Maelstrom808
Maelstrom808
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@DY86 said:
I play a lot of both roles to say: being overly altruistic is possibly the easiest mistake a surv can make, and a Killer can capitalize on.
just played a match as surv on eyrie where 2 of the survs were hovering around a hooked third while the killer was around. Giving him no reason to leave. The hooked surv died on first hook. At 5 gens because of this.
And this happens a lot. Just last week, I got a 4k on Haddonfield as GF because all 3 survs wouldn’t leave the hook. Survs think its cute but it’s just an easy win for the killer and a bad time for the hooked surv
So for some players, (on both sides) that's the most fun part of the game. Whether end game or from the beginning, hook fights provide the most intense, fastest paced action. I've had many games where the survivors pretty much ignored gens and just played chases and altruism. Usually they are obviously skilled and experienced players who would know better from a "winning" point of view, but simply care more about the fun of the chases and altruism than they do about fixing gens and getting out of the gate. It's slightly different than bully squads as they aren't trying to dominate and humiliate the killer.
I enjoy playing against it because it is fun to a point. I wouldn't want most games like that, but it is a nice change of pace now and again. Also, once you know how to deal with it, it's almost a guaranteed win for the killer.
I think what you are talking about is a little different. I think what you bring up is what you get when uncoordinated and less experienced players who have seen too many videos of altruism squad play think that they should always get the rescue.
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@DragonMasterDarren said:
I do not care how many people are going to tell me "i play Bubba and i don't facecamp" because at this point i do not believe anybody actually DOES use Bubba to play normal chases, i have seen a grand total of 9 Bubbas in the last 4 months and every single one of them downed someone and then either Insidious camped, or just normal face-camped, without fail
This isn't fun, I doubt the people playing this "strategy" are doing it for anything other then morose shreds of joy, the person on hook isn't allowed to play the video game at all, and the other survivors are basically forced to play "Gen Repair simulator 2022" and then leave, a grand total of 1 interaction happens in the entire match, it's boring
what makes this even more infuriating is that BUBBA KICKS ASS IN CHASES, his chainsaw is amazing for getting rid of pallets quickly, and there's even mind-game potential with it since you can back up and hide your red light, but nobody seems to give a flying ######### about that and instead just face-camps because "hurr durr consequence free downs because the chainsaw instadowns hurr durr"
Fully rework Bubba, he needs more incentive to actually use his power in chase rather then down one person and then effectively kill any form of fun that the match could have
I mean, if you want I can upload a few hours worth of games of me not facecamping with him if you really need proof that not everyone camps and tunnels with him. Hell if I dig I might even be able to track down some survivor play with some pretty normal Bubbas.
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Play both roles but definitely a killer main. I play all but about 5-6 killers to some degree. Plague is probably my best, even if I'm spending more time in other killers these days.
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@Xernoton said:
Twins, Freddy and Myers need reworks. None of the killers you counted need reworks though. Maybe a slight nerf to Artist but Wesker and Dredge are fine. They both offer plenty of counterplay.
I don't know why people think Plague needs a rework. She is strong and after her QoL updates she doesn't feel as clunky anymore.
They just don't like her negating healing.
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In a word - pressure. It can be in a number of different ways, but the ability to consistently put pressure on the survivors to force them into doing something other than slamming gens.
In the simplest form, they are downing and hooking survivors so quickly that they always have someone hooked, another going for a save/healing and yet another being chased at any given time. Hook states stack faster than gens get done, and the survivors lose the race. This can come from great map mobility, the ability to end chases quickly, etc.
You can also add in forcing the survivors to do secondary objectives, again leaving gens sitting idle. Often it's a combination of these thing that provides the best killers.
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No thanks. Myers already looks a little goofy in his speed walking.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3240171#Comment_3240171
You're misunderstanding how a Glicko system works. MMR is a relative number, meaning it doesn't go up at all in many instances if your opponents are far below you and vice versa. Someone would have to consistently beat opponents at that 1700 MMR mark to maintain 1700 MMR, and obviously not everyone is at the same skill level so that doesn't happen.
The reason you get unfair games is because of the matchmaking range, not because everyone and their brother is at the soft cap. The acceptable matchmaking range is +/-350 MMR. Even if you are thoroughly average at 1350 MMR, you are still within matchmaking range of the top 5% of the playerbase near the soft cap. That doesn't mean *you* are at the soft cap. 1350+350=1700.
Exactly this.
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@Ashes said:
https://forum.deadbydaylight.com/en/discussion/comment/3239598#Comment_3239598
speculatively, you see as many DC's as someone does when they camp, which you magically know with your hag crystal ball, so that's 2 DC's in every game you play. are you nurse/blight main?
https://forum.deadbydaylight.com/en/discussion/comment/3239755#Comment_3239755
you just get a lol
https://forum.deadbydaylight.com/en/discussion/comment/3239474#Comment_3239474
this, more suicides, so many suicides, let's see, hook suicide means killer still has to move the player to a hook which takes time, while if they just DC killer can go straight to look for other survivors. Survivors may also make rough, dangerous plays to save the suicider, taking hits and getting hooked themselves, while if they had DC'ed, other survivors would just get free points for being abandoned. it really doesn't make that much difference which way someone is getting out of the game, the fact is, a lot of sadists want to hold others in a game against their will.
Yes, I do want to hold those people in game, to the point that they either get over it and play out their games as intended or go play something else. I play soloQ, been in plenty of lost causes for matches, had plenty of potato teammates (even more so than myself), faced plenty of the "unfun" killers. I still stick it out to gain what points I can and give us whatever chance I can or if the team is toast, give myself whatever chance i can. That's the game.
If they want to ruin it for four other people because they don't like how the match is going, play something else. I can be and am sympathetic for a lot of things in the game. Giving up over the smallest things not going your way is not one of them.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3236491#Comment_3236491
Or maybe they’re just better at doing their objectives and staying hidden
That's kinda my take. Maybe instead of me getting hooked more, if they got hooked less, we'd have a better chance at getting out.
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Probably got yourself above the softcap for MMR. Anyone above the cap can be paired with anyone else above the cap even if they are massively higher than you in MMR. Best thing I can recommend is go for hooking each survivor once or twice and then letting them all go. This will lower your MMR eventually to the point where you will notice that instead of losing every single game with only a few hooks to show for it, you start consistently having everyone on deathook by the time a couple gens are left.
This is what I did to get out of getting my butt handed to me most games. I manage my MMR pretty carefully so I stay in a comfortable zone where I can play pretty hard and have a better than even chance to win. As I get better and games get easier, I let my MMR rise to keep me challenged, but if it gets too rough, I meme it out a few games to get it back where I want it. The main thing I try to do is always secure one kill, but also always let the last person go if I'm winning. This keeps my MMR from getting out of control too fast. There are special exceptions of course, but generally that's how I play.
Aside from that, time to play really depends on platform, region, and crossplay, but weekday evenings work best for me in NA on Steam with crossplay on.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3239734#Comment_3239734
Wow looks like you missed the whole point. *faking surprised*
No, I get it, and 1) in a round-about way I'm kind of agreeing, and 2) it's not necessarily aimed at you but more at one or two of the replies that followed.
I get so sick of "X players are so toxic" or "what about this thing that Y players do?" Toxic people will be toxic. They'll be toxic as killer. They'll be toxic as survivor. They'll be toxic to anyone that seems like a target, as demonstrated by your post. Arguing about who is more toxic is pointless because it's always the player, regardless of what they queued up for and who's side they are supposed to be on.
I think that set a record for the number of times I have used the same adjective in one paragraph.
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*** Toxic players are toxic regardless of what role they play ***
Reread it until it sinks in, please.
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@KrypticReeps said:
https://forum.deadbydaylight.com/en/discussion/comment/3239535#Comment_3239535
Rocket league has this system where you can vote for your favorite maps and your least favorite maps. If other people you play with vote down the same map, there's a significant chance that the map wont end up being that one. Id say that something they could add? Maybe I should make a post about that?? lol
Yeah I wouldn't mind some sort of voting system to veto maps, say every vote against a map reduces it's chances of being picked by 20%. I rather do away with being able to influence getting a certain map or realm.
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Until we have some sort of bot system, I personally think we crank the DC penalty to 30 min, but it's non-stacking, meaning it never gets worse. So you take a penalty that's 2-3 times as long as a typical match, meaning sure you can DC, but you are better off just sticking it out.
AFK and suicide on hook are the next issue as they will gravitate towards that. Afk needs to auto DC you after a set period of time, so you take the hit anyways. Suicide on hook, basically you can't run the timer down at all anymore and there is no "struggle phase". You get skill checks that build a meter that when full allows you to attempt a self unhook in both hook states.
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That's just the way the map selection goes. Yesterday I'd say 80 percent of my games were cornfield or yamamoka estate. The few times I got lery's or rpd were a relief.
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Maybe a couple times a week I'll hit a survivor and proc OtR, usually someone focused on altruism play, but generally speaking if you don't tunnel, it will rarely ever be an issue.
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Zombies tend to be super hit or miss in my experience. Either off in a dead part of the map, contemplating the geological history of a pebble they got stuck on, or acting like Payday 2 Cloakers and ambushing survivors with a dropkick to the face as they try and loop me in a jungle gym.
Personally I'm fine with them as they are. They entertain me in either situation whether I'm Nemmy or his hapless victim.
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It really depends on the killer. Some killers, like Spirit have amazing rare addons but they change the mechanics of how the killer plays so drastically that I'd rather just not get too dependent on them so they collect dust. Others like Myers change the playstyle, but not the mechanics, but are rare enough that I only break them out once in awhile.
Some killers like Plague have a ton of great addon builds for all rarities that change playstyles, but not necessarily the mechanical action of physically playing the killer. I can mix and match as my heart desires and I'll burn through whatever pops up on the bloodweb.
Some killers have fairly garbage rare addons, but solid low to mid tier, so again I don't feel too much need to hoard anything.
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Slugging and bleeding out a survivor that chooses to go down in a dead zone, especially if they do it repeatedly is one thing. The survivor left the killer no other option to progress their objective. I'll usually give them an opportunity to get out the area by letting them struggle free, because sometimes it's unintended, but if they return...well, we're in for four minutes of quiet time.
A killer that can hook or can estimate a pretty good probability of a hook, but still chooses to bleed out the survivor is just being an ass. Doesn't matter if the survivor struggles or not.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3237128#Comment_3237128
Ok but this goes back to the usual question. If survivors get weaker because SWF is too strong, where does that leave solo survivor again?
I play solo so I am coming at it from that angle. For me it's simply frustrating when a killer can do the bare minimum because they got a down early (depending on the time of the day it is almost guaranteed I get at least one person who is playing a beginner survivor with no prestige) by coming across or intentionally go after (I can't really know) the baby. Ok that's fair, but if they decide to camp them it is even more frustrating. Because in solo you cannot co-ordinate that and especially at the start if no one has Kindred. And say I leave my gen to go save. Ok now I just wasted time and the whole counter of "just do gens" came crumbling down. What if another person came for the save? Now two people aren't doing gens.
Say I try to unhook, killer hits me and then I unhook anyway so we trade. Well now no one guarantess me I will play the game first of all and second of all, the killer has just skipped the part where he is weakest at, which is chasing by playing this way and getting away with 1K most of the time guaranteed and maybe even more by doing the bare meanimum. It seems to me it's the equivalent of that teammate who hides all game and somehow escapes at the end, by finding hatch. Both are the bare minimum.
Ok so what about the killers who know this is the efficient play, either camping or tunneling (camping isn't always efficient if you wanna win, but against solo it is a pretty strong strategy). How are they prepared then to face against stronger survivors if they never had to develop their other skills and game sense? I wasn't playing when old Dead Hard was around, I joined just around the time that patch which nerfed it dropped. When I read posts in those forums and on reddit people claim old DH boosted survivors, can't the same be said for Killers camping then? Why is one considered unhealthy and the other just a strategy?
I'm not against it being a thing, it's that currently it's very low effort from the Killer's side especially if that's the playstyle they are going intentionally. Whenever I come across new killers, that's their instinct as well, it's intuitive. Sometimes they do get panicky though if they hear gens popping. I just find it unfair and silly, that as a survivor to survive you need to have a number of skills developed to survive, looping, be able to do gens, not 3-genning yourself, know how to counter killers. But killer you can just catch the weakest and skip looping or even gen pressure and still come out with 3k or more, which again is more common in solo and it thrives because of the lack of co-ordination.
I agree that maybe 3 remaining survivors or 2 should not be so power-creeped, but I dunno how that would get fixed and how weakening 4 survivors would affect solo.
Sorry for my rant, I just don't think under any circumstances a killer under 100 hours should be able to beat survivors who have collectively 500h or more etc. But the reality of the situation is that one weak link for survivors is more often than not a death sentence.
"Sorry for my rant, I just don't think under any circumstances a killer under 100 hours should be able to beat survivors who have collectively 500h or more etc. But the reality of the situation is that one weak link for survivors is more often than not a death sentence."
Maybe you just didn't put enough thought into the numbers, but it really doesn't work like that. There is really no appreciable difference between a player with 125 hours (1/4th of 500) and a player with 100 hours. It should be pretty much almost an even game.
Likewise, if you have a team with 5300 collective hours, vs me with 700 hours, if that team is one survivor with 5k hours and three others with 100 hours each, I'm probably taking home at least the 3k win in 90% of my games against them.
The point being that it is down to what the individual composition of that team is like, and that a 25% advantage in hours on an individual player basis is not enough for some great revelation in the game to provide a sheer overwhelming advantage in a balanced game.
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As others have said, just because someone avoids being hooked, it doesn't mean they aren't putting in the work. Knocking out gens, saves, heals, tying up the killer while they desperately search for you around the gen you are working on. I've had games where I've wasted more of the killer's time by them trying to dig me out than almost the combined chases of the rest of the team. Oh, and when the exit gates are open, you're on hook, and it's just you, me, and the killer, I'm the one that's gonna try and get you out rather than run out myself, even if it means I don't escape.
It's a simple matter of it being better for the team right now for me to leave the chases to those that will last more than 10 seconds, which pulls someone else off a gen and puts them at risk of getting hooked as well.
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@Laluzi said:
I was playing some Blighted Mikey games yesterday and I forgot that you start out with a charge. Instead of sneakily stalking the survivors on the hangman's gen from my spawn on the saloon, I launched myself off it towards them... one of them came over to the edge of the platform to just stare down at me. I was so ashamed 😰
Mine was with Mikey as well, only I had a great vantage on three oblivious survivors on a gen. Launched myself to bounce off the gen and stop right in the midst of them like "Oh, hai guys!" I'm pretty sure a couple of them had their spirit leave their body.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3236739#Comment_3236739
Ok. So say they randomly plundered a toolbox or two, and maybe got a few good sabo plays out of it. That makes them "bullies"? Trying to, you know.. survive?
I think the truth lies in the middle somewhere. I believe that they were going for overly obnoxious altruism plays, but an organized, full-on bully squad? Nah.
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@GoodBoyKaru said:
DCB should be a brown addon that completely eliminates all sound while phasing in return for the killer instinct imho. Make it exclusively for accessibility for hard of hearing people who wouldn't be able to hear anything anyway.
As a person with hearing loss, I'd be 100% down for this. I love playing spirit, but it's almost impossible for me to play her by using audio tracking. I either need to be running DCB, or I am limited to using her power strictly by guessing where the survivor will be or using the occasional grass/corn movement.
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Midday is usually when I have better luck as survivor. I usually switch to killer in the evening.
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I'm fine with the bloodweb concept (I actually still enjoy the minigame). I would like to see it as a token system though. Instead of unlocking specific items, addons, offerings, etc. You unlock a token for a given rarity, which you can exchange for the item that you want within that rarity. Tokens would still be tied to a given character, but you have a lot more agency in your selection now. No more burning an entire bloodweb for 1-2 copies of a single addon you like to use.
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Get a hook grab, locked animation where the killer rips the hooked survivor off and replaces them with the rescuer. Unhooked survivor gets about a 3 sec head start from the animation if the killer decides to charge after them. Punishes unsafe hook saves with a guaranteed trade, but softens the grab from ending up with two survivors on hook immediately.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3233991#Comment_3233991
Lol I understand. I'm a pretty chill woman, and I went into the game to have a fun game for the event (especally since I'd had some bad games as a Survivor). But I reached a point where I literally thought, "Okay. If you guys wanna play like this then it's on." And from that point on it switched. I got super focused and calm and I ended up winning. It felt good lol 😂
Yeah it's funny how quickly the fangs will come out in the midst of my most survivor-friendly, meme-tastic, goofy-ass play sessions when a squad shows up to play with sabo boxes and beamers.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233314#Comment_3233314
I think it takes a couple hundred hours of killer to get to the point where people feel that way. Most people eventually like going against "bully squads" because it's just chases but at the beginning it just sucks imo.
Most of the time it's not even chases really. It's a melee around a hook or downed survivor. I think that's why it's fun because it's outside of the "find survivor, chase a tile or two, loop and mind game, hook, rinse and repeat" pattern.
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It's pretty simple. Don't camp and tunnel if you don't want to. You don't HAVE to win that way. If you can't win without camping and tunneling at the MMR you are at, take your losses until you get to an MMR that you can. It's what I did. I got to an MMR where it was almost impossible to win by spreading hooks at my skill level. I tried camping and tunneling in different forms and had success, but it was boring. So I took my losses until I got to a balance. If you have a very high MMR and are above the soft cap, it may take some time, but you'll find the right place eventually.
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I don't know guys, he's convinced me. Having the camera spin around might be too much for players. I say we petition BHVR to change it to a 2s stun. Stops them dead in their tracks as their character is temporarily paralyzed with fear. Lore accurate, no disorienting camera movement, Hag still gets to hit if she reacts quickly. Seems like a win-win. I mean it's no worse than a pallet stun or flashlight blind right?
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You asked.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3233325#Comment_3233325
Most of the time you're right because they will typically keep on their schtick until they are dead without trying to escape, but if they tap out their items (toolboxes/flashlights/whatever), they sometimes actually try to escape.
https://forum.deadbydaylight.com/en/discussion/comment/3233333#Comment_3233333
True. My first few bully squads early on really got under my skin until I learned how to deal with them.
The most important thing is to not allow yourself to get tilted; usually they aren't doing objectives and will just run out of juice and crash like a hyperactive toddler at bedtime.
It suppose they feel like dying is a trade off for trying to torture the killer for 15 minutes.
The hilarious part comes when they are terrible at whatever tactic they are attempting to bully you with and just get flattened.
Exactly. I keep my cool and once I've got a couple facedown in the dirt and a couple on hooks, I'll often pick one up and let them wiggle off and rescue the others. We'll usually laugh about it in endgame chat and move on.
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Heh, bully or sabo squads are either some of the most infuriating or hilarious experiences you can have as killer, depending on how prepared you are to deal with them. As long as the UB test doesn't go through to live, we'll have the tools to handle it in most cases.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3233026#Comment_3233026
Why do you care about pips?
Some of us are still grinding out characters and perks. The monthly rank bonus is pretty huge for that.
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Why?
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@GoshJosh said:
Plague needs a rework. No killer should completely negate an item and a third of survivor perks just because of their power. Infection times are way too long, and present lose-lose situations to survivors who are uninfected (especially in regards to regressing generators). No other killer passively takes the healthy state for free, with the slightest amount of infection.
Totally bogus design of a killer.
Those same items and many of those perks completely negate an entire playstyle (hit and run) so I don't feel too bad about that, especially when many killers are entirely designed around it.
The infection times with basekit are fine. Definitely able to be played around using smart play. The only problematic part of her kit is the prayer tablet, especially when stacked with the non-iri seals. This takes her object infection time from a reasonable 40 seconds to over 2 minutes on top of doubling the infection rate of object interactions.
Now this comes with a hefty price of no longer being able to directly infect survivors, but against uncoordinated soloQ it does create the lose-lose situation. Against good teams (especially on large maps) they'll tie up Plague away from the gens they want to fix so the timers run out and then get them repaired before she can get back to that gen, but that is very rarely going to happen in SoloQ.
I could get behind removing the additional infection time on the tablet to make it easier to play around it. Maybe change the brown seal to something else like reduced charge time for purge so you can't stack seals. That's all she really needs in my opinion. There is plenty of counterplay to her otherwise and when playing against her, people need to think about more than just gen, loop, save.
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As any killer:
- down someone before the first gen is done.
- down someone while someone else is on hook.
- grab someone out of a locker.
- grab someone off of a gen.
- down/grab someone doing a killer objective (pig box, plague fountain, etc).
- down someone trying to flashlight blind you (this one has the slightest bit of legitimacy due to screwed up flashlight aim atm).
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@Shi283 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231280#Comment_3231280
Thank you.
I think it's definitely a strategic killer like no other.
Might be a very fun killer if the survivors stick to a high degree of cooperation
I feel the same way about hellraiser and wraith besides plague
I only play soloQ
Maybe what I'm really saying is complaining about soloQ
Also these killers are badly nicknamed Solo Q
SoloQ absolutely it's...challenges. there are killers that highlight those issues, and she is definitely one of them.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/3231289#Comment_3231289
see I wish these solo queue survivor were fully infected so they'd have a reason to cleanse and go for the save...but they aren't.
Yeah, if they are just partially infected and will be able to take a hit, that's just bad play.
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@Mat_Sella said:
The problem for me personally is everyone in the match has to be on the same page, you either all DONT cleanse, or you all cleanse BEFORE you get caught.
If anyone is stupid enough to cleanse and then go for the save on a fully infected survivor, that's when I truly want to be out of the match.
Yeah a decent Plague is rough for soloQ that don't use some of the basic logic Python listed above. As for cleansing before the rescue, it depends. If the killer is nearby, you are fully infected, and they are likely to defend the hook, it's smart to cleanse first so you can take a hit and still get the save. There have been several times where I've followed a fully infected survivor when they've gone for the unhook and have dropped 2 or 3 people with a single corrupt purge all at the hook because nobody got healthy before going for the save.
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Plague is awesome because at high skill levels she requires strategic play (both as and against) unlike 90% of the killers in the game. Knowing when and where to cleanse, when to avoid a gen vs just powering through the infection, knowing how to loop her to run out the corrupt purge are all key to beating a good Plague player.
Playing as Plague is great because you need to know when and where it's effective to infect gens, when to go for full infection on survivors vs just M1ing through both health states, when to go for a fountain to get corrupt purge (and which fountain you should use), and you need to have a great understanding of the macro game. On top of this she has multiple good addon builds depending on how you want to approach your game.
She is the speed chess killer of DbD. She doesn't really require great mechanical skills like a Billy, Blight, Huntress, etc., but you have to be thinking two or three moves ahead and have to be able to change strategies instantly to counter what the survivors are doing.
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@Lobos said:
https://forum.deadbydaylight.com/en/discussion/comment/3231057#Comment_3231057
I've played for 6 hours last night/today and had 4 killers DC because two gens got done faster than they wanted. It's not just survivors DCing.
The Survivor DC's I've seen in my games were mostly because the killer went out of their way to target one player early before any gens could be completed and had a disgusting tryhard build on too.
As soon as someone gets off the hook the killer runs straight back to the injured person and doesn't let them heal or let them put void energy into the rifts either. Survivors are tired of being punching bags for the entertainment of tryhard killers ever since 6.1 and with no penalty they don't have to suffer through it if they don't want to anymore.
Played all day yesterday, about 50/50 killer/survivor. In my survivor games maybe 1 in 4 games had someone camping and or tunneling. I spread hooks in my killer games so none of those had it. The day before yesterday, I had surprisingly little DCs, but yesterday it was probably one in three games had a DC and about half had someone suicide on hook.
The only killer that DC'd all day was me, once. I did it intentionally for the first time since I started playing because I had one survivor who DC'd the second I downed someone (and it wasn't even the person who DC'd). I made it clear that they were free to do gens and exit, but had one survivor who just hid in lockers getting crows and another that just crouched and refused to do anything. Since nobody was interested in playing out the match I just ended it.
Things are different for different people depending on a lot of factors (MMR, region, platform, crossplay enabled, etc.)
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I've had one DC all day and funnily enough, it was a cheater who got caught red handed.
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It's a known bug right now. In the last patch notes.
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So I do this a lot, most of my matches actually, unless i have certain challenges or are making my way through the final iri ranks. How I go about it is I play hard to get the first round of hooks, then evaluate how they are doing. If they have no gens done or like one with little other progress, I take a step back and let them reset. Push for your next round of hooks, look at where they are at after.
I generally won't try to kill anyone until they are at 2 gens left or so. Then depending on where their progress is, where my MMR is sitting (is it getting a little too high or low), and how they have acted during the match, I'll decide what outcome I'll aim for. That can be anything from a 0k to a 4k depending on a lot. Sometimes it's as simple as that Steve was an absolute tool so he dies and everyone else gets gate.
Regardless, if i have the kills that i intend to get, i'll fake chase people until they realize i'm not out to kill them until they all understand or the gens are done. I've been averaging about 30-40 hours a week and haven't had a single negative comment in months. That tells me they are having a decent time as a whole, I know I'm having a good time, and generally everyone leaves with fair to good amounts of BP and rank progression. Seems like the best way to play for me. Now if all someone cares about is "winning" or dominance assertion or whatever motivation some people have to have fun, it's not the method for them.
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A lot of these issues could be resolved by putting caps on anything stackable. Healing, gen progression/regression, etc. You then balance down the one time instant abilities to be in line. Certainly doesn't fix everything, but it's a start.
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Sabo squad is fair play, dumb play usually (unless the UB changes go through). My only issue is with them complaining about being slugged. I play pretty fair, overly so at times, but mess with my ability to get hooks, and I'm quite happy to leave them face down in the dirt until they bleed out or I can get them or their teammates on a hook.
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Being able to activate twice a game would be pretty huge, and a healthy buff to it imo. Since I try to spread my hook stages, I would probably run it at that point.
