Maelstrom808
Maelstrom808
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- Maelstrom808
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Same. After I go up a grade in the upper ranks I basically goof off with odd ball builds, killers I don't normally use, messing with the survivors, etc. Once I grab a pip or two, then i start buckling down and get serious again. Once I have that last pip to go, then I get cutthroat to knock it out in the next game or so. Then it's back to goofing off for a bit.
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Personally I think they should start by changing how BP are awarded for hooks/sacrifices. Currently i think you get a base total of 700pt for each hook and then a 1000pt bonus for a kill. I'd create a scale so that the hook values start small and increase with each hook on a given survivor, and in addition, the kill bonus is larger depending on the number of times you hooked that particular survivor. Emblems should function in a similar way to get iri devout and making it so the more times you hook a survivor, the better your odds are to pip or double pip.
I currently play mostly so that I get each survivor on death hook before I look to sacrifice one (it's a more interesting way to play for me, camping and tunneling are just freaking boring). This provides me the incentive to get away from the hook to let them save so I can cycle through my hooks as quickly as possible.
I don't think this alone is enough to really start a shift away from camping, but in conjunction with steering perk design towards Devour, MYC, and new Monstrous Shrine where being away from the hook is more beneficial, it can push things in the right direction. This is a better choice than changes to fundamental gameplay imo. Camping should still be an option (because that hook-saboing, butt-dancing, body-blocking, clicky boi Steve just has it coming sometimes), but it and tunneling should be the least rewarding style of play.
In summary: more effort should mean more rewards and vice-versa.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3052584#Comment_3052584
They didnt state that they removed the block-off effect, just the screaming effect. that would mean their statement would have been incorrectly worded as theyre different mechanics.
The reason DMS triggers and blocks the gen is because (on live) the explosion and scream knocks the survivor off the gen. They don't need to state they removed the block because it's from a seperate perk that is creating that effect. They stated they removed the explosion and scream, which if you know the mechanics of the interaction between the perks, already tells you that the gen won't get blocked.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3052284#Comment_3052284
You can. Just run Pain Resonance and DMS in addition to MS, so one gen theyre on gets regressed and blocked, so survs have to waste even more time. and if someone is stupid enough to go for a safe your 4k is pretty much guaranteed.
This is incorrect as well, as new PR doesn't explode the gen anymore so DMS doesn't proc and you get no notification as to which gen it hit so you get no info on where to go to run survivors off of it to manually proc DMS. It's a good change imo, but it won't work in the manner you described anymore.
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Definitely no WASD, as you could just keep hitting back to slow the killer's forward progress. Left and right I'd be generally okay with to a degree at standard force, but with Boil Over it'd be too much.
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Honestly sabo/altruism squads make for some of the quickest wins for me. I'd say 70-80 percent of the time it ends badly for them. Occasionally you run across a group that really has it together, but usually they just don't know when to abandon the effort and disperse while you hook.
Be aware of your surroundings before you pick up, ideally before you even down. Know where the hooks are as well as if there are any lurking survivors. If there is only one with a flashlight, chase them just far enough away that you can return to your down and get out of the pickup animation without getting blinded.
If you have a sabo survivor, fake heading to a hook, then when they commit running in that direction, turn and make a beeline to your real hook. Usually they can't get there before you after starting after your fake.
If you are dealing with multiple survivors trying to play altruism at the same time, this means there is only one person at max doing gens. Leave your down on the ground and defend the body. Eventually you'll get another downed if you play smart. Keep defending until you've downed enough for it to be safe or they abandon the save and run off. Then pick up and hook.
It takes some practice and they'll get you as you are learning, but eventually it comes together.
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@Nos37 said:
Give the killer a chance to go patrol gens or something. They're just going to come right back if you unhook me 10s later
Noooooo we won't!! Promise, for realsies!!
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@KolbyKolbyKolby said:
Playing some games with friends and 3 killers in a row complained to us in the end game chat about how we're ruining the game because we did gens too fast and they didn't have a chance, and understanding that maybe they felt frustrated about that, we switched up the build.
We bring Boon: Exponential, Soul Guard, and Power Struggle/Flip Flop and we have a huge amount of fun goofing around and we all die with 3 gens up and everyone has over 25K points and they complain about us being bullies even though we all died?
Do gens while someone gets chased and you're genrushing, interact with the killer and goof around not doing gens, you're bullying. ๐ฉ
Can anyone clarify what exactly they want from me, should I simply go stand under the hook and AFK?
Okay I got halfway through the first page and gave up due to the bickering. As a killer, i've found the best way to end up with as positive of a game for all involved is to actively adjust your level of play to the side you are playing against. I go for a hook on each survivor and that tells me what I'm dealing with. At that point if I'm not being mauled on gens, I go for another hook on each survivor. If I am being mauled, I get someone sacrificed.
Adjust to what's happening in the game. Blast out a couple of gens, and if the killer is struggling give them some goofy altruistic (but not antagonistic) chases and saves to give them a chance to catch up.
Often at the end, depending on how well and how nicely the survivors played, I'm usually letting one to all of them go. If the killer played nicely, and you guys just ran away with the match, maybe give him a sacrifice or two.
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@Slaughterhouse3 said:
https://us.v-cdn.net/6030815/uploads/YU044XJEAHZD/image.png
Remember everyone....this is not fact, but just opinion. We all have different experiences in DBD, and I know many of you will find it shocking that I have doctor on lots of fun ๐ I actually really love chases with Bubba also but sometimes they can just camp so I decided depends on the player.
I'm curious as a Plague main, what makes the difference for you on if that player is fun to go against or not?
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Bird lady is not as fluid to use as Nemesis is. That's the main reason I don't play her, which is a shame as I liked her style.
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From a killer perspective, almost every Steve I run across is a butt-dancing clicky boi. And if they are wearing that Scoops Ahoy outfit...*shudder*
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Like I said, go do something else then if it's so bad for you, play killer, find swf groups, or play another game until BHVR finally decide to fix her. Stop screwing other people over. In fact, not playing soloQ will make a bigger impact and statement than afking ever will.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3033505#Comment_3033505
"You could also blame the sweaty genrushing swfs that ruin the event to the point that people want to play sweaty nurses just so they feel they can compete...and the cycle goes on."
Except no, it does not. Because there is an MMR at play. And since I play solo surv mostly, my MMR shouldnt be within 150 points of sweaty genrushing SWF's, hence I shouldnt face Nurses who play sweaty because of that. This problem originates from the Nurse, not survivors.(Thats not even talking about how the current genregression Meta, especially on Nurse, completely obliterates any attempt on genrushing, genrushing these days is a myth, they might still be faster than you'd like, but thats not genrushing)
Unless SBMM, for whatever reason, has been turned off without notice for the duration of the event. If SBMM has been turned off, then yeah, ######### the people who go afk. If its still on, nah, dont blame em. There is a temporary event that increases BP a lot and Nurse games that heavily limit the amount of BP you can earn. I rather use cakes versing A-tier killers than stockpiling all my cakes and not using them at all due to the way games against Nurse go
(Flans, I'm too used to cakes, but flans*)
And I've played almost exclusively mid to low tier killers that 8 hook and let most if not all survivors go unless:
1) they are complete asses (and even then)
or
2) I need to complete a challenge
Yet I still face sweaty genrushing swfs...so here we are. The difference is I still play the game and try to get my 8 hooks even knowing it's probably not even going to be close. I still try because it's a game and I'm here to play, whether I get demolished or not. I'll get better at it with practice against them...and I don't have three other people counting on me to at least try to play.
Nurse is broken, it sucks for you guys, I feel for you. But go do something else then. Stop punishing the people who aren't causing the problem and are depending on you to at least have a reasonable chance at a good game while rewarding the very people you have a problem with.
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@Tr1nity said:
You can't. They're not here right now.
Heh, I almost made a similar comment in my OP :D
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3033490#Comment_3033490
Blame the sweaty nurses ruining the event for people to the point where they want their MMR to be lower.
You could also blame the sweaty genrushing swfs that ruin the event to the point that people want to play sweaty nurses just so they feel they can compete...and the cycle goes on.
OR....you can blame people afking and screwing over thier own team instead of people on both sides playing the game the way it's designed.
Yeah, I'm going to go with option B.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/331640/afk-survivors-we-need-to-talk
To be fair, I wouldnt be surprised if half these players were just afk to reduce their MMR so they wouldnt face Nurses etc. I dont blame em.
From everything I've heard about soloQ, lowering your MMR is a bad idea because while the killers get easier, your teammates are more likely to he potatoes as well.
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Yep I pretty much leave immediately after hooking unless the other survivors are ballsy or stupid. I try to go for 8 hooks before a kill, so I want people unhooked before they get to struggle. If there is a single teammate waiting, many times I'll leave anyway unless they are just absolutely in my face about it.
If you get two or more survivors lurking about then really I don't need to go anywhere else. I'm going to try to slug one and hook the other and leave the last teammate to clean up the mess while I go kick gens or stand on a hill somewhere.
What I'm not going to do is simply ignore that over half the team has served themselves up on platters. Let the killer clear the area, don't get seen, and definitely don't try to unhook in their face. If they still camp after that, then yeah you can give them grief over it.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3027110#Comment_3027110
Why you don't kill them at least kill 2 and show the 2 clearly you let them go then they are actually thankful.
Believe me, i've had plenty of 2ks, either i mess up what hook state everyone is in, someone suicides on hook, or terribad teammates just leave them on the hook. You'd be surprised how often those last two STILL act like they stomped me.
Not gonna change how I play those games, it'd defeat the purpose. It's fun to be a counterpoint to the WAAC killers. Besides, as I said, I don't expect gratitude, just at least don't be dumb enough to think that you did well.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3027110#Comment_3027110
Yesterday had a game where I just hooked everyone twice. I even stood there and let them open the gate. I saw one was a TTV so I went on their stream after to say hello. I wrote that I wasn't going to kill anyone and they were surprised. I didn't say it but was thinking "Why in the hell do you think I was standing there letting you open the gate while two of you were injured?"
Hell, I even open the gate for them (+500 pts on top of trying to get the point across).
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My favorite is when I'm doing my "8 hooks and everyone gets out the gate" games, I've got everyone dead on hook by 3 gens and I'm just letting survivors wiggle off after a chase at this point. Wait for them to finally finish up gens and you get blasted at the exit gates with triumphant t-bags and flashlight clicks. Like, do even know what just happened here? I don't expect thanks, but damn y'all look like a bunch of clowns right now.
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@steponmeadiris said:
https://forum.deadbydaylight.com/en/discussion/comment/3024935#Comment_3024935
I suppose not. I've only played the build a couple of times, and small maps seem to give me a pretty big advantage. Then again, I'm not the best Doctor player.
Oh small maps are certainly a cakewalk, but just saying it still works on big maps. Just takes some more work.
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@steponmeadiris said:
https://forum.deadbydaylight.com/en/discussion/comment/3023108#Comment_3023108
I suppose, but it's very map-dependant, and I'm not gonna be the absolute loser who brings a favorable map offering instead of a Flan like everyone else.
Map really doesn't make an awful amount of difference. Big maps just mean you have to be more aware of what survivors are doing where and maintain pressure on them. You can't just sit in the middle and spam static blast.
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Impossible skill check Doctor also does the trick nicely.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/3019980#Comment_3019980
That is true, but the question is more about the amount of hooks because they specified the basement hooks for Monstrous Shrine. Like right now, if you were to bring all the Scourge Hooks, you don't have 12 scourge hooks on the map with all the effects, you have 4 hooks on the map with all the effects.
What I'm curious about is, would Monstrous Shrine also spawn 4 Scourges around the map or is it specifically basement? If it's specifically basement, then if I brought Pain Resonance alongside Monstrous Shrine, would the 4 random hooks stated in Pain Resonance still spawn or would the basement hooks count as the "random hooks"? That would greatly effect how useful Monstrous Shrine is. You wouldn't want to bring it with other scourges if all the perks would be tied to the basement because that's what Monstrous says, they wouldn't be very useful.
Definitely something we'll just have to wait and see. In my mind, monstrous would just give you the basement hooks, you'd need to bring another scourge hook perk for the other four, but any hook flagged as a scourge hook would get the effects of all perks.
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As a killer I think it's a cool idea. Gives survivors more gameplay options and doesn't massively impact killer gameplay. There are a few doors that would suck to have survivors able to access (the Game, Auto Yard, Dead Dawg), but the overall impact isn't enough to make it a bad idea.
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I'm pretty sure that any scourge hook will give the benefits of all scourge hook perks you have. Currently it works that way.
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Heh, I'm out here trying to get my 8 hooks, then let everyone out of the gate if they are good sports...but good lord some of these people are infuriating. I've literally had to drag someone off of a gen, wiggle them off in front of the hooked survivor they let go to struggle while they sat on a gen 15 feet away...I mean if the killer is trying harder than you are to save your teammate, you got issues.
Clicky bois absolutely get my attention over freshly unhooked survivors. I don't mind not getting kills, but don't mess with my hooks.
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Plague surprisingly became my main. I love the adaptation of playstyle based on what the survivors choose to do. Having to remain flexible and thinking ahead.
Deathslinger was one that held no interest until I started playing him for his perks (post nerf) and I ended up really enjoying his 1v1 capability even if he gets smashed in the 1v4.
Doctor...the screams, oh the lovely, lovely screams....
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As a musician, I think a community contest for adding a new chase music would be pretty awesome. Give us the standards and format they need, obviously the main musical "DbD" theme has to be incorporated, etc., but I'd love to put something together for the game, as well as hear others takes on it as well.
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Once you play enough, it becomes pretty easy to spot them as you play.
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Some of us have played on mouse and keyboard for over 20 years. I think i've bought maybe three keyboards in total, about the same in mice (i actually use trackballs). So that's three-four times in over 20 years I've had to get used to a new controller, but the changes are very slight anyway. Compare that to every console controller that has come out in that same time frame. It's a lot easier to deal with learning M&K.
Also, I at a lot of sims like DCS, and Star Citizen, which would make your average console-only player's head explode with the number of keyboarding options.
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I've been playing purposely relaxed as killer. Mostly getting everyone hooked once or twice then goofing around the rest of the match hitting challenges or just trying to get "#########" reactions out of survivors before I open the gates. Pretty much every kill was survivors sacrificing themselves as thanks, bad apples that wanted to act up, or AFKers. Averaging 100k BP a match and not having to sweat much while getting some laughs and fun interactions has been a great change of pace.
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I'm down, it's my general playstyle anyway.
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I'm all about it. Been on a personal crusade lately to debunk "all killers are sweaty camping tunneling sluggers"
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3001856#Comment_3001856
So basically, when playing these challenges, I just play until I reach my personal goal and then just wait until the community goal has been fulfilled?
You have to hit the personal goal, then anything above that is just helping to contribute to the community goal to get it done faster.
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@xBlitzAce1989x said:
I think some people misunderstood my original comment... I am genuinely curious and not trying to be negative. And I stand by my comment about Haddie getting a Rogue costume (X-Men). I was just expecting a bit more for other characters aside from masks due to the nature of the event.
From how i understood it, in the video they did recently on the anniversary event, they wanted to do higher quality customized items (the masks) rather than more bland and generic stuff. There is only so much development time available and as a result, instead of everyone getting something meh, a select group get cooler stuff. Next event it will be a different group.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3001528#Comment_3001528
The latter. Prestiging Hag gets you her teachables unlocked at the equivalent tier on all other killers.
I thought the old system was going to be left in place so if you have unlocked teachables, they'll still show up in the blood web after the new system kicks in, but if you prestige a character, then all other killers will automatically have it at the rank you prestiged. No blood web grind needed. If that's the case he doesn't need to do anything.
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Can't say I recall being telported after a stun, but pretty sure I've seen survivors get yeeted to my side of the pallet after stunning me, and not doing the dumb tech, just instantly served up on a platter.
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So the survivor has an ability to counter the killer's power, and the killer has the ability to counter the survivor's counter. Both counters require some actual effort to employ.
What's the problem? You both are "trying to ruin the other's fun" by taking away their abilities. How does one automatically take precedent over the other? The fun at that point should be thwarting the other player's counter through gameplay.
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I'll burn what I get, play my typical get everyone to death hook, then see what the survivors are doing. If they brought BP goodies for me I'll run around and break pallets or chase some one to down but not hook. Basically have some fun while they finish the remaining gens. Open the gate and everyone comes out with a stack of points.
If they didn't bring anything, I'll go for two kills once i have my hooks. If they act like jerks, I don't care what they brought, if I can walk away with the 4k, that's the goal.
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As others said, it depends on the killer, map, and player. If the killer has good info abilities or the player has good macro knowledge, it's almost always better to go after the third survivor imo. Now you have two on hooks, one being chased, and the last is either running to unhook or their teammates die. In either case you have one gen at max being worked on (and if it is you are probably getting a kill..or four). Add to that you'll probably have the third guy on a hook about the time that the others get off of theirs and have a good knowledge where everyone is. That's how you snowball into a 3-4k.
Now if the killer is outclassed, on a bad map, or has no idea where the other survivors are, then thier best resort is to camp.
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I don't see anything super egregious. I haven't used every perk yet, but I have run most of them at some point. There are some perks that are super good in the right build and/or killer but are garbage else where and I think that's accounted for.
The only thing I might do is either put Plaything on the same tier as Pentimento or even swap them. Pentimento is great but only in conjunction with other perks, while you can get good value from Plaything as a stand alone (and of course it's amazing with Pentimento.)
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I've had 3 slugged on the ground multiple times thanks to the altruism squad mobbing me on my way to hook someone. Usually I end up hooking two and getting the one that hit the ground first up by letting them wiggle off if they haven't gotten up by a 4th teammate by then. Then I just go kick some pallets or gens while they reset themselves and hopefully think about the validity of their original plan.
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I've only played under SBMM so I can't comment on how older systems did. The current emblem/pipping system produces a numerical score for each game (even if we only see a bar progressing towards pips).
My gut reaction is to use that score instead of kills/escapes but that system is flawed as well. It's graded on how they want you to play and not what is the most efficient way to play. The quickest, most efficient matches where one side just blows the other out of the water actually score fairly low on that system.
There has to be some sort of middle ground. Maybe something that takes Time-to-Win into account and/or maybe trimming some fat off of some of the things the emblems gives points for.
Another thing that I'd love for them to weigh into match making is the level for the individual killer or survivor you are using and what perks/addons/items you have available to them at that time.
I think in the end a better system is going to need to be more complex than anything they have right now.
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@Wondertainment said:
https://forum.deadbydaylight.com/en/discussion/328047/body-blocking-with-borrowed-time-is-okay
It is absolutely "ok" in so far as the rules are concerned. It wasn't the original intent of BT of course, but Players will always use a Perk the way they see fit. However, it bears noting that people who use BT that way tend to get tunneled out, and with good reason. You are telling the Killer that YOU are the primary target and still want to play. So as long as Players understand that doing it know to keep their salt to themselves at the end, I don't think anyone really cares.
Yep, and this goes for a lot of the aggressively altruistc gameplay. Don't paint a target on your back if you aren't willing to take a hook through it imo.
I personally love it when survivors make these plays because I find it far more fun fending off the rescue teams than I do with the old gen->loop->hook rinse and repeat.
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It works the other way around too though. I've had numerous times where I've fully broken LoS to a revealer as Ghostface, yet almost a second later they somehow manage to pop me out. I just chalk it up to the internet and move on.
<never mind, necro-post>
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This, so much this.
The matches that make my smile the most are the ones where win or lose, I'm in an absolute nailbiter where every second counts and the slightest screw up from either side would determine the outcome, or both side are just doing the dumbest, silliest stuff having a blast.
The matches where I absolutely dominate the survivors and basically have them all dead with four or five gens still left to go don't really bring me any pleasure, and obviously the matches where I get maybe one or two hooks before they are out the gate make me get off the computer and go read for awhile.
I don't really care about the ultimate kill count as long as I pick up one or two. It's the gameplay that matters. That's why I love when I pip up to the next rank as it means I can pick up a new killer or some silly build and just go have fun for awhile without worrying about depipping.
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@Slowpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/2994873#Comment_2994873
More talking about Dead Hard but generally speaking, yeah I'm good with that. Also expose perks that are known before a hit for example Starstruck, Make Your Choice etc. are less of a problem because unlike NoED you are notified of it before you get hit. On top of that the conditions for applying those perks are very limited. NoED is much harder to play around if you don't get lucky with totems but I suppose that works both ways. It's counterable most of the time but it's just a bucket load of no fun.
Seems reasonable enough to me. I don't think NOED has been in any of my kits since the first week or two of playing so I'd love to see the exposed aspect of it disappear, increase the haste and maybe give an aura read for the hatch within 24m or something else themed to the name.
Losing exposed on Devour Hope would make me sad, but if I can trade that for survivors losing insta-heals I'm good with it.
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@Slowpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/2994651#Comment_2994651
I want this perk honestly. Small game is just unreliable on some maps and counterforce is not efficient.
As for topic, yeah surprise health state cheating perks are unhealthy for the game. Wraith in particular I think is weaker then he should be primarily because this perk exists and is so strong on him.
So killers will give up the expose perks while survivors give up the insta-heals and practically insta-heals. I'm good with that.
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As others have said, if possible bait them to run to one hook while you juke to another. If it's not possible, Survivor on my shoulders gets dropped and the Sabo get downed.
If they are persistent about attempting it everytime I try to hook, or are very good at it, unfortunately they are getting tunneled out. My goal when I play is to get hooks (with the exception of the occasional match where i'm looking to have a bit of mori fun). I generally don't try to tunnel or camp because it's simply not beneficial for me, nor fun for the survivors. That being said, if a survivor is stopping me from getting the hooks I earned, they gotta go. The same can be said with survivors that are on point with flashlights and blinding saves.
Altruism squads in general will end up in a big slugfest because it's about the only real counterplay i've found, but usually it's a pretty fun little melee of sorts while it lasts.