LeFennecFox
LeFennecFox
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@PapiFelixPSN said:
Tbh, I don't really have an issue other than the fact that they nerfed MoM. Thanatophobia was overpowered, that's just objectively true. Currently, you can get easy 4ks by running it with SHGOP. Now less killers can use it well, but at least it won't cause as many problems.
PR/DMS wasn't really an issue imo. They've decreased DMS's duration to compensate for the increase to gen times, so I think it'll still be a fair combo like it was before. The reason they did it is kinda sad though.
The killers that benefited from it way too much are still going to get huge benefit. There is now 0 reason to run it on any other killer which is sad.
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Dissolution & blood favor require you to get hit in the first place
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I'd understand maps but killer is very unfair + this would add onto queue times.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3097436#Comment_3097436
Brown Medkit is fine. Its the possibility of 4 survivors bring 4 Rangers and other powerful addon. Item should always have 1 version of each item.
Botany was strong because the buff on Medkit it gave, remove it was also fine, now it debuff on Medkit.
If you get a Medkit while using Botany, there are 2 scenarios.
- You cant use Medkit on yourself because of Botany, you have to ask other to heal you.
- Giving Medkit to teammate is not useful when you can heal them in 11sec.
Using Streetwise just to able to use Brown Medkit is really stupid, people would just pick Selfcare, and why self heal at 50% speed on yourself while you can use CoH for whole team. And again, Coh has 50% speed buff on its own, why use Botany
Botany dont synergize to anything to make it standout with the buff it got. Unbreakable is not that useful, but slap in the old DS and its extremely powerful. Botany is powerful on its own, doesnt work with anything else.
I also use botany to search chests the entire game for a brown medkit. Oh no you lose out on a single full heal when you save 5.3 seconds every time you would need to heal teammates. Before this change 1 brown medkit by itself wasn't going to get you more than a single heal anyways. The entire point is if you you should be picking your items around the perks you bring. Efficiency/speed perks result in you changing what items and addons you bring.
COH already has a self care penalty in reality you heal at 75% of normal healing speed so it takes 21.3 seconds + travel time + booning itself you can turn that into 12.8 second heals with botany. Self care with botany is a 18.8 seconds so only 2.8 seconds slower than a medkit while being available all the time.
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@Shadowwander said:
Dredge's power works for a very long time and I'm pretty sure Dredge doesn't have to put much work like other killers to activate it's power. This killer already has a bunch going for it but a power that blocks out 95% of the map for every survivor which can be triggered multiple times pre match is too powerful.
His passive power requires you to injure, keep people injured, hook, and use his power to chase. If a dredge isn't doing any of these he gets only 0.25c/s and it takes 300 charges to get nightfall.
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@AarcvanDemen said:
You know when this game is supposed to be played in the dark but instead they play like they have flashlight brightness construction lamps hacks that lit up the map like the infirmary. I've seen streamers that turned up their brightness so high that you can see the killer from 900 yards away it's just too crazy to me.
If BHVR can lock people from changing their resolution, how about locking the brightness settings as well? This will make it fairer for everybody.
"Cheating" using nvidia filters (literally have to be supported by the devs) and reshade is not cheating the devs have said this hundreds of times. I can't imagine playing killer without some brightness tweaks I'm more worried about not being able to see survivors on a lot of maps than killers who have a literal TR/other audio cues 1 second sooner.
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@Gemma said:
https://forum.deadbydaylight.com/en/discussion/comment/3094102#Comment_3094102
Why is it a nerf? You sometimes see 3 survivors with BBQ, and sometimes you'll only see 1 or none. And if you can see 2 survivors reliably, you can pretty easily figure out where the 3rd might be.
https://forum.deadbydaylight.com/en/discussion/comment/3094079#Comment_3094079
?
Prove Thyself
Increases your Repair speed by +15 % for each other Survivor within 4 metres of your location, up to a maximum of +45 %.
This effect is also applied to all other Survivors within that range.
"each other survivor", if it worked only for yourself it would an infinite toolbox it reduces the efficiency penalty for people stacking a gen with less benefit the more survivors are working on a gen. 2 people is almost exactly 2c/s as if there was no penalty.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3097345#Comment_3097345
Botany remove 20% charge of Medkits. Ranger has 32 charge. Equip Botany will reduced to 25.6
Ranger doesnt boost self heal speed.
Ranger is Vera Rare
No one ask them to buff 17% Botany to take away 20% charge from Medkit.
The biggest problem of Botany is someone using Botany getting a Brown Medkit (the most usual along with Brown Toolbox), they're not able to heal themselves.
They will have to find a teammate to give that Medkit for other to use, and ask teammate to heal them. Do you think with the time of finding a teammate + teammate heal you for 16sec instead of teammate working on Gen. Really worth that 17% buff?
Botany was way too strong with medkits (Some of the strongest items in the game) and was changed so people can't pull an insane amount of heals out of thin air while also having faster heals without investing in self care/coh/streetwise. Talking about very rare items as if that's some type of good balancing mechanic is pointless and it doesn't matter if it has a self heal speed boost you will be healing at 1.5c/s which is the same as a green medkit. You only need to invest in bandages for a brown medkit to get you a heal at green medkit speeds and for 2 heals gel dressings + bandages.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3095484#Comment_3095484
Dead Hard's nerf was best part of update.
But they nerfed Calm Spirit, Pharmacy, Botany for no reason. These perks were so rare already. And Self Care's nerf is joke tho.
But worst part of patch was nerfing DS twice. End game part is fair but it should be 5 seconds again.
Botany wasn't even a nerf I would consider it a buff/rework if anything. You can get 3 green medkit heals out of a ranger, almost bring back old coh healing speeds (~13 second self care), and reset your teammates even faster.
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@SlowLoris said:
I was actually going to post a thread for this. I stream a lot, and so do many people within my community, so i have many clips of this. I've been trying to nail down what is causing it, and I think it's related to the blood lust changes. For some reason, I think there is a bug where SOME KILLERS are actually keeping blood lust if they get it. Due to some series of events that causes it.
I've been thinking it's either due to perks /built in mini brutal strength, killers are now able to kick pallets so fast they don't break blood lust, or something similar to clown. Perhaps they get stunned as they're going into blood lust, and it makes it stay.
I had thought quite a few of these people had been hacking, since there are SO MANY right now, but...after talking to one of them, he seemed very wholesome and was streaming at the time. Obviously, he could still be cheating, and just not showing it, but I doubt it, he seemed very genuine.
Especially since I've seen this MULTIPLE times, not just the ones I started documenting. Since the patch I've seen at least 10ish killers that are DEFINITELY faster than they should be. The two I have clips of since tracking the map/perks, etc are Oni/Shape. I wanted to get at least 5 documented cases with clips before I posted, but it is definitely a thing. To begin with I thought I just wasn't noticing bloodlust happening quicker..then I realized even after chases ended (they got the down/hooked someone) they were staying too fast.
I can post the clips here, or I can open my own thread, but I do feel like we need to be a little more constructive with our feedback. I know bugs in this game can be frustrating, but if you don't pay attention to it, or explain how you're seeing it happen, how can they fix it? Not just that, but..if you've seen it happen on all of these killers, you must be able to reproduce it, yes? Why would you not share that info with devs? Otherwise, I have to assume you haven't seen it on that many killers, and you're just upset with the patch. I've streamed DBD about 24hrs this week, and I have seen it a few times, but not enough that I could say EVERY killer basically.
There are some bugs with killers going super speed like billy dash levels for some reason as well. Has something to do with getting stunned as you use power?
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5 seconds bt wasn't going to do anything anyways run OTR because for some reason people decided to stop running BT after it got buffed.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3094150#Comment_3094150
I, also, play killer. Deathslinger doesn't get the free Tinkerer that gives him the free map mobility that gives him the free chase. He doesn't get the free infinite stall that comes with chain hunt, for shame.
Pinhead gives tinkerer for gens now? The free map "mobility" that is purely where the survivor wants to bring pinhead? The free chase that could be a tp into shack or a strong main building? The "free infinite stall" that survivors have control over? Your imagination is something I'll give you that.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3094171#Comment_3094171
You don't understand what Favor the Killer means. It's not what you think.
https://forum.deadbydaylight.com/en/discussion/comment/3094174#Comment_3094174
Favor the Survivor was never a thing. Hit Validation was always limited to very high ping. If you live far from servers, have bad connection quality, or have some other network issues, you may have experienced rejected hits, but now it has been changed to be extremely generous to killers. Even those located in Timbouckto, lol
It's always been like that and pallet validation must be checked on the killer side also because if the killer never sees you drop the pallet on their end they can still swing through it completely and not get stunned. Killers should have some leniency, but if your ping is like 200+ it should be straight up rejected.
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@Nicholas said:
@ThiccBudhha Tag me when the game no longer has Favor the Killer, lol
@Confused_Senpai sorry to hear, but I understand why; wishing you and your wife the best.
@Nicholas Here you go survivors are still stronger than every killer except nurse/blight with strong addons/perks
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They've already lost mentally before the game even started if they're running a build purely to escape at the end neglecting everything else that comes before that
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3094105#Comment_3094105
Survivors are given an aura reading to prevent infinite stall. How difficult would matches be for the Pinhead player if survivors had no way to know where the box is? How playable would it be? It's free chain hunts, a passive power. Regardless, he has the add-on that obscures the box's aura.
For all the talk that survivor is easy mode, what about Pinhead? When you really break down his design, how much does it really ask of the player?
Killer: Juggle 4 survivors and keep track of their perks, 7 gens, hook states, the box, chasing with an anti loop that's actually more difficult than nurse without the reward of a guaranteed hit
Survivor: Occasionally deal with the box, drop pallets, hold m1 on gens and not 3 gen, occasionally cleanse a hex, unhook people, heal
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/comment/3094049#Comment_3094049
It's a shame that pendulum is quite literally stuck on one side. I dont disagree with your statement because a constant push and pull between the community is nice, but this update didnt push it, it YANKED to one side and now it's over there constantly. It's just negative feedback, like when mikaela dropped.
It's funny because in reality the pendulum is still on the other side it's just solo queue feeling the pendulum swing the other way since you need actual teammates that hold m1 to win games now surprisingly you don't win if the objective is being ignored
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3094064#Comment_3094064
It's not a complaint. He already had the highest kill rate in the game prior to the patch because there is not enough time to do gens, unhooks, chases, heals, totems, boxes, gates. Chain hunt is a passive power that swings a PvP game massively in favor of one side. In order to prevent a chain hunt, it results in Pinhead being spoon-fed information that requires zero game sense. His power asks nothing of the player controlling him. Everybody says survivor is easy. It's a PvP game. His power does not belong in it.
"PvP game" do you know what PvP means or do you just throw this term around hoping your argument makes any sense? His power requires him to learn how to approximate box spawns based on estimations of the other survivors locations and even the best pinheads can't guarantee it spawns in a certain spot. Survivors are "spoonfed" where the is box is at omg no game sense and they're even visually shown when chain hunts are going to start!
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Wow you really didn't think about these perk changes for more than a few seconds. They're either huge buffs to already good perks or adding random effects to perks hoping it would make them worth running. The fact that you think prove thyself works by itself is funny because if it did then there would be literally 0 reason to run anything else because you'd be directly taking 12 seconds off a gen by running one perk. Stack it with your deja vu proposal and you can take out a gen inside a 3 gen within 73 seconds all by yourself.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3093987#Comment_3093987
His power should be reworked because it's, yes, OP. It's Op, I've said it. Especially against solo survivors.
I do do the box.
Look at all the complaints, from both survivors and killers, regarding learning how to navigate RPD. Pinhead gets the "press E" ability where he can magically teleport to the desired location.
You complain about chain hunts while also complaining about him teleporting to the box, but that stops the chain hunt from happening. YOU control where he teleports and when you can easily wait until he's occupied picking up a survivor or doing literally anything else to solve the box.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3093965#Comment_3093965
Pinhead's kill rate is easy to explain because of the obvious strength of his passive power. There's only so much time for solo survivors to do gens, get unhooks, last in chase, and run to the box and solve the box. They don't have enough time before getting killed is the explanation.
So his power should be nerfed because every 15 games you go against pinhead and your teammates have other priorities? If your teammates aren't doing the box you should be taking initiative. Expecting anything out of teammates who could be doing archives or hiding in a bush is setting yourself up for disappointment. Survivors have more than enough time to do gens & deal with the box they just don't want to.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3093930#Comment_3093930
Nurse is suboptimal on Switch, controller, last gen, and new gen consoles. Nurse has the skillest floor in the game and there's no practice mode against bots. That's why she has the lowest kill rate in the game. She does not have the kill rate in the game among PC MKB players with more than 10 hours on her.
You can admit that those statistics don't show the proper picture of nurse's strength yet think pinhead is too strong because of the same statistics. DBD is not a PvP game where the player with the better aim wins it is a 1v4 asymmetrical horror game where the big picture 1v4 is more important that just individual chases in the 1v1. Managing pinhead's box is the 1v4 and the only strong part of his kit that's why his anti loop isn't that powerful. It's the same with pig or any other passive slowdown killer they sacrifice something to get protentional slowdown.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3093916#Comment_3093916
Highest kill rate in the game.
Nurse has the lowest kill rate in the game...
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3093877#Comment_3093877
It's a PvP game, and Pinheads crutch on passive powers and information he does not earn. I understand that if the killer player wants to use his chains it's one of the more skillful things in the game. The fact is that you don't need them to easily 4k. He has the highest kill rate and it's because of his passive power. Passive powers don't belong in PvP games.
You're right all of these op passive powers on survivors that speed up the game don't belong in a pvp game! Survivors don't earn the botany healing speed up or prove thyself gen speed up so why should they have that option.
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@GoodBoyKaru said:
For those who don't know, a bunch of QOL changes were announced within the 6th Anniversary Broadcast. You can read more here.
These are as follows:
https://us.v-cdn.net/6030815/uploads/HWJOLJG0W9Q5/img-20220726-190804.jpg
Obviously thus far we've received Matchmaking Incentives, the Prestige Overhaul, the Perk Overhaul, the Anniversary Event, the Loadouts, and the Menu.
Well, the Wiggle Skill-Checks and "Queue Times" (don't ask me why I wrote it like that, it refers to being able to navigate the rest of the game while in a queue) have been delayed until Q1 2023, as per an announcement on Twitter
https://us.v-cdn.net/6030815/uploads/76VXKAGXAR71/20220726-190658.jpg
That's all, and to anyone on PC I'm sorry for the screenshot taking up all of the screen.
They'll finalize the new wiggle and still have the bugs associated with it I bet
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Medkits have always been super strong and it's not like you can't afford to run a brown medkit even getting 1 heal by yourself instead of wasting time finding a teammate and spending the time of two people is worth the slot.
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I'm very surprised that prove thyself survived the rework considering it's so insane. BNP should not exist and items/addons in general should be toned down since they provide so much variance in match result. Gen times should be normalized with little variance so that better balance can be achieved without these outliers messing with killrates.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3093786#Comment_3093786
I've always wondered, can't console players cheat also? I swear I've been in lobbies with cheating console players.
Probably epic games players since they were handing out free copies letting cheaters snag multiple accounts to cheat on.
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@Aurelle said:
Then can we at least have a few matches where killers don't camp and tunnel at 5 gens and run every slowdown perk in existence? Because that's why most survivors are giving up right now. The game is literally unwinnable for survivor at this point.
Can people stop pretending that tunneling/camping were only an issue now. I've played 30+ and only noticed two cases of hard tunneling/camping early in the match and one was a pig I looped so hard they dc'd at the end and some spirit who threw the game trying to get me. I don't know if there is some MMR hell where killers camp and tunnel every single game at 5 gens, but I've yet to experience it.
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I would love to have my survivor teammates instantly DC with nothing holding them back 5 seconds into the game due to them playing badly
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"got a horrible huntress and yet i just couldnt focus on how to loop her for whatever reason so i went down"
🤣
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@PaintedDeath said:
Yea I don't disagree that Hex: Plaything has great synergy with other Hex perks, but that's also a different kind of playstyle and reason for existing. I dont really believe Hex: Ruin is as bad as everyone laments, IMO even if you manage to get only 2 minutes of slowdown from it, you got Corrupt Intervention value out of it.
Depends because plaything is limited by the number of hex perks you bring.
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@Mandy said:
Whilst I appreciate the feedback on this. Sometimes it's not possible to give an actual ETA - we're looking at around the 2nd hotfix but until we have confirmation that this bug is fully fixed we cannot give anymore information than that.
We also do not want to ban our players who could use a bug accidentally like this - this is part of the reason we have the Kill Switch in the game in the first place, so we can remove something that is game breaking with as little impact as possible on normal gameplay.
Would be nice if everyone was forced to restart their game when a killswitch goes into effect because people refusing to close their game to abuse these bugs is a major problem
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Garden of Joy - Terrible collision on everything for blight(huge bush collision + shack has tons of stuff outside)/billy(if you run around the yellow bushes you literally can't be chainsawed by him) + the main building is way too strong and chains into outside windows/fillers/tiles. Very rare for you to walk 10 seconds without going by 2 pallets.
RPD - Stale and annoying to path with some very strong loops while having pallets so bad you can swing around them completely. Survivors dedicated to stealthing or running shadow step/lightweight make it so annoying when the game is slowed down and 2 people are trying to hide for hatch. Unless you're nurse which makes the gates impossible to get they are too far in distance. Also the front door spawn is basically guaranteed so killers with mobility can get a free hit/down early.
Eyrie of Crows - Way too pallet dense in the front while being massive with a strong main building. Not sure if it's still a thing, but shack window used to face a jungle gym window a lot. Annoying ink sounds make you think there are survivors nearby & reagent makes it impossible to see.
Haddonfield - Complete deadzone in the middle and teammates rarely make good use of the buildings and use the few pallets available
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For survivor basically
SB OTR Deliverance Prove
SB OTR Deliverance Lightweight
SB OTR Deliverance Kinship
If a killer wants to tunnel me I'm making it a game winning chase and if they want to camp I can waste their time and still hop off hook right before my timer hits 2nd.
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It's no longer validated on serverside since it's not even giving iframes anymore
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The killswitch only works if they close their game sadly
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They nerfed hook spawns for midwich making them very sketchy especially in the top corner next to the hidden double breakable wall stairwell
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@Evil_Goblin said:
https://forum.deadbydaylight.com/en/discussion/comment/3091828#Comment_3091828
I don't think you understand how meaningless all of that is. The distance you gain from exhaustion perks hardly helps at all now. As long as I'm camping, and immediately hit an unhooked survivor, their OTR and BT are used and I don't have to worry about them again. Even with the speed boost from an endurance hit + use of an exhaustion perk such as Lithe (sprint burst doesn't work, because it would literally be a waste of your endurance hit - even with the stacked speed, it is much better use the speed boost from endurance separately than with your exhaustion boost) they are not going to get very far before I hit them. Again this is all assuming you're not going to use a killer with a ranged ability like huntress to ignore the distance anyway. They will go down fast, like within 30 seconds. There is no escaping
Obviously there is no escaping a killer completely, but pretending you can't have all gens pop by the time you actually get someone tunneled out is funny.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/337187/devs-dont-be-fooled
There ARE changes that need to be made. Gens SHOULD go back to 80 seconds. The chase changes were strong enough. STBFL needs adjusted. DS stun needs to go back to 5 seconds. Or stay at 3 seconds and activate both hook states.
2 hook states of DS is insane, but 5 seconds for DS is justified or they should stop killer powers for a little so they can't instantly get you after. Gens are fine at 90 seconds the passive slowdown needs nerfed or the way they stack together needs to be looked at. STBFL is mostly fine maybe just cap it off at old max speed.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/337093/what-can-we-do-against-vpn-players
Eh...
It's annoying, but there isn't much you can do. It's also not an advantage - from the killer's POV, the survivors are teleporting around the map.
It is an advantage as long as your ping isn't too high and your internet is stable you can just play a m1 killer and win every tile because you can swing through pallets and hit people seconds after they get dropped. It's also very hard to loop these killers because the true distance between you and the killer isn't as it seems throwing off hours of distance management. You have to drop a lot of pallets and drop them earlier.
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@Evil_Goblin said:
https://forum.deadbydaylight.com/en/discussion/comment/3091790#Comment_3091790
If the doors aren't open, there is no 'saving' the first person you're trying to kill. If 2 survivors come to unhook them, that means at least 3 survivors aren't on gens. All the time and everything that is happening is then in your favor, because time not spent on gens only benefits you. Anyway, if the person on hook does make it off you can very simply and immediately just hit and tunnel them again. Hit them right away to get rid of their BT or OTR, keep chasing them, very easily close the gap, follow their blood stains, listen to their grunts of pain, down them again within 20 seconds after your first bloodlust pops, have them back on the hook, do the same thing. If they have DS, catch up to them within 2 seconds after your minor 3 second stun and put them back on hook. Simple, If you want 1 person to die, they will die. The sooner you are in a game with only 3 survivors instead of 4, the more likely you are to win.
This is assuming of course you're literally right on top of them as they unhook stopping them from just sprint bursting away with OTR active. The time gained from them not hitting 2nd stage justifies coming in for a double save because now there is another hook stage you have to work for if your only goal is one person that person can use as many pallets as needed as the last gens pop while occasionally getting their chase extended by someone coming in for a hit when needed. I'm not saying your strategy isn't effective against solo queue, but at the other end you're basically going to be playing for a 1k-2k at best.
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@Evil_Goblin said:
https://forum.deadbydaylight.com/en/discussion/comment/3091773#Comment_3091773
No, this guide will function assuming all survivors are doing gens as much as possible actually
Nope if survivors are immediately hopping on gens and the person being chased just plays safe dropping every pallet you'll enjoy that hook after 3 gens pop. If you're camping them after that they can double save unless you're an instadown killer.
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This "victory" basically relies on the survivors not doing gens and the person being tunneled to not be good enough to get the most out of the time you spent tunneling ignoring perks that make tunneling/camping very time inefficient for you. I'd call this "how to win 99% of your games against mediocre solo queue players".
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This seems so situational that it's very unlikely and looking at just the numbers unless you have 4+ STBFL stacks shouldn't be possible. It takes 2.7 seconds to recover from a successful attack and only takes 2 seconds to insert a tape. This would require them to already be injured and stand in front of you until their condemned is high enough in reality teammates could actually help stop this vs pig where unless it was purely hatch escape they died.
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DMS is still really oppressive on mobility/ranged killers and smaller maps. People that think DMS was only good with PR are funny because you could bypass being forced off a gen simply by being proactive.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3089163#Comment_3089163
Which won't happen because if you are going against baby killers it also means you have baby teammates, so good luck with that. I am tired of people going "If YoU aRe GoInG aGaiNsT BaBy KiLlErs WhAt DoEs ThAt Say AbOuT yOu?" like, it says that I lost so much that my MMR is now very low or that simply matchmaking put me with them. I have over 2k hours in this game and, while I don't see myself as the best, I still know how to loop, but sometimes I make mistakes, anyone can, but it doesn't matter, because if my teammates are not good, then nothing will happen in that time. So yeah, you CAN still go against baby killers even if you are a good survivor, it's just that now killers have it easier even when they play poorly.
So is this a problem with the killer buffs or solo queue/mmr in general?
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3089618#Comment_3089618
It's not really the insta down which is the issue, more the fact people playing legion keep trying to go for insta downs and extending games to annoying lengths because of how easy it is to track survivors across the map currently. I don't want the instant down removed I just want survivors to have a way to react to the power and avoid the mend simulator which is currently happening from bad legions being encouraged with the carrot on the stick which is the chain hit down.
The solution is to literally hold w key as soon as you hear terror radius after a hit as that gives away you're on killer instinct. A bad legion going for instadowns the whole game should be an easy win lol. Legion's effectiveness is 100% based on how survivors play so why give them even more ways to deny his only strength which is getting lots of people injured.
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@AvocadoPablo said:
https://forum.deadbydaylight.com/en/discussion/comment/3089489#Comment_3089489
There are zero streaks for survivors unless they are getting carried in a herculean SWF w/ 3 friends and military style voice comms.
I doubt any of them could pass 10+ escapes SoloQing or playing with just 1 friend.
Meanwhile, high level killers can essentially decide how many they want to kill before a match even starts all the while still reading twitch chat and responding to donations and subs in the middle of the game......
Everything is all balanced though, right ?
Wow what a surprise a singular person out of the 4 can't beat the 1 in a 1v4 "asymmetrical"
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@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3089606#Comment_3089606
I don't know, I had never faced a huntress that did that, but that's not the only thing that made them dc
it's a set of things
if they both went down with 5 gens still, the survivors probably felt powerless knowing that their gen take now up to 90+ seconds to get done with a powerful and angry 2 feet tall huntress after them.
It's only logical
How do two people go down in 5 seconds with 5 gens up? The only answer is them somehow both being chased by the same huntress which makes no sense it requires both of them to break the one rule which is to spread out to prevent a situation like that even happening.