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Lost_Boy

Lost_Boy

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Lost_Boy
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  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472056#Comment_3472056

    Game may throw you bunch of potatoes that you can go against perkless if you want but don't let that confuse you. When it's a match with decent survivors, you will quickly notice how much effort you need to put in order to stay in the game. Survivor experience compared to this is walk in the park, regardless of the outcome.

    If I'm running perkless I expect to have a hard game that's why I do it.

    So you're saying playing survivor is now easier than playing killer? No offense but if you consider playing solo queue survivor easier than killer then it might be skill issue. You can literally watch multiple people streaming killer that run random fun builds and non meta killers that barely ever lose.

  • @Green_Sliche said:

    Killers are not allowed to play casually with fun builds most of time, hence why it's either sweat from a start or be the clown of the party. All these meta shifting changes made killer experience like that.

    I mean I can play non meta killers with what I would class as non meta perks and still dominate matches on a pretty regular basis so I don't think that's entirely true. I've been playing for a fairly long time without using gen regression perks now so that might have something to do with it. I quite often run only lethal pursuer as a way of practicing using only a killers power and even win pretty regular using only that.

  • I think Wraiths gen aura Iri addon paired with the purple 60% increased kick speed addon is pretty OP. Running those add-ons with 3 regression perks + Nowhere to hide is like 99% chance of winning against most teams.

  • @C3Tooth said:

    How can killers in general being so struggling. Im not even a good player...

    https://us.v-cdn.net/6030815/uploads/SVAKU2DHPVAE/image.png

    https://us.v-cdn.net/6030815/uploads/35YUBXDV9WFF/image.png

    https://us.v-cdn.net/6030815/uploads/BWSCRZAH9LNN/image.png

    These matches are the most fun to ever think of avoiding lobby.

    The gen regression nerf caused a lot of people who relied on stacking perks like COB, Overcharge, Eruption etc to struggle I think.

    That meta really caused people to play way above their skill level due to it being pretty oppressive, particularly on 3 gens. Now you have a load of people that can't stack pressure as effectively. Updated and new survivor perks that directly effect gen times are also a big factor and definitely hit players that relied on gen regression even harder imo.

  • I like running Lethal pursuer, Barbecue, Nowhere to hide & Nurses Calling with exposed add-on over 12m shot & extended reel duration by 10%.

    You can pretty much spend the whole match sniping people and it's a build that causes a lot of snowballs & DCs :D

  • @nars said:

    petition to increase base dc penalty to 10 minutes

    I would be all for a huge increase in DC penalty. Nothing worse when playing both survivor & killer when someone just spits the dummy out and DCs or suicides on hook straight away.

    It's not even exclusive to killers like Wesker, Nurse or Blight. People will literally DC with almost any killer if it involves an early down.

    The only justification for suicide on hook imo is when your teammates just blatantly ignore rescuing you & let you die or go to second stage because they're too busy all doing the same gen or something random like opening chests etc.

  • @Saiph said:

    In July 2022 I sampled random solo queue streams on Twitch and the average solo queue escape rate seemed to be around ~30%. This is my experience in solo as well. Although keep in mind, 30% average can mean you win 5/10 matches one day (50%), and then you lose 9 matches out of 10 the next day (10%).

    I do not believe the official killrate of 60%, at least not for the vast majority of players. It has become comical that simple challenges like "escape 2 times with perk XYZ" or even "open the exit gates" have become so tedious that we regularly see people complain about them on the forum. I'm frustrated about solo queue and I don't even play to win, I can't imagine how it must be for people who actually try, lol.

    I would say having 3+ survivors escape is probably about 30% in my solo queue games. I personally might escape a bit more by getting the hatch or managing to open a gate because I seem to be quite good at lasting to the end of game, but as a whole team it's definitely closer to the 30% mark.

    I'm not convinced that the killer win rate is 60% either to be honest. I pretty much win about 90% of my games as killer these days and I hardly even play meta killers apart from Nurse from time to time. Even in that 10% of games I don't win I probably draw half the time also.

    I think the problem really lies with solo queue players though. You could literally go on a 10 streak win playing killer by people DCing or suicide on the first hook because they don't like X killer.

  • I find it hit or miss. Some days I'll get multiple good games and escape lots and then other days it will be match after match of camping and tunnelling.

    I actually find teammates to be more if an issue than camping and tunnelling. Like people just randomly DC because it's Nurse or Pinhead. Suicide on first hook even though you're on route to save them. Teammates that just don't bother saving you and all sit on gens and let you go to stage 2 or worse.

    in Rant Comment by Lost_Boy
  • I mean survivors get the chance to make 6 mistakes each assuming you're not being face camped or tunneled. So in theory all survivors could make a combined total of 20 mistakes and all 4 would still be alive. That's significantly more than what a killer can make during a match.

    Most mistakes generally come from bad teammates that don't really know how to play the game properly or are inexperienced.

  • I think Deathslinger really starts to shine when you can consistently land max range shots. In my experience most survivors seem to misjudge his range when they get over 12m away and start to make mistakes or get complacent. He's also very good at snap shots over obstacles & through obstacles, which catches a lot of players off guard.

    I would say medium range from 5-10m he is pretty easy to dodge, but he's very good at mind games at those distances so can easy land an M1 by just randomly aiming for a second or two.

    Out of all the killers I play on a regular basis he seems to be the one that causes the most rage quitting DC's amongst survivors. Even more so than Nurse.

  • Deathslinger with Iridescent add-on that exposes on 12+m shot is quite satisfying when you land it in those type of players who like to tbag at gates.

  • To be honest of you had him on deathhook you could have taken him out at any stage of the game and not with 4 gens left.

    Saying that the survivor team is mainly at fault for greeding on the first gen instead of saving their team mate, allowing them to go to second stage. It's also pure laziness just healing straight under the hook. It's pretty obvious the killer is going to head back that way, especially if they currently aren't in chase. It literally takes 10 seconds to find a good place away from the hook to heal up.

    So ultimately the survivors are at fault and it's your decision to end the game or let it go on. I personally would have probably went for another survivor, knowing that I could remove that player at 3 or 2 gens.

  • @Mockingjay_S451 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460920#Comment_3460920

    And what would be wrong with that? Not like there aren’t survivor perks that killers moaned and cried about that got nerfed to the ground. It happens.

    Yeah overused perks that are clearly strong & are detrimental to the game. At most you get 1 hook & an injury value from lethal pursuer.

    I would hardly call lethal pursuer an overused meta perk that everyone is running.

  • @malloymk said:

    Unpopular opinion, but Lethal is a problematic perk. I think it should only keep the extended aura reading and not the beginning of game aura reading.

    Strong killers like Nurse, Wesker, Blight, huntress get too big of an early game jump when they really don't need to. "Just run distortion". True, but perks as counters to perks is just more RNG and it doesn't really address the real issue.

    Perks that significantly aid strong killers probably need to be toned down. And Lethal would be near the top of the list for me.

    Lol it would instantly become one of the top 5 worst perks in the game.

    At best you get 1 down and maybe an injure value from it. At worst you get looped and maybe a few pallets and then get nothing and gens pop anyway.

  • Haven't really played him enough yet because I'm on holiday at the moment, but from what games I did play when he first came out I found his chase potential to be a bit clunky and required a lot of actions to get a hit or down.

    For example during a chase to effectively use his power you need 5 steps.

    1. Place pod

    2. Target pod

    3. Orientate camera & infect survivor

    4. Hit target & teleport

    5. Land hit in survivor

    Imo this is a lot of actions & effort to land one hit & is significantly more than any other killer. You need to be accurate on every step or you lose the chase. To top this off any one of these steps can effectively be stopped using an EMP & you restart the process again.

    I did have some successful games with him & he felt enjoyable on certain maps, but I feel there needs to be a smoother process during chase for him to shine. I think if the pod would auto detect the survivor after controlling the camera I would make his workflow feel much smoother. You would still manually need to track & infect the survivor, but just the initial camera orientation would go a long way to making him feel much smoother.

  • Some people just don't pay attention to their HUD. I've had players run at me plenty of times to try and body block or sabo a hook when I'm running starstruck builds. Sometimes multiple people running at me. It's a real facepalm moment lol

  • Feels like I'm playing an Korean MMO with the amount of non-relevant words that get censored.

  • @nars said:

    the doomsdaying is real.

    dh, an instant on command facetank to ANYTHING that can extend chases by upwards of 30s and has unlimited uses.

    mft, gives a 3% boost for half the chase.

    give up, its not that big a deal.

    Except he's talking about the old DH that was used to extend chases by using the dash to get to a window, pallet or greed one more loop before dropping a pallet.

    This perk is effectively the same thing as it gives approximately 20m additional extra distance running straight when used. Not to mention the benefits of extending loops.

    There's a reason why old DH was nerfed and this perk basically gives you the exact same thing (if not stronger) for doing nothing. At least there was an element of skill with DH.

    So no it's nothing to do with the current facetank DH & more to do with extending chases to beyond a reasonable time, which is why old DH was nerfed. The old perk wasn't even being used to facetank 80% of the time and was used for distance.

  • @Chilli_man2400 said:

    They said that these next 2 killers are very ICONIC so it’s 3 choices Jason, Predator or Xenomorph. It’s got to be one of those 3 who could be more iconic than them?

    Terminator could also be on the list

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457915#Comment_3457915

    This is not always "5 seconds" either, if you managed to reach the new tile with that 5 seconds (and I doubt it's rare or anything), it's whole an additional chase.

    Yeah I agree that extra 5 seconds could easily become 30+ seconds depending on the tile & pallet layout on a map. You would only need this to happen a few times in a game for it to start becoming a real problem.

    It's basically why DH was nerfed to remove the additional time good players could get by extending chases, but now it doesn't really require any skill & pretty much everyone can do it without even thinking about it.

  • I think the issue is the accumulation of those extra 5 seconds across multiple chases throughout a match. You could potentially have the equivalent of a gen's worth of time accumulated if everyone starts running it.

  • I found any map with low terrain features to be a nightmare. You basically can't get the angles to lock on or the line of sight is just bad.

    Maps with lots of trees are also annoying.

    Best map I played on was actually The Game believe it or not. Nice big high flat walls and plenty of space.

    I really think that if a survivor is in the bipods view point it should automatically centre the survivor on your screen when you take control of the bipod. Currently it's so random and by the time you manually find the target the survivor is either long gone or obscured by terrain. That change alone would make his flow considerably less clunky.

  • If you're good at playing killer you don't even need to sweat to win most of your games, it just happens. I play most killers and don't main any meta killers. I rarely tunnel or proximity camp and only really feel the need to do it sometimes if I'm up against a solid SWF that obviously wants to play in a competitive style. I'll normally get a GG regardless of a win or lose with those teams because they respect the fact that you need to play in the most efficient way to win against them.

    If you play this game long enough you basically just get very good at winning without having to play in a way that is considered toxic. The games are generally more fun and relaxed, but you still dominate without really breaking a sweat.

    Winning against solo players without tunneling or camping is also one of the most effective ways to shut them up in end game chat. 90% of the time when I've received abusive messages in end game chat is when the survivor teams gets a 3 or 4 man escape. Regardless of what killer & perks or if I'm clearly just messing about it's always after an escape I get abusive messages from some random idiot. Most of the time when I win people don't say anything at all with the exception of TTV SWF who mostly say GGWP regardless of the outcome.

  • @Son_Ninja_2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456800#Comment_3456800

    Im playing on 120 fps and everything runs smoothly. I dont have any fps drops or any performance issues. So i think they can add mouse and keyboard to console. I mean no one’s stopping them its up to them. I just want to have fair matches. I will keep asking behaviour about it atleast once a week

    Pretty sure next gen consoles still run DBD at like max 60 FPS performance mode and 30fps at 4k. Could be wrong I don't follow the console updates anymore now I play on PC, but it definitely was locked to that on next gen consoles in the past.

    It's even locked to 60 on PC when you first download the game and you actually have to change some code in the game files to unlock the max FPS of 120. There isnt even an option to unlock it in the settings so I'm doubtful they ever changed the console version.

    I played on series X for a pretty long time also and the difference between PC and Console for killer is actually insane. It's probably why I'm so good playing killer now on PC. I was basically playing with a massive handicap for years lol

  • Even if they did add keyboard and mouse the game would still be busted on console due to low FPS and issues with the way console reacts to frame drops on FOV techs and FOV on the first hit.

    It would definitely help with ranged type killers & probably help a bit with FOV techs, but I think they need to sort out the performance issues before adding M&K. The higher FPS on turning alone with M&K would probably break the game even more than it currently is on console.

    I can't even play the game anymore on console because I'm used to the PC now and it just feels really bad playing killer on console. The performance is drastically different even on an average PC.

  • @Exerlin said:

    Depends. If it was a straight up 3% hindered with no requirement, yeah that'd be busted. Otherwise, I think there are plenty of ways to make it a fine perk. It could be a hex perk, or the hindered could have a 60 duration from when you last lost a health state, for examples.

    Hex perk lol.

    Does anyone who isn't making a meme build actually still use hex perks for a serious build? Hex perks & totems need a serious overhaul imo

  • He's very easy to counter and takes way too long to setup his power only to have it removed, rendering him absolutely useless.

    It's quite fun once you're in chase and land your power, but it's just very very slow and he applies zero pressure. Even when I feel like I'm constantly pressuring and on survivors gens just pop.

    One of my biggest gripes with him is when you actually see survivors through your pods and you don't infect them because they run out of sight or they're 90% visible on a gen and you can't target them. Infection should be instant in 100% exposed targets and having 1 arm hidden should not prevent targeting.

    He also looks like a bag of s**t and feels like it's just a weird dredge robot reskin.

  • I wouldn't say he's as bad as The Trapper, but he's definitely below average. When you're fully locked onto someone and in chase he takes way too long to secure a down, even when using his power efficiently. He really feels like he lacks sustained pressure.

    Another thing I've noticed is that he struggles on maps with low environment or trees. He feels significantly better with areas with buildings and walls.

    All in all in not very impressed to be honest. He feels pretty lackluster. Probably give him a few more games here and there but really not that impressed.

  • I'm getting a match found and then it's taking forever to load into the match pre screen. Had to cancel it a few times then look for match again.

  • I don't really dislike or like those maps I definitely find other maps more annoying. I would honestly like to see map offerings removed it's just another mechanic that can be abused by both SWF and Killers stacking offerings on the same crap all the time.

  • I usually give hatch to the last player if someone AFKs or DCs early in the game. Even if they do nothing I don't really like players who ruin the game for the other 3 survivors because they spat the dummy out. So giving the hatch at least gives one person the chance to not depip or lose their item.

  • @[Deleted User] said:

    I disabled messages on console from strangers about 2 weeks into playing DBD.

    I can't imagine why anyone would willingly participate in that hate-fest.

    PC is significantly better than console. I rarely get any messages on PC and more often people will just say GG. Now and again you get some idiots, but generally I've found PC to be pretty civilised in comparison to Xbox players.

  • @Remedicist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451245#Comment_3451245

    Yeah, I don't think increased FoV is op on any killer. I personally believe FoV is an accessibility option and not a gameplay advantage. I agree that Monitor and Abuse is much better on Deathslinger than Shadowborn in terms of gameplay because Slinger will be much closer to his max shooting range before alerting the survivor. I imagine anyone that uses Shadowborn uses it simply because it either feels better (like me) or due to problems such as migraines from a low FoV.

    Only killer I would say the really benefits from it is Nurse, which is probably why they won't consider an FOV slider due to making her even more OP. Kinda like how they nerf certain perks before they even go live based solely on how they interact with Nurse gameplay.

  • Inexperience most likely. Knowing when to drop chase really only comes with time & map knowledge.

    I see a lot of YouTube videos with titles like 'God looper runs killer for 5 gens' & then I watch it and it's basically an inexperienced killer that commits to a chase and gets abused. Constantly getting spun & FOV tech & running tiles and loops the wrong way.

    I guess some people will get tilted by certain survivors and focus on them no matter what, but my guess is most due to inexperience.

  • @Remedicist said:

    On Twitter, there was someone that was against the FoV slider accessibility because they said when they use Deathslinger with Shadowborn, they are op. Then others were jokingly saying they were going to start using this op combo. Could just be a coincidence though.

    Why would shadowborn be OP on slinger? If anything you would want to use monitor for the reduced terror radius if you wanted additional FOV also. I main slinger and I use monitor from time to time, but mainly for the reduction in terror radius. Sure increased FOV is nice on all killers and can be particularly helpful on some, but I really don't notice much difference with slinger. He a killer that really relies on long range accuracy to make the most of him. Landing shots at almost max range when a survivor thinks they're safe. It's quite funny how many DCs happen when you get good at landing max range shots especially with exposed add-on. I would imagine he would be super frustrating to go against if someone is playing him well.

  • They could make it so that it only activates when all remaining survivors are down on the ground and it doesn't activate if the gates are open. That way you can still use it as a viable tactic if you decide to down one person and engage in a second chase close by.

  • I'll usually proxy camp the zone. You're much more likely to get another down if you manage to land a hit before anyone reaches the hook. Occasionally you can turn a 4 man escape into a 2/3k if people get too confident and you're playing the right killer. Obviously you want to hook that survivor as far away from gates as possible in a dead zone or close to the gate can also work if you can manage to defend that one gate and the hook at the same time.

    Been plenty of games I've turned a lose into a draw or win in end game so I normally play right until the last person escapes or dies.

  • BBQ has nice synergy with nowhere to hide. I run both with lethal pursuer and various other perks.

    It gets you on your next target fast after a hook and nowhere to hide gives you that second aura when you reach the area/gen. It's surprising how effective this combo is at pilling pressure on all survivors. Throw in a gen kick regression perk and it's a pretty solid setup on most killers.

    That 3 perk combo is all you really need to be honest & the last perk can be whatever you like. I quite like using monitor & abuse with it or hex plaything/fearmonger. Jolt works pretty well and overcharge/eruption/COB are still viable perks for that setup because you're always kicking gens for info.

  • Survivors will DC, AFK & rage quit for anything. It doesn't matter what you do there will always be some salty player that has some excuse or hates a certain killer. Pinhead definitely seems to be my worst killer for early DCs.

    Earlier this evening I had a team of 3 DC at the same time because I was playing Oni. Apparently he is the sweatiest of killers and warrants 3 DCs and then toxic endgame chat.

    Funny thing is that was like the 2nd time I've played Oni on PC and had a mixture of yellow and green perks equipped.

  • @Seraphor said:

    Limited sample size, but not really:

    Played 8 games with Pig yesterday, 'all auras' build using brown crouching add ons with Lethal Pursuer, Nowhere to Hide, I'm All Ears and either BBQ or Darkness revealed.

    7 of those games involved a survivor map offering, at least a couple were SWF and one was a last second switch to four flashlights. Those 7 games resulted in either a 4K or a 3K + hatch. The one game without a map offering, Springwood, 1K, likely a SWF but no flashlights.

    This pattern is more or less reflective of all of my Pig games.

    Points I'm trying to make here: If you don't stick to the 'meta' and explore other builds, you can come up with some really effective strategies. Info is incredibly underrated, particularly on stealth killers (so Ghostface and Myers also benefit form this build) and Pig's innate slowdown more than makes up for any regression. Map offerings are largely inconsequential, you can still outplay survivors on a survivor sided map, and you're just as likely to get a survivor sided map without an offering.

    I also run similar aura builds on weaker killers & I honestly barely lose games these days. I play against a lot of teams & TTV players and still dont really struggle that often tbh. More often I'll draw against a good team and occasionally I'll lose games with only a 1k.

    I completely rely on pressure from hooks, injuries & downs in most of my games these days and you just can't do that without running aura perks. In order to win you need to be on the next person within 30 seconds of a hook to keep that pressure up. You also need good map awareness and have the ability to maximize your aura perks by taking mental notes of all survivor locations during for example barbecue & chilli or lethal pursuer. If you only focus on one person during that time and don't take a mental note of other survivor locations you can quickly end up running around lost.

    It's a different type of play style & definitely more difficult to learn but it's also very fun and rewarding once you fine tune your perk setups and best of all it's pretty safe from being nerfed because most of the perks aren't really that meta. It's also very cross killer friendly meaning you can apply it to most killers if you want to switch it up and not play the same old boring OP killers all the time.

  • I honestly think it will probably increase the amount hsrd tunnelling in the game. If you basically remove hook camping then you're going to have a lot of killers struggling to win games because they're so used to proxy camping and they will all jump on hard tunnelling even harder because they're struggling to secure downs & kills.

    Hard tunnelling on 4/5 gens and proxy camping really is just a skill issue that goes away with time. The problem is that people can easily inflate their MMR using those methods and are probably playing way above their skill level so they use these tactics because it's the only way they know how to win at higher MMR brackets. Unfortunately MMR sucks and most people will experience these types of players at one time or another.

    I keep seeing people throwing about that tunnelling is the only way to win in DBD which is total nonsense. If you want to get better at killer and play in a fair way that you actually get respect & GGs in end game chat then start running information & aura perks and learn how to build pressure. Not only will it make you a better killer it's the most fun way to play the game because almost every game is different and it completely removes your reliance on using toxic style gameplay & running meta gen regression perks.

  • I would love to get my Xbox account on PC because I have almost all characters unlocked on both killer and survivor with a lot of cosmetics and all my killers +5 or more prestige.

    I'm not holding my breath for it to happen though and I did end up buying DBD on epic in a sale and bought all killers for around £40 and linked it to my Steam account. I'm pretty reluctant to actually invest anymore money into cosmetics though because I've already spent so much on my Xbox account & think it's a bit of a joke that I can't access all my progression and cosmetics on a game that is cross platform. If I could link or have both accounts merged I would definitely spend more money on the game, but as it stands I'm only playing PC now and won't be investing my cash on anything other than a single new killer purchase when new content drops. So they're effectively losing money by not allowing me to have all the stuff I've already paid for.

  • Tunneling is a very loose term thrown about by survivors a lot when they lose a game.

    For example tonight on my very last game I got some salty survivor in end game chat hurling abuse at me because I apparently tunneled Dwight out the game.

    The team had 2 gens left before Dwight decided to DC on his deathhook and I already purposely left him on the ground after downing him for a third time to get picked up by his teammates when they had 3 gens left. I mean I actually gave him an extra life and allowed him to run away and get healed up.

    Can't really do much more than that & obviously when you're on 2 gens with 4 survivors somebody needs to go asap.

    Survivors definition of tunnelling has a very broad spectrum in this game & I bet half the people who complain about tunnelling aren't even getting tunnelled. Probably just some salty player that can't handle losing.

    I don't play survivor that often but when I do I might get someone tunnelling me once every five games or so. Suck it up & move on.

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443723#Comment_3443723

    well they're mainly limited by the reality that they're grounded in. TCM I could see happening irl unlike say...an eldritch god turning a samurai into a mass-murdering demon. Characters shouldn't be that much of a problem for TCM, at least at first because they have plans for multiple original family members.

    I mean they're limited by what they can put in the game because it's based solely on the movie. Sure they can add obscure characters from the film or make up new characters, but I don't think they will ever have licensed characters in the game like DBD.

  • If you're struggling to get a down before three gens are done then you really need to be running lethal pursuer in every match.

    That first down before a gen goes is probably the most important thing you can do as a killer to start applying instant pressure. I honestly think early pressure is the most effective way to win matches and best of all you don't ever have to rely on boring gen regression builds. Pair lethal pursuer with aura perks and you can keep that pressure up constantly throughout the whole game.

    I went through a phase of playing every killer with only lethal pursuer just to practice getting better at early game pressure. I would normally go for the closest target and take a mental note of the next 2 closest survivors. A quick down and then move to the next survivor location and start a second chase normally within the first minute of the game. You effectively render 3 survivors off gens playing like this and quite often you will get a second down before even 1 gen is done. After that you just need to maintain that pressure and more often than not you'll snowball games because the constant injury and hook pressure is too much to handle.

    Lethal pursuer is a heavily underated perk and I don't know why more people don't use it.

    I play a lot of lower tier killers also by the way. Deathslinger is pretty much my main and very rarely run him with any meta or regression perks.

  • It will probably suffer the same fate as Evil Dead. That game was really fun in the beginning and then it got rather boring doing the same old thing over and over. TCM looks kinda fun, but I don't think it has the longevity of a game like DBD.

    DBD is unique because there's such a huge variety of maps, perks & playable characters. I pretty much main killer and I feel like every match is unique in one way or another.

    Problem with games like TCM is they're pretty limited on how much they can add content wise.

  • It's never going to change unfortunately. I played on Xbox for like 2.5 years and it slowly got worse and worse. I play on PC now and it's actually insane how broken the game is on console in comparison to PC.

    The biggest one for me was how much of a difference there is between having a survivor spin you after the first hit. On console it's so easy to completely lose the target and be left standing there having no clue which direction they went. On PC it's virtually impossible to lose the target unless they're running some perks that hide scratch marks etc.

    I play on Xbox from time to time if I'm having a few beers in my living room and I end up turning it off after 1 game because it's so frustrating when you're used to playing on PC.

  • I pretty much main slinger and almost exclusively run lethal pursuer with another 2 tracking perks and usually something like hex plaything or fearmonger. He definitely takes some practice to land your shots consistently and I would consider him to be a killer that you need to play quite frequently to maintain your fast twitch shots. It's kinda similar to playing a game like COD then you leave it for a month and you feel really sloppy and aren't hitting the shots as consistently anymore.

    You also really need to play him in a style that is constantly forcing pressure from downs, injuries and hooks which is why I run lethal pursuer a lot because it basically gives you very nice pressure from the get go.

    Once you get good with him and start landing those max range shots consistently then he's one of the most satisfying and fun killers in the game for me personally.

  • Depends on what area they're on the map. If you have an area with lots of connected strong loops and pallets then I'll drop chase with them and move to an area that's more of a survivor dead zone.

    Also try to establish who the strong looper in the team is. Most of the time it will be the person running towards you trying to entice a chase and lead you to a difficult area of the map. Ignore these survivors until mid to late game.

    Ask yourself this question before committing to every chase. Are you likely to get a down in under 45-60 seconds and remove some strong pallets? If the answer is no and it's going to take you like 1-2 mins then just move to another area, because that 1-2 mins can easily become 3-4 mins if they're good and have strong pallets and window loops.

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