Moundshroud
Moundshroud
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Come to think of it, I always target and hit No Mither Players first, because I see an easy down. Feels dirty but what else am I supposed to do? :)
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It is only OP when abused by SWF which provides the benefit to the entire team. It is particularly abused on maps where there are clear areas, like different Floors (Midwich and the Meat Plant) or maps outlined by key landmarks. The OoO can simply call out a simple signal like UPSTAIRS... DOWNSTAIRS... Cowshed... etc. and the team always knows where the Killer is at.
But I think that problem is better solved by getting the SWF into their own Que... rather than hurting OoO which is otherwise a neat Perk.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1623821#Comment_1623821
In the endgame screen I saw a rank 18 player so it was likely part of a swf group, but I had a lot of games where survivors were really questionable.
Although I did have a swf group open the locker I was hiding in because I was trying to avoid Infectious Fright. Basically they got mad I wasn't trying to work on the last gen when the last 3 gens were too close together, the swf survivor was looping the oni around the gens, and ruin was up all game so no gen had any progress at this point. So I went looking for hatch.
I had the most score in the end, because despite them getting upset that I wasn't doing anything when the game was basically over I was pulling my own weight the rest of the game.
You mean you weren't doing your job as the Red Shirt to get hit so they could finish the Gen? How dare you! :) Yeah, I never understand how SWF let the Killer Gen-Lock them. They decide which Gens to do. It seems to be the key thing they do NOT coordinate well on. They either run around around as a group going from Gen to Gen furthest from the Killer and closest together, which automatically will create a 3-Gen, or they split up and work Gens without a plan at all.
*Caveat, not all SWF like this. The best of them, sadly, do have a plan for the Gens and use the 5th Perk Comms to make sure the Killer doesn't get the Gen-Lock.
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@GoofyGooberRock said:
Every time I go up against him I can't out run him or get away from his one hit chainsaw so any real tips of how to deal with him? (and I'm talking about real tips and not just "Just get good kid" tips)
Yeah, I know this advice is going to sound so simplistic and obvious that it is borderline insulting, but just don't get caught in the open. The same is true of Blight and the Hill Billy. The good thing about the chainsaw crew is they tend to Rev and you know what you are up against early. Against them I tend to hug the terrain and only cross open areas with extreme trepidation.
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<laughs> Yeah, I don't get that Perk either. It could be it is awesome in some extremely skilled hands, the Monto of the world, but in mine, it is just putting myself one step closer to death for the Killer. I do feel it needs a rework because the UPSIDE is not enough to balance the DOWNSIDE in my opinion. It does NOTHING for you whatsoever if the Killer just hooks you.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1623800#Comment_1623800
I had a teammate self care in front of my hook and then instead of rescuing me he went right for the newly hooked survivor on the other side of the map.
Wow. Yeah, that sounds personal. Or they were in a SWF and you were the poor Solo who got Red Shirted into the group. That is one of the reasons I think Solo Que and Group Que should be distinct. They don't care about you.
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As a Survivor, I love that map. It is big, spread out, lots strategic areas to lose the Killer. I'd be thrilled if I got it often. Sadly, I don't pull it often except when I'm the Killer. Myer's hates big maps.
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@GoofyGooberRock said:
Like really guys the amount of games I lost because someone was like "ew, I hate this killer and I don't wanna face against them so I gotta screw over the rest of my team by committing seppuku on hook to keep my honor!".
like really I know that a killer can be very annoying but screwing over the rest of your team is just an selfish act on your end.
I can't speak to why others die on the hook, but if I'm being face camped and I don't think the others can get me safely, I'm not going to be bait and get them killed. If they are still doing Generators, I'll hold out for as long as I can to help them with that. If the gates are open and I don't want them coming back, I'll take myself out. If I see the entire DAMN team running at once toward a camper, I will try to wave my arms to stop them, or take myself out. It depends. I want to maximize for the GROUP of Survivors.
I'd rather live, but if I know I'm not going to anyway and just take others with me, why would I do that?
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None. The only reason to "tea-bag" is to try and get the Killer to chase you to protect someone or keep him/her away from a Generator being worked. Satisfaction shouldn't come into it at all. I also think it is quite possible to get the Killer to chase you (more effective in fact) without the tea-bagging as chances are they will know you WANT them to chase you and choose to ignore you.
I'm sorry to sound a bit condescending, but if you are getting "satisfaction" out of Tea-Bagging, you are exactly the kind of person who drags this game down and makes it into the kind of game which breeds more of said behavior.
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This is kind of rare for me. My games are usually a LOT of hooks spread out over the match. Very rarely do I have to slug. I have nothing against it and do it when I must, but it just doesn't come up that often. But then again, if I'm at the end and they out played me... I often let them go.
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@nyuu5833 said:
I had. A match yesterday, seemed like a 2 man team and 2 solos, one of the 2 man team was trolling so I downed him, then both of them quit. So I just played around let the last 2 survivors farm bp off me ( I already had my BP up) then opened the gate for them and let them leave
Yeah, I do this too. It is pointless to punish the Players that had the guts to keep playing when the losers DC.
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I do it pretty often. If killing that last Survivor won't cost me a Pip and/or they earned it and only got caught by me because of some fluke (body blocked by their own team or other such nonsense) I'll let them go. Sometimes I make it clear by downing them and then just letting them out. But sometimes, I just let them escape.
Sometimes I've been out played and the last Survivor is the only one I could get or did get down, and killing them isn't going to do anything to save my game. I just don't see the point in being spiteful. *Caveat if someone was being intentionally obnoxious to me I might still hook them. By in large, if the last Survivor is just the unlucky one of a team that kicked my butt, I'm going to let them go. I want to truly earn my kills.
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My worst habit is, when I'm playing Infinite Tier-3 Myers, Stalking relentlessly until I get it and then really starting to chase and down seriously. It is a bad habit because I'm missing pressure opportunities and easy downs early. In general, I SHOULD stalk to hit Tier-2 immediately and then chase and down normal taking Stalk as convenient rather than focusing on it exclusively and giving up what would be hits to try and accelerate it.
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@Roxane said:
Do you find it normal not to penalize a killer who is camping on the hook? good players try to improve their rank and are penalized by people who can’t play!
Are you camping ? -2 that's it.
You can't play without camping, you stay at rank 20! settle that instead of going out for paid outfits every week.
This is too simplistic and unrealistic. Camping, tunneling, slugging, and the Mori are all tools in the Killer toolbox. They have specific uses and are not right for every situation. Killers are Players too, and they want freedom of choice. They provide a necessary service, i.e. your Antagonist for the evening. If they were all reduced to doing exactly the same thing, you might as well be fighting Bots. This game would become PacMan with creepy Skins. Do you see my point?
Punishments for camping the hook have NEVER worked (and will never work) because of the nature of this game. The best way to entice Killers to let you get unhooked (because that is what you REALLY want) is to provide them rewards for moving away. I have suggested this before, that the penalties that currently exist be removed, and be replaced with a bonus that works them toward an Emblem for maintaining a certain distance from a Hooked Survivor (freezes while in a chase). Thus, in the same way a Survivor gets BOLD for staying in the Killer's Terror radius, the Killer gets advancement and/or BP for moving off from the Hooked Survivor.
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@Orion said:
How about just pairing them with each other? If they don't want to play, they can all not play together.
I rather like this idea to be honest, i.e. there is a Que for the DC types, i.e. anyone who DCs more 3+ times within a specific period. They are relegated to that Que of people for a day the first time. If it happens again, a week in that que, and if it happens again a month. HOPEFULLY we do not have enough of these people to fill out an entire darn que (which while I like this idea I suspect it isn't logistically possible), but if we do have a lot of them, this is a GREAT idea. They can see how it feels to be in a que full of people who don't care anymore about anyone else than they do themselves.
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@TheClownIsKing said:
Oh the amusement.
Oh the irony.
I previously ranted that Blight was frustrating, far too difficult, didn’t make sense, and “why bother?!”. Like I just didn’t see the point to Blight at all, and 99% of matches were miserable the first few days.
I don’t know why I persisted despite really disliking him and not having any fun at all. But I’m glad I did persist.
He’s just incredible to play now. Fun. Tense. Exhilarating. I love how survivors simply cannot get away from you. You can always catch right up to them very quick no matter what tricks they pull.
Oh and nothing feels sweeter than a lethal rush they attempted to juke only to still hit them. Oh so sweet.
I recall posting in one of the many Blight rants that it was too soon to judge him. I stated my opinion is that he has a steep learning curve, but once you got him down, he is potent as all get out. My suggestion was it was too early to make any real judgements. I still feel that way. I think a minimum of a month in the wild is required to really weigh in with any credibility about him
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1622967#Comment_1622967
I think this totally depends on the situation. I have seen several situations where something like 2 slugs and a hook resolved to 3 injured survivors by picking up the wrong survivor. If that happens at 1 gen done, while the fourth is on the way to finish the second survivor, this can cost you the game. You had 3 off gens and 2 possible hooks but leave the situation with a lost gen and 1 hook.
DS can seriously damage your pressure, depending on the situation you have to eat it. That's why I said above that I definitely eat it if the survivor offers an easy removal by jumping into lockers. If I don't have other targets, I just have to invest 5 seconds to get rid of it, no chase or anything. I'm fine with that. But in the above scenario I would make sure I pick up the guy that wasn't on hook first or if not sure leave both on the ground and search the 4th or kick gens near
Without a doubt it is a judgment call, but the META being what it is today, I assume (for safety) that every single Survivor has DS. More often than not I have to assume if I just slug them they can also get back up by themselves too. Personally, I think DS would have functioned better if gave only a 2.5 second Stun and provided the escapee the same protection Borrowed Time does. Naturally, I think that protection should end the second the Survivor starts to interact with anything (work on a gen, being healed, healing oneself, getting in a locker, etc.) It wouldn't be as open to abuse as the current system, and it would lead to more chases.
But in general, if the game has just started and I'm feeling good about my route and pressure, I'll get a DS out of the way. Mid to late game I have to slug and count just like everyone else. :)
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In all honesty, it does for me. I prefer to get DS done with early game rather than late game where they are particularly damaging to me. So "early" game, if I have a choice between targets I will pick the same one simply to force DS to get done with. Later in the game, DS will function to make me pick an alternate target. In short, I'd rather take the stun early when it does me the least damage.
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Myers is my Killer Main, until I manage to get fully competent with him. I don't have a Main from the Survivors because they are all just Skins. I play whichever Skin seems interesting to me on a given day.
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Naw.... my Hex build has Thrill of the Hunt. I hook him on the first one he starts trying to cleanse. :)
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1618994#Comment_1618994
Descive Strike was made to extend chases. It was never meant to be an "anti-tunneling perk". The dev's never said that, it was never released like that, and that the whole "anti-tunneling tool/perk" thing was made up by privledged survivors that just want the game handed to them because they can't learn to perform safe saves. At least fact check before you try to act like you know something about a perk that was released in 2016. The dev's don't care about "tunneling", they understand that there are counters, and how detrimental it is to Killers if they just focus on tunneling.
I said it was an "assumption" because it does NOTHING to extend chases. If that is what they intended it for, the design is odd.
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I hear a LOT of complaining about it and yet I see very few people bothering to do the Bones in the games where the Survivors get slaughtered. In the games I play where they do the Bones it isn't one-sided at all. Again, they just want to whine and have it go back to Gen-Rush without any other objectives that matter.
DO THE BONES.
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@gatsby said:
The base self unhook rate drastically increases when the Survivor is in the Killer's Terror Radius. Maybe from like 4% to 24% or something.
It would force Killers to actually leave hooks even when its optimal to camp... kind of like what Decisive Strike does. Adding a game mechanic to force the Killer to play suboptimally to encourage more interesting and fun to play against gameplay.
No, the Killer would be thrilled to watch you unhook so they rehook you as you tunnel yourself.
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@ringwinning said:
Alright, I'm not a "newbie" killer, but I'm still rank 20 (literally only play killer to do dailies) and I'm thinking maybe I can poke my head into that role a little more. Do you guys have some general tips for beginner killers?
EDIT: Killers that pique my interest: Spirit, Doc, Plague, Nurse
Don't camp unless it is tactically wise to do so. It is best to hook and go search and destroy. Don't worry about them unhooking. That means they are available to down and hook again. Don't get me wrong, camping, tunneling, slugging, and the Mori all have their place, but they are special use tools. Get the basics of search and destroy down. Learn to patrol your Generators and go for a 3-Gen early because mid-late game it will pay dividends. Don't worry about losing matches while NEW. Learn your basics, take risks, and experiment. Just don't down one person and sit there till they sacrifice. You get no decent practice doing that.
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@ringwinning said:
Do you camp?
Whether it be for strategy or just to facecamp for fun or anything of the sort. No judgment, I'm just curious how many killers do consciously camp.
I've always been honest. I will camp, tunnel, slug, or Mori if the tactic is called for in a match. They are tools in the toolbox. Sometimes they are the right tool, but more often not. I don't see a problem with it.
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It is an interesting suggestion. DS was created (at least I assume it was) as a anti-tunneling tool. By the time the End Game Collapses has begun, tunneling is kind of moot. I've seen (experienced in fact) how DS can allow an entire squad to escape due to the stun. However, I wouldn't suggest removing it during the EGC but I think one of the following might be a thought worth consideration:
- Shorten the Stun during the EGC to half what it is normally, or
- Eliminate the Stun entirely but give the DSer the same protection BT normally gives during the EGC.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1618847#Comment_1618847
i was mostly confused. Like bro do you realize who you are playing on what map. If you expect a myers on haddonfield to play completely clean then you need mental help
True; Myers has to swim against the current on that map (many Killers do). Oddly enough, I've found Spooky Myers (Scratched Mirror + Boyfriend's Memo) does pretty well there. I've actually picked the map on purpose when I'm out of other Spooky-friendly maps. All of the Generators can be scanned with the Stalk by going right or left of the center Myer's House (only a little way each direction) and you can always build a powerful 3-Generator lock in and around the Myer's House. Bonus: the basement is always in the same place. So, I can fight pretty clean with Spooky there. But yeah, any other build requires being dirty as hell. :)
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@UMCorian said:
Please disregard the following salt.
ARGGGGGGGHHHHHH!!!!!!
FU MIKE MYERS YOU CAMPING, TUNNELING MOFO. HOOK ME 3 TIMES IN A ROW YOU POS.
ALSO FU OTHER SURVIVORS "DUUUUUUR WHATS AN UNSAFE HOOK?!"
AND CAN WE JUST GET AN OFFERING THAT AUTOMATICALLY DISCONNECTS ME WHENEVER WE RANDO AN INDOOR MAP?!?! THIS WOULD SAVE MY BACK FROM BENDING OVER AND UNPLUGGING MY ETHERNET! BE THE MOST USEFUL ######### ADDON IN THE GAME! IM SO SICK AND TIRED OF SPENDING 5 ######### MINUTES EVERY GAME LOOKING FOR NONEXISTANT ######### GENERATORS WHILE THERES A ######### KILLER HOOK EVERY 3 ######### FEET.
Ok im better now.
Speaking as a Myers exclusive Killer, I feel your pain. If it makes you feel any better, we generally don't tunnel. We don't usually give any thought to whom we grab next in an indoor map. I take the first person who happens to pop in front of me and is an easy get. But, I assure you that things improve as you continue to play.
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I've said it before, and I will say it again. The only way to discourage camping is the opposite from what we do now. Killers need a reward significant enough to make them risk their kill and give up potentially valuable bait. Currently, Killers take a point hit for staying within a certain distance of the hook. They balance that against the reward they will get for their sacrifice and potential other hits, downs, etc. for using a honeypot strategy. I can't fault Killers for making this calculation. The game is hard, and often unforgiving. I'm not going to blame a Killer for taking advantage of one squad's suicidal altruism. Do you see my point. Camping, tunneling, slugging, and the Mori are all valid strategies that work in certain situations. They should not be removed, nor shamed.
So, how does one encourage a Killer to leave the hook? Make it profitable. Survivors get Bold for staying within a Killer's terror radius. Killers should receive points toward an emblem for being willing to walk away and continue the hunt for the Entity's pleasure. After all, the Entity clearly enjoys a good game, or it wouldn't do the things it does. It wants hope to rise so it can be destroyed. It wants entertainment, not boring executions. My suggestion to the DEV is to lose the penalties and start thinking about rewards for a behavior that is high risk. What those awards should be, well, I'm not qualified yet to make that determination. I trust the DEV could come up with something just sweet enough to make moving off palatable.
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@maderr said:
Red rank killers :
- camping the hooked survivor
- tunneling
Red rank survivors :
- hiding in closet
- not doing gens
- unhooking in front of the killer without borrow
- can't hold the killer more than 20 seconds using all the pallets of the map
Is it the kind of gamedesign you intended to do devs ? Is it the kind of gameplay you want to offer ?
Having all red ranks killers camping and tunneling every matches, do you like to see that it is the current meta of your awesome balance changes ?
And having boosted survivors i nrank 1 that understood nothing about the game mechanics, is it what you intended to do with your pipe-up system ?
What i have seen in the last update is that you empressed yourself to release many expensive skins for the new killer instead of fixing the game problems...
If i remember correctly, in the last "road map" communication, you told us the year would be huge. Yes, huge disappointment.
Ummm... that isn't the state of the game any more than usual. There are always some Killers (potent or cruddy Rank) that camp, tunnel, slug, and Mori. Sometimes it is the right tactic. Sometimes it isn't. When a Red Rank is using those options, you can be pretty sure that they have a good reason for it. I'm not as good a Survivor as I am a Killer (although I do try to play both equally). Thus, I don't face Red Rank Killers near as often. When I do (and I do pull them from time to time) I've noticed they are beasts. Good on them. Who am I to tell them their jobs. Do you know what I mean?
Survivors not doing their share in the Red Rank? I doubt it. I think your judgement may be slightly impaired based on some bad experiences. The way Rank works, those Survivors had to do a hell of a lot (and different kinds of things) to get to their position. The better your Rank, the harder it is just to maintain (same with Killer).
We all have bad games; hell, sometimes we have a LOT of bad games in a row. It is easier to blame OTHER people for our problems. Nobody likes to take ownership of their own failures. I've been fighting Red Rank Survivors now (pretty much every match) since I hit Purple. Quite often, I'm fighting whole squads of them. On the whole, they are amazing and frustrating to play against. I think you might need to take a breath and relax. Consider your own bias.
Finally, I'm pretty sure that the DEV is always working to maintain as good a balance as they can. I think a lot of us forget just how many variables this game has in play. The fact that they manage to keep things as balanced as they do is AMAZING. It will never be perfect; it would be impossible to achieve. I know we like to THINK we know better, and are always chock full of suggestions (and complaints) but my advice is to find a different game if you aren't that happy. That is the long and the short of it. All online games, particularly PVP, have bugs, balance issues, and the unfortunate bad sports (jerks). You have to decide if the fun you are having is still greater than the grief you get from those things. If it isn't, move on.
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@IIITweedleIII said:
Anybody else feeling like Vigo's Shroud is not much taking you (survivor) that much far from the Killer as possible?
I was in Storehouse. And spawn maybe 10m from the nearest gen. I thought I was in a great position to at least get 2/3 the gen before the killer (a Doctor) would be around.
But no, the second I start repairs. I get Terror Radius'd. Apparently Vigo has a sick sense of Direction AND Humor.
Well... you gotta remember that the Killer assumes (knows in fact) that some of the Survivors will always spawn at the opposite end of the map. He/she will make a beeline toward the Generator farthest away because odds are they will either encounter Survivors on the way and almost certainly find one or more Survivors when they get there. So Vigo's Shroud isn't really that useful. I never put it in. I head toward the center or the Generators at the Killer Shack or where I'm guessing the Killer spawned to get those.
The exception is if a BUNCH of us spawn together next to a Generator. Then it makes good sense to try and knock that one out of the park fast. But if I spawn alone, at the far end from the Killer, I know he is headed right for me. He knows I'm there.
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@ToxicMyers said:
i didn't fire back though
Good on you. I'm on a Survivor kick right now, taking a short break from Myers. I finally broke into the Red Rank Killers with him and I'm afraid to regress this close to reset. :) And let me tell you, I got enough salt during this run to make hundreds of gallons of margaritas. It doesn't matter what you do as a Killer; you can play completely clean (as I often do) and you will be called a camper, tunneler, baby killer, etc. Hell I let some guy I downed go in the McMillian Woods not too long ago, didn't even look for him (assumed he was headed for the hatch) because hooking him wouldn't have saved my game. They had out played me. I didn't lose a Pip; I fought that hard at least. Of course at the end, I got the normal salt. They complained about my build, taunted me for not getting a kill (one disconnected to prevent that). You know; it was all the normal salty garbage.
When I'm out played, I own it. The one that disconnected was a cowardly snot, but the others played one hell of a game. I don't know why they chose to lower themselves with the nonsense at the end. I've come to the conclusion (counting my games and the studying the folks and numbers of when I get grief) that these people are just hot garbage. As I said earlier, they are clearly abject failures in the real world, and this is where they come to feel important. I come to play a competitive, head to head game. I play hard, and set goals for myself. I wish people good luck at the start (if they can hear me) and resist the salt as much as I can (even when hit with it first). I'm not always successful; I'm only human. But I think good sportsmanship is important.
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@ToxicMyers said:
So i just played a myers game on haddonfield and got a really nice 3 gen (except prove thy self kinda ruined that) and i got A 2K and one of them had to message me and called me a baby killer lmao. I thought people actually say baby killer were an urban legend but i guess not
There are people, mostly losers in the real world, that vent their frustrations here by saying to total strangers all the garbage they lack the guts to tell people they wish they could. You can know with a 99.9% accuracy that people who do that sort of thing in here are abject failures in their real lives. It is kind of pathetic when you think about it. But don't let the vocal, damaged minority that do this crap skew you perception of the community. Most Players give me a GG or say nothing at all. A few even pay it forward and give genuine compliments (I wish there were more). The losers give us a funhouse mirror view, which focuses everything on the negative as if they are representative. The are not. We merely hear and see them, and thus they stick out in our memories more.
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The wards are more detrimental to Killers too. The game being what it is, i.e. 4v1, means that the statistical probability that a Survivor will have one to burn (and nothing better) is MUCH greater than that of a Killer. So Killers are will rarely (particularly against a SWF) ever get to use a map offering. One of the SWF will always burn it.
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@Dwight_Fairfield said:
The majority of the killers I faced last night were using Tinkerer too. Iit was bizarre.
Ruin is also making a comeback paired with Hex Undying.
Which was predictable. I've been waiting impatiently for the release and had banked my million BP just so I could immediately unlock Undying for my Myers. If ever there was a Killer that needed the slow down Ruin+Undying provides, it is him. :)
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@Orion said:
I played a little over half a dozen trials this morning and nearly every single killer - particularly Blight players - was using Tinkerer. It's the most bizarre trend I've seen in DbD so far. Is there a killer challenge related to Tinkerer or something?
It is probably the BEST Perk for Killers who can move at extremely high speed or teleport. It allows perfect timing to get to an endangered Generator for those who can make the best use of it. Blight, Freddy, and Spirit in particular make BANK off of it.
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My view (my opinion only) is that ALL pregame and post game chat should be eliminated. If Players want to talk to each other let them work out their own means of communication. I say that the identities and all that jazz should be unknown until the end of the game when we see the scoreboard. I've never seen anything positive come from the brief chatter, so why keep it? Teams (friends who play together and want to talk together) have ways to arrange their communications on their own. Let's keep the game about the game, and leave all the trolling, baiting, racism, sexism, what have you.... behind. The odd GG doesn't add anything positive either, it is the barest acknowledgement possible, lip service to good sportsmanship. Cut all of it and wipe that page clean. To be honest, I don't even see a point in this Forum beyond the "Reporting Areas" for bugs. All the general discussion and opinions are negative, foster bad feelings, and are detrimental. If someone wants to spend 24/7 badmouthing the game, other players, the DEV.... why not let THEM pay for it and put up their own Forum. I'm just saying, keep this place for the important things and get rid of all the idiotic voices quacking in the dark (my own included). Everyone will be happier in the long run.
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I agree with MadLordJack; you need to provide a lot more detail of what you are talking about. I am a PC Player and I assure you that if people were cheating with some kind of hack that allowed them to see where EVERYONE is that we PC Players would have heard about ti (and suffered from it) long ago. Could it be you are confusing actual Killer abilities for a hack? I play Myers and there is a build (Scratched Mirror + Boyfriend's Memo) that provides a Wall Hack. If you aren't familiar with it, I suppose it could give you the feeling you are being cheated. There are lots of other Killer Perks that reveal auras and positions too. I just want to make sure we are talking about actual hack here.
Your statement is vague and kind of illogical. PC Players don't want to get cheated either and if something like that were around, I'm pretty sure we would know about it. We would also be raising the alarm. I have noticed no difference between Console and PC Players whatsoever since Cross Play began, except for the blissful silence after the game. Personally, I think all in game communication before and after (that isn't worked out by Players themselves) should go away. I've yet to see it introduce anything positive. That is a tangent and I apologize. But back to the original topic, please provide DETAILS.
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@iTsJustTooEasy said:
Survivors definitely don’t win as often as killers do. I firmly believe some killers have way too much mobility and others do not. Chases cut too short. Survivors quitting. I’m happy they made the changes to the graphics the game looks awesome and more spookier. This games lore is what draws people in, but after many many games on both sides I just think survivors are waaaaaaay too weak against some of these other killers with high mobility and anti loop. It’s not really supposed to be a 1v1 I get that. But it’s just really sad how you have no way of defending yourself at all and the tunnel Mori’ing going on almost every game is just deflating as a customer of this product. The hitboxes are atrocious too. Why am I getting hit through pallets and across vaults after I’ve cleared them? 🤦🏽
Depends on what you mean by Win. I've had 3K and 4K as a Killer where I still lost a Pip. I've died as a Survivor and still earned pips. While getting out alive as the Survivor is gratifying, the real test is how much you did in the match. At the newbie end of things, Killers do perform better. But that changes quickly enough.
For example, it is a LOT harder for a Killer to get into and stay in the Red Ranks than it is for a Survivor. :)
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It is what it is and I don't really see the point in sweating it. The devil you know is always better than one you don't. Yes, I always assume they will have DS. I always assume there will be BT (for example) and choose my targets and when I pick them back up accordingly. Just as I tell Survivors who complain about Killer builds that they are being entitled, I say the same thing to Killers who complain about the Survivor builds.
Now, in regards to SWF that is an issue which isn't going to go away. the 5th Perk (Comms) is a headache and there is nothing you can do about it but leave a Lobby if that is what you think you are facing, or just get ready for a slog. :)
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@cannonballB said:
https://forum.deadbydaylight.com/en/discussion/comment/1613967#Comment_1613967
I've only had this happen once luckily but just like every other uckin game, I figure the toxic players will always be there and I just roll my eyes. Age has given me the ability to not give 2 ucks if they thought I was good or not. (I used to care and would get super upset about toxic chat, so I feel anyone who is bothered by it. This is not a "get over it" post).
https://forum.deadbydaylight.com/en/discussion/comment/1616105#Comment_1616105
People who run a certain build, does not strike me as toxic. If a mechanic is in the game I can't be mad at people using those items. I do think it's toxic when, as the person I quoted said, people are in chat or even come to your stream to be all "hahahahahaha baby killer!!!!" I played a ######### game. Like, whats your point? It also irritates me when they just stand in the doorway so they can teabag in the entryway. Once I see them at the gate I literally turn and walk away from the gate to the other side of the map. Go uck yourself. I don't have time for your shenanigans.
One dummy was so stupid he literally waited until he couldn't exit and got skewered by the entity. I was like, you died because you thought you could tbag me? Get ucked.
Yeah, I've had a moron do that too. I play Myers as my Killer and I often bring the Tombstone Piece just for the end when they are going to let me hit them because they know they will fall past the point I can get them. What they don't expect is I Mori them instead.
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I think we would all be better served by purging the word "toxic" from our vocabularies and let other people play the game their way, and we play ours. The complaining and/or shaming does nothing positive. You do you, and let them do them. Adapt or die.
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@Kisagi1990 said:
https://forum.deadbydaylight.com/en/discussion/comment/1616074#Comment_1616074
Not really. Us nerds like to argue about ######### things. But it does at least keep me from severely strangling people so yea.
Me, I'd rather be playing the game. If I wasn't at work, that is what I'd be doing rather than posting. :)
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This is a pointless conversation. The two roles are apples and oranges. Don't you have something BETTER to be doing?
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@stoob7 said:
I'm definitely in favour of a system that rewards killers for leaving a hook over a system that punishes them for staying.
I would argue revealing auras would be a detriment to the lower level community, some of who rely on playing immersed and avoiding the killer as much as possible.
As far as I know the developers want the game to be geared towards party play so anything that damages newcomers ability to play the game might not be the answer.
Bonus bloodpoints or increased generator kick regression while a survivor is hooked, I think are very reasonable ways to reward killers that leave hooks.
True. That is why I say it isn't an easy issue. Newbie Killers are usually playing Newbie Survivors. Giving them away directly might not be the best thing but without a direction to go or a big boost for being brave... those Newbie Killers are staying put. BP as an enticement MIGHT work, but I think something else (even if it isn't other victim location) is required too.
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While I feel the OP's pain, this isn't an easy issue. Punishing campers hasn't really worked, and will NEVER work because most newbie Killers just want a Kill; a bird in hand is better than two in the bush. Those of you who want Camping to go away... would you be thrilled if the Auras of the other Survivors were revealed to the Killer if they are more than say 32 Meters away for six seconds? And instead of taking points away from the Killer, do you want them to GET BP for every second they stay more than say 32 meters away from the Hook? :)
I'm not trying to be sarcastic. I'm pointing out that newbie Killers don't want to give up what they have unless they are heading toward something, a shot at more points rather than losing what little they got. Since deducting points for staying isn't really going to work, it might be time to try giving them points for leaving the area AND giving them a direction to go.
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@OmegaXII said:
I think this perk is extremely overrated
First, it does almost nothing itself besides aura. It needs to be paired with another hex to work.
Second, it can be cleansed. It's a normal hex, so it can be cleansed before it even does its works. It can be cleansed before your other hex, making you waste a perk slot for nothing
Third, it requires dull totem to revive the other hex.
Fourth, you're sacrificing a perk slot, hoping your other hex gets cleansed before itself to get its value.
Fifth, it does not work on hex with tokens.
With these many downsides, it's actually just a mediocre perk, not strong, and not weak.
Like any Perk, it is potent when used in the proper context. I actually think it is a very STRONG Perk but I like to use Hexes. :)
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@yukairi said:
It's very unfair
It is perfectly fair.
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@Facture said:
https://forum.deadbydaylight.com/en/discussion/comment/1615719#Comment_1615719
I thing the question is in the event that gates are opened, survivors are waiting in the gate with EGC going, would you rather them just leave or hang out giving you time to break any thrown pallets, close hatch etc...
I'm fine with them hanging out so I can break pallets, get an extra hit pushing them out etc. I usually wait and let them get the extra hits when I play survivor.
Ah. I'm neutral on it really. If I want them gone, I run them out. :)
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I'm not sure I follow; I want them to stay and die on a hook. :) The longer they are in the game, the more time I have to get them. Are you asking this in the context that you have decided to "let them go"?