PiiFree
PiiFree
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The only map where I seriously struggle to not just disconnect. Such a poorly designed map.
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I try to be more specific:
I mindgame the shack window by standing in front of it so that the Survivor can peak around the corner and see the red strain, thinking that I'm about to vault the window. That results in me standing in front of the window for 2-3 seconds (and therefore not being able to see the survivor) while the survivor is waiting around the corner without being in my line of sight, which makes me lose the chase.
It's a matter of a few seconds, caused by mindgaming instead of mindlessly chasing the survivor which results in me losing all the bloodlust progression. It's really annoying and it feels different. I've been doing mindgames like those since years and I never lost bloodlust because of it but now it happens quite regularly.
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I'll just follow the mainstream and go with the meta then. Everything else would make me a Hipster and I really don't want to be a Hipster.
"I'm just going with the meta" is my new excuse - I'm not a camper!
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Just a quick FYI:
PGTW regresses 25%, which is worth 20 seconds of a single Survivors repair time.
You have to consider that in order to get this perk activated, you need to find, hit, down and hook a Survivor AND run to a gen that's worthy of kicking.
The time you "win" is nothing compared to the time it takes to activate it.
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Such match times are just the result of the Doctors incompetence. If you know how to 3 gen strat, it won't take more than 10 minutes :-)
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Nice post. Just a few days ago I was wondering; "Why do Killers hear the chase music?". It's nothing but distracting in a situation where they're supposed to be totally focused and commited to the chase.
I also really like those hook alternatives although we have to be careful to not give away too much information with the map design. The pig boxes are bad example for that. A Killer that's supposed to be played stealthy but in the first few seconds even the last Survivor should've seen a box somewhere - that just ruins the whole element of surprise because people will pay more attention to their surroundings.
They could add alternative hook models / sacrifice mechanics or even new mori animations as rank / achievement rewards for example, to make the overall experience more exciting.
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Docs 3 gen strat is incredibly strong. Give him the right perks and some cheap range add-ons and it's really hard to win against unless they're playing in a well co-ordinated SWF.
He's not someone that can quickly get kills, but you get them easily with patience and dedication. Pick 3 close gens that are easily accessible but don't allow for much looping and you'll win against most teams.
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Oh, so you're just another typical "SuRvIvOrS hAvE tO lOoP tO sUrViVe"?
My bad. I thought we could actually have a constructive, unbiased discussion about general playstyles that provide unfun experiences for the opposite side but I guess you're too biased towards your Survivor standards.
I guess you also support the imbalances 4x SWFs provide with no empathy for the Killers that have to face them on a regular basis? Yea, don't worry, I will get lost :-)
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I think they went too far with this... That makes him S Tier in my opinion.
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I don't have to get better, that's totally up to myself.
Did you just compare a camper / tunneler with a RL thief? Lol...
There's a clip where the developers themselves explain that Camping and Tunneling are totally legit and justified tactics and they're not going to punish players for using those strategies.
Also, if you consider camping or tunneling to be toxic, I consider looping and gen rushing to be toxic aswell. Ironically, 99% of the Survivors playerbase solely uses those two playstyles when they play Dead By Daylight.
...but hey, keep playing by the Survivors rulebook! I'm sure they enjoy your presence. Survivors love playing against bad Killers that are afraid to piss them off.
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It's not a crime to be a bad player you know. If people feel insecure and therefore protect their hooks rather than looking for new ones, that's their way of playing and you have to accept that.
Often times Survivors can loop for such a long time that it's even more time efficient to just camp the Survivor instead of going after someone else. It's the result of poor game design.
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@aNAAA said:
Hook with survival facecamp: 95% slow down bleeding on the hook
Ok but hook without facecamp 95% faster bleeding on the hook! Fair, ok?
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You're totally right OP.
Almost 2000 hours clocked. I played a fair Killer for at least 90% of my total Killer playtime but the recent changes had me go fully meme and trolling. No point in tryharding when it doesn't get rewarded.
Roleplaying "Bubba the Security Guard", 99% of my matches are heartless Insidious camping and what can I say? It's a lot more relaxing, a lot less frustrating. I don't care about pips or kills, I'm doing my job as security guard and that's it.
It's more fun than constantly dealing with looping and gen rushers, trust me. I get one hook and sit back, that's my only objective.
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I'll give you full invulnerability for the whole match if that's what you're truly seeking for.
This would make the matches more fun for Survivors after all, at least from what it looks like.
"Make Killer Perk X not work in exit gate area! ...but I dare you, I double dare you MF if you touch any Survivor perks we RIOT!"
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Camping is often the result of Survivors unfair playstyles.
You want an anti camp? Stop using scummy tactics yourself.
Also:
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Make Dead Hard, DS, MoM and other 2nd chance perks not work in the exit gate area.
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How I feel:
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I hope you can soon provide a working solution because this is really getting out of hands.
I just got back 3 days ago after a good month break and I'm already going to leave again because of these insane disconnects. I just had 2 matches in a row where all 4 Survivors disconnected upon first hook and countless other matches where 1-3 Survivors disconnected or didn't even load in.
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Survivor and Killer perk:
Grimace
Make a grimace.
Has 10 seconds cooldown after use.
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We don't need Insidious to camp, we need Insidious to secure and protect our belongings.
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You know damn well what the issues are. People are tired of explaining them over and over again hundreds of times.
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Are you sure of that?
It definitly feels like the TR starts to shrink once the perk is actually done clocking and not DURING that process.
E: No doubt it shrinks your TR but I'm doubting the statement that it does that during the clocking of the perk.
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This token idea is truly genius.
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It's crazy... One could easily think they're doing it on purpose but just imagine that.... People purposely disconnecting when they get downed the first time. In Dead By Daylight. LOL
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I see them a lot aswell, really strange. They always totally randomly disconnect exactly on first hook and the weird thing is that they somehow still are able to communicate with you in the chat. Strange....
I'll support you with that charity, it must be horrible to only be able to play in such a way.
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If you feel tired of regular daily business, you can join the upcoming "Bubbas Security Services" for a creative change. All about memes.
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I can't answer that question but the timer is definitly longer than 2 seconds :-)
I'm thinking of mindgames with Pig (fake ambush), Spirit (fake phase walk while out of LoS), Wraith (fake cloaking) and Hag could probably make use of it aswell.
With good timing it could also be used to avoid Borrowed Time when you see a Survivor going for an unsafe unhook while you're still near the hook.
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Taunting, people gotta stop making up BS excuses.
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I'd consider replacing BBQ with Whispers.
Also, with Trapper you want to focus on a specific area of the map mostly around your Ruin so you're probably not going to break lots of pallets everywhere.
Place traps that stop the big loops in your area before survivors can use them, then you won't require perks like Spirit Fury and Enduring. Throw in NOED for the lategame.
Situationally, you can consider Agitation to make sure to be able to hook survivors in your area.
Monitor & Abuse is also not bad, generally a very underrated perk. It allows you to remain unnoticed even when placing traps relatively close to survivors . It also allows you to get 8 meters closer to the Survivors before they hear the heartbeat (which is usually the final indicator for them to start running). Being able to start a chase 8 meters closer means you cut the chase by 13 seconds, as that's the time required to catch up those 8 meters.
Pop Goes The Weasel can also be very helpful towards the end of the match when your 3-4 gen strat starts to kick in and Survivors are forced to repair YOUR gens.
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That's awesome! Is this for both Killer and Survivor? Sometimes I wish I could kill myself as Killer.
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I have queue times of just a few seconds as a Killer in red ranks. I often get players of lower ranks though, SWFs around Rank 4-7 mostly.
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I'm Hillbilly for tryharding but currently I'm more into roleplaying Leatherface.
In the end it's just Hillbilly with a mask on... 😉
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Killer:
Clear path (UR)
Reduces the amount of pallets by 3 for this trial.
"Looks like somebody already took care of it..."
Survivor:
Supportive wood (UR) (lol)
Increase the amount of pallets by 3 for this trial. (Does not stack)
"This time we're prepared for it!"
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I always thought a graveyard could also be nice. Or the Paris Catacombs, seems absolutely brilliant for dead by daylight.
I generally think interactive map mechanics would be nice for the atmosphere. We only have pallets, vaults and lockers.
Why no doors? Why no actual windows? Why no objects that move and make noices when you run into them? Dynamic garbage bins, oil barrels, ...? Shattered glas or broken wood planks on the ground that make noices when you sprint through them? Rats and bats to jumpscare survivors (besides the rather static and boring crows).
Weather effects like clouds to temporarily darken the map, thunderbolts to lighten it up. Rain that would lower the vision for everyone but make steps louder?
And reskin haddonfield like de_simpson for next years april fools.
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WHERE IS MY GODDAMN LEATHERFACE CUBE?!?!?!?!
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Played a few rounds yesterday after 3 weeks of not even starting the game.
Roleplaying "Bubba the Security Guard" in red ranks and what can I say, I had a lot of fun.
I'm a Hillbilly main, mostly tryharding to get the 4k but never really camping or tunneling unless the Survivors gave me a reason to. Still never appreciated, obviously!
This Bubba roleplaying was a really refreshing and relaxing change and I kid you not, only one time more than one Survivor managed to escape... Effective aswell!
So I gotta agree with OP, sometimes it's nice to drop the tryharding and instead just play for fun! Fun for YOU!
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@Delfador I'm never using Q and E though, I play with mouse and switch sensitivity :P
OP, if Billy is up your butt you're already ######### regardless if he's using mouse or Q and E. You can try to juke them but that's totally based on luck / badluck or incompetence of the Billy player.
Against Billy you need map awareness and respect :P
Also not sure how Q and E makes him in any way stronger. He can either fully turn to a side or not at all, not really a good way of handling the chainsaw sprint unless you do it for flicks. With mouse you can smoothly adjust the turning angles as required.
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You're making a good point here.
They could exclude add-ons like those which obviously makes it already a bit more difficult to implement.
It's really only the chainsaws and Myers during EW3 that are truly affected by it, those scoring events need to be adjusted at least for the hit scoring & malicious. The chase itself, you're right, wouldn't be deserved but the fact that even those points are indirectly limited makes it very hard to play those Killers efficient (making use of their powers) while also trying to maximize those emblems. Poorly designed emblems in the end, but it would require a complete rework to balance it out which is not very realistic.
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...and I'm really sorry but apparently I still have no idea how to put headers, spoilers and stuff like that in a thread, apologize for the wall of text.
For the people that wonder what freak I have to be to care so much about pips:
I actually enjoy playing against high skilled players and in high rank the chances are high that I face such players. I try to rotate between Killers but I often find myself struggling with certain ones, Leatherface being one of them but even as Billy I sometimes manage to depip even though I completly dominated the match and I figured it's often because of Chaser and Malicious as those have the most impact on oneshot Killers. For Gatekeeper is mostly powerless (especially as Leatherface) and Devout is somewhere between Silver or Iridescent, solely depending on hatch standoff. Hatch escape can turn a Iridescent into a Silver Devout, just saying.
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People here don't understand how Chaser works.
This player could've killed those 3 Survivors completly fair by hooking everyone 3 times but if the last Survivor never got found, it would lead to Bronze Chaser Emblem.
9x Survivors found = 45 points
9x Survivors hit = 495 points
9x <30 second chases = 540 points
Total: 1080 points
Result:
BRONZE Chaser Emblem.
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Of course you do. You need to meet the requirements to rank up. Some playstyles allow you to meet those requirements relatively easy while others make it really hard.
That's been said, the ranking system in DbD is by no means a good representation of skill but at least it filters out the complete idiots. It does require basic knowledge and experience to reach Rank 1, so that's at least something.
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It means something.
It means you have enough experience and knowledge to be able to reach Rank 1. Additionally, it means you've played against players that also have enough experience and knowledge to play in Rank 1.
Rank 1 doesn't mean you are the best player, it means you're at least not a complete idiot, something you can't say for sure about rank 10-20 players.
People would lie if they said Rank 1 and Rank 20 matches feel exactly the same. There is a difference, Rank 1 IS harder to play because the players you face are usually more experienced than lower rank players. I'm an experienced player aswell, I'm not interested in stomping Rank 10 players so I try to reach high rank for the sake of balance, not just for me but for the players I go up against.
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Visual injuries.
I wanna see your body split in half when I cut through it with my chainsaw.
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No problem!
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It's mostly a matter of opinion / personality.
Some players consider playstyles like looping, gen rushing, camping, slugging and tunneling to be toxic.
Some players consider perks and offerings like dark mist, DS, MoM, NOED or Insidious to be toxic.
Some players consider teabagging, hitting on hook, flashlight blinding / clicking and nodding to be toxic.
Some players consider offensive endgame chats, insults and profile comments to be toxic.
If you want to avoid being toxic, don't use any of the things I mentioned above. If you want to be as toxic as possible, do all the things above. Be careful with the insults though, those can lead to bans.
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If the ranking system was actually meaningful, the incentive for me to pip would be to get matched with people of equal experience and skill.
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Does the other Survivor deserve the hatch more than you deserve the 4k?
If they deserve the hatch, don't slug.
If they don't deserve the hatch, slug.
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A 28% playerbase drop even though 2 DLCs dropped during that period of time... This is new, has never happened before. Usually when they release new content the playerbase jumps back to "normal" but in this case they barely managed to keep it steady even though we just had a ~30% player loss.
New content is not enough to keep the players or bring them back, they need to fix the core issues like matchmaking, ranking system and other unbalances.
We've reached a point where even the most addicted players get tired of that ######### and just leave, which usually takes A LOT to happen.


