Mister_xD
Mister_xD
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yeah thats a burnout.
most have had that at some point, including me.
my advise is to just play other games for now, until you want to play DbD again. dont force it, otherwise its just going to get worse and worse until you quit once and for all.
the point of the game is to be fun to play, so if you dont have fun while playing, taking a break is the best thing you can do (the length of the break can vary from person to person - i was gone for a few months some time after the Hag release and only came back when they released the Doctor).
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there is no problem with the window hitboxes at all, so i dont see why anything should be wrong with these.
though i am glad they are working on latency fixes in form of serversided hitdetection, cause latency issues are quite bad sometimes (especially around windows)
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actually, new ruin is a LOT more reliable and consistent than the old version, simply because the killer has control over it and it is no longer 100% bound to RNG to ever take effect.
i also dont really like that good vs great skillcheck part of it, as its just basically a huge penality to lower skilled and newer survivors for, well, being new.
now, i have a few questions for your idea:
1) what do you mean with "good skillchecks are 10% less effective"? you are aware that a good skillcheck does nothing in regards of gen progression, right? so are you asking for the gen progress to decrease by 10% any time a survivor hits a good skillcheck? cause thats just insane.
2) what exactly do you mean with "great skillchecks are 10% more effective"? do you want them to give you 10% (+10% of the overall gen progress value) of the gens progress or 1.1% (+10% of the current great skillcheck value)? if its the later, thats pretty insignificant - if its the first, god help you with teams that can hit their greats.
in the end, for me that wouldnt be worth picking.
i already played without old Ruin when that was a thing, due to its inconsistency so should any perk like that return, it certainly wont make it into my builds, unless the vaules were absolutely broken to make up for it.
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i dislike it for the fact that it just encourages hookfarming.
i guarantee you, if BT didnt exist 75% of the unhooks in the killers face wouldnt happen.
they should change it so the unhooker gets the unsafe unhook penalities when the unhooked survivor gets hit, not when they go down withing 10 seconds of being unhooked.
just so its no longer a guaranteed safe unhook for the hoor farmers.
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@Alice_pbg said:
people asked for FNAF.
people complained about people asking for fnaf
people complained about people complaining about people asking for fnaf
people complained about billy nerf.
billy got less nerfed
probably some swf and Noed posts.
something about mori and keys aswell.
that's pretty much it
you forgot the camping, tunneling and genrushing haters.
other than that, thats an accurate list xD
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its something many aked for, actually.
from what ive heard, you are getting individual rankings for each killer, therefore you can now learn new killers without going up against top tier survivors with them.
i would just like them to apply the same to the survivor side.
the killer has to select their killer (and with that the power) prior to the trial and so should survivors. there should not be any switching between survivors / items while in the lobby to allow the killer to prepare accordingly to the match.
Add Ons and perks however should be changable of course - character and "power" however shouldnt.
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no, but we do have pictures of cute cats!
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@ClickyClicky said:
I’d rather they didnt bring back dc penalties until all the hacking is fixed. It seems to be increasing.
i mean, thats basically an impossible task.
you can not just "get rid of all hackers", as they too will find new ways to beat the system and improve.
i totally get that this sucks and i definitely agree that there has been an increase of hackers lately (ive seen 3 hackers in the past month), though when i compare the amount of games that are ruined because of hackers to the games that are ruined because of DCs, id rather they reactivated the DC penalities as soon as they can.
as i said: 3 hackers in the last month. that number doesnt stand a chance to the amount of DCs ive had in the same time. ive had 3 people DC in a single trial! and ive experienced many people acting all toxic now that DC penalities are off aswell.
stuff like getting picked up, being carried to a hook and then DCing right in front of the hook, just so the killer wastes as much time as possible with you, but wont get his BBQ stack or the hooking points (both bloodpoint wise AND emblem wise).
thats another thing with DCs, they cripple my emblems! if i had 2 DCs i basically know for sure this game is going to be a safetypip AT BEST, from a game that could have been an actual 2 pip, had they not pulled the plug as soon as something happened they didnt like. (that applies to both sides)
for now, i feel like DCs are the bigger issue
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@TheRockstarKnight said:
I've heard they disabled because of a DC bug that's going around right now too; where you can just be kicked from the game for no reason.
So yea, not only is DC'ing because you're angry back, but we also have random DC'ing because the game just decided to kick you back.
It's almost like we've gone back in time to the release of Darkness Among Us.
actually, as far as im aware, the DC penality system was disabeled due to an exploit in the system allowing certain individuals to give others who didnt deserve it a lengthy timeout (happened live on stream with Tru3) for literally no reason at all.
to prevent that from happening, the devs disabeled the system for now and are working on a fix for the problem.
after said fix has been made, the penalities will be back.
the problem you're on about is also an issue, but i dont think its the reason why they turned it off. we had that before aswell and the system wasnt disabeled - though it would certainly be nice if they fixed that too!
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@Kira15233 said:
https://forum.deadbydaylight.com/en/discussion/comment/1462432#Comment_1462432
I mean, it's kinda normal TR is across all floor and I'm fine with that, I still don't know why he can blast across all floor and it' s a thing, I mean, c'mon
his static blast goes through his TR.
if he has a TR on both floors, he hits both floors.
as long as we have one, we most likely will also have the other.
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i generally feel like the killers TR shouldnt go through the floors.
thats stupid and just leads to confusion on my end as to where the killer actually is, aswell as the docs ability to blast over both floors.
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the real question is:
why has this god awful perk not been reworked yet?
are... are we gonna get that together with the Haddonfield rework?
in our dreams?
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No.
Ruin was changed, due to its inconsistency not only throughout a single trial, but between the ranks aswell.
old Ruin was quite literally 100% RNG reliable to even take effect when it was active and it harshly punished Survivors who were newer to the game, while basically having no effect on high level players who could hit their greats consistently.
PGTW on the other hand is the definition of a consistent, reliable perk. it can not be taken away from the killer, the killer can control when and where he wishes it to take effect and it actively rewards good and skillfull gameplay.
there is nothing inconsistent about this perk that COULD be changed
also, the new Ruin is a lot more consistent and, just like PGTW actively rewards good players who can force Survivors off of gens. it is - in my opinion - a lot better than its previous version, due to its now existing consistency. consistency is a key factor in DbDs gameplay, inconsistent things usually end up not standing a chance in high level play - just like old Ruin.
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there is no clear definition for the term, whch is why its used by many for a wide variety of scenarios.
most will use the term "genrush" to describe generators popping faster than they can handle - i dont think thats a good use of the term however.
in my opinion, "genrush" is when survivors only focus down generators and ignore any sideobjectives that are on the map (not wasting any time with chests, totems or even healing and just working on gens, if possible with resilience and prove thyself to speed it up even further, to then get their adrenaline popping and escape).
so when i am talking about "genrush", i am referring to that gameplay strategy.
and persoally, i dont like it when people blame "genrush" for any time the gens pop too fast for them. its not "genrush" if the killer is not applying map pressure, thats just survivors doing their job and the killer not doing his. its not "genrush" when 3 survivors are working on 3 different gens, thats them spreading out, doing their job effectively.
However when i have 3 or 4 people injured and see Discordance go off on gens, that is genrush, as they are now priorityzing the gens over any other sideobjective to get them done asap.
genrush is basically the survivors equivalent to a killer tunneling.
its super unfun for the killer and probaply ends up forcing said killer to play unfun aswell, just to stand a chance (slugging, proxy camping, definitely tunneling - he needs to eliminate players asap or he is going to lose).
and the best part is, that genrushers are the main target for NOED - the perk was literally DESIGNED to punish them! and they are also those that complain about it the loudest...
please take the time and do something other than just gens.
at LEAST heal. as a killer i find it to be extremely annoying and disrespectful towards me if i see injured people rushing from gen to gen / Discordance pop when i know that at least one on that gen is injured. that behavior is going to force me to play in ways i would usually try to avoid and it makes the game just as unfun for me as i then proceed to make it for you.
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can we please stop trying to disable killer powers near hooks?
thats a stupid thing to do and will usually end up getting abused by survivors.
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just based on the killers powers, here is the order i'd purchase them in:
1) Oni
2) Deathslinger
3) Legion
4) Clown
based on perks however, this would drastically change.
just based on their teachable perks, here is my new order:
1) Clown (Pop Goes The Weasel (S Tier) & Bamboozle (B Tier))
2) Legion (Discordance (A Tier))
3) Oni (Blood Echo (C Tier) & Nemesis (B Tier))
4) Deathslinger ( - (they all suck))
in general my advise would be to ensure you have certain must have perks (Pop and Discordance), if you have them already, you should go after the power ranking - however, Legion and Deathslinger are pretty much tied right now, due to you playing with a controller and Deathslinger being rather hard to use with that.
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if you have trouble playing against these killers, my advise is to play them yourself and copy the survivors behavior towards you as the killer.
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are we all forgetting about the Nurse one that requires you to blink 3 times and then grab someone off of something?
especially after the rework that one is insanely hard.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1461490#Comment_1461490
Of course 3 Frenzy's was enough to down you. Each Frenzy removes 10 seconds and there is a total of 30, so 4 hits would down counting the initial hit that applied DW in the first place.
It wasn't particularly fast, but it was a fixed time. This is why the idea of Legion being uncounterable was compatible with the idea of Legion being underpowered. He downs you in a fixed amount of time, about 30 seconds-ish.
Now that's obviously too long to avoid being gen rushed. Which is why he's considered underpowered. But it's juuuuust fast enough for people to do it anyways and piss off the Survivors every time.
Throwing addons into the mix isn't what made the strategy possible. The addons just make the strategy go from "consistently mediocre" to "consistently really good". Because franks mixtape easily cuts over 10 seconds off the time to down.
i dont think i have anything i could add to that.
Legion is a 4v1 aspect was horrible, he took way too long to down anyone to build any significant amount of map pressure, however in a 1v1 aspect he was unbeatable - slow, but unbeatable.
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they should listen to everyone and not exclude any groups of people.
they dont need to follow every advide they get, but they shouldnt ignore any player, just because they play one side more than the other.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/1461405#Comment_1461405
Sorry, but as a guy who has play the Legion to pre and post rework times and also Trapper, Meyers, Ghostface, Clown, Nurse, Hillbilly, Huntress and 2x times (thx to red addons) the Pig, I need to say that the Legion without addons needed not more or less skill as many other killers.
We can take out here maybe Huntress and Nurse, since they are so extrem different to anything else we can compare.
With addons, yes, it was a no skiller. That's why the Legion had made no fun with addons, in my opinion.
I mean, where is the fun in a almost never ending frenzy with stronger knife attacks, thanks to some addons?
Had feel shallow, the 1x time I tested it. Without addons, it was fun and I mean real fun.
so you're trying to tell me that pressing M2 to get an guaranteed, unavoidable down is skillfull?
literally every killer you listed here requires you to AT LEAST follow the most basic chase rules of cutting them off around windows / pallets and actively reward a good and skillfull usage of their power.
Trapper requires a good setup, Myers requires good basic looping skills and needs to build up his power while remaining unseen, Clown requires some sort of aim and good loopoing skills, Nurse requires very good predictions and precise blinks, Hillbilly needs to be able to manage his chainsaw well and Pig requires you to play around loops with her ambush - what did Legion require you to do that was "skillfull"?
here's how a typical oldschool Legion chase looked like:
1) Legion finds you and gets close
2) Legion enters FF and gets an unavoidable (jumps through windows and over pallets very quickly (= ignoring any base chasing mechanic), has no cooldown on missed attacks (= no punishment for skillless plays and no reward for skillfull plays on the survivor side) and moves at an insanely fast movementspeed (= continuously catching up)) hit on you
3) Legion hits you again (reusing the methodes of step 2), cutting your DW bar by 30% and gets stunned.
4) Legion gets out of the stun and walks after you
5) Legion has their power back at ~15% and FFs at you again (repeat steps 3 to 5 until you are downed)
that is "skillfull gameplay" for you?
are you certain?
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@CWill22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461303#Comment_1461303
NOED wouldn't be crippled it would only affect people who camp with NOED.
it would effectively add a Deadzone to the perk, which is entirely unneeded and could easily be abused by survivors to get the save and escape all together even without the killer camping.
if the killer is NOED camping, do the totem. they are not guarding it after all.
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@DrDeepwound said:
As I, and many others have posted many times, the Legion changes had nothing to do with the chasing backwards cheese. They aded all kinds of punishing nerfs to Legion, that had zero to do with the exploit they were addressing.
"Why?" you ask, thats what Legion players have been asking since the day it happened.
We stopped asking why long ago and now await our time of revenge.
We shall be lethal again one day, "when?" is the real question.
i would like to clarify this:
they did NOT rework Legion for the sole purpose of that moonwalk cheese - they reworked them because they deemed the entire chase mechanic Legion has had with his FF to be very unskillfull, lacking in counterplay and extremely unfun for the survivor, hence the nerfs.
Legion has to wait for their whole power to recharge before using it? - that was because back then Legions would just wait till their power was 10 - 15% before Frenzying repeatedly until the survivor died.
Legion gets broken out of their power uppon missing an attack? - that was because back in the day Legion had zero punishment for getting outplayed / messing up and could just spam M1 until they hit, which made the whole power pretty much unavoidable.
Legion can not take 30% of the Survivors mending bar off anymore with a FF hit on a deeply wounded survivor? - thats because all Legions did back then was walk behind a Survivor, get their power to 15% and FF them, which was basically unavoidable, then get stunned out of the power and rinse and repeat until the Survivor went down. If you REALLY want that back, use Franks Mixtape - that one allows you to continue doing that, buuut you cant 15% your power anymore and you cant run around spamming M1 until you hit them.
the entirity of the Legions old chase aspect was cheesy and not ment to be used in the way it was. Legion wasnt ment to tunnel down somoene like that, they were ment to play the way they currently do - running around, spreading the damage and then hunting the Survivors down manually.
I'd also like to add to this: from my experience, not as a Legion main, but as someone who has really gotten into the killer, ever since the nerfs didnt make me feel dirty and unskilled for playing them and played them a lot, Legion is pretty underrated.
Legion is indeed a very lethal killer. He no longer is the most unskilled killer in the game though, instead you will actually have to pull off some skillfull plays when you do want to catch someone with them. They are not great, but they can be very freaking deadly.
Ive killed sooo many survivors who were like "oh, pffffff, its a legion! whats he gonna do?" and started mending in my face uppon being hit with FF or disrespecting me in other ways.
The entirety of the old chase mechanic this killer had was bad gamedesign and for the overall health of the game its the best they removed it.
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the Add On isnt in the need of any nerfs i feel.
its not that great to begin with, giving it such an huge negative effect would basically kill it entirely.
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NOED is fine, no nerf needed.
give Small Game a totem counter and your problem is fixed without crippling a perk!
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im still here.
and ill try my best to be a challenge for you to overcome ^^
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i have started running DS now, mostly due to the lack of others equipping it and the game ending up with no obsession - which then leads to the killer starting to hardtunnel anyone previously unhooked and playing in a super unfun way. so just to ensure we have an obsession and the killer is playing nice, i equip it.
however that doesnt mean i'd force myself on the killer with BT, DS and Unbreakable to be a toxic little #########, i try to be as not toxic as possible in my games after all - while simultaneously punishing those that are acting toxic towards me by insta tunneling me down.
NOED on the other hand is a perk i almost never use.
but thats not because it "rewards failure", was a "crutch perk for baby killers" or generally something i'd consider to be too strong to run - its quite the opposite, really.
i dont run NOED, because i think its a terrible perk. i am forced to play a trial with only 3 perks and the 4th one i have is 100% counterable by the survivors to never activate, PLUS can be destroyed extremely easily like any other HEX before i could make any real usage of it. its super inconsistent and therefore not worth picking over the other perks i run, which i can rely on and which will not let me down.
though when i see a genrush SWF that just outright ignores every totem, i wish i had it. just to punish them for genrushing like that, not giving a ######### about anything else.
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@EvilJoshy said:
I'm not a billy main but I think the reason people are upset is they are nerfing him when it is uncalled for. Billy damn near sets the standard for killers. Powerful, not too difficult to pick up but hard to master, great pressure, built in one shot. The fact he is getting nerfed when they are way more serious issues feels insulting.
its the exact same story we had with nurse, actually:
everyone agreed that basekit nurse / billy is fine.
everyone agreed the Add Ons were busted and needed a change.
the devs proceed to gut their Add Ons - fair enough, they were perfectly viable without them anyway. its just sad that they are all useless, outright a downgrade to the base power or super situational now.
the devs also proceed to gut their base power, which literally NO ONE asked for. now we have literally nothing - we can at best TRY to get them to the point where they were previously (Add On less), by running double high level Add Ons that counteract the unwanted new downside to the power.
i dont think they learned anything from the nurse changes back then. i really, REALLY dont think so.
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its not a new idea, but i would LOVE that chapter to happen!
lets hope they can get that license!
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record this for 10 or 15 more minutes, then DC or wait it out, whatever you want. make sure to report them in the endgame for holding the game hostage though.
after that, go here ( https://support.deadbydaylight.com/hc/en-us ) and file a ticket with the video you took as additional info (make sure to keep their profiles open though, you'll need these for the reports).
that should be enough to get them banned.
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@PigMainBigBrain said:
Pig doesn't need a rework. Her kit is more than fine. If anything they could do a pass over her add ons and make them better so that her head traps are more of a threat. Outside of that though, she doesn't need anything.
the entirety of her traps needs to be reworked into something a lot more consistent for both sides.
the current version is literally just RNG, which is super bad for a game like DbD, where consistency is the key to victory.
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you were not even running the exhaustion add on...
######### is that guy on about?!
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458422#Comment_1458422
I think we're of the same mindset. We're just saying it differently.
confusion 100
xD
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458385#Comment_1458385
As I read it at least that was what the OP was saying. That a 2k is meant to be a tie. No they didn't address the emblem system. At least not that I noticed. That was my addition to the thread. And one the needs to be addressed by the devs. Truth be told I'd scrap the emblem system entirely. And move to a system that simply counted hook states. But that's a separate issue.
so where is the problem then?
i just pointed out that there is a difference between what a 2k is ment to be and what it actually is.
personally id like a mix between the current emblem system and the previous hook / kill counter.
that way, a 2k will be a safetypip, even with bad emblems (if enough hooks were achieved that game, so campers wont safetypip all the time), where as a 4k is a guaranteed pip.
for survivors i'd add something that detects whether they died or survived, so that those who actually made it out will at least safetypip.
thats how i'd like the emblem system to change, personally.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458124#Comment_1458124
A 2k isn't meant to be a win. It's meant to be a tie. That's the OP's point. The devs are trying to balance towards the games averaging out as tie games. Which raises the obvious point that the emblem system needs to be adjusted. That way a 2k gives the killer an actual tie. Or at least a 2k played under normal circumstances.
and i merely said that the only reason why i am complaining is because the game treats a 2k as a clear loss.
a depip is not a tie after all, im happy with a Brutal Killer when i 2k thats not at all a problem - yet it doesnt happen a whole lot.
and i havent really seen OP adress the emblem system flaws that lead to the mindset he obviously complains about. maybe i just missed it, but when i look at the headline of this discussion, it becomes rather obvious that he isnt complaining about the emblem system flaws, but rather the mindset of killers that results from those.
in the end, i just pointed out why many killers have this mindset. its not their fault, he cant blame them for seeing a 2k as a loss - that one is entirely on the game.
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@D_Orien said:
https://forum.deadbydaylight.com/en/discussion/comment/1458134#Comment_1458134
Killers can easily get 4k's without doing those toxic methods. Even when being gen rushed. There's the balance. It's skill. Even without perks to add or add-ons.
yeah now im just sure you're basically never playing any actual high rank killer matches.
please, do us a favor and look at it from the other side aswell - by playing some killer. i guarantee you its not going to take long until you see why your current suggestions are horrible.
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i am really hoping you are not serious right now.
in case you are, here's my advise:
try start playing a bit of killer from time to time. it will quite drastically change your point of view on balance in this game.
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ill stop complaining onnce a 2k will actually be acknowledged as a win by the game.
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@HamdaN said:
i fully agree. the fun of cosmetics in this game is mix and matching to fit your own unique look. i hate this locked skin trend
yep.
then they should at least give us a discount for them being linked. i will not spend 10$ on a cosmetic set that i can never change and mix up with all the others. made the mistake once with Pyramid Heads set, never again.
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plenty of times.
its because most cant believe that with a good gamesense and some solid predictions you can pinpoint a survivors location without having to reveal their aura first.
here's an example scenario:
2 survivors on a gen (discordance tells me that). i interrupt them, hit one and kick the gen. i then proceed to quickly down and hook that player - where could the other one be? obviously he went back to the gen, so while walking towards it i keep an eye on his only escape route, where i dont see them. i arrive at the gen, which is no longer sparking, therefore i know for a fact the survivor was there. i also know he didnt leave through the area i kept an eye out and i know he didnt leave through the other area, cause i came through there - he eigther is still around here or he ditched the gen ages ago and is currently on the other side of the map (which is very unlikely), so i swiftly look around and see a locker, right next to the gen. i check the locker immediately (2nd thing i checked, first i swiftly took a look at the pallet that was there, as thats usually the number one priority spot for survivors to run off to) and find the survivor.
end chat: "OMG how did you immediately know i was in there? you must be cheating, reported!"
(was an actual scenario btw)
when it comes to predicting survivors and their movement, a lot of the things happening are playing out in my head and arent directly visible to the players i play with, therefore it can seem very strange when i happen to pinpoint their locations and find them without the use of BBQ consistently.
in the end its really just me asking myself these questions: "where is a progressed gen? how many kow about it? and where would i go if i were them?"
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agreed of Triangular Headpiece Humanoid, but Daddy Slinger is something else imo.
looping him is extremely hard and if he knows what he is doing, he wont commit to a chase outside of his range and instead go for an ambush on the survivor further down the line - if you got a really good Deathslinger, the only thing you can do to beat him is to genrush as fast as you can and never allow him to build up any pressure by downing multiple people / injuring multiple players at once. its really tough otherwise.
and im saying this as a Killermain i'd like to add.
Edit: id like to add that im not asking for any changes for eigther of them btw. im just saying that people arent wrong when saying that Deathslinger is a really strong killer - and i can understand where some are comming from when they assume he is OP (which he isnt, he is just hard to play against)
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Bubba.
he sounds super surprised that this pallet stunned him, even though he has been stunned by them countless times already.
Ghostface is also great though, he sounds so annoyed when it happens xD
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@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1455775#Comment_1455775
But if I teach you, you could take my spot. So I'm going to politely decline teaching you.
:C
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yeah you need to censor out the names, otherwise the mods are gonna delete this post / ban your account (in the worst case scenario), as nameshamig is against this forums rule set.
other than that, if they have been insulting towards someone in the end chat, report them ingame for harassment. that will automatically save the chat log and allows the support team to view it and punish those players, just as @GoodBoyKaru said.
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@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1455687#Comment_1455687
Well, I don't mean to brag but I can be bad at any killer.
damn... you need to teach me your ways!
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1455672#Comment_1455672
Yeah, I just want to find people who think they can qualify for this list as well. I think there are better killers than streamers out there.
well, obviously i would qualify for all of these *patting on own back intensifies* :p
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i doubt you can really say that tbh.
these might be the best players we have seen yet, but there are a lot of really good players (including me) who dont stream or share their games a whole lot, therefore its entirely possible that there are some better players than the ones listed here, its just that we dont know about them yet.
doesnt mean that the list has to be wrong at all, its just that there is no guarantee that any of the listed players are actually the best ones - we'd need official, killer specific stats from the devs for that one to be actually sure about it.
no doubt though, most of the listed players are some that i believe to be exceptionally good at the game.
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you forgot the red blush on his cheeks! 3/10 >:(
okay no thats hilarious xD
we need that ingame!
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when you said you wanted to "discuss DS changes to give his power counterplay" i was like "######### does Decisive have to do with this?" xD
yeah in my opinion you cant really change his power a whole lot without making him unviable ingame.
as others already pointed out its all about predictions - if you're in his head he isnt gonna hit a single shot, while if he is in yours he isnt gonna miss a single one.
the only thing i would maybe change would be an animation for putting his weapon away after aiming without taking a shot (not a lengthy one ofc), just so he cant fake aim at all kinds of windows / pallets, then drop it and chase normally when the survivor tries to run around it.
though i really like him the way he currently is, i wouldnt really want to touch him.
