MrLimonka
MrLimonka
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- MrLimonka
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Comments
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Mostly when I see a 3-4 man SWF where at least one person has 2.5k+ hours.
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Ghostface has the best perks out of these, and in my opinion is the most fun to play.
The other DLCs come with survivors though, so if you play survivor too you could get the other ones.
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Can you describe what they did in detail? How did they "team" with the killer
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Then don't complain about DS/Unbreakable.
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That's a true solo queue experience. I suggest you use deliverance - very useful in these kinds of situations
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You can definietly improve to the point these teams (even though they are a huge rarity) will be no problem. Very good nurse/spirit/huntress mains would waste this team to the ground.
Besides these perks (except OoO, which is OP) are used to counter playing unfairly, e.g camping and tunneling off the hook.
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Or... you know, you could just improve?
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Yes, let's compare a fighting game to Dead by Daylight.
What's next? Maybe write an essay on how similar Call of Duty is to Farming Simulator? Both have vehicles, right?
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Exactly! I expect more for 15 bucks.
Minotaur Oni does not feel like a minotaur, he feels like Oni in a minotaur costume. Really dissapointing.
I also feel like legendary skins for survivors should come with a third emote - that would make them "legendary"
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1593005#Comment_1593005
You know the apply pressure thing is proven to be wrong right?
Even OTZ and Tr3 both mock the "Just Pressure" arguement because it can literally be impossible to do so without the survivors messing up depending on how the map spawns/having these perks.
Wow.
Let me tell you, streamers are not perfect god masters of the game and even they can sometimes lose. Form your own opinion, maybe?
Besides, teams like you described happen only once in a blue moon. Yes, once in a blue moon - and I get that it can be frustrating and very difficult to beat those kind of teams - but it's still possible. And the killer is not supposed to get a 4K every single game.
And you can't predict the outcome of the match with mathematics. There are way too many variables to take into consideration. And if you play smartly, survivors might not get to use both DS and unbreakable even once during the match, so yeah...
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One of the devs said that they have a tweaked, better version of Blight, they just did not release it in the PTB. God knows why.
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I really like the general idea, but I think this is pretty complicated and would be pretty confusing to a lot of people.
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Both of these are good, but for me in terms of healing bringing a brown medkit into the match is enough. You practically never run out of them..
If you need a perk perfect for solo queue, try Kindred or Bond - both are very good
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Actual gamechanging tip:
Leave gens that are in structures or special buildings (Like the ship gen in the swamp, or the saloon gen on the Saloon) for last. The killer has to waste a lot of valuable time to get up the structure and chase the survivors working there off, while other survivors can work on other gens.
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Excluding keys and moris, because they obviously take first place.
Survivors: Experienced SWF with an Object of Obsession
Killers: Tunneling weaker survivors to get them out of the game as quickly as possible
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@PanicSquid said:
Under normal circumstances it would take a survivor 120 seconds to die on hook. It takes 80 seconds to repair a generator solo, without anything to modify the speed.
So if all 3 remaining survivors split up and work on gens, that would cause 3 gens to finish with 40 seconds before the hooked survivor dies.
2 survivors working together finish a gen in ~47 seconds, which pops a 4th gen approximately 7 seconds after the hooked survivor dies. and has the 5th gen half done.
This doesn't account for the time it takes to find a new generator, it also assumes that all gens are starting at 0, the first chase took no time, it took the killer no time to hook the survivor, that there are no perks or toolboxes in the game to modify speeds, and that no skill checks that are failed or great. Also being assumed is that there is no key in play.
Dealing with a face camper is very much as simple as splitting up and working on gens. Work on the most dangerous gens or central gens first, then work on the gens on the edges of the map. Then you throw every pallet that you need to until the gates are open, because that killer probably has NOED/Blood Warden.
If you are being facecamped, it is your job to take as much time as you can to die. Do not try to Kobe from the hook, do not stop struggling. Make the killer waste the whole 120 seconds.
Did you even read the post?
Of course, like you and I said, splitting on gens is the best thing to do in the situation - but only a well coordinated SWF or VERY smart solo queue survivors can pull this off.
Your average survivor team (for example 2 friends and 2 solo survivors) won't be doing the optimal thing - one person will be trying to save and crouch next to the camped person, one is going to wander around the map and one is working on gens. This way, the killer gets an easy kill, and there are 3-4 gens left to be done. Winning from that point is a piece of cake. A camped solo queue player can also just suicide on hook, because he won't be getting any points anyway and might as well move on to the next game.
And I don't think I need to explain why standing still in front of a hook for 2 minutes shouldn't be a valid strategy to beat average teams. Do I?
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1589188#Comment_1589188
I beg to differ. I have Red Rank Killers after me all the time and I've been camped by them just as much as anyone else. These "subjective" terms like Camping and Face Camping MEAN NOTHING because nobody agrees on it. More to the point, camping (all kinds) is part of the game. You can look back through my posts. You won't find ONE of them talking or complaining about a single Survivor Perk that is INSIDE the game. Why? Because I simply adapt. I play both Survivor and Killer. I've been camped and I have camped. I'm fine with it. I've been tunneled and I have tunneled. I have been mori'd and I have done my fair share of them too. The game keeps right on clicking along. These things aren't problems. They are weird abominations created on the forum in the echo chamber, where we only hear from the unhappy people, rather than the vast majority of players who are FINE with things.
Well, there are objectively 2 types of camping. Proxy camping - patrolling the area around the hooked survivor (valid strategy) and Facecamping - just staring at the hooked survivor from very up close. My idea was to prevent the latter.
Camping IS a part of the game, but it shouldn't be. And no, most people are not fine with it. It is the source of the boring survivor meta. Killer is camping? Bring borrowed time. Killer knows how to counter BT, or you don't know if teammates will have it? Bring DS just in case. Killer would slug to avoid DS? Bring unbreakable. Without camping, survivors wouldn't use these perks as much and the game would be much healthier.
The devs just need to focus on preventing tunneling/camping and readjusting gen times/adding a second objective. That would make the game much more fun to play.
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@Boss said:
So if i were to stand 6 meters away, i wouldn't apply the buff to them, right?
I just presented an idea - of course it is not perfect and would have to be adjusted correctly but you get the gist of it.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1589162#Comment_1589162
You have the same access to their info to send them friend requests that I do. Or you can train them in the game with animations, point and etc. You can get your meaning across, slow but sure. THIS is the game. It is FOUR Survivors versus one Killer. You are not guaranteed all the other Survivors are as good as you. It requires teamwork. Most get better with time. But expecting the game to constantly penalize the the Killer Player because "some" of the Survivors aren't up to snuff is ridiculous. You can also get yourself a group of SWF if that is what you want, or play CUSTOM games where you play only with people you know matter. OR you just keep Ranking yourself up. The better your Rank gets the more other Survivors of like Skill you are going to end up with. Or, play Killer if you can't handle being part of a team.
Yeah, you try convincing that random claudette that crouches next to the camped survivor to do a gen. See if you are successful. Facecamping should not be a thing - on high ranks it does not happen and on low ranks it is more common and unstoppable. That is how you lose a playerbase. Maybe you should try playing survivor sometime.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/1589104#Comment_1589104
Someone could keep you at the hook and if you leave they get an unhook.
Well uh, just hit them and if they don't leave, just down them and take them away? If you didn't see the edit, I meant 2-5 meters from the hook. Not too much to loop there
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@Dwinchester said:
Cant be done. Toxic swf will abuse it by looping the killer around the hooked survivor.
If the devs want to get rid of camping, they already have the mechanics to do it, pyramid heads cages. They dont want to get rid of it though. They want frustration on both sides to keep you coming back. Same reason they dont get rid of teabagging or the survivor meta.
See the edit. You can't loop the killer 2-5 meters from the hook for more than 5 seconds, so no I don't think this is an issue
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@bubbabrotha said:
This would easily be exploited.
How, exactly?
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@pseudechis said:
The problem with solutions like this is people keep their chases and loops near the hook in order to exploit the benefit. So the onus is on the killer to always hook away from any strong structure or simply ignore any nearby survivors and play sub optimally.
It was before my time but I believe punishments due to hook proximity have been tried and the end result was the same. Its exploited in the other direction for the benefit of survivors.
I meant "extreme proximity" - something like 2-5 meters. it would be difficult to loop a killer 𝘦𝘹𝘵𝘳𝘦𝘮𝘦𝘭𝘺 close to the hook - thus it would not be an issue
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@Todgeweiht said:
I hate almost all of Aces outfits. Also the demo chains is pretty bad.
How can you dislike Ace's outfits? He is the most elegant chap in the fog
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/1589012#Comment_1589012
Literally had a game earlier today playing as Ghostface. Seen a David running OoO. After I sacrificed him, he complained about being tunneled. He wasn't even a good looper or anything.
Well yeah, if you can't loop well and run OoO, then you're asking to get killed. Shows how unbalanced this perk is - literally a nerf to weaker players and a massive advantage to already good SWFs.. The devs really need to change it.
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Literally no one apart from sweaty SWFs run Object of Obsession. And the player running object there does not mind getting tunneled, because he is the best looper in the team and will waste a lot of your time.
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Breakdown would be too op.
Aftercare is ok
Distortion should work based on the terror radius, not 20 meters - it would give out stealth killers
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Totally agree. If the latest meta survivor perk (dead hard) came out 9 chapters ago, then there is something wrong with the perk system.
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Exactly! You go to Shelter Woods with balanced landing? No perk for you!
Playing as killer, I would take old balanced landing any time over the constant Sprint Bursts/Dead Hards every single match.
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Just slug. Also, if you hooked everyone 3 times and the survivor who escapes through hatch 2 times, you still can get merciless killer
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You win some, you lose some. You're not supposed to win every single game. That's how video games work, right?
I do realise Ormond is not the fairest map, and SWF has big advantages, but you played spirit - a killer that can easily destroy even the best swfs.
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The main goal was to readjust his addons - to delete the insta-saw combo. But similarly to nurse they also had to slap a cooldown on him.
Plus basekit Billy was not really nerfed anyway. Getting overheated is very rare.
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Thank you for your valuable opinion, MegHasCuteFeet.
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Probably the best tip is to not commit to a chase if someone can loop very well - especially when they are in a strong tile.
Also don't chase survivors in areas where all gens are done since your primary objective is to protect generators. Also use a good build - an info perk and either aggresive perks like Bamboozle/Spirit Fury/Enduring or slowdown perks like Pop/Ruin/Corrupt
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Please tell me you are baiting.
Maybe survivors who play SWF should start the match on a hook, and they have to kobe to play the game? Would be totally balanced then, right?
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If you're playing on PC, check out this site:
Dead By Daylight Playerstats, cosmetics, perk info/randomiser, shrine and morePut your Steam ID in and you will stats of your account
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This must be a bait. Please be a bait. Don't tell me you are serious.
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@NivlacACE said:
Pretty terrible idea, for one it’s pretty OP to know the killer before the match starts, and second you can just set your profile to private or disable comments.
Did you do any critical thinking before suggesting this?
I don't think they mean seeing who the killer is, but the abiity to see the killer's profile. There would be nothing wrong with that and would be a nice QoL change
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It's not like many people will buy this outfit, anyway. It doesn't fit Claudette's character and most Claudette players use the P3 outfit.
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Pennywise is made by Stephen King, and Stephen King is kind of stingy with licensing. I'm not saying it's impossible, just very unlikely
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Rules set should definietly be base kit, but I really don't like Iridescent ambush - it would be an even better version of iri hatchets, because you can use your ambush attack whenever you want. Way too overpowered, even with removed beartraps.
My idea for an iri addon is to give pig a way to replenish traps, or just make them unlimited.
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@Zayn said:
https://forum.deadbydaylight.com/en/discussion/comment/1575050#Comment_1575050
Purple outfit? Like a recolor you mean or a legacy-type purple cosmetic?
Oh, I meant purple rarity outfits - the ones in the shop that cost 1000 auric cells or 21k iridescent shards. And my proposal was to give one chosen purple rarity outfit to each character for free after prestiging the account
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That would be the most masochistic thing you could do in the game. If you did prestige III all characters, you should get a reward without resetting anything, because that's a huge accomplishment in itself.
If you got a reward for resetting however, then I think it should be the option to get one free purple outfit for each character (excluding the licensed ones), auric cells or lots of iridescent shards..
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The perk is primarily used for anti-tunneling - tunneling should not be available as a cheap tactic to win. Therefore yes, DS, although a bit nerfed, should be basekit, same as corrupt to prevent 3 gens from being done after downing the first person.
DS we have now is fine as it is. To be fair, it is a perk you may not even use once during a match. It is used in a scummy way only rarely and survivors use it mainly to prevent being tunneled. I can't imagine going solo queue without DS.
All killer mains should have the experience of being proxy camped and tunneled off the hook without DS or Borrowed Time and see if they have fun. Maybe then they will stop complaining.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1573421#Comment_1573421
The point isn't cohesion.The point is fu*k gens.
Ok, you convinced me. I'm going to run this build on every killer now. Fu*k gens indeed
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Looks nice, but unfortunately BHVR has lots of trouble modelling longer hair. That's why you see the same side cut haircuts on survivors. I'm guessing the hair physics are kind of outdated and if they wanted to add long hair, it would either drop the FPS or the hair would look very janky.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1573384#Comment_1573384
I have a build a called "FU*K GENS" and it consists of Surv, Overcharge, Ruin, and Dragon's grip.
Not that you asked, i'm just saying I have a solution for everything.
Ruin? It doesn't really go that well with Overcharge and Dragon's grip, though..
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The problem is that these meta perks prevent the game from being unfun. The base game is supposed to be always fun, and perks are supposed to spice things up and give you lots of different playstyles. That's not how it is, though - if you don't run the survivor meta, chances are the killer is going to tunnel and proxy camp you and if you don't run the killer meta, the survivors will do gens in no time. If both of these things weren't an issue, then players wouldn't run the meta so much.
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Stretched res removes all possibilities for mindgames and stealth because you can just see the killer at all times - over the obstacles and in the far distance and thus massively helps survivors in looping. Of course it's cheating.
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I brought one to a match recently and because it's a secret offering, 2 survivors disconnected after I downed them because they thought it was a mori. Fun times.