Rey_512
Rey_512
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- Rey_512
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Comments
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@AhoyWolf said:
I 100% agree, I loved the idea of Breakable Walls at first, I thought that they will make the stronger loops less time consuming for the Killers, but instead they made them god loops and forced the Killer to break them in order to play the tile normally...
I hope they will learn from their mistakes and fix them. (But they usually don't, so idk)
Do you realize how contradictory your post sounds?
”Yay, BREAKABLE WALLS will make strong loops worse for survivors!!”
...while also saying:
”Ugh, why do I actually have to BREAK these walls??”
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1166010#Comment_1166010
Debatable if your a harder killer like clown which like i said takes around 30 seconds to get to the other side of red forest could chase someone for like 30 to 40 seconds then hook them and 3 gens pop and congrats the try hard mode has begun. Especially when the survivors have perks like ds bt and unbreakable and thats not even thinking of toolboxes.
I’d say go for a 3-gen strat and destroy the pallets in that area.
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Who said killers can’t complain about “gen rush”? You can complain about anything on these forums and get away with it.
Unfortunately this playerbase is full of crybabies who refuse to improve their playstyle/skill and blame perks or another player’s strategy.
Yes, I’ll be the first to complain about facecamp Bubba but there’s literally no counter to unhooking against that build. You can counter “gen rushing” by not camping and tunneling. You can kind of counter tunneling by running DS/Unbreakable.
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Cypress should be basekit. Ivory and Ebony need to be reworked/removed entirely.
(This is NOT a key discussion, stop bringing them up)
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SWFs are not as problematic as most people believe. As a killer, I run into maybe 1 out of 6 SWF teams that actually give me trouble.
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@Azgarthus said:
If you're seeking a perspective, there are those who never intentionally slug, camp, or tunnel, but rather it just ends up happening.
If I down a survivor, but then immediately see a survivor nearby who I know I could get a free hit on, I'll likely go for that survivor to capitalize on a mistake rather than just hook the freshly downed survivor. Also, having that survivor down still applies pressure. I've now got one down, one in a chase, and likely at least one more going for the downed survivor.
If I hook a survivor, and they are in the center of a perfect three gen, with the other remaining generators on the other side of the map, then leaving that survivor for too long would only hurt me. So that leads to proxy camping.
As for tunneling, there are times when I see a survivor is unhooked, so I go in that direction. When I see one set of scratch marks, I follow them. Sometimes it's the survivor that was just unhooked and in a quick glance I don't see the unhooker, so I just go with the flow and chase the closest survivor I see instead of searching for someone who evaded me, which can easily be seen as tunneling.
Of course, there are face campers, those who tunnel on purpose, and those who take pride in having 4 little blood slugs. Those scenarios often are very toxic, but there are times when the killer does it out of necessity rather than just to ruin fun.
This x100.
Remember: if you unhook someone, take aggro! Otherwise don’t complain about killers tunneling.
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@[Deleted User] said:
I’d just love if Clown could carry around some balloons in his free hand.
2019 Joker reskin for The Clown
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Baby killer alert.
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Nurse, then Hag.
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How is DCing better than or even equal to killing yourself on hook?
DCing is just a scumbag move that negatively impacts everyone. At least hook deaths lessen the blow.
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Hag = Until Dawn Wendigo reskin
Ghostface = LOTR Witch King (Nazgül)
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1155680#Comment_1155680
It is not free, though.
A great skillcheck is pretty much free. Hence why people also say DS is a free escape.
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@Hamburger said:
I scout the forums and see alot of people who want to nerf or rework Mori's. And I'm not gonna lie i was one of those people. I was a surivivor main. But as soon as i started playing Spirit and hit rank 10. IVE LITERALLY HAD 3 GAMES BACK TO BACK WITH 2 PURPLES AND 2 REDS. And I didn't equip a mori for the first two and got my Bottom handed to me. However once I equipped a Ebony Mori, I got a 4k. I think until they fix the ranking system. Mori's are a must for us new killers that are put against these unfair situations.
Players like you are why moris need a rework.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1155642#Comment_1155642
Kinda, but the difference is that if you die on the ground, it doesnt count towards killer emblems. ######### survivors could abuse that to basically force a killer to depip. Which is not my intention. My intention is purely that using it would, under normal circumstances, be something that aides the killer, having someone regress their recovery when on the ground while also notifying the killer would only help the killer, if they pick themselves up and recieve a broken status for one or multiple minutes would aid the killer.
People think its basically unbreakable with a skillcheck, but its not. The brand new part skillcheck is basically just the great skillcheck. Hitting it consistently is tough, even for experienced survivors. Let alone that things like Lullaby and Doctor's shock therapy would affect it too(which actually would buff a slugging doc even more, but then at least if someone makes a slug build and it's a doc, you're prepared to face a slugbuild).
A free pickup is simply too strong, and no one with extensive knowledge of the game takes pips seriously.
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It’s not SURVIVORS. It’s PLAYERS. There are countless survivor PLAYERS that are not like that, and there are others that are.
There are also a lot of salty killer PLAYERS, not “killers”.
A salty PLAYER can alternate between both roles and act like a jerk. It’s not exclusive to one role.
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How about this? Make it so when you’re fully (Max) recovered on the ground - and you don’t have Unbreakable unused - you have a 4% chance to “kobe”/pick yourself off the ground.
You get 3 default chances. If you fail all 3, you die. That way you don’t give survivors a free Unbreakable but you can take yourself out of the game against a slugging killer that drags out a match.
No different than killing yourself on hook.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1149318#Comment_1149318
If the last survivor is the one who did everything, played really well and pulled his weight but got teamed with potatos he also deserves a chance at escaping.
Playing survivor is a TEAM game. If you didn’t do enough to keep your team alive (maybe take a hook or two, etc.) then hatch is your last “free chance” at escaping.
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It’s probably only good on Impossible Skillchecks Doctor, and even that’s a stretch
It can work great on rank 10-20 survivors though.
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@Pok said:
I may be wrong, but I believe sacrificing on hooks count as "killed by any means". Or at least it counted in tome 1..
It does.
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@Peanits said:
For what it's worth, #2 would not be necessary since bloodhunts are a post-match bonus. They don't increase the points of everything you do in the trial, they take your end score add a 100% bonus to it. This ignores the normal 32,000 cap. If you were to hit 32,000 points in that match, you'd get 64,000. BBQ & Chili works the same way.
https://forum.deadbydaylight.com/en/discussion/comment/1146605#Comment_1146605
Way back in the day, it was added to deter cheaters. It's since outlived that purpose since save files aren't stored locally anymore and we've tightened down on cheating quite a bit. These days it kept at 1,000,000 to prevent someone from immediately maxing out all of the new content the moment it comes out.
What’s the harm in maxing out content quickly? Seems silly.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1146400#Comment_1146400
Survivors get one of those though, and it ruins most of my killer games. So if we don't add something for killer, we should do something about survivor suicides.
It sucks as both killer/survivor to see a survivor kill themself on first hook but it’s apples to oranges. You can keep playing with 3 survivors but not without a killer.
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@Exerlin said:
I think killers should be allowed to open an exit gate at any time.
Why? That ruins the game and offers no competitive value other than giving whiny killers a free “avoid DC penalty” card.
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@Cheeki_Beaky_Bird said:
https://forum.deadbydaylight.com/en/discussion/comment/1144706#Comment_1144706
Okay? Survivor DCs are VERY inconsequential. The killer loses out on a bit of BP and a little bit of chaser/malicious emblem, but ultimately the game goes the same as if the survivor killed themself on hook. As I said earlier, I don't really care what the final decision is for survivor DC penalties, because survivors DCing doesn't matter much at all.
Excuse me? It matters.
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@Heartbound said:
Its really important to spend time in matches you're not enjoying so the other players can have a good time and make sure that they can pip.
Just remember to play another game of dead by daylight after your experience!
Thanks and have fun!
Play a different game if you find this one so frustrating.
I HATE facecamp Bubba/Doc, etc. but I won’t ragequit when it happens.
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Sounds interesting, but it’s one of those things that I’d like to see it in action before saying YES or NO. I like that hooks don’t have a timer (preventing camping), but that means all 4 survivors will be in the game much longer (increasing the chances of all 4 escaping despite not performing well). I can see this being an issue with Blendette/UE players.
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People around here seem to think “Do gens” is the answer to facecamp Bubba and Doctor. It’s more of a pseudo-counter, since that means you HAVE to let a teammate die. I’m a believer that each strategy should have a counter.
That includes Borrowed and DS.
Borrowed = Go for the unhooker or wait 15 seconds.
DS = Slug. Keep track of which survivors have recently been unhooked. Don’t get baited into grabbing them (lockers, off totems, etc.)
Do those things and the perks will NEVER affect you.
Facecamp Bubba/Doc can NOT be countered no matter what (granted if they don’t make a mistake). Doc can keep shocking to prevent unhooks; Bubba can rev his chainsaw indefinitely and mow down anyone that gets too close. I definitely think these killers need a tweak to prevent that.
Billy can do this to some degree but at least he needs to repeatedly press a button to rev his chainsaw, unlike Bubba.
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@Tactless_Ninja said:
Freddy isn't getting nerfed. He has clear rules in place. Stay awake to deny his power.
Billy has stupidly good add-ons and a chainsaw tip a mile wide. He's definitely getting the hammer.
Yup. But only insta-saw needs nerfing.
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This idea does nothing to prevent the smack after unhook + pickup, which is the point of DS in the first place.
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When I play Hag, games either gone insanely quick (wipe the team in 3-4 minutes) or are drawn out slugfests (when I’ve set up a web on a 3 gen and survivors play hit-and-run).
I think because Hag has been such an uncommon killer people lose “muscle memory” (so to speak) when playing her.
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Discordance, and it’s not even close.
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@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1133412#Comment_1133412
the only reason i care is because you get punished for disconnecting but devs are telling people it's okay to disconnect just in a different way
https://forum.deadbydaylight.com/en/discussion/comment/1133414#Comment_1133414
it ######### up emblems and pips for everyone involved both killers and survivors. at least with d/c a safety pip was almost always guaranteed but now i've have games with other 20k points and didn't pip because everyone worked slowly and avoided being seen by the killer or at hooked at all costs because we were a man down due to dying on hook which would be fine if we didnt get punished for failing to save them so harshly or if killers didnt have that count as close proximity.
with dying on the hook being the only option for leaving a game killers turn extra sweaty and survivors turn extremely selfish because a disconnect at least accounts for the fact it's not your fault. dying on the hook does not.
Pipping is overrated, but that’s a separate argument.
DCing = Instant loss of survivor means the survivor team is screwed faster. Killers lose out on BBQ stacks.
Dying on first hook = More time for other survivors to do their objective (temporary distracting killer’s attention). Killer gets a BBQ stack.
Seems to me that the cons are entirely on the DC option.
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I still fail to see how dying on hook is worse than an insta-DC. You guys complain about anything.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1128660#Comment_1128660
I get from that you don't have a skilled 4 men SWF to cleanse totems and manage to 4 men escape against this build and killer?
NOED is fine, but it’s just a cherry on top of a scumbag build. It is IMPOSSIBLE to safely save against facecamp Bubba without an extra 1-2 downs.
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Ah, yes. Another generalization of a specific group.
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@Mr_K said:
Already happened
Yet you’re posting on the forums lol.
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I love how people think everyone is a SWF death squad that will abuse the sabo changes. Mark my words, the perk will barely be run just as much as it is today.
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Don’t always auto-teleport to traps, mainly when you’re chasing someone.
For example, if someone triggers a trap on the other side of a pallet just wait to see what they do:
If they keep running, then teleport and chase.
If they drop, teleport and hit if you can react quickly.
Sometimes they’ll just run back into your loving arms, so no need to even teleport.
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@GodDamn_Angela said:
This is going to skew kill rates for Killers even more. Hopefully BHVR doesn't release any Kill Rate statistics after the crap show the last one caused, because it'll be even worse.
It’s not going to “skew” anything. Killing yourself on the hook is still a kill for the killer, no matter how you look at it. Just because someone killed themself on hook doesn’t mean the killer didn’t contribute to it or earn it.
Blame the lousy snowflake survivor who can’t handle being found first.
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So if someone likes to play Facecamp/NOED/Insidious Bubba then that’s perfectly acceptable? How fun.
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DBD wouldn’t be thriving/have the player count + continuous content today without SWF. It should stay or you can kiss the game goodbye.
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@xGodSendDeath said:
https://forum.deadbydaylight.com/en/discussion/comment/1127555#Comment_1127555
You want a quick game, play killer. We need more meat shields and hand puppets to entertain survivors and make sure they have fun
I don’t want to play one role in order to get a fast game. Unfortunately there’s not enough punching bags (killer players) to go around.
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My biggest issue:
SURVIVOR QUEUE TIMES. I can’t wait until the devs bring into effect the new MMR that promises to prioritize quick lobbies/good ping over “fairness”. It takes far too long to get a SWF game going nowadays.
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I see people talking about Clown so I’ll give me opinion using him as an example.
Clown EXCELS at eating through pallets and/or getting hits. That is his chase AND map/gen pressure tool. In order to be good with any killer, you have to understand what their strengths are and focus on maximizing those strengths.
Since Clown can eat pallets, perks like Brutal Strength and Spirit Fury can work great. Make sure to not commit too much time on survivors that waste your time without getting hooks. You can get those guys later once there are less pallets on the map.
His weakness is not having a gen pressuring power. Hillbilly has high mobility so he can pressure any gen at any time. Clown is chase-focused so try to keep survivors in chases at all times. Run Whispers, Discordance, any tracking perks that help you stay in chases. Use PERKS to enhance your power and potential.
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@UkilledLegion said:
@Rey_512 I think no because killer can be stop in texture...stone or something else,but survivor run :D
Killers have bigger “detection capsules” but anything the killer can get stuck on, the survivors can too.
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You know killers can “hug walls” to optimize their pathing too, right?
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It’s so annoying to see a Billy running NOED lol. I guess people use it to cheese for free kills since it’s simpler to click standard attack than use your power.
I only use NOED for Endgame Builds (like the Rift’s EGC sacrifice challenges) so I personally don’t make a habit to use it.
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@WiredGamerOni said:
The ONLY Thing Zanshin Tactics Is Good At Is Seeing Pallets And That’s Not Even That Good With Freddy.
Hence my buff request.
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Playing killer isn’t as bad as the loud forum majority here would have everyone believe.
Gens are fast, yes.
Survivors have second chance perks, yes.
Some loops/windows are dumb, yes.
But it’s all manageable if you play correctly.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1127080#Comment_1127080
xbox does. I quit a match with an escape challenge as my teammates were just trolling hooked players and not doing gens. Got a 3 minute one
Xbox servers were disabled, unless I missed them being re-enabled again.
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@PigNRun said:
Unless they release a Killer that gets an instadown for vaulting through windows, this perk will always be a waste of a slot. At least Windows of Opportunity actually does something, even if just for new players or in new maps. They should at the very least remove the cooldown altogether (same with WoO), and even then it would still be less useful than Monstrous Shrine.
I think with the hatch aura reading bonus it would be good for players who like to secure their 4K.