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PrettyFaceKate

PrettyFaceKate

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PrettyFaceKate
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  • This would be an insane buff that would make him go from strong to SS tier. Sloppy and nurse's would be even more meta. Start stalking, if you don't get the mark, just go for the sneaky hit. They don't heal? You get them with a cheap shot later. They heal? You either get them with nurse's or you complete your stalk bar that didn't reset.

    GF is already strong in the right hands, on top of his broken reveal mechanics and insane camping capabilities. He needs fixes, that's his main issue.

  • Tru3's idea is terrible. Do yourself a favor don't draw inspiration from it for anything.

  • She was Laurie 2.0 and that was a tad too much, imo.

    Also, in the lore it's implied that she's tougher than she looks like. So, being a bit quieter instead of another scream queen suits her better, imo.

  • @SpiritLover1133 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209880#Comment_1209880

    This is impossible at Red ranks.

    I get perfect and quick chases as Spirit and still lose game ( 3-4 people escape)

    It seems like there's confusion between emblems/pips, kills and win conditions. Winning many chases counts only toward one emblem. sacrifices/kills count toward another. Those together with other objectives will determine your pip result and ranking.

    The win condition is debatable at this point if it even exists. Notice that in the end screen you don't get anymore Ruthless/Merciless Victory, but Ruthless/Merciless Killer (the former persists only in the description of the Adept achievements and that's because the Devs can't change those on console).

    For example, yes you can win a lot of chases quickly. However, if you slug a lot, or hook and camp/proxy and eventually many escape, then that's likely a depip.

    Finally, saying that this is impossible in the red ranks is most definitely incorrect, otherwise there would be no red rank killers above rank 4. It's very much possible, especially with a killer like Spirit that racks up emblem points very easily due to the nature of her power and how points are scored, while other killers are handicapped due to the opposite being true for them. I reached rank 1 with Billy, Huntress, Spirit, Myers and new Doc. Only with Billy and Myers I had to pay attention to how I was doing with the emblems. If you're still having troubles, remember to not slug too much (one slug at any given time is fine, many are not, unless you have already many hooks), not to stay close to the hook and to allow the saves (one-hooking everyone will hurt your emblems). For the rest, play normally and you'll do well, don't worry.

  • You have to bait him to chainsaw/m1, then save during the cooldown and then they body block with BT. You could still go down because LF swipes multiple times and BT blocks only one, then he could get the rescuer and even the rescued if they linger around.

    Another possibility is doing the above AND having Deliverance AND DS AND Unbreakable AND DH/SB, they don't bodyblock this time, and maybe you get away with the trade and then unhooking yourself. Keyword: maybe.

    However, the crucial point is that you need LF to mess up at some point in order to have a chance at a trade and mess even more for both of you to get away with it. High-risk/low-reward. Never worth it, imho.

    Fantastic game design too.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209518#Comment_1209518

    downvote

    I like using Insidious and popping around corners to scare survivors who think I've left their item, their gen, their exit gate, or a combination of two of the three. Insidious camping isn't fun for survivors because the killer never feels safe enough to chase after survivors who have unknowingly stumbled into them, and therefore killers simply have to wait for the hooked survivor to die and forgo any chases longer than a few seconds. Rather than remove Insidious, improve the killer's ability to end chases quickly and decrease the killer's abilities to find survivors. Correspondingly, reduce the distance survivors can get on a killer when starting a chase and increase a survivor's ability to stealth in close proximity to the killer.

    That's not THE way to solve the problem you bring up, but it is a version to consider, for what it's worth.

    Lol @ downvote. Have a nice day, champ.

  • No, I don't think it would be OP, especially because it would still have bad synergy with other perks such as Deliverance or Adren.

  • @Crazewtboy said:

    Certain Youtubers/Twitch streamers have been tunnelling people wearing the outfit for not reason other than to ruin their fun. That is where the trend is coming from

    The reason is called thirst for content and it's a very sad one.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207701#Comment_1207701

    Why do they need a nerf? I am 100% killer main and only use them when someone brings in a key. They are already punishable if used to soon such as de-rank.

    De-rank is a punishment only if you care about rank. De-rankers would actually see it as an upside.

  • The problem is that they can't change the achievement on console as long as the achievement is technically possible. So, they can't change the "achieve a merciless victory" as a condition for adept. What they can do is to change the conditions that define a merciless victory, but that requires changing the emblem system.

  • I suppose WoO and Zenshin Tactics share the same basic code, except cooldown conditions. That's why WoO highlights breakable walls.

  • I love it when they do that instead of making distance, then it's too late when they realize that I have headphones. It used to bother me to no end when I was a baby killer, but now I know better. They can blind all the times they want at pallets. It won't be worth it the spanking that I'll dish out shortly afterward.

  • This is the equivalent of saying to not fix a game-breaking bug only because it happens very rarely.

  • Nobody knows. It's one of those changes that I can't literally recall anybody asking for, yet it was done instead of investing that time into fixing more pressing and real game issues.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209512#Comment_1209512

    Nurse's Blink isn't lethal and it resets her Bloodlust.

    Clown's Gas isn't lethal and it resets his Bloodlust and others.

    I just don't understand why no one has pointed this out, why aren't survivor mains saying anything?

    Is everyone okay with this? lol I'm genuinely asking.

    @Speavy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209529#Comment_1209529

    Nurse can hit you after blink = offensive action

    Clown gas, actualy you got me there idk why its an offensive action its just slows and cant injure, maybe because the slow its counted as an offensive action but i dont play enough clown to know its a 100% true tho.

    Freddy snares reset bloodlust, although they didn't use to.

    As far as I know, Doc's shock didn't reset bloodlust after the rework, but they changed it not long ago. Although, don't quote me on this one.

  • It's the remnant of the developing stage when this game was meant to be scary and, as such, Insidious would have brought the jumpscare factor.

    It should have been deleted a long time ago, together with a bunch of other stuff.

  • There's nothing wrong with relying on Spine Chill, as long as you also use your eyes to scout your surroundings. If you feel you're not doing that, then simply take Spine Chill out of your build for a while. But the perk itself is perfectly fine and it's not a crutch.

  • The OP didn't say that Pig is strong or broken as in overpowered. They said that her secondary power is poorly designed from an enjoyability standpoint, which I agree with, both from a killer and survivor standpoints.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/143749/looping

    I honestly believe if you've looped the killer enough time to Bloodlust you, hit you twice then carry you to a hook and hook you, you've successfully wasted enough time for the rest of the team to get some of the objective done.

    You've done your part.

    But in regards to Bloodlust as a mechanic....it's a touchy subject. I'm a Nurse main so I've never benefited from Bloodlust and I've only been playing Huntress for about a month now and her Bloodlust disappears once she throws a Hatchet, so I don't really benefit from it either.

    Some killers like Deathslinger's Bloodlust doesn't go away even if he misses a shot, he can just reload and continue his hunt WITH Bloodlust on. I would say some killer's Bloodlust should be looked at. It's not fair to have a killer that benefits from Bloodlust even after missing his shot.

    Bloodlust has always been a wonky mechanic to band-aid other wonky mechanics. Tbf, the one thing they could at least do right now to balance bloodlust a little bit more is that it should reset if you initiate to use your power. The purpose of bloodlust is to end the chase once it has being going on for a certain amount of time (by ending a chase I mean with a hit). The purpose of a killer power is the same (some killers have double powers that do different things, let's put that aside), i.e. to end chases. It should be either/or for all killers. You EITHER end the chase faster using your power, OR you bloodlust. It should never be both, as in 'I messed up my power, but I'm building bloodlust so I'm good anyway'. Even if you bait your power (examples, Billy feathering, Huntress winding up, Demo releasing right click, etc.) it should reset bloodlust, because you're effectively using your power to end the chase.

  • What happened up to that point?

    I'm not implying anything and I actually encourage you to report that player for that last comment. What I'm saying is that there's a clear lack of context here in how you show us one single screenshot and leaving it at that. In my experience, it happens from time to time to get that survivor who goes gg ez post game, although nowhere near close as often as the ongoing meme in this forum would suggest, and it's also far rarer in the red ranks.

    However, when they rub it in like that screenshots shows, it's almost always because something egregious happened during the match, or heated words were exchanged in the chat previously. You just show us the final part of the story. Still, their last comment is inexcusable, as I said.

    As far as the power role is concerned, that's just a made up slogan to justify asking buffs and nerfs. This is a 4v1 horror-themed game. There's no power role that entails some sort of 'right' to rule over someone else.

  • Some killers go super sweaty when they see a bps, as if it triggers something in their head that tells them "now, I HAVE TO get a 4k!". If you're lucky enough to get matched against me, I do the opposite. I two-hook everyone and when I maxed out brutality, haunting and deviousness, I let them escape. It usually results in 5 happy people leaving the trial with a ton of points. Win/win, if you ask me.

  • I used to play 50/50. I main killer now. Solos are really weak, it's not the first time that I say as much in this forum.

  • The red stain in that video is normal.

  • @Steel_Eyed said:

    I think this might be asking for too much. It was incredibly thoughtful they did these three weeks as it was.

    Nothing harm in asking for it politely, though.

  • I see where you're coming from. However, I think ghostface is strong and he's not a very interactive killer as is. You say balance, but this is pretty much an overall buff except for the add-ons. He's not in need of a buff or a nerf. He's need of a fix to his buggy mechanics, that's the part where I agree.

  • @Zeidoktor said:

    Yeah. That's what always strikes me as the tricky part when I see people talk about punishing camping or tunneling: what kind of punishment can be used that the players doing these things actually care about?

    It's at least one reason I use Kindred as my main anti-camping tool. Someone wants to camp me? Everyone else can know it.

    They care about the kill. The only punishment would be something that makes achieving the kill via camping/tunneling significantly harder. BP or depip penalties are irrelevant, as everyone with more than 100h knows, facecamping Bubba being a prime example of that inefectiveness.

    If you want to avoid something in game, it must be done via mechanics that get rid of that. Incentives don't work. Penalties don't work. In the current state of DbD, the choice that was done to achieve that goal is to implement perks that work to that end aka BT/DS/etc. There's a reason why they're meta. Everyone who's been in a match without an obsession knows it's 9 times out of 10 not an enjoyable experience for the first person found.

  • If you mean 'secrets' about killer gameplay, there are three that I can give you that I learned by playing at rank 1:

    1. Go through the learning process. At 50h, you've barely scratched the surface.
    2. Don't expect games to always go your way. If they did, then there would be something wrong in the game itself. Analyze what you did wrong and what you could've done better.
    3. Related to the previous point, do not tilt and do not spread the toxicity by venting your frustration for a bad match on the players in the following trial.

    Regarding matchmaking, it's bad for killers just as it's bad for survivors.

  • Low quality bait.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205789#Comment_1205789

    Yes it can!

    They do gens and the killer gets a 1k.

    This is a team based game, so think of it as you're taking one for the team.

    It's not a team-based game. You can cooperate or play selfish, the only thing you can't do is to grief your teammates. But it's not team-based, even though a lot of stuff in the game requires teamwork to be countered. That's why soloQs are weak.

  • You say it doesn't exist, then you're whole post is about what would cause camping, how it should be countered etc.

    That's a whole lot of words for something that doesn't exist.

  • It's actually 50/50. One spawn is strong, the other is garbage.

    When inside, if the window spawns to the right of the door, it's a useless vault because the debris outside force the survivor back into the killer.

    The other spawn, with window on the left, in Marth's tests it was an infinite when ran counterclockwise iirc and barely kept chase the other way around. The door was also useless for the killer in this configuration and the window had to be vaulted. This was a normal 115% speed chase without accounting for special powers.

  • @Yung_Slug said:

    > Self care and urban evasion basekit

    Oh please god no

    Unironically, that would be another killer buff actually.

  • Distance-based would still be easily circumventable via mobility. BT should proc regardless and give a shortened timer to compensate. Let's say 10 instead of 15 seconds. Although 15 is more realistic for basement hooks. That way they can get to a tile.

  • I think we're already past that mark.

  • The FF one is fairly easy... if you go against rank 21s.

    The hiding one, if you're a killer and you see a Dwight in your lobby, start to look around you, because you might be the one being stalked.

    If you're survivor, dodge every lobby with Dwights.

    Pretty good job so far.

  • Killer in the morning until roughly 1pm takes a couple to 5 min, exceptionally longer than that. After that it becomes significantly faster, down to around 30 secs average.

    Survivor is 2 min tops, but usually faster, throughout the day.

    Platform: PC, Frankfurt server.

    Ranks: red, both sides (rank 1 for killer).

  • Don't worry. It will be corrected in the near future by hiding ranks and using MMR scores that you won't be able to see as well, or even know how it's calculated.

  • The 'logic', if we want to call it that, is that guy hates your guts for some reason. Think of something that happened or was said between you. If he targets you alone over multiple games, it's also bannable, but you'll need video proof. What he says about it is immaterial. It's just blabber to give a semblance of justification to what he does.

  • When you kick, don't move your mouse or press any other key other than spacebar. Wait for the sparks to come out of the gen.

  • Make struggle hold a button instead of smash a button. That's the closest thing I can think of.

  • @Nurgling7 said:

    There are hardly any killers playing red ranks. Survivor ques take 5-10 minutes and killer ques are instant.

    It's not generalized. My survivor queues are a couple of minutes at worst.

    @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194297#Comment_1194297

    See I would buy that but then as a red rank killer I get paired up with purple and green survivors at times. It really makes no sense.

    Lucky you. I get matched against red ranks on either side. The problem is that I get teamed with purple rank potatos when playing survivor.

  • I'd use Surveillance only with Ruin. Discordance is overall better, both for the early game and for when they panic when you're snowballing mid-game and they try to double up on gens.

  • They created undetectable to nerf Object (instead of directly nerfing Object) and in the process they broke a bunch of things, including many survivor's aura reading perks, which also created an unfair disparity of treatment between killers with Undetectable and those without. iT's FoR cOnSiSteNcy.

  • The statement "If the killer has no luck in hooking many survivors before the doors are activated" refutes the assumption that ""NOED isn't rewarding for bad gameplay".

  • I'm sorry you had such a bad experience. Beside what @FireHazard said, I suggest you use the app below to download the VODs, if available. This way you can keep video evidence to submit.

  • Define crutch perk, please.

  • The evader emblem is self-explanatory in your case. Same for the unbroken. You get lightbringer points if gens are repaired while you're being chased and iirc it's the same for totem cleansing. The benevolent emblem is the unclear one in your case here. Try to think if something else happened that you might have overlooked.

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