RakimSockem
RakimSockem
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Right now, my build on my main (Feng) is: "We'll Make It, For the People, Borrowed Time, Inner Strength"
Now you can definitely argue that some of those may be redundant, but I'm all about being a team player.
We'll Make It if I know the killer is a good distance away
Borrowed Time if the killer is close but I need to make the save or the person will die.
For the People if I have to heal someone quickly in a situation where I didn't pull them off hook.
and Inner Strength to heal myself when For the People broken status wears off.
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And before all the people jump in here yelling "nothing is wrong with camping/tunneling/blahblah", I never said there was. It's just a very boring playstyle to go against and it isn't fun
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Well the term "second chance perks" is dumb to begin with for survivors. It's a stupid way to describe a perk that allows you to do something if certain conditions are met. (BT within killer terror radius, Unbreakable ONCE when slugged, d-strike if you get downed within 60 seconds of your last unhooking, Dead Hard when you are injured and causes exhaustion)
But if we're going to go along those lines of perks that allow you to do things when conditions are met as "second chance perks", killers have:
the obvious NOED
Make Your Choice - go away from a hook, wait for unhook, go back and pick any of the two people there for an insta-down (most effective on Nurse, cloaked Wraith, Spirit, Billy)
Devour Hope - Just play the game and if the totem isn't found, you get insta-downs after 3 people get unhooked, Moris after 5.
Rancor - you couldn't (or in some cases intentionally didn't) kill this person the whole game, but now if you find them when the gens are done, they're an insta kill.
Spirit Fury - hey, you've broken enough pallets that you can just take the next one to the face and keep moving for a basically guaranteed hit (especially if combined with Enduring)
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/137442/why-are-a-lot-of-killers-here-hypocrites
Have you realized the GENRUSH IS WHY KILLERS STARTED USING THOSE TACTICS MORE OFTEN yet? We'd strongly prefer to play longer matches but it's not viable unless you like getting trolled by survivors
OR for a little perspective, have you realized that survivors genrush BECAUSE killers camp, slug, and tunnel and if you don't have enough gens done to counter that, you're going to lose every time?
It's a "which came first, the chicken or the egg argument?" and that can go in circles.
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I gotta disagree with For The People.
I've used it to pull people off hook and insta heal them, allowing myself and my partner to get back to work instantly AND as a backup, I had inner strength to heal myself with the broken status went away. I was able to pull off that combination 3 times in one match actually.
Using it on someone on the ground with the killer close is a dumb idea in the majority of situations, but I did that ONCE to get myself and someone else out the open exit gate that was like 10 feet away (the killer also missed both of us which helped)
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So in 60 seconds, you want people to check and cross check each survivor to see who is friends with who, and then switch up their build accordingly and adjust their entire playstyle.
To play nice with solos (because solos are never toxic right???) and to be dicks to SWF teams (because SWF teams are never just a chill group of freinds trying to have fun together, right?)
Interesting opinion.....
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Obviously I realize the answer is no and this is not a serious post. If I belong in red ranks, so be it. I just hate it here
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most of the people I play SWF with are women. no surprise to me
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When you create a replica of the DBD basement in Minecraft
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1151618#Comment_1151618
Aside from cluttering my blood webs and wasting my blood points, you mean. Kind of like the junk add-on that makes Nurse a powerless M1 killer.
If you're going to make it green now, then you could have at least made it better. :/
*laughs in Salt pouch, binding offerings, broken keys, 80% of medkit add ons, 50% of toolbox add ons, 70% of key add ons, 50% of flashlight add ons, and other waste of space literally no one uses that plagues every survivors bloodwebs*
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@Dehitay said:
Am I the only one that thinks that having somebody rush in and insta-heal only to have a survivor go straight back down and another one immediately end up in a chase with only one hit left isn't that powerful?
I think it's better used immediately after unhooking and the killer is proxy camping to get the survivor who was just unhooked a chance to not get tunneled and re-hooked immediately. It's a sacrifice.
Sure you can also use it on someone who is slugged, but you'd have to make sure the killer is a decent distance away and can't immediately come back and wreck both of you
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This existence of this thread proves how little Jake is used and how forgettable he is as a character
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This is meant to be a killer perk I'm assuming?
Also I think this punishes solo survivors more because they're more likely to stay on gens and ignore the person on hook thinking that someone else is going for the save.
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@shyguyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1149580#Comment_1149580
Nah dog, this guy is clearly top tier killer. On a completely unrelated note he is also probably a very good Genji player and an expert Yasuo. DANG TEAMS JUST ALWAYS HOLD HIM BACK.
*spams I need healing*
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1150252#Comment_1150252
playing without it and winning are two different things
and getting 4 kills during EGC is not a win
Actually it is. In a game that is supposed to be 2 kills, 2 escape, geting a 4k at all is more than a win and should be an anomaly. The issue is that people think they're entitled to 4ks at all
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One tier a day from here should be enough to make it I think? (i forgot how many days are left)
Have you done all of the survivor and killer challenges up to this point?
If you've only done one side (or haven't done any), I would suggest going back to complete them. You have to play the game anyway to gain levels, might as well get challenges done when you play
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You have to have a lot of patience to start this game. I played with some new people in a SWF group and we ended up going against a rank 1 huntress because I'm rank 1, and of course they got decimated, but they had a really positive attitude about it and said it was cool to see what the competition looks like at the top tier.
Someone with less patience and self motivation would definitely give up though and be like F this.
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So I really only play on weekends due to my job, but I'm almost done the rift. I think I'm at tier 56 out of 70 with 22(???) days to go. I had to do every single killer and survivor challenge to make it this far though and without the challenges on both sides, there's no way I'd ever make it.
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lol someone's first experience with Insidious Nurse.
Usually they run NOED and Rancor to troll people at the end of a match
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1149580#Comment_1149580
Honestly, does it matter, though? Seeing as how green/purple ranks are usually only facing red, can you blame the imbalance? Believe it or not, but a lot of killers aren't red rank material. If they faced a team of equal skill, they'd fair better. But then, that would require matchmaking to be fixed, and we all know how much care the devs have for that atm.
I play Killer and typically float between ranks 7-10 so I'm well aware of the broken crappy matchmaking and facing full red rank teams. My point still stands. If you're only getting 2 hooks in a whole game, you're doing something wrong.
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If you're only getting 2 hooks in the time it takes the survivors to do all 5 gens, you probably just aren't good at the game. Or at least not good at the killer you're trying to play.
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If it's the new map, you should honestly expect that.
When they released the Doc changes and the updated Asylum, the chance of you playing that map was insanely high upon release because they wanted everyone to see their work and what they did.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1149495#Comment_1149495
If you would know, they usually announce "nothing is certain" in the PTB.
Reading is fundamental, but so is your grammar.
Everything I said was grammatically correct, but nice try.
If people would read, they wouldn't be surprised. This has been public knowledge for a while.
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This was literally announced and planned. Survivors no longer keep add ons yall. Reading is fundamental
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@BigBubs said:
https://forum.deadbydaylight.com/en/discussion/comment/1147086#Comment_1147086
Of course you are not. You are so not upset that you spend time to make a new thread.
Just calm down , it's just a game. Maybe take a break.
So everyone that makes a thread is upset now...... cool. Nice conclusion
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No, but it will break some hooks! *buh dum tsh*
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I love that people's argument for being against No Mither stopping blood orbs is "A whole team can run No Mither and counter his power"
LOL okay??? So a whole team can run around being one shot and constantly having to hear the injured music.
Oni still gets his power from hitting people.
There's no way to predict that you'll be against an Oni so you would have to run a 4 man no mither squad against a lot of other killers just to wait for a match where you get an Oni.
And you would have the most trash perk in the game taking up an entire slot in your loadout.
Meanwhile, survivors can already run a full team of Calm Spirit and hard counter Doctor, without using a trash perk that makes you a liability to the team
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@BigBubs said:
Ok. Don't be upset. Just calm down.
Not sure if you were talking to me or the person who commented after me but I'm certainly not upset so.... *shrug*
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@Groxiverde said:
Hear me out. When a killer is working together with a survivor to kill other survivors, it shouldn't be bannable for the killer, only for the survivor, period.
The killer is just taking advantage of a "not clever" survivor to win the game.
So for example, if that survivor unhooks everyone in front of the killer without BT and the killer decides to focus the unhooked survivors and let the trolling survivor go (because the killer knows he will continue sandbagging other survivors), it should only be bannable for the survivor.
Change my mind.
Too many people are trying to make up scenarios and change what OP said to make it okay. But it's just simply wrong and it def should be bannable on both sides.
If the killer watches someone get farmed, hooks them again, stands there and WATCHES the person get farmed for a second time without attacking the farmer and kills that person on hook, that's teaming up and is bannable.
We're not talking about a one time farm. We're talking about intentional sandbagging, killer not hitting or even chasing a certain person kid of teaming up.
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@RobMeister88 said:
Casual Play style
Swf
Pick one, because both of them together don't exist. Swf always have either of these two goals; Ochido bully simulator or sweaty try hard plays. 2 gens popping when one chase just begins is not casual plays. People wonder why most killers are sweaty now a days and it's because of swf. It amazes me as to how swf who bring multiple toolboxes and flashlights and keys are considered casual players yet a killer who tunnels here and there is considered a tryhard. Swf has essentially killed most killers' casual nature. I love to make games long and interesting, I don't want to off everyone in 5 minutes, but at the same time, I'm not too keen on having 2 gens done by the time I get my first hook. I hate playing sweaty but in order to stand a chance against swf I have to, and it sucks. Swf past yellow ranks throws the game off balance, no two ways around it. Constant information (which removes the mind game and thrill to the game), clear communication which leaves room for no mistakes, and constant synergy between the team. Not saying swf needs to be removed but there's no such thing as casual swf past yellow ranks. Completing all the gens in 5 minutes is not casual.
Your statement is objectively false. Saying that ALL SWF teams are Ochido level bullies or try hard is objectively false and I think you'd be hard pressed to find someone who agrees with you on that. In fact, you're one of the people that most post is directed towards. There's no other way to put it than to just bluntly say you're wrong.
2 gens popping by the time you get your first hook can happen in solos. That's not SWF exclusive so your argument there is invalid.
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@johnmwarner said:
OP clearly admits that SWF have an advantage, I think even a few simple things would make solo players more in line like knowing which gens are being worked on and who’s going for the unhook? Things like kindred and better together being base would be great.
Hes simply adding that not all SWF are toxic death squads, and as a 50/50 killer survivor player I agree. A lot are just screwing around and are actually WORSE than solo survivors because they won’t care if they escape. If they can save one teammate with a flashlight they’re happy even if it means they did nothing for five minutes waiting for that chance.
I'm glad someone actually read what I said
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@Rivyn said:
I don't think SWF players get it. A simple 'there's a trap to my left' or 'I'm hitting this jungle gym' is incredibly powerful in a game meant to keep players in the dark. Most SWF groups might not be toxic tactical tryhards, but any information passed on comms is a huge advantage, no way you try to talk around it. Does that mean all SWF players are god level? No, of course not. That doesn't mean they can make a killer/solo's life miserable by playing the game with an additional perk that a killer/solo can't get around.
It still boggles the mind out far in the sand the devs have their heads that they fail to address this chasm of imbalance. Sure, they may make a post here and there about 'wanting to bring' solos up, but actions speak louder than words.
Of course I understand that when I play in SWF, I have more info than when I play solo. Everyone understands that and that's also a part of the reason people play in SWFs. Playing with randoms who run full speed to unhook you against Hag for example is frustrating as hell.
@JawsIsTheNextKiller said:
"The random is coming to save me, stay on your gens"
Compare how powerful that is compared to the solo experience when you are dangling from a hook and three people are just...crouching.
Like this person said, the solo experience is often dangling from a hook and watching 3 idiots do nothing. And how do those games typically end, 3 gens up, and the killer slugging for a 4k because hatch hasn't spawned. Those games suck. So yes, information is shared because it helps make the game actually enjoyable as opposed to watching 3 idiots fumble around doing next to nothing.
No one is arguing that SWF doesn't provide extra info. It absolutely does, and most of it is info that should be provided to solos as well (The kindred buff for example was a good one). The only argument I was making is that people keep putting this idea out that SWF are out there just being toxic and making the game miserable, and that is only representative of a very small portion of the player base. Most people are just out to have a good time a more relaxed game.
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Matchmaking has been shite for about 2-3 weeks now.
I mean, it's never been good, but it's been consistently worse for the past like 2-3 weeks.
When I switch to killer which I currently have around rank 9, I consistently go against an entire team of red ranks, or like 3 reds and a purple. Consistently.
And as a rank 1 survivor, even in solo queue, I've gone up against killers everywhere from rank 1 to rank like 13
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1132624#Comment_1132624
Typical liberal.
lol weird assumption. Just stating facts. Pretty sure I'm not wrong XD
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/134334/the-reality-of-swf
You are right, not every SWF is super efficient special ops teams running super toxic builds. But the ones that are 4 escape far more often than the ones that aren't. This means the game is inherently unbalanced and something needs to be nerfed. You should ALWAYS balance things for the top of the top level play while keeping in mind lower levels, but not nerfing things for the sake of low level players when its already weak at high level play.
The guy compared his model to trickle down economics..... You know that system is a complete failure that only benefits the people at the top right?
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@Seanzu said:
Alright guys, it's been a while since we had any truly QoL updates, what would everyone like to see?
I'd like to see:
Holding shift to negate the bloodweb hold to buy, so it instantly buys and you can drag through the nodes.
Saving perk loadouts
Saving survivor/killer outfits
Seeing your current challenge progress in the pause menu in DBD
Seeing emblem progress in game
Perk page doesn't change when you click the perk slot you want to change
Apply-To-All-Characters charm option
I really like the idea of saving perk loadouts. There are certain matches when I want to do things.
My standard build on my maxed out characters is "Lithe, Inner Strength, We'll Make It, Plunderers" (Lithe and Inner Strength are my non-negotiables currently)
When I want to try hard or when I face too many campy killer in a row, I'll switch out Plunderers with Borrowed Time.
There was a short time where I changed my name to trash perks and put on things like "Up the ante, sole survivor, and other lame perks no one uses.
Being able to quickly switch between those builds would be cool
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playing against SWF doesn't bother me because I don't expect 4 kills in a game. 4 kills should be an outlier, not the goal.
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@Blazelski said:
You are absolutely right in my opinion, but also why are you making this announcement? It's all chill.
Because many people don't agree and are under the impression that SWF = pro players
or SWF = automatic loss for killer
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Definitely 2.
I personally don't think you can balance for a consistent 3k. Expecting a 3k basically mean you expect every match to end with the last survivor escaping hatch, because it's damn near impossible to open a door as the last person on most maps with how closely doors spawn. Planning for a 3k is basically planning for a 4k. Unless the survivor already knows where hatch is, hatch and doors are killer sided (excluding RNG because sometimes hatch spawns close to the survivor)
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Opening credits turned down by like a thousand.
Able to raise survivors or killers regardless of which queue you are in
Able to change challenges without constantly being disconnected from your lobby (happens to me more often than not)
Either remove or shrink that dark circle that appears when the killer hooks someone. There have been times where I'm looking directly at the hook to see which way the killer walks after the hook and even though I have line of sight, I can't see anything.
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Asking if SWF is balanced in the title and then asking if we think solo has the same ability as SWF are two different conversations.
Are you making the claim that solo is balanced and that SWF should be on solo level? Because I can tell you in a match with 4 solos, the game is killer sided and not balanced either.
My honest opinion on balance? Two 2-man SWFs. Anything less is killer sided and anything more is survivor sided. Every survivor needs to have a least one teammate who they can communicate with and know that someone is coming to save them and everyone isn't on gens (without the requirement of running kindred and wasting a perk slot).
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I play both sides: About 60% survivor.
I don't think "gen speeds" are an issue and here's my reasoning.
If gens took any longer than they do currently, we'll say 100 seconds instead of 90 solo:
- Survivor would be even more boring
- If a killer gets an early down before any gens are popped (yes that is possible and happens pretty often), they could literally camped that first person to death and only 2 or 3 gens would get done. This is assuming a 4man SWF with comms and the guy on hook just says "don't come and focus gens". Any other scenario, people are going to hop off gens and attempt to help the person on hook.
- Due to the reason above, trash camper killers will become more prevalent because the reward of eliminating a player would outweigh the risk of losing a couple of gens and having only 3 people left.
So maybe focus on map size, or killer abilities or something else, but for the love of god, I do not want to sit on a generator any longer than we already do because those 80 seconds drag
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a 5k!! That's really ambitious. Dream big, friend.
lol for real though, that's always fun and satisfying
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or alternatively:
Step 1: Hold W (or S if you want to moonwalk and add a little style)
Step 2: Smack survivors. If they want to escape, they will leave.
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Walk to the exit gate and hit them. If the gates aren't open, open them yourself.
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5 gen chase against a Nurse before she was changed.
I felt bad afterward because she was still a baby like rank 17 or something and I must have been between 10-12 at that time. She face camped the hell out of me but at that point, I was okay with it.
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@SleepyWillo said:
I never understood people complaining about the other side using their perks to the best of their ability.
I also enjoy ensuring I deny their use of same. I slug the unhooked survivor if they run straight to me after an unhook or just go for the unhooker and deny their BT or DS (I mean its hella obvious when they have it. Why fall for the trap?). I cleanse all totems I come across to deny NOED.
Anything that is actually broken does get changed (MoM for instance).
I agree with everything OP said here. The game is the most balanced its ever been. If people cant see that then they're just hella new and dont remember what it was like when the game came out and cant see all the changes that have been made to both sides.
My main gripe with the game at the moment is the ranking system.
Ranking is awful right now, primarily for killers. I played 3 killer matches yesterday back to back against a full team of red rank survivors and I was at rank 10 killer.
Now fortunately, I just happen to be good at both sides so I still got a 2k in one game, a 3k in another, and there was one match where all of them got away. But I can imagine for someone who is actually rank 10, it'd be a mess
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@Oberon said:
https://forum.deadbydaylight.com/en/discussion/comment/1128800#Comment_1128800
You're equating removing SWF to removing killer? Are... You're serious, aren't you?
Wow. Wowowowowow. Okay.
I'm not suggesting removing SWF. SWF is great without voice comms, imo. It's super fun and atmospheric and cool without voice comms. It's the ability to have the same information available with perks for free that is the issue.
My suggested fix: remove the incentive to play SWF by lowering the amount of BPs they gain and locking their MMR when they're SWF. Then, they can't go up or down ranks and will eventually need to play solo to make up the BP loss. SWF can still have a fun time together, but it lowers the SWF groups playing at any one time.
SWF without voice comms is pretty much Solo Queue.
I do SWF sometimes without comms and it's just like playing with randoms
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Not a killer MAIN per se, but I mostly play Trapper and Michael. I find Trapper to be the most fun, especially when I can catch like 2 different people in traps while they're trying to sneak around.
Michael is just spoopy and jumpscaring people in fun
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So you're making it your goal to ruin people's gaming experiences and bore/frustrate people to death because you're unhappy about something?
Very mature of you