Mochan
Mochan
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- Mochan
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Feng Min - she has the smallest player model and has a variety of "stealth suits" and her voice is cute and at the same time super scandalous when she is breaking totems, so how can I possibly choose anyone else.
Myers - Myers is the most fun killer for me. I like to stealth as a killer and Myers is the best at it. He also has so many different play styles you can choose from with his power and add-ons. Very versatile killer that you can play in a variety of ways, with snowball potential.
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@liarcy said:
Just equip iron will honestly
and for spine chill I still don’t agree that you have to equip a specific perk to counter a specific killer’s add on that’s stupid
but yeah iron will makes her power completely useless in chases and if she stands near a pallet just leave it and go to a different one that’ll hurt her chase so much if she was phasing or not
You seem confused, first you say Iron Will is necessary, then you say its' not necessary to equip a specific perk to counter a killer.
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My best counter to spirit is to run and juke in jungle gyms. You don't need Iron Will to do this and it can be done even while injured, but is harder. It is easier when Fixated is working. It also works with No Mither and Iron Will.
This is the only reliable way to force a juke and disengage from her,a nd it's nto event hat reliable (you have maybe a 25% chance she guesses wrong twice and you can make an escape -- she needs to guess wrong twice or you can't escape. One wrong guess just prolongs the chase).
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I barely ever run exhaustion perks. If I do it's usually either Lithe, Balanced Landing or the Locker Perk (I forgot the name).
I run Quick and Quiet fairly often but it (and Dance with Me) isn't an exhaustion perks.
Builds I usually Run (no exhaustion):
* Plunderer, Ace in the Hole, Open-Handed, Bond
* Fixated, Inner Strength, Urban Evasion, Spine Chill
* No Mither, Resilience, Iron Will, Spine Chill (or Urban)
* Tenacity, Unbreakable, Flip-Flop, Boil Over
* Bond, Urban Evasion, Iron Will, Inner Strength
* Borrowed Time, WGLF, We'll Make It, Botany Knowledge
* Auto-Didact, Spine Chill, Empathy, Inner Strength
And similar variants.
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It's bad in the sense that it's an almost certain down if the Legion wants to tunnel you.
With the tape Legion can focus down a survivor in Frenzy and there is very little counterplay because you can't loop him because pallets don't work, and it's also hard to juke him because he can just look down, end chase and follow your blood and your bleedout timer forces you to stop and mend before you can get enough distance during his stun.
The reason they changed the deep wounds was to prevent this kind of cheesy chase tactics, because Legion players weren't using his power as intended (stabfest on everyone) and instead tunneling the first stabbed survivor. With Mixtape it was very quick and easy to down the survivor.
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@Blueberry said:
Yeah always gens in mid first, you want the killer to have to waste as much time as possible patrolling gens.
I also always skip over a gen for every gen I do. You never wanna do gen after gen all next to each other, that's just setting your team up for a rough 3 gen.
You're right though, it's surprising how even higher ranks still don't know this and just do whatever random gen they run into without keeping track of which gens have been done and which are left.
I plan out exactly which gens will be the last 3 from as soon as the game starts and building around which gens my team happens to do. This is also why I never complain about a killer with a 3 gen because it is completely avoidable and the survivors mistake if it got to that point.
It's important to point out that a killer can force a 3-Gen by protecting 3-Gens. Survivors might not have had a choice in the matter if they didn't have someone skilled enough to loop the killer for long periods of time.
But otherwise, 3-gen is usually avoidable on most maps, there are just a surprising number of dumb survivors who don't understand gen strategy.
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@karatinac97 said:
If I see a basement gen I do that one first.
I try to do middle ones as well. If I see someone doing a gen right next to a finished one, I'll usually run to the other end of the map or in the middle to get a gen done.
Can't remember the map name but the one with all the farm equipment and little shack, it's very long and thin. That one is deadly if you 3 Gen yourself but it's very good if you play smart as the killer has to go further 😊 hehehe
That's Azarov's. There are two maps like that. Azarov's and Suffocation Pit. Experienced survivors know to target middle gens first, then one on each side. Advanced survivors (who might have Alert) will 99% the gens on each side to screw with the killer.
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Basement Area gen is not that important.
Middle gen I agree should be done ASAP. And most killers don't target this at first for whatever reason (they tend to go to the far gens first) and it's usually lightly patrolled unless someone they chase brings them to the middle gens. Finishing the middle gen first greatly improves survivor's chances of completing all gens, because it makes it a lot harder for the killer to patrol when there are only 1-2 gens left to finish.
On two maps it's important to get one gen on each side done. There are still newbs out there who just do one side of Azarov's or Suffocation Pit. This basically dooms the team to failure on what should be an easy map.
Single person gen not so important.
As for the gen you spawn to being worst, this is not true. Unless you all spawn together, you have a 3/4 chance of being safe (unless you got some Claudettes and Neas or some other teammate who doesn't bother doing gens). Gen rush is done by people doing the gens closest to them. Wasting time repositioning slows the genrush. The unlucky survivor who drew the short straw simply has to suck it up and loop. If you want to stealth or play it safe, though, then yes it's a good idea not to do the gen next to you. This is still not 100% iron clad though because spawns differ from match to match. Sometimes you spawn right next to the killer, and the killer ignores your gen and goes to the far end. It's really RNG and the odds are not that bad.
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I'm trying to determine whether those sporadic bursts of killers seemingly DC'ing when the game is almost done is a result of the dedicated servers or not.
Some of you may recall I was talking about killers DC'ing randomly, often after they'd won and downed/sac'd everyone. Made no sense that they would DC like that. Or right before everyone goes out the exit gate. Why DC and lose BP when they're already there?
I was thinking maybe this was a result of the dedicated servers kicking the killer out ahead of time.
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So back to my question. When did they start testing the Dedicated Servers live?
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/753928#Comment_753928
@Mochan I agree.
Like I said it’s only affecting you because they got exactly what they wanted out of you.
They are not “bullying” or have an “ego” they wanted to get a reaction out of you and they got it.
This is why when it’s done to me I just laugh it off and ignore them. I won’t even go to the exit gate. Unless I have BW in which case I do and the t bags suddenly stop 😈
Yes, that's exactly it.
While I'm sure there are some people who are doing it as an ego trip, in general people who taunt their opponents in competition do it to tilt you on purpose and gain an advantage.
Sometimes they do it at the end of the match -- which puts you at a disadvantage in your next fight (never know might fight same killer again after) -- but usually they will also do it at other times. It's all part of gamesmanship.
People should shrug it off and laugh. If you do, you'll never be tilted and you'll see that it's just them trying their best to gain and advantage out of you.
Many times I've seen killers who were great at downing survivors, but if I taunt them a bit they start making mistakes and I can escape easy swings which should have taken me down. And I've seen many teammates do the same.
If you let the taunts affect you that shows that you have the ego problem, not the taunter.
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I Almost Never used selfcare like a year ago.
Today I Never use it, period.
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Take note that this is as Survivor.
Normal Survivor gameplay has all these lag issues so it's just business as usual.
As Killer I haven't been killing lately so I didn't notice.
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@Frosty said:
Here comes a biased killer opinion.
The whole crawling to a pallet to make being picked up a risk for the killer is weak and I'm glad they are as is. To many times I've downed someone in a loop just before a pallet and their buddy is lurking in the shadows just waiting to pounce.
Ya it may be a nice play but it should come with a degree of skill and chance.
Skill yes. Chance, no.
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Fixated is not a substitute for running.
It is for juking, not for getting around the map. If walking around pissed you off when conserving sprint burst, Fixated is not going to help that.
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It's fine Spine Chill isn't meta and not every Myers is gonna be hit by it. Besides, if you are stalking a Survivor 90% of the time the survivor sees you. It's rare that they dont' notice you stalking. Unless you are fighting in the potato ranks.
And I say this as a Myers main.
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Oh I did not get that he was floating in the picture.
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@THEghostface said:
Survivors really shouldn't tbag at gates after they needed another survivor just then to use a syringe on them so they can get away. Glad instaheals are nerfed.
Can't be helped. Survivors are not the power role in this game. Survivors cannot survive on their own. They need teammates.
Also, survivors teabagging is not their ego. It's them taunting you.
If you feel bad about it and tilt, that means your ego was fragile enough to be affected by such a useless gesture. So whose ego exactly is the problem here?
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You mean when you play Killer you piss your pants?
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/751132#Comment_751132
But I like medkits o.O
I mean medkits aren't bad, but you are removing 1 big chance out of your 3 draws to get other items. You'll likely get a medkit anyway, wouldn't it be a shame to ensure your 1 draw is always a green medkit, when you can have 3 draws that can be anything!
And it's always scintillating to draw a purple or pink key, or a pink map. Why limit yourself to a green medkit when you can get a Ranger Medkit?
The thrill is in the joy of getting something random and awesome. If you are always locked to a green medkit, that takes a big chunk out of the thrill.
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Well the lag is bad but if it's so bad don't play, come back later.
There are other things you can play I'm sure.
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Devotion is its own Reward.
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@UlvenDagoth said:
Why would you want to smack them on hook? That's just BM man.
Unfortunately lots of killers still BM by attacking you on hook. It still illicits a slash, a satisfying squish and blood spurting.
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@Grimbergoth said:
https://forum.deadbydaylight.com/en/discussion/comment/751421#Comment_751421
actually that isn't the case . just because a term has been perverted by moder conventions doesn't mean that is its original or intended meaning . This hold true for a lot of terms and words throughout history . If you dont believe me look at a old kids cartoon called the flintstones , whats the last line of the song , "well have a gay old time" . Does that fit with todays meaning of a word and im sure you can easily figure out what one .
At some point free to play and free play got merged into something else , but free to play originaly meant as it says no cost to play , while free play means no cost play or everything free .
This is simply not true. I was around in the 90's when subscription games started. Free to Play was not used the way you are describing it.
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@Mister_Holdout said:
I will gladly trade moris for the removal of SWF :)
I would too. I'm not a killer main though so that's just in my favor.
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@Blueberry said:
Honestly now that I think about it, Deep Wounds should just apply Oblivious. This would add a lot more mind games and make Deep Wounds ACTUALLY threatening. Right now it's literally a joke.
I also like that it nerfs BT a little because BT is still honestly just god tier. BT lets survivors make stupid saves and not get punished for it.
BT is only god tier because killers are campers.
If killers didn't camp BT wouldn't be as "powerful" as it is.
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Vigil should let you ignore the effects of the status effects while in the vigil radius. So for instance if you heal someone with sloppy butcher it's normal speed.
Pharmacy should be upgraded to a ranger medkit, since they nerfed the green medkit.
Wakeup should allow faster gate opening. I don't know why they don't make this a thing? It's an endgame perk anyway and it would give a little hope to survivors who are 1v1 the killer after he kicked the hatch close.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/751663#Comment_751663
Inner Strength is probably my favorite perk honestly. I get a heal for getting blood points. Yes please. Also given the sheer amount of Noed I'm encountering it's just more incentive.
Inner Strength is my new "crutch" perk. I can't leave home without it. I'm frankly surprised not more people are running it, but at the same time I'm glad because that means I don't have to compete with others for totems.
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Like people are gonna bring Detective's Hunch and Small Game.
Those two are niche perks at best, even with the buff. People have had access to Small Game for ages and it's never become meta even though every killer is using Ruin.
Inner Strength surprisingly is not popular. Only totem hunters like me actually use it. I've been playing tons of games since Stranger Things hit and I rarely see Inner Strength being used.
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@Cyro said:
https://forum.deadbydaylight.com/en/discussion/comment/751037#Comment_751037
I think you're giving ruin just a bit too much credit at red ranks, the gens still fly whether or not ruin is active. I do agree with you when you say it does slow them down even if its just a bit, then all you do is hope you get a good first chase in.
Which is actually enough in the red ranks. A red rank killer should be good at finding and ending chases, or he won't cut the mustard.
Lots of Red Rank Killers still use Ruin specifically for that little advantage. As high rank players in DbD like to say, "a little advantage is a lot in this game."
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@Rydog said:
Undetectable is immunity to detection perks. As far as I can tell, the design intent is to standardize how stealth works across all killers, and for Spine Chill and Premonition to function through Undetectable. These two perks are different from aura perks, because they give the survivor much less reliable information. They're like the survivor version of Whispers.
Having an exception to the rule that Behavior has created would defeat the entire design purpose of Undetectable, and it would be a roundly stupid idea to just disable both of those perks versus half the killers in the game.
Strictly speaking Undetctable is not immunity to detection perks. Undetectable means your terror radius and red stain don't proc, and your aura cannot be revealed to the survivors.
Spine Chill and Premonition can still detect you, and they are "detection perks."
And no killer should have absolutely immunity to all detection perks.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/746007#Comment_746007
Ebony moris on their own are not unbalanced. It's the killer's choice how to use them, and is the one offering that gives them the power role, since survivors can't afford to make mistakes for once.
Killers are the power role.
Any Killer who doesn't feel any power... is just bad at the game or being outplayed by survivors.
Everytime I see a killer main talk about how survivors are the power role, I just laugh because they just admitted they are bad at the game.
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@Atrushan88 said:
It depends on how the other players are playing/behaving. Most of the time no, but then there are other times where I can just laugh my ass off.
Just had a pretty relaxing Michael game where I was dominating everyone to the point where when I had two people left, I let them do 3 gens so the exit gates were powered, Rancored my obsession, and let the other one leave. Probably one of my most chill games, so chill that I had to actually do nothing for quite a while.
https://forum.deadbydaylight.com/en/discussion/comment/750903#Comment_750903
I assume your Santa Claus build is Plunderer's, Ace in the Hole, and Pharmacy?
Hell no!
Can't have Pharmacy, that locks in your first lootbox as a stinking medkit.
The Santa Claus build is Ace, Plunder and Bond. Because you need to find naughty little kids around the map to deliver your goodies to.
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Dude, please. I am a Myers killer main (not a killer main, I mean I mostly play Myers when I play Killer) and that would just be unfair.
No killer should have complete immunity to detection perks. Especially not Mirror Myers, the king of stealth killers.
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No it's not. You are correct in that it's not okay.
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Ah, I see. I didn't realize you got more BP per point for spending for 2700 over 2000.
So you are telling me that if I convert shards to BP on a 2,700 perk, I get more BP proportionally over converting on a 2000 perk? I didn't understand that part of your post first.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/751023#Comment_751023
Cause that isn't holding a game hostage.
Okay, so you think this behavior is okay while just hiding all game isn't.
I'm sorry, I am detecting some kind of double standard here.
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Why is this something to compain about?
I see it as a win.
I just grabbed Discordance from the Shrine for 2,000. I'm happy I didn't have to pay 2,700 for it.
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We've all had bad games.
I've had many games where I'm last to die, Killer just plops me on the floor and teabags me (by doing the up down looking movement) or some such until I bleed out.
Why aren't the devs doing anything about these killers?
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Okay, so Nurse chase now takes 30 seconds longer instead of 10 seconds longer.
This is a huge problem for a nurse main who plays in the high ranks, apparently.
Somehow, I don't see that as a problem.
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The reason why Ruin is used by almost every killer is because it's a genuinely strong perk.
Now, if your reasoning for making a perk baseline is because it's a strong perk, then maybe we should also make Decisive Strike and Borrowed Time baseline in every survivor's kit.
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If I'm playing Santa Claus build the game is surprisingly relaxing. I just go around hunting chests and get a thrill opening them to see what loot I get inside. It's like having an unlimited supply of free lootboxes to open.
You should try it. It's very therapeutic.
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Both of those are bad and unused perks, but there are players like me who run dumb perks and builds because we want to.
I think the real least-used Survivor Perk though is No One Left Behind. Even I don't run that junk.
For killers it's definitely Monstrous Shrine.
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i mean Bug not buff :)
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Yeah seems to be a buff that came about during the last HotFix.
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It's a good nerf in my opinion, but I wouldnt' say it buffs good spirits. Good spirits would just whack you on the spot.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/750691#Comment_750691
No need to be rude geez. People like you ruin conversations
Look, you say silly things, I say silly things.
It's a nerf no matter how you look at it. There will be a few cases where it's better (like against instadowns) but in most cases it's worse. It is a nerf.
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When that happens there is simply no survivor group of your level to fight with.
I.e. -- there just aren't enough survivors playing the game to give appropriate matches to every killer.
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Sounds more like an "Animal Friends" perk now than "Calm Spirit."
Which works for me.
Frankly though I rather it keep its "Anti-Scream" design so it continues to work on all the scream effects:
- Doctor's Electric Screams
- Clown's Fart Gas
- Infectious Fright
- Iron Maiden
Etc.
Basically everything that makes you scream. Your rework to be honest is a nerf in my opinion.
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Yeah there have been a lot of random DC's since the Stranger Things Hotfix.
At first I thought the killer was just DCing to spite me, but after dozens of times seeing it I'm convinced that there can't possibly that many small-minded killers in the game. It's definitely a bug.