ShamelessPigMain
ShamelessPigMain
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Id' beg to differ. Generator speeds are very much hit or miss, depending on a litany of factors.
If you can get survivors down quickly, meaning you're good at chasing and looping, you force survivors to be altruistic and take away from the generator progress. If you have ruin, all the better. The worst thing a killer can do is idle around, searching for a target. You always want to be pressuring survivors. When I play badly because I get outplayed, generator speeds feel fast because survivors are being efficient. It's literally their job to do generators, and that's not something to get mad about.
Meanwhile, if I keep up maximum pressure, or on the rare occasions I play survivor and the killer is very good at getting downs left right and center, gen speeds are an absolute crawl. Even with prove thyself, which I regularly run, that little 15% penalty removal is nothing.
So the takeaway is 1) run corrupt intervention, it's a lifesaver and 2) git gud, but not in a snarky condescending way. Getting better at chases and sniffing out immersed survivors is the #1 job of killers. Don't be afraid to play tactically, either. Knowing that somebody is dead on hook and going for them when you desperately need someone out of the game is not tunneling.
That being said, I really do think there should be more gen regression perks that don't require you to actually kick gens; plus, breaking gens is pretty useless most of the time. The regression rate is a snail's pace and can be stopped by just tapping it. Perhaps one that blocks off all generators or makes generators start regressing for 30 seconds, regardless of if they tap it or not, after you hook a survivor, or even just takes away x% of every generator's progress. Ruin and Pop are great, but they get old and stale very quickly. I started running surge just because my ruin totem literally always spawns in a survivor's hands and I'm too lazy to kick generators.
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I mean, it's good and it's there. Until it gets nerfed it's there and there's nothing anybody can do.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2031414#Comment_2031414
at least you got a point but the new game I think your going to be moving around sneaking around.
watch
oh dear lord what is this
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2030976#Comment_2030976
I think Haddonfield will be next. There have been some rumors about the licensed being renewed by BHVR. Also, Swamp is in a much more critical state IMHO. There are lots of fat-shaming spots and crazy object spawns there.
I think that they're prioritizing the maps that garner the most criticism, so we'll see. I personally prefer Haddonfield over Swamp or Forest, but that's just me I guess.
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I wouldn't be that enthused about it.
FNAF and DBD are kind of hard to put together because while FNAF bases its horror of of 1) jumpscares 2) the fear of the unknown 3) paranormal and disconcerting imagery 4) the inability to move; having your hands tied, DBD is a slasher game where 1) you can t-bag a killer after smashing a pallet on their head 2) have free movement 3) not much "scary" stuff, to be frank, 4) action, rather than disconcerting silence.
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New players will still be placed with new players, as it bases itself on how you play. If you haven't played much, you don't have a lot of experience for it to go off of.
Most of the "questionable" players I go against are low ranks but also have quite a few hours. Those players are just meh players, not new. That and the fact that I play stridor spirit without shame.
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I haven't noticed that many. When I do see them, though, it's usually with WGLF so I assume they're farming and oblige them.
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Rotate loops and drop pallets early. The gas is meant to shut down individual loops, so if you can chain them together, you can avoid it entirely. He's also good at getting unfortunate hits because the tonic's slowdown can make it so you are hit before you reach the pallet. Try not to greed with clown.
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DS is still not an anti-tunnel perk. It's a single stun on a killer that's just had its activation requirements uselessly hedged to make it look like one. It still remains that DS is a second chance that just happens to need you to be tunneled. Believe me, I've tunneled people before, and one measly 5 second stun is not going to make me stop. Not only that, but if a survivor with DS who I didn't actually tunnel just runs at me, I can still slug the hell out of them.
Literally every hit by a camper on BT is going to be a protection hit, if you're injured (which you will be). Not only that, but this assumes that BT is meant to be an anti-camp perk. If it is, it does an awful job at it. You have to wait for a camping killer to attack you so you don't get grabbed, and even then, the unhook animation is long enough so that you can hit them right after, with no time for bodyblocking shenanigans.
Even if they try to bodyblock for you, you can hit them and then go for them. If they try to bodyblock, they are going to be putting themselves in a very bad position. Most times you can chase them down.
The point of BT is not to prevent camping or whatever, it's to ensure a safe hook rescue while also hopefully ensuring the rescuer's safety. Unlike DS, it is easily counterable (not that it's even because of DS, many killers will make a concerted effort to not tunnel a guy off of hook unless they're being a jackass), and even if they do body block, it's easier to brute force.
Plus, if we nerf BT, we're going to get a lot less Bills, and they're the only reason I play. Slow vaulting Bills are the cutest thing on earth. Belle Delphine can eat her heart out.
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@Dpooly said:
@ShamelessPigMain I'm not complaining, I'm asking. Just because you read an online post doesn't mean it's automatically a complaint. As mentioned, almost every tile on Red Forest is safe...pair that with super spread out gens and slower Killers have to play extremely sweaty to win.
Well considered that we're calling out every single flaw on Red Forest I'd chalk this up to complaints.
Anyhow, the point still remains that no matter how bad Red Forest is, Swamp will always be worse. Fight me.
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Definitely take off make your choice, she isn't a good m1 killer.
As for information perks, I wouldn't really ever make a build based on getting cross map hits. I usually run ruin so I don't have to worry about gen regression for the beginning to middle game, BBQ because it's free blood points, Iron Maiden just for reloading, and Corrupt Intervention because it's a good way to call the game in your favor early on. One kill by three gens or having multiple survivors at death hook before the third gen is great for you.
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They're probably going to be reworked in the realm beyond updates. They just did Crotus Penn Asylum, so Red Forest is probably next.
My real question is, why are we complaining about Red Forest when Backwater Swamp exists?
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I think it's dependent on who you play.
Yes, there are a lot of pallets, many of which are very strong. But it's also an enclosed map and oftentimes you can't run wherever you want; there are only one or two doors per room. It's also a two story map, so killers with high map mobility can really get things done. Demogorgon does pretty well, while nurse just goes to town.
Spirit does pretty well too. Anti-looping killers, even clown, can get pretty good value. Billy and Bubba are very good at wasting pallets, and brutal strength or enduring/spirit fury do well.
But, most killers aren't chase-oriented. The sheer abundance of strong pallets makes it a relatively survivor sided map, but they have to know how to use those pallets efficiently and to their fullest effect.
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While I agree that are too many killers who are acrimonious about holding w for no conceivable reason, there's no need to be so salty in return.
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I love inner strength because I can't loop for crap and I don't want to listen to my survivor moaning sensually all the time. Easy, quick heals, activatable at any time.
Second wind is a little less useful. Getting a full heal before you are hooked is harder than you might suspect, and two heals just isn't worth it, especially if you get tunneled off of the hook. I would much prefer to have inner strength up, get unhooked, and jump into a locker.
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Killers have their own MMR rating. Plus, we don't know what exactly goes into the MMR concoction.
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@Jallybwan said:
https://forum.deadbydaylight.com/en/discussion/comment/2018765#Comment_2018765
Of course they did so for a reason. I'm saying that increasing the FOV to a point where some people don't get motion sick is something they should consider doing, because it would improve the overall quality of players' experience.
I don't think the FoV limitation so bad that it degrades from player experience. Of course, it's a nuance between having a fair game and letting killers have fun (doubling gen repair time would improve the killer experience, in terms of fun, but it would be ridiculously unbalanced and unfair), but even then the kill rate for killers is reasonably high. I actually find shadowborne quite annoying; it's like looking through a wide angle lens all the time.
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@berzerkfatality said:
https://forum.deadbydaylight.com/en/discussion/comment/2028530#Comment_2028530
Once again another person blaming latency over the issue of the game. As I have said already and will repeat again because people have poor reading comprehnsion.
I am plugged in. I have very high speed internet. I do speed tests often and have very good connection. I have zero issues with other games.
The issue IS THE GAME. Simple as that.
Thank you for deflecting from the problem. Gj trying to be antagonistic instead and blame me. You can leave now.
Just because you are plugged in does not mean that you automatically have latency. There is also the issue of your teammates' latencies, which you have no control over.
Don't be so imperious, you don't know everything, contrary to what you may think. Hitboxes are pretty much as accurate as they can be; even if they were model perfect, which require a lot more powerful servers, it wouldn't make a difference; grazing 1 cm from your skin and grazing your skin is not going to help anybody.
Talking about defecting from the problem, I'm sure we can have a wonderful discussion about you criticizing me for "antagonizing" and "blaming" you. Textbook ad hominem, genius. Turn your personal sensitivity down; you wouldn't get so riled up about people criticizing you for glaring flaws.
Here is an illustration of the hitboxes. Seems awful, right?
Not really. The killer's hitbox (meaning the area where they swing) is in a fixed cone ahead of them. The upper part of the hitbox won't really ever come into play, as the cone is fixed at a specific height. Plus, the swing travels slightly diagonally; even if it grazes the top portion (where Meg's head is) where there is a generous space between the hitbox and her model, the swing will still follow down and make contact with her model.
Now, imagine what would happen if hitboxes were completely tied to the character model. Not only would it be so much more strenuous on systems to have multiple elements of multiple hitboxes moving along multiple axes for multiple different animations, characters, and perks (when using diversion, your hand might get chopped off by a stray hatchet), there wouldn't really be a benefit. As stated before, the killer swings in a specific cone; hits that look unjustified because of the space behind their backs will eventually make contact with the lower part, and this has more or less been fixed by the new locomotion change, with survivors standing up straight.
This is the hitbox for huntress hatchets, the most maligned hitboxes in all of DBD. These aren't as bad as they seem either. The lenient amount of space on both the right and the left of the hatchet is generous, indeed, but peanits does a very good job at explaining this.
"Here's an explanation from Peanits about huntress hatchet hitboxes:
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The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.
The hatchets, on the right, have a spherical hitbox.
Why?
When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.
Now if you were to make it more closely match the size of the hatchet, you'd end up with this:
In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.
To go back to the first hit, this is the scenario that played out:
This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:"
"
All goes to show that hitboxes are more nuanced then you apparently think. If you want to suggest a fix, go ahead. But until you do, I'd hold my tongue.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2028341#Comment_2028341
I guess. It would be unique but I dont think its a good idea. I'm not against the idea, I just think its very unlikely to happen. Maybe as a legendary skin though.
Right, more popular characters are probably going to take up that slot. It's just that it seems a bit generic to me, valiant, heroic young survivors with stunning looks and voluptuous bodies and whatever. Middle aged half-villain scientist who wears mom jeans would shake things up.
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@berzerkfatality said:
https://forum.deadbydaylight.com/en/discussion/comment/2026121#Comment_2026121
Uhh its a fundamental functional issue with the game. It needs to be pointed out and fixed. And no hitboxes are not fixed or fine. I am getting hit by kilers that arent even near me or after I dropped a pallet. Wake up. Are we playing the same game? This is the point of forums hello? To point out issues and get them fixed so shh.
The point of the forums is to have discussion, not to rant and rave like the Karen at the Nordstrom Rack who says "You've just lost a very valuable customer" after they refuse to take back socks she's already tried on.
Getting unfortunate hits is the result of not only hitboxes, which have been addressed in both my and most other players' experiences, but also latency. If your WiFi is as dumb as this post, then 1) you will perceive the killer's position is further behind than they actually are 2) you will get hit in bizarre situations (in your view) because of that lag. It's incredibly presumptuous of you to assume that your experience alone reflects the entire state of the game; the whole world doesn't revolve around you.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2026093#Comment_2026093
Why would she be on here?
It would be nice to see a less iconic character. Plus, we haven't had the obsessive scientist archetype survivor.
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1) The pallet drop animation itself takes time.
2) You still have to get the stun. It's just an adding insult to injury.
3) Even if you do get the stun, sometimes it's better not to abscond away. If you'e at a powerful loop in the middle of a dead zone, it would be ill-advised to just hold W; you want to make distance, sure, but you also want to find a safe spot. It'll really only be worth it with very unsafe pallets, to get some sort of value out of them.
4) If you don't find a pallet or the killer respects it, you don't get value. Believe me, they're going to respect pallets once they know you have smash hit, although that could be a subtle buff in your favor too.
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This community complains so much. Jeez.
If it's really that bad, just quit the game. Nobody's holding a gun to your head and forcing you to play clown.
Plus, they have worked on hitboxes. They aren't going to be perfect, even if it's pixel perfect to the player model (getting the top of your head grazed by a hatchet will still be the same if it hits you square in the face). Even minor things, like the autohaven trucks, are good enough.
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To be fair, that's a criticism of play style not the perk. There are plenty of times where I wish I had self-care, since I need to heal up but I can't find any other survivors or they're working on a gen while the killer has pop and I need to go for the save. Self-caring Claudettes in the corner of the map can get face camped into oblivion, but the perk itself isn't that bad.
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I absolutely despised the old disturbed ward and swamp. Not only is it incredibly difficult to see stuff, but Swamp is ridiculously large and makes it difficult to keep up pressure, relative to other maps.
Haddonfield is actually a blessing to me. I really don't find it that bad, as a shameless pig main.
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She's got style but Zarina is the only survivor with true fashion.
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It's not that much of a cooldown. 3 seconds is a measly amount of distance, and holding W is a very weak tool, especially against ranged killers or high-mobility killers. Rather than holding W, you use the speed boost to find a loop and get into position. Then, it's a test of who can loop better.
If the cooldown is really that bad, run STBFL. I don't like it because I really never get use out of it (even at full stacks), but if the cooldown is that concerning you can try it.
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In purple ranks, there are very few sweatlords and I have license to run fun perks that I actually like. When I play survivor, which is much more difficult for me, I enjoy purple or green ranks. That's where my looping level is at, although there are a lot of campers and my teammates are total potatoes.
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I'm sorry I don't see Annette Birkin anywhere
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Well they are meta perks for a reason.
Pop is negotiable. I personally prefer ruin. BBQ is there because who the hell doesn't want more blood points? Most of the time, I forget to even look around for auras. Just give me my money.
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@Yumyumtasty said:
https://forum.deadbydaylight.com/en/discussion/comment/2025337#Comment_2025337
even if you find the Make your Choice which is easily countered by stealthing by the way unless the killer proxycamps at which point he could've hooktraded in the first place, DS is still the same power ASSUMING ssurvivors are not running around injured in the first place which they often are.
The same principle applies. DS is countered by slugging. It's not perfect, but it's a counter. Similarly, MYC is countered by 1) stealth 2) drawing the killer to the hook. If you're confident in your looping ability or the killer is severely preoccupied/pressured, meaning that there's less pressure on you, you can just unhook and carry on with your day. Analogously, you can eat a DS if you have enough pressure on the survivors; it's a fart in the hurricane.
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@Yumyumtasty said:
https://forum.deadbydaylight.com/en/discussion/comment/2024286#Comment_2024286
Stop calling that crap a counter, if you down a survivor who you know has DS and don't pick him up the perk still did it's job because otherwise he'd lose a hook-state. The only actual counter to DS is if you down a DS user and you see a chaseable-target which good killers already go for anyways.
Getting mad at perks for doing their job, are we? Might as well start yelling at Make Your Choice for having a "crap counter."
Perks are not supposed to be completely circumventable. If they are especially powerful, then they will have a closer thing to a direct counter. Hexes can be cleansed. DS is considerably less powerful than hexes, and therefore is fixed by slugging. Even if you aren't getting a hook state, which is typically bad etiquette (to hook the same survivor consecutively), you force the other survivors to make the journey and come heal that person. In the meantime, you can just continue along your way and find another survivor. That's assuming you find the DS survivor anyways.
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Nea and Quentin are already killers. Nea is the entity themself and Quentin murdered beauty.
Yun-jin and David would probably be the most probable killers.Yun-jin has an obsession in her vanity, in addition to her resilience. Her lore makes her out to not be the best person either.
David is the guy who fixes problems with his fists. Violence is literally prerequisite #1 to murder.
As for killers, Wraith, Pig, Legion, Plague, and Blight are probably the most likely. Wraith isn't necessarily violent; he is clearly revolted by the revelation that he has committed murder in his lore (until he killed his boss but we don't talk about that). Pig is just a normal human being who follows Jigsaw around. God knows why she's working for the entity, maybe he has better employer insurance. Legion is just a bunch of teens with knives. Give their knives to David and watch them freak out. Plague didn't do anything malicious either, she's just a jingoistic devotee religious nut. Blight is pretty much just watered-down Doctor. He doesn't seem to have any inner maliciousness, just obsession with experimentation.
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It's unfortunately a very much viable strategy. Even with DS' measly single stun, you can hard tunnel one survivor out of the game. If teammates are altruistic, you have comfort in the fact that gens are not being pressured. If they don't, you have free license to tunnel this guy.
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Absolute immunity was never a problem; I just slug them and let them get picked up because I usually don't like to hook consecutive survivors in a row (just because I used to play survivor a lot and it was not fun). Even if they jump into a locker, it's not that hard to find another survivor, and if you're keeping up enough pressure, I often just eat the DS.
Don't be such a sensationalist. DS can be annoying, but it is equally counterable.
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If you can get a stun at an unsafe pallet, it's a lot of distance but nothing commitment won't solve. However, at strong loops, you rarely will want to abandon the loop until they break the pallet.
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In some cases, the killer will still be committed to chasing you, even if they break the pallet. Plus, Lithe can often be "wasted" by vaulting windows, a usual necessity. Moreover, smash hit is getting a 4 second sprint now, so it'll be a very useful perk to make use out of unsafe pallets.
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First off, they're called "blinks."
2 per minute would be absolutely ludicrous. She's literally slower than survivors, and once survivors get a hang of her, she's pretty easy to juke out. Only when you get very good nurses does it become "impossible" to escape her.
For that, you won't get any use out of these petty and minuscule nerfs to limiting her blinks. That only throws off less experienced nurses. A good nurse will know how to land precise blinks and predict survivors, even through LoS breakers.
The issue people have with nurse is that once she lands a blink, you're screwed. She might as well be right behind you. The solution to that is to give survivors a chance, even after landing precise blinks. Perhaps give survivors an indication of where her blink is charged to, or add a small delay after blinking, only after which she can swing. This gives survivors actable information and time to act.
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Don't overestimate the value of picking survivors off of the ground. It'll only come into use if a survivor is being slugged very hard, and even then, most killers are going to be territorial around their kill and keep harassing altruistic survivors.
As scary as 8 seconds sounds, it's really not enough to make a sizable difference. In very few cases will they be able to pull off a heal, and even if they do, they better either have soul guard (*cue laughter*) or already be at a powerful loop.
Just look at For the People. It's an instant pick up off of the ground, and even in SWFs (with soul guard), it's pretty useless.
Plus, it's misguided to compare it to killer speed actions as an analogue. Healing takes 16 seconds, a killer vault takes 2. Even an 8 second heal off of the ground isn't particularly useful. Only in slugging situations will you find usage, even during which you have to pray that they don't have infectious (*cue laughter*), and that other survivors can loop decently.
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Don't underestimate the speed that victor pounces at, and his unfortunately large hitbox. If DH even activated, you would have been exhausted, but since it didn't, it means that 1) the server registers he hit you before it received your DH and 2) his hitbox hit you before you pressed "E."
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/2020788#Comment_2020788
Well this is the ancient old argument now isn't it? Perspective is everything. You've seen things like this but others might have experienced differently. It's almost the same as racism in every other problem in the world. Certain people have been treated certain ways and that shapes their perspective
Exactly. My contention is that that his perspective is incredibly narrow-sighted.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2020857#Comment_2020857
Can we have shirtless Felix too?
Sorry I'm #TeamDavid
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I think they were going for a bit of thematic consonance by making it based off of protection. The idea behind the perk is that David is the guardian angel who protects his friends; picking people up from the ground isn't directly protecting them from the killer (protection hits) or the entity (safe unhooks).
That being said, getting WGLF stacks is a pain and I would 1000% be for a safe pick up score event, right after they release shirtless Myers.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2020788#Comment_2020788
What's item-donating? Do killers get something out of items left behind?
No, it's when the baby Dwight walks up to you, drops an item, and then either crouch walks away or does unspeakable things to your pelvic area. You can't get the offerings, since what the hell is a trapper supposed to do with a flashlight, but it's a peace offering, since they could have escaped with the item but gave it up as a gift to you. It's the thought that counts.
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Well the point of the speed limiter is to put you at a competitive disadvantage, so I don't know what you expected. The keys are definitely a bit sweaty, but you really can't blame them for running BT. Camping is never fun.
All of this points to the issue of DBD being in the limbo of competitive and for fun. I am, probably like you, bored with running the same meta perk builds every time (survivor and killer), and so it's nice to have a game of mad grit demo now and then. I wish we had a non-competitive mode for goofs who just want to goof off.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/2020788#Comment_2020788
Past 3 days has been survivors not caring about killers having fun. It's more survivors then killers so it's pretty easy to see that most survivors only care about themselves. I play survivor and get a killer every now and again who will slug at 5 gens with a ebony mori on bubba
That's your experienc. We all have different experiences on this game. Don't you think it's a bit arrogant to think that your experience reflects everybody's?
And again, it's not their job to babysit you. It's not their job to fulfill your sense of entitlement. It's their goal to have fun, and whether or not that fun is at the detriment of yours isn't their concern. Plus, it could still be the case that matchmaking is just giving you survivors who are beyond your skill level. Fun in DBD is directly correlated with skill (which is why nobody likes going against SWF), and if you're playing at a level that's too high, it's not going to be fun (especially since rank reset just happened).
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Entitled today, aren't we?
Calling killers "crutch" is no testament to any quality of theirs. All it says is that you don't know what crutch means.
To be "crutch" means to be an incredibly powerful for a disproportionate skill requirement. NOED, Iri head, etc. are considered "crutch."
Huntress herself is neither incredibly powerful nor easy to play. On most maps, she sucks if survivors know how to loop properly and predict her. Bad survivors who are used to holding W will find her infuriating, especially at windows and pallets. Good survivors will know to modify their play style to always be unpredictable and out of sight. First time I went against her, I got demolished for predropping pallets and holding W. Eventually, though, you learn how to juke out hatchets and modify your looping to stay out of sight.
Her lullaby's lack of directionality isn't any sort of relative disadvantage; the terror radius isn't directional either. If anything, it's an extremely advanced warning to get a head start.
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It's not their job to babysit you. There will always be teabagging Neas on Haddonfield, but it is equally the case that there will be baby Dwights on Dead Dawg Saloon. Plus, the equal criticism is that killers don't care about survivors' fun.
Don't be so narrow-minded so as to pigeonhole all survivors as this or that. Survivors are all different; for every toxic Chernobyl salt mine tea bagging at the gates, there is an item-donating angel with compliments and well-wishes in the endgame chat, and for every item-donating angel with compliments and well-wishes in the endgame chat, there is a facecamping Bubba who BM's on hook, and for every facecamping Bubba who BM's on hook, there is a very skilled Billy that gives the last survivor the hatch.
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It's lore-compatible. He's a vengeful cowboy; of course he has a lot of hate.
I do think that the name is a bit cliched, though. Hate is just a pretty banal word; even hatred would have been better.
That being said, other words like vitriol or detestation or animus just wouldn't work. Hate is the only option that wouldn't cause severe tonal dissonance.
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The wraith can still perform actions while invisible (break actions, vault actions, open gate actions, etc. etc.), he just can't attack. There's no reason he shouldn't be able to.






