Rydog
Rydog
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The things you're complaining about are far-ranging enough that you should be seeing it as a problem with the game's onboarding and first-time user experience, not with the players.
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What do you suggest? Removing the crouching mechanic?
Players will always find some way to needle each other. If it's not spam-crouching, or gestures or whatever, it will be something else. Let it roll off your back; this kind of low-effort trolling is not worth getting triggered over, and you're giving them exactly what they want.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1824694#Comment_1824694
But what if your account is hacked through dbd servers and of no fault your own? In MW2 back in the day it was out of your control and there are hacks where if you just enter the same lobby as someone you could be stuck with the hack and have to reset your system or even sometimes being stuck with the result if it was a progression hack, There should be a way to determine that on BHVRs end where it starts
I don't know the circumstances around any of this, but, generally speaking for all things Steam and otherwise: If you aren't using a strong randomized password and two-factor authentication where possible, then you didn't take enough steps to secure your account.
Now, I think that the companies behind our online platforms should be held more responsible than they generally are for breaches, because a lot of them are more lax about security policies than they reasonably ought to be. But we live in an age where you should assume that account compromises are a "when," not an "if," and you should take every step possible to guard against it.
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@Mandy said:
It's definitely on. And it's definitely supposed to prioritise the player with the lowest ping - that could be either the survivor or the killer, so yes sometimes hits aren't going to feel as fluid due to this.
So what's the server tick rate now? Is it back to 60? Anecdotally, everything feels way worse now than it did prior to the whole Oni-related hit validation kerfuffle.
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You're right, these queues should be arrested!!!!!
In all seriousness though, I wish the game had a Final Fantasy XIV or (as someone else suggested) Overwatch-esque queuing incentive, that awards iridescent shards or something for queuing as the more underpopulated role.
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Making the killer move faster with a one-hit down on a long timer, plus basically free stacking Brutal Strength, would be overwhelming.
That said, Myers has a really hard time. He has way too much wind-up, and he's very feast-or-famine, because either you snowball with an early multi-down, or you are behind for the rest of the match. If he can't capitalize on every tier III EW, he can't win. Once you know the killer is Myers, you put him at a big disadvantage by just staying spread out at all times.
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@Darkwraith13 said:
As a survivor and I am on the hatch and it says "jump through hatch" and my character starts the animation I should be able to escape. But no a killer can come up mid animation and just slam it shut. Like ######### is this behavior? Killers can also body block the the action button but a survivor can't...? @Peanits
I like that you're implying survivors can't bodyblock killer actions.
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I like how you're addressing the thread to this one guy, as if he is the spokesman for the entire game, and must answer for all design decisions, just because he posts here occasionally.
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@Saltjar34 said:
Look, most problems in stealth can be fixed by buffing Distortion. Almost any other killer tracking perk has a survivor perk to counter it. Breath Sounds? Iron Will. Screaming? Calm Spirit. Loud noise notifications? Technician and Quick and Quiet. Bleeding? Lucky Break (It's getting buffed I think).
Technically aura reading is countered by Distortion but it's so limited that it ends up being an information perk which isn't bad but it's not very useful for Solo.
TL;DR : The day Distortion is buffed is the day stealth becomes viable for everyone.
It would be great if Distortion had more charges, and/or could build charges during the match based on some metric like "Spend X seconds in the killer's terror radius without getting caught to earn a Distortion token."
It could also just straight-up be a flat "the killer cannot see your aura" perk. I actually wonder if that would be fine balance-wise, because you'd be giving up something else to get that ability, and the killer has a lot of ways to find survivors, outside of seeing auras.EDIT: Now that I am thinking about this more, never mind on that last part. It would break the game, combined with Object of Obsession. But I still think there ought to be some more flexibility with Distortion's token cap.
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It was off, and there was a notice here about it, but now the notice isn't here, and there have been patches, but -- as you point out here -- it's worse than it was to begin with. So, no clue ######### they are thinking here.
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You need to change your perspective.
It's not "survivor mains" who are the problem, it's "people who act like jerks." You can mostly play survivor, enjoy survivor, be good at survivor, and still not act like a jerk to the other players.
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You can play stealthily, depending on the killer and their perks. There are so many ever-increasing ways that the killer can find you and/or deter this approach that I would say it's not something you can rely on, but you can definitely do it if the circumstances are right.
I try to employ a sort of "aggressive stealth" approach as my default (evading the killer using LOS around corners, rotating to gens they have just left, etc.). That said, you need to be unafraid of getting into chases too, or you'll just hit a wall. The emblem system also unfortunately punishes stealth, which is one of many problems I have with the whole thing.
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@smart212 said:
On behalf of union of solo survivor main please disable dc since we dont know match with terrible team and toxic players. It will be help to find us a new match that fit to us
This is the exact kind of logic that the disconnect penalty exists to punish. Get better at the game, learn to compensate for bad teammates, and don't engage with toxic attitudes in chat. Focus on your play and don't avoid hard situations, you will get better, and you will get a better caliber of teammates.
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Candyland?
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Converted for real-money price, the price of an outfit costs as much or more than a DLC chapter. So yes, they're too expensive.
Don't go crazy buying skins in video games. You don't need all the shinies.
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I am pretty sure Victor does not count as "the killer" for the purpose of whether any effect is triggered.
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This is my everyday solo build. It has gotten me to red ranks.
- Bond: It does everything you need a perk to do. It shows you where people are doing gens, where people are getting chased, who needs healing, who to go to for a heal, who's bringing the killer to you, who's running to the hook, who's not running to the hook, etc. It's the best healing perk and also the best information-providing perk.
- Kindred: Same principle, but more situationally specific. I think Kindred is an amazing perk after its buff, and it's just as effective as Borrowed Time for getting clean unhooks if you use it right. It also tells you when the killer is camping (and thus when to just do gens), you can see when the killer is placing traps around a hook, you can see who's closest to go for the save, etc. If I feel like switching things up or need a specific perk for a Tome challenge, this is the perk I sub out for something else, but Kindred is my default.
- Lithe: My favorite exhaustion perk, since it gives you the most direct agency over when to activate it, and it forces you to pay close attention to your positioning. In situations where you need it, it often also winds up putting a big barrier between you and the killer. There are a lot of good arguments for every exhaustion perk, and it's mostly down to personal preference, but this is my favorite.
- Spine Chill: Gives you definitive notice that the killer is headed in your direction, and that you have lost the killer in a chase. Also hard-counters stealth. I cannot play survivor without this perk.
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Damn, I never thought I'd see a bug in this game.
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@chieften333 said:
I'll play devils advocate here, should they do it?
They're all different teams, the team who works on bugs are not the same people who work on content. The only positive will be that bug fix team can play catch up until the next release. Plus, bug fix team isn't getting any bigger, it's not like they'd move people from other teams to the bug fix one.
What they should do is hire more people for bug fix team, that way more people are there fixing the bugs, while the rest of the company goes on as usual.
While I'm sure this is true, there's still the fact that everyone has to stuff their changes into whatever working build is set to go out for cert, etc. next. If they're trying to stuff a new chapter in and fix a ton of bugs and issues at the same time, it's probably likely -- if history is accurate -- that this would just create new issues. What I'm advocating is to back off of adding new feature sets to the game for a bit, and work entirely on fixing the issues in the current production build. This doesn't keep anyone from developing new content (game mechanics, art, etc.) for future chapter releases, and it would prioritize fixes and quality of life improvements applied to the client we have right now.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1820612#Comment_1820612
No clue. It was a while ago, so maybe they weren't serious. It just seemed strange to me is all.
While this can be a little loopy sometimes when people decide to review-bomb it, it's more or less a good representation of what the meta looks like in terms of killers and perks: https://dennisreep.nl/dbd/
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Next survivor preview.
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@UncleStabby said:
I've seen about five or six killer tier lists in recent months, and yet, I've noticed that its a constant for almost all of them to list Spirit as low tier. However Spirit is one of my best killers, and her power is incredible! Why does the community think she's such a potato?
What tier lists are you reading? I don't know that I've ever seen a serious tier list that doesn't put Spirit near the top.
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The survivor who sensibly leaves if their teammate is hooked and they're the only one left and/or the killer has NOED. Look, I appreciate people who are bros and go for the endgame save, but if I am hooked and the deck is stacked against you, I'm not gonna hold it against you for saving your own skin. Better that than a free kill on top of the one they've already got.
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@WarMachine2101 said:
I started fully playing the game a few months ago and feel I have become mainly accustomed with the game and understand a lot, but the one thing I cannot grasp is why if I’m the last survivor and the killer closes hatch, after finding me they’ll just down me, bring me to the gate (sometimes letting me struggle out, just so when I try to get the gate open they down me again) just to begin looking at me and then hitting the gate switch, looking back, and then hitting it again. I don’t understand because as far as I’m aware, I’m as helpless as a toddler when downed.
Usually when the killer is hitting something, they are trying to communicate "Hey, do this." Killers who want to farm will also do this at gens, they'll just run up to a gen that people are at and start whacking it, as a sign that "I'm not gonna kill you, just do the gen." Same goes for killers who down someone and pick them up, then hit the hook, or walls, pallets, etc. It's the killer's only method of communicating to survivors.
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As a survivor: The one who stands around doing literally nothing, doing no gens while you loop the killer for 5 minutes, and/or not unhooking anyone ever.
As a killer (and as a survivor who is spectating): The one who won't just effing LEAVE once gates are open and everyone else is obviously either safe or dead.
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Prove Thyself is one of those "I love it... when someone else brings it" perks. This and Open-Handed are always welcome surprises. :D
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1819018#Comment_1819018
Hey thanks for replying, I missed your last one. However, no one is complaining, stop pretending like you can’t read. This post is merely to alleviate stress on those who grind out the rift against the clock. Good feedback, as usual from you though :)
The tone of the post is kinda backhanded -- it reads a bit "Hey look at this everybody, people who got these on the Rift are getting shafted!" I think this is why Aven is parsing it as a complaint.
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For me it's Oni, because against a good Oni player, chases are just over the second he sees you, no matter how far away you are.
Scary in terms of "so immensely aggravating that part of my soul dies because I just know I'm not going to win or even last long, I hate this killer" is Deathslinger, and Executioner is pretty high on that list too.
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I posted a thread about this recently, but I think they should consider adding a timer to open the hatch, along with possibly showing the killer your aura (and hence the hatch's location) while you do it. In order for it to not just be a free escape (which you can now set up way more consistently with the new hatch offerings), there needs to be some sort of risk involved that is likely to prompt an encounter unless you plan carefully.
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Maybe something like Final Fantasy XIV's "Adventurer In Need" role queue could work. Offer iridescent shards as an incentive to play a certain role.
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@Levitika said:
https://forum.deadbydaylight.com/en/discussion/comment/1819549#Comment_1819549
Strictly speaking you're not wrong... but failing to address a problem that doesn't affect you doesn't mean it's not still a problem.
My point is that it doesn't affect anyone. It's a ridiculous FOMO thing that doesn't have any impact on anyone's play experience. It is an artificial problem that you don't have to get caught up in.
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@Aldath said:
Hey there guys. I made a couple threads in the past addressing how I couldn't rank up past 10, and many of you recommended me to play Nightmare and gave me advice, as I couldn't really grasp what made him strong: thanks to you, last season I made it into red ranks for the first time ever!
That said, playing only one killer makes stuff tedious, and I love to play as a killer for fun. I went back to my old mains (Legion and Hag), which carried me all the way to 10, and oh boy, I immediately started de-pipping and went all the way back to 8, then at season reset I was placed in 10, and here we go again. I feel like that episode of Spongebob where he learns how to drive blindfolded, but then can't do it normally.
My current issues are...
-My chases are usually quite long. By the time I manage to take down my first Survivor, usually one generator is repaired and the second one is more than halfway done.
-I have problems identifying priorities. If during a chase I run into survivors doing gens, I usually go to the gen, kick it, then start chasing the other survivors. Usually this results in the survivor I was previously chasing healing and helping with the gen I kicked by the time I manage to land my first hit in the new chase.
-On the above issue, I usually interrupt chases when I figure out someone is repairing a gen. By the time I get there, Gen is repaired, I lost a chase, and the survivor gets healed.
-I don't really know when it's a good idea to slug and when to hook...
-Killers with harder to use mechanics, like Nurse, Twins or Spirit, often result in me being teabagged to no end, having lockers slammed in my face, and in general, being made fun of while finishing the match with less than 3,000 points...
The above issues are stuff I usually don't have when playing Nightmare. I use PGTG, Thrilling Tremors, Discordance and Franklin's Demise on him.
I have most meta perks unlocked, and the only killers I don't own are Ghostface, Demo, Myers and Blight. I watch streamers like Otz often but I don't feel it helps much for my learning style. Also, my objective right now isn't to rank up as before, but to just learn to do good with something more than just Freddy.
Any advice? :(
I recommend Barbecue & Chili rather than something like Thrilling Tremors. He can make WAY more efficient use of it than most killers can, because he can be at a gen in seconds, and create immediate snowball-y pressure. Tinkerer is also great for knowing which gens to go to right now with his teleport. In chases, drop snares like there is no tomorrow. My method is to just drop snares willy-nilly everywhere, near windows, on pallets, etc. And I'll drop snares constantly in chases, because it usually cuts the survivor off from doubling back.
As far as other killers go, if you enjoy Nightmare's agonizing drag-the-game-out-and-find-people-constantly nature as much as I do, might I suggest Doctor equipped with, say, Unnerving Presence, Distressing, and Overcharge.
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Let it go. It's a skin in a video game. It is not worth organizing your life around, or suffering FOMO because you didn't get something. I know it can be fun to get these neat little things, but there are so many more important things worth dedicating your brain cycles to, even just within the context of things you don't like about this specific game.
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This game needs an Operation Health-esque break in new chapters, where the developers take a quarter to focus on a lot of the longstanding issues, large and small. This sort of thing gets brought up all the time, but no one at Behaviour ever acknowledges it.
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I love Open-Handed... when someone else brings it. :D
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I've found that this, sadly, explains a lot about these people: https://www.reddit.com/r/deadbydaylight/comments/60j6se/hi_im_a_dead_by_daylight_player_and_psychologist/
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Holy necro
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1818855#Comment_1818855
Was careful systematic thought used when mettle of men was released?
Developers can't see every use case for everything, and you also shouldn't be using any specific error as an eternal cudgel to push back against solid game design principles. They get things wrong sometimes, and lord knows I hold their feet to the fire for some of the more pernicious things, but any live service game is a constantly moving target.
Some measure of standardized game logic, as this developer describes, is healthy for a game like this. These things don't just get changed willy-nilly.
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Wasn't all Rift stuff eventually supposed to make its way to the store? This is a good thing, I think.
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There will be 36 survivors and 122 total survivor perks, 34 killers and 114 total killer perks and most of the new perks will be mediocre to bad. Your bloodwebs will be littered with even more of these unwanted perks, and there will be threads complaining "geez, 4 perks per web is not enough" and they will have to put yet another Band-aid on this heinous bloat, or finally give the perk system the rework that it desperately needs.
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Survivors' superpower is that they are able to be everywhere at once. If they are coordinated in their efforts and don't waste a bunch of time, this puts a huge burden on the killer, who is essentially playing a game of whack-a-mole on a timer that the survivors control.
Sometimes this can be overbearing, especially for the many killers who cannot cover the map quickly and efficiently. That is why Spirit, Nurse, Nightmare etc. are commonly described as the strongest killers.
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They really ought to just have a double BP weekend once per month. It would be a nice consistent thing to look forward to. Make it 3x BP for holidays/anniversaries or something.
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Good solo survivors can definitely help carry a team.
I dunno what the deal with MMR is gonna be in the future, but that number next to your name definitely needs to correlate to something. The whole logic of the rank system needs a rethink.
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@JimPickens666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1811266#Comment_1811266
And you know whats funny about even this communities biggest white knights, you can't even defend the game! You're basically reiterating what i already said, this balancing makes no sense and then, you must be mew here because this actually means very little, you lie and say the devs have been working on this very simple change for years when in fact they just very recently, like within months changed their official stance of "its not a problem because they aren't used often"
It means little because they say nothing is a problem but anyway tell me how much you like the balancing of the game?
I never said (and certainly do not believe) that they have been working on this change for years. I said it's been acknowledged as an issue prior, and thus did not come out of the blue.
Also, I have a lot of issues with the game's balance and the devs' overall priorities, as my post history clearly indicates.
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The short answer is that you have to work way harder at red ranks to earn a pip, than you did a purple ranks. To pip up in red ranks, you have to be playing in a way that would have been considered pretty phenomenal in purple ranks. It's the same for survivor. Getting from rank 4 to 3, in my opinion, is way harder than getting from rank 20 to 4. I can get to rank 4 without a lot of fuss if I am actively playing during a season, but I have only made it to rank 3 once.
Also, check out all those sweet Super NES games up there on the wall that are coming soon!
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I say you should play survivor anyway, as it makes you a better killer, and vice versa.
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I don't think BANNING people for this stuff is a great idea, simply because you would wind up with a lot of new players who don't really understand the consequences of what they are doing, and also it's hard to enforce something like that within the boundaries of the game itself, without human moderation/intervention. It's not tenable, from that standpoint.
My two cents: I try not to just straight-up tunnel someone off-hook since I don't want to get denied by Borrowed Time anyway, but sometimes I'm running around and after a bit, all I find is the wounded guy. Stuff like that -- it's just something that is part and parcel with the game. Now, going out of your way to tunnel one guy aggressively and immediately as soon as they're unhooked... there should be some sort of catch in the game's code where, if someone has been hooked twice within X seconds, a Borrowed Time effect occurs next time they are unhooked so they can at least have a chance to play the game.
Camping, depending on the killer and where you draw the line about what "camping" is, is baked into some power sets. Off the top of my head, Hag, Nightmare, and Twins all have kits that revolve around proxy-camping tools, which makes it incredibly dangerous to unhook teammates. I would argue that this is perhaps a larger-scale design issue, though there are some equally strong counterarguments about how you should have to deal with these killers (well except Twins, that's just bad). But I also think that straight-up sticking around the hook and facecamping ought to carry some sort of outsized punishment. I would encourage making the killer aura portion of Kindred a base kit thing for survivors, so that they definitively and unambiguously know it's happening and they should just focus on crushing gens to punish the killer's decision.
Also, you mention some perks that are good antidotes to this behavior, but that's a big ask, to force survivors to dedicate perk slots to get around a core game issue. It just shouldn't be that catastrophic of an issue in the first place, where you feel like you have to do that.
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@Bard said:
Run Sprint Burst and hold W.
It doesn't matter if the killer is better than you, there's no way to outplay somebody Sprint Bursting to a safe pallet as an M1 killer.
Just sit back and let the bullshit carry you.
The issue I have with Sprint Burst is that it makes you too conservative about running, and that leads to inefficient play and objectives not getting done quickly. You should not be slowly walking around when you know the killer isn't in the area, you should be hustling to the next gen. And if you're following my advice, this makes Sprint Burst an unreliable perk, because it sometimes won't be up when you really need it. When it IS up, it's awesome and creates a ton of distance, but it just enforces bad play in other areas if you want to have any consistent say in when you use it.
And while I am on the subject of exhaustion perks, Balanced Landing can be super-powerful on street maps like Haddonfield and Springwood, and multi-floor maps like Gideon and Hawkins. But it tends to require a little too much planning and restricts you to a narrow area to really leverage its power on many maps.
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I used to feel like I suck at chases, but I know that I have improved just with repeat play and map knowledge. My tips:
- Don't wait until the killer is right on top of you to run, because by then it's too late. When you know they're headed your way, start putting distance between them and you. Spine Chill is an excellent aid for helping you do this.
- Look behind you a lot. You HAVE to know where the killer is, and when they are trying to head you off. And for Huntress, it helps you bait and dodge her hatchets. This is something you can learn. If you're on keyboard, you have to learn to kinda roll your fingers from W to D to S; I can do it instinctively at this point. With a controller, I imagine it's just a matter of a quick flick of the analogs.
- Pay attention to the red stain. It always shows you where the killer is looking at that moment. This is vital.
- Get a feel for the different structures, jungle gyms, etc. I don't know how to describe this, other than "it comes with experience." Like, I know I can usually loop well at the double-window structures, because it's easy to run the killer around and you have a lot of time when you know the killer is going around a long wall. I've watched some YouTube tutorials on how to run specific loops, but that's too much mental math and it's easier to just run on instinct and muscle memory.
- Don't throw pallets down until you need to (this goes x100 for the shack pallet, because it's a big inconvenience for the killer). For some killers (Huntress, Doctor, Demogorgon, possibly Nurse), this doesn't always apply, and you should throw pallets early.
- Learn to double back on the killer, fake them out at windows, abuse their lack of peripheral vision, calmly walk around behind them when you know they are stuck in the pallet-breaking animation, etc. Remember that the killer is being piloted by a human, and take advantage of their human errors.
- Generally learn when to walk, to stop offering the killer clues.
- Don't ever assume that crouching behind something will save you. Sometimes it will, but you can't depend on this unless the killer is really oblivious.
- I know you said you don't have Dead Hard, but consider the other exhaustion perks, too. Though Dead Hard is useful, it's harder than the other ones to consistently use well. I vastly prefer Lithe, because it offers you the most direct control over when to activate it, and its condition (fast-vaulting a window or pallet) is usually one that is going to put a barrier between you and the killer, on top of the speed boost. It also FORCES you to pay attention to your positioning and think about escape routes as you move, which is a good habit to have. It's weaker on a couple maps (Gideon is the big one), but it's usually a great perk.
- EDIT: Oh, one other great thing about Lithe is that it sometimes lets you pull very situational shenanigans with pallets. If a killer refuses to break a dropped pallet, and decides to chase you around in circles, a lot of times you can vault over the pallet and boost away. If you're at a gen and you know that, say, Nurse is headed your way, you can drop a pallet early and create a vault point for yourself.
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Strengths: He zooms around at the speed of light and murders the goddamn hell out of you from across the map in 3 seconds flat, and god help you if he sees you, because you cannot stop him.
Weaknesses: He relies heavily on slugging (since picking up a survivor ends his power), and he needs to consistently leverage that power timer to snowball and really dominate.
