PrettyFaceKate
PrettyFaceKate
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1223137#Comment_1223137
So you are saying that if I hook another survivor and go back to your sorry ass to hook you after that I'm still tunnelling you?
No, I never said that and there's need to get worked up, my derriere is perfectly fine and happy. I said that a dry simple deactivation condition upon hooking someone else would be easily exploitable. For example, the rescue can be baited/forced for the 1-for-1, the rescuer downed on the spot for the trade, the rescued tunneled and slugged. At that point, it's sufficient to hook the rescuer first and DS would be effectively deactivated and worked around, despite a tunnel taking effect.
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@sulaiman said:
Sure, i dont think its an exploit, but its the overall context.
He plays one of the top killers
plays on a high level
uses costumized settings
Argues that all killer can do it.
If anything, it might show that his killer of choice might be op, but drawing conclusions for every other killer is simply not valid.
And that forms a whole picture.
If you bring context into it, then it's only natural that players versing the best competition select the best game features to gain an advantage, isn't it? Not all things in this game possess equal strength. If you play a highly competitive game like CSGO, chances are your setup is gonna be perfect, you're going to purchase the best weapons when available, etc. I don't see what would be wrong with it. Not everything is exactly perfectly balanced and it couldn't possibly be.
Same here, on a much smaller level because DbD is nowhere close that level of competitiveness. If you go at rank 1 with Clown with one perk, it's not gonna work out well. However, I played at rank 1 with Billy, Huntress, Spirit (these without add-ons), Doc 2.0 and Myers (these with add-ons, but usually from brown to green, not certainly needing the ultra-rares). I follow non-professional streamers who main Oni, Demo (brown add-ons) and Nurse (no add-ons, sick one). So, I don't think the argument about character selection holds much water either, because there are more viable characters that dbd forumers account for.
About the question if anybody can do it. Mostly yes, almost everybody can do it. You don't need great PC specs for this game, or fine customization. What certain fellow killers posting regularly on this forum need to do is to forget when they stomped bot survivors at ranks 20-13 and accept to go through the learning process.
I haven't gone through all the thread, but the one thing I agree with the OP, is that on average solo survivors are indeed weak against a competent rank 1 killer. Sometimes RNG can be lopsided and interfere in that, as we all know, but that's about it.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1223170#Comment_1223170
If they can dodge one hit or pallet stun they auto end my power. There's only little they can do if they are in the middle of nowhere and even then they can go for a spin
You need to be patient when stabbing in frenzy. It's similar to when you hold your saw with Billy, or a hatchet with Huntress. You do it at just the right moment when their jukes are done. As for pallets, that's a skilled interaction between the survivor and the killer. It requires you to know when to respect, when to lunge through, when to bait and go around the short side. It never bothered me when playing Legion and it's something that you should embrace learning.
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@sulaiman said:
Graphics filter so survivors cant hide. Imagine customizing your graphics to avoid the game how is meant to be played (in a way you can lose survivors in a chase for example) and then complain about the game being to easy.
To be fair, i use colorfilters too, but thats because i am colorblind, and since they didnt implement a colorblind mode for 2 years, i have to use them to see the aura of gens, because otherwise, i cant see them.
His game just looks brighter to me. Now, if we're gonna say adjusting brightness is an exploit because it's not 'how the game is meant to be played', then I think 9 out of 10 players will have to be banned...
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No power is meant to be uncounterable. SB works well against FF. However, look at the other side. There's very little that survivors can do to avoid a frenzy hit in general, SB being one of the few options.
@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1223140#Comment_1223140
I can't tell if they have it at the start of the game and it can completely ######### you out of your power
If you're approaching a survivor and they're just looking at you walking away without hiding, then that's the sign they have SB 9/10 times. Don't use your frenzy until they have wasted it. If you're already in frenzy, rotate to a survivor nearby if available (you can fake going for the SB guy to make them waste it, if you think you will still have time to hit the other person). If there's no one else, then you can bait one direction and quickly change to cut them off, sometimes this will make them sprint right into you. Also, try to bait them in a way that they run toward a bad zone for them to be chased. If you're in frenzy and they use SB early, well, sometimes you just have to accept the tough luck.
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Only in extreme cases. However, it's one of those features that it's there just for the look imo, I don't think it does anything.
Ranking criteria? A game could be awful even if I win and wonderful even if a I lose (let's put aside win/loss definitions). I can give you examples.
- I absolutely destroy a team of survivors who clearly don't know what they're doing and shouldn't have been matched against me? Awful match, 1/5.
- Competitive match with a lot of chases and close calls even if all 4 of them escape in the end? Good game, 5/5
- Versing Forever Freddy or Stridor Spirit with a decent headset? Dull match in which I'm a glorified bot, because they're essentially playing a single-player game. 1/5 even if I escape unbroken.
- Versing a killer that skillfully outplays me in every single mindgame and I get stomped? 5/5, even if I'm killed in 3 minutes and make 5k bp total. They earned the kill and hopefully I learnt something to git better.
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Your thread title is objectively wrong. DS IS an anti-tunneling perk, but it's not STRICTLY an anti-tunneling perk. It's one of the few answers that survivors have to hardcore tunneling/camping. More deactivation conditions could be considered, but simple deactivation upon hooking someone else would be easily exploitable and make the perk essentially useless.
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If the survivor is standing/laying exactly in the middle of the hatch when it opens, they get priority. Otherwise, the killer gets priority. At least, this has been very consistent for me.
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@KingFrost said:
I think that on your first hook, if there are no survivors in a 12M Radius, and the killer IS, the hook timer should be paused. This would be disabled if all Gens are complete. I think that'd be completely fair.
Iirc, they tried something similar at some point and they ditched it because it could be abused by the survivors.
There are, however, other possibilities that could be tested, just to see how they work out.
One way is to brute force increase the hook stage length. Camping is often a 2k at least (with a minimally competent killer, that is) because of the duration of the sacrifice sequence compared to the time required to finish the gens, even if rushed. That's before taking into account early (corrupt intervention) and late (NOED) game perks. Make the sacrifice last 3 min (arbitrary example figure). Now, early hardcore camping would yield a much smaller reward.
Another possibility would be to make it so that a sacrifice is always 2 min of hang time or 3 hooks, whichever comes first, but the first unhook doesn't remove the residual hang time. Examples: if you are unhooked after 30s, you still have 1m30s of time on your second hook, although you would already enter struggle. On the other hand, you're unhooked for the first time after 1m30s, you still get your remaining 30s on your second hook. To avoid abuses by the survivors, they can still attempt to kobe off first hook with the usual penalties, but not later on. This would reduce the reward of early hardcore camping as well.
Lastly, the hooked survivor should always be given an incentive to hold on (bloodpoints), instead of letting go. I also think that inverting how struggle works would be needed. Struggle should be automatic and one would smash the button to suicide.
These are just ideas. They might work or not, but there are definitely QoL improvements that could be considered regarding this issue.
There are many solution that could be tested. The devs tried with the pause timer, saw it could be abused, and then just abandoned any effort under the excuse "yeah, it's legit whatever" and then they implemented a plethora of game mechanics that do encourage and reward camping. Pretty odd for a team that talks so much about the 'fun factor' and 'interactions' and how those weigh on their decisions.
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GF is not as strong, but easier and cheaper. Mikey is stronger when used correctly and shouldn't be mentioned in the same breath with that camping buggy mess.
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When I get a lobby I usually ready up and look at other stuff while the countdown is going on. So, I'm normally unaware if there's a key and I play as usual.
The exception is when I burn a bps or a pudding. In that case, I play for points, so I'm liable to dodge a lobby (key, toolboxes) if I think I won't be able to max out. However, when I do accept the lobby, I also usually two-hook everyone and let them go after I max out brutality/hunting/deviousness, just as a token of my appreciation because I fished for an easy-ish match. I won't need the full 32k, the difference in sacrifice points is beyond negligible.
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Survivor: Kate, because I mained her for survivor since starting to play because WoO (really excellent for beginners) and the fact she is not as loud as the other women. I'll probably P3 Zarina at some point, but only after finishing my killers.
Killer: Billy, Nurse, Huntress, Spirit, Oni. I prestiged Billy first because it was my old main. Then I prioritized characters in this order: they didn't already have BBQ, or they already got a rework. I generally don't max them out after P3. I just level up until I get a set of perks that are viable, then I move on and I'll revisit after the above process is over for all the characters. I have another bunch in progress and I'll leave for last those that I don't care playing as at all, such as Hag and Deathslinger.
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Demo is decent, I wouldn't say weak, but definitely not the strongest.
Concerning pressure, he has to travel around the map to place his portals and they can be destroyed by survivors.
Compare that with, for example, Freddy's gen teleport. Gens are the equivalent of the portals and they are already in place without requiring any actions from his part. Once a gen is completed, it is true that it is as if the portal is destroyed (he can actually still teleport if he initiated before the completion of the repairs, but that's nitpicking), but Freddy wouldn't have a reason anyway to teleport to an area where there's no more a gen to pressure. Demo's portals can be destroyed preemptively instead, even if he still had a reason to teleport there.
His shred is quite decent, but there are stronger chase powers in the game.
Demo is simply well-rounded, without excelling in any given area.
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Dance with me would still need a Q&Q and probably Lithe even with that buff. I wouldn't mind the change.
I like the WoO idea. A nice little balanced buff.
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If it's Bubba, you assume he's camping until proven otherwise. Rush the gens and the exit.
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They can't nerf it, because he can get genrushed. That's the nature of the beast. They designed a power that is simply uninteractive in chases, which is balanced by lack of map pressure. If they nerf his chase potential he's left with nothing.
My advice? Play on distance and LoS, drop pallets early and, obviously, genrush to the next match. That's step-by-step how you play against him. Boring, but again, it's by faulty design. It is what it is. Also, always assume he's proxy camping extra hard.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1219029#Comment_1219029
And what's the other half?
That it works because of game design.
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@Almo said:
As long as Survivors continue playing into campers, camping will continue to work.
Only half the truth.
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As long as the killer allows the unhooks, it's perfectly possible. Proximity to a hook hurts your chaser emblem, but as far as bloodpoints are concerned, there's no built-in penalty.
Contrary to the narrative parroted on this forum, camping works pretty well. Unless they're on comms, the survivors need to confirm the camp, then waste no time at all and rush the gens. That's when the kill is confirmed and usually followed by NOED, because there's rarely time in these instances to do all the totems as well.
The one depicted above is a best-case scenario of very efficient soloq's, which will be rare. Usually, at least one trade will be made and snowballed from there.
I don't encourage anybody to camp, but if one does test it, they'll see they should be able to do quite well surprisingly often both for points and pips. It's all due to the time required to do gens, travel time, the total time for the sacrifice, the fact that hook time gets cut for every unhook, the lack of information and coordination between the survivors and possibly endgame perks (aka NOED).
If you're a survivor, I can only tell you to play SWF and cut your losses if someone is camped, or to not get bothered by camping when you're in soloq.
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It's working as intended. If you read the Amber's or the Tokens' descriptions, they expressly say that the add-ons can be attached to the key to channel its Aura-reading ability. That mention is not present in the UWR description. The channeling action is what consumes charges.
As for the reasons why it was created like that, I can only speculate. Considering that the add-on only reveals the obsession aura, it would have been really underwhelming if it required channeling, despite its unlimited range, especially compared to the Gold Token. The fact that the aura is revealead at all times makes it a little more appealing, although I think it still doesn't justify the purple rarity.
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It's nice in concept, but it would be a pita to implement in a fair way. Core skills are transferable across all killer characters.
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It's been requested multiple times, but I haven't seen any comments from the devs. I agree it should work like overcharge skill checks. It would also be fair to killers, because if the survivor releases when the killer is near and they fail the skill check, they would have to go through he fail animation.
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@thesuicidefox said:
IMO Pig should have special rules when it comes to EGC.
1) RBT applied after the exit gates are powered will be active (just like before EGC).
2) The EGC timer stops if there is an RBT in play.
3) The EGC timer resets if the Pig places an RBT on a survivor after the gate is open.
Basically if you use RBT during EGC the game treats it as if there is no EGC, making it just like it would be before. Once the RBT is out of play (survivor removes it or dies) then EGC timer starts like normal. The EGC timer reset is to prevent her from getting free kills if she waits until there is like 20 seconds left to put an RBT on a survivor.
I think this would be totally reasonable. End game pig was a lot of fun and it's removal is basically why I don't play Pig anymore.
I have to think a little bit more about the ramifications of these, but they sound like nice suggestions on the surface. Maybe make a thread for discussions.
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Killer: Mad Grit for the lols, Whispers for the usefulness.
Survivor: I'll copy @Lofepramine Spine Chill would actually be a good all-around choice now that I think about it.
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Unbreakable is not your real issue. You're slugging too much. One slug at any given time is fine, 4 slugs are greediness. When going for such a play, you're lucky if you haven't lost all your pressure even before Unbreakable comes into play.
As a rule of thumb, if you down someone and you see another survivor you're confident you can down quickly, that's a good opportunity to slug. Or, you have one hooked, you down the second one and you chase a third. Now, the fourth guy must leave gens.
DS+Unbrekable is strong, but now they're sacrificing two perk slots just to not be tunneled. Their problem. If it's early game, eat the DS without being afraid. Now, their Unbreakable becomes a non-issue.
This is more or less the whole story. Unbreakable is fine as it is.
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I must've missed memo, otherwise I wouldn't have mained killer...
You don't play killer to feel strong. That's some weird power tripping statement. It's a 4v1 game and the killer is not some sort of game master. Go through the learning curve, don't expect to have easy games every time and take every match as a learning opportunity. Forget about what you experienced between rank 20-13. Baby killers get spoiled against baby survivors and then they clash with reality when rising through the ranks they start versing decent survivors. I would know, been there done that.
Also, always remember that in the end it's just a video game.
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@FellowKillerMain said:
I don't main nurse, but I can play her at red ranks and 4k; I just find her exhausting to play. But, are you sure you experience both? I can't recall that happening to me, but then again I don't think I get hit by pallets that often; not trying to imply anything by that, I just didn't realize that was the case.
@White_Owl said:
She does? I'm pretty sure that most of the times I stun a Nurse mid-blink I get the stun points but she goes directly in fatigue.
If she get stunned in the chain blink window, she gets the stun an the fatigue back-to-back.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1216788#Comment_1216788
That is not the point, its about a situation unfolding that you have no control over, you can see what is happening but cant do anything about it, that is what is so lame about it.
And its not nearly as situational as you seem to insinuate, having someone on the hook when the doors open is like... super common, and if you played fairly the entire game, chances are high they have their DS still, which is what this is about.
DS in an attempt to make it more fair for survivors in certain situations, makes it unfair for killers in certain situations, meaning to killer would have to play in an unfun manner in order to keep some control, that is the point of this thread.
https://forum.deadbydaylight.com/en/discussion/comment/1216790#Comment_1216790
Suspicious? I explain quite objectively what the problem is, I dont want to tunnel because I know its not fun for the other side so I avoid doing so at all times, but its not very fun for me to rob me of a kill in the end purely because I played in a fun for all manner and now I dont have an answer for the situation infront of me.
I mean, a simple solution would be DS no longer functioning once the End Game Collapse is in effect for example, but that is not really what this thread is about, its about how DS creates a powerful uncounterable safe zone for survivors using it when the killer plays in a way that is fun for the survivors.
Its about how a perk goes from helping a helpless survivor from a tunneling killer, to providing a position of power against a killer that does not tunnel. Instead of helping the helpless it then punishes the fun and fair, not to be too dramatic about it.
I see what you mean. What I'd like to point out, it's that DS becomes more powerful in the EGC because tunneling and camping become stronger as well. They're the sides of the same coin.
The argument goes both ways. You played without tunneling throughout the match. You can still do so in the endgame. You simply choose not to. You have perfectly good reasons to change your strategy in EGC which I wouldn't even dream to question. Still, you can argue for both sides with good arguments.
You say the perk helps a helpless survivor. Why shouldn't it help them in the endgame as well? Why should they become suddenly helpless? Again, you can argue for both sides.
There is no rule that forces you to play 'fair' or 'unfair'. You can choose to tunnel or not, with or without DS. The matter of the fact is that without DS/BT, this game was a tunnel fest and I doubt anyone would contest that statement. You can argue that DS punishes you for playing fairly during the match. It can also be argued that killers not playing fairly punish you for making DS a necessary evil. Again, it goes both ways.
@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1216753#Comment_1216753
Now, I might sound to be talking out by backside or being one in general. But playing better should be what first prevents kill rushing instead of a perk.
That hooked Survivor should learn how to better loop or evade the Killer to prevent being tunneled. And the other Survivor/s saving the hooked should learn when it is safe/unsafe to do so, or at least be a distraction to give the hooked a chance to get away.
Perks shouldn't be a replacement for player skill. This goes for both Killer and Survivor, but it does tend to be Survivor perks that give more second chances that have little to no counters and/or warnings. This (from my point of view) does make Survivor players a bit on the side of potato quality more often than not when Survivors have perks that grants them "skill" without needing to learn it.
You're not talking about your backside at all. Your points are all very valid in my book. However, there are a couple details I disagree with. If a killer wants to tunnel, they can do so and there's no amount of skills that can make up for it.
To counter tunneling, you need skills AND perks. It's just the state of the game mechanics. You can have DS and go down 10 seconds after you escape the killer's grasp. On the flipside, you can be a god looper, but if you're tunneled and there's no DS/BT in play, chances are you'll be dead in the water more often than not with little you can do about it.
Also, you're reasoning as if the survivors work as a coordinated team. They're not. SWF Seal Team 6 are far and a few, at least in my very personal experience as a killer at rank 1. To counter hard tunneling, some coordination is needed. Not necessarily comms, but at least the knowledge that your teammates are reliable and they know the correct plays. That simply doesn't happen often in normal games. That's why many stuff in this game is simply a pub stomper, which is not healthy imho and also why camping does work often, contrary to the parroted narrative in this forum, but that's a discussion for another time.
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@BruhMoment said:
In my experience in facing against him, the only way to actually reveal him is if you center him on your screen. Essentially, imagine that theres a decently sized rectangle or square in the middle of your screen, as long as hes in that square you can reveal him. The best way to do it is just to center him on your screen though, or try to get as close as possible to that. As for the rest of what you said, I agree. I don't know anything about the spam reset though, how do they do that?
The spam reset means GF dashes in and out of cover (imagine a windshield wiper) and stalks you briefly every time. He's able to expose you without you breaking him out of shroud, because stalk progress doesn't reset (unless he hits you, ofc), but reveal progress does.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1216753#Comment_1216753
Then why dont I or my friends ever run these perks and generally do fine?
Heck there is a mechanic in principle, wait a bit untill the killer is far away and/or busy before you unhook.
Regarding your first point, maybe you're lucky. I have no way to tell in your specific case. On a macro level, is that the experience of the majority of players? Doubtful.
Regarding your second point. There are multiple ways for killers to work around that. Mobility killers can rush back to the hook and leave whatever they were doing. Stealth killers can camp and survivors often have little way of knowing it, especially solos. On a side note, those strategies even counter BT.
I just find the notion that DS promotes tunneling to be a little suspicious, as if tunneling wasn't prevalent pre-DS and as if slugging the unhooked isn't a common tactic exactly because of DS. If the perk didn't exist, would the unhooked be slugged/let go, or rather immediately re-hooked? I suspect it would be the latter.
Just my 2 cents, for what they're worth.
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In general, if a killer wants to tunnel, they'll do it regardless.
Regarding your question specifically, go into a match without an obsession and get found first. You will test very easily if it was DS that promoted tunneling.
DS and BT are a necessary evil because there's no other mechanic that dissuades killrushing a single player.
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Oni. He's a strong man and has a ton of experience.
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@Godot said:
https://us.v-cdn.net/6030815/uploads/450/6CAFHLEI73V1.png
https://us.v-cdn.net/6030815/uploads/305/55CBF0DEKF4P.png
This is why people hate Freddy.
( My team was lucky enough to do two generators. I was playing solo, by the way. )
Ngl, when you look at bottom right-hand side corner, seeing all those debuffs piled up together is funny. I bet the match itself wasn't nowhere as enjoyable, though.
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No killer is an auto-win. Let's take that out of the way. With that being said, Spirit has both a low skill floor and low skill cap, not to mention very low skill-to-reward ratio. If you know what you're doing, which is not very complicated in itself, then she's essentially a single-player game and the survivors become glorified NPCs who have to genrush you as hard as they can and that's the extent of it.
Of the killers I played successfully at rank 1 (Billy, Huntress, Spirit, Doc 2.0, Myers) against good to very good survivors, Spirit was BY FAR the easiest. By easy, I mean that the effort, knowledge and dexterity that I had to put in relative to the results were vastly lower than any of the other characters. Add to that, I played as her only because I was prestiging and I wanted to get rid of BP offerings. So, I didn't even have 'optimal' builds for most games.
If you're having troubles playing as her, that's mostly down to any of these few issues;
1) you might not have your sound set up correctly (i.e. good headphones, weird effects disabled etc.);
2) you don't know what sounds to listen for and what visual clues to look for (i.e. grass, corn, crows);
3) you do too long phases and essentially mindgame yourself;
4) you're trying too hard to predict instead of reacting.
Don't try too hard to predict. You track the survivors down and, if your sound setup is good and you know the sounds in this game, then it's a pretty straightforward task. If a survivor double backs on you, tries to walk away at a right angle, throws the pallet on the same side, and all these shenanigans and they get you, then you failed the tracking test. If that happens, see points 1 and 2 above.
Don't do overly long phases when chasing someone (traversing the map is another issue). You're moving at 176% speed, it doesn't take you long at all to catch up to them and they can't stray away far from their main path in that time window.
As for 'mindgames' and other 'pro' tips, and it's generous to call them that, they're more or less:
- standing still at pallets pretending to phase(then observe AND react not predict);
- starting to phase facing one direction and then going another;
- using your husk to block vaults/pallets/doorways, because it has collision;
- phasing looking at the last location of the survivor (for example pallet) to trick spine chill, which activates on you and not your husk, so they'll think you're faking; or phasing while looking away when approaching your destination (example generator) to not trigger spine chill.
Congratulations, you've concluded Spirit advanced course.
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@VoidOfBeing said:
https://forum.deadbydaylight.com/en/discussion/comment/1214756#Comment_1214756
But self care makes you unreliable as a teammate, and it's very easy to find teammates
It makes you unreliable if you stop to SC every time you're injured. In other situations it could be clutch, when used at the right time. I'd rather use a perk that benefits me when I'm injured, such as Iron Will, but SC has its place when used at the right time and if you don't want to bring a med-kit every trial. The issue is not the perk itself, but how survivors use it.
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He's weak in the sense that he can be genrushed and that's his n1 counterplay. In chases, there's not much for the survivor to do other than making distance and breaking line of sight, which is tricky given his wacky TR and the fact that he can spam ADS to zone the target, and putting down the pallet instantly. Vaults are a death sentence.
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I have no problems with any of those. I think we should have already seen some of these implemented.
My only suggestion is that moving some actions from boldness to survival would need to be done carefully. As of now, survivors get points in one or the other category depending on what killer their facing. For example traps and revealing GF go into boldness, but Legion mending or Freddy waking up go to survival. Moving most stuff into survival would leave a situation where it would be difficult to get boldness, if the killer doesn't want to chase you. They'd be left with totems, but there are only 5 for 4 survivors, sabo'ing hooks, and then things like proximity and basement time which are marginal.
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The achievement is not to simply trap a survivor. You have to grab the survivor while they are in the trap. So, once a survivor gets caught, get close to them and press spacebar to grab them on your shoulder.
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Lately, it's Oni. It used to be Billy. Nurse, Myers and Demo are up there too.
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1) Define power role. It's a 4v1 asymmetrical game. There's no power role as in privileged over the other side. It's more of a made-up notion concocted to ask for buffs and nerfs.
2) The situation on the number of killers is anecdotal. On PC EU Frankfurt server survivor queues are rarely more than 2 min. Also, if you're a red rank you rarely get a killer with a worse rank than 5 from the afternoon and later.
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Pc Eu is under one minute and less. I just tested, but it's usually good,
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I think either give him all his traps, or make it so that he can pick them from lockers up to the max number instead of traversing the map to collect them.
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Take aggro if you're the obsession.
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Imagine implementing this and then getting impossible skill-check Doc on Gideon.
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Hag, Freddy, Spirit, Snoozeslinger.
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Freddy is not particularly interactive and his kit is overloaded with mechanics that reward him for existing. Same with Doc. It's BHVR's way of (over)doing reworks. You have to accept the fact that there's only so much you can do, especially in solo.
At jungle gyms, you have to try to break away when he's putting down his snares. Most tiles can be shut down with a single snare (which is not a huge skill cap in itself). However, snares are so easy that many Freddys don't know the correct placement and they just spam still obtaining results, which speaks volumes. So, if they're busy spamming snares you have to pick your opportunity to move to the next loop.
At generic pallet loops, the play is to throw the pallet early. The snares force a medium vault when they affect you, but not at pallets. So, waste the pallet if you can't get the stun, camp it and try not to be mindgamed. Anything else and he can easily reverse-bloodlust. Will you burn through pallets? Yes, it's the nature of the beast. If the loop is high and blocks line of sight, you can get away if he tries to moonwalk.
Other than that, try to stay awake as much as possible (but you will have to balance that with not wasting too much time to wake up), trip his snares when he's busy with someone else and, last but arguably the most important, genrush.
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Freddy is not particularly interactive and his kit is overloaded with mechanics that reward him for existing. Same with Doc. It's BHVR's way of (over)doing reworks. You have to accept the fact that there's only so much you can do, especially in solo.
At jungle gyms, you have to try to break away when he's putting down his snares. Most tiles can be shut down with a single snare (which is not a huge skill cap in itself). However, snares are so easy that many Freddys don't know the correct placement and they just spam still obtaining results, which speaks volumes. So, if they're busy spamming snares you have to pick your opportunity to move to the next loop.
At generic pallet loops, the play is to throw the pallet early. The snares force a medium vault when they affect you, but not at pallets. So, waste the pallet if you can't get the stun, camp it and try not to be mindgamed. Anything else and he can easily reverse-bloodlust. Will you burn through pallets? Yes, it's the nature of the beast. If the loop is high and blocks line of sight, you can get away if he tries to moonwalk.
Other than that, try to stay awake as much as possible (but you will have to balance that with not wasting too much time to wake up), trip his snares when he's busy with someone else and, last but arguably the most important, genrush.
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Freddy is not particularly interactive and his kit is overloaded with mechanics that reward him for existing. Same with Doc. It's BHVR's way of (over)doing reworks. You have to accept the fact that there's only so much you can do, especially in solo.
At jungle gyms, you have to try to break away when he's putting down his snares. Most tiles can be shut down with a single snare (which is not a huge skill cap in itself). However, snares are so easy that many Freddys don't know the correct placement and they just spam still obtaining results, which speaks volumes. So, if they're busy spamming snares you have to pick your opportunity to move to the next loop.
At generic pallet loops, the play is to throw the pallet early. The snares force a medium vault when they affect you, but not at pallets. So, waste the pallet if you can't get the stun, camp it and try not to be mindgamed. Anything else and he can easily reverse-bloodlust. Will you burn through pallets? Yes, it's the nature of the beast. If the loop is high and blocks line of sight, you can get away if he tries to moonwalk.
Other than that, try to stay awake as much as possible (but you will have to balance that with not wasting too much time to wake up), trip his snares when he's busy with someone else and, last but arguably the most important, genrush.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1211916#Comment_1211916
Guess agree to disagree on this one. I haven't seen it myself. Perhaps was before I started watching him.
But if you think goose is biased, you gotta see how much of a whiner tru3 is.
Oh please no. I can't stand Tru3. I'd rather watch Minecraft.
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@Clevite said:
Watch fungoose if you want a unbiased take on both sides.
I can't stand tru3, to whiny for me
Fungoose is extremely biased. I stopped watching him because he became annoying by how repetitive he was in trying to push his narrative.