Moundshroud
Moundshroud
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@Stanley12363 said:
I have always been against the use of 2+ slowdowns such as Corrupt/Ruin Pop. I find this combo to be overkill especially in public matches. At the top % of games I would understand killers having the need to use it but most games and killers does not. Using these perk combos also encourages bad play because killers can rely on their perks to win games.
Just saying I am a killer main who does not use slowdowns. I use tracking/chase perks and rely on slugging for pressure.
Talk to the SWF because they brought you the ever increasing slow down combos.
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@[Deleted User] said:
How exactly do comms change any of those perks? Comms don't suddenly make people better at the game. Better players are more likely to play in a SWF because they don't want to deal with braindead teammates in solo queue, but it's not as if SWF turns players into omniscient gods. There's very little a good SWF does that 4 solo players with good game sense can't do. Half the time the only difference between a SWF and solo is actually doing gens. Solo players tend to be ridiculously inefficient with objectives. They'll spin in circles or crouch doing absolutely nothing for half a hook state instead of doing a gen or saving. That's just poor awareness, not comms.
Because it is the coordination of SWF that makes those rapid fire generators possible. So those Perks are aimed at the Gen-Rush.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1555464#Comment_1555464
So the Killer now gets significant gen slowdown as well since now Survivors are spending cleansing dull totems more slowly than usual? That makes Thrill of the Hunt sound like one of the strongest stall perks out there.
I run it with Ruin, always... but at best it is a holding action. :)
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1556293#Comment_1556293
As much as you might not like it, SWF is apart of the game. You’re assuming changes made are to balance the game around it. They’re not. It is what is. It’s a broken record
Really? You don't think every new Perk being aimed at slowing down the Gen-Rush, forcing Survivors to do Bones, and helping the Killer home in on them with laser-like accuracy is aimed and dealing with most of the generators being up in 3-4 minutes? :)
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@Zeus said:
Be honest.
With the numbers being pretty clearly split down the middle so far, I think giving the option to opt out of SWF games as the Killer isn't a problem. If 50%+ of the Killers are open to the challenge, that should more than cover the SWF, assuming they aren't the vast majority of Players now. The rest of us can do the Solos. :)
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@vogit10102 said:
Another chapter, and another killer chapter with 3 op killers' perks. BHVR, are you going to give something to surv this year? I don't know, a good perk, and small buff, something like that. Everybody knows that this is a killer forum, but please, listen to survs too.
Survivors need TOUGH love... and the Killers aim to give it to them. <JK> Survivors on the whole have already been giving themselves a something, and in ever growing numbers. The 5th Perk (Comms) is all the rage. Granted, the Solos are losing out on this, more is the pity. But since the Survivors are splurging on themselves, the DEV has to balance it.
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@EuphoricBliss35 said:
Forums in a nutshell:
- “omg swf OP”
- ”second chance perks OP”
- ”noed OP”
- ”new perks OP”
- ”nerf perks now!”
- ”the game is dying!”
- ”the devs are dumb!”
- ”what do you think about this idea?”
- ”console frames!”
- ”camper! Tunneler!”
- ”genrushers suck!”
- etc
This game is simple.
Killer: dont overcommit to chases. Run OP add ons. Only play very strong killers that you’re good with. Throw on ebony mori. Tunnel and proxy camp when needed.
survivors: run unbreakable, DS, DH, Adrenaline. Only play in a 4 man SWF. Everyone brings commodious with spool and spare parts. Only work on separate gens. If someone gets hooked, ######### em.
there you go, the guide to playing super sweaty at rank 1. Game over. Do this 100s of times. Make sure to boast in chat how much a god you are at this game. Shame everyone else repeatedly. Queue into next game. DBD in a nutshell
SWF isn't a Perk. It is something outside the game. The argument is that we can't measure its power, only that it is an amplifier affect that until now, wasn't being taking into consideration for game balance. The longer the game has been around and the better the exposure, the more people are playing as SWF. That is why we have most of the Generators up in 3-4 minutes. So, we can't measure the power of SWF but we can say definitely that is a huge advantage over Solos and that to balance the game the DEV is trying all sorts of things to slow them down.
Everything else in your list, which you are making fun of, deserves ridicule. All that whining and winging is idiotic. But I would leave the SWF out of that list because it is an issue and it is something the DEV is clearly trying to address. Your advice seems solid to me as well; it is quite commonsense. I just don't like comparing apples and oranges, and the only orange in your barrel of apples is SWF.
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@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1555378#Comment_1555378
Not true at all. Most good players, regardless of which side they play more, want to see the game balanced. Don't make villains out of one side.
Agreed. I don't like the whining and winging from either side. The Meta has changed, and it is SWF that changed it. The 5th Perk (Comms) demands a balance, and the DEV are trying different ways of doing it. Survivors just want to survive and Killers just want to Kill. I think in the end, no matter how many different ways they try to balance it, Solo will end up in its own Que and Team/Groups in a different one where the DEV can address the disparity directly without affecting the other. It is unavoidable in the long run.
However, I don't begrudge the DEV from trying to find other ways to balance it. The new Killer Perks clearly designed to force Survivors into doing Bones, and allowing Killers to home in on people Gen-Rushing like lightning is an attempt. I'm keen to see if it works, but I fear it may hit the Solo Survivors (i.e. the ones NOT taking advantage of Comms) as hard if not harder than the SWF whom these changes are intended to affect most. Only time and testing will show.
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Well, SWF can't be ignored. The ever growing effect it is having on the Meta is plain to everyone now. When almost all the generators are up within 3-4 minutes, what else could the DEV do but try to put thing in to slow it down? :) I made the suggestion that there be three types of game:
- Solo Que where all identifying information is only given at the end of the match to prevent any ability to setup a quick comms. People in this que could only enter solo (no groups).
- Group Que where people enter as a group, and the DEV could therefore balance the game for SWF's 5th Perk (Comms) by requiring an extra generator to open the gates, and/or whatever else is required to offset their out of game advantage.
- Custom games exactly as custom games are now.
This would have provided two out of three options where people could play with their friends for "fun" but allowed for things to be balanced. Oh the horror! The reactions of those on the SWF front that they might have to give up their clearly unfair advantage was ridiculous. Well, now you can thank SWF for a different way of balancing things. Because in the end, it MUST be balanced. Thus are born the Perks which pretty much require you to do Bones and double and/or triple the required objectives to get out.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1553496#Comment_1553496
I don't get why people don't understand the point of the thread... This is not a thread to help killers get a 4k, this is a thread to help SURVIVORS not get slugged for a 4k and havE to wait from 60 seconds to 3 minutes till they die if the killer gets the fourth and closes hatch without ever finding the surv they slugged...
It is part of the game. I don't like losing 5-10 minutes of a time when I face Survivors that do nothing but hide. But I accept it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1553192#Comment_1553192
The fact that a dev has said that a change to the mori is in the pipeline should be a sign that the mori is problematic.
<laughs> You are assuming the change will weaken it. I make no such assumption. When we see it, we will see it. But right now the DEV are working hard to balance SWF, so be careful what you wish for.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1553192#Comment_1553192
How would this show up in the stats? Do you just mean that BHVR would have noticed they're inflating kill rates and removed them? Kill rates were ~70% at red ranks as of the last stats drop, and I believe BHVR has stated that they treat a 2k average (50%) as a balanced result. Moris could be part of the reason the kill rate was so high, although we can't know how big the impact is without more data.
It's pretty intuitive that changing the 4k requirement from 12 hooks to 4 hooks + 4 downs would be an overwhelming advantage in a trial, though, especially when you consider that gen repairs slow way down after the first survivor dies.
No, I mean that BHVR gets stats on every game and tracks exactly what add-on is used and when. They know how many deaths are due to Mori and how many are due to Sacrifice, or even bleeding out. I suspect the main thing they track (and balance by) is the tightrope between Survivors and Killers, i.e. is one side or the other running away with the game. And we aren't talking about individual matches. The Mori, in current form, has been around for a long time and clearly hasn't allowed Killers to dominate. In fact, most Killers don't use them for a variety of reasons.
- You get fewer points.
- The animation can cost you other Kills while you stand there doing it.
- You get tired of the whiners and wingers who have no pride who complain about it.
I expect, although I have not seen the stats, that Mori use has gone up in direct proportion to the increasing numbers and efficacy of SWF and their 5th Perk (Comms). In short, how does one deal with five generators popping in 3-5 minutes? Gut a Survivor and cut their number down. I've found it works really well. More to the point when they know the Mori is in play they are pushed off the Generators easier because they know even one Hook could mean death the second time they go down. I take the Mori ALL THE TIME but that doesn't mean I use them. Mostly I just want them to see I have a hidden offering so they assume it is the Mori.
Without the Mori a team will group up on a Generator, and ignore your first hits just to finish it because they aren't scared of you. :)
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@MrsGhostface said:
Not working for it? They survived to that point didn’t they? You aren’t entitled to a 4k, get over it.
They haven't earned survival until they exit the gate. Up until then it is in contention. That's all there is to it. The Survivors are going to do whatever they can to get out of the gate, and the Killer is going to do whatever he/she can to kill as many of them as possible. If that means slugging, it means slugging. If it means hooking, it means hooking. All these little screeds and whine about this and that (from both Survivors and Killers) is kind of pathetic. If you guys spent half as much time playing the game as you do complaining about it, I think most of your issues would go away due to skill. I'm rather new to this game, and I'm going through the SAME hardships as you. The difference is I don't blame the game or other players for my own failures. I put my head down and I charge harder. Damn. I'm sure glad you people weren't around playing at the dawn of PVP games. Back then when we blew someone's head off, tore them in half, or used whatever crazy magic the game allowed, we all understood and accepted that there would be winners and losers. If you wanted to get better, you played more and practiced. Nowadays there appears to be this notion that instead of doing that, you try to shame other players or annoy the DEV to the point you think they will shut you up. What kind of spoiled, entitled households did you grow up in? Where is your pride?
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@Chappy04 said:
so for you killers out there that do this, why do u run 5 million slowdown perks on a killer that doesn't need it primarily. i see this quite often in pubs which isnt needed.
a killer i see with this often is pig
We run them because we never know when we are pulling SWF. As soon as the 5th Perk (Comms) is addressed, we will probably relax the choke points. We do what we have to do.
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@chase131119 said:
https://forum.deadbydaylight.com/en/discussion/comment/1553104#Comment_1553104
False, there have been many instances where a killer can hook the last survivor and end the game but they force the survivor to stay an extra 4 minutes by bleeding them out for no reason at all but to be a dick.
Never seen that myself; I play Killer and Survivor equally. And I would gladly condemn that behavior. HOWEVER, that doesn't mean the game needs a balance adjustment. You can report crappy behavior in the system that exists. I'm sure if there was a pattern of it the DEV would notice. But we don't balance a game for the exception, only the rule. And all the Killers I know are playing to win.
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@dugman said:
I prefer:
Yellow Mori: You can kill any survivor that you've hooked twice. (More powerful than the current useless version but less powerful than Green)
Green Mori: You can kill one survivor that you've hooked once (same as it currently works)
Red Mori: Both of the above. You can kill one survivor that you've hooked once and any survivor that you've hooked twice. (Less powerful than the current overpowered version but still better than Green and it still allows multiple kills per match.)
I could live with this, but I still think the Mori is fine as it stands.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1552804#Comment_1552804
Lol if by "valuable" you mean "game-breakingly OP", then sure, I'm on board. Even a green Mori is enough to 3-4k against a squad that's better than you. The best option against a Mori is actually to gen rush, not to stay off generators. If you're not rushing gens, you're going to lose a teammate to the Mori before you've made enough gen progress to have a chance to power the gates.
The other thing to keep in mind is that Moris are a massive outlier in strength because they're in the offerings slot, where most everything else is weak and has limited impact on the game. Most offerings are simple BPs, or maybe they'll slightly change hook density or thicken/lessen the mist. The best you can probably do outside of a Mori is choose a map that heavily favors survivor or killer, but even then the offering has no impact on the match once it starts. Meanwhile an Ebony Mori is the single strongest loadout element in the game, period. It's stronger than all other individual perks, all other individual add-ons, all other items, etc. Hell, a killer with an empty loadout except for an Ebony Mori would very likely outperform the same killer with a meta perk build, the best add-ons, and a BPs offering. Even keys, which are nowhere near as OP as Moris but which are often included in the same conversation, take up an item slot, not an offering slot. If survivors want to bring a key, that means they have to not bring items that are more useful during the match, like medkits and flashlights. Meanwhile, killers can run Iridescent Head + Infantry Belt + Ebony Mori if they want. That is straight up broken.
I think the 1st and 3rd options are great suggestions. They still gives the killer a benefit as they can dodge second chance perks like DS by not picking up the survivor if they've been hooked twice, but it's not strong enough to have much of an impact on most matches. That'd put it more in line with other offerings. Maybe that Putrid Oak got you one last hook and netted you an extra kill, for example, but usually it's just a mild convenience. This would be in a similar tier of usefulness, which I think is ideal.
We will have to agree to disagree because the Mori has been around a LONG time and hasn't broken the game yet. If it were a problem, it would have shown up in the stats. It isn't.
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@chase131119 said:
Agreed, killers should not be able to slug survivors at the end of the game just to be a dick.
Killers don't slug Survivors for any other purpose than to try and win the game. More to the point, every Survivor that makes it out the door makes it more likely that they lose a Pip. The lower a Killer's Rank goes the harder it is to maintain Pips, let along gain any. If there are only two of you left and I don't know where the Hatch is, you are darn right I'm going to slug you both before I hook either of you.
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1553084#Comment_1553084
Yes but Entity shouldn't allow such gameplay. Hopefully Devs will listen. 😇
Ummm... the Entity makes the same people die over and over again, sometimes fast and sometimes slow. It is an immortal being for whom time has little meaning. The few minutes it takes for slugged Survivors to wait isn't something it would even notice. But that is Lore and silly. It has no bearing on "Game Balance" choices. If you don't want to get slugged, don't get caught. You have plenty of Perks to help you either way.
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There is nothing wrong with slugging period. I mean seriously, I used to think the Survivor's Rules for Killers was a parody joke, but now I'm starting to think you guys are serious about it. Survivors try to get out. Killers try to kill you before you do. You will use all means in the game at your disposal, and they will use theirs.
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@Emelia said:
https://forum.deadbydaylight.com/en/discussion/comment/1552804#Comment_1552804
Well... Wen you are level 10 killer and you are connected to rank 9-4 team with russian names...
I don't get your meaning? I'm an American. I'm not connected to any team? And I'm a Rank 10-11 Killer. I can't seem to get below ten. I keep falling back and forth between 10-11. :)
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The Mori, as it stands now, has been around for a LONG time and hasn't broken the game. The Mori is fine.
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Thank you very much. :)
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1552902#Comment_1552902
To put it simply, there are 2 save files: one for PTB, one for live. Your live progress is safe.
Yeah... well... how do I get out of it now. I've had enough of play testing. I sat in a lobby for 10 minutes. I want to get back to my regular games. I don't see how to load up my normal files.
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@Kees_T said:
PTB uses old saves(like 1/2 weeks before) from the live servers. Progress on PTB doesn't transfer to the live servers, they're separated.
So it is a different game I load manually? If so, I'm glad to hear it.
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@Artick said:
The PTB uses an older save file. It's normal to have less bp, smaller rank or killer/survivor levels.
Yeah... but does that mean I lost all my forward momentum? Or do I get that back once I'm done testing the Blight? I wish I'd known. I would not have bothered.
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The SWF situation just gets worse by the day. The longer any group of friends play together the more exponential the advantage becomes. The 5th Perk (Comms) is devastating. It grants a big advantage just to normal players who dabble. It is devastating when applied by people who play regularly and fully exploit it. Eventually it is going to have to be addressed with there being a Solo Que where people cannot see any identifying information until the match ends, and a Group Que (Teams) that play against willing Killers, and who have somehow been balanced by the Dev, say by needing an additional Generator to power the gates. SWF is only snowballing.
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They would have to be worth a LOT more. They waste your time in game that the other Survivors can use to do things. Again, the point of a Mori is the THREAT, not the execution. If you require the Mori to need more than one Hook you have simply given another sledgehammer to SWF. They are hard enough to get off Generators with the Mori.
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Tell me about it. :) I hover between rank 10-11 (mostly 11) and constantly fight teams that 1-5 in Ranking. I'm like, uh, shouldn't these guys be fighting Purples? :)
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Then there is the issue that we get a lot more of the RED Mori than we do of the Green, when it should be the other way around. The Red Mori already waste/camp slots that our other, more desirable add-on would appear. Now you are saying they would sit there and be something we would NEVER use? :) Sorry, no dice.
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I don't care for it. Why would anyone Mori? The hook provides more points. The Mori has valuable game use right now as a "threat" and makes it possible to push SWF off Generators. If the fear of even one Hook could lead to a Mori, they take it more seriously. This usage makes it worthless for anything but a waste of time.
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Besides, some of us aren't going for the hit, but the grab.
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They do? I haven't noticed any difference whatsoever in my opponents being Console or PC other than the relative peace and quiet at the end of a game with Console Players.
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My view is simple if other people can Disconnect from the game without penalty (often de-pipping me in the process), I should have the right to leave the lobby before the game actually starts. Sometimes I forgot something. Sometimes I want to go to the Shrine. Sometimes I don't like the look of the Team. If I get a warning for choosing to leave before a game even starts, while they let people off for D/C, I would simply find another game.
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@feechima said:
Meh it would be the same if survivors got strong perks and killers got weak perks. I say on both sides keep complaining about the game, it seems they get all their ideas from community common complaints. Dragon's Grip seems their answer to survivors tapping a gen mid-chase to strop regression. Hex Undying obviously the answer to losing hex totems within minutes of entering the game. All their ideas come from the community. While I think they obviously ran out of ideas for survivor perks on this patch with Visionary being a bandaid fix to problems finding gens on maps like Midwich and Lerys it is pretty much a better Deja Vu. I'm more upset by their insistence in creating choke points by adding breakable walls every damn where on maps.
Perhaps, but I'm not so certain. I think the goal here is to force Survivors to take cleansing Totems seriously and as a result slow down the Gen-Rush that SWF has injected with steroids.
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And bear in mind, I'm not complaining about the change. I think anything that addresses the Gen-Rush and SWF situation is better than nothing. I would rather they had addressed it by breaking them off into their own League, but I'm not going to look a gift horse in the mouth. The downside is the Solo players will also have to adjust, and perhaps that isn't that bad. They were never all about the Gen-Rush anyway, so in that respect, perhaps this isn't the penalty against them I thought assumed at first.
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@JesterClown said:
https://forum.deadbydaylight.com/en/discussion/comment/1549472#Comment_1549472
i have seen this perspective a few times though I wouldnt say any individual killer hex is strong enough on its own to “force” SWFs to do bones
I would say until now. Undying + Ruin (and potentially a third Hex as well) means much slower Generators. Throw in any Perks which penalize or spot Survivors, say Hex: Thrill of the Hunt which slows down cleansing them and ALERTS you to it starting, and you have a real party. They can still try to ignore the Hexes and just Gen-Rush but that much slower, and I think the Killers will be able to keep up with SWF.
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So, in analyzing (as written now) the new Perks and considering the law of unintended consequences as well as the "intended" ones, I would say that DEV has rewritten the entire objective scheme of the Survivors on the down low. The Blight will cause several things to happen:
- Unless his new Perk: Hex-Undying shows up on the Shrine today, a lot of people will be buying Blight if for no other reason than to try and unlock that Perk for their favorite Killer. So, good marketing strategy at the very least.
- As this Perk diffuses throughout the community, it will have effectively 1.5x to 2x the number of objectives that the Survivors MUST clear. In fact it may be worse depending upon how many other Hexes are in play. In short, the DEV has realized that many people ignore Totems entirely in their single-minded Gen-Rush strategy (which was working) and have decided to make Totems the objectives they were always intended to be, i.e. important enough to require attention.
- Thus, instead of five Objective and the odd Totem people cleanse simply because it spawns near them. Survivors must now face the fact that they will have to cleanse more Totems. Gen-Rushing is in its final days. It isn't dead yet, as it will take a month or so for people to get proficient with the new Perks and get them passed around, but after that, we have a whole new ball game.
Thank the SWF. They brought this to you.
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Well, truth be told, I would rather the SWF issue have been dealt with by creating Solo and Team play as distinct and different Ques. That would not have punished the Solo people for the 5th Perk (Comms) which Survivor Friends bring to the game. Having SWF in their own League so to speak would have allowed the DEV to balance that natural advantage with either an additional Generator being required to power the gates, or who knows what else.
I am not in a rush to judgement about the new Perks, but I suspect they are intended to punish the Gen-Rush and slow down the problem SWF has created. It will take a good deal of play before we really know how they work. Right now it is all speculation. I can assure you that there are several Perks of the Blight that I want for Myers. :) The ability to smite people touching a Gen I've kicked and/or the ability to lock down pallets are #1 on my list.
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@johndeen33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1549218#Comment_1549218
I guarantee you I'm a better survivor and a killer player than you. Also I guess you just gave me an answer to why you need NOED. The green ranks are usually pretty good against myers as they like to hide. Other than that, NOED is an OP and broken perk. That's why you never see any decent killer main use it. You simply don't need it if you have more than 50iq. Legit any good killer would agree with me. I was a billy main for about a year and a half and I never saw the need to use the brainless perk. Just accept the fact that you are a dogshit killer and need a braindead perk to help you win? It's as simple as that
I haven't used Noed in a long time, but not because I claim to be a better Killer. I don't use it because it doesn't slow down the Gen-Rush. I'd rather be doing that. My usual build is Play With Your Food, Hex: Ruin, Hex: Thrill of the Hunt, and Hex: The 3rd Seal. I see you have chosen to become the Joke of the Quarter, and I applaud you on your predictability. By all means, continue to advise and educate us on what you know so well. We will try to keep our snickering to a minimum. :)
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@shelobster said:
All because of hook suicides and DCs.
I don't know if I should keep going to see how low I can make it drop or just quit playing until MMR makes a return.
Yeah... I was pretty proud when I made it to Rank-10 with Myers, but I slipped back to eleven almost immediately for the same reason. Rank-11 seems to be where I'm stalling for the most part due to very LOW point games created by spoilers.
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@johndeen33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1549151#Comment_1549151
Also you legit joined the forum 15 days ago lmfao??? You must have been joking with that comment sheesh
I'm not joking at all; I'm open about the fact this account is new. And for the record, I don't play Bubba. I play Myers. I will continue to play him until I feel I am competent with him. Only then will I move on. However, whether or not this account (or me myself) is actually new, it has no bearing on what I'm pointing out. What demonstrates your incompetence as a Survivor is what you are saying. I just find it funny that it is always people who are new here that seem to be spewing these little screeds.
New/bad Survivor pops on and goes off. This Perk/Killer is OP and broken. It is killing the game! FIX IT. This is followed by sage, more experienced Players pointing out the obvious counter play that you are not yet skilled in applying. The next step is the same, idiotic response where the OP refuses to accept any helpful advice or admit he/she could possibly have been wrong. Thread continues for a long time while OP continues to make an even bigger fool of him/herself until they are nothing but a joke that we continue to laugh about for months. You going to be the joke of the quarter or actually learn something?
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@johndeen33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1549151#Comment_1549151
Just because I'm not a nerdy freak that sits on the forums 20h a day doesn't mean I'm bad or new to the game lmfao. You are most likely a shitter bubba main that has to count on NOED to secure your 2ks.
Actually it is what you posted that outs you as being new or bad at the game. You are singing the song known as "New Survivor Blues" and hitting all the high notes and chorus. Same thing happens every time. People who know how to play come out and correct you, but you aren't having any of that. :) No, it couldn't possibly be that YOU are the problem.
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I think it is an interesting idea, but only if the weapons were only behind ONE of the gates and you have no idea which one it is until you try them. That would mirror the Killer trying to predict which gate you are running toward. :) But before an idea as ambitious as this one is implemented, the SWF issue would have to be resolved.
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These kind of screeds always come from people with barely any posts, which would seem to indicate that they are new to the game and simply haven't learned enough yet to play against whatever it is they are complaining about. Are egos so fragile today that one simply can't admit that the failing might be personal? It has to be the game's fault, bad balance, broken perk, whatever? Grow up.
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This; 1000x this. I call dibs on Betty White, nothing can kill her.
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@isilmerel said:
https://forum.deadbydaylight.com/en/discussion/comment/1546652#Comment_1546652
More often than not, they will be on console since there aren't many windows store players. But occasionally, they do pop up. 3 hexes isn't toxic...it's risky because they can all be taken out leaving you with only PWYF. They're just salty that they lost.
I've heard that some Myers players are using Bamboozled to great effect to help deal with looping. I look forward to unlocking it and would gladly cycle out the Hex: The Third Seal if it works as well as people say.
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@Gravewalker200 said:
the responder was probably on the other pc version
Oh, got it. I just thought the Globe meant that he was on a Console. Thanks for clarifying.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/1546048#Comment_1546048
As I've said before, whether you want to or not your teammates may, despite their best knowledge provide Myers with Evil Within 3 and that'll be your problem, not only your problem but an essentially unavoidable down. There's literally no killer like that who gets a speed boost to actions OR movement, and insta-downs, for their basic attack weapon without NOED, and even further increase their lunge attack range significantly.
Survivors get punished for existing on the map, while a Killer gets rewarded for standing still and failing to give chase. It takes so little skill to stalk survivors, I often use the feature to help myself visually indicate survivors hidden or far away, and accidentally build Evil Within 3.
Nurse rewards a skillful use of her power immensely, while Myers rewards basic use of his power quite well.
You know, at this point I feel like I'm clubbing a baby seal. That is how pathetic and helpless you are when it comes to rational discourse. You say the daftest things. You say things that are false on their face, and easily proven false. Do you think that if you say it with zeal that it makes it any more true? Do you think reality is subjective? Let me give you another lesson. Better players than me have tried, but since you and I are both relatively new, perhaps we can somehow synchronize up and understand one another.
- You are wrong. There are Killers who start with the ability to Insta-Down. They don't need an add-on, an offering, or a Perk. It is part of their basic package. They have it from the first second of the game and until the end. Chainsaws man, heard about them?
- Every single Killer in the game can unlock Play With Your Food and have the same option to get just as fast as Myers.
- Myers starts at 105% speed, which is only slightly above a Survivor. He doesn't get any faster unless he successfully plays with his food or manages to stalk someone to get to Tier-2. At this point he goes to 115% speed, making him no faster than a normal Killer.
- Myers is a trade off, i.e. he starts slow in exchange for the potential to be a normal speed fast with a smaller terror radius. In the current Meta where speed wins games, his slow build is often a hindrance and it must be overcome.
- If this is going to be your hobby, it pays to research it, read, learn, and listen to those who know more than you. I want to be great at this game. I chose Myers because I knew he was hard. I looked at each Killer that the DEV rated as hard and picked the one I most liked thematically from among them. I watch videos on youtube, I read articles and posts. I play and test things out. Everything about every Killer, Survivor, Perk, whatever is on the Wiki; everything is transparent. Avail yourself of these resources.
- My advice is to get another hobby. You clearly don't have the temperament for this one. Some dogs are untrainable.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1546444#Comment_1546444
If you´re pretty new it´s paramound unlocking some workable, good perks for Myers. Check Otz´videos on youtube for Builds and perks ;-)
Good choice when starting out with Killer btw. Myers is weak in chase so you are forced to learn good habits to combat looping which will come in handy later down the line.
Also a little disclaimer: Don´t get too upset from losses, not only is it normal when starting out and not having all the good perks unlocked, but also note that Myers isn´t exaclty one of the stronger Killers, so bear that in mind when assessing your matches.
I appreciate all the good advice I can get. I never get upset about losses. If I'm outplayed, I'm outplayed. I've been watching Otz and Monto a lot, and it always impresses me how prescient they are about where the Survivors are located. One of the reasons I decided to stick with Myers until I feel I'm proficient with him, is because he is hard and because he has a weakness to loops and big maps. It is the school of hard knocks so to speak. There are definitely some Perks I have my eye on, and I hope some come to the Shrine soon.