Ryuhi
Ryuhi
About
- Username
- Ryuhi
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1634261#Comment_1634261
I managed to get it in one go.
Requirement #1: Hook 5 Survivors.
A natural thing, nothing special needed here.
Requirement #2: Hit 2 Survivors with Exposed.
Easily managed to get 2 early in the trial thanks to Make Your Choice.
Requirement #3: Kill 1 Survivor by your own hands.
Ivory Memento Mori ahoy.
Requirement #4: Equip Hex: Devour Hope
It got cleansed immediately, so i'm really glad it doesn't need to be up and hit all previous requirements.
I was talking about the "kill the obsession 10 times" one, which takes an absolute bare minimum of 3 matches, assuming you're able to switch the obsession and then kill them that often. Without any of the perks that change obsession or with less than perfect performance in those 3 games, it takes 10 games (assuming every single match even has an obsession) or more.
-
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1634265#Comment_1634265
Eh, I don't bother with novels. This is a discussion forum, not a library.
i literally said the exact thing you tried to call me out for. you were trying to be contrarian while agreeing with me.
also ######### its like 3 sentences.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1634079#Comment_1634079
Why would a survivor end up healthier after a latency hit? Even if the hit should have missed the correct result should be simply retracting the hit.
Because LET ME WIN never dies, let alone dies... hard.
-
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1634154#Comment_1634154
There's also a lot more required of survivors than to "do generators and leave". I've depipped doing nothing but gens. You've proven nothing.
I've proven that you're more willing to read a small part of a post and then frantically go for a reply than actually read the rest of it, apparently.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1633913#Comment_1633913
"...and hope the Obsession doesn't escape."
Yeah well, when people wanna seriously complete them, they'll go for more secure ways than just hoping.
Imagine having to spend 10 or more matches working on a challenge, unless you have specific perks (or survivors needing to run specific perks) to even have a chance of having it done in less.
Its one of the worst, most grindy challenges the rift has ever had. and there have been some pretty awful ones.
-
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1627077#Comment_1627077
Scummy is designed by the community. Not the devs.
Killers have one role - please the entity by killing the survivors. That is their entire objective and purpose for existing. It's even in their name. "Killer". Doing their objective is scummy.
Just like survivors have one objective - survive by repairing generators. Then they get called "toxic" for "genrushing" - aka doing their objective.
These community definitions for "scummy" are a joke.
and yet you can depip with a 4k. There is a lot more required for killer than just "pleasing the entity by killing the survivors." Same with survivors, you can depip while repairing gens and/or escaping. Its almost like the game has no idea what its actual objectives are, and just throws a bunch of them at a wall and hopes they stick (while still somehow having zero variety to them)
-
@MadLordJack said:
I just read that as "play 10 games normally or 4 games with Nemesis"
Edit: by "play" I meant "win." I'm not silly enought to think I can get a 10-game streak of obsession kills without a bit of luck.
tried playing 5 games "normally", didn't have a single obsession because apparently not a single person brought ds or any other obsession perks.
if you're forced to change your loadout in order for a challenge to even be possible, its not "normally."
-
@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1631020#Comment_1631020
I totally forgot about his POV, I'm really surprised they haven't changed it. I could have sworn it was just another bug at first.
He's a really interesting killer and I'd like to play him more, but his viewheight makes him pretty much unplayable for me. Trying to see anything in this game is hard enough when you're colorblind, and having the camera be in your belt buckle doesn't help that any.
Also shoutouts to it not matching his visual representation, being even lower than his head when accounting for the hunchback. If it was intentional for it to be that low, he should have at least had some "running on all fours" animation with the cane in his mouth or something :D
-
shadow buff to doctor since some of the sounds they make are similar enough to the skill check ping to mess with people with poor hearing 10/10
-
i absolutely loathe how many there are for killers. I can go for 10+ without seeing a single survivor one, including rerolls. Its especially bad when a lot of the killer ones are only like 20k points on a killer you don't even have a viable build unlocked with yet, and it would cost well more than its worth to grind out a decent build for them.
-
@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1619518#Comment_1619518
The rumor is its only 250k bp a month for rank rewards (at rank 1 according to mined game files). BP is meant to be a grind if it wasn't they wouldn't have given the excuse they did in the Q&A about the cap.
The grind needs to lessen proportionally to its increase in scale. The sheer amount of perks in the game, with their three tiers on top of that, with the addon reliance of almost every killer, means an INSANE level of grind, which gets bigger with every single chapter. On the survivor side you can at least just get everyone to 40 for their unlockables and pick one main survivor to grind out all perks with, but on the killer side you can go for hundreds of webs without getting "that one perk you need for x viable build, let alone getting it to tier 3."
oh, and you have to do that for every single killer you want to play.
-
generally no, but its kinda disgusting how often i cant even walk in a straight line and get the hook out of my TR before someone just yoinks them right off the hook. most of the time they dont even have BT either.
then those same people claim I camped. lmao
-
i know people have asked about some kind of way to get rid of unwanted junk from the blood web, why not let people trade them for BPS? make a system where you can trade 1 iri for 1 BPS, 2 purples, 3 greens, etc etc.
People get to get rid of their useless junk, AND they get to give everyone (including themselves) more bp, its win/win~
-
Its always great how he's tall enough to be seen over loops, yet his PoV can somehow barely see through a damn window. very consistent.
-
@[Deleted User] said:
I think you should rely on experience
There's also blood, blood which you can see on the ground.
tell that to the colorblind players
-
colorblind options, namely decent ones.
It'll never happen tho.
-
yeah, now survivors don't need to lag switch to be unhookable, and ruin can't be disabled :)
-
@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/comment/1613143#Comment_1613143
I Play a lot of those two killers, and those are NOT changes we need.
If you're getting lightburned a lot as Wraith start your uncloak around a corner or behind a tree. Usually they'll still go for the stun, but they won't have enough time and you'll get a free hit.
Hag and Trapper are big-brain killers. You need to place their traps carefully so that survivors can't see them and disarm them. Hag's traps are nearly invisible anyways, so I almost never have problems with flashlights. If you're trapping every hook and flashlight users are destroying them before getting the save... well that's just fair play. Don't trap hooks, trap the routes to the hooks.
i mean, have you ever gone against a SWF with flashlights as those killers tho? because your counterplay goes out the window the second anyone can communicate where your traps are, or where your wraith shimmer is traveling to. As wraith in particullar with his shimmer and loud footsteps/moving corn and foliage/etc, a survivor can report you coming from a different angle so you have to sacrifice your positioning while decloaking most of the time to be safe from lightburn, which makes you much less able to get hits off the decloak speed burst. Even with a clapper addon, they can easily nullify the mindgame/lack of notification provided by being able to see from different angles and communicate that.
for hag? One person can literally just creep around you calling out trap locations, while another either flashlight burns them with ease when you're in a chase with someone else, too far away, carrying someone, etc. Technically they don't even need the flashlight when they know you're too far or unable to teleport to it. Trapper has the same problem obviously, which is part of why communication kills "big brain" killers like that.
Its not that the flashlights themselves are too powerful vs those specific killers, its that they are far too exploitable vs them. You're not going to run into it every game with them, but when you do it makes them feel pretty pathetic.
-
my point was that there is legitimately a perk that removes the need for this topic tho.
if you think it shouldn't be necessary, keep in mind that killers need to sacrifice a perk slot to have a decent FoV.
-
ctrl+f "Windows of Opportunity"
"phrase not found"
-
@[Deleted User] said:
Its the worst because on average a flashlight doesn't do much. Most Killers will know when a flashlight save is going to happen and they prevent it. But at peak a flashlight is a game changer, it can literally flip a game into the Survivors favor. One save is all the Survivors need to save a game, so no I don't think it should deafen the Killer.
Flashlights are actually well balanced imo, just not against Wraith or Hag which they should change.
Wraith should be able to either attack from cloak while they're attempting the lightburn, or be immune to lightburning altogether. The fact that he has both restrictions at this point is absurd, up there with trapper being able to step in (and not over) his own traps.
Hag should be able to teleport to any trap within her radius within a few seconds of a trap being burned, or maybe the next closest trap to the one that got burned. Using the flashlight already illuminates the traps before they're even destroyed, she really needs SOMETHING to help her power stay viable when they're in play.
-
learn how to play injured. He can't down you with his power, and you have to be caught out pretty badly for him to use it to close distance. Just loop him like any other m1 killer and waste his time while the gens fly.
Also, don't self care against him. Especially if he's running the build you mentioned.
-
@kcwolf1975 said:
I hope they aren't paving the way for chucky, because this view is what i would expect his to be like...
Sometimes I wonder if this killer was supposed to be chucky, they didn't get the license, then just recycled him into the rainy day alchemist they teased like 2 years ago...
-
@[Deleted User] said:
The only counterplay against Legion is making him miss his FF. Dropping pallets doesn't work because a good Legion will just respect it and vault if you drop it (so it's a pallet wasted) or keep running if you continue the loop (and he'll get you before you make to the pallet again).
he can't down you with FF. When you're injured, he's just an M1 killer. He has more counterplay with that alone than half the roster.
-
to add counterplay. When legion was nerfed, they went wayyyyyyyyyyy too hard on them, taking a bunch of absolutely justified nerfs (on their own) and just piling all of them on to make them near useless. It was expected that this was more of a panic reaction, and that it would be temporary until they really sat down and figured out how to make the legion a more balanced killer who isn't obnoxious to play or go against, but then they were just.... forgotten.
now Legion is in a state where they're basically an M1 killer that is annoying to go against, annoying to play as, not very viable, but hey you'll pretty much always pip at least!
-
@GeorgieT said:
nothing to do with thier skin colour it how dbd lighting in the game works human skin in real life does not reflect or refract like that in dbd also the lighting seem to extrate light and dark areas of the game i find
This is a very big part of it. This is also why its getting harder and harder for colorblind players to actually see things: Everytime they adjust the lighting, everything gets darker and darker. If it affects people with normal vision this badly, try to understand it from our perspective.
Yamaoka is definitely one of the worst maps about it, I always have to pray that sounds aren't bugged or that survivors are bad every time i'm on it, and if i'm survivor i basically live and die by spine chill there.
-
@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1599348#Comment_1599348
Now if we could only settle
func() {
}
vs
func()
{
}
I'll take Allman over Ratliff any day.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/188923/looking-for-some-genuine-tips
My point of view is that it’s unwise to intentionally take a hook. I’ll take a protection hit to help break off a chase with someone else...if I think I can also get away.
Remember, the killer isn’t a bot, and isn’t under any obligation to give you a 2nd or 3rd chance. There’s always the very real possibility of your first hook being your death hook, and it’s perfectly within the game rules for things to play out that way.
and if the other survivors are dropping like flies, its pretty clear they're not going to get any pressure vs the killer. sometimes being able to distract the killer for the reset can save the game that bad teammates would otherwise ruin.
I'd rather take a 1-2 minute chase to save the game than end up in a hatch situation because everyone else died before i could get 2-3 gens done.
-
Lead the killer as far away from any pressure as you can before getting downed.
Its a really simple mindset that goes a long way, and some killers will flat out just drop the chase entirely if they realize whats going on. Leading chases to areas with no gens, the opposite corner of the map from other hooked survivors/a 3 gen, these types of things ruin killer pressure and make your down much more worth it. Best part is, when they hook you, you're on the other side of the map from previously mentioned pressure, so they have to either let you get unhooked for free, or allow the other survivors to build more pressure easily.
-
its 2am and 2-4 of them are on each other's friend's list, or "private."
During the day its nowhere near as bad, but i swear, in the dead of night its only red rank sweat squads while the rest of us are asleep.
-
Tabs. Always tabs.
But what about CamelCase tho? :)
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1597863#Comment_1597863
If DBD was a competitive game, then 2 competitive teams would have a relatively even chance of success. And yet the term "deathsquad" exists for a reason: There's no chance at all, even if you're the best Nurse player with an Ebony Mori, to win. If DBD was even slightly considered competitive, that would be every other trial instead of every tenth.
And that's ignoring all the times the Devs have said it's not a competitive game and shouldn't be treated as such.
Siege player, BTW. Love the game. Love the competition. DBD is not and never should get anywhere close to that, because not every game needs to be that. If people want DBD to be that... Then it really isn't the game for them.
That just means that the balance in the game is bad, not that its not competitive. And is your argument really "the game can't be competitive, because not every game is a coordinated swf?" You DO realize that people don't take advantage of every possible exploit in competitive games, right? You learn more from a loss than a win, thats one of the most important fundamental aspects of ANY competitive game. Winning is the goal, but what you take away from a loss can make it more rewarding than an easy win. You're acting like every match in any competitive game is a money match.
There are no bots in the game, there isn't even an "unranked" mode. SWF goes against the game's core design, and was added in after the fact because of survivors who were basically sabotaging the matchmaking system to get teamed up with each other. Survivor and killer objectives directly conflict with one another. It is purely pvp. it is competitive.
Competitive doesn't mean "multi-million dollar e-sports tournaments."
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1596954#Comment_1596954
"Ask anyone that plays a game competitively and they say it's for fun."
Yeah. Competitively. That's my point. It's not fun to muck about in competitive games. They're playing to win, and by winning they have fun, not by just playing the game. It's basic psychology: Pit people against one a other and most of them will try to win because they don't care about anything else.
That's not DBD. Go back to the competitive scene. This is clearly not the game for you.
It is a game where you compete against other players, rather aggressively at that. It has established metas, rewards for success, and punishments for failure. Saying this game "clearly isn't for" someone because they also enjoy competitive games (that, you know, have those things in common) is being a bit rude to say the least. Also kinda pointless.
-
@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1597692#Comment_1597692
Does this still happen even though they amped up with the hit validation beta or is that different?
It doesn't directly affect the rollback, I meant more that the difference in speed is generally equal (or greater) than the visual desync. not always, of course.
-
it basically eliminates your chances of getting dedicated hit while vaulting. well, not entirely, but drastically reduces the chance.
If you're confident in your looping, it works really well. If you want to try to use it to be greedy at windows, it won't really help.
-
maybe someday we'll actually get colorblind options to go with these nice, fancy, indistinguishable visual updates
I can't wait to see the fruits of the entity's groundskeeper going on strike
-
survivors get a lot of free information when it comes to powers: how long until someone falls asleep, how long until they're infected, if the obsession is being chased, etc. Information that the killer themselves don't even have access to most of the time.
....But killers don't get a timer for how long its been since they've unhooked a survivor. Thats one of the things a lot of people talk about when they talk about DS' performance without even activating: Not only do you need to not down and pick up that survivor again within that time limit (regardless of whether you've even hooked other survivors in the meantime,) but you need to REMEMBER how long its been since that survivor has been unhooked to boot.
Requiring that extra information WILL affect the way a killer plays. It can cause them to voluntarily sacrifice pressure and/or hooks for the hypothetical scenario of them getting punished for winning twice vs the same survivor *too quickly.* Half the time killers slug, they're pretty much forcing themselves to as it loses less pressure than eating a DS can, especially if they recover right into a strong loop.
Therefore, its strength exists as long as there is an obsession in the match, without even needing to be used. Not only that, but it only loses its strength after it has been used, and only for that survivor. If there is an obsession in the match, 1-4 of them could have DS after all, you have no way of knowing, and could eat up to 4.
-
@AegisReflector said:
Dude. Please do not compare spirit to a fighting game. Mix-up characters in fighting games are characters that force you into 50/50 spots. The pro players who study the game will know what each fighter is capable of, potentially punishing the opponent if they guess right. They also have an opportunity to fight back.
Spirit is a very dumb killer for many reasons. One, you can't see her through her power. Giving you zero opportunity for counterplay. She doesn't really need to loop because she just shifts on you. Also most killers with movement powers get a penalty after using their power. Hilbilly cooldown, legion stun, nurse fatigue, Oni slight pause. Even blight will have one. But spirit does not. If she whiffs, it's no biggie. She didn't follow properly? No problem. Passive phase is just dumb as well. So yeah, she is a killer that definitely needs to be looked at. And I think most people agree on that, including killer mains.
If you guess right vs spirit, you extend the chase. Thats punishment. She has a cooldown on her ability, which is worse than a stun imo (though stun AND cooldown is just plain bad) and she only moves at 110% speed. 2-3 bad phases can easily cost her a gen, especially since she needs to phase again across the map to traverse it at a decent pace. Though all of that aside, the problem with most survivors mindset is the last line:
"They also have an opportunity to fight back."
This is what it all boils down to. The majority of the people being loud on the topic want to be able to punish the spirit harder for a mistake. They want to be able to humiliate her for playing such a mindless babby killer. They want more footage for their youtube montages. The toxicity is getting so out of hand, that if a killer can deny it, they MUST be a broken killer, right?
You're not supposed to be able to "fight back" vs any killer. You are supposed to be able to waste their time, to ruin their map pressure, and prevent them from achieving their objective. Its not a 1v1, and its never intended to be. the 1 SHOULD be more powerful than any one of the 4.
Lastly, play her until you learn how to counter her. Missing a phase hit can be a lot more damning than you're making it out to be, especially in situations where sounds get bugged, the survivor uses fixated to walk away from the phase and behind a wall, other survivors making noise notifications to throw you off, etc. Hell, even meme perks like pebble can waste your time off a bad phase.
-
🤫 no 🤫
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1595618#Comment_1595618
But... you can't read a mix up character either. Did you read the article? Mix up characters tend to have moves with similar start up animations. In order to counter play these characters you have to predict what they are doing. This is the exact same thing as the counter play to Spirit.
The comparison is only surface level. There is nothing unfair about it.
Nah man, these guys are so good they can react to 0-3f command grabs :)
-
@Almo said:
Each map has a minimum number of pallets. If the builder algo is done making the map and there aren't at least that many pallets, it goes back and fills some more in. When this happens, it can make these double-pallet situations.
Wasn't there supposed to be part of the algorithm that didn't let pallets/hooks spawn too close to themselves?
-
@Kamizake said:
https://forum.deadbydaylight.com/en/discussion/comment/1585889#Comment_1585889
The advatange it gives is basically a sound wallhack, you can listen to minimum survivor sounds, let's say a survivor is hiding in the shack locker, and you're in the shack pallet, if you pay attention you can hear the survivor breathing, this is by far a advatange to spirit and every killer.
If a survivor is cleasing a totem on the shack, and you're outside the shack, you can hear them cleansing the totem like if they're in front of you.
And stretched res doesn't give advatanges only to survivors, when you're kicking a pallet you can see over it, it is broken if the killer is using nurse and shadowborn (basically hacks) and sometimes when a survivor tries to blind you, they're not able to (This is 100% cheating)
So hearing panicked breathing, an intended mechanic and the reason why most survivors sound so scared, is a "soundhack?" Also Shadowborn, a perk that only makes the FoV reasonable for the side that is forced to play in 1st person (as opposed to the side that plays in third person) Is "basically hacks?"
Different survivors have different volumes to their breathing/grunting/etc. Go play Ace if it bothers you so much, dude basically gets a free Iron Will just for existing.
Also, Shadowborn literally makes you get blinded EASIER. Lightborn is the one that makes you immune to blinds (again, intentionally) and does nothing about the FoV.
-
the last one with the gen grab was likely someone using a lagswitch exploit: even if you just lunged at them and downed them, they would continue working on the gen after being hit:
https://www.youtube.com/watch?v=luYEWoWjQtsMake sure to report it if it happens again so the devs can check.
The other ones are just stupid collision oversights, which should hopefully be easily fixed in the next update.
-
People assume they can't do anything vs the spirit. They then refuse to change how they try to vs her, and predictably get downed quickly due to not adapting. Therefore, the Spirit beats them consistently, thus fulfiling their mindset and proving themselves correct.
Most survivors are so stubborn they would rather lose to prove themselves right, than take a chance on something different. Its why my best advice is to play spirit consistently and see how people outplay you: It makes you considerably better at the matchup having the opposite perspective, especially when it comes to any type of mindgame scenario.
-
@Jill10230 said:
https://forum.deadbydaylight.com/en/discussion/comment/1585698#Comment_1585698
Sorry but i dont understand, what are you talking about exactly ?
When survivors try to break him out of stealth, its incredibly bugged because of how it registers with dedicated servers. You could be perfectly stalking a survivor and get nothing for it, and survivors can be trying to break you out and have the progress reset because a piece of your clothes was behind a tree for a split second.
-
you know that his break out is still bugged and wildly inconsistent, right? if you just weave anywhere near an obstacle, it keeps resetting because reasons.
You can be having a staring contest with him at point blank and it won't even work half the time.
-
or just take detectives hunch and a map instead :)
-
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1585494#Comment_1585494
Please stop comparing DBD to a fighting game. There is nothing of the sort going on. You aren't conditioning me in the 15 seconds it takes to down you as Spirit. This also assumes I am completely incapable of changing how I play myself.
Also, to your comparison, it would be like if Ryu had no audio or animation for his fireball until it was already hitting you.
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1585511#Comment_1585511
I understand it is a different game but if you are familiar with fighting games it is still a similar situation. And sure maybe Ryu does make a noise and has an animation, but it happens so fast that you generally can't possibly "react" to it, you must predict it. It is similar to how deathslinger plays as well. You can't physically react to it fast enough, so you have to predict it.
Also saying you can't condition someone in 15 seconds... most fighting game rounds last 15-30 seconds. You can absolutely condition someone very quickly. MAYBE i'll give you that in modern fighters a mistake is less punishing, but i come from a long time of playing SF2 and MVC2. In SF2 a single mistake or bad read would often cost you an entire round. In MVC2 half the cast has an infinite combo so one mistake means your character is dead, so you get 3 of those per match. In DBD you generally get 6 chances which is quite a bit more than i'm used to.
Guile is the better example, his projectile recovery is so fast in each game, you NEED to make either a guess or a hard read on when he is going to use it. There are very, very, very few scenarios where anyone can make a reaction to it. Same with El Fuerte in SF4 with his mixup. Or any grappler in any fighting game ever once you're in close range.
People don't see those scenarios as having zero counterplay. You have things you can try, though you are not guaranteed to escape their pressure. Meanwhile, there are situations with ACTUAL zero counterplay in the genre, like fuzzy guards, safe setups, option selects, etc. Sometimes games have limited resources to negate them, sometimes they don't. Fact of the matter is, its something fighting game players seem to be more accepting of because they're used to having situations be grossly out of favor, yet still not be hopeless.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1582579#Comment_1582579
The same way you do in those games. I'll use Street Fighter as an example as i am familiar with that.
Take Ryu, in SF, one of the most basic characters. Generally his strategy is to use fireballs to keep you away, then when you get close try to punish you for avoiding them. How do you do that? Well an opponent can't react to a fireball at close range. It comes out too fast. In Street Fighter 5, a fireball from Ryu has 14 frames of startup. During that time you are performing an animation that indicates that you are throwing a fireball. The game runs at 60 frames per second. Which means to react to the fireball, you need to have a reaction time of 0.23 seconds. The world record reaction time is 0.15 seconds. The average human reaction time is 0.28 seconds.
That's not all though, a fireball has 31 recovery frames after it starts. Which means that you are unable to perform any action for 31 frames. Jumping over the fireball takes around 20-25 frames, depending on the character and their jump arc. This means that if you react to the fireball, you are probably reacting to the end of the startup frames, and you generally have about 5-6 frames to work with before the Ryu can do their own move. Well. Most jumping attacks have 7 frames of startup.
This means that even with amazing reaction time, you generally can't react to a fireball. So what are you to do? You need to make a read. You need to predict that they are going to a throw a fireball. But, here is the kicker, they could, NOT throw a fireball and then when you go to jump over it, now you are in the air, unable to block, and be punished. It becomes a "guessing" game.
But you aren't just guessing, you react to how your opponent plays, and you condition them. It's a lot like poker. You might condition them to think that you always throw 1 fireballs, then fake the second, then throw the third. So when they successfully read that you would throw your 3rd fireball. You have now conditioned your opponent to think you always fake the 4th fireball, and then when you get into that situation, you do something else. The next time, instead of throwing the 3rd fireball, you fake it. Then they go to jump over it, only, you aren't throwing a fireball, so now you can get a punish combo off of it.
That is exactly what spirit is but just for DBD.
I'm kinda noticing a trend: Everyone who is aware that spirit does indeed have some degree of counterplay seems to also play fighting games. interesting.
-
@Brodie said:
https://forum.deadbydaylight.com/en/discussion/comment/1582282#Comment_1582282
I've used kindred in solo games too, i actually forgot to mention that bullet point, and still they sit on a gen with no care in the world, they would just rather gen rush and get out
Then you did what you could. Even if people are dumb, you have to at least try to lead them in the right direction, rather than just whine about their failures.