PrettyFaceKate
PrettyFaceKate
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- PrettyFaceKate
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If you bodyblock and hold him there BEFORE EGC starts, then yes, you risk getting sanctioned.
If you do it AFTER EGC starts, then it's ok.
This has been discussed a few times, recently.
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@GreezyWeezy said:
https://forum.deadbydaylight.com/en/discussion/comment/1335130#Comment_1335130
Not true. I got it my 10th try, but every match I was healing injured survivors and unhooking when no one else was close enough to save. I got it against a Deathslinger and was playing very stealthy, never entered a locker. Stake Out helped tremendously. Let me know when I was close and the Tokens made healing go much quicker and safer with the good skillcheck being counted as great.
Mmmh, I wonder what happened the other 9 trials where you didn't get a mega boosted killer who didn't even realize there was someone tailing him. Something, something useless teammate Dwight the Brave something something.
@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1335130#Comment_1335130
first of all think what you will, the majority here disagree with you and agree with me. I did it and I was not a detriment to my team, actually more of a benefit. because of me, people were off of the hook faster than if I wasn't doing it, and as a result we all 4 escaped and the killer was suitably impressed because they didn't know how we were getting off the hook so fast and without detriment because I was already on site and the other two could continue gens. then one would get chased, I'd be unhooking, healing and then on to find the killer again. killer never saw me till I WANTED her to. please tell me how I was a detriment to my team doing this challenge?
'The majority here disagree with you and agree with me."
Source: you.
The killer was impressed about the hook farms? Ok, chief, lmao. You got me.
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Ok. Thanks for letting us know you're reacting to and handling this in a very mature way.
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@Freki said:
This challenge is a good one, it's hard to do and rewards you well for doing it. These are MEANT to break people out of their expected play styles and try something new. people here complain how boring it is to just gen rush, well these challenges spice it up. another thing is that you try to do the challenge while being helpful at the same time. Stop complaining and just enjoy your game, if you can't enjoy it because you get randoms doing weird crap then just bring a 4 stack! I got mine where I RAN AFTER a plague. she never saw me what so ever till after 1 minute had passed and I got it. I was laughing my ASS off the whole time because I followed the plague around the map!
This is challenge is not meant to change playstyle. This challenge is meant to make a player completely useless and a detriment to their team. Which, on second thought, it's basically 90% of the soloq players' base anyway.
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If you want the 4k you complete your job.
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@podkall said:
https://forum.deadbydaylight.com/en/discussion/comment/1334258#Comment_1334258
Genious idea. Though I still feel like I can somehow 4k them... without perks... oh did I mention I don't use perks? cause I don't
Then up the ante and play Hag and without using traps.
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It could fall under griefing and unsportsmanlike behavior. Although, honestly, if you're a little subtle about, I doubt anyone could pick up on it.
I'd encourage you to not do it, but I also won't look down on you if you do.
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IG: 66m
Agi: 70m
Agitation would still be better overall even with a shorter carrying distance, because it let's you get to a hook faster, increasing time efficiency.
Source:
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@matchmakingworksfine said:
https://forum.deadbydaylight.com/en/discussion/comment/1331711#Comment_1331711
This isnt my "strongest build at all" you just patato against ghostface. If this was my strongest build I would bring bbq, pop, noed, thrilling, with an ebony and insta stalk add ons. I dont play red rank to sweat unlike these survivors who decided to comprise a load out of get out of jail free cards.
If you don't play red ranks to sweat it's perfectly fine, but you can't expect the same from other players. The higher you go in rank, the more serious the competition becomes. It's like that in any game. You do you, they do them. The builds you faced aren't even full out Seal Team 6, except the top one. They aren't fun builds, of course, but not exactly the worse you can run into.
@matchmakingworksfine said:
https://forum.deadbydaylight.com/en/discussion/comment/1331750#Comment_1331750
Nah it's not an experience problem at all. You know I had to play over 100 ranks to hit devotion 1? I've had this game for about 2 years. I've got the playtime in and I have experience. It's more of a let's punish the killer for our mistakes type of meta.
Take no offense, but at 100 games and devotion 1, let alone over 2 years, you haven't got the playtime in nor the experience. By a mile.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1330966#Comment_1330966
Lol not at all. It'd be OP as hell if it had no activation condition and it has synergy with perks like DS, autodidact, and any exhaustion perk
I didn't say it needed both. I said that the fact it has neither makes it unworthy of a perk slot.
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In terms of skill floor: Nurse.
In terms of skill cap: Nurse.
Huntress difficulty is often overdrawn, imho.
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Because it is. It has an unnecessary activation condition and no synergy. Wasted perk slot.
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Because killers are already faster than survivors, so a sprint meter would be a redundant mechanic, and probably a game-breaking one.
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They already can.
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Honestly, it's not as bad of a perk in soloq as it's made out to be. Of course, a lot depends on how you use it. If every time you get hit you run to the corner of the map to SC with mangled and 4 stacks of thana, then it basically becomes the killer's 5th perk.
However, if you self-heal when a reset is really needed, then it's a dependable perk. Bond is really no substitute, because in soloq you never know who you get on your team. Even as a killer main, I lost count of the times I needed a heal and a teammate obliviously ran away or straight-up refused to patch me up.
Inner Strength is superior in theory, but then again there are times where you can't find a totem for the life of you. Medkits are great, but your stash will run out, eventually.
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That's a lot of stats work. Thanks a lot!
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No, it's not. Sometimes, it's even the correct play. However, if they came to your hook and spammed unhook cancelling, I'm pretty sure that's griefing.
In general, remember that this is not a team game, as much as it sounds surprising to many. You can decide to survive in team or alone, but nobody is under any obligation, except to follow the rules. Of course, I think most will agree that the game is more enjoyable if you work as a team. Yet, it's not a requirement.
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This topic comes up regularly and I feel the reason is that the purpose of EGC is commonly misunderstood.
You can refer to the developers' notes. The declared purpose of the EGC is to ensure that the match reaches an end and to avoid hostage situations. That's why both sides can trigger EGC if they want the game to end. Its purpose is fulfilled. It's not meant to pressure either side into anything else than towards ending the match. The fact that the gates can be 99'd is completely neutral as far as either role is concerned, because it can either benefit or hurt either side depending on an infinity of situations.
Adding arbitrary mechanics to encourage triggering the EGC would be redundant, as it can already be triggered at will.
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It's a lore-based structure. It's meant to be a strong area to defend hooks. I even saw old loading screen tips that encouraged multi-trapping the entry points to make the unhook more difficult.
Imo, it's the exact equivalent for killer of the old god windows for survivors. Outdated structures that lead to very one-dimensional and stale gameplay.
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@HealsBadMan said:
You're looking for a viable build, but I read the title as most selfish-centric. So...
Left Behind, Sole Survivor, Decisive Strike, and Spine Chill with a Red/Purple Key.
Yep, this^. Your teammates won't appreciate it, though. You can swap DS for Calm Spirit too. The goal of being selfish includes not being found and CS helps just in case it's a Doc or Iron Maiden (yes, selfish survivors are good friends with lockers).
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These perks are meta because camping and tunneling are basekit. Bad teammates make it worse, but even good teammates can't change that. No, not even with the jUsT gEnRUsh tHe cAmPer, which in itself doesn't stop a player from being camped and tunneled.
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@Focusd_x said:
I'm glad that most respondents have elected to ignore the full content of my post in order to levitate their own egos- exceptional community. @PrettyFaceKate thank you for your thoughtful response. I've played around with running Nurse's and the mangled add-on- I genuinely think this challenge is bugged on console.
Hey, my pleasure, mate. If it's bugged it's really unfortunate. If you file a report, usually they fix this kind of stuff relatively quickly, at least from memory.
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@Rydog said:
Or maybe just remove it, I dunno. It's such a worthless item.
It probably would be better if it had some basic aura reading on its own, like revealing teammates within 16m.
Anyway, changing the model would be a welcome improvement for the reasons exposed in the OP.
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Add-ons will help you indirectly, because merciless is the product of several factors.
Use double recharge, so you'll have access to your power more frequently.
Range+recharge is also very powerful, but it requires getting used to it. It's better to keep it simple.
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Same as Stranger Things, imho.
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It would be a nightmare balance-wise, because stealth killers would become kings. Repairing a gen would be a one-way ticket to get grabbed.
Realism is not a convincing argument. This game is not realistic at all.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1325753#Comment_1325753
Overcharge's skill check can be completed without actually being on the generator because it "travels" with you. That's the main reason why you don't see it that often, because it works the way you're saying regular skill checks should work.
IMO, as annoying as this is, I like to think of it as something to add tension to the game and make skill checks more than a "tap space bar" interaction.
Ok, mate. I don't understand why you keep repeating that. I think I've explained my idea clearly enough. It's all good.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1325727#Comment_1325727
That's the main reason why Overcharge isn't used, though.
I don't understand what you mean, or I didn't word it correctly.
Making normal skill-checks to show up even when leaving the generator would solve the issue of phantom skill-checks that the OP is lamenting, without any exploit that could simply cancel skill-checks altogether.
In exchange, overcharge should be buffed to instantly explode the generator if the survivor leaves it at any point before completing the special skill-check. The survivor would have to stay in the generator instead of a quick tap.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1325688#Comment_1325688
That would allow you to avoid skill checks altogether, rendering all skill check-related perks useless.
Maybe make normal skill-checks work like overcharge i.e. runaway skill-checks and buff overcharge to insta explode the generator when it's only tapped.
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@Rydog said:
My rule of thumb is that -- unless it's a KILLER SEES ME AND IS RIGHT THERE, GOTTA GO NOW emergency -- the only time I stop working on something is immediately after a skill check.
Isn't that a placebo, though? It's possible to get skill-checks back to back and the events are independent. So, you can still complete event, release and blow the gen with a phantom skill-check.
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I got it first try. I'm proficient with Hitboxtress, but sometimes distances can be deceiving and sometimes you think you had it when in reality you didn't.
I can give you a couple of strategies to ensure you have enough distance:
- Devour Hope: hook a survivor and start walking away in a direction with line of sight to the hook. When the perk icon lights up, you'll be just above 24m away. Wind up a hatchet and wait for the rescue. Rinse and repeat. I suggest going to Coldwind farm and hooking in the cornfield. Sure, it's a bit further away than needed, but at least you'll know it will count.
- Deerstalker+Nurse's and preferably Monitor: same concept as above, but with a slug. Down a survivor and back off. If you have Deerstalker tier 1, you can just get as far as when they disappear, then get closer just that bit to see them again. Stay there holding a hatchet. When Nurse's procs, you will have your target. If you have Deerstalker 2 or 3, you will have to assess how far away you have to get. As a rule of thumb, you need to get a tad farther than halfway the max aura reading range.
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We'd need the devs to actually chime in to have a definitive answer. I think their concern was to avoid possible stalemates in 3 gen situations. That's why there's a cooldown and a basic-attack proc condition. Even if regressing gens aren't affected, it could potentially pile up fairly quickly without a cooldown, because the survivors would be stuck between letting the gen regressing or stopping it and getting slapped with another 8%.
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1325032#Comment_1325032
And the killer getting constant knowledge on survivors with infectious isnt? Down one survivor another nearby screams down him and you just got a easy 2 down. Also yeah its 8 percent and when a gens already blown up it does nothing.
It's a fair point. I had to take infectious out of my Billy build because it kinda got ridiculous at some point, I wasn't having much fun anymore. However, when infectious came out with a basic-attack condition, everybody complained that it was too weak (even that is debatable, honestly). There seems to be no middle ground.
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By that logic, saying that old moonwalking Legion was boring was just an excuse, a cop out. I don't think you could convince anybody of that one.
Saying that something is boring is an opinion. There a handful of killers in this game that I find boring to play as even if they're strong and I win handily. There are a handful of killers that I find boring to play against even if, again, I normally win with a semi-decent team. Where's the excuse when winning? Where's the cop out?
Some people could try to use boring as an excuse, sure. However, saying that in general boring=excuse, that's really an excuse to close-mindedly discard an argument.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1322881#Comment_1322881
The killer (power role) is supposed to only be matched by the survivors as a whole (numbers role). That's what it means to have an asymmetrical game. By design, killers are supposed to have an inherent advantage when going 1v1.
If you don't agree with this, then you don't agree with the whole idea of an asymmetrical game.
But that's not what I'm questioning. I don't dispute the notion you have described. I dispute the way that 'power role' is commonly used on this forum, which is with a very different meaning, i.e. to justify requests for nerfs of anything that could make a 4k more difficult because the killer is supposed to have 'power' over the survivors, as if the survivors should be powerless in return.
Also, just for the record, you're not the keeper of the 'idea of asymmetrical game'. People are perfectly free to disagree with your opinions. That's what forums are for.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1322881#Comment_1322881
That's not what any of this means.
Then go ahead and enlighten us. Thanks.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1322818#Comment_1322818
So why are you playing an asymmetrical game?
To compete against the opposing side, not to have a built-in advantage. The game is supposed to be balanced, not to handicap one side over the other.
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I main Oni, but I really play several killers.
For survivors, I only play as Kate, except for dailies and archives.
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No wonder killers don't play at red ranks, its the worst exprience possible
I play at red ranks and so do many others.
If you want to derank, just don't hook anybody. Follow the first survivor you find without mind gaming. If you see you gained too much distance go for an early swing that will miss. Boom, deranked.
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It might have happened completely randomly and without any fault of his. You're making quite a lot of assumptions and accusations here. The other day I got stuck and unable to move by literally walking on a hill. I suggest you blur out that name and try to calm down, too much DbD can mess with one's head.
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In solo queue you're getting paired with whomever and most players are not that experienced and don't make good decisions. There's nothing else to understand, really.
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@Stinde said:
https://forum.deadbydaylight.com/en/discussion/comment/1318279#Comment_1318279
Yes I know killer is harder on controller, I play also killer about 30 % on my games. On PC the kill rates are probably slightly higher. If they ever optimize console properly, the kill rates on console are going to rise.
There were a few games where 5 gens were done but the killer still got 3k or 4k.
As I said, very interesting to see some figures. Thank you for taking the time to collect and post these.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1318274#Comment_1318274
oh sorry lmao. My apologies. I didn't know what did that mean. Now here I can admit my mistake. Again sorry xD
No need to apologize. I misunderstand online posts all the time.
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Keep in mind that killer is more difficult on a controller than mouse and keyboard.
Interesting stats. The average time is similar to my killer games in the red ranks, with the difference that they end up with 2 or 1 gens left and obviously 3/4ks.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1318240#Comment_1318240
Sorry I can't relate that's a cheat because I checked by myself that no. One of my discord friends has a monitor like that, he's sometime sending screenshots of his random moments and stuff to show off, and the resolution is similar to stretched, just the difference is that characters don't look fat and you dont need to look down lo see propperly, and loops have the same visual.
btw thanks for the link tip, it didn't work for me embedded so I made sure people could watch it by adding the link too.
I was being ironic, man. I put the /s tag in it for that reason. It's all good, I'm with you on this one.
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@Angelicus23 said:
????????
ok I don't know exactly by what way I should start with this ridiculous thing you started.
I see you watch tru3, and here I let you an example of why you shouldn't take example of him about stretched resolution:
https://www.twitch.tv/tru3ta1ent/clip/AdventurousAbstruseMarjoramDxCat
he didn't even paid attention about the upside part as is perfectly clear, and admitted this to be intentional and "only counterable" by using stretched screen so "it's cheating". Ridiculous.
https://us.v-cdn.net/6030815/uploads/4QHGIPIFM0SQ/image.png
now here I leave you example of how the difference is none:
https://clips.twitch.tv/KathishFragileHyenaCeilingCat
Next point: the lag
By the actual system: When someone lags, no matter killer or survivor, the servers stops sending information about the position of the player, so the information that the rest of players download is an stopped player, this is the reason why the lag always beneficiate the killer, and just because is a hit for the killer, even if you're in the other side of the map, you get hitted. This is the explanaion of the actual lagswitchers and VPN killers. If a survivor lag, instead of the killer, the result is just the same.
Last point: the tremendously ridiculous thing you have invented.
No, when a survivor lags it doesn't affect the rest of players, each one has their own ping, and even if you were true about this, as I explained before how dedicated servers latency works, it would even just beneficiate the killer even more.
This is why devs are going to remove the killer priority and make the server work and decide if it's hit.
The video works, it's the embedded that doesn't. Just follow the link you posted to watch it: https://clips.twitch.tv/KathishFragileHyenaCeilingCat
Also, I would like to add to this thread that 4:3 monitors are obviously cheats /s
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Down the first survivors and take them to a gen and smack hit until they wiggle free. They'll understand very quickly. It's archives time, so survivors are fairly open to farm.
If you want to do it legit, use silent bell Wraith, jumscare Myers, or Ghostface and go to an indoor map. You could use Pig with combat straps too, but it's significantly more difficult.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1315415#Comment_1315415
Yeah, that’s why I mentioned them. All three of those items or their add-ons were problematic and got nerfed, so it’s likely that keys (an item that a lot of Killers hate) will get nerfed in the future. Did you think I was trying to say that those three items are still problematic?
Yes, that's what I had taken from your wording. My bad if I misunderstood.
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/1315560#Comment_1315560
Yeah this. I used Tapp's perk Stakeout which helped with knowing when it counted.
You have to be within 10m of the killer to count for the challenge. Stake out doesn't make any difference in tracking that.
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@SnakeSound222 said:
They're not. Just like with toolboxes, flashlights, and medkits, it's very likely that changes (probably nerfs) will be coming to them.
Everything you mentioned has already been nerfed and will very likely not be nerfed further, because they're not a problem anymore and they're not even remotely in the same league as keys.
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It's very good, but I still think the in-game one is better. More ominous and feral.