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MadLordJack

MadLordJack

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MadLordJack
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  • I've noticed a lot of people just assume that their own unlucky game was the killer deliberately camping and/or tunelling. Don't get me wrong, they exist, but even then it's about as punished as rushing the gens (yeah, I know, doing the objectives is not a toxic playstyle - but you don't get a lot of BP OR pip points for prioritising gens, so why do half of my matches take 5 minutes til the gates are powered?)

  • @WRussoW said:

    I remember creating a thread there I discussed an idea of survivors being able to get more than one item during a trial and I got mostly negative drawback from killers who were totally against it despite all the possible pros they could get. Overall they claimed that survivors need to loose their add-ons as well, so it's something that community wanted, I guess.

    But the fun part is that, considering the usual amount of bloodpoints survivors get, using survivor items with add-ons is EXTREMELY expensive and not as effective as killer add-ons in any sort of way most of the times. Comparation:

    For survivor: Brown toolbox (3000) + Instructions (3000) + Clean Rag (3000) = extreme waste of space (9000!!! It's nearly a half of usual survivor BP gain! AND IT HURTS MY SOUL HOW USELESS IT IS.)

    For a killer (the Spirit): Gifted Bamboo Comb (3000) + Zori (3000) = powerful add-ons that help a lot (just 6000, it's just a 1/4 of all bloodpoints a killer usually gets, drop BBQ and you're rich!)

    Now, waste your bloodpoints on useless items and add-ons you may just loose during a match while you have a whole cast of characters you need to prestige and/or level up! Grind is fun!!! And don't forget that now you'll always loose your add-ons, unless you bring a perk that isn't really meta in any way.

    Did you seriously just use one of the very few killers with actually decent add-ons to compare to one of the most useless solo survivor items in the game? Most killer add-ons are quite bad, Spirit, Wraith, Myers, Plague and... No, that's pretty much it. Spirit, Wraith, Myers, Plague. Their add-ons are all okay and all have a measurable effect (well... Except Wraith. But his bad add-ons are few). Most of the cast just has the worst add-ons that clog up their bloodwebs like crazy, even Trapper, Pig and Demo (who have game-changing browns for some reason) quickly run out of good add-ons.

    And that's without pointing out the fact that you can farm items, like I do. And items you farm and don't consume get to keep their add-ons. I am swimming in bloodamber/styptic/keys/medkits/extraheals/saboboxes/blacklock maps. I even have a few rainbow maps and Instaheals. BNP as well, but less of those because RNG is a thing.

    Plus I usually get about 20k BP a match because I do more than just sit on gens. That's got nothing to do with being good, I'm boosted AF, but between item farming and playing Killer with BBQ/Survivor with WGLF I have more than enough BP for add-ons on both sides. And on both sides I waste half my BP on useless addons and offerings because only a small selection of killers have more than a small handful of useful addons. (Seriously, single-catagory BP offerings have got to go. You make a loss until you've filled up your meter by 75%.)

    But maybe a lot of this is because people think that survivors need items and don't seem to consider the impact that 4 items can have on a match...

  • DH is just overall better. SB I love to use because it requires planning and has a bigger reward when used correctly, but I am fully aware just how much gen time I waste walking around the map after my 99'd SB accidentally got popped by a forced animation/totem cleanse/gen repair/heal/hook save, and it feels just as bad to waste the SB and force yourself into Exhaustion. DH is just always there waiting for a button to be pushed, it's more reliable, I'm just not a huge fan personally because I feel like it stunts my ability to get better in a chase (push E to undo a mistake is rather addictive).

  • I had someone use Deliverence to Kobe in my face right as I was coming for the unhook. I guess she just wanted to use it. Another used slippery meat and Kobe'd on the 4th attempt after being the last hooked, I literally turned away and and had an Adam yeet himself off behind me as the killer. I was so confused, I just gave him hatch for the memes. Also had a guy use second wind and I was just not paying attention, I wasted nearly the full 30 seconds trying to heal him and annoying the crap out of him in the process because I just wasn't looking at the icons

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299104#Comment_1299104

    https://forum.deadbydaylight.com/en/discussion/comment/1299131#Comment_1299131

    But what if, just what I’d hear me out... he realized the team he lost to was really all four solo survivors?!? I would love to hear his excuse at that point

    I love how this community straw-mans Tru3 all the time. It's okay to dislike someone, but I watch a lot of his streams and he doesn't claim that everyone who beats him is a swf team. It's certainly not a go-to excuse either.

    Though in the same vein, it would be hilarious if his predictions turned out to be nearly completely accurate.

  • The matchmaking of a year to a year and a half ago was rather stupid: people would derank to bully new players, SWF's would have someone on an alt account at brown ranks so the killer would be a rank 10 instead of a rank 1, killer matchmaking could take nearly half an hour while survivor was nearly instant... And yet it was better than what we currently have. Which does say a lot.

    But I guess that's what happens when you throw away somewhat fair matchmaking for faster match times. Who cares if the game isn't fun any more, you're getting matches!

  • Haddonfield, Hawkins and The Game. Haddonfield is just awful as killer, Hawkins has no real gameplay, you just run and thwack. I don't even think it's exactly killer-sided, because (as with Haddonfield and The Game) you can get ridiculous walls and doors that essentially give people free gens in addition to the 2 standard free gens.

    And The Game is just awful. Every pallet is safe, but once they're gone there's NOTHING. And on top of that there's the ridiculous wall spawns shared by all three of these maps. The only time I'm happy to be in the meatworks is when I'm playing Ghostface or Pig. Or when I have aura-reading perks and SB.

  • So, nerf a killer because he's unfun and... Unskillful? You do realise that he is extremely loopable, right? As in barely-better-than-Myers levels of loopable. The only unique thing he HAS at loops is his ability to slide along large walls to mindgame a little, but you want to get rid of that? Sure. Makes sense. Nerf Oni. He should be Myers that picks up blood instead of stalking.

  • If pipping as a solo survivor is so difficult then why do I rank up so quickly when I play survivor? I know I'm a better killer, but I'm consistently at a higher rank as survivor despite playing the same amount. You just have to do a gen, a heal, a safe unhook, a few short chases and maybe a totem or another gen. It's not exactly difficult if you try, not like it is with killer. I don't even run meta builds in my survivors, just a few perks sprinkled in every other match.

  • Tunelling is going after a survivor even if there are other, potentially better opportunities. Camping is mostly just facecamping or extreme, barely-ever-leaving-kindred hook patrolling.

    But it varies form killer to killer and situation to situation as to whether or not they are bad things. Trapper often has to get a trap and set it up, and he's a territorial killer. Call it camping if you want, his playstyle (like hag) is to own a section of the map. Likewise, if the killer has an important objective near the hook, like a near-complete gen, a 3-gen, slug, another hook or even some idiot that clearly left scratch marks beside the hook and is trying to sealth, then it's not exactly something to complain about: if it's the right play, it's the right play. It kind of sucks, but its perfectly understandable.

  • I think that it'd be a great improvement. It's not really fair that survivors, who get inherently less BP and longer que times at peak, also have to sacrifice a perk slot for their version of BBQ. Now, in SWF it's not much of an issue unless you're just being chill, but for most players, they shouldn't be forced to bring a perk that does essentially nothing for you but make you play like a bit of a moron to get a stack. (Let's be honest, there's only so many safe unhooks in a game. Someone's getting a bodyguard.)

  • Yeah, killers always get what they want. All killers want 5-minute gens because some swf was dropping pallets like hot rocks while their team rushes the gens. It's a little known fact, but all killers enjoy a good, undeserved DSing. Every killer player I know loves it when survivors run the immortllity combo, and Haddonfield, and map offerings in general. Keys too, and medkits, and blendettes crouching in bushes, made invisible by the lighting and sound issues of this game in a way that no other survivors are. And we can all agree that a shite team entirely carried by the all-too-common second-chance build is the absolute greatest thing in the game. 10/10, totally fair that survivors can use a couple of 1-off perks to recover from their own incredible failure but killers cannot and only have the option to not fail in the first place. Nothing wrong with that at all. All killers love this. You're lying if you say you don't.

  • Ghostface keeps his stalk progression because otherwise he would be borderline unplayable. His "reveal" mechanic is extremely busted, it's a coin toss as to whether it even registers that he's there as he's staring at you from 10 metres away, or will just let you reveal him through a solid object and/or through tiny little cracks in an object while you aren't even aware he's there.

    99ing is the only good way to use Ghostface's stalk, and it is absolutely not the way the Devs intended for him to be played, but he's so weak if you play immersed. So, so weak. Giving the survivors the ability to remove the killers entire setup (he is a setup killer) is extremely stupid. He would instantly become one of the worst killers in the game unless you run Stabby Ghostface, whish isn't nearly as good, skillful or fun.

    And honestly, if you are getting owned by Stalky Ghostface's, give them a little credit. He's a hard killer when you use his full potential, that's why so many people run Stabby Ghostface. Slightly weaker, infinitely easier. I'm certainly no stranger to the nurses/sloppy combo, though I prefer to use it for stalk potential.

  • You absolutely don't need a crosshair to be good with deathslinger, it just helps people that don't play a lot of FPS's/don't have a thousand hours on Huntress and don't have that instinctive knowledge of the exact centre of their screen.

    Although it would be nice if his ADS sensitivity was higher so that quickscoping wasnt the only way to hit a shot against average survivors.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287256#Comment_1287256

    I'm not saying it's not RNG. But you can take steps to mitigate it. Or, you can slug for the 4k if you like wasting an extra 4+ minutes every match. Personally, I don't care that much.

    I mention springwood because it's a great example of a map where the hatch spawns in the same 3-4 spots almost every time. There's other maps with similar situations. I don't even think Swamp is all that bad for hatch spawns, but then again I have played the game a ton so I know where to check.

    I mention whispers because it's the best tracking perk in the game for how I like to play. Guaranteeing kills after closing the hatch is just a bonus. It's also the best perk in the game for slugging for the 4k, but I don't waste my time doing that usually.

    I don't think comparing left behind and whispers is fair. For them to be the same, all 4 survivors would have to be running it. And only 1 of them would (maybe) get any use out of it. Whispers helps you the entire game, left behind only at the complete end.

    Keys? Well, mori's are so much more powerful than keys I don't mind survivors having them. SWF with a key is overpowered, but most of the SWFs I see prefer to use flashlights to bully the killer instead. Survivors can plunder keys, but killers get significantly more BP than survivors and can also buy a plethora of overpowered add-ons to bring in as well.

    In case you didn't notice, I don't think creating favourable scenarios and THEN claiming the 1-person-endgame is anything but random is fair. You use whispers, well congrats, you don't mind keys, well congrats, it's still random and doesnt need a special little scenario created where you have whispers and the survivor doesn't have any way of tracking hatch and you are on a map where you know all the spawns and the survivor doesn't find the hatch first and the doors are close to the hatch and the survivor wasnt waiting by the gate and they didn't have wake up or spine chill or both...

    Just because Whispers is a decent perk and Left Behind is laughable doesn't change the scenario: in fact, Left Behind is stronger than Whispers in a hatch search. There are a number of injectable perks, add-ons and killers that sway the scenario, but to look at it as anything other than its most basic form is extremely silly.

  • Unfortunately, that particular update only works for people with low ping playing against survivors with low ping. I very, very often go for an ith and miss because by the time it registered the survivor triggering, even though I was going for a pre-emptive teleport, the game makes it "fair" by delaying the trap trigger then holding me in place for a split second with no chance to move, by which time the survivor has usually gotten out of range and THEN the m1 I have been spamming triggers and I whiff the hit.

    Plus I still get the flicker sometimes.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287190#Comment_1287190

    Killers have a way to guarantee nobody ever escapes out the doors, and it's called whispers. You can run it if you want. It also makes you finding them before they find the hatch significantly less likely in the first place. There's only a set number of hatch spawn locations on each map, with some of them being super predictable. I think I could check most spingwood hatch spawn within a minute tops.

    Guess what, there's also perks and items for survivors that highlight the trapdoor and remove the RNG. And keys, that you can plunder with... Wow, guess what, I'm saying it again: favourable RNG. And another thing? The survivor could have just got to the hatch before you did because you were checking all the other spots it RANDOMLY SPAWNS IN. Or maybe you were in a Swamp map instead of springwood?

    Why even mention Whispers? It's a perk. It won't be in every match because not every single killer devotes a slot for it in every single build. Just like not every survivor runs Left Behind. Why mention Springwood? Why create a favourable scenario at all, instead of looking at the situation at its most basic and common form?

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286533#Comment_1286533

    I never said you're an avatar for all killers. I was merely stating what the general killer sides' perspective is, and how your statement (I assumed you were killer sided, so I apologise) shows hypocrisy.

    And I never said you should spend 500-600 USD on a headset lmao, I got a cheap headset which works just fine for tracking grass moving and breathing.

    I also have a cheap headset and I can tell you that that is not the case for me. That's a big problem with this game: they massively broke the sounds half a year ago and never really fixed them. Chase music mutes almost everything, environmental ques mute almost everything, generators and ambient sounds mute almost everything, and on top of that sound files still just randomly don't activate. This means stealth is easier than ever, even without mentioning the awful, awful maps. And there isn't a single perk in the game that makes stealth unviable. If someone wants to crouch in a bush, whispers can only tell you so much.

  • Massively, massively tilt the game in your favour with items, add-ons, comms, perks, outfits and offerings, and proceed to try and make the killer rage quit.

  • @LALYTHIA said:

    Please bring back old hatch. 🙏

    Man I loved a good hatch stand off vs. EGC certain death.

    Killers have this end game ######### so easy.

    Boggles my ######### mind they have the balls to complain, still.

    Why are you pretending that RNG isn't a factor? 'EGC certain death?' It's also a completely free escape if the doors arent touching each other, theres certainly no skill to the current exit strategy for either side. Killers patrol the gate, survivors part-then-fully open it. It's entirely RNG as to where the trap door spawns, so it's entirely random as to who sees it first, it's entirely RNG as to where the doors spawn, so it's entirely random as to whether or not the killer will be able to interrupt the survivor by patrolling.

    It is amazing the number of people that think they are skillful or that they earned something that was essentially a roll of the dice.

  • @Aven_Fallen said:

    Can I get BPs when the Killer is using a Mori? And he should not get BPs for using them.

    Also, Moris "counter" Keys, but Keys dont "counter" Moris. With a Mori you kill people faster, meaning it is less likely that many Survivors will have a potential escape with a Key.

    Both should be changed, but not in such a way.

    You are right, except gen speeds and SWF are a thing and these combine with a key to combat a Mori relatively easily. If the killer is at 1 gen and they Mori someone in a classic genrush match (about 4 minutes from spawn to exit these days), the other three are already out of the hatch even with a hard tunnel. I dont like mori's or keys, I don't think they directly counter each other in any way, but when a genrush team uses a key you arent going to Mori more than 1 of them. I know, because I usually go against 1 or 2 ultra-genrushers a day and I usually get 2-3 hooks if they do the classic key/map. If I was running a mori, I'd probably be able to get 1 kill if I really, really worked at it, but I'm not super confident about that. But that's still a lost match by any definition.

  • Deliverence is one of the strongest SWF perks in the game. It almost directly equates to generator progress. It really, really doesn't need changed, buff or nerf. At least there is some actual risk to it compared to every other 1-use survivor perk.

  • Huntress lullaby. I love the concept of forcing peoples attention away, but it's such a weak perk even without it being a hex.

    So I'd remove the Hex part of the perk, slightly decrease the regression, and make the skillchecks get slightly smaller with each token. I'd also make skillchecks a little less random overall so other skillcheck perks, including Lullaby, actually get value without getting EXTREME value or 0 value.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285939#Comment_1285939

    Excuses, excuses.

    Killers want a skillcheck completion in order to stop the generator from regressing, there's Overcharge.

    Want to give me an excuse for Ruin as well?

    iTs a hEx pErk?

    Wait, are you trying to be sarcastic? Because that is the actual problem with Overcharge and Ruin: 1 doesn't effect half-decent survivors (who just hit it in the fly) and the other... Well, it's a Hex perk. AKA inherently weak and unreliable.

  • @Respectfulnancymain said:

    3 posts about this topic in the last week when before that no one mentioned gen tapping. Hmmm 🤔

    It comes up from time to time. People start talking about the problem, people offer solutions, the Devs shoot them down in a livestream or simply refuse to ever speak about it. It's just that it's more a QoL change than an actual buff/nerf so no-one really sticks with it and the Devs don't assign much import to the topic.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284417#Comment_1284417

    Don't most killers tell survivors to run Borrowed time to counter camping, or run DS to counter tunnelling, and proceed to complain about said perks when it's used against them? The hypocrisy in your statement is hilarious.

    Also, maybe you should track by using crows, I've found it super reliable for finding people. Don't even need Spies, if your headsets are good you can also listen for the grass moving, as @Raven014 correctly stated.

    Some when was I an avatar if all killers? Everything you just said about 'counters' is pretty ######### stupid as well. Especially since I am not a killer main. Or a 'main' in general.

    And you are suggesting I spend 500-600 USD (way more in my currency) on a good soundcard and headset to accurately detect something that doesn't even get activated by crouching in a bush with UE? AND is currently bugged AF?

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284421#Comment_1284421

    I think you people are forgetting the fact that survivors get points / emblem rating for everything they do. Rather than be upset just understand they need to make those arrogant plays and irritating stuns to rank up. Idk why people expect zero resistance from survivors. What you’re demanding from the game sounds quite stale. that everyone spawns in and just holds down a button on a gen or runs in a straight line, misuses pallets. just lay down and die for you every game huh? No disrupting moves that make that particular match unique right? Nope.

    The entitlement in this post. The sheer, sheer entitlement. You don't want to get punished for getting in my face, making bad plays and relying on second-chance perks? You think it's okay to bodyblock with BT/DS/DH/Unbreakable? You want an easy game?

    If you want to play like an arsehole, so will I. It's that simple. Get in my face because your effectively immortal and I will make sure you and your team dies. I don't care, if it's the right play I will make it. If a team comes at me with an OoO and 4 SB's, expect no mercy. You clearly have none.

  • Playing dirty. If someone wants to force a DS or BT, fine. They can't complain when I tunnel the now-weak link. Oh, what's that? You have 4 perks protecting your arse so you can make arrogant plays? Well, too bad I didn't respect them and casually tore them away bit by bit whilst juggling 3 people.

    Bonus points if we all GG in the post game. We know what we did. We're bad people. All of us. Collectively.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282618#Comment_1282618

    Just Play Doc or Legion if you have a tough time with finding people...

    Yeah, you're totally right! That's a great idea! Why not only play as a certain small selection of killers to counter a basekit non-ability that all survivor have access to in a game who's main draw is a wide array of cast members! Why didn't I think of that before?

    Run [BLANK1] to counter [BLANK2] is not exactly good advice.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282976#Comment_1282976

    I meant why is breaking totems a problem if the killer is that bad?

    Also, one kill isn't going to get them to red ranks.

    Because it could potentially turn the entire game around, since even bad killers can just break every pallet and create deadzones while you waste time looking for a totem that already got cleansed. Or worse, you only think it got cleansed and now they still have NOED and you wasted all that time. Or they DONT have NOED and you still wasted all that time and now one of your team is dead because you didn't get the gens done quick enough. For every game where your crack team of solo que survivors disables the killers noed and you all escape with extreme teamwork, there's 20 that you practically handed to the killer on a shining silver platter because you just didn't do gens.

    'Do bones' is easily the worst piece of advice in solo que. The only real counter to NOED is to just give up and leave, which is extremely unfair for everyone involved except the killer. But if people stopped getting altruistic around NOED nobody would run it because 1 facecamped kill is worth no pip points.

    And that brings me to the other problem: 1 NOED facecamp isn't a reward, you get punished (negative emblem for facecamping) about as much as you get rewarded. So why do it? You literally get more points hunting down and slapping (not even hooking) other survivors.

  • I definitely think buffing solo que (and rebalancing the game around survivors having info instead of this 'headless chicken' nonsense) is the way to go, and these sound like good buffs. Having an indicator on the player icon when the killer chases someone would also be good, right now (unless I'm extremely blind, which is always a possibility) it only works for the obsession.

  • Info perks like Kindred/Bond are an absolute must-have. You NEED to know what your teammates are doing: in fact, I reccomend either of these two to SWF's as well. The info is just so good, you should always be running one of these two if you want to do well. Perks like Alert and Spine Chill are also good, but they don't replace Kindred or Bond.

    Self care + Botany knowledge is a good combo if you want to be healed without sandbagging your team, plus Botany is just a good all-round healing perk.

    Iron will + Resiliance is good for getting the generators done if you are comfortable being injured and REALLY don't trust your team.

    An exhaustion perk is a must have as well, if you are more stealthy I'd say SB, if you are more aggressive then DH. Lithe and BL are also perfectly fine, though more than a little map dependent. Head On is just not a good solo que perk unless you hide in lockers a lot: the stun can benefit multiple people, but that level of co-ordination is borderline impossible.

    And remember, it's not so much about the perks as it is about the playstyle. Gens, heals, safe rescues. Solo que doesn't leave much time for messing around, because you never know how good your team is in a chase. And honestly, throw pallets. Don't camp them, at least go for a loop or two if you can, but it's better to just not get hit and hope your team is on gens, because you can be sure that that pallet you "saved" is going to get instadropped by the next person and now you got hit. That is a lesson I learned a little too late, I have martyred myself to save god pallets and seen them thrown quicker than someone playing hot potato with a razor blade dipped in acid.

  • That is what we call 'moronic escalation'. If you want to call someone out for being a jerk, call them out in the post game (if you're on PC) and move on with your life. Getting personal because of scummy tactics is just disgusting. Especially since most people doing it play like just as much of an arsehole, and it really doesn't get better if you were playing clean because you lose your leg to stand on by going further than calling them out as a camper/tunneller and moving the ######### on.

    On the plus side, when it DOES happen it is totally reportable, either to BHVR (post-game chat), Steam, Microsoft or Sony. If it's through the PC post-game chat you do have to make an in-game report, take screenshots of the entire conversation, AND open a support ticket.

  • Surge is one of the worst perks in the game because it actually tricks you into thinking it's useful.

    Maybe once every five matches you will hit 2-3 gens that actually had a decent bit of progress AND will now get some decen regression because for some reason it another the survivors won't tap them for a minute or two. Other than that, it's moslty placebo and never works when you really need it.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282308#Comment_1282308

    If the killer is bad, why is it a problem in the first place?

    If the killer is genuinely bad and relies on the classic NOED facecamp to secure their 1 petty kill... Well, I feel like it's pretty obvious as to why that's bad.

    In the other hand, if the killer is good and uses NOED for the whole cherry-on-top to secure those last few hooks, that's a completely different story.

  • @stealthy_feng101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280862#Comment_1280862

    Say Kindred is strong if you get a wraith ghostface or pig camping behind the hook you can't see this killer that's why I say this perk is not good anymore, i rly can't understand why the Devs nerf the Solo Q perks more and more

    Kindred lets you know they are facecamping, they don't go undetectable before it activates. And even if they fake and leave only to come back, you still see all of your teammates and guess what? You're only going to get caught out by that once. And thats not to mention the fact that it tells you who the killer is if you still didn't know, or the fact that stealth killers are rare and the only stealth ability that lets you avoid it is pre-activated Dark Devotion, because it tells you if the killer is an Insidious Camper. Kindred is easily, EASILY the best info perk in the game, AND it got buffed, not nerfed. Even in its worst-case scenario it's insanely good. No other perk can boast that, not even Bond.

  • Thana is a bad perk, it's effects are negegible, and it pretty much exists to very, very slightly buff other perks in some situations. But, it is very, very difficult to buff it, because then it could become absolutely cancerous when combo'd.

  • @calem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282449#Comment_1282449

    No DS, Unbreakable, or Borrowed Time? Please, everyone should run this build!

    I see you have never had to deal with immersed survivors. It's real fun never finding anyone because stealth is so damn easy. Who tf needs second chance perks if you just rush the gens.

  • Probably so it doesn't buff stealth play. Imagine someone running Iron Will, Urban Evasion and Fixated on a blendette.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282193#Comment_1282193

    This community is probably the most entitled one I've seen. Both sides always want to 4k/escape and if they dont they go cry on the fourms.

    Most annoying thing is all the made up rules, no tunneling, no camping, no gen rushing, no slugging, no swf, no ds+unbreakable, no noed. i can keep going forever

    This community would be so much better if everyone just accepts they've lost instead of crying about it on the fourms

    The funny thing is, some of my absolute closes games where where me and the survivors throw away the rulebooks. I've legit made some friends with a couple of my regional SWF squads, we swap compliments and criticisms in the post game and we try to give each other hard games. That's not to say the significant majority don't call me a camping, slugging tunnelling tryhard while all running DS/Unbreakable, though.

    I feel like the rulebooks have their place, no-one likes getting proper tunnelled or proper facecamped, that's not helping the killer get a 4k. No-one likes those SWF teams that bring every second-chance under the sun just to abuse them for giggles and extend the game instead of trying to escape. But the problem is that you have no idea who you are going into a match with: it could be baby survivors/a baby killer that you are about to give just the most awful game of their lives and they're STILL going to black pip, or it could be Seal Team SWF/Mother Daughter Ring Spirit. The only indicator is a map offering, and it's a bit late once you see that.

    That really seems to be why people despise the more BS items/add-ons/offerings: yes, both sides have some powerful shite, but that doesn't mean the specific other team you are about to face is prepared to deal with 4 BNP's and stay-injured meta builds. If you aren't prepared it is extremely overwhelming and unfair. And a lot of people carry that tilt to the forums, because they wanted a fair game and didn't get one because hindsight is an absolute #########.

  • @Orion said:

    Yup, it's because survivors don't break totems.

    Yep, because in solo que that's extremely counterproductive and will lose you games. A LOT of games. The "counter" is stronger than the damn perk.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281499#Comment_1281499

    I honestly feel like that's a feeling everyone in this community needs to get over it.

    It's why I am sick of hearing people complain about SWF groups. It's a game, there will be things you dislike in it.

    So it's okay to abuse the easiest mechanics in the game to rob people of a fair chance? That makes no sense, especially when it comes to ultra sweaty SWF groups. Just because it's a game doesn't mean it should be unfair.

  • @Owlzey said:

    And another 'Freddy is OP' thread...

    Honesty he's fine as he is. Yes he's strong, but not impossible to win against.

    I think peoples problem with Freddy isn't so much that he's strong, but that he's extremely easy to play as. That feeling that you get when you go against the most hold-W, instadropping genrushy squad and they escape in 4 minutes? That's what going against Freddy is like. "Yay. You 'beat' me. By doing nothing particularly skillful." That's not to say there's no skillful plays you can get with Freddy, it's just that... Well, you don't need them. Just spam snares and fake teleports, equip Pop, and mindlessly 4k almost every match.

    Then you compare that to getting owned by Nurse, Billy or Huntress and the sheer number of complaints just drops like a stone. Even though they are all far stronger. And, by sheer coincidence, far more difficult to play as.

  • @IamDwight said:

    stbfl rewards you for: missing ... counters body blocking by getting super-quick successive hits etc.

    devour hope can 360 a game very quickly for a tryharding killer, especially if the map has good totem spawns. Plus I hate any forms of "unworked for" insta downs, it just feels downright cheap.

    STBFL only effects hits

    Unrelenting effects misses

    Edit: also, STBFL countering bodyblocking isn't giving the killer a second chance, that's giving the killer an initial opportunity

  • Given how weak generator regression is, either "tapping" shouldn't be a thing or, alternatively, generators could regress significantly faster but "tapping" could still be a thing. Right now it's stupid: you kick a generator, it regresses for 10 seconds, someone runs past and taps it on the way to the hook that isn't even close to the gen, and you have brought yourself a grand old total of 2.5 seconds of breathing room.

    But of course, if you don't like gen tapping just run a perk that doesn't effect not-awful players in any way or a perk that gets destroyed extremely early in almost every match.

    Seriously, Overcharge is the definition on NON-antitap. It lets you hit the relatively easy check AS YOU RUN AWAY. IT ALLOWS YOU TO TAP THE GEN. That is such poor design, it could at least counter tapping and it might be an okay perk.

  • @IamDwight said:

    • Spirit Fury + Enduring
    • NOED
    • Blood Warden
    • Devour Hope
    • Rancor
    • STBFL
    • Unrelenting

    How is Save The Best For Last a second-chance perk? It rewards you for doing well and punishes you for making a mistake.

    Devour Hope as well, I'm curious about that one. Is it because it encourages killers to go for hooks instead of snowballs?

  • Oof. Bond over Kindred? That hurts to see. But I guess I'd rather know where the killer is more than where my team is.

    Although I've been running both with Open Handed, that shite's borderline OP. I almost always know where everyone is and what everyone is doing, so I totally get why people prefer Bond over Kindred. I'd totally suggest it for anyone interested in having way too much knowledge at the cost of 3 perks.

  • Plague: Corrupt/Pop (never both), M&A, Infectious, I'm All Ears

    Legion: Pop, Dying Light, Nemesis, PWYF

    Pig: Pop, Nurses, I'm All Ears, BBQ

    Spirit: Ruin, Devour, Haunted Grounds, Retribution

  • The bait is strong with this one.

    I mean seriously, at first you just looked like a moron that maybe just played the game for a few hours and made an account to post dumb ideas, but the "cannot argue" and 3× faster thing really showed that glinting metal hook. Next time make it less obvious: "way faster", for example, would be a better finishing line.

    in Lol Comment by MadLordJack
  • Not going to lie, most of the time you cannot because of the sound issues that have been in the game for about six months. Breathing and footsteps are almost impossible to hear: at best you will detect a bush rustling or moans of pain. Why is this? Who knows, it used to be the norm for killers to hear survivors making too much noise nearby, now anything other than sprinting 2 metres away from the killer is borderline silent.

    Also, it's not so much about your headset as your sound card: potentially crystal clear sound doesn't matter when your pc cannot reach that potential.

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