Moundshroud
Moundshroud
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@Peanits said:
If your teammates managed to give him T3 and all three stacks of PWYF, you're probably dead. The upside is that he wasted so much time building up those stacks and stalking that you'll probably already have a lot done. That said, I really can't say I see many PWYF Myers outside of people going for their adepts.
Most loops that you use against him in EW2 (or any other killer) still work just as well, only a few are weaker due to his faster vault speed. As long as you play it safe and don't get greedy with loops (his lunge is longer, give yourself some extra distance), you can avoid the entire EW3. If you mess up and he hits you, oh well, it happens. You're not meant to be able to reliably avoid getting hit even if you make mistakes.
I'm pretty new, just started learning Michael Myers and I still use PWYF because I don't have that casual grace I've seen other Killers demonstrate with him. I still need the speed boosts. Then again, I also don't have all the Perks unlocked that people tell me are just great with him. I think I'm doing pretty well, and learning. My view is that Myers has a steep learning curve because of his vulnerability to loops and big maps. The margin for error is very small when it comes to finding the Survivors. I am enjoying him, and the game immensely. Thank you and your company for a wonderful escape.
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I love stealthy survivors when I'm the Killer. The truth of the matter is that if I spot a Wallflower (my nickname for them) and it is clear they aren't doing much, I will pretend I didn't see them. They are dead weight for their team. Also, if they think I'm stupid and miss them 2-3 times earlier in the game, they do the same thing when I walk up at Tier-3 Myers and down or Mori them (depends on my mood and build). The stealthy Survivor is only as good to the team as they give back to it.
If they aren't giving back to it, that is just a 3-Person team trying to gen-rush me and I'm all for that. Hell, I've even let the stealthy survivor through to unhook the proactive players before because they set them up to get hit again. Again, why would I go out of my way to down someone who is, in effect, working for me?
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@Godot said:
How? How can you keep playing this game every day, every night, with little to no stop, and keep on going, despite what's going on in the background, in the community? Do you really just not care that there's a constant conflict between the Survivors and Killers? If that's so, I salute you. I respect you for being able to continue playing with a calm composure, without a care in the world. You don't HAVE to care, if you somehow enjoy the game. A lot of the aspects of Dead by Daylight are infuriating. Some of them are even unfair, no matter which side we're talking about. I don't think I need to list any of them at all, as they've been constantly talked about on the forums ever since this game was released. Nevertheless, it doesn't matter what I think.
What do YOU think?
I play for the love of the game, the competition, and challenging myself to achieve certain things. The long and the short of it is I don't care what anyone says. I think all the winging and whining is funny and/or pathetic. If I pay attention to it at all, it is because I've nothing better to do. I play both Killers and Survivors. There is no conflict except what goes on inside the game. The garbage outside is just a bunch of losers, wannabes, and Trolls who apparently have too much time on their hands.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1545678#Comment_1545678
Good job contributing nothing but your own stupidity and your inability to form a counter argument.
This must be you admitting I'm right :)
Also weren't you the cry baby who was just trying to lecture me about manners? Good job showing your true colors that quickly. To a comment that wasn't even at you no less 😂😂😂
Absolutely. You have long since waived any right for us to treat you as an adult. Everyone has disproved your argument. You have been instructed time and time again. The game itself tells you that you are WRONG. The DEV state that you are wrong. Reality punches you in the face with the fact you are wrong. There is literally nothing any of us can say that makes you look more ridiculous (or sound more foolish) than you do yourself. My foray into a flight of parody there is EXACTLY how we all perceive you. You make us laugh. You aren't even Trolling us. We pity you. By all means, carry on. I snort over my Dr. Pepper every time I read one of your little screeds. I look forward to the day it is I that gets to tunnel, camp, or mori you. Of course, I don't know what your name in the game is. My own name in the game is the same out of it. :)
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1543616#Comment_1543616
I'm not the OP. Maybe you can't read but yeah that wasn't me who made this post. I simply commented on it. I never said I wanted the devs to change anything. That is you putting words into my mouth. You're terrible at debates, full on making ######### up to prove a stupid point.
DS isn't a poorly designed perk. Killers have numerous tools at their disposal to find the other 3 survivors. If they for any reason down that 1 survivor who was just unhooked instead of going after the other 3, that survivor deserves to get a second chance at escaping. Period. Plus it's a one time use perk per survivor. Eat DS and continue with the game. The quicker you do it the better it'll be for you. It's like a bandaid. Also don't tell me killers don't slug and stand over someone waiting until 60 seconds have passed cause that happens VERY often.
I'm not the bad one here. I'm not the one crying to change anything. I simply acknowledged that tunneling and camping are scummy nooby tactics and they ruin the fun of the game. Sorry you were so hurt by the facts :)
"WAAAA... WAAAA... WAAAH! Baby-Dwight soiled himself! Baby not asking for changes just screaming and wailing because that is all I know how to do! WAAAH! Scummy tactics ruining the game for Baby.... other kids stealing his toys! Bad people... bad! Baby good. Baby smart."
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Tier-3 provides no speed boost whatsoever. You go to 115% when you hit Tier-2. The only way to go faster is the Perk: Play With Your Food, and or some other odd Perks like Noed (for example) might give an extra few %. In general, Tier-3 Myers is 115% same as a normal Killer. If he has taken Play With Your Food, he can get up to 130% but he drops 5% every time he swings. What is worse to get that high he must initiate and break off three chases with his Obsession. They aren't always handy for that sort of thing.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/1545507#Comment_1545507
I said I accepted it, and it is dead easy. Reread my post. :)
I read it; thought it was amusing that you think you can hit Red Rank in a day with Myers. I'll be satisfied if/when you achieve the original challenge. I won't hold you to your idiotic boast.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/1545420#Comment_1545420
Hey. I bought Michael Myers to prove you wrong:
Evil Within 3 basically never runs out and you can get it in literally 15 seconds, because survivors ALWAYS think you're doing nothing. Even the cleverest survivors can't help but build your Evil Within 3, which takes no skill to get (point your camera SOMEWHAT in their direction) and you build it so quickly.
Then, it never runs out and you can build it MID CHASE. The way I'd balance Myers to have some skill, is: make his M1 cooldown, ESPECIALLY with any tier of evil within have the LONGEST cooldown. Myers is known for being slow and methodical and appreciating a kill. Make his Evil Within 3 run out VERY fast if he's not stalking, and JUST as fast if he's mid chase. Make it impossible to get within a certain distance of a survivor AND build evil while you're at it. Another thing is, I'd have Evil require much more precise aim to build. Like a non-existent crosshair in the middle of your screen, basically a white dot, THAT'S where the Evil should build. With Survivor's hitboxes, looking at you, Huntress, it should still be quite easy but at least SLIGHTLY more challenging than... Looking in their general direction.
The way it is, Evil (the actual name of the thing you build for your power) basically never runs out if you exist on the map, and with the basic perks he spawns with when you buy him and level him to 5, 10, 15.... He's ridiculously easy. I'd say, I've had a tougher time with the WRAITH and Trapper, than I've had with Myers. And Nurse is still effectively much, MUCH harder than him. I main Nurse as a Killer, and playing Myers felt like playing Trapper - fun candy, but effectively little to no challenge for huge rewards and 4Ks abound.
I see Myers attaining red rank basically in half a day. Rank 1. It's so easy, they literally should've called him "Easy". Hard is a misnomer. Hard is Nurse or any other Killer for decent people, he's just a joke.
And then you get this stupid Judith Tombstone item and you get FREE memento moris?? Are you kidding me???
So you are accepting the challenge? Good.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/1545396#Comment_1545396
Look dawg, Myers is basically a perfectly satisfactory M1 killer. You play him the way you do, run him the way you do, your fault. But to basically run a build that is the Legion with Leatherface's chainsaw, on your M1 weapon well... Can't respect that.
So you are crying off the challenge? I expected as much. I will move on to another Killer when I feel competent with Myers; I rate competent as able to break into the Purple Rank with him. I might go to Clown or Hag next; I'm not certain. I will do the same thing with that Killer, i.e. play them until I feel competent. What I can't respect is someone being unwilling to admit when they are wrong. It is better to remain silent and be thought a fool, than open your mouth and remove all doubt.
When I'm proven wrong, I admit it. I eat crow. That is what a mature adult does. A good sportsman doesn't blame personal failings on others or outrageous fortune. I'm gave you a simple way to make me eat crow; I threw down the gauntlet. You don't want to pick it up because you KNOW you are wrong, you just are too full of it to admit it. So, for the last time, put up or shut up.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/1545375#Comment_1545375
And to your surprise, this is what you sound like:
NERF! Ah, the eternal cry of the downtrodden and entitled Killer main. It is never, "I need to improve." That would be admitting to some personal failing or weakness. It is always Claudette (or flashlight, DS, or whatever) is OP. My challenge to you, should you choose to accept it, is start playing Claudette with a flashlight, Dead Hard and Decisive Strike. See if you can get her to Purple Rank. So far, Green is good as I've gotten with her. Demonstrate that is broken and easy to play. Clearly you know better than the Dev themselves, who label him as "hard." Show us you know better and put this old fella to shame by smashing into Purple. Surely you can do it before the end of this cycle.
The literal entire rhetoric you espouse is so general it can be applied to both sides, but to say it only applies to one side is hypocritical. Again, I am talking as a survivor who doesn't use dumb perks and hexes. While you might be the angry, classic killer who smashes his head against the nearest gens he sees in a straight Mario Kart lap and expects for survivors to line up in his way, and uses perks and hexes that are stupid to gain the upper hand.
Again, you are clearly a Killer main. And I'm sure Michael has a unique playstyle, that would be unharmed by proper balancing, but if you're saying this as a Killer that runs the dumb perks (I am not talking out of my butt: I refuse out of principle to run DS and stuff like that. Dead Hard ruins the point of the game. Etc.) and hexes. Run a clean, vanilla Myers and tell me he is average? Granted, accepted. That's the way he should be run. Still kinda funny as a Killer you are getting rewarded for no clever feat of... Looking at people. And you still think getting an insta-down M1 is highly unfair, sure.
THEN run add-ons and perks and hexes and STILL tell me he sucks? Man? Serious.
This sucks. Also, if that's a SAW reference, mad respect.
Except that I didn't say any of that. :) Whining and winging like a petulant child is your thing, not mine. I fully aware that playing Survivors is hard (I play them too, just as much time in them as Killers). You can read every post I've ever made and you will not find a single mention of any official Survivor Perk in a negative light. So are you taking up the simple challenge to make me eat crow or not?
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/1545357#Comment_1545357
I am pretty sure you lied, then changed the subject as if nothing happened. But OK, sorry!
And again, you are avoiding answering the question. Are you taking up the challenge and playing Michael to DEMONSTRATE and PROVE how OP he is to the rest of us? I'm afraid you cornered yourself, walked right into that bear trap, and now must face the hook or gnaw your own leg off to escape. Are you taking up the challenge to prove us wrong? The onus is on YOU to prove YOUR statements and arguments. YOU are the one making the wild claim, and using hyperbole rather than evidence and fact to back it up. I have given you a fact-based way to make me eat crow. Are you taking up the challenge, yes or no? 😏
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And you are trying, poorly, to change the subject. Are you taking up the challenge to play Michael Myers and prove me (and others) wrong. You will play him and get him into the Purple Rank. Since you claim he is so easy and OP it should be simple right?
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Quote please?
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/1545327#Comment_1545327
You cried buff killer and nerf survivor..... Lmao
Actually, I did not. I've never said to Nerf any individual Survivor. I think they are fine individually. The only thing I've commented on is the out of game, 5th Perk known as (Comms). It is better known as SWF. That is an issue outside the normal game and I think it needs to be addressed by Ranking those playing with Comms different than those who don't.
In so far as Myers, do I think he needs a Buff? Not so much a Buff as a tweak. He is extremely good in certain environments, i.e. small maps where he is using the Cracked Mirror or the Vanity Mirror. Interestingly enough, both of these prevent getting to Tier-3. The Cracked Mirror doesn't even let him out of Tier-1. He is very limited and ineffective overall in large maps with tall terrain and extended loops. There are variations of the McMillan Estate and the Auto-Wreckers that make him just want to sit down and put his head in his hands. Too many loops and it is a breeze to prevent him from getting Stalk. I would prefer Myers be tweaked so that he is more well-rounded, i.e. lose some of his efficacy in one arena and gain a bit in the other.
I think his unique ability to Mori without an Offering (Add-on instead) should remain because it is his signature, although I would change it up a bit. The Tombstone Piece should simply function the same as a Green Mori, and have no affect on dropping his Tier-3 when he snuffs someone. The Tombstone itself should function as the big red Mori. It doesn't need to decrease or increase anything having to do with speed or Stalk. Simply not knowing (because you don't see a hidden offering) if Michael can Mori you or not is enough flavor. I think the instant Mori on the run ability of the Tombstone Piece currently is too niche.
The difference between you and I, is that I spend some time to think these things through and believe in test driving something a long time before I open my mouth to make a fool of myself.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/1544518#Comment_1544518
Slow buildup? Guy can get his Evil from 3 different survivors, chase the fourth one and if he runs out just spam all the survivors doing the gens. Infinite Evil Within 3 all the way, with a weird speed-boost thing (people tell me he doesn't speed up when he pops Evil Within 3, but he does. Oh he does.
Myers should be NERFED, not buffed. Killers should take skill to stand around and look at people, however that skill is tested. Skill checks I feel like would be cool for Myers' thing, and that in a close chase he simply cannot build Evil.
Ridiculous character!
Spoken by someone who doesn't have the faintest idea what he is talking about. But that is par for the course here eh?
- Getting to Tier-3 isn't automatic. While anyone competent will get there before the end of the game, it doesn't mean you will get there in time to make it matter during the game. The only time Michael Myers has Tier-3 before mid to late game is when he faces incompetent Survivors. Those that know what they are doing simply don't stand there or squat there letting him cop a feel.
- The add-on(s) increase the amount of time and evil required. The few that actually speed up the evil he can take in will also use up slots that are normally reserved for spicier things.
- Tier-3 is wonderful but it is a double-edged sword. Those who play Myers get used to that Stalk ability as a useful way to spot Survivors that might otherwise blend. Stalk shuts down in Tier-3. Since you spend more time NOT in Tier-3 it can be jarring. Infinite Tier-3 has actually cost me games when I was unable to find the Survivors in particularly bad terrain.
NERF! Ah, the eternal cry of the downtrodden and entitled Survivor player. It is never, "I need to improve." That would be admitting to some personal failing or weakness. It is always Myers (or whomever) is OP. My challenge to you, should you choose to accept it, is start playing Myers. See if you can get him to Purple Rank. So far, Green is good as I've been able to manage and I am entirely focused on him. Demonstrate he is broken and easy to play. Clearly you know better than the Dev themselves, who label him as "hard." Show us you know better and put this old fella to shame by smashing into Purple. Surely you can do it before the end of this cycle. It just started.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1542579#Comment_1542579
I agree. I think Judith's + Tuft is a tad underpowered if anything. IMHO the only real "Problem" addon is Tombstone Piece because the smaller stalk requirement and lack of a movement speed penalty make it way better than Judith's.
I was just bringing it up because it seems weird for people to complain about Myers EW3 base-line. Usually almost all of the Myers complaints I see are people upset they got tombstoned even though IMHO Tombstone Myers are very rare.
True. I never use the worthless full Tombstone. They made it impossible. However, I do use the Tombstone Piece and I think the Myers flavor is tied to the fact that he MIGHT have it and MIGHT be able to Mori you without an offering. It is important that he have that Add-On potential because he is always a slow build up. With the current Gen-Rush Meta, it is the only way he can push people off the generators, i.e. the fear he might just snuff them. I don't think the Tombstone Piece needs to be removed, but I do think the Myers add-on set needs a tweak. I think the following should happen.
- Tombstone Piece acts as a Memento Mori, i.e. you can Mori anyone you have hooked once as long as you are currently in Tier-3. There is no need for it to blast you out of Tier-3 anymore. Basically, this maintains the fact that you can get surprised by Myers as his Offering gives nothing away. He MIGHT have the ability.
- The full Tombstone needs to NOT slow Myers down near as much, nor have quite so heavy a Stalk load. It should be substantial but not so much that nobody uses it. Have it work the same otherwise.
Basically, anyone facing Myers should always be worried about the Mori, even if he doesn't have it. That helps him push people off generators and helps offset his really SLOW build up. Currently I always take Mori (even if I rarely use it) simply to get that effect.
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@Azgard12 said:
Played against a Trapper on PS4 today who was the globe icon.
He hooked someone in the Game basement and was upstairs above the bathroom 5-8 seconds later. Don't know how it was possible. Any thoughts?
I wasn't in that game so I hate to speculate. I'm starting to video all my games Monto-style. I don't have any aspirations to become a Streamer. What would I be, the totally Average DbD Streamer, learn from the mediocre. :) No, I'm starting to video every game so I can give evidence every time I report someone so it leads to real bans. If the game goes fine, I can delete it immediately. Of course I might save the really good or funny ones.
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@Hoodied said:
this is a rare glitch that I am surprised Mobile dbd fixed before the actual DBD for consoles and pc
It sure didn't FEEL like a glitch. It felt very coordinated. All the different hacks happening together seemed crystal clear what was going on. :) I'd like to BELIEVE it was a glitch, but I don't.
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@Jeffalations said:
No one escapes death is one of, if not the most unfair perks for killers. I think that when the last gen is done, the survivors have pretty much won. (except for some situations.) Noed completely negates this, and could get a killer a 4k when nobody has been hooked all game. Combine this with the fact that it is not a killer-specific perk, and can be used by new players, makes it all to common and totally unfair for survivors. It gets even worse if you combine it with blood warden, both of which together make the nastiest combination of perks in the game. I would change noed to make it a regular perk instead of a hex, but make it so that the killers lunge increases by 50% and reduces recovery time on basic attacks, so they could win a chase easier, but still give survivors a chance. Thoughts?
Um, no? The survivors have NOT won until they successfully exit the gate. Your logic is faulty. Let me point out more fuzzy, half-baked logic. All Noed does is make you and the other suffer from the Exposed status. It means you can be downed with a single hit. There are quite a few Killers who can do that to you from the very start of the game. It is built into them. They don't even have to waste a Perk Slot. There are other Killers who have Add-ons and triggers that do the same. There is Haunted Ground that will do the SAME thing but even dirtier.
The only reason Noed FEELS wrong to you is because you foolishly get this rush of hope and then have to fight your way out. Noed is, in fact, much nicer to you than MANY of the much worse abilities. Why? You know when it happens. There is no surprise. You have the entire game to cleanse those Totems so you make sure the Killer wasted his Perk, and get bonus Objective points for doing it. Even if Noed goes off the Killer STILL has to hit you, and usually when the last generator goes up the Killer has to choose the right gate that most of you are going to run to or they simply miss you. So get over yourself, keep your rage to yourself the way an adult does. We should be dignified and humble in victory, and gracious and polite in defeat. Learn the game. You will find there are things that terrify and annoy a lot more than Noed.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1544360#Comment_1544360
I know they have a mori if they mori a fellow player before me. I do not DC right away and only when I am sure they have a mori. I mean I know killers could use the less and very unused offering that splits up the team but 8 out of 10 if the offering does not show it is a Mori of some sort. I only leave after I see a fellow teammate go down and get mori after being tunneled. Then I know for sure and still try my best but will not reward a killer who tunnels just to get the mori. Also I am a child *runs of crying* lol
The fact is you are doing a D/C. You are cheating that Killer and potentially your team mates. It is immature and shows YOU in a bad light, not the Killer. Grow up and play the game. Literally, right now, you are admitting to D/C (which is something that is report worthy) on a regular basis. It is unacceptable behavior.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1537997#Comment_1537997
I would do that but I like to try and help as much as I can but if I see the killer tunneling just to get the mori I will DC right before he gets the chance to use it. I will make sure I am far enough away and before he gets me down just D/C giving my team the best chance. I mean even if I D/C I was gonna get mori anyway so Me D/Cing is not hurting anything but the killer who tunneled me.
If the killer on the other hand hooks me and let's say hooks like 1 or 2 others before finding me again and THEN moris me then by all means sure kill me. =) I just do not want to reward a killer who camps and tunnels just to get to use the mori.
The problem is you don't know if the Killer is going to Mori you; you are making assumptions. I often have a Mori but that doesn't mean I use it. I get more points out of hooking you. You are not doing your team ANY favors by doing a D/C. You fight to the end; that is good sportsmanship. Upending the virtual table because you don't like how things are going is the action of a petulant child.
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@thetoxicteacher said:
Just finished a match. Killed 3 of 4 as Spirit. It's my second day playing and I'm at Killer Rank 16. Apparently I face-camped, which I didn't know was such a terrible thing. One guy sent me a message on PSN calling me a (insert homophobic slur), and another said I was a$$ (don't know if I can put it on the message board) and said I play like (insert homophobic slur).
Will this happen often? Is face-camping such a bad thing? I've had it work sometimes but not others. It seems like if they're slow to take generators out it's a good strategy, but I've also seen them hit the generators really quickly, in which case I give it up and try to stop them.
Thank you guys, enjoying the game a lot so far!
It isn't, either abnormal to camp or to get idiotic messages from spoiled, entitled players, i.e. bad sports. Just ignore and hit upgrade and don't even bother looking at the after game chatter.
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@The1Switchblade said:
All the things I list below are things that I feel would improve the general game, especially as it centres around dealing against Camping/Tunnelling Strats which are annoying and unfun to play against. Now while I'd love to actually see these things in game or at least something of similarity, I know that this is merely wishful typing. But hey, Behaviour, if you like what you read feel free to take it and implement it.
New In-Game Mechanics:
The ATM (Anti-Tunnel Mechanic): When unhooked, ATM will activate and stay active until the Killer hooks another survivor or if you do the following actions - Search Chest, Cleanse Totem, Begin Healing Yourself or Another, Unhook another Survivor, Work on a Generator, Hide in Locker for 60 seconds or more. ATM will stay active if you are slugged and the Killer does not go and hook someone else. It will deactivate if you are picked up from the Dying State by another Survivor or Yourself outside the Killers Terror Radius. If the Killer picks you up while ATM is active you will be given a skill check. Hitting the Skill Check causes the Killer to be stunned for 30 seconds unable to move and forced to stare down at the ground, giving you a chance to escape line of sight & possibly even get healed and punishing the tunnelling behaviour of the Killer via the time wasted. Missing the Skill Check still activates ATM but the stun time is 15 seconds instead. ATM will activate once after each unhook (so twice in total at max) regardless of it being used once already or not. This is to hopefully deter Killers from Tunnelling and have them play normally. (Decisive Strike will be changed, explored later in this post)
Built-in Kindred: Works exactly like the Perk. This is to prevent dying on first hook or wasting time by having everyone come to get you because Solo Survivors etc. don't know whether to get you or not. This will also make Solos as strong as SWF in a sense because they can tell who is doing what, meaning balancing Killer & Survivor will become easier because of it. (Kindred will be changed, explored later in this post)
The ACS (Anti-Camping System): If the Killer remains within ?? radius of a hooked survivor for more than 15-20 seconds, the Survivor will be teleported to another hook, far from the Killer and the phase they are in will restart. A Hooked Survivor will not be teleported if another Survivor is within the hooked survivors radius, which will be shown to that Survivor via an aura to tell them they are possibly endangering the survivor. This is to prevent the Camping Strategy that is unfun and boring to play against, and despite a good team will know to martyr the hooked survivor to do gens and escape, there's still a majority of people who don't know what they're doing and get themselves killed. And at the end of the day it is still unfun.
New UI/HUD Systems:
Chase Markers: Everyone's Icon in the bottom left has the Obsession Marker (the Entity Legs Symbol). If there is an Obsession, their marker will be Red or Black. This is mostly for Solo Ques, so that people know who is being chased, making Survivors in Solo Ques like SWF as they will know the Killer is busy etc.
Totem Counter: In the bottom right corner, beneath the Perk Symbols would be a Tiny Totem Symbol with x5/x4/x3/x2/x1/x0 depending on number of Totems left on the map. This will help against NOED and also give Inner Strength users better intel.
SWF Lobby Markers: Survivors that are in teams will have a Red Marker above their heads to show Killer they are together. If they are on their own, a Survivor will have no Marker above their head. If there is two teams of 2, then one team will have the Red Markers and the other will have Black or White Markers. This will give the Killer a mental preparation and allow them to start adapting immediately, rather than finding out when its too late.
Some Perk Changes:
Decisive Strike: When left slugged for 110/100/90 seconds, DS will activate. Once picked up by the Killer, the Killer can be stunned for 12 seconds. Can only be used once. This is to prevent over slugging survivors, but at the same time doesn't prevent too much slugging as slugging should be strategic not because the killer is loosing and needs to sweat.
Kindred: Unhooking Survivors, Giving a Survivor an Item, Healing a Survivor, or Taking a Protection Hit for a Survivor grants tokens. Each token will give you 50% bonus bloodpoints in all categories. This is for those juicy Double Bloodpoint Moments.
Hex - No-one Escapes Death: If a Dull Totem is still standing at the end of the match, it will become NOED. This Hex will stay active for 70/80/90 seconds before cleansing itself. If a Survivor begins cleansing the Hex, you will get one notification only. This is to turn it into an endgame pressure perk rather than an easy win crutch perk.
Cruel Limits: When a Generator is completed all Window Vaults on the map will be blocked for 5/10/15 seconds.
Keys & Mori Changes:
Broken Key: Removed!
(Purple) Key: Renamed to Silver Key, allows the bearer to lock themselves in a locker for 20 seconds. Can be used 3 times, more with add-ons or longer with add-ons. Maybe add an add-on where being still too long doesn't attract crows. NOTE: I made this as a Dwight Themed Meme, but I truly think this would have some interesting (and funny) gameplay.
Skeleton Key: Opens Hatch. Hatch takes 10 seconds to open, less seconds with add-ons, and now has an animation for unlocking it. Once opened, the Survivor must interact with it again to actively jump into it.
Moris: All 3 are removed. Now, when a Survivor is on Death Hook the Killer can choose to hook that Survivor and let the Entity take them for extra Bloodpoints, or to Kill them with their In-Game Mori but gain less points. This is to make the Killer feel less bored, and actually feel like they're playing Killer, not just Hook Simulator. Plus the lore says the Entity feeds on Hope, not necessarily the actual survivors.
Perk Based Mori Difference: When killing a Survivor with Rancor or Hex-Devour Hope, the Killer will have a different Mori Animation to the In-game Mori. This is to not only add flavour but also make these perks a bit more fun to use, because they give a different kill animation.
Item Design Changes:
Make each item look different, more like their icons, have different colours etc. just to make items a bit more unique. Also have add-ons alter the item slightly to add some more design. It'll also be a nice heads up to the Killer if they see a large flashlight with a purple handle and large bulb because it tells them there's an insta-blind flashlight in the game.
Endgame Changes:
Doors should no longer spawn too far apart, nor right near one another. There should be a good distance between both that's fair for both Killer and Survivor. This will mean door spawns are now fixed to one spot and are no longer RNG.
Also, if there is only one survivor left, and Hatch has been shut by the Killer, one random door should be automatically 50% complete to give the Survivor another 50/50 chance.
Offering Changes:
Shroud Change: There will now only be 1 Shroud Offering which is for Survivor called Shroud of Separation. This is so Survivors can start all over the map, and do gens more strategically but at the risk of spawning closer to the killer.
Mori Offerings: Removed as spoken about in Mori Changes above.
Map Offerings: Both Killer and Survivor can no longer use Map Offerings as usually bringing a Map Offering means that the Offering User has an advantage. By removing this feature, we keep people on their toes and prevent SWF and strong Killers gaining unfair advantages.
Store/Customisation Changes:
In Store have the ability to Lock a Piece of Clothing so you can see what it looks like with other clothing. Also see your entire 'wardrobe' in store so you can swap and change the outfit you are wearing for better customisation.
In Customisation allow the Player to save their own Mix-Match Outfit and even name them so there's less fuss messing around in the clothes. These can be accessed via a new Icon which can be placed below the Outfits Icon which will be halved in size to fit the new icon.
Spawn Changes:
There are now three spawns only. Left Corner, Right Corner, or End of Map Centre. If Survivor spawns Left, Killer spawns right and vice versa. If Survivors spawns end of map centre, so will killer just on the opposite end. Survivors no longer spawn next to generators. Survivors will all spawn next to each other unless the Shroud Offering is used.
SWF Balancing:
This is a very debatable thing, and its merely an idea, but it might work. SWF are strong, and having 4 perks each makes them all the more unbearable, so I have a potential idea.
Solo/2 Man Team = 4 Perks each.
3 Man Team = 3 Perks each.
4 Man Team = 2 Perks each.
Killer Changes (Brief):
Doctor: Have his Illusions move toward the Player as if it were the Killer himself, but then vanish when close. That would make his illusions more realistic and scary and add some fun jumpscares.
Freddy: LUNGE! Need I say more.
Legion: Upon successfully hitting the 4th Survivor with Feral Frenzy the 4th Survivor is put into the Dying State. The Legion's new secondary ability: Every 90 seconds (or more if necessary) Legion can summon the other 3 Legion Members to appear near 1 survivor each. You will see their auras, or if close, actually see them, chase a moving survivor or stand staring at a stationary survivor for 10 seconds. These members cannot hurt the survivors, but serve as an in-game BBQ for Legion and allow the others to be a part of the game. These Members also have terror radius and red stains to throw off survivors on who is the real one.
Okay, I'm done. I could have probably split this up into several posts but I figured I'd just get it all out on 'paper' so to speak and have it all said.
What do you think. Please no aggro. These are simply ideas that I feel balance the game out a bit more and make the game a bit nicer in certain areas. If you don't like an idea, tell me why constructively.
And Behaviour, if anyone of you lovely developers actually read this, thank you and also feel free to tell me what you think.
Sincerely, the one (fog dwelling) Switchblade ;)
Why stop here? Why not have the code force the Killer to spin around three times counter clockwise after ever hit before he/she can pick up the Survivor? Upon completion of the last Generation KETG can activate, i.e. Killer Escort to the Gate, where the Killer must run to the closest gate and open it for you. And while you are at it, why don't we make the Killers crawl around on all fours so you can ride them like a pony?
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1543376#Comment_1543376
4 minutes isn't a small amount of time, my average match as survivor lasts 8 minutes, I could be a decent way through an entire game.
Keep crawling find the hatch. It is what you do. So much belly-aching.
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Or you could just eat those 2-3 minutes. I'm sure it doesn't happen every game, and it is simply part of things. I hate when the last Survivor just hides and crouches all over the map and makes me hunter the Hatch and her down. I've also had games where Survivors did next to nothing, but hide and it made for a REALLY long game. It happens; it is the exception, not the rule.
I really wish people would quit trying to fix non-problems.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1543001#Comment_1543001
You're literally making ######### up lol I never said that. I never said I want the game to be changed. You're literally just lying at this point to fit your narrative.
You're also a huge hypocrite lmao saying I want things to change but then you want to change DS. Here's your own advice, get good kid. I play killer too, red rank, DS doesn't bother me. I don't tunnel. You're just trash. Get better :) also I'm not hiding behind anything, rank 20s experiences matter. Don't play scummy when the game doesn't ask for it. There's no reason to camp a newbie when there's no gens left and he's obviously new. That's just ######### and cruel and shows you have no skill as a killer. Point blank period. Now get out of here with your bs and learn to not suck.
Manners cost nothing, neither does good sportsmanship. I've never met a Red Rank Killer who behaves the way you do, but I'll have to take your word for it and assume there is a first time for everything. Cruel? I think you need a new hobby champ; you don't have the temperament for this game. To quote Dalton in Road House, "there's always Barber College."
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Or we could all just play the game and keep all this whining and winging to ourselves.
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@Customapple0 said:
Totally fair & balanced, especially with 2 add ons that can delete healthy survivors from the game.
”Don’t feed him” It’s not possible. You can only delay it. If he runs PWYF with Judith’s Tombstone it’s pretty much GG unless you manage to genrush him.
Tombstone piece & Judiths Tombstone might be ######### add ons, but it doesn’t defend them from being the broken add ons that they are.
And yet, despite all the wailing and complaining, Myers has not run away with the game. Does he have some cool stuff? Sure. Are there people out there that run him well? I would think so, but I rarely run against him as a Survivor too. Why? He is hard as hell to get proficient with. Why don't you try playing him for awhile before you pass judgement. Myers is the only killer I've really been playing now for two cycles and I've YET to get under Rank 11. The best advice I can give to any Chicken Little, and that means you types claiming the sky is always falling, is to play the Killers you moan about yourselves. Prove us wrong. Run away with the game and demonstrate to the DEV how broken they are in fact. If you manage to do that it will have far more effect that the winging and whining. What I think you will find out is that old Mikey isn't OP at all. You get a very different perspective when you have test-driven all the cars.
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@GhostFace_Killer said:
Does anyone else have a survivor that they prefer to chase down before anyone else? For me it is when someone picks the Shaved head Dwight skin, because he looks like Vsauce. Not that i want to murder Vsauce, i just find him really annoying.
https://us.v-cdn.net/6030815/uploads/CV8JM5R27A3D/michael-stevens-vidcon-2016.jpg
I don't have a favorite Survivor, but a favorite outfit. I love killing anyone in the Elf costume. I refer to them all as Bo-Jangles and wearing one is a big old target on your back. I love to Mori them. I don't know why; I just do.
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@Lavos99z said:
https://forum.deadbydaylight.com/en/discussion/comment/1542045#Comment_1542045
You come off as very pompous and holier-than-thou with the way you word this. I'm gonna disregard everything you just said. It's wrong anyway. The game has toxic people, and that's how it is. Yes. But there needs to be something done about that toxicity. There are steps taken in other games to prevent that behavior. I want a solution. I play the game fine a vast majority of the time. Killer I could be better with I think but overall I'm solid. The problem is the way some people like to play. Get out of your own head for a second and take into consideration what I'm saying. "Man up" doesn't work here. You're just being insulting for no real reason. If you think being another human being who has concerns about the direction of a game is a problem, you are part of the overall problem that I am addressing.
The simple fact is you don't measure up in certain situations. Other people handle it fine. Do I like it when I get camped, tunneled, or mori'd? Of course not, but a good sport chokes that anger down and is polite in defeat. Learn from your losses. Are you honestly saying you can't manage to learn what literally thousands of other Players have learned to deal with over the years? Do you really want to admit that?
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Agreed and those things get reported. And the DEV can see it when they check. But there is no point complaining about it here or after game. I report ever D/C that happens, period. I don't like my games messed up, even as the Killer, as it takes away my earning them proper. But all this Toxic nonsense has to stop. D/C and stuff like that you just report.
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@RakimSockem said:
So OP asked about counter play for a Myers who is ALREADY in tier 3 and of course the non reading people of the forums are jumping in and talking about avoiding being stalked and how slow Myers is at the start when that isn't the point....
Counter play to Myers in Tier-3? Same as fighting guys with Chainsaws. Loop, coordinate, and get the heck out of dodge. That is really the long and the short of it. Tier-3 Myers is simply a Killer that can down you with one hit. He is hardly the only one around that does that. Don't feed him with his obsession unless you want him up to 130% speed. Treat him JUST like a chainsaw wielding maniac.
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@cenoflame said:
https://forum.deadbydaylight.com/en/discussion/comment/1542107#Comment_1542107
Not a strategy. It's a toxic behavior that's killing the game.
I hate to break it to you buddy, but camping has been around since the game started and there has been winging folks like you complaining about it forever and the game ain't died. It gets bigger all the time. What you mean is you aren't good enough to beat it, so it is killing YOU. Lots of people have opined good advice on how to deal with a Killer that baits a hook. Truth be told most Killers either let you get someone off the hook because they want it to happen, or they have setup elaborate traps. I can camp a hook from a long way away. Some Killers can do it from ANYWHERE on the map. The only difference is you don't KNOW they are doing it. So you might as well accept that when someone is on the hook you are always taking your chances trying to get them free. If it were easy, it wouldn't be an objective now would it?
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And to the OP, please let me know if it was me you faced. I'd be thrilled. :)
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@cenoflame said:
I would prefer that camping killers lose more bp the longer they stay close to a hooked survivor. They might camp farther away, but it could still give them a chance to be unhooked.
Or, you just accept that camping is a legitimate strategy and you just have to deal with it. :)
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I've been playing Michael Myers pretty much exclusively. I've decided that until I break below Rank-10, I'm not proficient and I'm not moving on. I'm kind of fixated that way. I have a fairly balanced perspective of what Myers can do and what he can't. On a big map, against well-coordinated SWF he is toast. They spread to the four winds, keep eyes on him, and take advantage of his slow build to get 3-4 Generators popped before he even hits Tier-3. At that point, it goes down hill fast. SWF are kryptonite to him as they are to so many other Killers.
That being said, I flood the map with Totems, as many as I can (Ruin, Third Seal, Thrill of the Hunt) or mix in Haunted Ground sometimes. This helps slow down the Gen Rush a bit. I always take Play With My Food. I usually take a Mori (or Tombstone Piece) so if I find I am fighting SWF I simply gut them down a team member as rapidly as possible to even things up. It is harsh, but against the 5th Perk (Comms) it is really the only effective option I have.
Against normal Survivors, who aren't using Comms, I generally don't use the Mori even if I'm carrying it. I prefer a classic game and get more points out of three hooks. In a small map Myers is downright deadly, particularly if he is running either the Cracked Mirror or the Vanity Mirror. It should be noted that if I play Spooky Myers (also called Jump Scare Myers) I definitely swap out the Third Seal for Haunted Ground. He is invisible to most aura reading already, so the Perk would be wasted. I love the Third Seal when I mean to be going to Tier-3 because so many people rely on aura reading and I deny them that.
So how do you beat Myers? Easy. Don't let him get a good Stalk on you. Don't let him mind game you. He starts slow and keep his damn obsession away from him. Banish her/him to the other side of the map to work on some far away Gen while someone else loops him while he is slow endlessly to let your buddies pop Gens.
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@VSchmitt said:
Look. I'll start this by saying: DS is a really good anti-tunnel perk (and I know that the Devs never said it was its function) as BT is a great anti-tunnel perk.
Now that's over, WHY, WHY in the heavens the devs doesn't say NOTHING about all the complaints (and proofs) that DS is a broken perk in its current status?
Hell, there's almost a consensus (when you play both sides) that 1 minute of immortality and "do whatever you want as long as the perk is active" is utterly BS.
And a really good solution has been brought by Scott Jund (and many other players). Give DS any duration you want. Hell, make it last for the rest of the match. BUT, in the moment that a survivor touch a gen o start healing somebody, the perk desables.
It's that simple. You won't get tunneled, as it will be up, and the killer won't have to worry about you sitting on a gen in his face 'cause you have 1 minute of "get out of the jail free card".
Why is so difficult to do that? (Besides the fact that survivors are the majority of player base and god forbid that the devs mess with their beloved perk).
EDIT: BT is great anti-camp perk.
I doubt they turn a blind eye to anything. They just do their own testing and make up their own minds at their own pace. Largely, we aren't entitled to know what they are thinking or what they will do. They certainly don't answer to you. Have I lost kills to DS? Sure. Is it annoying when they use it at the right time? Absolutely. Them's the breaks. I can't abide people constantly complaining about Noed or camping, or tunneling or whatever the hate of the day is from Survivors and I don't really care for Killers complaining about Perks.
If you want to complain about something, complain about SWF. That is actually an issue, a 5th Meta Perk called (Comms) which when used to coordinate well, is like having an anvil falling on your head.
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@Zenn said:
Did we even ask for this? Crossplay has ruined this game. Turn it off? Well good luck getting into a game since every PC player that has it ON can't be in a game with you. This is awful design. Console survivors are awful. Console killers are awful and toxic. The game is not fun with crossplay. It's also pretty clear that console killers have some sort of huge advantage given to them. I'm normally rank 3 survivor and I can't even climb right now with these killers. They are like 5x faster than normal, never miss, and hit me from like 10 yards away when I'm nowhere near them. This sucks.
Baloney. Poppycock. I've noticed no difference in them whatsoever except that they can't talk at the end of the game. I'm kind of the opinion that we should turn off all talk at the end of the game. It has been quite refreshing. Since Cross Play started I've never sat in Que more than a minute or two. I've had challenging games from both kinds of players and fought against groups that had both among the survivors.
Now, I will say that people who play on the Console, demographically, tend to be younger. People who play on the PC tend to be older. There are exceptions of course, but them be the facts. I'm glad all of us are in it together.
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People reporting stupid things has undermined the purpose of the reports. It is supposed to be for people being rude, profane, racist, sexist, etc. in the after game chatter. It is supposed to be for reporting hacking. Instead, we get who knows how many silly reports of camping, tunneling, and Mori use, all of which are legal. If we don't want our community to be toxic, the answer is simple. Be dignified and humble in victor, and polite in defeat. Keep any idiotic racist, sexist, or whatever garbage to yourself. If you are angry, bite your tongue. Channel that rage into playing better. Good sportsmanship is simple, so are manners.
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@Lavos99z said:
Yeah, I get that you guys are likely gonna suggest playing around it...but even as a fairly savvy survivor...it ain't happening. I can run the killer, pallet stun them, and still get tunneled if they choose to play that way. It is very tiresome. Why isn't there a penalty for this type of play? There really should be. I refuse to do it intentionally as killer, I see no reason to. Toxicity is a real problem. It's more than just what people say in post game, it's also HOW people play, and I'm getting fairly sick of it. I enjoy this game, but I hate the people for this reason. There's just nothing I can do. BHVR needs to step in and penalize these scummy folk.
This is a PVP game. There is nothing toxic one can do INSIDE the game as long as you aren't hacking. You play hard and to win. The Killers seek to kill as many as they can. The survivors seek to get out alive. That's it. The so-called "toxic" comes from whiners, wingers, bad sports, people who strut arrogantly when they win, and the profane. What is toxic is people like you complaining about every single thing. I've been accused of camping when I was merely on the same side of the map as the hook. I've been accused of tunneling when I hooked a different person every time. The truth is I take WHOMEVER is in front of me. That's it. The sad truth is the same sad sack I hooked the first time is usually lower quality and likely to end up in front of me again. Ideally, I prefer to grab people as they pull you off the hook. Then I can't tunnel you because you die on it with your buddies all around you. Man up. Play the game, or go back to Mine Craft.
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@papabear2009 said:
I believe this would be a good idea to give survivors blood points when they are hooked and the killer go within a proximity of them. It be a small reason to demotivate camping but more of a compensation for when a survivor gets faced camped or trolled.
Example of this could be: Whenever the killers terror radius is within a hooked survivor the hooked survivor receives 100 blood points and can proc every 5 secs.
When there is a camped survivor all your team mates usually make decent amount of blood points but you get left with almost nothing. Only the killer and not the unfortunate camped survivor should be punished with a lack of blood points for camping.
Silly idea. The most effective campers don't have to be even close to you to do it. Hag, Demogorgan, Myers, and a whole lot more actually. It is the less savy campers that you actually see. All your idea would do is give free blood points to you when you haven't earned it.
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@Lavos99z said:
They kind of run scummy builds and tunnel more often than PC players from what I am noticing with cross play. Why is it so bad with console players? Can someone tell me why a killer on console feels the need to run a build like NOED, Blood Warden, BBQ, and Dying Light all at once? Never saw it this bad with PC players. Worst of all, can't even call these people out for their overcompensation. I may be seething a little bit from all of the tunneling, camping, and relying fully on perks rather than skill with the killer's abilities. Who would not be really?
Baloney. I've been playing pretty heavy since crossplay started and the ONLY difference I've noticed is the quiet at the end of games. They don't tunnel, camp, mori, or whatever any different.
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@EmpireWinner said:
What's your take on Swf? Do you like it? Don't? Why?
Do you enjoy having challenge?
I dont mind going against a swf, but I do enjoy going against them as they make the game interesting. 90% of the time, they enjoyed the match and had fun(me as well), true champs.
There is a difference between a challenge and a brick wall. SWF once they have reached a certain level are a brick wall. The 5th Perk (Comms) requires the VERY best of the best to beat them. What I would like is for groups to enter a lobby where we know they are groups, i.e. teams and Killers that want to take it on can. More to the point the Devs can balance it for that 5th Perk, say an extra Generator has to be turned on to operate the gates... and whatever else tests well.
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@notlonely said:
Yes there are many types of counterplay but most of the times it's baby survivors who can't counterplay camping against a baby killer. What should be done is make the Entity not to progress on the hook (aka stop the red bar if the killer is close) that would force killers not to facecamp.
No it wouldn't. There are Killers that can camp the hook from across the Map. It would only stop some Killers. It is inappropriate. There will always be risk in unhooking someone. That is why it is worth points. It is also because more of you means faster Generators. It is in your best interest to unhook and the Killer's to prevent it or punish you for it. There is already plenty of counter play to Camping. Use it.
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@Erk said:
The same question goes for survivors aswell. I try to win but I don't tunnel, camp or any of that stuff and at worse I pull out a 2K ! Am I really sweaty ?
I don't understand the mentality of "PC killers are sweaty". I think its because playing killer on console sucks so they get beaten easily ? Am I right about this ? We are just trying to win here, we are not ruining your fun, we are just playing the game. What do you want a killer to do, just give you BPs and let all of you go ? If I do that will I be not-sweaty ?
Oh, and as a side note : I won't know this but you will, if you try to piss off the killer, try to bully him or ruin his fun, he can do anything he wants do with you. If you bring OoO against a Trapper you deserve everything that comes your way.
Ignore them, laugh at them, or tell them you love the salty taste of their tears. They are bad sports. We should be gracious in victory and polite in defeat.
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@maderr said:
https://forum.deadbydaylight.com/en/discussion/comment/1523154#Comment_1523154
Camping is a bad strategy that doesn't work if survivors gen rush.
Leaving the hook 10 seconds and come back to down the unhooked guy and then chase the savior is a strategy that work 100% of the time, especially if survivors don't use borrow.
And last two days, every killer i have played against used it, and got their 3k+.
Tried it today against a good swf (or trioQ). Got 4k.
It's a shame that such a "strategy" is working. Developpers are dumb to call this a strategy, it's not as it always work. It's not mindgame or demonic 200IQ. It's just EZ.
But well, when i saw Mathieu Coté playing the Hag and get bullied, i udnerstood this guy is just a noob who will never know what direction to give to DbD.
You kind of undermine your own point when you say "camping" is a bad strategy if you follow it with your experience of it getting every killer you played against a 3K+. :)
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@Widden said:
https://forum.deadbydaylight.com/en/discussion/comment/1537461#Comment_1537461
If someone using spine chill. They are trash players
I'll take Otzdarva's opinion over yours any day. :)
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I suggest the person seek professional help. You are unlikely to find that here. Also, if someone believes that they do suffer from this, playing a game about serial killers is probably not advised.
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@dugman said:
It's amazing how some survivors constantly complain about NOED, yet when I run Haunted Grounds or Devour Hope and get one or two instant downs out of them mid-game I never get these complaints after the match. Yet NOED is really just an Exposed condition perk like Haunted Grounds or Devour Hope that happens to trigger at the very end of the match instead of in the middle of it. If anything Haunted Grounds in fact is probably better than NOED since the downs you get from it happen earlier in the match so have a better chance of building momentum to snowball into keeping the gens from being completed at all.
Also this notion that if the gens are done the killer is "bad" is nonsense. The game is designed to be balanced around 2 kills per game with exactly 2 kills more or less being a draw. Which means that you should expect probably 60-70% of games between equally matched opponents to have between 0-2 kills (i.e. losses and draws), all of which involve the exits being open and the gens all being done. Therefore the post-gen completion phase that NOED uses is not a sign of a "bad killer", it's a normal part of the game that even good killers are going to experience all the time against equally good survivors even when they play well.
Excellent points. And of course, there are Killers that can insta-down you all game long without the need for a Hex. Get over yourselves. Noed is probably better for you because:
- You can make sure it never happens and thus waste a Killer's Perk slot.
- You know when it will happen and aren't going to be surprised.
- The Killer still has to be on you or pick the right gate.
All in all, the only thing that makes Noed painful (when it is really not bad at all) is that you have all your little hopes up and can see the light at the end of the tunnel, and get extra mad when it is snatched away. Get over it. Noed is just the Exposed status and being insta-downed is pretty widespread in the game. The first time people face a Tier-3 Myers and get insta-downed they are confused, and downright angry if I just outright Mori someone that has never been on the Hook. :) Those people might have some room to be annoyed. Those people upset about Noed do not.
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Here is a tip. Many talented Killers, that know exactly what they are doing, take Noed (among other Hexes) to SLOW DOWN Generators. Every second spent hunting down and cleansing a Totem buys the Killer some breathing space. We don't expect Noed to still be up at the end and actually go off. If it does, that is BAD on you.