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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2820474#Comment_2820474
Depends.
You tunnelled survivor, they had BT & DS. So yeah on this case, you are giving them free health state. You had chance to run another survivor but you wanted tunnel and you created this case. If you would not tunnel, they would never get value from BT & DS.
But DH is different. It does not matter what you did or how you played. Survivor has 3rd health state.
I mean, tunneling is just inevitable if you want to win as killer. Against sweaty survivors you are usually gonna lose almost 2 gens for your first hook unless you are playing a top tier character. That's completely unsustainable and the game is on track to be over in 4-5 minutes. I don't know why people still think you can get 12 hooks in that timeframe while swapping targets and moving to new areas of the map with fresh pallets.
Maybe as Nurse. As someone like Clown? It's not happening and your only viable strategy is to tunnel someone into the ground ASAP.
Also it's easier to just negate DH by playing 1 shot characters. I don't hate mindbreaker on killers who are ambushing survivors at generators either.
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@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/311552/please-this-is-out-of-hand
The biggest problem in this game is to many pallets, I don't know why this isn't talked about more. This is the primary cause of killers being unable to play the game until 3 or 4 gens are done. Against good survivors which there are a lot of now.
Most of the latest killers don't care much about pallets. Artist is probably the most anti-pallet killer they have released since Nurse. She literally doesn't have to kick shack pallet, and I have played entire games without kicking a single pallet as her.
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@HexDevourAvocado said:
https://forum.deadbydaylight.com/en/discussion/comment/2820478#Comment_2820478
Ye I know I know,and thats why I made this post.Because of how unfair matchmaking feels now since they made the game ''competitive''
Well i can not find fun in this new strategy,And I know on my post it seemed like im blaming my mates for not knowing,but is BHVR i blame.I wrote this months back and like i said sorry if someone is offended by my post.I didnt want to give the wrong messages is ,i was overwhelmed.
But in any case,I think i am not the only one facing this problem and I hope people take it into account.I used to enjoy this game so much.
You know deliverance is a perk right? It's an option if you hate dying on first hook and are typically outlasting your teammates.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2820280#Comment_2820280
The purpose of Wraith's ability is to gain undetectable status and to be less visible towards survivors.
The purpose of Sadako ability is to.... go undetectable and be less visible towards survivors.
The purpose of Freddy teleport is to go from point A to point B with destination being on a generator.
The purpose of Sadako is to from point A to point B with destination being a TV. TV spawn near generators.
Mechanically, they are almost the same and the purpose of these two ability is near identical. I personally do not see how these two mechanics are not near identical copies of previously existing killer powers.
The unique mechanic for her is condemn, but as I stated in my previous post. it is not very impactful towards gameplay. Dowsey success on hit & run is based off new killer novelty. Survivors have not learned yet to counter her abilities but her abilities as I will explain are not difficult to counter.
TV teleporting is ineffective for hit & run because Sadako makes global directional audio cues when she teleports to a TV when you are next to a TV. You always know when she is coming out from TV. Her stealth is ineffective because survivors can see her from distance on open generators and generators that are not open are next to a loop.
Countering condemn is the just matter of taking the tape and putting the tape inside television. you gain 1 bar for picking up tape, but 4 bars removed for total 3 bars per tape. Her other method of spreading condemn is through a green add-on called Ring drawing. This add-on spreads condemn when other survivors heal each other. The problem is that survivors can use a perk called Boon: Circle of healing which unlocks ability to self-care yourself. This means that survivor never need to heal each other and can self-heal without the need of a teammate. As a result, Ring drawing will not be able to spread condemn stacks as the perk Boon: Circle of healing completely counters it.
Countering her flickering is simple. If the pallet loop is safe and long, you can play loops the same way you do against other m1 killers. If the loop is short and unsafe, than you can put pallet down early so that she cannot stand on the pallet and de-manifest to utilize invisibility flicker. Moral of the story is that she is m1 at loops. M1 killers are easy to loop for experienced survivors.
When survivors learn to counter-play her ability, Dowsey and all other players that play Sadako will not be effective. Sadako is unoriginal killer with weak mechanics across the board. If you have points of disagreement, than list realistic counter-play options that the Sadako player can incorporate in her gameplay to counter-play TV, Condemn & flicking survivor counter-play that survivors will utilize against her once they become familiar with her ability.
Counter Point: Most solo Q teams are garbage and you can beat them perkless, addonless, and going AFK for 30 seconds first. Even post MMR.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2820448#Comment_2820448
You cant npor shouldnt say that there is "no" reason to have 4 hexes because thats just plain false. Your talking to a person that has played Hex Pentimento builds with different killers for over a month so my feedback and opinions outweigh everyone eses although im not egotistica and i dont dismiss others opinions. That exactly what your statement at the end is and im teling you from all out good experience why i disagree. The problem with 1 stack of Hex Pentimento is that its not gonna stay up long. Plaything/Ruin is not good alone because you'll have survivors that will only care aboyut Ruin and not care about your Playthings, trust me! You know what they DO care about and what will 99% guaruntee they get off a gen? Devour Hope and even Thrill of The Hunt. Blood Favor, Third Seal and Crowd Control are also good picks for a 4th slot.
Its very hard to get 5 stacks with Ruin and Plaything alone and i would never do that. There was only 1 game i had where i got 5 stacks and lost and that was because i messed something up. If you dont mess up it should be game!
https://forum.deadbydaylight.com/en/discussion/comment/2820451#Comment_2820451
Because not every survivor runs COH nor will you get COH players in your lobby "every" game! I mentioned a strategy for this already although its not too consistent finding the boon and hpooking a survivor for Paything somewhat solves this. I use Thrill sometimes too in my Pentimento builds for that very purpose so even though they're booning its taking them a good amount of time to do so. Time spent off gens!
Then they can run around oblivious all game. That's fine for me too. I am usually running it on a strong killer like Bubba and if they wanna play against 0 terror radius Bubba all game I am totally OK with that. Literally instant death if they take 1 wrong step.
I see the build as 10 disposable totems, because all totems are disposable. I don't ever see why I would try to get to 5 stacks when I can have 1 stack spread throughout the entire game that instantly helps me. Even better if I murder the person who's plaything it used to be, so it has to be found twice.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2820430#Comment_2820430
This is not that big of a problem because al you need to do is find the booned totem and snuff it out so it becomes a totem for Hex Plaything. This is also why Thrill of the Hunt is good on Pentimento builds for the booners. Yes they are booning it but its taking them pretty long to do so.
https://forum.deadbydaylight.com/en/discussion/comment/2820431#Comment_2820431
1 stack is not guarunteed a win though, 5 stacks pretty much is. Plus that Pentimento stack can get destroyed at a moments notice, trust me i've been playing Hex Pentimento builds for over a month. I would get 1-3 stacks then not too long after that they start getting destroyed and i lose stacks. Getting 5 stacks is the way to go imo bc you rish Hex Pentimento getting destroyed and there goes your gen regression. The problem people like streamers trying this have is that they dont play all hexes. You need all hexes to synergize plus what if you only have 3 hexes and they decide to destroy your Ruin and after Ruins gone they leave Plaything? This is why a 4th hex perk is crucial to getting 5 stacks easier. That last perk instaed of Corrupt, Scourge hooks, pop etc could be Devour Hope or something. You need to give survivors an incentive to get off gens and Devour Hope will certainly do it. Truth be told though, most games i dont get to 3 stacks of Devour because it always seems to get destroyed foirst but again i dont mind too much because that totem now can be used for Hex: Pentimento stacks! )
Huh? I don't care if they get destroyed. Even when I could slap 4 of them down I typically only put 1 at a time. Maybe 2. By the time you are ready to get 4-5 stacks, the game can practically be over. I would rather have 1 stack up for half the game since 30% more for gens is good enough to justify the entire perk slot to me.
Plaything, Ruin is already all 5 totems. There's no reason to have more than that. My 4th perk slot is usually Pop or a tracking perk.
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@Edilibs said:
Got 5 stacks of Hex Pentimento on Cronus Penn Asylum with Myers and this is how the match went.
They got Ruin kinda early and the match was going along with me getting hooks and the survivors popping gens. There was a survivor on deathhook and 1 generator left but 5 destroyed totems on the map. I kill the death hook guy then give up on the last gen to rekindle Hex Pentimento and i did this in such a way as to hoping that they wouldnt destroy one before i light up all 5 and success.
3 survivors left and 5 unbreakable totems. I was still confident end game because 2 survivors were injured and one was hovering around ( i think it was swf) So to summarize this i had good exit gates spawn (right down the block lol) and they were struggling to open the exit gates which took a really long time. I micro managed defending or looking out for the exit gates and ended up getting the other 2 while 1 escaped, So a 3k!
Its proof that stacking 5 stacks of Hex Pentimento has nothing to do with the killer and has everything to do with the build and i must say a ittle bit of luck because there was a couple of games where i got 4 stacks and was about to get 5 only for them to destroy a totem right before i light it. It was satisfying because the exit gates were taking really long and there was no way they were gonna escape unless i messed something up which i didnt so all in all Hex: Pentimento builds arent consistent but pretty stisfying depending on when in the match you get the stacks.
I noticed that whenever i did get 5 stacks on a number of occasions it was either end game or close to the end. I can imagine that Billy, Nurse, Blight and Spirit could get 5 stacks of Hex Pentimento a little easier than the rest of the killers bc the rest of the killers are slow
I don't even attempt to go for 5 stacks. Literally 1 stack is already god tier, especially combined with other slowdowns. I do Ruin / Plaything / Pentimento / whatever and it's such a nasty build.
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@jamally093 said:
Corrupt I don't like it because it brings nothing to the table it blocks gens at the start of the match oh sweet what else oh nothing it a bit of a waste plus I find it's in the pool with DS and DH where it's over used to people expect it and know what to do. Plus once they realize it's active they know to run to the unblocked gens and repair because no killer goes to them.
It stops people from spawning in and literally starting gens within 2 seconds. That's why I use it. The survivors are forced to move around at the start of the game and are more likely to run into me. Depending on the map, it can buy a ton of time. It also can hold a 3 gen for you. The area you need to defend is much smaller and makes it easier to get the other gen regression perks going.
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@Kihtghost said:
so i love the lion den way of running the Trapper. but i have a foolish question. why not load into match look for the tightest knit gens and set up that as your area of denial and use things like oppression and overcharge? down survivors and massively kick the gens your guarding? ive ran this idea by a few people and just been told its a bad build. kicking gens are not good, and passive gen regression is better. this all really puzzles me on a killer like trapper as clamping down on 3-4 gens seems like a great idea to me. any help or thoughts on this would be very helpful, thanks to anyone who responds. also last thought: I am not trying to play the big chase here. I understand that a lot of people like chasing down survivors. This is not what i am going for i enjoy the more area of denial type killers. or Killers that can manipulate the chase to their terms. ect.
It's a totally viable way to play. But you need the perks and map knowledge for it. Corrupt intervention is definitely trappers best perk, I would get that ASAP. Ideally you set up near the basement, so you can camp the basement and still keep an eye on your 3 gen. The basement is trappers greatest strength and you usually want to play into it where you can.
Kicking gens doesn't really work, at least not if you are not downing people. Pop goes the weasel is usually the only reason to actually kick a gen. The survivors will instantly get back on them if they don't feel threatened at all.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2820009#Comment_2820009
How was it a problem when used by SWF? The downside was the killer knew where that survivor was at. We shouldn't nerf survivors solely because of a 4 party anyway, but that is what happens and all it does is encourage SWF.
When I mean overpowered, is to hit and run and then come back and catch the survivor out of position.
Because 1 person could call out your location at all times. I am talking about before undetectable was a thing. When you would load into a map as ghostface or wraith and they just had wallhacks on you at all times. I used to main the stealth killers before I got good enough to play ones with a terror radius and object was literally the bane of my existence.
And yeah, that is the point of hit and run. And Onryo is gonna be nuts at it. You get her on a map like Lery's and it's game over. Overpowered? Eh, depends on the map. Things like silent bell wraith are only really good on the indoor maps. They are not that problematic on the outdoor maps.
But she's ghostface without the 1 shot and can teleport almost anywhere instantly and has some built in slowdown? That's gonna be brutal for sure. The good thing is most killers will probably get slapped as her since you basically need to know how to play wraith, which most people skip over.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2820207#Comment_2820207
Because if you give 400 seconds of free time across all survivors, gate will be powered and all remaining survivors will escape.
You have to pressure survivors long enough while killing at least one of them quickly, because normal killers realistically can't pressure more than three survivors at once.
even if you keep one hook one chase for entire game, a survivor is always free and can finish gens to end the game in roughly 7 minutes.
It will be even faster because there is three survivors free during first chase.
Yeah I mean really, most people on the forums complaining about camping/tunneling just don't play killer at high MMR. They can't, and they would get absolutely slaughtered following their own advice. Or maybe they just main 1 super strong killer and play like 1 killer game a month against potato's.
You wanna play a low tier killer and win? It's camp / tunnel town. There is literally no other option, especially in MMR days.
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@[Deleted User] said:
I definitely think the current trend is absolutely not where the meta should be going. The slowdown/second chance meta isn't fun for either side. Survivors feel like hamsters running on wheels watching gens repeatedly blow up in their face, and killers constantly feel like the rug is being pulled out from under them at the last second multiple times per game.
And it's silly because the problem is the map design. It has always been the map design. Nearly every killer power or perk they introduce is a band-aid to cover symptoms of bad map design. They haven't learned anything either. The Game and Eyrie Of Crows are ridiculous. They're fully committed to enormous maps with absurd safe tile counts.
Well yeah but then again the new killers coming out just hit you over every pallet anyways, so the massive amount of them probably isn't seen as an issue. I will actually send myself to The Game on some of the stronger killers because the 25 pallets don't even matter to them. Someone like Nemesis doesn't even get phased by that map.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2820057#Comment_2820057
Oh don't get me wrong I don't care what the otherside thinks of camping and tunneling. I'm fine with it on either side.
Its not the most interactive play though so I find it only really makes sense to do it if you have a build made around it like basement bubba or trapper, or when you aren't getting value from chases and have to switch it up.
Nothing wrong with securing a kill though at anytime.
The meaner the killer the better the game, I want a survival horror experience not a safe game of loopy chase and that's on both sides.
Well I do it the harsh way. I love me some pyramid head and he is literally made to take 2 hook states from someone instead of just 1. You get them tormented, toss them on the hook, and then make sure to hit BT as they come off it. Then if they run to a locker for DS they bleed out in the locker and can be sent off instead of wasting your time.
Same idea with Mori's, when I get a mori in there I usually tunnel people off 2nd hooks, also hitting BT in the process so they cannot DS me.
Nemesis / Rancor / No way out is the ultimate tunnel build for sure. You can literally spend all 5 gens camping/tunneling someone and then get another 2x rancor kills at the end. Basement Bubba isn't even the optimal camping build.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2820030#Comment_2820030
I didn’t want to imply you were whining.
Yeah I try not to as well but I often crutch out on a good tunnel camp if warranted and it often is because I ain’t that great.
You could always just....camp and tunnel and not care what the other side thinks? It's supposed to be a game about murdering people in the name of a dark god, it's not exactly the nicest setting.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2819901#Comment_2819901
So the fun factor is only considered if it applies to killers? Although Object of Obsession was a very weak perk and abysmal escape rates, it was nerfed because killers thought they were unfun.
But Hit and Run is not only unfun, it was overpowered. If you are injured and no way to heal yourself, there is no counterplay to a no terror radius killer that turns a corner to hit you. CoH provides a little counterplay by being able to heal and it also gives a secondary objective. But it is nerfed so much the secondary objective is almost not worth it.
The thing that has changed from 2018 is a laundry list of survivor nerfs and buffing killers and adding way more slowdown perks. The MMR struggles to match survivors with killers due to fundamental weaknesses with survivor.
I don't find Solo Q fine when 9 out of 10 times is a bloodbath. It doesn't help either when the hatch is not even an option.
I hope you are not serious. Object was a MASSIVE problem when used by SWFs. Especially when you had the goon SWFs using MLGA to guess what killer you were playing. You play too much Nurse, you need to go play some dumpster tier killers to get a real perspective on the state of balance.
I don't ever think I would call hit and run overpowered either.
And survivors needed the nerfs. I was literally invincible half the time as an old survivor. It's like oh, the killer wasn't Nurse? Well, time to run this infinite then.
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@Tylerja1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2819992#Comment_2819992
That's on behavior they need to fix that so if someone dc's currently with this system everyone keeps their items. As it should be other games do the same basic thing as a loss forgiveness to everyone but the person who dc'd
Sure but it doesn't change the fact that it was DCs literally every match.
Wrong map? DC.
Don't like the killer? DC.
Got found too fast? DC.
The wind outside blew? DC.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2819938#Comment_2819938
And how many sabo swf teams did you face in you last 50 games? And boil over was reviewed
0 because I dodge SWFs most of the time hah. Would probably be like 10-15 SWFs for 50 games I would imagine though. I had one dedicated boil over sabbo squad in 10 games but I was only playing basement Bubba during that timeframe of abuse so they just died all the same.
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@Tylerja1 said:
Why? What is the reasoning for having a DC penalty
The fact the game is grindy and you can be robbed of your items / offering / whatever without even playing the game? Not having the penalty made the game a joke, literally DCs every single match.
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@Anniehere said:
I really want to play more with M1 characters but I have no patience when it comes to long chases. So many pallets and second chances perks..
Maybe you have any tips? 😓
Run chase perks. Bamboozle is my biggest crutch as an M1 killer and I feel naked without it. Enduring helps a ton too, and I typically find myself disrespecting pallets even when I don't have it because I am so used to just tanking them as an M1.
All the slowdown perks in the world won't help you if you can't down people fast. Bamboozle, Brutal Strength, Enduring and Spirit Fury are all super viable perks.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2819938#Comment_2819938
Being able to slide off of objects is intentional as said by McLean anyways. Just not removing collision by standing right beside it at the start.
I'm talking about the objects that have 0 collision whatsoever. Like snow piles in Ormond, half the trees on the swamp maps, and probably a ton of other things I don't remember because I am not a blight main.
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@xBEATDOWNSx said:
Easy to loop and juke. Flashlight crows to get rid of them (either the ones on your teammates or one she places)
Lockers to quickly lose crows on you.
Break line of sight and when all else fails, hold forward and get away.
I've seen her countless times and have died only one time to her that I can recall and that was all on me.
Yeah I almost think she might need to be a Franklins user. Flashlights shut her anti-loop down pretty hard. She can join Hag as a permanent 3 perk killer.
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@Mileena_Kahn said:
Here are multiple examples
The title of this video literally even says Hug Tech Abuse.
Ok. How many hug tech blights have you played against in your last 50 games? One? Two?
How big of a problem is this really? Almost not at all.
If people want his bugs removed, then BHVR will need to go and actually add collision to half the crap in the game you magically slide off. Something tells me they are not going to do that.
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@ThiccBudhha said:
I imagine it is because their parents did an extremely bad job in teaching them manners. Most of them do not bother and, well, you see the results of that in more than just DBD.
Albeit, they magically respect manners face to face, so weird.
It's just people being salty online. DBD I find is much saltier than usual, likely because you can get killed through very little fault of your own. It's not a game where you just play better and can win, you can play perfectly and still lose because of your team.
And there is no surrender button, you have to die to leave a completely hopeless game lmao
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Bubba / Pyramid Head enjoyer here. What meta? You mean the 12 wasted perk slots that will never get used?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2819848#Comment_2819848
Hit and run is extremely boring and that is why Wraith was a major problem. Allow me to ask why do you want there to be no counterplay to hit and run? Killer slowdown are not fair for solo queue and they don't have a chance to win against it unless the killer is very bad.
I don't think fun should always be the determining factor for balance in a PvP game. The losing side will always be unhappy with the outcome no matter how they got there.
And it's not like there was no counterplay, it just actually took some time. Hitting someone with sloppy butcher and leaving them was at least 30-40 seconds off gens total. Maybe 20 seconds for a heal, the injured survivor had to go actually find a teammate, who then had to heal them. Now it's like boom 12 seconds later they are healed no matter what and nobody even had to get off gens.
I really think it will take a killer who is as strong as Onryo to make it viable again. She is hit and run on steroids and can probably deal with the healing meta.
And I disagree, solo Q is totally fine. It's just bad matchmaking holding it back. But that's nothing new. I actually think the best thing they could ever do for solo Q would be to remove hook suicides all together. 1 potato gets the entire team killed as it stands, but if the MMR actually worked you would not get potato's as a veteran killer.
Literally the best teammates I had were old red ranks. You would always have good teammates back in like 2017-2018; because those were the only people who could survive a Nurse or Billy. Now it's just such a crapshoot.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2819807#Comment_2819807
Well personally I don't particularly care if I tick off lobby dodgers. Them being angry that they can't mess up matchmaking for everybody else doesn't bother me.
Hiding information in the endgame screen isn't needed though, it has no impact on matchmaking and in fact it's useful to have that information and the player names for both data collection if you want to analyze stats and (more importantly) you need the names to be able to properly report people to customer service for abuse. If they wanted to show who's in a swf as additional information on that screen I'd be fine with that, it'd just be additional data points for anybody looking at that sort of thing.
I dodge the 4 mans regularly. Why waste your time? The devs are "looking into it" but realistically will never do anything about them.
And I have no problem with people playing with their friends, but voice comms are just not balanced in this game. It's designed around you having no communication with your team.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2819331#Comment_2819331
Then why tunnel one out?
I tunnel people out hardcore, and that's because I will usually have 2 gens done before corrupt is over if the team is good. So I am losing 40% of my objectives for 8% of mine. You have to play catch up when the gens are getting rushed that hard. When I basically flawlessly down someone at the start of the game, and im STILL losing after that, it gets old quick. It's always time to tunnel. And the sooner you get rid of their DS the better. Eating a DS at 3-4 gens left isn't a big deal, it's game losing eating it with 1 gen left or at the endgame.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2819751#Comment_2819751
Slowdown perks completely neutered solo queue gameplay as well as SWF that is not sweating. A very unfun playstyle required.
I still don't see how a healing perk makes a killer unusable. It's already been nerfed so much I quit using it completely. The counterplay to them is too easy with killers stepping on them. 14 seconds plus having to find another totem is not worth a slightly faster self-care in a small area of the map. Not when a killer can instantly stop it with hardly any loss of time. Killers can't turn off self-care. CoH needs a buff to encourage its use to shake up the meta, a very stale meta that gets ignored by the devs, while killers get new meta changes every update.
I don't main the nurse, I can't just ignore every problem mechanic the devs put out. Solo Queue has always been brutal, even all the way back to the 2017 days of pure Nurse/Billy at red ranks. The MMR system in theory is the answer, but even after months of mostly winning I still get some real spuds in my game.
The killer slowdowns are mostly fine, it's only when they are stacked up on top of an insanely strong killer like Blight they are a problem. But I play variety, I don't main any killer. The weaker ones don't stand a chance in hell without those slowdowns, even if the survivors are playing poorly.
And fast self healing used to be a resource. Now it's a magic power everyone has, and only 1 perk out of 16 needs to be used for unlimited self heals across the entire team. Hit and run is totally gone, as well as the killers who relied on it.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2819764#Comment_2819764
I second this.
I have a lot of fun with clown, but I also do think he could use a slight buff.
nothing major, just a few addon tweaks or making some sort of built in slowdown. (like having intoxication give incapacitated for 20-30 seconds or something.)
Well I only run him with beefy addons. I will say he is add-on reliant for certain. 5-6 bottles of ether / bleach is my go-to. The difference between having extra bottles + extra slowdown vs not is just insane. Stock clown is garbage tier.
Bleach/ether clown can get hits at a ton of normally safe tiles, and relatively effortlessly. Bleach + Ether bottles are pretty devastating too but I don't ever go in with just 4 bottles. I am not sure they really needed a 1% nerf though.
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@Altarf said:
Yeah, but that means buffing Clown. And we all know that his hidden potential hasn't been discovered yet, so this could make him a wee bit OP.
He isn't a bad killer honestly. People give clown a lot of crap but his anti-loop is very solid, especially in the hands of a seasoned player. It's not Pyramid Head level where you are decimating survivors through walls and never kick pallets, but it's more than enough to basically never be looped.
I do brutal / bamboozle clown and I never get looped, only fed pallets.
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The only perk I really have a problem with is CoH. It neutered so many killers and playstyles.
At this point I barely play the killers who are impacted so much by it, but having whole characters almost rendered obsolete by a single perk is very poor design.
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@ReikoMori said:
Why do people think this will be a problem when it is highly limited in what it can even do by the nature of it being a scourge hook perk on top of just being a aura reading perk. That is all it is, aura reading and nothing else. If you don't think BBQ is a problem then you shouldn't think this is problem either they are doing the same thing just with different timing.
I could see it being pretty dirty with make your choice. Throw an indoor map offering in there too and it will probably get you alot of very easy downs.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2819645#Comment_2819645
None of them is the same as NOED. Theyre supporting your game in full (DH, CoH) OR are band aid fixes to game flaws (BT, DS). There is no equal perk on survivor side that can save your ass after the game is basicly over.
The survivor meta saves people after the game should be over for them; daily.
You sucked at looping? Well there's DH to fix it. Made a bad save? BT. Went down too fast? No problems, DS.
NOED is fine. Do bones.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2816670#Comment_2816670
Oh ok thanks. Thats too bad it doesn’t show up to let your teammate know. So one player doesn’t need to stay? They just need to run by, activate, and hop on a gen?
Yeah a survivor can just get into range, activate it, then leave. That's exactly what they do when the killer is someone you can't save from. But still, in solo Q it's not going to help that much. You need the coordination for other people to be slamming gens while it's active for it to be any good.
BT/DS/Kinship/Exhaustion perk would be a great anti-tunnel build on a few members of a SWF. The killer will absolutely get punished with losing the game sometimes off those perks if you are of equal skill to them.
It's so strong that's banned in the tournaments too, at least from being used multiple times. The game is balanced for solo.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2816646#Comment_2816646
Yea Kindred is very good, and Camaraderie is very underrated IMO. It’s helped me out a LOT in solo que. It gives my team more times to do gens when I have that one person who is nearby but too scared to go for a save (rightfully so), and too green to realize they really should be on a gen. At least it gives the other two survivors get value. Then during endgame my team has time to heal and find each other because i also have kindred on that build. Worked out a few times for everyone to escape.
Question, does any one know if Camaraderie gives your teammates the walki-talkie icon to let them know it’s active, if they’re close by?
No; kinship gives no indication it is working to your team. It is strong enough it's used in tournaments but really needs a SWF to get the most out of it.
The strat there is if the killer is camping a survivor to death 1 person just swings by and activates it, then the team secures another 3 gens for the kill.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2816076#Comment_2816076
there are ways to enjoy things without supporting the owners, generally that's the best route
I can almost guarantee some of the products you use are made with slave labor overseas but I bet that won't stop you using them.
The only people mad about NFTs are the people not making any money off them
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@Akumakaji said:
Hello everyone,
are pictures allowed again? I just wanna share this gem ^^
I had a trial on the groaning storehouse map as survivor and was facing off against a Billy in Milkman-Attire. The Billy player was really bad and only hit me once or twice during the whole trial, while getting constantly looped and juked, missing a lot of swings. I am somewhat decent at looping, but very inconsistant, but this time I kept it up all game.
Billy got a few hooks, but we saved all team mates, I even made a daring save in the end and evaded a chainsaw charge of him through the open exit gates. One more juke and I and everyone else made it out. No one BMed him, so I tried to console him a bit in the post-game chat. See for yourself.
https://us.v-cdn.net/6030815/uploads/UFNKAXVC8G22/20220217124025-1.jpg
There is toxicity on both sides, and while you might see my words as mocking, if you squint really hard, I guess that guy was just a salty and sour loser. I always appreciate some empathy and human touch from the survivors, if a group stomps me, but I guess we are all wired differently.
Cheers everyone, and happy gaming.
"While you might see my words as mocking" and that's about all you need to read. What's the point of this thread? It's not even good quality salt.
Next time I 4k at 5 gens ill tell the survivors "huurrr! BEtter luck next game huh guys?!" and then wonder why they might be mad about it
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Deathbound was my favorite meme perk until I actually hit survivors who were good at the game. CoH also destroyed it entirely.
I will never forget walking into two survivors crouch walking with eachother through midwich because they were so scared of the oblivious effect.
Plaything is the new "horror" perk for sure. I usually do Corrupt / Pop / Tinkerer / Plaything on an indoor map with for my "meme" build these days. I've had people straight up be too scared to leave lockers once they realize you are a good killer and they have 0 terror radius to go off on Lery's.
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Nah it's too late, and I would not waste your breath. Nurse/Blight/Plague and 1 shot meta is here to stay, until the next round of broken perks changes it.
Any lower tier killers can get by via hard tunneling at 5 gens for the 2k.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2812428#Comment_2812428
That's why utilizing it with another perk makes it better.
You're making it sound like every survivor is capable of looping for 5 gens and you'll never get a hit on them?
It's still garbage tier. The fact it goes on cooldown even when it's never triggered makes it just so bad. There's way more consistent exposed perks to use. You also have to basically be camping the gen for it to even give you any value or half the time the survivor is hiding by the time you get back. And camping some random gen? Huge waste of time if it doesn't pan out. At least perks like MYC you were camping a hook which is a much better option.
Brine is some hot trash too. It's a super niche situation where it's useful, and ruin/pop is going to be better 9 times out of 10.
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No. New killer is basically M1 in chase and is useless because of that. The perks are also weak.
Mobility means nothing if you can't down people fast, ask any demo main.
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@Mileena_Kahn said:
I’ve been playing solo because all my friends that I play dbd with are never on most of the time, I think they might have even stopped playing completely. I’ve been playing solo q since then and it’s just hell. Teammates go down too quick, people get left on struggle sometimes even death hook, killers will camp and tunnel someone out early game and there’s just no coordination or common sense it feels like. If anyone wants to SWF in the future let me know cause I can’t take solo at the moment.
It's time to remove struggling on hook. Removing the option to suicide on hook would close one of the games biggest solo Q problems; baby survivors killing themselves at 5 gens.
At least make the useless bastards sit there for 2 minutes before they can leave so the rest of the team can even attempt an escape.
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@ThiccBudhha said:
I think they are a bit disconnected on this issue. They hear the criticism, but they do not seem to understand just how bad it is.
It's definitely bad for new players. Older players typically have huge warchests since the amount of BP handed out during some of the events is insane. Especially the anniversary ones. I have hundreds of cakes left on some killers. Those 4-5 cake and 3-4 stacks of BBQ/WGLF games are how I did most of my prestiging since you could be getting like 300k+ a game.
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@Sepex said:
I don't think M&A is that great on killers who are Uber tall. Most will see them coming from a mile away.
That's not the point of the build. The point is to hit people through walls on an indoor map with 0 warning. A 32m terror radius won't let you do that.
https://i.imgur.com/VN1Fdpa.png@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2807824#Comment_2807824
Yeah, RPD could be hard but I don't know about midwich... at least interrupting puzzle with chain is kinda easier, I think?
Also most survivors tend to go safer locations once they picked box up, so if you caught them during that time, it's pretty much guaranteed chain hunt.
if they do not and try to solve those immediately after picked up, it'd be easy hit for most times.
I really haven't used it myself but seems strong in theory.
Midwich probably not. It's really big and there's a good chance they are on the wrong floor from you, making it more likely they are too far away. My experience with hoarder pinhead has been inconsistent at best. Big maps it's totally worthless, small maps it's usually nuts. I stopped running it because of the RNG.
I imagine a super sweaty box tunneling build would look something like this? I haven't tried it but I have a ton of Dead Dawg offerings. I would need the brutal on that map or I would go crazy from all the breakable walls. Corrupt Pop Brutal is a pretty standard, consistent, old meta combo I like using.
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@fulltonon said:
Hoarder, hoarder and hoarder!
I don't think it will work on Midwich or RPD. Lery's or The Game only I would imagine.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2807711#Comment_2807711
At that point you're a worse Bubba. Sure, you could get some slowdown and camp the Hook, but you can't do that and consistently chase the box. The Survivors will get the box done if you're camping the Hook, and Pinhead can't counter multiple Survivors going for the save, nor can he counter BT
Well that's why I kinda wanted Hysteria. At that point you are Ghostface with a better chase power who can partially lock down a 3 gen without even having to move. If they run out into the hall there is a chance you just walk into them as you close in on the gen. There's plenty of really unsafe gens on Midwich if you are oblivious.
On Midwich you are never going to be getting people with the box, it's usually too far away. And really since his add-on nerf that playstyle is much less viable unless you are fortuitous enough to load into a really small map.
@JonahsTablet said:
More Genfo or gen regression is critical for Pinboy, you need his natural game slowdown to work for you, so Ruin, Tinkerer, Pop, Thana, or even STBFL for more lethality is gonna be your best bet here. But I like the build, it definitely shows you're pretty confident with him.
I don't think I would ever put STBFL on Pinhead. I don't like it in general since sometimes you gotta tunnel someone to death and you lose it if they DS you. Ruin I don't like without a build centered around it, it's too liable to just die in the first 15-20 seconds and do nothing. Pop would probably be good since this will be a nasty 3 gen build. Thana? Ehhh maybe.
I would probably just do Brutal Strength for more lethality tbh. Maybe even enduring? I haven't used BS much but it seems like it would be decent to zone someone to the wrong side, chain them, and then break the pallet like a clown would do.
@Brokenbones said:
Ditch Surveillance, kicking generators without gen regression perks is generally a waste of time
Mindbreaker/Fearmonger would add to the theme of the build stacking status effects; blindness + exhaustion and oblivious if they are injured and on a generator
Blood Echo is also a decent alternative since you'll be using the iri fang to injure people very frequently so I'm sure it'd be easier to get value out of it. You could also run it with fearmonger to keep resetting survivors exhaustion which talking from experience is annoying as hell
Not a huge fan of mindbreaker for this, since depending on where the initial hit comes from they will have the 5 seconds to get their perk back. I mainly use that on Wraith / Ghostface where you can do the entire chase start to finish from a gen hit. Blood echo I also don't like, even on killers it might be good on.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2806225#Comment_2806225
Your forgot the number of obstructions, indoor maps added to dbd. Hillbilly is horrendously overrated as a killer. A lot of his most powerful aspects have been shadow nerfed by a lot of dbds horrendous map design.
I dunno, you can still curve which is all you need. It just requires a ton of billy knowledge since you have to start charging the saw at the exact right time during a loop.
You need to learn doom engravings curves to make him viable though. Which is super hard and most people won't play him long enough to ever get to that level. He is a killer you have to main.
I love offering midwich as Billy and tossing on the ol' instasaw. Keeps it braindead but I don't have the time to learn doom engravings inside and out.
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@Junylar said:
According to tried and trusted sources, 10% of the playerbase use cheating software in one form or another. On EU servers, you can quite often meet killers who walk extra 2-5% faster or who somehow always know exactly where you are without any aura-reading perk/addon/ability. You can't even report those, because even if you record the game - it's impossible to prove the killer had wallhack and not just "made several lucky guesses with his intuition".
Yeah and then I get the games where I went on a rampage and have people being like "How did you know where everyone was?? You don't even have BBQ!" when i'm literally running discordance.
It's like gee, I know where half the team is and I have a pretty good idea of where the other people I saw in the last 20 seconds are. On the gen nearby! Shocker! And maybe on disturbed ward I had the idea to walk to the top of the building to do my stalking as Ghostface. But how did I just magically find everyone????
And this is literally with a steam account that's public with like 17 years of no VAC bans.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2807606#Comment_2807606
Keep discussion to DBD. Don't compare DBD to a first person shooter.
Me running around playing Deathslinger: OK.