SMitchell8
SMitchell8
About
- Username
- SMitchell8
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Comments
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On COD zombie maps, its a strategy seen to leave certain routes locked, I imagine the breakable walls would help keeping survivors contained somewhat, but, as the above said, killers are pushed for time as it is, without using up more.
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I've barely used them and I don't really understand them. Are they any good?
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Pre / post game stats displaying stats from previous games.
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Played solo since I got this game 3 years ago. It's perfectly fine, it you are competent as a lone wolf, you can do well.
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Captain Salazar from Pirates Caribbean 5. Plenty of pirate ideas in the game already such as chests, dropping from height (plank) mutiny (leaving players behind) A ship, fort, or Brigg could work. Also a chance to add water to a map perhaps.
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The jeepers Creepers issue is ridiculous. The director broke the law, not the monster, the artist who designed it, nor the actor who played it. Iconic movie villain and easily the scariest killer yet to make dbd.
Wish people would stop being so sensitive.
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Getting fed up of constantly getting red forest, yamaoka and the game offerings come up. I like Haddonfield and ColdWind yet those never appear in my bloodweb.
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Self care shouldn't exist imo, takes away the teamwork element. Another aspect I dislike is that SC users often refuse to healed by others thus slows down progression.
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The problem with loop chasing someone is that if you are looping an assailant, you're probably scared half to death and will eventually bottle it. I played a loop chase with a colleague around pallets at work, it was half heartedly, as soon as i opened the taps, they panicked and pulled out of the loop π
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It's caused me to drop survivors twice so far. It seems to happen once per game. It needs sorting immediately as it's hard enough for killers already with this bug
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Played 3 games as killer last night, in all matches I was harshly mismatched in regards to ranks.
Game 1 as Trapper on Red Forest, played clean, no tunneling or defending hooked players. 1 sacrificed and 3 escaped.
Game 2 as GF on Ormond. Played clean, no tunneling or defending hooked players. 2 sacrifices and 2 escaped
Game 3 as spirit on Torment creek. Tunnel slugged three times and defended 1 player on hook, hooked slugged player on same hook shortly after hooked player was rescued, rinse and repeat. 4 sacrifices and 3 gens left π€£π€£
That's why killers tunnel and camp/defend. Its super effective. I play both sides and I get angry when I get camped and/or tunnelled but i accept that its a clever tactic.
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Could have been worse. They could have run Retribution too π
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Game is survivor sided and ive played both sides. Killer has way more **** to put up with. Playing as a survivor is fun and is effectively taunt mode, playing killer can be fun but it's tauntED mode
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I like the eye in the sky build
Dark sense - Up to 6 aura's per match including a valuable one when exits are powered.
Alert - Aura every time killer breaks pallet or kicks gen. Plenty of times per match.
Breakdown - Aura of killer shown after being hook saved. Helps avoid running staright at the killer and helps combat tunneling.
Iron Will - Helps with hiding if the aura updates fail π
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I like being the exclusive survivor who's not running meta perks. I currently run Alert, Dark Sense, Breakdown, Iron Will. As for killer, I barely use BBQ and don't use NOED.
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Why the heck would anyone tunnel a new character? They're just a skin effectively.
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How does it work with Retribution?
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I started a couple of months ago as a spirit killing machine. Now im being looped to high heavens. The mmr explains that then π
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Jake with his dark green or Black hoodie and hat are really hard to spot. I can keep motionless regularly and get away with it. The game prefers survivors to run around like headless chickens though.
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@LittilAvindar said:
https://forum.deadbydaylight.com/en/discussion/190011/undying-needs-to-be-nerfed
I don't care if it transfers hexes. I'll take the massive amount of cleansing points, but it should definitely not be revealing people who go near totems. They've already got a perk that does that, only when they actually start cleansing them. So I guess this is just that perk on crack. Meanwhile, Richter came with the ability to... wait for it... see the aura of a few gens. But that was already a perk too...
Agree, the aura aspect of it is a little excessive. There are even totems near generators π€£
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@humanbeing1704 said:
Yes I love his look and everything about him
only played as Jake, so it wouldn't hurt to play as another character. Decent character tbf, has class about him.
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@Ghost_Face_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1606179#Comment_1606179
They were focusing on map updates btw, which is still refreshing.
Agree, but the DLC should have been 6 if a big piece was missing from it. I think think dbd needs quite a lot more new maps
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@VicThor said:
Dear T-baggers,
Would it be a big effort not to T-bag at least for a week if you see a Blight player?
I donβt really get why is it good to them or anyone, and why they gotta be even sweaty during those games.
Thanks
Excellent point. You'd like to think that survivors would have more class when a new killer comes out.
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Not having a map is just lazy tbh.
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Badges in game would be cool. Badges for seeing games out until the end, winning streaks, good feedback from other players / opponents.
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Would a lion get **** from antelopes if it attacked the already wounded animal in a herd multiple times?
Nah
Killers kill π
As annoying as it is, killers have to kill.
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They should change it from killers/survivors to Taunters and Taunted. That's what it feels like and I play mid ranks, 50/50
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Doctor - Annoying af
Huntress - Hard to beat and toxic
Freddy - Annoying mechanics
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Played both sides and I can safely say that killers have way more **** to deal with. Playing as a survivor, even at mid ranks is a breeze, its 4 v 1. As a killer at midranks, its torture being juked, pallet stunned, looped, ds'd, bodyblocked, teabagged, flashlighted by 4 opponents. I love the challenge and I Still try to improve, but this game is survivor sided, no doubts about it.
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@Walex90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1596912#Comment_1596912
Just chase and M1, should be easy.
It's too open. Survivors can see you coming across the map and break you out of NS unless you crouch which is slow and prevents long range stalks. I get bullied on that map frequently against good loopers, unless haunted G or Retribution starts a snowball.
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Human nature to want to taunt and humiliate. You need a level head and thick skin to play this game.
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Play ghostface on Autohaven wreckers against half decent survivors. It's horrible.
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Iron will for stealth
Dark sense for up to 6 killer auras per game
Alert for more killer auras, handy when looping
Breakdown for aura when rescued and semi anti tunneling
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@ShrekTheThird69 said:
This game can be fun, but it is a lot more rage inducing than any rage game.
Absolutely, however, I love the challenge and competitiveness that the game offers. There aren't many games where you have to been on the ball to avoid/prevent being humiliated by toxic opponents. I work a 3 shift pattern and I only play during the shift that I'm actually at home awake during the night. Gotta love the sound of a gen popping at half 12 in the morning :)
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If hit near a loop, position yourself right infront of it with some of the character pressed into the loop, some killers will accidentally press vault instead of pick up, wasting a good 5 or 6 extra seconds :)
Run towards the basement when being chased, when at the top of the stairs, if out of line of sight, slowly walk into a locker at the top of the stairs. Some killers will fall for it and follow the scratch marks into an empty basement.
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Jake - Not an annoying character who is associated with hiding in long grass, t bagging, juking and other toxic behaviour. Played Jake and only Jake. He also has dark clothes which come in handy to camouflage before bolting the other direction.
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If he didn't do that, you have all tea bagged him at the exit gate. If he hooked the survivor instead of caging him, you'd have body blocked him, causing him to drop the survivor and you'd have all tea bagged him at the exit gate.
Killers are there to kill, end of.
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Delete - The game - It is just crap imo. Horrible for survivors and not enjoyable as a killer. The terror radius is pretty annoying as its on most of the time and you have no idea which floor the killer is on.
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Don't wander in or too close to the basement ππ»
Didn't realise people used that perk, it's good for trapper but kinda waste of a perk slot.
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Scratches and anticipation are probably more essential than hearing as Spirit. Hearing is like another perk, you can win without perks. Good luck :)
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@lostboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1581495#Comment_1581495
Did you read my post. Camped and tunnelled and I need to git good. Thanks for your input!
Well yeah, don't get found, hit twice and hooked. Wear darker clothes and use perks like alert and dark sense to keep your distance from said campers and tunnelers
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DS and Unbreakable are quite uncommon at mid ranks I find. Most if not all use self care, adrenaline, sprint boost and dead hard.
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Slugging is fairer than tunneling.
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Idiot killer today playing as GF. Hooked 1, camped the area, mori. Hooked me, escaped into corner after unhooked, GF returns and Mori's me. Ffs, we had 3 gens still to do and it was a very even game until he decided spoil it.
I can see the need to take an Ebony mori into a match as SWF insurance, but to use them on first hooked survivors early game is just ridiculous.
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When GF was released, people wondered if he could walk into lockers and then spring out if them, but it never happened. Would actually be a good idea suggested by the OP. Imagine walking past a locker near a gen and wondering if it is already occupied and a killer will jump out.
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Spirit is pick up and play, although with practice she's lethal. Played 8 games with her and yet to lose a match. Had 2 rank 1's escape and 1 crawl to hatch. Spirit sometimes requires a bit of luck and fast reactions.
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Alert and Dark sense. Aura every time a killer breaks pallet or hits gen and 6 auras for the gens and exit gates. You'll never not know where the killer is :)
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Counter spine chill by arching your movement towards the gen instead of b lining to it. This can help escaping the cone of spine chill I would have thought.
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I dont stalk unless the survivors are clustered together. I prefer m1 and spamming the N/S with chewed pen and the yellow book. Basically a nuisance GF
Nurse's calling is mandatory
Discordance to locate survivors
Thrilling Tremors to slow progression
Hex - Retribution for auras which works lovely when in night shroud.
Not the best build for sure, but I do well at mid ranks on it and its fun. I find that stalking just wastes time and can promote bad decision making.
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Survivors could have built in abilities.
Faster movement
Faster healing
Faster repair
Sabotuer
Less scratch marks
Etc etc