PatchNoir
PatchNoir
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@danielmaster87 said:
The latency destroys his power, because you have to pre-emptively shock always, which gives the survivors more running time because you're forced to do it early.
thats kinda of a problem, he is already weak, if the killer needs to remember every survivor latency to adapt his shock during the game then just bruh...
I dont play doctor a lot but it might be enfuriating shocking in a loop where you know the hit will barely land and then get cucked by latency
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3060201#Comment_3060201
I have included a picture of all the Doctor mains so that you can find them more readily. They're currently talking to all the Clown mains as well.
https://us.v-cdn.net/6030815/uploads/DW51DFZF9UC0/istockphoto-1303510161-612x612.jpg
i see a lot of twins mains too
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@Mr_K said:
Survivors can still dead hard after being shocked.
strange, when i was playing the prompt was gone during the shock period, but i didnt tried to press the spacebar
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the wiggle thing as it is now its fine really, but the silent slug is still there and this is a real problem
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@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/3060207#Comment_3060207
Isn't it like that with the Oni right now?
yeah lol , oni blood orbs is dropping in a higher rate, people just didnt get mad enough because there a low oni players, and because maybe the bug made him a better killer overall
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if they removed it you would not be able to "save" ds for later. i guess having two ds uses will be too strong when multiple survivors run it. I might try the 3 second version first but i already think its too short time, it might be enough to escape near pallets or windows but not in the open like the one we have now.
DS should not turn off if you miss an skill check, thats my opinion. Having ds every unhook will be too much
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@Advorsus said:
I still play doctor pretty consistently and haven't noticed any bugs. On survivor side I can't really say for sure. But may be some latency between the doctor you faced and your own connection.
thanks for the help bro, guess i will have to try on a kyf, but i swear that if the schock lasted the same as the icon in that match i would not have escaped lol.
I guess he should get a couple seconds more, might even need a faster shock travel speed, sometimes it feels kinda slow when you time it right but the shock hits milisseconds later
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/334117/is-doctor-working-as-intendend
Doctor's "disable" lasts 2.5s. Try recording a game next time you go against one and checking it against that perhaps. Might just be a visual mismatch instead of the actual mechanical effect, might not.
maybe you are right, it would be funny for the killer to be broken for several updates without anyone noticing lol
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i came to the forum in the hope of an doctor main or a games tester, guess the killer is so dead that no one cared..
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Solo Q would me much better with an aura reading, like the wedding ring one, we could do like a pair of survivors on solo qeue can see eachother auras, thats it. They will coordinate with the gestures the game gave, and will do a lot to not let his "aura partner" die.
As this could "nerf" the killer stalling by hurting and leaving survivors, we can deactivate the aura reading for 30 seconds after being hurt (not perks auras)
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@MilManson said:
Because they literally have enough advantages as it is why do they need to have the ability to take a survivor-sided map as well?
I had a pallet smashing mission "Destroy 25 pallets" and I got taken to Meat factory and did 16 before the game ended and not including the rest of them.
i guess they exist because the map rotation isnt evenly distributed, most of my trapper games this update is on crows nest, my ghostface games are on Haddonfield. This rotation i am almost sure that the most used maps are Dredge map, Haddonfield,Crows Nest, Jigsaw and Pied Piper.
I think you are pretty bold to ask for not giving swf map offerings, i agree with you but the community of swf players will not like it at all.
Maybe blocking the option for 3+ player groups only, or make the map banning suggestion that the community give almost every month.
Also dont get mad when the "Just use the offering to not allow map offerings" people come here, because they will come and demand you to magically predict when someone will use a map offering
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@Xord said:
Me telling my mate to wait about 30 seconds sitting next to the generator because I'm waiting for a completely random skill check to happen so that I can remove myself from the gen safely and heal them is not good game design.
Me running away from the killer shouldn't have the gen explode at complete random.
RNG in general is something that can't just exist in completely normal gameplay. Being screwed over by RNG isn't a good game mechanic.
i just release it and take the blow, the sad thing is that sometimes the regression is just enough for the killer to come to the gen or apply another regression perk on it...
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/333925/releasing-gens-instant-explosion
The real question is: WHY DOES OVERCHARGE LET YOU DO THE SKILL CHECKS WITHOUT STAYING ON THE GENERATOR?
It's a killer perk that makes the game easier for survivors. Awful design. AND a design flaw that wasn't even fixed amid all the recent buffing and nerfing of Overcharge!
Somebody over there is doing a very bad job.
i have other problems with overcharge, one of them is that the "extremely hard skill check" is centered in the screen and clockwise, like bruh we are doing this for years.
I dont see like a bad thing the game letting you "try" to hit it while running because at least it makes a bit harder to hit i guess.
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@Haddix said:
Disclaimer: I'm not arguing against PTB Overcharge needing a nerf or otherwise. I'm arguing that this change hurts variety, strips identity, and leaves the perk entirely redundant. It's no more relevant than it was pre-patch.
Call of Brine:
Kick Gen -> Instantly start regression that depletes progress at 200% speed (0.5 charges per second) -> Also apply an effect that notifies you whenever someone succeeds a skillcheck on that gen.
This effect lasts for 60 seconds, granting you a maximum of 30% progress reduction in a 60-second period. Nice. Very useful.
New Overcharge:
Kick Gen -> Generator begins regressing at 75% speed, a SLOWER RATE than base regression speed. Over 30 SECONDS, it will increase to a maximum 200% regression speed. Also gives the totally-hard-to-hit skillcheck (which is most definitely why Overcharge has been the #1 meta perk for 89 years and counting).
This effect lasts permanently. Within 60 seconds, it will most definitely not grant you a 30% progress reduction as Call of Brine would. That's within a MINUTE OF TIME, which is a long time for Survivors to allow a generator to regress.
SO...
With the previous version of Overcharge being picked purely for meme skillcheck builds with a specific funny goofy killer since the dawn of time, not only is the primary effect of Call of Brine far better, so is the secondary effect. Is Overcharge's only real purpose to stack with COB now? Why not just add in that initial regression rate downside, but keep the full ramp-up at 400%? This current effect is really, really unappealing, and will no longer be a part of a new meta that I feel was being created for both sides.
overcharge just needs to give an actually hard to hit skill check, lets be honest, it isnt hard to hit a centered on screen clockwise skill check
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@Bartlaus said:
Ignore all those rude idiots who always know better (I don't name names). Most of the time they are even worse themselves or make similar mistakes. At least you're brave enough to show us your gameplay. These guys definitely wouldn't do that.
Yes, you made some wrong decisions, but don't worry about it. The survivors weren't really that good either. We have to make mistakes to get better. That happens to even the best players.
Such flashlight bully squads are actually rare. But if you meet some, keep your cool. Always keep in mind that 2-3 survivors wanting to bully you is 2-3 fewer survivors working on gens :) Squads like this always get cocky at some point, and you have to take advantage of that.
Yeah i thought a lot before posting, usually i am pretty good believe or not. I made the post because of the locker thing actually, i dont think that its intended to be used like that or the map to have so many lockers on corners.
Another post reason was the matchmaking + perks, how can i get a swf from another plataform with such strong perks when my wraith is only level 20+(prestige 2, didnt played him since the crow chapter). The perks were 4 DS, 4 Dead Hard, 4 Unbreakable, 2 Iron will, 1 Vigil, 1 COH.
My thoughts in the match was basically, i cant down in the open because of FL, cant slug because 99 unbreakable, cant pick the locker guys because of the saviors, cant look for the saviors (when i did look i couldnt find them) because the locker guy will get out and walk away, if i look to much they might heal, if i am too slow the gens will be done, if i go for the gen guy he will go to a locker and another guy will do gens. I must becarefull because of the FL burning.
Off screen when i was losing time chasing someone they would just heal with COH until i was stuck in a pickup animation, felt like nothing was giving me anytime, in my mind if i bruteforced a pallet (like some people said i should) i would be breaking pallets and hopping windows all match, just for the survivor to DH into a locker and start everything again
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M1 killers are viable if you have some things going your way like Maps,Perks,and Survivor ability. In tournaments people try to mitigate this the most possible, making them unviable.
We could say they can work or normal games outside tournaments but once you get into MMR Hell your fun is over (not even talking about the player being so skilled that he is matched against super swf teams, sometimes the matchmaking just ignores your mmr because of qeue times, and most of the times the matchmaking is broken lol)
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if you actually need to learn loops and tricks especifically for a killer then i agree it is a hard killer to play/master, a true game is about learning not relying on perks and op powers. Most nurse players just have muscle memory and bring some good perks that snowball easily because its a nurse... they arent good, the same for survivors remove the "small pp build" and boom almost like a brand new player
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@Pulsar said:
If two or more Survivors are lightburning you, that's frustrating, but they'll lose.
They aren't on gens and will waste resources.
they only need one guy on a gen, 3 of them can just go around burning you
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@Shroompy said:
im gonna be real with you chief, with your recent posts I highly doubt your at that so called "high MMR"
it was an meme post, i obviously an not high mmr wraith, i dont even run meta perks on an m1 killer
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@Aneurysm said:
I think you definitely could've beaten this team, there were a few points in the video you could've swung it in your favour.
Mostly at 5:09, right after downing the Yoichi, you have to go get the Meg back down as well. She was extremely hungry for saves, it's reasonable to think she would be back even straight after getting unhooked. Even if you hit her BT she can't just go chill in a locker anymore. You also have coulrophobia which is a better slugging perk than it is at doing anything else - even if survivors are fully recovered it takes a teammate longer than they might think to get them back up, and a team as altruistic as this will want them back up asap. Three survivors on the floor in the same area might be hard for them to come back from, and that Dwight will most likely have to get off gens.
Another issue apart from that is too much cloaking, if they're all right in your face there's little point in cloaking again, especially if they all hve flashlights.
I know it's easy coming from someone watching and not playing, but i'm just trying to be helpful :)
You did make some good plays and not everything was your fault, you were outperked, you have the limitations of a controller, you brought play with your food and your obsession was the gen jockey. Also locker blind stuff is very obnoxious.
thanks for helping me improve, sadly tanatofobia didnt work like you said because the effect only helps when they are picking someone up from the ground, what happenned in the match was that the downed person recovered using unbreakable and self recover on the ground isnt affect by coulrophobia, the downed guy 99 healing on the ground and then they picked him up.
Thats why i didnt slugged as everyone said
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3054516#Comment_3054516
Hindsight is 20/20 and most people forget about when they watch the video. They also love to sit on their couch and explain to buddies the play they would have called instead on 4th down to score the winning touchdown. Why? Because they know better than the professional athlete.
Anyone who has seriously devoted time to playing killer has at one point played a game like this where you get completely outclassed. But let me tell you a secret Patch : you should probably stop playing wraith forever. Why? M1 killer's are not viable - it's really that simple.
I'm not saying you need to play Nurse or Blight but you should only play one of the top 8 killers. The reality is that about 20/28 killer are not fun unless you get the "perfect storm". Trapper for example can be a lot of fun if you use his best addons and use an offering for a map with grass. He's not even worth playing if the map does not have thick grass.
What are the good killers after Nurse/Blight? Nemesis, Demo, Huntress, Plague, Pyramid Head, and Twins? You might wonder why Demo and Nemesis are on that list - the answer is STBFL. Those two killers will be even more meta after the changes come in next patch. STBFL is a wonderful perk in that it rewards the killer for tunneling.
Anyway- if you want to have fun as killer then you need to play a killer that has a decent base kit. Most of the killers do not. I love to play a game of Michael Myers every now and then but he is hot garbage without either Infinite T3 or the purple tombstone.
Sometimes I do my daily mission challenges with trapper. It can be a fun challenge to try and outsmart/outplay survivors when using no addons.
But for goodness sake if you are playing wraith and you see 4 torches - leave the lobby and find a new one.
bro you are a sage guy, i have my 1.7k hours on this game and think the same, but that day i just tought "hey a wraith match would be fun, its been long since i played and now he is reworked" idk why but when playing trapper i am getting often the crow nest map and the traps are pretty easy to spot there so kinda bad.
I am hoping that next patch the game will be balanced to a point that i can play these old killers
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@GoodBoyKaru said:
Sadly with the exact strategy you described and locker placement, if all 4 Survivors are crowding around and the 2 not in a locker can make it to a completely different set of double lockers there's very little you can do. Usually you can ignore those in the lockers and harass those on the gens and hit-and-run until you win, but unfortuantely that's not possible with everyone doing the locker saves, and it's just downright boring tbh
boring for me, i know they had their fun harassing me, the thing with macmillian is that the double lockers often have strong loops connected by windows and pallets, i tried harassing the gen guy but when uncloacking they always start to burn me from my back, or the gen guy would get hit and run to a double locker again and again..
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@drsoontm said:
Depending on what killer I'm using : Franklin or Lightborn.
One build that has massacred such teams is the lawnmower : Agitation, Mad Grit, Iron Grasp, then you put Lightborn and you only start hacking frantically when they are close enough. Usually it makes them panic long enough to get a hit or a down (but be smart about it).
Wraith is an issue though : he is way to weak against flashlights.
edit:
https://forum.deadbydaylight.com/en/discussion/comment/3054906#Comment_3054906
Slugging may be a good idea but they often have something to spring up. I would only slug when I'm sure there is no other option and/or I can ensure a bleed-out.
Side question, "SK", I think I've seen other names with that suffix. Does it means something?
i slugged in the match, they used unbreakable and when they didnt, the recovery bar was 99999 because of unbreakable
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Sadako teleport is too punitive when compared to other teleports in game, also the condemnation doesnt spreads as it should be, i am not saying we should be able to mori everyone easily, just that the game CANT BE like the way it is now (you can ignore all the condemnation mechanic most of the matches).
She should have at least an condemnation that make survivors use tapes, or a teleport strong enough that make them turn off tvs
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3053492#Comment_3053492
Don't be mean.Let's stop and have a talk about what happens in a match like this.
DBD is a game that deals with frame counting. You might think about it but thats what it really is. Everytime you are doing a mind game or some sneaky movement it is to try and get a frame advantage. The survivors do this by turning on their torch and then performing a 360 to obscure their hitbox.
Anyway - the killer was getting frustrated and made a few mistakes. Then what happens is you make more mistakes than you should because you are a little tilted. In that regard the game is just like golf. DBD is a bit odd in that when you miss by making a mistake you are more likely to make a mistake again by the tiniest margin.
thanks bro, yeah i have 40 second matches as a trapper but sometimes i play like the video shows, its just about the mind being tired and tilted.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3054498#Comment_3054498
Perks are not practical solutions at all really because you can't expect people to always use perks incase this one situation that bothers them but rarely happens. That's like asking someone with a fear of rain to always go outside with an umbrella.
People be like "if you dont want to deal with x thing use x perk every game" or "hey if they are abusing x map bring the map cancel offering every game"
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@squbax said:
If more than one survivor is burning you they are not doing gens which is good, and if more than one survivor brought flashlights instead of toolboxes or god forbid med kits, you are having an easier match, even tho wraith is m1 and can be looped for days flashlights are not that big of an issue for him.
medkits buys a lot of time and is the strongest item, yet you have the chance to find them healing and down or they wasting the DS for self healing. One flashlight is not a big deal but often times you will get into a chase or you interrupt them healing and while you are uncloacking they start to burn you, so you have to dodge and uncloack all over again
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@cluxdx said:
Wraith's Lightburn is a massively outdated mechanic IMO and should just be removed. Also unnerf his uncloak please.
agree, it took time to remove the trapper sabotage mechanic besides being an different thing it was too much detrimental. Its funny how wraith can be burn, victor can be kicked after an succesfull attack, but nurse doesnt get burned that easily.
Weaker killers will be way weaker, strong killers doesnt have good counterplay
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@Phantom_ said:
Why not counter them with Lightborn and Starstruck?
if we fixed every killer problem with perks the game would need a new perk slot, but yeah lightborn or franklin wraith is pretty good
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@[Deleted User] said:
I played a similar match as trickster last week and it made me uninstall the game for days lol. Like PNGamer says there's no clear solution to stuff like this. Ignore most of the people on this thread. Something i've learnt about this forum is that people love to start drama by shutting down any kind of opinion you have regardless of what your opinion actually is.
Bro when this happens to slow killers you cant do anything, happened before when i was playing myers, no counterplay again, hag too, spirit too, i could only win with nurse against this strat, pretty messed up. I am sorry for your trickster match, i cant play him on console because the aim + lag is bad NGL.
People on the forum like to give "solutions" with perks, the game should be about learning not the perk playing the trial for us. Maybe the devs should give us an option to slam locker door and trap survivors inside for a good time(like victor does), or fix the placements.
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@Zexbunny said:
Go after the one guy doing gens?
Doesnt work, the gen guy start to do the locker thing and one of the flashlight guys go to gens
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@Neamy said:
Act like a noob killer at first, like get a down, and look at the ground just away from the survivor, like you are attempting to pick them up but cant find him. Then when you do, walk up to the downed one and stop for a sec, looking down. then listen with headphones for footsteps.
got it, but the problem is on the lockers sadly
@MrMori said:
I've had the idea that maybe the killer could "Slam" the locker, scaring the survivor and preventing them from leaving for like 5 seconds. But you couldn't do it for another 5 seconds on the same locker after you had slammed it once.
That way it would prevent the infinite locker save without being abusable. This double locker ######### got far worse with the Dredge update because they added lots of double lockers right next to each other near corners so you can easily set up an infinite save spot. The only saving grace is that most players don't do it.
So yeah, an option to "lock people in" for a little bit would solve this.
An built in victor lock for killers is a nice option, i would take that.
@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3054310#Comment_3054310
Its not just shack that has it. Dead dawg main has 2 of them in the main building, midwich has it in the middle hedges, you can still get angles on the autohaven pallet gyms.
But the ones with only one way to save is way weaker because the savior would need to come from a narrow direction, but yeah lots of double lockers...
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3053492#Comment_3053492
https://forum.deadbydaylight.com/en/discussion/comment/3053500#Comment_3053500
@PatchNoir You don't need to justify yourself to such comments. There are always people who know better. I can understand the game very well, and there is nothing you can do about this locker spam abuse. The best thing to do in the near future (matches like this) would be to slugg the survivors to the Death, that´s my opinion. Unfortunately, 90% of all matches look like this to me and I wish I was the lowest MMR.... You almost can't play a normal match these days. Still, many players overestimate themselves in MMR, so don't forget that. Don't let such matches upset you. Even if it is annoying. ( don´t forget Lightborn. That Perk is rly good on Wraith )
As an aside. I am currently playing my own perk combo with the Wraith. Fearmonger, Sloppy Butcher, Call of Brine and Knock out. I guarantee you will have a lot of fun with it. Try it out if you like :)
hf gl next trails
thanks man, my wraith was brand new prestige so no perks, i just tought "hey 4 flashlights i will profit on their altruism" and then i got hit by the locker spam. When i slugged in the match they had unbreakable, some times they 99 the bar to avoid losing it. All the seconds chances they can have.
Thanks again for being positive.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3053546#Comment_3053546
Eh a mechanic that literally just keeps 2 survivors invincible doesn't seem like a good mechanic either. Also if I recall correctly the devs even considered it an exploit as thats not what they intended for lockers to be used like.
the shack one isnt a problem because the savior MUST come from the door where the locker is located, but the macmillian ones are just in the open, if there are more than 1 surv with a FL they can come from any direction
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@Plsfix369 said:
Dude is so scared of a pallet drop at 5 gens it makes me hate the player more than the game, Is that even a skilled Wraith player? like #########?
bro there is no pallet dropping if when you are injured instead of looping you dead hard to a locker
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Yeah iv seen that too while playing ghostface, the thing is that luckily its not always that the house spawns
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Same here, at least once a day. Getting mad because my connection is good 500 MB Upload and download, playing using cable instead of wifi
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@Brimp said:
I still don't know why locker flashlight saves are still a thing considering that they were even removed but then magically appeared back in a week or two later.
i guess they do "fix" but before releasing the updates they mistakenly compile an old version of the maps. Locker saving is not a bad mechanic when the lockers to do that are well planned, otherwise...
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3053533#Comment_3053533
It is pretty messed up I know. But dont worry man, it takes time to learn this stuff u know, the counterplays and such. Also, what I like to do in cases like that is “force” a 3gen. Cause as U said one of them might be on the gen, so patrol the gens and forget about the survs u know. They WILL have to go for gens eventually and that way is easier to capitalize on their mistakes.
U faced a top tier team I take it, and as a M1 killer. Don’t expect to just be able to counter them perfectly right away. Dont worry bro, dont let bad experiences ruin ur game. Just hop on the next match and try different strats when u are faced with this kinda bs.
yeah thanks for being a good bro, there are many people that doesnt see the things on the forum. I was just trying to have an casual match other killers would be way more effective.
I just want to people to know that when they dont see an twins or a wraith in the lobbies are because of those things
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@Nazzzak said:
I noticed that you didn't take a moment to look around the corners before picking up or opening the lockers, despite knowing what their play was. There was always someone waiting behind the corner. If you don't want to have to chase off the other survivors - which is fair enough, time is against you afterall - then I'd agree that Lightborn would be your best bet. It would negate all of their play.
didnt had the perk because of prestige, but yeah a bandaid fix is the only solution yet. Also if you watch the hole match you will see that when you look for the others the locker guy will get out and go away. If you chase this new survivor he will do the same thing...
Also remember that there was 2 guys going for the save and they hide and switch spots walking or running to safe loops.
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@JackOfTrades said:
https://forum.deadbydaylight.com/en/discussion/comment/3053521#Comment_3053521
Sadly by fixing the locker placement, that screws up the Dredge and either buffs or nerfs it (depending on how it is done) and would probably make some people mad. We don't need another Freddy with the Dredge.
the dredge is already messed up, did you know that in double lockers like the one used on the clip, if survivors lock one of them the dredge is always teleported to the locked one?, when that happens you cant go to the side one because of the teleport range limit, so you get forced to break the lock, then they lock the other one and next time the same thing will happen
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3053496#Comment_3053496
Oh I see what u mean, yeah I know this strat. Some swf tried it on my GF on Dead Dawg the other day. Its a pretty solid strat because it prevents a down, so the only thing u can do is bait it out, and then injure the surv going for the save. Injured survs are less likely to try risky strats, specially since u have PWYF u should use that to ur advantage.
dont rush bro, I know it’s counter intuitive, but take ur time u know, cause if u keep in mind that: if all of them are nearby, there’s no one doing gens. If no one is doing gens u have aaaaaall the time u need.
I tried everything i could think while it was happenning, i couldnt bait the catch because they were very patient, i couldnt look for saviors because they hide pretty far away and on safe places.
3 guys do this while 1 is on gens so you have time but not a lot. They also dont use the good pallets early, when injured they dead hard to a locker if they do a mistake, and one always have vigil to recover faster.
I tried to hurt all of them to hear the savior moans but they use iron will so you cant find them, if you go too far from the locker after the gen guy or one of the saviors they will just loop and dead hard to a locker again.
Pretty messed up, cant counter whitout perks
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@JackOfTrades said:
If you have Franky's, then maybe use that if if all 4 flashlights? I understand if you don't have it, but.
Sadly i didnt have it on wraith at that time because i prestiged him, but yeah you need at least a bandaid perk to fix the problem. But the right thing to do is probably fix the locker placements on big open areas. Being forced to use a perk to play the game properly is why the devs made BT basekit
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3053405#Comment_3053405
This is why, if a pallet loop is too safe, you need to deliberately get the pallet out of the way by chasing them around it as quickly as possible. Swing through pallets, walk through them, whatever gets the pallet out of the way.
Killer is about time management, and letting safe loops stand can hurt you later in the game. Better to try and reduce the amount of time spent on a single pallet to as little as possible than to leave a good pallet up-right to haunt you later.
i know that bro, but the corner lockers are into these good pallet loops, they will just get into a locker, only the FL save survivor will drop the pallet if you chase them but they hide until you are stuck in the locker animation, if you look for them the locker surv will hop out
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@Pulsar said:
There were a lot of very poor decisions made by the Wraith player.
Those Survivors weren't very good either, they made a ton of poor plays.
I got tilted playing and started to make poor decisions, last match the same thing happened and i got into that bad vibes train. My main issue with this match was the locker saves, like what can you do against a corner locker?
14 seconds · Clipped by vanced burn · Original video "Dead by Daylight_20220709220028" by vanced burnIt just looks like the devs didnt think enough about their placements. This clip sums it up
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3053479#Comment_3053479
U cant perform beamer save on a Lightborn kiler. ds is not gonna be an issue anymore if someone hops into a locker but as of right now U got be smart when to eat the DS and when to leave. After all its only 60 secs.
a good chunk of playing killer is choosing ur battles. If an Injured surv is being too cooky always assume they have ds and go after someone else. Because the eagerness to get the kill might be ur downfall.
14 seconds · Clipped by vanced burn · Original video "Dead by Daylight_20220709220028" by vanced burnJust see at the start of the video, its a squad team they get into lockers on corners because others can Flashlight save, Yoichi does it at the start to avoid get downed, i go after dwight hoping to down him but he reaches a locker and they do the save, this happened the entire match, 3 guys lockering and one on gens.
Wraith was level 25 because of the new prestige, any counterplay? i dont want to get in this situation again.
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@Remedicist said:
A perk that I think is underrated when it comes to dealing with flashlights is Fire Up due to it making the pick up animation faster. For a survivor, it is difficult to tell if you have it (barely anyone uses it) and it will mess up their timing. Instead of not doing flashlight saves like they would do once they found out you have Lightborn, they will keep trying and wasting time. Assuming that one survivor is doing gens like you said, even one stack is enough to mess up the timing.
@DY86 said:
Lightborn + Agitation
whenever I see 3-4 Beamers and I suspect they are either good or bullies, I swap any perk to Lightborn. I always have Agitation on so it helps. U could also use Mad Grit as well. But that would reduce ur options for the other slot.
Franklins is a waste imo if they’re coordinated theyll simply pick up the other players item to prevent its charges from being depleted.
i am only seeing perk counterplay, is there any way to avoid locker savings just like playing?, its safe to a unbereable point, the survivors have a lot of time to come out with the beam, even if you are expecting it you cant chase the saver because the locker guy will just get out and the other one will be in the safest spot possible
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once you tilt you get prone to make dumb plays, i started swinging out of range, or i not lunged for DH fear etc, not that great of game, but the locker plays are the main reason i did de thread, its just too safe
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@NekoGamerX said:
these kind match makes me hate this game.
i couldnt do much they were safe on lockers, and chasing the hidden ones on those safe loops was almost impossible
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3053373#Comment_3053373
It takes 3s to escape a locked locker, 2s if you're using Haddie's Calendar. I'm fine with the time it takes to escape a locked locker. I'm not fine with locker "sets" being treated as a single locker but being given two locks. The literal point is a locker can only be locked once. It's anti-skill too. There is no risk for the survivor whatsoever. No need to guess.
https://forum.deadbydaylight.com/en/discussion/comment/3051132#Comment_3051132
If they guess wrong, no they couldn't. There is a minimum range on the teleport.
https://forum.deadbydaylight.com/en/discussion/comment/3050813#Comment_3050813
Except you are only meant to be able to lock a single locker once. But sets are considered a single locker, but given multiple locks.
https://forum.deadbydaylight.com/en/discussion/comment/3050833#Comment_3050833
Except... sets are counted as an individual locker but given two locks. By your own standard, this is bad design.
why the dredge should have an minimum range teleport? i played a lot with him and cant understand that fact, lets suppose you miss TP well since you are close the time lost will be almost none, the only downside being losing a stack, and people would learn to not commit this mistake by playing the killer. One of the fun in games is learning...
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true