Mochan
Mochan
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I have no problem escaping on Hawkins. It's a killer-sided map but you can win. It's no big deal.
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You're so hung up over your entitled 4K that your IQ and EQ both took a collective trip down the toilet.
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None of the Above.
The correct answer is Head On.
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People will turn on plague once they're sick of her gen slowdown builds.
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A lot of people like to look at this from the "perfect play" angle, but that is nonsense, because nobody plays perfectly all the time. Especially not a group of 4 people. And before we go any further, the official stats that BHVR provided us proves it.
The real power is in the hands of the one who people have to react to.
If a killer is walking to a gen, does the survivor have the choice to stay on the gen? No. If he does he dies.
If a killer chooses to camp a hook, do the survivors have the choice to go for the save? No. If they do it becomes a bloodbath. (even with BT it's an iffy proposition)
The game revolves around the killer because the killer is the power role. Survivors must play around the killer, not against him. Or it quickly becomes a massacre.
Does that mean the killer will always win? No. The power role can lose, the power role can be made fun of. But let's not go brain dead and think that the survivors are the actual power role.
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I get into "standoffs" against killers over everything. Doesn't have to be ruin.
I do it with Gens and with dull totems.
I'm just stubborn that way.
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Here's the thing to note.
Even with the maps being "survivor-sided" that doesn't actually mean most survivors have an easy time of it on those maps.
The survival rate is well below 50% as a whole even on the most survivor-sided maps.
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Billy isn't unstoppable but I admit I still don't like going up against Billy after all this time.
Billy forces you into a very specific style in playing the game if you want to live, and I hate killers that do that.
The worst part about Billy, is that everyone on the team needs to be good if you want to live. If you have even one deadweight in the party he is going to get hacked to bits every single time after each hook.
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@yobuddd said:
1st, it’s confusing for new players who don’t realize it only affects auras.
2nd, most blindness effects are short-lived, temporary effects of add-ons which only persist for a minute. Yes, there is a hex, but it’s only good if it survives to mid-game. (The first person hit or hooked doesn’t really care that he’s blind.)
Therefore, I propose a more direct effect that could cause “blindness” in general to see more play time. In addition to no auras, blindness should also affect vision! (I know, it almost makes too much sense!)
I think the blinded survivor should automatically be surrounded by extreme amounts or dark mist for as long as the effect lasts. This would also fit logically with why they can’t see auras in the distance. The copious amount of evil mist interferes.
The hex might survive a bit longer as well, but the effect would also give survivors more of an urgency in searching for it!
If programming doesn’t allow for changes to the mist during a match, then a workable second option would be to drastically darken the edges of the screen so that the survivor is not so perceptive. A darkish tint on the clear center portion could help to limit their distance views as well.
Hell no.
Killers asked to brighten the maps to make survivors easier to see.
Now you want Survivors to be blind and not even be able to play the game properly? Plague and Legion's powers are bad enough. We don't need the game to have a global ability to prevent survivors from even seeing the game.
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@Thasard said:
https://forum.deadbydaylight.com/en/discussion/comment/771940#Comment_771940
Agree to disagree.
I can live with that! Totems on these maps tend to either be in the corners where nobody goes or in the middle field where it's dangerous to treat. I'll agree they aren't in obvious places like in Crotus Penn or Rotten Fields though, which means you actually need to go out of your way to find them most of the time.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/772051#Comment_772051
In terms of telling or remembering, what if they added a mini overlay showing your teammates perks as well during the match? Too messy, too strong?
Too messy in game. It should appear in the menu screen when you press Escape (where you see survivor names and offerings).
Simple fix, but BHVR for some reason won't do it.
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I can do it, but too lazy. I'm not a try hard. And typing all that out is too much effort.
BHVR should do the smart thing and have survivors see each other's loadouts at the start of the match.
It's crazy how BHVR hasn't realized this quick and easy fix to help bridge Solo and SWF power.
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Not all Survivors are toxic, to be honest I've played thousands of survivor matches I've only seen "GG EZ" said maybe a dozen or so times.
I also think region has something to do with it... that kind of toxic nonsense seems a lot rarer in Asian servers.
Teabagging though is normal. It's not something to get flustered over.
Here's the truth:
* When people get tilted and toxic, it's because they've been losing.
If a survivor says "GG EZ" to you but you actually won and 4K'd them, it doesn't hurt at all. It only gets a rise out of you if you actually lost.
That's the reality of humanity and stress.
So whenever you see somebody complaining here on the boards, you can be 100%: they just got their arse handed to them.
So are you sure you want to be broadcasting to the world that you're a loser?
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/771941#Comment_771941
Ouch. I'm sorry about that one.
Dude! You're in prison now too! Hahaha
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They definitely need to adjust the rarity on these, I feel like I go up against an Iri hatchet one out of every four Huntresses I fight.
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@Thasard said:
https://forum.deadbydaylight.com/en/discussion/comment/760441#Comment_760441
I don't know if I agree with all of these assessments, but no swamp map is survivor favored. Try finding a hatch or totems on those ridiculous maps. The swamp maps are definitely in the bottom 5 maps for this survivor main.
While the hatch can be rough to find, totems are not. This is without small game. Swamp maps aren't difficult to find ruin or any other hex on.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/770426#Comment_770426
I don't see any way for them to do that. The best way is to buff solos to swf levels and then buff the killers accordingly imo. They also already said in a developer update that they were looking into doing this.
It's also possible to buff solos to SWF levels, then nerf survivors across the board to killer level.
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Me Dedicated Servers have completely improved my experience. Before it's normal for me to be yellow and red in ping.
These days I'm usually green and sometimes yellow.
Much less lag than before and it's a lot easier to loop and do other fine timing maneuevers. Not perfect, but much, much better than before.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/770130#Comment_770130
It takes you 10 minutes? I've been having alot better luck lately.
Not all the time. Sometimes 5 mins, long end is around 10 mins. Sometimes I grind some coffee beans, heat the water and brew the coffee and when I get back I still haven't found a lobby.
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@8obot1c said:
Or you could just bring 1 perk for this, Stake Out
What! A comptetitor!
Sir, this is a breach of the Fair Trade Agreement. I reserve my right to peddle my wares without a superior alternative being flaunted in my customer's faces!
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What is wrong with "Tunnel this person to death?" He's asking for it. This is like, the only time survivors will sanction hate-infested tunneling!
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I mean, I'd play killer more if it didn't take 10 minutes for me to find a game. But since it does.... and it's only been getting worse throughout the year.... I have stuck to playing Survivor almost exclusively for a while now.
I am saving up the Mori Daily Rituals in my daily rituals board for shits and giggles.
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@Atrushan88 said:
Honestly No Mither imo should be changed, and Unbreakable should be unlimited. It makes no sense to have these "one off" perks that are band aid fixes to actual game problems.
No Mither seriously needs a rework or buff. There is no surprise factor to it beacuse you telegraph it to the killer right at the beginning of the match. No killer worth their salt will leave you lying around to get back up.
I agree that Unbreakable should have that portion of No Mither's power. No Mither needs to be reworked.
I mean, I use No Mither a lot but come on devs. It needs some love.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/770098#Comment_770098
I got 29 killer dailies in a row. I only had actual builds for 3 of them. felt bad man
I can't even remember the last time I got a Survivor Daily. It's been like two months now and I've been trashing killer dailies every day, only to get more worthless killer dailies.
I'm a Survivor Main.
Daily Rituals are dead to me. An utterly useless, wasted, pathetic excuse for a feature.
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@Hoodied said:
I was wondering why we don't have a killer that gets stronger for every time you hook a survivor, kill a survivor, and sacrifice a survivor
Like at the start of the trial its M2 power is like demogorgon's dash attack with far more range and cannot break pallets, and every token added onto it increases the speed and control of the dash attack, and once you hit x tokens it becomes a one shot down attack with less control and more speed
There's no need for such a silly power.
Here's the thing:
All killers benefit from doing their job.
Killer's job is to kill survivors. When you hook a survivor, you prolong the game by taking a survivor off the gens and forcing others to go for a save. If you sacrifice or kill the survivor that's one less person to worry about. This is an automatic huge benefit for all killers. The more you kill, the easier the game becomes.
There is no need to give extra benefits to the killer for doing so, but there are certainly perks that do so.
On the other hand, it's Survivors who do not benefit from doing their job.
Survivor's job is to finish gens so they can escape. When there are 8 gens on the map there are more safe places where the killer might not find you. As you finish gens the number of safe spaces you can be in go down, until there are only 3 spots left, making doing gens increasingly harder. Then if you manage to finish all the gens end game perks trigger like Rancor or NoEd that make life even harder for you.
Survivor is a job that gets harder as you do it.
It actually gets easier if you don't do your job. What is not your job? Doing totems -- this is a distraction but it makes the game easier for you. You can take out troublesome things like Ruin or Lullaby, or take out deadly things like NoEd and Devour Hope. Breaking hooks is not your job. But it can make certain places on the map safer for you.
So it's funny, but survivors absolutely do not benefit from doing their job in the sense that it just makes their job harder. It's necessary though to ultimately escape from the match.
I hope this opened your eyes a little.
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I actually hate it when I accidentally break his stealth while I was trying to stealth him! He sees me and then kills me. :)
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Killers aren't being coddled, Survivors were just powerful out of the gate and a lot of nerfing is being down to bring them down to a more balanced level with killers.
It may seem like Killers are getting a lot of goodies and survivors are just being nerfed left and right, but it's necessary for the health of the game. That said I think BHVR could do a much better job of it; some of the calls they are making are questionable.
SWF is something BHVR has no answer for, people have been complaining about it for ages (from both sides) but BHVR has no idea how to resolve it while maintaining their own mission objective: which is to keep SWF in the game because it brings in more players.
It's a riddle that will probably never be answered, and BHVR does not want to do the common fix suggestion most people have (make some perks baseline for Survivors to bridge the gap between SWF and Solo).
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@Aven_Fallen said:
Wiggling is fine in my opinion. There should be some effort for the Survivor so that he does not end up in the Basement. Hook struggling on the other hand has to be automatic with an option to give up.
And more Survival-BP are really needed for Survivors, the BP-Cap for Survivors is more like 29k than 32k.
The effort doesn't have to be a dumb button mash. That's so 2000's game design.
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I think there's lots of survivors on PS4.
It's opposite on PC. Survivor lobbies are easy to find.
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@Starbricks19 said:
https://forum.deadbydaylight.com/en/discussion/comment/770048#Comment_770048
I was running premonition, probably you both are correct, spinechill is the way to go vs him.
Spine chill is generally the much stronger perk compared to Premonition.
Premonition has a cooldown, spine chill always works. LordGlint has explained how to use it.
Moreover, Spinechill has the added benefit of giving you a speed boost at crucial moments, which can actually save your life sometimes (like when opening exit gates) and if you are a boss you can spinechill fix a gen with Technician or while Stakeouting for a nice speed bonus while killer is chasing someone near the gen.
Some people might think Premonition is better because of its directionality, but you'll quickly find that Spinechill is the superior perk.
Unfortunately @martin I can't help you with how to kill as Ghost Face, since I don't have this killer. What I see effective against me is how they can sneak up on you, and learn how to stalk during chase to get that instadown. Save up the stalk meter on survivors I think, that's what they do so they can down you quickly in chase.
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The most survivor-sided maps in my opinion are:
- Suffocation Pit, Iron Works, basically all the MacMillan Maps except for Shelter Woods (very killer-sided)
- Azarov's Resting Place and Blood Lodge (all the other Autohaven maps are generally killer-sided)
- Haddonfield
- The two swamp maps
- Ormond
Coldwind Farms are survivor-sided only if the killer is inexperienced and has corn blindness. Otherwise they are actually killer-sided, and some maps like Rotten Fields look like they are survivor-sided due to their size, but for a Billy it's actually killer-favored.
These are the more killer-sided ones:
- The Game
- Lery's
- Hawkin's
- Shelter Woods
- All the Badhams except I (which is pretty fair)
Some of these are bad for certain killers. Billy for instance is terrible in Lery's and Nurse is not so good in Hawkin's.
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Just use spine chill.
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Getting face camped and tunneled ten times in a row.
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@Exerlin said:
I keep hearing stuff about Spirit's shards glowing or glittering, but when I tried observing her in a KYF match, I couldn't spot a single difference. I'd really like to see a video of this is someone has it, or at least some screenshots.
I could never see this "glow" people talk about either, but it's probably because I'm on low settings. On Ultra it's probably more obvious.
What you can look for instead is her hair. If it stands up straighter than usual, she's phasing.
Some skins hide this (like the schoolgirl skin) so tough luck on that.
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@FrodoWillis said:
We need opinion of a survivors in that question
Bill,David,Detective-what do you think?
https://us.v-cdn.net/6030815/uploads/671/RDVVQ26FYFRD.png
https://us.v-cdn.net/6030815/uploads/837/ZBU0CY3IJKS1.png
https://us.v-cdn.net/6030815/uploads/389/DNY1MKBJRM0O.png
"We aren't meta,so people dont use us"Thanks guys.
All three of these is actually one of the builds I like to run.
Add on Decisive Strike to it and you can annoy the killer even further.
The truth is, the slug strategies and builds are becoming more popular because of how prevalent DS is today. It's an ugly cycle.
Tunneling leads to DS, DS leads to Slug, Slug leads to No Mither.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/762631#Comment_762631
A. It's not a one hit.
B. It requires survivors making the decision to cleanse in the first place.
C. You already have to walk halfway across the map to get the buff (if the survivors are smart) which uses up a lot of the duration.
ONE STUN should not remove a buff that takes A LOT to get in the first place.
A lot? All you need to do is lap up the vomit from the fountain. That is not "a lot."
It is significantly harder to stun a plague with red vomit than to drink from a fountain. If you are getting palette smashed with Corrupt Purge there is something wrong with how you are playing.
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Yeah I've seen it. It's the next threat to DBD, but unlike all the others this one has a real shot at claiming the crown because, well, it's RE.
We'll see.
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You've lost that horror feeling
Whoa, that horror feeling
You've lost that horror feeling
Now it's gone, gone, gone, woah
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@Hoodied said:
When doctor released, this game got a secondary horror vibe, just like how OutLast 2 has psychological fear and panic fear
Panic fear being fear that makes you panic, and psychological fear being something that messes with your head
This game used to have Panic and Psychological (Psychological being how doctor can create fake pallets and create illusions of himself that are not real) but as soon as the store released and we started getting certain cosmetics, it just left the game, panic is all that remains in the game.
Psychological was sorta brought back with Freddy's rework being the Generators and Fake pallets but not enough to be scary
So all I am really asking for is create a killer that is terrifying and applies both psychological and panic fear and then this game will be a horror again, like a killer with no TR and messes with a survivors head without needing Add-ons or Perks to do it
Isn't that Ghostface?
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I have gotten a bunch of Pig and Freddy splinters.
You know what would be cool? If you had the option to use the Splinters to disguise your killer model in game if you already own them.
For instance, if you have Myers splinter on Ghost Face, you would appear as Myers in the game to survivors. But you retain all of Myer's POV, stats, powers and your addons, and perks.
It would be a slight mindgame at the start when survivors haven't seen your power yet but it would be hilarious and could end in some funny moments.
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This is why I always say we need a Harakiri perk.
Lets you use the Ability button to injure yourself. Can be used in dying state to finish yourself off.
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@Aven_Fallen said:
Are we at the point where we complain about Survivor Perks like Small Game?
I blame Grootdude for pimping this perk!
:P
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They are definitely a lot closer.
Last year I could still pull of dual hook saves with a little luck. Like, you break one hook as killer comes near, he moves tot eh next hook and you break that as well and your teammate wiggles free. Very hard to do, but with luck doable.
Now, I have broken two hooks and there's still a third hook so near by that the killer still managed to put the survivor on hook. The hooks are closer than they have ever been.
Not always, but it's disgusting sometimes how close the hooks are, especially on some of the more constrained maps like Suffocation Pit.
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Yes to all of that.
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Sabo is currently a joke in the game. Even more than it was last year, and it was already bad then.
The hook distance is also ridiculous. There was a patch sometime earlier this year where they adjusted the hook spawns. Ever since then hooks spawn so close to each other a killer can literally hang two people next to each other and camp them both at the same time.
Using the Petrified Oak Offering does diddly squat in this game. Tried stacking them and they make no difference.
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I believe they already nerfed small game. I'm told in the past it showed you the aura of traps and totems.
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Indeed, they shouldn't.
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Not saying it should be forbidden. Saying it's bad game design. It's one of the main reasons why the survivor population has been decimated, and why killer lobbies tend to take forever.
That is why it's bad for the game.
You acting like it doesn't concern you is wrong. It totally does. Every time you line up for a ten minute killer lobby, you have this facet of the game to blame.
It's also why killers have no right to complain about DS and BT.
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Yeah he's probably referring to the Inner Strength/DS combo. The complete set also uses Quick and Quiet and Head On.
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It's biased, but when you consider that this is a game where five people play instead of just using your point of view as killer, you can see the problem.
As the killer you play every game from start to finish. You never miss the game. You always get to play.
But now imagine you're a tunneling killer.
You find a Survivor. Tunnel him. And he dies in a minute. You move on to the next survivor. From your point of view as the killer its nothing out of the ordinary. You're still playing. You have 3/4ths of the match to go.
But for the survivor you tunneled, it's different. From his point of view, he used an item, put on an offering, queued up for a minute to play. Only to die and be denied the chance to play altogether because the killer felt like tunneling and eliminating him immediately.
And make no mistake, that happens a lot. Because killers have the power to do it.
So is this really a good way to play?
Of course not. It's bad game design that the game allows it, but ultimately it's bad for the game.
It's why DS and BT are so prevalent, because these are literally the only tools survivors have to counter this travesty.