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Shirokinukatsukami

Shirokinukatsukami

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  • @WishIcouldmain said:

    Stop always creating a 3 gen we would've won against a terrible Hag but No. You couldn't leave that one gen on the other side. Had to fix. Understand the three gen. It's probably people like them that got Pop nerfed.

    If you're facing a hag you have little choice in the matter. A hag that wants a 3-gen will get a 3-gen. Assuming she doesn't kill you before then.

  • Yeah thats why in this game sometimes you shouldn't be nice hahahaha.

  • @GoobyNugget said:

    https://forum.deadbydaylight.com/en/discussion/comment/1901925#Comment_1901925

    As much as this post was a joke, (obviously) I honestly agree that 4 toolboxes, even if they are just brown, can really screw up the killer in some situations, like tinkerer or pop.

    The real reason 4 toolboxes screw killer over, is because killer panics and swaps out PGTW for Franklin's.

  • Just so you know, you can break two hooks with a brown toolbox.

  • Tombstone Myers takes an ungodly amount of stalking to work, and slows him down to boot.

    Just genrush him and loop it.

    You can do it.

    If he manages to fill up the bar before you finish gens, jump in locker to force him to grab you instead of kill you.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903080#Comment_1903080

    That’s interesting. I use a similar gen strategy, except I don’t do the perimeter gens as the first one. Typically it’s a mid gen first, then opposite ends. Basically just draw a line of completed gens through the map center.

    This is how I play, but thats because I like to stealth. But If fully recognize it is an inferior gameplan actually because you are wasting time going to the middle gen instead of finishing a peripheral gen quickly. I just play this way because I'm chill and don't always play optimally.

    The point is a killer will disrupt one of the peripheral gens so you'll have one left over on that side. In 99% of cases this is what will hapen.

    If the killer is 3-Gening and just guarding one gen he will have a hard time endgame because he's basically letting the survivors finish 4 gens unmolested. 4 Survivors left on a 3-Gen is not a battle killer will win most of the time, even if it's Doctor running a gen disrution build.

  • @JediWithASniper said:

    So I’m a survivor main, and I play only solo queue. Something that bugs me a lot is that survivors do the first gen they see closest to their spawn point.

    Is there any legitimate strategy in this, or am I correct that they just don’t have any strategy at all?

    it seems obvious to me that in every map you have:

    Center - 1 gen

    Mid - 3-4 gens

    Perimeter - 3-4 gens

    If you do all the perimeter gens first, or even just 2-3, your shrinking the killers map size and making his job easier.

    It's a genrush strategy.

    Basically they are not wasting time and knocking gens out ASAP. If all 4 survivors do this it is very hard for the killer to gain momentum. It's a very powerful strategy and its why Corrupt Intervention is such a powerful perk, because it completely prevents that strategy. CI is the only counter killers have to a 4 Man Commando Squad doing a genrush strat.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903706#Comment_1903706

    I would do that to but I just mean with what the guy originally said about farming them I don't think he's to interested in doing that lol

    Don't read too much into it.

    I just said "farm" on a whim. I barely use either of the three perks actually (WGLF, DH or SB) and of course I always go for safe unhooks unsafe hooks are silly and something only newbs do. They already nerfed WGLF farming so that people would stop doing it.

  • It's fine if it spawns nearby. In that case with teh saloon I combed the place and couldn't find it. I guess it was that 1%.

    Was just infuriating, because there was a thread about map offerings so it got me to thinking to try them out, because I never used them before. They were just gathering dirt.

    So I broke out 15 map offerings or so (lost track) and it was infuriating because the game kept screwing me over. When I used the Shack offering it would keep giving me Lery's, The Game, and Hawkins so the offerings were useless. Then I tried using the one which spawns it in the main building, I woudl kee getting Shelter Woods, even got two Shelter Woods in a row the first two times I ran the main building offering. Then I tried spawning the Basement in the Killer shack and it dumps me back into Lerys.

    I mean this stupid ****ing game screwing with me, lol.

    I am 100% convinced there's an algorithm that matches you to a Hawkins Map when you burn one of these offerings.

    Then the one time I finally didn't spawn in those three maps, I spawn in Dead Dawg and I eagerly loo for the hatch in the Main Building and it isn't even there. LOL.

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903550#Comment_1903550

    Yeah my overall opinion is it's a good change. I too hope to see some devour games ran with undying.

    Yes definitely it was a healthy change to game. Even against swf the time it buys is uncanny if you have had to cleanse all totems to remove ruin.

    Now the calculations I made were to try and show people how often the unfair part of undying occurs. Yes it's not a metric to gauge an escape rate but it definitely plays a part in the escape rate of ruin + undying games. I was trying to point out that the killer complaints about it being overnerfed are fairly valid because two undying totem cleanse games were very escapeable in my opinion.

    2 Cleanses is not always escapable. Depends a lot on the skill level of the killer and survivors.

    There are times when no Undying and just Ruin is enough to kill everyone. I played a match earlier today with a Freddy using Ruin Undying Tinker and we couldn't even find the totem (Midwich hahah) and we couldn't even finish a single gen before all of us got killed. But Freddy didn't even need Undying we couldn't even deal with the first totem and we couldn't pop any gens because he was always there when he needed to be.

  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902582#Comment_1902582

    I've seen just as many killer ideas invalidated /ignored (whether rightfully or not). Ironically, I've seen a killer bring up DS/unbreakable in an argument against ruin/undying and got immediately invalidated because whataboutism. I think both sides get about equal push back.

    Also, a lot of the time a killer shows a killer being weak or how powerful survivors can be/ powerful perk combos, survivors tend to say that the killer is bad. Same idea.

    Both sides like to play the Whataboutism card, which is hilarious.

    BHVR doesn't favor either side. Believing otherwise is just delusional and extremely myopic. BHVR simply does what must be done to balance the game as best as they can. If we want to talk about which side got more balance changes in their favor it's definitely killer, not even a question. Does that mean BHVR is killer-sided? Of course not.

  • What are constellations? Are we playing Genshin Impact now?

    image.png


  • BP penalties and medals isn't an issue. Or even vaguely a deterrent.

    You see people slugging and camping and other things which will cost them pips and blood points. They do it gleefully because they don't give a flying fart about bloodpoints and medals.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903659#Comment_1903659

    I mean if you farm for the stack and dont have BT, you aren't getting it because it needs to be a safe unhook

    Don't sweat the small stuff.

  • Doing gens is the counter, but it's not a solution.

    Camping is a problem in this game but it's like nobody wants to admit it.

    We've all given suggestions over the years to fix this but they fall on deaf ears. I used to try suggesting it before, if Killer is within range of the hooked survivor the sacrifice timer slows down or stops entirely if in face camp.

    People said it's too abusable. Perhaps.

    But the games mechanics are broken and make for camping and tunneling, and it's just a miserable experience for the person being camped and tunneled.

  • And then you have the third type: me.

    I don't use either Sprint Burt or Dead Hard. Instead I use We're Gonna Live Forever and farm you for blood.

  • I just finished a game on Midwich with no gen in the Piano Room. It definitely doesn't always spawn one. Meanwhile the chem lab had one.

    So as Bwsted said, you get either or but not both.

  • I checked all around, under, and over the saloon I even checked the 2nd floor just to be safe.

    I have really been having ######### luck with these map[ offerings. Used about 15 of them now and only ever saw the hatch once. It's pretty sad actually. This is the first time I tried using the map offerings and they don't work for me at all.

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903267#Comment_1903267

    Its insanely strong if you can make use of Deception in chases (like rounding a corner breaking LoS on the killer for those few seconds).

    People recommending Spine Chill...no, just no. If you got good awareness and can multitask on gens by looking around constantly, you'll never need it. Ofc if you are prone to jump scares or aren't as aware (this is usually for low ranks/mid rank players) then go for it. But the idea is to free up those slots. Thats why at red ranks, you'll barely see anyone using it, Self Care/Urban Evasion b/c they only hold you back from improving and you overall don't need them.

    Kindred is a very strong perk in solo que so I'd def adapt that into your build if you can let go of something else. I personally don't use it a lot, but I can't deny how useful it is when you're playing with an uncoordinated team. Trust me, as you rank and you do eventually improve to red ranks, you'll see people playing a lot smarter. You'll still have those games where you have bad teammates but the main focus is on improving yourself so you can still rank up when everyone else ranks down.

    Good luck man. :)

    That's plain wrong dude.

    Spine Chill is a very strong perk. not just for detection but also for the speedboost you get in vaults and incidentally in other places.

  • Use:

    Appraisal, Plunderer, Left Behind, Inner Strength.


    At start of game open all chests, fish key.

    Then look for totem for emergency healing.

    Then hide until your braindead teammates are all dead, then escape through hatch.


  • @shadowman0105 said:

    I usually pull up a YouTube video and wait for them to get their kicks in.

    But yeah I usually leave if I know everyone is safe or there is noed.

    Me too. If I got stomped I just kick the door open and alt-tab out of there until the game is done. If they don't want to leave not my problem, the EGC timer is on so it'll end soon enough.

    As survivor when the killer slugs I do this as well. I just leave and do something else. Not even sure if I bleed out or got hooked, I just come back to the endgame screen.

  • @jrinkwater said:

    Am I the only noob against this? I don't want a totem tracker. I like the idea of hunting them and not knowing if they are all cleansed. My immersion is being eliminated as this game grows and some element of surprise is nice. I, myself, like to do them but would hate to know the count as I have absolutely memorized every single spot. You'd be sorta helping solo que survivors but immensely helping SWF groups. As someone that does both, I am just sick of the info in this game. Hook counters is one thing, as is gens because they are a main objective.... but totems? Let them be in the killers favir by being a question. If its hex anyways that is active, totem counter hardly matters. Really only hits noed hard.

    You're the only one who likes to do that.

  • Deathslinger is fine.

  • Nah, that reeks of soccermom participation trophy nonsense.

  • @KateMain86 said:

    An offering to make the match completely unfun and unfair for 1 survivor that they have no way to prevent? No thanks. Why do you want this? Are you having trouble finding survivors with your BBQ & chili, whispers, discordance, Hex Undying and everything else killers have that literally tells them where survivors are? Sorry not trying to be mean but this is literally a no fun allowed idea for survivors.

    What are you talking about? It's an offering for Survivors.

    This isn't unfair for the survivor. He's not going to literally start next to the killer in his view. He's going to start on the killers side of the map, nearest the killer opposite the other survivors. This is actually good for the survivor, because the killer tends to move towards the other survivors and doesn't search the other side.

    With Corrupt Intervention in play this also spawns the survivor near an open gen.

    These are advantages for the survivor.

    You have completely misinterpreted the suggestion.

    @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902655#Comment_1902655

    Because if survivor's can have Vigo's Shroud then the killer should also be able to have an equivalent for them too. RNG already does that to them anyway.

    In all seriousness though, that offering combined with BBQ can be pretty broken if the survivor affected doesn't have a stealth build. I would say when it comes to shroud offerings, the only change that should be added is to move Shroud of Seperation to survivors and Shroud of Union to killers.

    You also misunderstood.

  • This is just the kind of game that attracts immature gamers. That is true on both sides.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902846#Comment_1902846

    She is actually stronger than most. You can watch otzdarva's tier list video on all killers and listen to him explain why.

    I have never watched an Otz video but I've never agreed with people who say Plague is bottom tier.

    They call her power useless because all you need to do is not cleanse, and she becomes an M1 killer. I'm like, are you people for real? That basically makes her power read as: "All Survivors have No Mither, but instead of being quiet and leaving no blood the are extremely noisy and glow green."

    How that isn't a strong power is beyond me.

  • My last match yesterday was against the Twins.

    But yes, not exactly a popular killer. And was rare even when they first came out. Most people steered clear from day 1.

  • My survivor queues have been great for the past two weeks. The worst it at night primetime where it goes 5 minutes.

    Every other time of the day it's 1-2 minutes. Things are improving for my region at least (South East Asia)

  • Trash perk ever since the nerf.

    On some maps it's good. But not better than Lithe. Lithe is as good as Balanced Landing but works on every map.

    No reason to take it really ever since it got nerfed.

  • @savevatznick said:

    I have no idea. Loops like that are basically nurse+spirit only loops. Even with the pallet down it is a ridiculous structure.

    It seems that their map spawning / pallet weighting system is really, really off. Sometimes I'll get a map spawn that is OK, but other times I'll get a spawn of a map where it is entirely safe loops. It really feels like at times I am at the mercy of map RNG because there are enough safe loops at any part of the map that I cannot complete a chase in a timely manner no matter what I do.

    There is literally no killer /survivor interaction at non-mindgameable safe loops, just looping until the pallet drops and kicking it. Trying to mindgame it only wastes more.of the killer's time. I don't know why having so many of them is healthy for the game in any way.

    Trapper and Hag can take care of these loops too. Also Bamboozle.

    @[Deleted User] said:

    Because the devs don't seem to know what looping is, so they have no idea how strong it is.

    Just look at the house of pain on Badham. Depending on what windows are open the building is basically an infinite and it also has a god pallet. Instead of balancing the building they literally made it STRONGER by adding a breakable wall which must be broken. As someone said above, these are just Nurse and Spirit loops.

    A baseless observation, considering the devs have fixed many god loops.

  • Most killers are also bad at this game. They keep whining about DS and UB and DH.

  • @Creesh said:

    Right now the main mechanics to keep players playing are blood webs and the rift. However after prestige 3 there isn't much reason to continue racking points into the blood web as you get no prestige cosmetics or any new perks or offerings or addons. The rift is unnecessarily hard to grind, there are no fast ways of getting rift fragments apart from the missions you get in the tome and after that you have to get them from levelling your account, which is extremely time consuming and is super inconvenient. For the people who finished rifts and tomes to their full extent they don't have much to play for, as after that they are back to grinding for blood points for the blood web, which doesn't reward anything significant outside of items, perks & addons. There needs to be a reason for players to keep playing that won't rely on a rift having top open every few months, but rather a consistent mechanic for progression that will reward the most dedicated of the player base. The closest thing we have to this is the player level, which unfortunately doesn't reward anything outside of iridescent shards, which is just lazy and also takes an incredibly long amount of time to accumulate enough shards to unlock a crappy yellow/green outfit that is nothing special. Devotion is also super useless, only visible to you, doesn't really reward anything, it just resets your level so that your shard gain goes back to early levels.

    There needs to be a mechanic that would keep players playing for the sake of progression, or just something new to freshen up the gameplay experience. I know we already get frequent killer & survivor releases, but the fresh feelings wear off after a few weeks of playing, and it will be likely that the most dedicated players have already unlocked everything there is to unlock for the new killer.

    I have been playing this game since the start and I've been all the way there since the Beta, but I eventually found myself becoming bored of the game after I was playing for years. There is a very good reason why normal players don't spend as much time playing this game as streamers do, unlike normal players, streamers get paid real money to play this game so therefore they will always have a reason to play. Normal players like us have to rely on the content updates and progression to keep us intrigued, but there'll become a point when levelling the blood web for the 30th character just won't be fun anymore, as you get nothing out of it apart from bloody cosmetics. The archives is already a step in the right direction, however it just isn't frequent enough to be an experience I'm willing to indulge myself in daily, and after finishing all of it there isn't anything left to indulge yourself in for the next month or so, it just isn't frequent enough, which is probably the reason why they made the rift so hard to grind, as to keep players for longer, but if you ask me that is just a lazy excuse to not make more content.

    I feel like a really good way to combat this would be as simple as refining gameplay elements, similar to what they did with the addition of breakable walls, which was a very welcome change. Over the past years of the game the trials didn't change up much dramatically, apart from the many balance changes that came, the relative goal for the stayed the same, and so did the core gameplay. The gameplay elements for survivors has always been the same. Unlike killers who get released every couple of months with new powers and gameplay mechanics who bring something new to the table, every new survivor only brings voice effects, apparel and new perks to the game. For survivors the game has always been the same, repair generators, get chased, die. Small additions like totems which then turned into huge game changers was the biggest step in the right direction since a long time, but apart from that there is not much else for survivors to do in the repetitive trials.

    Another good and easy way to combat this would be to add more rewards for players who dedicate their time to levelling their account and characters. I have always thought that there should be more prestige levels awarding more unique and exciting rewards, I thought things like after prestige 3 we can get more cosmetics, charms, perhaps the addition of player cards in post game screens, anything to give us more reason to collect and pile and dump these blood points into characters that isn't just to get some addons and perks or offerings.

    However, probably the biggest change to the game that could really drastically improve its replay value is the changing of the ranked system. Right now any idiot can get to rank 1 with limited effort, it is just simply too easy to rank up and you also get NO rewards for doing so, so what's the point? I feel like ranking up should be much harder, similar to how many games like overwatch, rocket league and lol do it, they should be made up of divisions like gold platinum diamond etc. Not only would it be more meaningful than 'rank 1' or 'rank 20' and things but it would also be more appealing. But that's just the visual aspect of ranked, I feel like there needs to be a reason for people to reach high ranks, which is where I think seasonal rewards should come in, that way people don't get the urge to derank when they reach a higher rank, as there is LITERALLY no point in trying to rank up into higher ranks, longer queues, more toxic games and teammates, zero reward for playing in high ranks etc.

    All in all the game needs something more fresh to it other than new killers being released every couple of months, there should be more of a reason to grind games that isn't to finish up an unfair rift or to level up a character's blood web so you finally get BBQ 3 or some crap. I feel like the game would instantly become more fun and popular if I had more of a reason to play for that isn't getting blood points for people I have already prestiged, if there was a consistent reason to grind every time I start this game I would no doubt play it non stop, but that is the problem, it has nothing like that, eventually when you unlock everything the game just becomes bland and it is real sad it has to be that way until the new rift comes out, after which you'll be left in the dark again for months.

    No, those mechanics are what keep you playing.

    I don't give a crap about bloodwebs or rifts. I've unlocked everything I've wanted in this game. I am still playing it after literally thousands of hours of game time.

    The game is plenty replayable. It is simply fun to play on its own merits.

    If it isn't for you that's fine. But for the rest of us it is plenty replayable.

  • @GoobyNugget said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902078#Comment_1902078

    BT and unbreakable aren't problems, since most of the time why would you even go out of your way to tunnel? Unbreakable only causes problems when you pair it up DS, other than that those 2 perks have no reason to be hated imo.

    A lot of killers hate BT and Unbreakable because they are campers, tunnelers and sluggers

  • @Phasmamain said:

    Look I understand if you main spirit. She has a cool design and intriguing power but please for the love of everyone’s sanity don’t use stridor.

    This is the one time playing survivor where what I do doesn’t matter. I could do any mind game and be outplayed because this guy has a perk.

    its worse when spirits who clearly don’t need it still run it. It’s training wheels for an already fairly easy killer.

    Its pretty much old tinkerer except it only works well on one killer

    Even iron will can’t save you from this #########

    i had to slog through three of these today and honestly felt like uninstalling. How do they want to nerf Freddy before this?

    Just use Iron Will and No Mither. No more Stridor problems!

  • @Iosefka said:

    The pig. That lady with the pig mask and the snowflake assasins creed wristblade, and most of all, those damned face traps.

    I will admit I don't have a lot of experience playing killer, but i look at this one and i can't see any drawbacks that the others pay for their abilities.

    Those traps are the big deal. When/if you get unhooked, you need to go track down the key for your trap, or you die. And thats not even guaranteed, yesterday i died to a trap, after finishing searching 3/4 of the jigsaw boxes on the map and not finding the key.

    Usually i do find it though, usually the mask doesn't kill, that was just an unlucky day.But the much bigger deal is, the time it takes.

    I could understand if the traps only killed you on leaving, but otherwise had no time limit, so you could take your time searching, do objectives and look for the key whenever you find some spare moments

    I could understand if the traps had a time limit, but escaping would prevent it, because then you could try to ignore it and focus on objectives, take a gamble

    But it kills in BOTH cases, so your one and only choice is to go look for the key immediately. Time you spend looking for a key is time you don't spend repairing generators, this is hugely powerful.

    It also makes you predictable, she can patrol the jigsaw boxes and easily catch people trying to get their masks off. They can't even hide bcause of the accursed beeping

    This seems far more powerful than the unique abilities given to any other killer. I'd say freddy is second place, but he still can't hold a candle to this. Pig doesn't even need to hook anyone, ever. She can just go around doing knockdown and mask all day

    What does she pay for this ability?

    I know she's got that wierd stealth attack, but that is clearly optional. I've had plenty of cases where pig just runs up and hits me in plain view.

    She's still got the "higher than survivors" movespeed and can win a chase. maybe she's slower than other killers, but it doesn't feel like it's making a difference

    Can anyone explain to me how the pig is not the most overpowered killer in the game by far. To such a degree that she eclipses all the other killers, and would presumably be played by everyone all the time if she wasnt locked behind a paid DLC

    Entry cost aside, i can't see any drawbacks.

    I recently created another post about Pig and i am successful with her. Her Trap pressure is amazing and survivors literally hopeless

    Pig isn't as strong as you think.

    The reason why you are having such a hard time, is because only die hard Pig mains still play her. These are players with thousands of hours of experience playing Pig and stuck with her through thick and thin even after the many changes in the game screwed her over.

    You are simply going up against far superior players. Don't read too much into it.


    You are guaranteed to get the trap off if you search all 4 traps.

    The traps waste time, yes, but I have managed to escape with a trap on my head many times. If you want a killer who is better at wasting time even Legion is better at it he goes around on stab fests and gets everyone injured, needing to mend. Pig's traps don't really waste that much time in the larger scheme of things. It's mostly psychological pressure on you.

    She feels hard to play against when you're new, but in truth you can just ignore the trap and do gens most of the time, and work on the jigsaw puzzles when the momentum is more in your favor.

    If pig is patrolling the jigsaw puzzles that's pressure that's not on gens. It plays on newbie survivors who have no idea what theyre doing and panic and run for the puzzle boxes the moment they get off the hook. Don't be that newb and pig wastes time camping puzzle boxes. There are pigs that are sadistic and use the addon that reduces the puzzleboxes to two, and she camps those. But that's really a losing strategy that will only work on shrubs.

    Pig also has a limited number of RBTs so once they're gone she's essentially just an M1 killer with Urban Evasion.

    Pig is not that strong. Pretty much both survivors and killers agree on this. Only newbies find her strong, because psychologically she causes them to panic but in reality if you keep your cool her power isn't that strong.

    What makes Pig strong isn't her power, it's the player using her.

  • @Viberum said:

    I can’t hear as well nor can I discern where a sound is coming from so no she’s not easy.

    If you want to determine where sound is coming from don't use headphones.

    Get a proper set of 5.1 speakers. Makes a huge difference. When a sound comes from behind you it will literally come from behind you and it's very easy to tell. Headphones rely on digital sound imaging to trick your ears into thinking sound is coming from behind you when in reality it's just left and right. 5.1 speakers have the sound coming exactly where it's supposed to come from.

  • @Karao_Ke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1901356#Comment_1901356

    6.5 minutes sounds too good to be true. It's usually 15 minutes if I'm lucky lol

    It's 2:06am here. Queues have been good since last week. Queue time is less than 5 mins for me.

  • @Kebek said:

    I personally don't play spirit almost at all and when I do, it depends on the survivors how well I do. Generally, I miss a lot of phase walks and get juked by good survivors pretty often so I wanted to know how do the poeople who keep saying how them playing spirit, is ez win every match, do with her.

    Do you actually almost never miss a phase walk or never get juked. Every chase ends seconds after you land the first hit. Always on point each time as phase walking is supposed to be extremely easy to land.

    I can understand some of it while using stridor on an injured survivor but a lot of the time, survivor just heal and then you have to correctly predict them without sounds which I find pretty challenging vs good opponent who excels at mindgames, at least from my POV without experience.

    All killers depend on the survivors.

    contrary to popular public opinion neither survivor or killer is braindead to play. Skill matters. For everyone.

    Some killers have lower skill floors than others. Spirit is one of them. But she still takes skill to use, so your observation that she depends on the survivors is valid. But that is true for all killers, especially when you aren't particularly good at a killer yet.

    As for Spirit, Spirit relies heavily on hearing and prediction. If you aren't good at predicting survivor movement she is a bit easier to juke. This can be offset though with a good sound setup and using perks like Stridor. There are spirits I've gone up against who are extremely good at are almost impossible to juke, and who rarely miss their spirit walk attacks.

    As with everything in this game, practice makes perfect and skill matters.

    That said Spirit is one of those killers that is easier to get kills with than most. The reason is because she is powerful in chase and she is powerful when it comes to applying map pressure due to high mobility. This has always been true and is still true even after her rework. And when she uses addons that boost her spirit walk she can be very, very oppressive. Like the ones where she barely has any cooldown after a spirit walk.

    Spirit takes skill but her skill floor is a lot lower than most other killers.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1901642#Comment_1901642

    The problem with it being frustrating, is that it doesn't mean it's OP.

    Going against doctor is frustrating and annoying, is doctor OP? No. Same thing with old ruin. It wasn't OP, and yes it was used by 99% of people at red ranks, but so is bbq, so is dead heard, etc. A perk being overly used doesn't mean it is OP, specially in this game when there are so many situational perks and perks that give you no value whatsoever.

    Undying + Ruin was unhealthy for solo q. Old ruin was fine for solo Q and still gave the slowdown value that killers need.

    Naw man. Old Ruin was definitely OP. Especially when you look at the game as a whole and not just from the perspective of Commando Squads that can hit great skill checks all day without trying.

  • @kyogul said:

    Today I came across a streamer talking about the changes to Undying, and saying how it's actually going to promote gameplay that survivors dislike most, which is camping. The way Undying+Ruin is now is heavily promoting the killer to move around the map frequently rather than stays sat in one area, and I think he is correct, and I'm starting to think the streamer has a point, but wanted to discuss it. What do you lot think?

    Undying/Ruin players already camp, slug, tunnel, and play in really annoying ways. And in fact it's usually the ones using Undying and Ruin that play really sweaty.

    So not really. The nerf is an improvement. Period.

  • There are reasons to self care while Exposed.

    You might be trying to stealth the killer because you're one hit away, and if you didn't have ironwill....

  • There is no way to improve matchmaking. It's all random.

    If it is not good for you stop playing, and don't be one of those lobby dodgers.

  • @darkcloudlink said:

    I've been wondering lately about how effective going out of your way to cleanse all 5 totems in a match is. I'm not really trying to start any sort of NOED argument or anything of that nature, but more often than not, especially when I play solo queue, I find that unless I run Detective's Hunch and, given the opportunity, cleanse all 5 totems myself, totems rarely get cleansed outside of hexes. I can understand the 4 man SWF sort of approach, but a solo survivor or duo won't likely be able to do every one. 9/10 times, if I see a totem, I do a totem, that how I play, and that's how I always play, but I came across a survivor today who couldn't understand why we'd cleanse totems when ruin was gone, and insisted it's useless. Do any of you feel like cleansing totems is useless outside of visible Hex perks (Ruin/Undying/Devour Hope/Huntress Lullaby etc)?

    I do this all the time.

    I also have a survival rate of about 20% so you can make your own conclusion on how effective a strategy it is.

  • I don't even use exhuastion perks. So I am for this. I rather you have an exauhustion addon than any of the more broken and really powerful add-ons.

  • If the nurse is bad when the next tome hits I'll even specifically let her do whatever challenge are in the tome on me.

  • I don't dodge. Only dipshits dodge.

    I don't even look at the lobby most of the time. I just leave the game on looking for a game while I go and eat something, mix some coffee or tea, or shitpost here on the forums. As either killer or survivor.

  • That's pretty sad. I am using a 3-generations old video card and a junk CPU on PC and I don't have that problem.

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