PigMainClaudette
PigMainClaudette
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De-rank. Make a smurf/alt account. Use an Oak offering to make more hooks. Play some Survivor and play for their Archives. Leave people on the ground of they wait near hooks. Run Hangman's Trick.
Prove that you've done all you can or ask for advice BEFORE coming here to just complain, please. The Sabotage mechanic was completely reworked recently and hooks aren't gone for very long now, at the cost of it's done very quickly.
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I think that part of it is that, as a console player, there is a theoretical 2/3rds of the player base that doesn't get ANY sort of testing and has to go off what a group of people with a set of completely different controls think.
This is more of a Sony/Microsoft problem than a bHVR one, though.
It's also good to see that they aren't doing fast and knee-jerk reactions unlike SOME games *cough cough Overwatch cough* and they actually announce what changes have been made when the patch goes live in game.
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As someone who was LEGITIMATLEY FACECAMPED out of their first game, you are objectively wrong.
The only time that camping doesn't exist is when you literally just hooked someone and you're trying to find the other guy you KNOW is near by. That is a tactical situation that requires thag "playstyle" or "tactic".
Yes, there are situations where is it caused by survivors, but a majority of recent camping cases are purely toxic killers or those who are insecure about their abilities since the Ruin rework.
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@CANxOFxCORN said:
https://forum.deadbydaylight.com/en/discussion/comment/1205696#Comment_1205696
That's the whole point, I play for the "justified hate" in the post game lobbies.
In that case, I feel obliged to recommend playing Friday the 13th: The Game instead of the more competitively focused Dead by Daylight.
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@Reborn2020 said:
Camping is a viable strategy. Survivors do not get penalized for camping they get penalized for afking .
Survivors aren't punished in a traditional way. They just lose out on BP and emblems, generally de-ranking because they were unlucky to be caught first by a killer who decided that playing a traditional and desirable game is part of the meme of the "Survivor Rulebook".
Camping a hooked survivor is just worse in every way for the survivor than the killer. I should know, since I've been on both ends.
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Expect a lot of justified hate. Don't complain when people bag you out for your obviously scummy tactics.
Also, Agitation is better than Iron grasp for hook transportation, and you'll want CTG and Primer Bulb as add-ons.
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@Dolls said:
Could have killed the Yui and ended game just as easily and not have teamed!
And reward bad play?
The Feng didn't contribute, she doesn't deserve an escape bonus. Yui proved to be a competent survivor and actually made BenZo work for it.
If the Feng actually did a generator or two, then they both might have escaped naturally.
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This is like saying that Monitor and Abuse is bad on a Deathslinger. It's not the best perk to run on them and the top builds won't run it, but it's a comfort pick that'll be good for a beginner to the killer.
Besides, with how Legion's power works, you'll get at least Ruthless every game unless you're a full-blown potato.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1203611#Comment_1203611
Looks like we won't lol inner strength can't be run by more than 2 people in a team but that's ok. Shock that claudette is running self care and is still taking my totems lol
If I see a player running self care as killer I'm happy. I know they'll waste their teams time by healing everytime their hit.
Funny story is that lately I've switched to Yui. I made my account on here and made my name BEFORE Cursed Legacy.
I've also been hit my too many NoEDs that weren't deserved, so BONES BEGONE!
I did also say earlier that I'll let others heal me too. Botany Knowledge is also pretty useful with Self-Care or when you get an unhook.
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@CashelP14 said:
Inner strength also syncs well with head on a d ds. Self care also sets off nurses calling if your close. Inner strength helps stop noed.
Overall self care is just a complete waste of time and I wouldn't play with anyone if they run self care or urban.
Looks like we'll never play together then. I'll take my unlimited use perk and heal up in the time it takes you to find a totem.
BTW, I already cleansed 2 to help cancel out the possibility of NoED.
Just saying that ONE person with Inner Strength is fine, but limited. 3-4 is basically detrimental and a worse One Use Only perk than the ACTUAL one use perks.
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I prefer Self-Care due to consistency. I'll ALWAYS be able to use it, no wory about charges or Franklin's Demise, not having to find a totem. Then again, I also run either Bond or Botany Knowledge with it, and will let a teammate heal me if they're nearby.
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@Almo said:
"the static blast was added because many complained about his 'no effort tracking ability'"
Actually, this update was not "because many complained". The design team didn't feel Static Field being passive was as interesting in terms of interactions. The Blast is now more of a choice for the Doc. 60 seconds is an eternity in DbD. In the average match, he can use it 10 times. Once it's gone off, you have some idea how long it will be before it's used again. Got a Doc who Blasts after every hook to find his next target? Jump in a locker when someone is being carried.
Overall it's healthier for gameplay.
Not gonna lie, it just feels better too. The stances were a cool idea when I first played Doctor, but switching them to attack felt tedious.
It was also good for finding everyone at the start of a match normally, but that was it. The passive madness didn't do enough.
Overall, I think that the Doctor rework is just better for all ranks and still rewards skillful play.
As for the OP's main point, from what I can understand about his design is that he is DESIGNED to be annoying, and as a son of a medical professional, I can say that electroconvulsive therapy, or "shock" therapy is a) bloody painful and b) really, REALLY nasty to the body. But that's also irl, not in game. Less lights, less screaming, much more permanent damage.
Seriously Almo, whoever had the idea to add this type of power into the game needs a holiday or some time off. ECT is brutal, even with today's kind methods.
He is also known as a "Pressure" killer, meaning that you'll always feel his presence, be it through a large Terror Radius, constant screaming, and random hallucinations. Terrifying as a new player, annoying as a veteran due to the effects of over-exposure. Same with any horror element of the game, outside of not knowing who the killer is for the first two minutes of a match.
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@Ev13698324 said:
https://forum.deadbydaylight.com/en/discussion/comment/1200482#Comment_1200482
How can you stop tunnelling from existing though? You can't just ban everyone who does it.
I don't know if we can. If it was way more heavily discouraged though, then it might sway some people. Or start matching those who continue to do it with those who actively abuse DS, BT and other survivor mechanics in their own little hellscape.
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Killers: "Just bring DS. It's an anti-tunnelling perk 4hed"
Also killers: "HE USED DS ON ME! BAD SURVIVOR! MECHANICS ABUSER! 60 SECOND IMMUNITY! REEEEEEEEEEEEEEEE!"
There is no winning against that type of player, and there never will be as long as tunnelling is allowed to exist.
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I think that it's a bit overkill to both reduce map size AND the number of jungle gyms. Mobility killers will just solidify their place as the best in the game. Other killers will become more viable, but if we have smaller maps and more open spaces, then those that can move faster will still dominate.
The gen-speed reduction does sound pretty decent, though.
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Either Pop Goes the Weasel or Hex: Ruin. Depends on your playstyle.
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My stealth build has more of a flexible/self-sufficient feel, but it's also on Claudette. No prestige, though. Just her jacket and darkest default pants.
Spine Chill, Bond, Self-Care, Sprint Burst.
You could swap out Bond for Iron Will, but I like to use it to see if my teammates are getting chased. Sprint-Burst is also just exhaustion of choice. I just happen to have only had that one and it's good for early distance. Self-Care is also personal preference.
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@xBEATDOWNSx said:
DbD is arguably at its best state right now. Yeah it has its issuses at times (looking at you servers/ lack thereof on Xbox) but overall, it's a much more healthy game than it was upon release.
I'm looking forward to future tweaks.
Now if only the devs could rework Legion for me (Peanits plz)
After how the Xbox servers were, I'm not holdong my breath for their return.
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@GirlbossRaptor said:
https://forum.deadbydaylight.com/en/discussion/comment/1198665#Comment_1198665
He isn't talking about the stun after frenzy. You lose some of his power gauge when hitting someone outside of frenzy.
@Predator3174PL said:
https://forum.deadbydaylight.com/en/discussion/comment/1198652#Comment_1198652
well it's kinda his job. Keep you in injure and make you mend. His power isn't lethal, so besides annoyance, it won't matter if he will activate FF after hitting you normally, in most cases, you'd be saved by this, because normally Legion players are going after other survivors to chain attacks.
https://forum.deadbydaylight.com/en/discussion/comment/1198665#Comment_1198665
I think you missed the point. At least what I understand, you compare this to Spirit using her power first, then damaging survivor with it and then downing him immediately after switching off the power. OP is talking about Legion losing his power gauge after hitting survivor with basic M1 attack, leaving them powerless. Yes, this was made so people wouldn't abuse bleeding mechanic, but now when it's long gone in the past, this is utterly useless and drags Legion down in term of his potential.
As for OP, yeah I ask myself with that question too. Spirit and Hillbilly have so far more powerful abilities than Legion, and yet here we are… I guess survivors would just cry about being forced to mend after just being hit normally… HOW SHOCKING that killer, who's job is to slow your progress down and be any kind of threat, IS DOING THEIR JOB!
However, how people would cry about it, devs wont change it, and even if, they would just reduce it to maybe 30-25% of power gauge loss, with the new changes to gen speed and map design. Tbh, if they removed this feature from them, I would stop crying about 4 sec fatigue after canceling power, damn, I would even accept 5 sec fatigue, just let me use my power more often.
Yeah, I kinda misread the original post.
I guess the thing is that Legion is meant to just go into their power at the start of a chase.
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Imagine if Spirit damaged someone by phasing through them, then popped out of phasing and downed them within 5 seconds.
Apply this to Legion and Feral Frenzy. There is your answer.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/1197199#Comment_1197199
Why would bloodhound be good on legion?
Can he see blood in frenzy i forget.
Yep. If they can see scratch marks too, then disregard my comment. Bloodhound won't be necessary of they can see scratch marks.
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All I can say is LET THE PBT HAPPEN, then we'll all play it, and by "we" I mean all you PC players who get that privelage. Give it a week of solid play, the opinions of Otz, Tru3, No0b3, Monto and all those other types of players and then we'll make a judgment call.
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Jungle gym changes probably won't hurt good runners. Gen changes will help higher level killers and make Prove Thyself a bit more appealing to more people.
Legion change will be interesting. Bloodhound might be made viable on them now how a lot of people say that Shadowborn is for Huntress and Nurse.
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Spine Chill for survivor for SURE.
Killer is a little tricky. Imma go real outside the box and go Hex: Devour Salt.
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Diversion.
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Ok. So what about the Xbox "Party" feature? Or the Playstation equivelant?
What about those groups who are just friends and have a conversation throughout the game? How about those who are teaming up to finish of Archives missions, or attempting to deal with the rise in campers and tunnellers?
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It's happened heaps for me in Rainbow 6: Siege lately, but rarely in DbD. I have been kicked out of 2 killer matches, though out of nowhere, but sometimes I have random internet cuts because Australian NBN.
I think it's all just increased traffic because of COVID-19.
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@GrannyonAcid said:
Enjoy him while you can. Every time they add a new indoor map he seems to be a worse and worse choice. Still good. But I swear every time I pick him I get a map where you can't chainsaw.
In that situation, it's just better to use the chainsaw as pallet bait. It's how I use it most of the time and it works pretty well. Either I'll eat a pallet, or get a free chainsaw hit.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1194199#Comment_1194199
Deathslinger has crosshairs built into his gun.
@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/1194471#Comment_1194471
Kinda to a degree he does already have crosshairs. I dont think its the same thing has have a exact spot with lines or a dotted circle on screen.
But I could be wrong I only watched people play him, as I don't own the dlc
He doesn't strictly have a crosshair built into his gun, but you can use one of the spikes on the harpoon as a crude ironsight. There is also possibly an add-on that gives him one, but I haven't even looked into his add-ons as I've dropped rank a bit because of survivor archives.
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It's as you said. It varies from killer to killer.
And while the reworked Hex: Ruin is technically still strong on mobility based killers, I think that Pop Goes the Weasel is actually better for them, since they can move back to a specific generator and damage it. Reworked Ruin does actually work better for me on slower killers since the killer now doesn't have to waste time with kicking a generator.
If I had to pick one, then I agree with @Kwikwitted, PGtW is simply the stronger overall perk. However, as we've both implied, it's all within the application of the perks.
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If you don't chainsaw every goddamn survivor, then sure. Go for it. His hammer is still an effective weapon.
However, if you chainsaw for a majority of downs, then you'll never get your wish of keeping him the same.
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@WeenieDog said:
Personally, I love pig as she is. I think she need some better addons but not any base changes.
We're gonna have to disagree there.
Add-ons? Yes. Base changes? Well, move the roar back to the start of the dash, not charging. Increase the crouch walking speed to match GF, but not the crouch speed. Keep that one the same. That'd be it.
But yeah, I don't hate the suggestion. Especially since Dash no longer counts as a basic attack.
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1191742#Comment_1191742
Your takes on those perks are quite silly. Considering how fast gen speeds are, BT and Adrenaline can be used in various combinations to ensure everyone escapes consistently.
DS does not require one to be tunneled. It’s a 60 second immunity in which you can jump in a locker or stay on a gen. 60 seconds of staying on a gen and not being able to be pulled off. DS is not anti-tunnel and never has been
Then you have DS + Unbreakable where the killer has to leave you alone.
Or you have EGC hook trade with BT+DS to ensure you both can escape.
You’re minimalizing just how good these perks really are.
im not complaining about these perks. Just putting out how silly your arguments are.
Funny how I've also said on heaps of other threads how if you target the unhooker, it counters DS, BT AND Unbreakable. And how these perks are abusable.
My points both cover natural/intended use, AND a common abuse for it, such as hurtling yourself at the killer with DS. I covered all bases, so how is it silly?
Also, as for the frustrating EGC example, you're essentially playing with one or zero perks in order to get that escape. Since killers get to say this for NoED, it's only fair that we do it here too.
Adrenaline is only triggered when endgame is reached. Borrowed Time only happens on an unhook, but it is also the killer who activates the Endurance effect. Decisive Strike is also one use only, and can be activated after being unhooked. It's then on the killer to activate the perk. Unbreakable is activated by a killer, since it's entirely THEIR choice to leave that survivor on the ground.
I haven't minimalized anything. I simply pointed out that these perks are not 100% within the survivor's control, esoecially since there are 100 other threads already stating how combining these perks work. You're going to need a little bit more than "Your takes are silly", since they are not takes, they are observations.
I observe and I analyse. I share my findings where they are necessary.
If people a doing generators while DS is active, then put them on the ground. If someone grabs another survivor off a hook in your face, punish them for their hubris. If Unbreakable is used, then you don't have to worry about it for a later stage in the match.
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@BeHasU said:
https://forum.deadbydaylight.com/en/discussion/comment/1193919#Comment_1193919
I wasn't talking about that in my post, i was just saying that threre's no use for ruin early game, it makes things worse honestly.
You're right there. It's now more of a mid-late game perk.
If a killer can utilise it effectively, it's pretty devastating.
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You know what else makes survivors gen-rush? A rise in campers and tunnellers.
This argument is a 2-way street.
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Just play whatever side you feel like at the time. Probably don't play killer if you've started to lose conentration or had a few drinks. Survivor isn't as intense a game, but you still need your wits about you.
Play both and you'll have a better understanding of the mindset of them, meaning you can more effevtively counter them. Don't forsake one side for bloodpoints or Archives missions.
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1193782#Comment_1193782
Those perks are not different way to counter DS and BT, they just reward you for focusing on rescurer - an already mentioned counter.
Admittedly though, you use these perks with the mindset of you're not going to target the hooked player.
You're right that they're not a different way to counter them, but a slight shift in playstyle makes both perks completely redundant.
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1193768#Comment_1193768
What are other ways to counter those perks? Name them, you said there are plenty of them.
Devour Hope and Furyive Chase to support what @BigBrainMegMain said.
And Make Your Choice.
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Spine Chill activates when the killer is looking at you, and experienced survivors know that if it flickers, then you're not looking at them. I also cannot tell you how many times I've walked/ran into a killer while using it.
It's also currently one of 2 perks that counters stealth killers. One of which is on a cooldown.
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Abusable.
Explanation: relatively, but certain elements are being taken advantage of in certain ways.
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I don't mind him on either side.
I do actually feel like there is something that I can do as a survivor, unlike when I go against Hillbilly or Spirit, yet still fall if I screw up.
As him, he feels powerful in a sense that you are 90% in control of the match. Snares help with both information and the chase and the teleport is great for capitalising on perks such as Hex: Ruin or Pop Goes the Weasel.
However, his slowdown add-ons do feel like complete BS to go against when stacked. I know they've been lowered, but still. Dying Light and Thanataphobia are enough.
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"Just do bones" is not an excuse for this perk and how it activates. If a single can do 3-4 bones ON THEIR OWN and still get affected by NoED, then that's not fair to that survivor. Some totems are pretty well hidden on certain maps.
NoED currently rewards bad play from BOTH sides, takes zero effort to activate, and doesn't give any warning for the most powerful status effect in the game. There are only 2 perks that do this: NoED and Devour Hope.
What I think would be a good band-aid fix until we can get a full rework of the perk is to give the Exposed status on it's activation, just like Myers Tier III, Ghostface's stalk, Make Your Choice, Iron Maiden, aka EVERY OTHER EXPOSED EFFECT.
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Mechanically Freddy is on the lower end of things, however that's only "half" the battle as a killer. You have naturally less information, but it's what you do with it.
Snares are also NON-LETHAL. They do zero damage, unlike Trapper's traps. They make you scream, yes, and even slow you down. But that's it.
Teleport is also on a rather punishing cooldown, even if you don't completely follow through.
He's strong, but he isn't OP.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1192296#Comment_1192296
I would say so. Billy's instadown is compensated by other areas in which he's lacking, such as his bad handling and stun whenever he runs into anything. In other words, it's balanced. If an instasaw were an easy 4K the way you're implying, Bubba would be the undisputed strongest killer in the game.
Well, I have pointed out how Hillbilly isn't really punished all that much before, on different threads. But the main point was they were using "THE" perk build. This would include perks like BBq, Spirit Fury and other perks that can really help a killer.
When you combine something like BBq, insta-saw, Ebony Mori and other fun killer stuff, the game might as well be a point and click adventure game.
The point of the Hillbilly side here wasn't about one specific part of their kit, but a combination of effects that can effectively carry a killer to an easy 4k, through detection, mobility, an insta-down kit AND a mori. I could have used a Devour Hope Nurse/Spirit and say that the totem wasn't cleansed and it'd still have the same relavent points.
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@Fibijean said:
Who played more skillfully in that round? Probably the Clown. But not because he pipped, because he didn't rely on artificial (meaning, in this case, not skill-based) methods to secure kills.
But who was the better killer? The Hillbilly, without a doubt, because he was more successful in completing his objective - that is, killing. If the Ebony Mori hadn't been involved, I would have said that the Hillbilly was probably better and more skilled.
Ultimately, skill in a game only matters to the extent that it helps you to complete your objective. Thus, player skill is most accurately measured by how successful a player is on a macro level (that is, overall, not necessarily on a match-by-match basis) at securing their objective.
It's natural, and understandable, that most people don't want to recognise someone who uses overpowered or unfun tactics as someone who is good at winning, because of the cognitive dissonance there - we don't like to associate positive things like winning and skill with what one might consider negative behaviour. But I think it is important to draw that distinction, because it's relevant to how we consider the balance of the game that we are able to discriminate between what is admirable or praiseworthy and what is effective.
In short, if we have to pick one or the other to represent skill, I would say pick kills. As I see it, this isn't really about skill, because I don't think skill is subjective in the way you're suggesting. The real question here is whether skill alone is something we should respect and seek to emulate or even reward, or whether there is another important factor (Sportsmanship? Realism? Fun?) that needs to be taken into account.
Well, does one really have to be skilled with an insta-saw? I did use the insta-saw/Mori Hillbilly to show that a killer can be simply carried by certain itema that they bring, and still be considered "skilled" through the example of a 4k, hoghlighting an ihpnherent flaw with this approach. But statisically, yes, he did kill more.
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@[Deleted User] said:
I GO FOR THE THIRD OPTION, I BASE IT ON HOW MUCH BLOODPOINTS I GOT.
5.000 Bps: Boring stupid Game. Why do I even play this game?
10.000 Bps: Snore!
15.000 Bps: Frustrating Experience.
20.000 Bps: Ok, that was ok.
25.000 Bps: Let's play another one.
28.000 Bps: Good Game!
32.000 Bps: I HAVE ABSOLUTE CONTROL OVER THIS.
I usually run Distressing, Beast of Prey and BBQ perks.
Interesting option, and one that I also like for survivor too. Well, besides the fact that I don't run any farming perks.
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@Tohmo said:
It's more of a "make your own win condition" kind of thing. If I had to guess, the """""official""""" way of """""winning""""" is to pip. But, as we all know, that's not reliable as you could play genlock Legion and pip almost every game with only 1 sacrifice and play a normal Plague match getting 3 kills and still not pipping. Personally, I go for kills, as I see it as my own personal win condition (and it was technically the old one for killer before the emblem system, so I'm still kind of going off that even years later.)
As with a lot of things in this game, it's just personal preference, and no survivor/killer can tell you how to win and what a win is since its so hazy.
@ZoneDymo said:
TLDR: point is, there is no set definition of "winning" for this game, you can do whatever you like.
I have been doing a lot of killer games where I specifically did not hurt survivors, I threw bottles, stalked them, hit them with the harpoon but immediatly broke the chain, everything without hurting them and its quite fun to see how survivors react.
Usually they just do 2 or 3 gens before they start looking around to see what is up and gen progress sometimes suddenly goes really slowly after that :P
But yeah, indeed if you want to farm bloodpoints, legion all the way, if you want to guaranthee a single killer, basement bubba, etc etc whatever you want
While both of these points are true, I did want to mention that I think too many killers simply see kills as their ONLY objective, hence I used the chainsaw-only Hillbilly as an example. It is a very common strategy, and personally one I hate. There have also been numerous complaints about the ranking system, but they are also playing in such a kill-focused way that they seem to lose sight of the elements of the ranking system and make the excuse that a 4k shows more skill.
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Thing is that without effective voice communication, we can't let each other know that we have found the hatch.
Admittedly I'll straight up ditch a team if NoED's proc'd or the killer is camping a hooked survivor. I did my job, you clearly didn't if NoED is active and I'm sorry, but I'm not risking my tender bootie for the slim chance of both of us escaping. Better one than none!
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From what I've heard before about the issue, and largely from Microsoft is they've said, and to paraphrase, "We can do it, but we're waiting on Sony to get on board with it."
Or rather, it's up to Sony at this point. We're waiting on them.
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I'd actually put Doctor WAY higher. I strongly believe that he's within the top 5 of all killers. Same with Freddy. They are extremely effective killers at the moment.
If you're going off kills, then Leatherface is better than Clown and Legion, if you take pips into account, however, then Bubba is literally the worst killer in the game, and that is also by accidental design.
