Reinami
Reinami
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- Reinami
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@Zozzy said:
I don't understand the point of this.
I have every perk unlocked on every killer, and every perk on 2 survivors. I have 4 killers at P3 and don't really care about Prestige much anyway.
So now what i do is, just before the chapter comes out, i cap my bloodpoints at 1 million. I store up 3 rituals (hopefully worth 60k each). I save 8k shards. and then i save bloodpoints for 3 tiers of the rift while still making sure i complete each tier, so collecting as little bloodpoints as possible.
So now, when the new killer comes out:
- Spend 1 million bloodpoints + the rituals to get to level 50, prioritizing bloodpoint perks and cheapest routes along with 2x offerings.
- Play the new killer and use up all by 2x bloodpoint offerings that i got.
- Prestige the killer after spending all offerings or getting 1mil bloodpoints
- Spend bloodpoints + tome I + II to get to 50
- Repeat and prestige killer
- Spend bloodpoints + Tome III to get to 50
- Repeat and prestige killer
- Spend Bloodpoints + Shards to get to 50
- I now have a P3 killer at level 50.
Since i generally only play the new killer exclusively with no addons until i unlock everything, by the time they are P3 i have a good understanding of how the killer works and know which perks to go for to rush to a decent build. After i have a decent build i just play them until i get all the perks. After i get all the perks on them, i use tome level IV to start getting the new perks on my favorite killers first, then on the rest of them.
Usually after 2 weeks, i have the new killer at P3, with every perk, the new survivor at level 40, with the new perks for that survivor on my main survivor, and every killer now has the new perks from the new killer.
After that i play until i hit level 70 with the tome and usually take a break until the next one comes out. During which i'll prestige an older killer while i save bloodpoints again for the new chapter and repeat the process for the next new killer/tome.
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@onemind said:
Sb canbe used to get into better positions denying a quick hit
Lithe can be used to get to a new loop if you dont like what your at Ex: tnl walls
Smash hit you get a 4s boost for stunning the killer when they can move for 3-5s if they break the pallet almost ending the chase instantly or allowing plenty of time to get to a new loop
Dh just extendes a chase and is useless if outpositioned. Please explain how dh has no competition
I agree that balanced landing needs a tweak
Dead hard is bad on bad players, but OP when in the hands of good survivors.
Right now for Exhaustion we have:
- Sprint Burst
- Head On
- Lithe
- Balanced Landing
- Dead Hard
- Smash Hit
All of them have weaknesses as OP mentioned:
- Sprint burst can't easily be used in a chase unless you 99 it, then you have to run around and can't do anything, and if you don't want to waste it you have to walk
- Head on can't be used in a chase without comboing other perks and is not very realiable.
- Lithe makes you loop suboptimally because you only get one loop around, or you drop a pallet early.
- Balanced Landing is hard to use and is map specific.
- Smash hit requires a pallet stun which already is usually a chase ender anyway.
- Dead hard requires you to be injured.
The other thing about all of them, is that SB/Lithe/BL/SH all are telegraphed, and you know when they happen. they also always happen very early on in the chase with the exception of Smash hit.
- With sprint burst, it happens at the start of the chase, so you can often choose to not chase that person and go after someone else. I also now know they have sprint burst and can play around it.
- Lithe happens after 1 loop around, or the person ends up wasting pallets early. If they waste pallets early, it is a win for the killer. If it happens after one loop, i now know they have lithe and can abandon the chase and play around lithe in the future
- Balanced Landing is very obvious when survivors have it, because they go for hills which are otherwise bad for them to go on, i can now know they have it, can abandon chase, and play around it later (with the exception of haddonfield, but i don't count that map)
- Smash hit ends a chase. If you get pallet stunned and they have it. Well, you still got a pallet out of the chase, and usually if you break a pallet, you want to break chase anyway and check nearby gens. The only exception is on unsafe pallets. But again, i now can play around it and respect the pallets more with the player.
- Head on is pretty obvious because they jump in lockers, and i can bait out the head on and hit them or grab them out of a locker once i know they have it.
Then we come to dead hard. Survivors will have it in every single chase, because it is available as soon as they are injured. If survivors use dead hard to dodge a hit, they are using it wrong. The strength of dead hard comes from "dead hard for distance" If i'm looping a survivor around something that we both know takes 2 loops before they have to drop the pallet, but then they try to get an extra loop, they just dead hard, and get the window. Or dead hard and get the pallet. Instead of ending the chase outright or being used immediately. It happens after you have already put work into it. You already have injured the survivor, and spent time, you are looking to land that down. And then suddenly, they dead hard for distance, which has no counter and get to reset, but not end the chase.
It allows you to reach pallets you otherwise couldn't, on top of all of that, unlike the other exhaustion perks, it is a "oops" button. If survivors make a mistake, they can often just dead hard to a nearby pallet or window, and they just "fixed" their mistake. You can't "play around" dead hard on good survivors because they aren't using it to dodge a hit, they are using it in a way that is uncounterable for the killer other than to just not chase them.
In the hands of good survivors, dead hard is an extra health state because you have to hit them once, then get them within striking distance, then they dead hard to safety, reset the chase with a pallet, then you have to hit them again.
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@Crypticghoul said:
This post is not meant to rant about Tunneling but rather the fact that the 8k category cap still exists for survivor and the fact that there's no category spillover like there is for killer.
There are some games where the killer just decides they're going to tunnel you and run at you all game and I'm really getting annoyed with the fact that when I last a long time my boldness caps out early and I get no further points. While I'm running around I get absolutely zero objective or altruism and survival is pretty much up to my team doing gens during that time to power the gates.
I love getting chased when I play survivor but it's frustrating that in the above scenario I'll maybe get between 10k and 15k blood points because the killer decided they want me and would not let me get any in the other categories.
It'd be so nice if every generator, heal, or unhook done while getting chased gave you some points in their respective categories. Survivor gets so little blood points compared to killer and WGLF is brutal to stack up. 10-15k is enough for like 3 nodes on the blood web which gets you so little on the blood web that it actually feels bad to spend after a game.
As a killer main, i agree, survivors should get more BP.
Ideally the amount of bloodpoints you get should be tied to the emblems. That way if you get chased all game, you still get objective points as a survivor because your team is doing the objective. Additionally, you should also get points for staying hidden from the the killer. If i do gens all game because the killer won't chase me, i also should get more points for that.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2196964#Comment_2196964
You dont get it, arent you? Killer will open gates early and will stop game early. Killer wants depip, not survivors.
Right, but i'm saying that right now in the current world, survivors can do the same thing by just doing nothing. And in that case, the survivors depip, but the killer will actually depip as well if all the survivors do it.
I'm saying it's not a good reason.
Also, pips are pointless anyway especially when MMR finally happens.
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@Northener1907 said:
Killers can not open gates because that can abuse by them. You wanna depip as killer, with that you can open gates and end game so fast. And noone will get any points and boring. So that can not happen.
Not a great argument. If Survivors want to depip, they just also don't play, the killer hooks them all, and they die within a few minutes. Killer gets very little bloodpoints for it, and might even depip if they all are doing it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2195369#Comment_2195369
what do you mean there was no in-game news or patch? it came out in patch 4.7.0, alongside the Coldwind graphics change, Demo, Huntress, and Freddy changes, Lucky Break and Object rework.
https://us.v-cdn.net/6030815/uploads/I1IY5ZQ1ZTFJ/image.png
https://forum.deadbydaylight.com/en/kb/articles/281-4-7-0-mid-chapter
Correct, i edited my post, i didn't realize it was changed.
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@Lord_Tony said:
When killers ask for there to always be an obsession at the start of the game so the survivors won't know we have obsession perks we get ignored.
But when survivors ask for fthis because they don't use DS anymore but they still want killers to think they have DS. This change happens almost immediately after DS nerf.
@Mooks said:
Survivors asked for an obsession in every game since the introduction of obsession mechanic.
there is probably another reason why the devs decided to have an obsession every match. Maybe ask that in the next Q&A (speaking of that, seems a long time since the last one..)
I stand corrected, had no idea this was in 4.7
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@adam1233467 said:
https://clips.twitch.tv/DependableBrainyMarrowYouDontSay-QfYV7cubXESxVwBy
I hope the devs see this and do something about it, cuz its suposed to not exist anymore, am I right?
Correct, it is intentional now. You get 90 degrees for the rush, and 90 degrees for the attack, giving you 180 degrees. The update nerfed j-flick which let you go as much as you want as long as you set your mouse DPI high enough. Now they made it so it has a cap of 90 degrees for each and that it is actually easier to do now.
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@ariegraves07 said:
I’m just baffled how far it seems that killers can reach. Like if I’m looping a pallet against a wraith, as soon as I make it to the pallet he can hit me from the corner of the other side of the obstacle. Or if I’m running around shack against a hag, she swings around the corner to magically hit me. Like holy hell! ######### are these killers on that makes them lunge hella long, some hits I will argue shouldn’t be allowed. And my guess for these extreme hits are lag, cause from my point of view the killer is on the other side, but I guess from theirs I’m right in front of them. My internet is excellent, never had any issues with it, so i’m guessing it’s some ppl logging on with some wack ass wifi, getting free hits and hooks cause they don’t have good internet. Lolz if your one of those killers.
All killers lunge are the same by default, but certain things affect it. Lunge distance is affected by your movement speed because it is a function of that. So wraith and spirit get extra lunge distance when coming out of their power. There is also coup de grace which is a perk that increase the distance. Nurse has a shorter lunge distance on her blink attacks. Myers has a longer lunge in Tier 3
There are probably a few other differences, but anything else you see is likely a combination of lag, or also the smaller killers like hag and freddy appear to have longer lunge ranges because they are so small and their weapon is their hand, whereas oni for example has a giant sword, so his lunge looks smaller.
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In the same article, they reference the Entity as "It" or "itself" over 50 times, Also in your literal statement it says:
"This is due to the French language, mother tongue of most of the Developers, neither possessing a gender-neutral pronoun nor a grammatical neuter"
The very lore at the top of the page calls the Entity an "it"
"This thing, that I dubbed The Entity, is evil in its purest form. I find it hard to spot, but I can hear the cracking sound this loathsome thing emanates. Like a deity, it surrounds the area, closing in on me as its Killers hunt me. It does not seem to be dangerous in itself. Not until you are caught and the Killer hangs you from one of the abhorrent Hooks. I have ended up there over and over and every time I yearn for both release as well as escape. Pain melts with fear in a most horrid way. Yet I return to it, more or less every night. Once on the Hook, Entity takes over, pulling one upwards to something else."
In reality, it appears the original intent and current lore of the game designates the Entity as an "it" and not having a gender. Given that it is portrayed as some Godlike/Demon type "thing" it is likely it doesn't actually have a gender and anyone saying "she" or "her" is likely just being obnoxious.
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@Jarol said:
I was thinking, as is an upcoming RE chapter, what would happen if the developers lost their minds and gave us a "Gun with a bullet" as a last resort for survivors if there are no pallets or if someone is about to die? Think about it, it would be a meme to introduce it in a Resident Evil chapter just like the firecrackers in the lunar new year event. Imagine a bullet was like a pallet stun with only 3 seconds a single bullet, What do you think if the developers introduced a weapon for the survivors?
Might be cool as a perk, but would have to be an exhaustion perk.
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@Mooks said:
Seems weird to not include the tallest killer (at least I think Plague is the tallest?)
Demo is pretty much never seen standing straight in the game.
Demo is actually the tallest killer in terms of stretched height. In the lore for stranger things, it says they can get like 9 ft tall.
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Cringe is more like it.
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/2187870#Comment_2187870
If there is a situation where 2 of us are being basement camped and someone can come grab one of us, DS was used previously as a way of getting the other one off and still getting away. They essentially made it useless. Now it's VERY VERY situational.
If there is a situation where 2 of you are being camping in the basement, that is on you. The best play for the killer there is to camp.
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@IOIOO said:
https://forum.deadbydaylight.com/en/discussion/comment/2187864#Comment_2187864
Excuse me I just got a draw last month with blight against otz's best survivor team
Blight is decent, but he's still a tier below nurse and spirit, but i agree that as blight players start to get better with his new flick, he might creep up to be their level as well.
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@IOIOO said:
Rank 1 survivor with 2k hours and still lost to a spirit with only about 100 hours because the character is completely broken, fix spirit.
Against high level survivors, only nurse and spirit are viable. Against average survivors, both are OP. They need to first fix what this game is like in competitive and tournament play before they nerf the only 2 viable killers.
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@Brightened said:
Why is my decisive strike not going off after I get unhooked if I'm within killer's range, and why is it stopping before the time is up? Has anyone else experienced this?
With all the TOXIC killers in this game, this is a STAPLE perk, and it is NEEDED. So I NEED it to work.
You need to read the perk again. It got nerfed several patches ago.
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@Kirkylad said:
Nemesis is the most obvious choice to pull in long time fans of the franchise, I'd be a little disappointed if it isn't him but as long as they do a good job with their power and appearance I'm sure it will still be a good chapter.
Games also take years to develop. Just because the game wasn't out, doesn't mean that they couldn't have been working on it all this time.
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@supersonic853 said:
Mclean had said on discord that everythings working as it should. Blight now has a hard cap on his flick. Although now j-flicks become the z-flick. Which is actually possible on console but i don't know if i should be using it or not. Anyone have a clear answer?
Before, you could turn yourself as much as you wanted if you had a high enough DPI. The way it works now, is that you have a 90 degree turn on your rush, and a 90 degree turn on your lunge. This means you can, if you are quick enough, turn 180 degrees. This is intended.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2185777#Comment_2185777
I personally dont like tunneling when i have bad teammates who cant loop. But i dont complain about it bc its my choice to play solo.
I disagree that tunneling will lose you the game. Most of the time you will lose, but with a spirit or a nurse you can ignore that the survivor plays it safe. Bc of that tunneling in tournaments is common.
I'm assuming high level play where nurse and spirit are the only viable killers.
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@TicTac said:
Almost everyone thinks its not fun when it happens the entire game. But in some situations its the best way to pressure survivor and some killer even find success in facecamping all day. And its clear that avoiding it completely and 12-hooking makes the game a lot harder.
So i would like your ideas to solve this issue all things considered.
For example there could be a point system for hooks. A first hook gives 2 points and every other hook 1 point. One minute on a hook is 1 point, too. If the killer reaches 10 points, all survivor die if they get hooked or remain one minute on the hook (if they are already hooked when the killer reaches 10 points)
Besides your suggestions i would like hear your opinion on other suggestions. Is it too strong for one side? Can it be abused? Is it unfun? Other things?
I never understood the argument against tunneling. With tunneling, you are at least still playing the game, and if you ignore the other 3 survivors, they are going to get gens done. If all a survivor does is just hold w and do nothing else but hold w, thy can waste 47 seconds of a killer's time. If the killer is not camping, but is tunneling, then you get to do that 3 times. The first time, 2 gens get done, with a third almost done (the guy you start chasing) while someone goes for the save. The second time, you lose 2 more gens. the third time, you just lost the game. You can't just tunnel a single survivor and win unless you also camp.
For camping, facecamping is frustrating and i'll agree with you on that. But the problem is, people often complain about camping for the wrong reasons. Camping is often the most effective strategy to win the game. I have posted this before in other threads, but:
The reason people get upset, is when the camping works. Why does the camping work? In my experience, it is because the survivors have put themselves in a situation where camping is the most viable and correct strategy. Let me explain a few situations i have been in, where survivors put me in a situation where camping was the best play, and allowed me to win a game:
- Chasing the first survivor, and just as you hook them, 3 gens pop. Now, i'm not saying "well i lost because goodbye 3 gens" is why i camp. I'm saying that it is the best play. The survivors now have to come for the unhook and they just finished 3 gens. So i know that the other 4 gens have no progress. Most likely, the 3 gens are on the opposite end of the map, so now i'm near 1 or 2 gens along with the hooked survivor. The survivors now have to come to my side of the map. In this case, it is the best play to make. What they should have done instead, was not pop all 3 gens, and leave them 99'd and then start pressuring for the unhook, or spread out more so the other 4 gens aren't so close.
- 3 gens. If i hook a survivor near a 3 gen, why would i bother leaving? I'm doing my objective by defending generators, and you set me up to be able to camp and defend the generators.
- The other 3 survivors are injured. If all the survivors are injured, the pressure is on them to get the unhook. They can't do the gens, because they have to stop and heal to come for the unhook which means gens aren't pressured. If they do gens instead, i can often wait 1 hook state, lose a gen or 2, and then be able to down multiple survivors and slug them for a win if they aren't careful.
- If you instantly immerse and hide as soon as you hear the terror radius and i have nobody else to chase, i'll go back and check for the unhook. If i spot someone, i'll go chase them. If i don't, then i might hover a bit, because at that point i just checked all the gens, i know survivors aren't on them and are hiding and i can afford the time to wait for a hook state since i know the gens aren't being worked on.
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@zippie said:
So I just leaned from the Reddit forum that BBQ isn’t all that good. “Meh” seems to be the consensus. I feel so stupid. Apparently everyone only runs it for the BP.
I always wondered why every survivor I play with runs both prove thyself and we’re gonna live forever. Oh wait, they don’t.
Running the most popular information perk in the game and saying it’s for BP is like saying you read playboy for the articles. ######### off liars. ######### is OP.
It is used for the BP. The reason those survivor perks aren't run is because they aren't as good and are harder to get stacks for. Unless you are playing super badly, you are gonna get 4 stacks almost every game. Putting the perk on is basically saying, double my bloodpoints. WGLF is harder to get stacks for as it is too reliant on your team. Additionally, prove thyself is actually a decent perk, but it only gives you extra points in that category, making you max it faster, it doesn't actually increase the total amount of bloodpoints you can get in a game.
I'll tell you now, that as a killer main. Thrilling tremors is far better perk than BBQ and i swap out BBQ for thrilling after i get all the perks when a new killer is released.
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@grayon444 said:
Matchmaking.
I still think ranks should just be removed altogether.
This is a party game.People need to not take it so seriously.
MMR is going to do one of 2 things, and it entirely depends on how the devs react to it.
It is pretty clear to anyone who has played this game for a long period of time. That if you were to take the 4 best survivor players in the world, and pit them against the best killer player in the world for each killer. The only one who stands a chance is Nurse, and MAYBE spirit. The reason for this is simple. The game was made with the idea that it is a "hide and seek" game, where survivors don't want to be found. Then it became apparent how strong looping was in this game with all of the infinites. Since then, there are no more infinites, but basic math will tell you that survivors can waste far too much of a killer's time allowing all the gens to get done. Literally by just holding W and running in the opposite direction. No pallets, no windows, no looping, no nothing. A survivor can waste 46 seconds of a killer's time assuming the killer doesn't have a power that can counter holding W, like spirit or nurse. Now when you factor in optimal looping and pallet usage, it becomes extremely difficult. The survivors can just waste too much time.
Against solo queue survivors, the game is tilted too far in the favor of the killer. If survivors DON'T play optimally, they are going to lose most of the time. We all have experienced it, the guy self caring in the corner of the map. The people urban evading when the killer is on the opposite side of the map in a chase, the survivors who just waste shack pallet immediately. Most Survivors typically don't play efficiently, and they play more "immersed" and are "afraid" of the killer, so they tend to try and hide, and not repair generators as much as they could because they are worried the killer might show up. They often hide until they know the killer is chasing someone else, wasting precious seconds in the early game that are so crucial to winning.
The average player, killers are too strong.
The highest level play, survivors are too strong, especially SWF.
The dev's red rank stats prove that its not even a red rank vs others thing. In red ranks, nurse is the lowest kill rate killer in the game. It is pretty clear, red ranks don't really mean anything.
Now, because the devs are very data focused, we can assume one of the following 3 things about how the devs are looking at this problem.
1) The devs know this is a problem, and don't care
2) The devs know this is a problem, and don't know how to fix it
3) The devs don't know this problem exists.
Now let's imagine a world where MMR becomes a thing. When it happens, you will see a few things happen. Matches will get more fun and balanced for everyone on average, for a while. However, because MMR is tied to killer, the top level survivors will only ever go against nurse and spirit every single game since they are the only ones who can compete at that MMR. Eventually those players start to get bored of the game, and will quit. Then, as the number of high level survivors dwindles, queue times get longer, and in order to match people, lower level survivors get matched with those top level nurse and spirit mains. Given that those survivors already are brushing that line where killers are OP for them, they won't be able to handle it. And eventually it will spiral out of control.
Now, when MMR happens, they will be able to see from the data that only nurse and spirit are able to compete at high MMR, they will have data that proves this. Additionally, they will have data that proves that the average survivor can't handle most killers, this comes back to the 3 points i mentioned before.
1) If the devs know this is a problem, and don't care, then the data will show there is a problem and they won't be able to ignore it. If they continue to ignore the data, then they go back on their ideas and methods of using data to make decisions. Because the data is showing them a clear problem, and ignoring it and doing nothing, would be extremely hypocritical. Eventually people will catch on, and it will cause some problems. If they don't ignore it, then they start fixing the problem, and the game gets much better for every one.
2) If the devs know this is a problem, and don't know how to fix it, they will now have more granular data that will allow them to better see what exactly is going on. They might start being able to identify these top players and ask them what they feel the problems are. The hope there, is that with MMR it will allow them to better see the discrepancies between the levels. They will see what solo average survivors are doing wrong, and be able to make changes to that. They will be able to see what high level SWF tryhard survivors are doing and nerf those aspects that make them too strong. Hopefully leading to a better game.
3) If the devs don't know the problem exists, the data will now make it clear that the problem exists and they can start working on fixing it.
The reality is, depending on the reason this problem has existed for so long, that will dictate what the result of MMR will be and what their attitudes toward it will be.
Personally, i am optimistic that it will ultimately make this game much better. The devs will either, finally see the problem, figure out how to solve the problem, or stop ignoring the problem, and will finally fix things. That is my personal prediction.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/2182732#Comment_2182732
Why did you put Deathalinger so high, above Huntress and Freddy? Respect your opinion and tier list btw 👍
Freddy's power isn't as good as people make it out to be. Snares are good at anti-loop. But snares are just clown's bottles with extra steps. The trick to them is to drop the pallet, or leave the loop. The better trick is to find the clocks and/or constantly wake yourself and teammates up. The latest nerf to make clocks even stronger counters this. Remember, if you aren't dreaming, freddy is an m1 killer.
His other part of his power is good, which is his teleport. But the cooldown on it is quite long when you keep yourself awake. Most people don't realize that the cooldown for his teleport is extremely long, but for each survivor dreaming, he gets it 15% faster. This means if you are all asleep, yeah he is teleporting every 20 seconds. But if everyone stays awake, he has no snares, and his teleport takes a very long time to come back.
In short, you pre-drop pallets (except at god loops like shack), and keep yourself awake and hold W, and he has no power. But, teleporting is still quite strong, and even though the cooldown can be made long, it is still a very powerful ability. Which is why he creeps up to high MMR viable IMO.
For huntress, she is good, but she is not able to zone out as well as deathslinger due to her hatchet windup, so it becomes a true mindgame at loops. Granted her snowball potential is far greater, she often can't use that if survivors are playing optimally (splitting up on 4 different gens).
Deathslinger on the other hand, gets to zone you by existing. A high MMR deathslinger is going to be able to aim and fire instantly and be able to pull of insane flick shots that you just can't do with huntress. On top of that, because he can aim nearly instantly, you can bait out survivors far more by just tapping the right mouse button which makes them lose distance. With huntress, as soon as you press that button, they can start juking and be assured that you can't catch up to them as well because she slows down. Deathslinger also slows down, but since his aiming is so quick it's nearly impossible to properly juke a good one.
Now, keep in mind that any killer where the strategy to beating them is to just "pre-drop pallets" is going to do very well in solo queue against what i call "normal" survivors. Because while you are being chased pre-dropping pallets, even if you never get hit, your team is usually doing #########-all and you end up wasting every pallet on the map very quickly.
However, with a team of survivors who are actually doing gens, even maps with only like 8 pallets are enough. By the time you get to the point you need to drop the pallet, you wasted probably around 20-30 seconds. Even if the killer leaves you to go after another survivor, you just immediately hop on the nearest gen. If every survivor plays it safe, plays optimally, and just pre-drops pallets, its going to take you 8 x 20 seconds to break all the pallets, which is 160 seconds. Given that a gen is 80 seconds, and there 3 survivors working on them, that is the game. Now of course sometimes you end up getting the survivor caught in a deadzone, or if they are solo they can't communicate which pallets are dropped, it still results in you likely losing 3 gens before you can even land a hit.
The problem in general with the balance of this game, is the power of holding w, and just dropping pallets. If survivors all play optimally and do this, the killer is often lucky if they even get a single hook, with the exception of nurse and spirit. This is why survivors (myself included) often hate playing against nurse (only good ones) and spirit. Against nurse, the only thing you can do is be better than the nurse, which against good nurses, is very very hard. Against a spirit, the strategy is again, to pre-drop pallets. But unlike clown/freddy, all this does is create a 50/50 and she rarely has to actually break the pallet.
Nurse and spirit quite frankly don't even play the same game that other killers are playing.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2182732#Comment_2182732
Oni and PH are no way in hell bad tier.
At least you gave Legion their own tier though.
I'm looking at it in terms of high MMR. Against oni, if you don't try to loop, and just drop pallets, by the time oni gets a hit, you can get 3-4 gens done. Same for PH, just predrop pallets and hold w. Again, this is assuming High MMR play where your teammates actually do gens.
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@DemoFrog said:
Sorry for spamming these out, but I enjoy it so eh. Took some feedback, changed some spots, this should work. Also this takes into consideration their very best addons, and left = high tier and right = low tier.
https://us.v-cdn.net/6030815/uploads/PEL315EQPFHA/e0e186dc-8375-41be-a959-7eba0f125c04.jpeg
The real tier list, not sorted in order in tiers. Once you have played the game for 5k hours playing both sides. This is the only tier list that makes sense.
Only thing of note is i do think blight is brushing up against that line, and as people get better with blight, we may see in time that he moves up a tier.
Against, what i call, "Normal" survivors" the tiers stay the same, but they become:
Completely Broken OP
OP
Good
Bad
Terrible but still viable.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2181222#Comment_2181222
A feature now I guess.
They buffed the 3rd best killer in the game lmao.
They use data to make decisions. Blight is the second worst killer in the game according to their data.
Given that they buffed wraith and clown since this data came out but have not buffed pyramid head you can surmise that PH is their desired balance.
Given that they nerfed billy with his rework since this data came out you can surmise that everything better than billy will be nerfed.
Thus we are left with the following conclusions:
Incoming buffs:
- Nurse
- Blight (already happened)
- Plague
- Demogorgon (Already happened)
- Deathslinger
- Huntress (Addon rework but not clear if she was really "buffed" yet, but since she was so close we may see the addon changes be enough.
Incoming nerfs:
- Oni
- Myers
- Spirit
- Pig
- Bubba
- Doctor
- Freddy (Already done)
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@GhostMaceNotCrusty said:
Arent the ptbs them testing things?
You'd think that, but given that Twins still released even in their extremely buggy state after 3 weeks of knowing how bugged they were, and the fact that trickster was released even knowing how terrible he was for 3 weeks. I think the answer to that is pretty clear.
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@GannTM said:
As a former Spirit main that has probably played like 5 Spirit games the past month and a half to two months, I’m starting to want to get back into her again. However, I just can’t because I understand how painfully oppressive she is to go against and I just feel bad for survivors when playing as Spirit.
So devs, I know y’all probably aren’t going to do it any time soon but please just give her counterplay and raise her skill ceiling, even if it drops her to B or C tier. She’s by miles my favorite killer (not favorite character because Yui happily takes that spot) because her character’s awesome, visual design is awesome, and lore is so well-done. I miss being a Spirit main so I’m begging to see that Spirit nerf at some point in the future.
According to their data:
They need to nerf:
- Freddy (already done)
- Doctor
- Bubba
- Pig
before they get to spirit.
Also since they buffed wraith since this chart was made, that means they also want to buff all the killers below wraith. So buffs for:
- Clown (already done)
- Huntress
- Deathslinger
- Demogorgon (already done)
- Plague
- Blight
- Nurse (lol data)
lol data.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2178288#Comment_2178288
Can't remember who I was talking to earlier. Maybe you. But I basically said nurse and spirit need toned down to bring them closer to the pack. Then groups need addressed. I don't think SWF is much of a problem. As much as map design and RNG can be. Less pallets, maybe breakable walls at all shacks to lesson their impact. Whatever needs to be done to maps. I don't think it's a "buff solo" or "weaken swf" issue really
Less pallets hurts bad players more.
They need to make loops less powerful, because super good SWF teams can abuse some loops for way too much time for a killer and make them spend literally minutes, especially when RNG makes one corner of the map be like, god loop into shack into god loop. The problem is SWF can exploit that by just running to that corner of the map every time they get spotted, making it so you can't even avoid it if they are good enough.
Average survivors however, are going to go down at those god loops in 20 seconds regardless. So having less of them just hurts them more. There needs to be MORE pallets, but looping needs to nerfed.
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@Laluzi said:
Killer or survivor. Or do you not dodge at all?
I dodge lobbies if I see more than two flashlights. It's not even a git gud situation, I just know these survivors are going to be really annoying - either they're going to find other ways to badger me at hooks, or they're just going to click at me all game. Lightborn makes good gotcha moments but doesn't stop annoying survivors from being annoying. I also don't trust Dwelfs; if I see a Dwelf with a flashlight, or a lobby of Dwelfs, I'm gone.
I don't dodge keys unless I'm doing an adept or an archive to get a 4k. And I love lobbies where all four survivors are the same character or identical, even if it probably means they're a SWF.
As a survivor, I dodge if I end up in a really provocative lobby - like all three of my teammates are carrying keys. I'll also dodge if I'm doing a flashlight challenge and I see other players with flashlights, because I don't want the killer to bring Lightborn.
I'm just curious about what things different people nope out at.
1) If someone is on my hacker list, which is only like, 5 people now.
2) If someone has legacy skins but only like 10 hours played (obvious hacker)
3) Key when it seems like a strong team and i'm not playing one of my main killers.
4) Some item that heavily counters the killer, like a map while i'm trapper or something.
5) High ping. (150+)
6) Survivors with coordinated names, because they are always super toxic.
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@fr0sty1223 said:
An average round in this game is 2 kills and 2 escapes so why do people think they are entitled to a 4K or 4 escapes?
Due to how much of an affect snowballing has in this game, i'd say that 4k and 4e are actually far more common than 2k/2e games. However, the idea is, if you take all of those games and add them all up and calculate the average. It should even out to around 2k/2e, in theory anyway if they do their job balancing.
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@piggygooik said:
https://us.v-cdn.net/6030815/uploads/A11H4MSD42HL/image.png
with the new teaser for the 5th year anniversary, people are saying that the new killers are Bela, Cassandra, and Daniela, who are Lady D's daughters since the 5 looks like the sickle the 3 carry.
i disagree since why would you pick a killer from RE game that just came out and that inst as hyped as Lady D
it doesn't really make any sense for those 3 to be the new killers since Lady D is much more popular.
PLus I think the devs are pulling a fast one on us by making us think the 5 has something to do the killer but it actually doesn't and they want us to look deeper between the lines
The internet is filled with memes around her right now. From a marketing standpoint, why would they not want BHVR to use something from their newest game to convince people to buy it? I wouldn't say it is definitely her, but there is a good chance it is something from the newer games.
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@DominiqV said:
Camping sucks. Tunneling sucks. Yes they are legit strategies according to the devs but they just aren't fun. Getting unhooked right in front of the killer by a random without BT... not fun. Buff killer in general in some way, and make bt base kit. There's probably more, better arguments, but this is what i can think of off the top.
The solution to camping and tunneling is not to just make perks basekit. They need to create systems around them that make it so the killer is punished more (in terms of gameplay, not literally) for camping and tunneling.
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@Guilty87 said:
I was playing re8 and immediately recognized this scream. Not sure if it's a generic scream or not but it's certainly the same one in the dbd intro video. If the cat was not out of the bag about the new chapter coming next this would of been a cool hint.
Probably a scream similar to the wilhelm one (https://en.wikipedia.org/wiki/Wilhelm_scream) that is pretty famous. Could also be a nod, i mean, they did make a deal with them.
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@Nos37 said:
Object of Obsession has been gutted.
Stop being toxic about its existence when you see someone with it and tunneling them out of the game for it. It's not the same perk anymore. Calm down. Geez.
----
Ever since I've heard about OoO's coming nerf I've been waiting to put together a seer build (Premonition, Dark Sense, Object of Obsession, and Alert). It's not OP. I'm not feeding info to a SWF. I'm not part of a SWF. Stop harassing me over it.
I wouldn't call it gutted. I actually like using it now. The changes they made did exactly what they needed to for the perk. They buffed it for solos, and nerfed it for SWF.
SWF could exploit the hell out of the old version to have the whole team always know the killers exact location. The new version makes it so they can't do that.
The old version made it really hard for solos, because yeah, you always know where the killer is, but they always know where you are. Now it is a nice balance where you have more ways to play around it, and are able to find out information about what perks the killer might have. You also don't get hard countered by stealth killers as much since they only get to see you every 30 seconds, and you can make plans around it it far better than the old one as a solo.
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@IWasLeft2Die said:
I was very skeptical even before re8 came out that either of them would come to DBD but after playing the castle portion I'm much more confident it won't be any of them for a lot of reasons. Each isn't necessarily the strongest argument by themselves but collectively you do have plenty of reasons for why it won't be them
1. Lady D's height. Yes this has been explained at length already but you have to acknowledge that she is just too tall typically. Sure they could change it maybe but we don't have any reason to believe they for sure would. Her being super tall is one of her more iconic features. It would be similar to giving Nemesis a regular human head but keeping everything else the same. It just fundamentally changes the character.
2. Capcom would have had to lend out the content well before their game was released since BHVR has been working on this chapter for a while now. I just don't see them lending out content before their game releases for a number of reasons.
3. Not iconic like older content.
4. Seems very likely umbrella will be at least heavily involved given the charm which RE8 is way after Umbrella
5. Lorewise wouldn't make sense for the daughters since they are Confined to fairly warm temperatures otherwise they would die. Yes this game isn't cannon but the devs have made it clear that they don't want to contradict fundamental parts of each character
6. Lady D doesn't have any powers in her base form. Yes she has her claws but that's it. The only thing I could maybe see doing is having her be an m1 killer with an instadown but we already have plenty of those. Unless BHVR changed the characters power she would be very simplistic.
7. Lady Ds second form just doesn't work straight up.
8. The daughters power would essentially be Spirit if they had powers. They disappear and reappear mostly with bugs faulting around. People already don't like spirits power currently and I doubt BHVR would add basically the same character that already controversial.
Again, I can see a case for arguing against a few of these points but you are still left with a lot of other issues that just don't make them work in the game.
I just finished the doll portion so maybe the other bosses could work? I still have to play more to see but right now I don't see a killer coming from re8
1) The demogorgon (in terms of gameplay) is the tallest killer, but is hunched over. In terms of lore from stranger things, demogorons can be up to 10 ft tall: https://strangerthings.fandom.com/wiki/Demogorgon_(species). According to a quick google search. Lady Dimitrescu is said to be about 9.5 ft tall. Also, nothing to say they can't bake that into the killer. Every killer generally has something very unique to them, maybe hers could be that she just towers over everything.
2) There is no "lending" of assets so to speak other than showing art/models of what the character looks like. It's not like they are using the exact same model that is in RE. There are such thing as NDAs so there is no reason they couldn't have shared information even a year or more ago.
3) I mean, shes literally a meme, pretty damn iconic.
4) And pyramid head introduced the konami code into the game that unlocks a spaceship as a charm which is completely unreleated to silent hill but is a nod at konami. They could be nodding at the older games.
5) Everything like this is generally explained as the entity doing entity things. You are also splitting hairs. How does Freddy hit survivors when they aren't dreaming? Why are Pig's traps able to be escaped from? Lorewise it would make sense that they can't escape them because that was the point of that character making inescapable traps.
6) I honestly haven't played the game enough to know enough about this or not. But there are certainly things that can be done. She reminds me of Lust from Full Metal Alchemist though. Could have something to do with her claw/nail/finger things.
7) Maybe, could be part of the power somehow, maybe not directly but could take aspects of it.
8) leatherface and billy exist. Huntress/Deathslinger/Trickster exist. You can make variations of a similar power and it still be unique.
I'll be honest though, i don't think it is going to be her, it really depends on Capcom more than anything. From a marketing standpoint, they most likely would want something from the newer games for obvious reasons. Or maybe they want something from the older games as it reminds people of the franchise so they play the newer ones. Really depends on Capcom and what their goals are.
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@bluedusef said:
8-9 games only two of them were not these three combo of perks. 1 oni player who used only surge, and the other only used pop and ruin in combo.
Yup, time to play killer and ignore solo queue yep.
Ruin and corrupt together is terrible, while survivors aren't working on the gens they have nothing better to do then go for totems.
Pop+Ruin is good because pop is there when ruin gets cleansed and if ruin lasts the whole game then you probably won anyway.
Also, there is a reason that every killer runs those perks, because if you aren't running at least 2 game delay perks, you are going to lose.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2171611#Comment_2171611
Do those games actually have functional ranking systems? Because if so it’s not comparable.
Those games do it even in unranked games.
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@xenotimebong said:
Half the time people give up because their teammates are bots and make baffling, game-ending decisions. Fix matchmaking/ranking/MMR/whatever so that people actually go in the ranks they belong in, and this phenomenon would reduce.
Just because you're teammates are bad doesn't give you the right to abandon them. Every other only multiplayer game that is team based will actually ban you for days, weeks or even permanently if you continuously do that. And i'm talking about games that are JUST as harsh, where one bad teammate will lose you the entire game:
CS:GO
DotA 2
LoL
Rainbow 6
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@Jarol said:
Obviously clear that it is not a killer or a survivor, if not that "Weapons" for killers want to see you in the game. Personally, I would like to see an Oz like the one that uses death to hunt survivors. Or a pitch fork.
Morningstar
Mace
Hook
Dual swords/Daggers
Staff
Spear
Zweihander
Shield
I'm sure there are many others.
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@ChunWooHan said:
Hello everyone, today I come to discuss the new map update, the truth is very nice and the whole new map ... but technically speaking it is horrible to play as survivor, they reduced the number of pallets incredibly, there are around 8 to 11 pallets depending on the variation of the map, in the old maps there were at least 12 to 15 pallets per game ... now it is impossible, especially when you play alone and the randoms spend the pallets at the beginning of the game, if we play against a bubba it just automatically gets a free 12 hooks... we add the nerf to the harvester tech and the new dead zones without pallets, the infinity and nerfed structures ... just horrible ... what do you think about it? even the map macmillan dont received anything similar ... now coldwind farm is full killer sided in my opinion... (talking in solo queue cuz you can win rushing with a premade of 4... for sure... but its not fun in my opinion... im not here only to repair gens...).
pd: the objects are now so big... that is why there is alot of dead zones...
pd2: the nerf of the cow tree is just amazing how they killed that loop too.
pd3: harvester tech is working but is so hard doing it now in console at the least... survivors console players rip harvester tech.
Dead zones are pretty bad and should be fixed, i agree. But the map definitely needed a nerf. You could have killer shack next to a cow tree next to one of those loops with the pallet and the see-through cart thing and it was dumb.
Main buildings we also extremely OP on that map for survivors.
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@GrimReaperJr1232 said:
The age-old question that it's time to ask again.
Who do you believe are the most balanced killers currently in the game?
When I say balanced I am assuming...
1) Exploits are NOT considered (meaning j-flicks and such aren't relevant as they're unintended)
2) they are balanced in that they have a fair back and forth in which the best player comes out on top.
3) Fair/Balanced does not mean "fun." I'm saying this because... well, very few like facing some killers but don't consider them OP or anything. cough cough Doctor cough cough
Assuming highest level players on both sides? Maybe spirit? Nurse is still probably too OP. Every other killer is not viable though.
Against what i call "normal" survivors? Probably over half of the killers are balanced with around 5-6 being OP.
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@beached said:
I cannot tell you how many times I have ran into a Killer who was VPN’ing at least on NA-East servers. It is obvious by their steam profile that they’re from an entirely different part of the world whether that be Brazil, China, Europe, etc. It is obvious that dedicated servers, when introduced to latency at high marks, have to find the middle between what’s on the killer’s screen and what’s on the survivor’s screen. Sometimes this middle ground simply isn’t accurate and when a killer with 250-300 ping is chasing a survivor with 50 ping this is going to create an advantage.
We see this in DBD tournaments where the killer and survivors are in completely different regions creating some unfair hits and unreliable chase awareness. Making a window against a VPN’ing killer is going to be much less secure than against a killer with fair ping. I seriously hope there is a hard ping lock on killers as I honestly have pretty garbage home internet and always have 60-70 ping. It’s obvious when somebody is playing from across the world and creates a really unhealthy chase mechanic in matches.
How exactly do you propose they deal with the problem? The point of VPNs is to hide who you are. How do you expect them to know someone is using a VPN?
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@LazyPayday said:
It's a useless Ultra-rare add-on for Pyramid Head for those who don't know.
1st Option:
When sending a survivor to a cage, all survivors not afflicted with torment will have their auras revealed to you for 6 seconds (encourages using your cages more often while also drastically increasing the use)
2nd Option:
When sending a survivor to a cage, all survivors afflicted with torment will have their auras revealed to you for 6 seconds. Hitting a survivor with punishment of the damned now afflicts them with torment (doesn't rely on the survivors playing stupid to get use out it, rewards you for landing a strike even more other than just one shotting)
They literally call themselves "Decepticons", you don't even feel like that's a LITTLE bit sketchy?
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@Alionis said:
I was in a lengthy discussion in the chat with a bunch of survivors who kept telling me that tunneling is not part of the game and that I shouldn't do it. I heard a lot in my time playing DbD about tunneling, but never that it outright isn't part of the game.
I got disconnected from the server before I got a conclusive answer, so my curiosity remains piqued: is there a convincing argument of why tunneling is not part of the game, when it, as far as I'm concerned, clearly is.
Keep in mind that the question is "is not part, because...", not "shouldn't be part, because..."
@Seraphor said:
Tunneling isn't strictly "fair" for the survivor on the receiving end, but it is very much part of the game.
You're not obligated to play fair, that's your call.
I posted this in another thread. Tunneling is part of the game because it is, frankly, part of the game. The game lets you do it. People who complain about it, or complain about fairness, are "scrubs" in the technical sense:
http://sirlin.net/ptwExcerpt from the book:
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2169858#Comment_2169858
I know that is how she is most efficiently played. But it is one thing to slug, but this extreme slugging. The Nea did not do nothing for the majority of the match, she was slugged 95% of the time.
Because they are trying to win:
http://www.sirlin.net/ptwHere is an excerpt from the book for you that describes exactly the mentality you are talking about:
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.
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@twocansofbean said:
https://forum.deadbydaylight.com/en/discussion/comment/2168708#Comment_2168708
What distance can survivors hear it from?
I'm not 100% sure, but when i play survivor i always hear the snarling before the wraith can even start uncloaking.
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@twocansofbean said:
Like ######### I've been doing pretty well, with this build. It feels like there is zero counter play other than hope you don't get hit by the wraith.
Even if the one guy escapes and throws down a pallet, I just break the pallet for the next time I come back to hit the guy. I don't even need to bother looping as wraith with my sub par looping skills
Having good situational awareness. Wraith is loud as hell with his snarling noises. Always be near a window or pallet. If a gen is out in the open, make sure you have more than 1 survivor repairing it, but generally avoid those unless you know the wraith is somewhere else.

