Tremors - This is probably the best combo for those killers that can end chases quickly but may not have the map pressure to run Ruin/Surveillance. Tremors blocks generators not being worked on and shows you exactly where to go in order to maximize pop.
Corrupt Intervention isn't really in either of these categories as it is not regression or slowdown, it's early game generator removal. Absolutely essential for trap classes and useful on all killers. The best thing about Corrupt Intervention is that it works with either of the above combos and provides an early game breather for many killers.
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Wait PSN can ban you from playing games?
Didn't even know that was a thing.
Yet another reason I'm glad I don't play console.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1170804#Comment_1170804
So your argument is to repeat mine? Ok, nowhere left to go here. lol
So you make a point to respond just to say nothing? Ok then.
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Better question is how high do you have to be to read this thread title and think that doesn't sound grammatically moronic.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1170002#Comment_1170002
If you ever paid attention to the posts I've made on this forum, you would know how silly your "survivor main" stupidity is. Just because I tend to look at things from a balance standpoint and you are clearly overly biased does not make you right. Honestly, I want lots and lots of survivors attracted to the game so my killer ques are instant. I know that happens only if there is balance. I don't want it overly survivor sided, and seriously want to see something to assist with the insane gen speeds when using low mobility killers - such as my choice of killer, Trapper.
The fact you can't see how your complaint is biased when you take the full picture into account says all I need to know about you. You are blinded by bias.
I'm not going to delve into your post history, it was the language you used that I pointed out, which clearly came from a place of bias. Survivors should have the "right" to kill themselves on first hook and screw the killer, nuff said. You don't look at things from a "balanced perspective" you just claim you do for some kind of nonsensical legitimacy. And again your ignorance is obvious, killer queues are already instant because nobody wants to play killer, particularly at high ranks which is why green killers end up against 4 red rank survivors. Anyone with a brain would know this.
You claim to want a change to help gen speeds on low mobility killers, when in my linked post I specifically address this with changes to gatekeeper, if you had read the post you would have realized this.
And thanks for the passive aggressive ending "you're biased so I'm going home and pretending I won". Bye felicia.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1170003#Comment_1170003
- DS is not run all the time. Some people don't want to be stuck running one perk at all times.
- DS is avoidable easily. You can slug them and leave them while proxy camping them. Still a crap match for that person.
- I don't care what you think I am. I've been playing killer for more than 2 years now. I would rather see the game balanced through proper buffs than listen to the constant crying of the communities on this forum though. Killers are the biggest whiners on this forum while survivors tend to rule the Steam forum.
- Same can be said for all meta perks, you don't have to run them all the time but people do, stupid argument is stupid.
- Even slugging is still immunity from getting hooked twice, meaning you can't be tunneled by definition, which is getting put on the hook over and over. Not to mention someone can easily pick you back up once the killer looks for someone else.
- If you have been playing killer you are clearly playing it at ranks where you don't understand the balance against playing optimal survivors, which is what we're talking about. Red ranks require multiple iridescents to pip, and a survivor killing themselves on the first hook screws a killer just because the survivor wanted to not play anymore and it's garbage. And no, there's plenty of entitled survivor mains on this forum, staring at one right now.
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@Respectfulnancymain said:
When i get 3 gens popped instantly instead of crying on the fourms i actually "apply pressure" by slugging or camping as ghostface its really not that hard since most survivors at red ranks are bad and i dont tunnel so no ds. Honestly i have no idea where these gen rushing survivors are i litrally never see them. Am i just lucky? Do you gen rushed every game?
Every time you post your username gives you away, it's like a sign around your neck.
As others have said, 60% of your objectives completed while I accomplished (being generous here) 16% of mine (and that's an optimistic estimate assuming I'm just trying to 2k, forget 4k at that point) is going to immediately put me in a terrible position where I will need to employ harsh tactics (slugging, juggling, proxy camping) in order to get back in the game.
Also I like your little gloss over "I don't tunnel so no DS". As if DS is ONLY for anti-tunneling and not a free 60 second immunity from getting picked up and at worst getting slugged only to be picked up either through unbreakable or a teammate.
Finally, if you aren't seeing gen rushing survivors at red ranks I would question whether you're actually playing at red ranks, because at red rank as killer I see optimal survivors constantly.
Did you ever wonder why you see a lot of certain killers at red ranks? Freddy in particular? That's because Freddy can find a survivor, down them, hook them, and immediately teleport across the map to a generator to hit it with pop goes the weasel. THAT is the type of map pressure and generator regression necessary to slow down optimal survivors and sometimes even that doesn't work.
Also as others have said the amount of stress killers get put under to likely get screwed out of pips anyway thanks to the terrible emblem system just isn't worth it for a lot of them, which is why survivor queues are off the charts now, killer has gone from being one side of an equal balance to survivor's chew toy and a lot of players just put their hands up and said "I'm out".
The irony is that the ones that remain at red ranks as we are usually the ones you DON'T want to go up against, as they often use the same tactics you describe in this post. And if after-game chat is any indication red rank survivors aren't too fond of slugging and "tunneling" either,
@batax90 said:
Maybe because 3 genning every single game can get boring fast and when this happen the killer dont have a chance to play the game unless for you playing the game is setting up for a 3 gen from the start then defending those gen for 10 minute or so
THIS, SO MUCH THIS.
The amount of games where I get into a long war of attrition with 2-3 survivors on a 3 gen is mind-numbilng.
The worst one I ever had was on Yamaoka against an "immersive" team who of course brought a thick reagent and no map offering, so they get lucky with the greatest map ever for immersive types. Thankfully they literally five gen themselves somehow with even having a map so I eventually whittle them down to two remaining and just two megs remaining. The result is the most painful 7 minutes of me patrolling three gens, them getting close and immediately using sprint burst to the other side of the map where clearly I'm not following one of them to let the other do a gen unimpeded. So they run off and wait for sprint burst to come off CD to try again. Rinse, repeat, for at least a good 5 mins of just that alone until I finally just give up and chase one down and hook them, leading to the other getting the hatch and proceeding to tell me how much I suck for getting a 3k and a pip for "playing like a #########" because I wouldn't leave my 3 gen. /headdesk.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/138833/so-can-we-do-something-about-this
As much as that sucks, it is no different for a survivor. Survivor enters match, takes 2 steps and hears TR. After a 30 second chase, they get downed and camped. Non-BT survivor farms them, they get downed right after getting off hook and no time to move. Hooked and dead. Less than 3k BP and a depip. Nothing they could do. But wait, they can not get downed. Wrong. Even the best survivors get downed.
It sucks, but it is still 1000X better than being camped/tunneled from the start and getting crap BP and a depip. At least as killer, I get to rake in some decent BP in even the most annoying matches.
So we're just gonna pretend that DS isn't a thing? If you haven't actually looked into options to prevent tunneling you shouldn't be spouting off in forums about tunnelers/campers. It's so painfully obvious you're not only a survivor main but one who plays at low ranks where some killers will do this kind of behavior. Sit down junior we're talking about pipping at high ranks where emblem requirements are way higher and killers have ot play almost perfectly to pip. Meanwhile survivors can do 1.5 gens, get chased for 30 seconds, unhook 1-2 times and easily pip, even at red ranks.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1169848#Comment_1169848
No. That just encourages camping more. Survivors have the right to die on first hook. I have had only one do it in over 20 matches. When I play survivor, I see it happen a lot, but almost always in matches where there is some serious tunneling or camping going on. If the survivor wants out of a match vs a camper/tunneler, they have every right to die on first hook. If anything, give killers a way to forfeit the game if they have less than 2 hooks and 1 gen left. Boom, slow down the gen rush or risk a very short game with crap bp.
Wow, could you be more of an obvious survivor main with the nonsense pouring out of this response.
So let's break this bullshit down piece by piece.
"Survivors have a right to die on the first hook"
I never said they shouldn't be able to, I said that if they choose to do that, the other two hooks of value should be given to the killer automatically, so they aren't now immediately screwed out of iridescent devout just cause someone either failed to kobe or decided to ragequit.
"I have had only one do it in over 20 matches"
Anecdotal evidence is anecdotal, I've had it happen in at least 5 of my matches today out of 15, one time it was directly linked to a safety pip instead of an actual pip. Your experience is not fact, and does nothing for this argument.
"But almost always in matches where this is some serious tunneling or camping going on"
How can someone tunnel or camp ON THE FIRST HOOK . By definition, no one can camp or tunnel you to down you and put you on the hook for the first time. What are you talking about here?
"If the survivor wants out of a match vs. a camper/tunneler, they have every right to die on the first hook"
Refer to above response, you're such an obvious survivor main it's actually painful, to be tunneled, you would have to be downed TWICE at least, herp a derp, and to camp you in my solution would take over 4 mins of the killer sitting there which would be an auto-forfeit for the killer and rightly so. If anything this solution makes camping completely useless.
"If anything, give killers a way to forfeit the game if they have less than 2 hooks and 1 gen left. Boom, slow down the gen rush or risk a very short game with crap bp."
This is so stupid I think you actually gave me a migraine, we are talking about how survivor actions screw a killer out of a rightful pip because they clearly dominated the match and you're talking about a surrender option for killer? Yeah I'll go with stupid statements that have nothing to do with the conversation for 500 Alex.
"Slow down the gen rush"
Seriously you're just spouting cliches at this point. Seek medical attention for that brain injury you have clearly suffered.
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@FFirebrandd said:
From my understanding, you will still be able to see your own ranking. You won't be able to see anyone elses.
Oh if that's the case then disregard, I'm cool with that, I just want something to see for my own sense of progress.