No_Cluie_Louis
No_Cluie_Louis
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- No_Cluie_Louis
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@MikeLatin7 said:
@MikeLatin7 said:
you know > @FrenziedRoach said:@MikeLatin7 said:
@FrenziedRoach said:
All killers run at 115% speed. Only exceptions to this rule are Hag, Huntress, and Nurse. (And EW1 Myers)Jesus, your dreaming they don't, 1 trapper, 2 Michael Myers, Leatherface hillbilly without the chainsaw are the fastest without perks and with them they are like freight trains ready to run you down,
I get that English isn't your first language, so I'm going to give you a pass on this one.
I'm talking about their default walking speed, not their lunge or p
I going to give you a pass on being a moron, my people have been here for hundreds of years your forefathers came on a boat your the real wetbacks we are true Americans, so there it is there
Argue all you like but it's true. All the speeds are the same except for nurse, huntress, hag and michael in tier 1. (the doctor's also a bit slower in treatment mode and the wraith a bit faster when invisible but they don't matter)
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@DocOctober said:
Listen, the movement speeds can be empirically tested as there are some fixed and known distances in the game. All that is required then is the good old distance over time formula to calculate the speed.I've tested all Killer speeds in this game, even ones that we didn't have any information on from the devs until recently. Everything checked out.
The default Killer speed is 4.6 metres per second (~15 feet per second).
That speed is shared by most Killers:
- Trapper
- Wraith when uncloaked
- Hillbilly
- Shape on Evil Within II & III
- Doctor in Punishment mode
- Cannibal
- Nightmare
- Pig
- Clown
Then there are Killers that move a bit slower to compensate for their abilities either having great reach or having a teleport ability:
- Hag, Huntress & Doctor in Treatment mode (4.4 m/s)
- Shape on Evil Within I (4.14 m/s)
- Nurse (3.85 m/s)
The default Survivor running speed is 4.0 m/s (~13 ft/s)
Now, there's a common misconception that the Trapper and the Clown move faster than 4.6 m/s, but that is not true and has a simple explanation for why people think that.
Both Killers, unlike the rest, have a walking animation instead of a running animation. This creates an illusion, a kind of disconnect between the speed you expect from someone who's walking and then what they actually have.
Yeh a lot of people get confused with Myers as well. he's no faster in tier 3 than tier 2, it's just his lunge is increased and it makes an illusion he's faster.
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I have a feeling you're slightly #########. He's a semi decent killer but far far far from OP. Also a buff is where you improve something not make it worse

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@Mc_Harty Exactly my reaction
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No they decided it wasn't finished yet as it wasn't balanced. It will probably come in the mid chapter patch or the next chapter.
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I love him so much. Such a great well thought out power. I think trapper would be my favourite though if he was actually any good
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@Jack11803 said:
@Dwight_Confusion said:
Survivors aren't entitled to survive.That is a huge problem and logic failure in them.
The game isn't called "Survive by Daylight".
ANother very poor concept with survivors thinking.
The idea is intense, scary... gameplay that makes it difficult to get out. Getting out should be fairly rare and not easy.
So when you get out it is like 'man... that was crazy, I'm lucky to have gotten out".
That isn't the case so much.
He knows he’s not entitled to live, he’s saying the hillbilly got bent out of shape due to acting entitled to 4 kills, and failing horribly, due to his own mistakes no less.
Thank you for understanding me
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@Dwight_Confusion said:
Survivors aren't entitled to survive.That is a huge problem and logic failure in them.
The game isn't called "Survive by Daylight".
ANother very poor concept with survivors thinking.
The idea is intense, scary... gameplay that makes it difficult to get out. Getting out should be fairly rare and not easy.
So when you get out it is like 'man... that was crazy, I'm lucky to have gotten out".
That isn't the case so much.
I get where you're coming from i really do, and the way i'm thinking is that it should be like that but its not, as the game isn't really balanced. However, we know that and it's pretty obvious now that a 2K is standard and that's what you'll often get at the high ranks. so my point is don't get salty when you don't think you're gonna get 3 or 4 kills as 2 is standard, the game just is that way even if it shouldn't be. Don't take out your anger at the game have problems on the survivors who are just playing the game. You get me?
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@Cetren said:
You havent played very much killer if you think they get spoon fed 4ks.But I will agree that that Billy is overreacting way too much.
I've got 600 hours of gameplay and most of that was killer. What i mean by spoon-fed is when people first start playing and they're at the low ranks, kills are easy to get and you can often get a 4 kill. Then the surprise that survivors actually know how to play when you get to rank 10 and beyond can make killers act like that billy did.
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So far my options seem to be Sprint burst, bond, borrowed time, urban evasion, we'll make it, iron will. I don't want to use self care and atm i'm using bond, (which im enjoying) borrowed time, sprint burst (a must have at high ranks), and the other slot is random. What fits in that build out of those i suggested?
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@bevdog67 said:
PinkEricka said:Reason for survivors to DC:
• being tunneled for no reason
• being camped for no reason
• having a ######### team that won’t cooperate
• being found when you literally just spawned 5 seconds ago constantly each matchReason for Killers to DC:
• swf team trollingIf they didn’t DC because of these reasons, then they’re just cry baby entitled killers that can’t handle losing and have to pull the plug on their internet to ensure no one gets points if they can’t lmao
You make this sound like it's ok for survivors to DC in these situations. There are no excuses for ruining your team mates fun. It always boils down to the fact that if you don't have the mental capacity to finish a game with people that depend on you, you are immature and probably shouldn't be playing the game in the first place.
It's nice to see a fellow player who thinks it's never ok to DC. Its unfair to ruin everyone elses fun because you're having a bad time.
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@Dwight_Fairfield said:
@No_Cluie_Louis said:
@Dwight_Fairfield said:
Team Dwight. He is a lovable nerd with great perks, and some of his clothing is hilarious."great perks". Care to elaborate?
Leadership and bond. Love 'em both.
To be fair, bond can be useful if you don't want to be toxic and use self care. But leader is terrible
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so true. the past 3 days (not including today) i can't pip cuz all the killers have been tunnelling camping or even worse insidious camping, and my teammates don't seem to know how to dodge a leatherface chainsaw, or how to disarm a trap. FeelsBadMan.
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He's cute and he's got good perks. Him and his borrowed time are the reason we aren't left for dead to those campers every game.
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@Dwight_Fairfield said:
Team Dwight. He is a lovable nerd with great perks, and some of his clothing is hilarious."great perks". Care to elaborate?
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However much i love our finger gunning ace, i'd like to survive and that ain't happening when im tunnelled all game. Claudette's my main, Ace is my dad.
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@Beaburd said:
@No_Cluie_Louis said:
does tenacity really make that much of a difference? I usually can still find the survivor again within seconds as it doesn't seem to get you that far however i don't think i'm against builds like that very often. Also often if i'm downed after saving a teamate. The killers always forget about the other survivor and pick me up straight away. I think it really depends what rank you're playing at.It only works if you try to break line of sight or distract the killer while you're down, but it makes a definite difference when you can do that. I've lost killers by getting downed while jumping out a window or putting down a pallet and using that time to crawl around the obstacle while they vault/break the pallet. Also, like I said, getting downed immediately after the unhook and/or near other survivors can work for sure. It just depends on what the killer does, and how they react. I don't doubt that I get away with a lot of these because the killer doesn't face nor expect it at all. Also, always aim to crawl in long grass when you can.
However, it is true that it heavily depends on what the killer does. You can have games where the perk combo is literally useless because you always get picked up asap. That's what WGLF is for though. The reckless style makes for easy stacking of the perk (2-3 per proper unhook) which makes up for the lost points if you do die. If I do two generators before I start acting reckless, I pretty much always pip even if I die as well, so no big loss. My Benevolence is almost always Iridescent with my playstyle.
I think im gonna try that build when i unlock tenacity, but this season my focus is ranking up not points.
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@Beaburd said:
Borrowed Time
We're Gonna Live Forever
Tenacity
UnbreakableHave fun rushing hooks, body blocking, rescuing camped survivors, and tactically planning when to go down. This build always encourages me to play recklessly confrontational. When I say planning when to go down, I mean try to go down when you know the killer be distracted.
Example:
I'll go for unhooks while injured, get downed instantly, and the killer often go after the unhooked while I crawl away and revive myself. By the time he hits the survivor and notices borrowed time, I'm already gone. You get 2-3 WGLF stacks per unhook in this situation, so even if you do die you probably gained more points than you lost not escaping.Also works if you can get downed while running towards a generator with survivors on it. The killer will chase them away and try to get a quick hit and by that time, I'm already gone.
does tenacity really make that much of a difference? I usually can still find the survivor again within seconds as it doesn't seem to get you that far however i don't think i'm against builds like that very often. Also often if i'm downed after saving a teamate. The killers always forget about the other survivor and pick me up straight away. I think it really depends what rank you're playing at.
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My main problem is i need to pip but often i'l just get tunnelled/camped so doing so is impossible. I think sprint burst is necessary and i think i'm gonna try iron will but not self care as they don't go together that well. I'l probably use borrowed time but might switch it out and im still deciding on the last perk
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):
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@hMM said:
Usually when i get really good pallet loopers... It's infuriating.Then you need to learn to play. You're just ruining their game with a terrible broken strat purely because you weren't good enough to catch them . If they're that difficult to catch, leave them and go for someone else rather than getting so salty.
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I only ever face camp if:
*Survivor that i'm doing it to is tea bagging repeatedly
*The team as a whole has flashlight saved 3 times or more
*Exit gates are open
*All survivors are alive
It's only ever happened twice in 600+ hours of gameplay yet it happens to me about 3 times a day. Same with rage-quits accept i never have and it happens most games. Some people in the community need to lay off the salt. -
@Nosferatu said:
Freddy is too weak. Michael is cool but his perks are trash. Pig is fairly weak & her perks aren't good. Leatherface has good perks and has an easy one-hit down.Yeh an easy 1 hit down against clueless survivors in the grey ranks. its not exactly easy if the survivors know what they're doing.
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myers is a really solid killer. Freddy's a joke, his power is the equivalent of no mither (it makes it harder to win). The pig is made to be scummy. You put a trap on their head so for the rest of the game you can patrol the boxes until the survivor dies. Essentially she's made for tunnelling. Leatherface is another version of the pig but worse. A terrible killer accept for camping, that really skilled strat. Everyone with common sense knows if you constantly go round corners sticking close to a the wall, leatherface cant hit you with the chainsaw so they just get salty and stand at the hook, chainsaw at the ready. Please devs stop creating things like insidious, no mither, and trashy killer powers without giving the power thought.
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How about a perk that makes it so when a survivor is unhooked, they run at 150% their normal rate for 3 seconds and leave no scratch marks for 10/15/20 seconds. Causes exhaustion for 60/50/40 seconds. Could be called "Leave Me Alone"?
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I never tbag unless the killer face camped in which case they need to be reminded what a lowlife they are. Mean while if i see a tbagger when im playing killer, and it's not at the exit gates... that survivor is getting camped. it works both ways
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@weirdkid5 said:
I use a decent Stealth build that also helps me while injured.I run Sprint Burst, Stake Out for ez great skill checks and a counter to Ruin, Urban Evasion and Resilience for faster repairs and vaults while injured.
Replace Resilience with Iron Will and you have a solid stealth build.
interesting build. Nice to see survivors not always using the meta perks in their build. Maybe with the right buffs. All the perks in this game will have potential in a build
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@guest602 said:
When I want to be sneaky I use Self Care , Sprintburst, Iron Will and Urban Evasion.
Unbreakable is a nice perk, but you'll use it once every 10 matches.
I use Borrow time when I don't play alone.
Vigil can be nice if you're using exhaustion perks.
If you're not using Self Care, then I recommand Bond.
Quick and Quiet, added to Dance With Me, can mess up with the killer's head.
Adrenaline is a must if you like running with the killer.
Use We're Gonna Live Forever if you want a 100% without offering a Cake.
That's what I think
If you really want to pip, be sneaky in the beginning of the game, repair 2 gens, save 2 people and get chased (don't let the killer down you too fast). You don't even need to get out to pip. (that's how I rank up, and fast)Thanks for the tips mans... they're helpful. I almost always use borrowed time despite not playing much SWF because i dont feel right leaving someone behind to a camper. Also you lose benevolant points if they're downed 15 seconds after unhook so borrowed time secures those points. Also is iron will and good with self care though because you would just heal up and iron will would be useless?
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2 games in a row now

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I'm at rank 10 now and i'd say i my pip to depip ratio is around 3:2 or 4:3. Meanwhile on killer i usually double pip. Last season i was rank 1 billy/huntress/myers and i always pipped and often doubled. On survivor i have to live with campers like the one in the picture the majority of games.

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@Science_Guy said:
Are you on PC or console?
I find the Emblem system is where it should be for Survivors now, on PC. You seem to be properly rewarded for success, except in the extreme cases where the killer played terribly.I'm on pc and i really don't know what i'm doing wrong. Like i said i'm always tunnelled by the killer because i play well. At the end they rant at me in chat that i'm cancer and i deserved it for being toxic but i don't BM and it's not like i want to be chased all game by them.
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@Runiver said:
Both roles are pretty equal when it comes to pipping difficulty.
Since the last patch, depipping as survivor became nearly impossible tho, while it's still very possible as killer.
But it's not an issue, since there were matchmaking issues.well do u play killer or survivor because i play both and i actually try to depip by using no perks because its boring at high rank but i barely ever do. Meanwhile in survivor games 50% of games are BS games where i'm camped by insidious, or my teammates don't save me, or the killer finds me at the start. The worst thing is i can last a while in a chase and all these ######### killers think that's a reason to tunnel me more so they chase me all game and get me at the very end only for my team to leave without me. if anything being a good survivor is bad for this new system because we're the ones who ene up in a chase all game weather we like it or not and we dont pip for it
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@Doc said:
I had an idea where after being in the killers terror radius (and not in a chase) for a certain amount of time, the killers aura is revealed for a certain amount of time. And then for killers I had an idea for a perk that increases your lunge range a certain amount for every whatever seconds you're in a chase.That's actually a good idea, especially the killer one, it would be like tokens for the time spent in a chase, and if you swing with a token, the swing is longer, but swinging uses up and token.
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DS was community based? Didn't realise. Still think perks need balancing though