SilentPill
SilentPill
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Playing Billy or Leatherface and having the chainsaw collide with invisible hitboxes
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1912264#Comment_1912264
I dont know, I consider Pinky Finger problematic since Clown does not slow down anymore after a Bottlethrow. It is not hard to get a direct hit, especially not if you threw one or two bottles before so that the Survivor is hindered.
And "dropping Pallets early" might be a counterplay, but it is a pretty bad one, because then there are no Pallets left and you (and your team), just die later. I am really surprised they did not change Pinky Finger.
@Topic:
Many things listed are not toxic. The problem is, the word "toxic" does not have any meaning anymore, because people use it for basically everything what the other side does and what they dont like. E.g. it is not toxic to sabotage a Hook in the Killers face, it is also not toxic to run Hex-Perks. As examples.
And how is that any different from basekit Leatherface? He speeds up to ~130%, clown slows you down to 85%. So both have a one shot and a 30% speed difference.
Both you pre throw pallets against. But one is basekit and the other is an ultra rare that you probably want to run with 6 bottles for a 13,000 BP load out that’s still probably weaker than half the killers in the game.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1911735#Comment_1911735
This ^
I'm coming up near 7k hours and I've seen maybe 3 hackers.
People are vastly misinterpreting hacking for game knowledge, ping issues, or not understanding how mechanics work.
While there will always be some, hacking is not even remotely a heavy issue in DBD.
There are some legitimate reasons though. I accidentally accused someone of hacking the other day because of latency. They finished healing in the basement right as I hit them, the character screamed, fell over, and disappeared. Apparently it happened on the survivor who was healing them’s screen too since they also accused them of hacking.
It turned out to be a streamer and watching the VOD they just took a hit right as the heal finished and just walked out of the basement. Definitely not what I saw on my screen.
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@chargernick85 said:
I would much rather go against pinky finger than unlimited EW, tombstones, honing stones, plagues puke aura reading (cant remember name), renjiros bloody glove with a increase in blood droplet add on, and I'm sure theres more I'm forgetting.
I was gonna say, I can’t believe people complain about pinky finger. Not only does it take a fair amount of skill to use, but it probably only puts him on the level of base kit Billy or leatherface. It’s still easy to throw pallets, if you are out in the open you die but that’s every one shot killer.
Also “hate speeches after a game?” is under killer? I get waaaaay more salty survivors than salty killers.
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@hello_hru said:
https://forum.deadbydaylight.com/en/discussion/comment/1911480#Comment_1911480
BT is mostly fine, except when a survivor literally stays in your face with it because free invincibility and sprint burst. A visual indicator would be nice for those survivors who want to play like that, and in return make it work based on actual distance, not terror radius.
I mean it’s usually pretty obvious when they have it, when they run back to block you or start spinning in circles or something.
I just count to 15 and see if I can wait it out, then usually just down them again and eat the DS and tunnel them. It’s the risk you take!
So I have no problem with DS for that reason but when I eat the random 55 second DSs from full health survivors on generators it’s infuriating.
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I have no problems with BT, it could use a buff against stealth killers if anything.
DS should actually be anti tunneling and not just a get out of jail free card.
Unbreakable could use some sort of requirement to use and not just “oops I went down, but hey I have a perk so it doesn’t matter”
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How about: 5 secondary objectives will spawn on the map. They would take around 10 seconds to complete.
The killer could spend perks to “activate” these secondary objectives.
The survivors would suffer from various debuffs if they didn’t complete them.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1911397#Comment_1911397
Considering you cant really survive every match, no, death and depip shouldnt be equals for survivors. Unless you want all 4 survivors to escape 50-ish% of the time(rather than the 1% it currently is).
As for the hatch, the hatch is there to balance out gate-spawns. As some gates spawn so close together a killer can stand in one place and keep watch on both of them. To remove the hatch is to rework the game where gates cannot possibly spawn close enough to keep watch over both.
The victory cube is more in place for tournament setting and has no place in any casual play.
And some gates spawn so far apart it’s literally a free escape for the survivor. I’m sure it balances out.
You would not get these immersive claudettes with left behind sitting around waiting for the team to die if the hatch didn’t exist.
As it stands it’s way too easy to pip or black pip as survivor. I should not be able to 4K an entire lobby and they all still maintain their rank 1 for saving each other and dying.
Meanwhile, pipping requirements for killer basically equates to how many second chances you gave the survivors. I 4K constantly with killers like Billy and never pip because I barely M1.
I think the old system was far better and the quality of the survivors you saw in red ranks was much greater than what you see now.
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Just dump the whole system and go back to the victory cube.
0k double depip
1k depip
2k safety
3k pip
4k double pip
For survivor it’s survive and pip, or die and depip. Get rid of the hatch too. That would get rid of a ton of the boosted apes in red ranks.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1911251#Comment_1911251
It's not real life, it is a video game.
I get how the emblem system works, and how it rewards different things. But all those things are in service of killing the survivors, or escaping depending on the role. I think it's positively dumb that the game is structured in such a way that you can succeed at your main goal and still get penalized. I realize that this guy safety pipped so he's really just treading water here, but if you are killing the majority of survivors and not ranking up -- especially at this green rank in the screenshots -- yeah, that just feels awful.
I get a "oh, great, well thanks for nothing" feeling when, say, I escape as a survivor and de-pip (usually because the killer was AFK or something that prohibited diverse point scoring events). The emblem system ain't right, and it really should reward players more clearly for accomplishing their primary goals.
This one isn’t even that bad.
https://www.youtube.com/watch?v=os1FwOeXxHo&t=81m10sWelcome to DBD, where you can 4K at 5 gens left and get a depip.
The OP would never make it as a Billy or Leatherface main.
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@yoko123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1910931#Comment_1910931
I will admit that Nurse is an exception to stealth. Because of her high-threat chase ability and terrible movement speed, it's natural to exploit her unique weaknesses. For pretty much every other killer (and some of these points even apply to Nurse) though,
The problem with hiding is that it just doesn't work unless the Killer doesn't know what they're doing.
Even with no perks, the Killer can:
- Look for scratch marks in the distance
- Look for crows
- Listen for generators
- Just look around
You might crouch around the map, not leaving any scratch marks, sure, even though this is a big waste of time in most cases. You might also run calm spirit or crouch past crows, but now we're using a precious perk slot. Even then, doing generators is unavoidable, and if a generator gets worked on, and the Killer doesn't see scratch marks running away from it, they're gonna take a look around. And there's quite honestly a good chance you'll get found and the Killer will get a free hit.
Alternatively, you can sit on a generator until the Killer shows up, then sprint to the nearest safe loop. Now you have generator progress, an extra health state, and your team can now completely focus on objectives too because the Killer won't be looking for them.
Not to mention perks:
- Whispers will make sure the Killer never wastes time looking for someone that isn't around
- BBQ is map-wide aura reading.
- Discordance
- Tinkerer
- Survellience
- Thrilling Tremors
That's not all the tracking perks in the game even, but the truth is that stealth attempts are usually a waste in one way or another. Even when successful, there's no real payoff, and when the Killer finds you using common sense, you lose the benefit of being chased while healthy.
Anecdotes aren't usually worth much, but I feel the need to repeat that as Survivor, whenever I lose, it's because I get hooked and see 2-3 auras of crouching Survivors. In what situation do 3 people in 3 different parts of the map need to all be hiding? It's easy to inefficient with stealth. As Killer too, whenever I catch Survivors trying to hide, I know I'm going to an easy game off the start because they won't be doing generators.
But maybe your experiences are different and maybe you've concluded that by avoiding the Killer entirely you're able to get more generators done and escape more often without sacrificing your teammates. If that's the case, maybe I'm wrong.
The only perk you need to be stealthy in DBD is spine chill. Everything else is gravy.
Sitting at a random hiding spot is not bad at all if you are running sprint burst as well, since there is no penalty if you are found.
Hiding at a generator is always better than being chased, it wastes just as much of the killers time and doesn’t use any pallets to boot.
Just because most survivors are terrible at being stealthy, trying to hide while injured without iron will and such, doesn’t mean it’s not the best strategy.
Plenty of killers are so oppressive in chase there isn’t much you can do if they are good, and the maps are littered with dead zones.
If you watch competitive DBD, the tournament teams always start the game off playing as stealthy as possible until the first person starts being chased.
Stealth is also a good way to avoid dying in solo Q. A ton of killers have the potential to kill you on your first down. All the second chance perks in the world won’t save you if your team is bad but simple perks like spine chill can.
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@yoko123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1910906#Comment_1910906
Stealth has never been optimal in DBD. Way back with infinite loops, vacuum pallets, and OP toolboxes, you had no reason to hide, and in the current META of gen regression, you're doomed to be killed eventually if you aren't constantly distracting the Killer and pressuring generators.
The only time you benefit from stealth is.
- You are sure the Killer is not doing ANYTHING else but looking for you
- You successfully remain undetected (Otherwise, you give the Killer a free hit)
- Even in this ideal scenario, you're not doing generators which means the Killer might as well be chasing you
The moment the Killer stops looking for you, sure, you can now do generators and you haven't been hooked, yay! But now a teammate who WAS doing generators is going to get interrupted, chased, and killed. You can't hide forever, especially with Whispers, BBQ, Thrilling Tremors, crows, and quite honestly, a little guesswork.
Stealth is bad, to be blunt. Teammates hiding at the edge of the map instead of doing generators while I get chased for 2 minutes is the number one reason I lose Survivor games.
No reason to hide? Red ranks back in the day was probably 80% nurse 15% Billy. That’s it. There was no looping involved because every session was Nurse, Nurse, Omegablink Nurse, 4-5 blink Nurse, and then an Instasaw Billy.
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@Trashmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1910899#Comment_1910899
Urban evasion allows you to basically ignore PH trails and hag traps, and also works a whole lot better than fixated when there are no walls around. It is pretty hard to say which one is actually better
Fixated works at many more locations and is actually a speed boost, allowing you to do a stealthy ring around the Rosie without the killer ever noticing you where you probably would have bumped into them with urban.
It also pairs well with the best exhaustion perk in the game, sprint burst, and lets you hold it instead of having to constantly blow it to move around at a reasonable pace.
I doubt it will ever be meta but if you are good at looping it’s not like you need a million second chances anyways.
Stealth has been #1 since the dawn of DBD, where 80% of the time the killer at red ranks was Nurse and your only option was to hide or get dropped in like 15 seconds.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1910899#Comment_1910899
"Significantly" is a very strong word for a perk that just let you see your scratchmarks and makes walking 20% faster compared to perks like Decisive Strike,Unbreakable,Borrowed Time,Dead Hard etc.
You don’t need second chance perks if you don’t get into chases in the first place. Stealth has always been optimal in DBD.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1910853#Comment_1910853
The buff for Fixated was honestly the most embarassing one.
They really needed 1,5 years to realize that it should also work when injured?
Even though that was the same problem with urban evasion?
Their changes are waaaaaay too slow and in most cases just pretty underwhelming in my opinion.
To be fair, fixated is significantly stronger than urban evasion.
I think a neat build is going to be fixated, lucky break, and iron will. Especially with say blendette you could break LOS with the first hit you take and then fixated away leaving no blood, sound, or scratch marks to follow for some high risk high reward stealth gameplay.
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Injuring everyone and still needing to M1 people down is nothing.
Compare that to like Oni, who can get 2-3 entire downs from full health off the back of a single M1 hit? Not even close.
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@pseudechis said:
A few comments saying she's dull but that's just not true.
Hag is about set up and prediction. You set up well and predict well the payoff is so good it feels oppressive and people scream to nerf her.
She doesn't need to mindlessly chase, when you've placed traps well then you pop about the map like mad and down multiple survivors.
Its a poor hag who puts ten traps around one hook. Its a well planned hag who hooks someone near pre-set traps and pops back for the hook trade if needed.
Bold careless survivors who want to just run around in circles holding W are the bread and butter of the Hag and there are a lot of them.
Yes walking around setting a trap at every loop and choke point is big brain predictions. The faster you can hit control the less good your placements need to be. Or you can put on rusty shackles and enjoy one of the games premier easy modes.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1910681#Comment_1910681
... you probably weren't winning that game anyway
And yet you have killers like Leatherface who can down someone in 2 seconds, doesn’t stun himself constantly or need to reclose the gap after using his power, can 1 hook anybody he wants at any time, AND has ridiculously strong anti loop to boot. But legion is the best killer?
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“KiLleR iS eAsY aT RaNk 15”
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1910408#Comment_1910408
That wasn't how it was worded though. Hell it was basically implied that she is boring because that is all she can do; which is not the case.
https://forum.deadbydaylight.com/en/discussion/comment/1910304#Comment_1910304
That isn't what you said.
How so? She is a killer who needs intense prep time, and her traps can be disarmed with 0 effect unless you stay within a relatively close proximity to them.
No matter what her optimal playstyle is camping a small section of the map. And what is there to camp in DBD? Gens and hooks. I stand by what I said.
I like being able to move around the map and take chases freely. That’s why I find her boring. I haven’t watched any “tournament hags” but I bet they all just find a 3 gen and camp it because that’s how you play hag.
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@Pulsar said:
He's still M1 and relies on the Survivors playing poorly.
Even if he goes up against a team of average loopers, he can still make a single mistake and lose.
Pretty much this.
I have a hard time wanting to run M1 killers without multiple chase perks like enduring / bamboozle / etc but then you have to skimp out on the slowdown, tracking, and stealth perks.
You can get people injured but then you still have to run around some truck loop like 5 times before they dead hard for distance and finally drop it. Not fun for me.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1910240#Comment_1910240
You say that like she isn't one of the strongest killers in the entire game; behind only like Freddy, Spirit and Nurse maybe.
I would not say one of the major tournament picks is "Only good for camping"
Ok, and just because she is strong how does that change that I think her playstyle is boring?
Sure she can chase and spam traps at every loop if the situation is desperate.
I will play her once in a blue moon but I definitely prefer chase oriented killers.
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Because she is relatively boring, similar to trapper. You can’t take any chases, you just lay traps and spam control when they go off; then can’t even follow it up.
Only good for camping the hook or camping a 3 gen.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1908412#Comment_1908412
um ok. STBFL is actually great on him and I have played him with it many times to know for sure. Devour as I said is just fun on him and so is dark devotion.
If STBFL isn't good on him then it isn't good on Wraith either since he has no way of preserving the stacks other than going after other survivors who aren't the obsession.
You are right. I never use save the best on any M1 killer. I pretty much exclusively run it on Demo.
I’m not limiting myself to having to ignore an entire survivor when there’s plenty of other really good and consistent chase perks to run. Lobbies will have 4 DSs and you will eat them randomly sometimes.
Or maybe you get the cocky survivor who just gets into a locker in your face with DS or has object of obsession. In those cases I’m tunneling them out. I never get any consistent value from the perk. It’s nice when it works but there’s too many games where someone is annoying me or needs to die ASAP and the perk punishes me for doing it.
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@Yords said:
4/5
Devour hope is a fun perk to use on him since it gives him lethality (if you can get it to work)
I would recommend replacing rancor/DH with STBFL if you want. It works great on him since it actually makes him somewhat lethal.
Not sure why you would randomly slap devour in. Clown doesn’t down people very fast or create much pressure so of all killers it’s most likely to not work on him. And being so weak in the first place I would never want to have to play him an entire perk slot down after devour gets cleansed in the first 30 seconds of the game.
STBFL isn’t that great on him either. You have no way to save the stacks and clown is weak enough you will have to tunnel people to death through DS sometimes if you are serious about winning.
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@GannTM said:
I don’t have many perks on Clown atm but this is what I’m running right now:
BBQ and Chili
Pop Goes the Weasel
Dark Devotion
Rancor or Devour Hope
I don’t like it. Clown has no mobility and doesn’t down people very quickly so against a good team you are more than likely going to get genrushed.
I always do Corrupt, Pop, Brutal, Monitor.
Corrupt Pop is just meta on all low mobility killers unless you want ruin undying.
Brutal is one of clowns best perks since people will pre drop pallets and without addons like bleach or ether you will need to kick almost all of them.
Monitor I always use since if people are running early vs clown you will spend half your bottles just catching up to them. Monitor gets you into range where the bottle tosses are instead getting you hits or pallets
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@Skullgrind said:
Another massive addition (in a steaming pile) to the thread. You're on a roll
Sorry, I’m not some baby loser who DCs when things don’t go my way.
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@Skullgrind said:
Cool. That was a great addition to the conversation. Too bad you aren't more like your name and SILENT
Sorry in actually good at the game. Keep quitting and playing by the survivor rule book while you do it
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@Skullgrind said:
https://forum.deadbydaylight.com/en/discussion/comment/1907133#Comment_1907133
Absolutely agree. I'll take a ban and keep my sanity rather than get pissed off at some rude gameplay from immature people. I have plenty of other games to play and I didn't wait 10-20mins for a match like the survivors did.
Baby. Hardly worth of your name “skull grind”
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Speak for yourself. I never DC or give up as killer, and I will fight to the end for my 1k if it comes to that. Survivors who DC make my day
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1906141#Comment_1906141
It’s part of the game and you can play it how you want, and yes there’s bullshit stuff on both sides.
But that’s besides the point of this thread.
This thread claims tunnelling and doing gens quick is the same and has the same effect on the other person. It clearly doesn’t and whoever thinks it does should just stop thinking completely because you might wear out your brain cells.
The games are literally a few minutes long at red ranks, if you think the killer should feel bad about killing someone in 3 minutes in a 6 minute game just lol
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Alien, Predator, Chucky, the Terminator.
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1906129#Comment_1906129
Slugging for pressure stops them playing for like 30secs until someone picks them up or they get hooked. The rest of the game they can play. Tunnelling they can’t play at all.
I’m being sarcastic. The fact is gens can be done in 4-5 minutes. Only ruin or pop solves that problem on low mobility killers.
The “killer” isn’t out there to make sure the survivors have a good time. Being violently murdered is part of the game.
You think I’m going into a game as Micheal Myers, who literally murders every single person he crosses paths with, and being like “Oh I can’t tunnel this injured guy! He needs to go heal and get on a generator before I can do that!”
The reality is you will go play nice and STILL get DSd by full health survivors working on gens after hooking someone else entirely because that’s the pace the game needs to be played at with no slowdown perks.
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@Damarus said:
The thing is, that pretty much like camping, with tunneling you are not allowing someone to play the game. While you aren't letting them do ANYTHING at all, while camping, with tunneling you just allow them to get some chase points and then get them, eventually, because killers are favored by Bloodlust. Which means that, sooner or later, no matter how good of a looper that player might be, you'll get to him. With "gen rushing", it all comes down to how the killer decides to move. If you keep chasing the same guy forever, and two or three gens pop meanwhile, you can't really blame survivors. If they all bring BNPs (which aren't really so much of a thing anymore), now that's another story.
So, to make a resume: while disliking being tunneled is linked to the killer not letting you be until he gets to you, gen rushing depends on the killer not putting too much pressure where he should. Sometimes you should be dropping chases to apply pressure. Even when you down someone you still haven't hooked, hooking them instantly is not always the best choice. Can't tell you how many times I downed someone close to a gen and scared off the survivors on that gen first, or started chasing to down them and have the first survivor being revived. Which meant that 3 people were not doing gens.
Yeah? Then you are slugging, and everyone knows slugging is toxic. People who are slugged are not being allowed to play the game.
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Meanwhile I’m sitting here like hmmm, 3 games of scalped topknot + lion fang, or two games of scalped topknot + lion fang and one game of scalped topknot + Akito’s crutch? Decisions decisions
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@Gay_Police_Dept said:
Break pallets
10 traps at the hook
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Franklins demise.
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Easily one of my favorite builds in the game right now. The weak of heart need not apply, you gotta camp tunnel and slug habitually to make it work.
But it’s one of the reasons I love Leatherface so much, if I need someone dead they die. No amount of second chance perks will save you.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1904615#Comment_1904615
Whats the difference of "playing" a gen rush match, where all gens are finished in 2+ minutes and being face camped where you die after 2 minutes?
Seriously. The survivors will get 2-3 gens done within 2 minutes and then be like “stupid tunneling killer” and I gotta roll my eyes.
Gen times are insane if the survivors are not babies. Nerf ruin undying though.
I really do think the best option is to just run 1 shot killers and kill people on first hook in those types of games because there is no way you are getting 12 hooks in 4-5 minutes with how safe the maps are unless the survivors are terrible.
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@[Deleted User] said:
corrupt pop infectious monitor
I’ve been doing corrupt pop BBQ monitor. He’s not even that bad instantly picking people up since you save the power if you down people very quickly
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1904168#Comment_1904168
But a boosted killer could down a survivor within 30 secs. There's a lot of boosted killers as well, propped up with gen perks, aura perks and even killer sided maps with deadzones.
The game at its core is glorified hide and seek. It’s the survivors fault for being found by a killer who can down them that quickly.
I’m not saying to run urban evasion but even just hiding at a gen for like 15-20 seconds can be enough for gens across the map to pop at the start of the game.
In competitive play for money the survivors all play extremely immersive. Even if you are good at looping there is no reason to hand out chases for free. I should not be walking up to generators and immediately finding people with 32m terror radius killers but frequently do.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1904163#Comment_1904163
just curious, what are they doing that makes you think they are hacking?
They ran straight to me after my teammate was hooked!
They kept finding me as I was cleansing totems!
Two of us stacked on a gen and the killer came to it EVERY time!
I was the last survivor and the killer was always patrolling nearby!
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@Sluzzy said:
This is because killers are way overpowered for this false observation. Too many survivor nerfs and too many killer buffs. The bar is too high. A 4 man coordinated SWAT team should never be required to be on equal footing with the killer or having a chance to succeed.
Not really. The bar for winning is 3-4 survivors who are decent at looping, have decent game knowledge, have meta perks, and actually do gens. Even a 1 minute chase should be costing the killer 3 gens but it rarely does.
Considering most red rank survivors are extremely boosted and could get bodied by an M1 killer in the first 30 seconds of the game I don’t think it’s unreasonable for them to lose.
Im forced to run multiple gen perks as killer if I want a game longer than 5 minutes(unless I’m playing a BS killer like nurse); so if survivors want to bring in the cutesy perks like head on and deception they should have to make up for it in skill instead of relying on the usual second chance perks.
But instead they complain about camping and tunneling when there’s clear answers to both. Tons of maps are still pallet town and M1 killers have very little answer to it if the survivors have even the slightest idea of what they are doing.
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I still rarely see any. I have been playing for 4 years and can count on one hand the amount of rage hacks games I have seen while playing killer.
Compared to TF2 where literally the first game I join after a few month break a hacker joins, steals my name, and starts aimbotting people and trying to get me kicked instead? Nah it’s not too bad in DBD
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It’s pretty hard to tombstone good survivors. The first one is easier but after that you basically need 2-3 PEYF stacks because people will jump into lockers.
Any filler pallet or window also counters it. You basically have to get the drop on someone in a deadzone. If you mess it up you also instantly lose the match.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/1903291#Comment_1903291
'Tons' is subjective. I def don't see many people running it at high ranks. And like I said, there's plenty of people at high ranks that aren't actually good/make the stupidest of decisions, etc. I'm sure you've gotten to end game lobby questioning certain people and you find out they're rank 1s/rank 2-4 and you just can't fathom how they got there. Its not just solely low/mid ranks. Its a crutch perk, its got some benefit with the 6% bonus speed to everything you do, but you can def free up that slot. I come across GF and Myers, mainly GF though and I can't even remember the time I had him stalking me on a gen or on my way to a gen, and not seen him. Now if you're taking it solely for the 6% boost, go for it. But I'd def recommend something else.
Uhh I play plenty of in door maps, just like I'm sure others do. MES is probably the most common and I do pretty well there too.
You're right, there are plenty of gens w/o LoS but that doesn't change my opinion that Spine Chill and other perks that a lot of people use (DS/UB) (SC/UE at lower ranks) aren't needed. I'd rather free up those slots for something else. Thats all I'm sayin. If you find it useful for YOU, then go for it like I said.
And you are telling people to take deception instead of the “crutch perk” spine chill? It’s some of the best information you can ever have.
It’s not a perk that rewards you for playing poorly which is why I don’t consider it a crutch. It’s not “oh I got downed but I have a perk, so now I get back up” like unbreakable.
I always used to run the gold standard BT/DS/DH/Iron will survivor build but that was years ago. Red ranks was actually red ranks back then, and you could rely on your teammates to be relatively competent as well as the killer to be really deadly.
Now? You have no idea what you are going to get. You can be a rank 1 survivor and get put into a brown rank lobby (like someone in this thread already posted). There’s very little reason to be a team player. I say just go all out selfish build, and spine chill is the #1 way to avoid aggro.
I love a stealthy playstyle because if I wanted to loop all game I can just play killer.
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@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 funny because I see tons of rank 1 survivors using it. I play plenty of rank 1 killer and spine chill survivors are usually a pain, especially if they have sprint burst too.
I would love to see you survive some of the indoor map builds I frequently run without it.
Most of the survivors I play against would not need the plethora of second chance perks they usually have if I wasn’t able to just walk up and get free/downs on them with stealth killers and perks. There’s plenty of generators with 0 line of sight in DBD.
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@Wesker09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1903252#Comment_1903252
Left behind seems way too situational for me and can't use dead hard cause it don't work half the time
I mean it’s solo Q, half the time your team is going to be massacred with nothing you can do about it. I usually run it with a key. It gives me hope when the team is getting slain.
The guy above me is recommending adrenaline which is laughable since tons of your games are going to end with everyone dead before the gens are done. That’s a SWF only perk if you want consistent value.
You could do Lithe over dead hard, sprint burst is better but walking around is bad. Deliverance is also a really good solo Q perk.
I would recommend a stealthy playstyle for solo Q. The days of good teammates are gone. You could run the killer for minutes while your team crouch in bushes even at red ranks. There are way less pallets than before and the new killers are stronger than ever. It’s usually just best to avoid aggro unless it’s a weak killer, because in solo Q your first hook is often your last.
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I usually do spine chill, iron will, dead hard, left behind. If the whole team is getting bodied at 4-5 gens left cut the cord.
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It’s called play deathslinger

