Slashstreetboy
Slashstreetboy
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@xEa said:
Sanctum is yery killer sided map, like Ormond is very survivor sided.
For me, Family Residence is the better and more fair version.
Kinda disagree on this one. The Family estate is HUGE and provides lots of foliage to hide on top of a lot of safe pallets and jungle gyms. It´s fine for high mobility Killers that are also good in chase. For the others (17+) not so much.
The same applies to Sanctum, yet it´s considerably smaller. Hence it´s more balanced, imo.
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I feel Sanctum of Wrath is the most balanced of those and visually very pleasant. Basically the exact opposite of Ormond.
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It´s Badham until Lampkin Lane is reasonably balanced for both sides.
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Plague gameplay is very unique. It´s certainly not for everyone, it might be for you, though.
What makes thi chapter so good is that plague comes with "mandatory" perks. Dark devotion is neat, but corrupt intervention and Infectious fright are neccessary perks on certain Killers and builds. Without them you´d be at a severe disadvantage. It´s also a grindable chapter!
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Both are part of my roster. Since the recent changes Bubba is pretty strong tbh.
Ghostface was accurately described. Best Stealth Killer, yet mid tier at best against good Survivors.
If you have realistic expectations both are great! Really depends which playstyle you prefer. Bubba has the added benefit of BBQ, undeniably great.
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It´s the same basic lunge basically every Killer has. It´s been the same as forever, and it´s 100% fine. You, like many others, have fallen for a false assumption, propably subconsciously, that given Freddy is not even half the height of Myers(really wish they hadn´t based Mikeys model on Tyler Mane in Zombie´s) his lunge has to be shorter. For balance purposes, it just isn´t. Next.
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I remember reading a suggestion of Small Game having a built-in totem counter. Would be neat would´t it?
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Trapper and Spirit.
They are so far apart power wise it´s not even funny. I hope they find a way to tune Spirit down without gutting her if they decide to address the issue.
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Currently propably Oni.Roars and smashing are always fun:)
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1654314#Comment_1654314
Take it back! The part about huntress. Jane can fall into the void for all i care.
Also, monster mash (misfits version) for blight.
Every breath you take (the police) Ghostface. (Despite being take as a love song it was written about a stalker)
Wow, Every breath you take is SO fitting for Danny! Nice one
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That it´s beneficial to drop a chase more often than I thought. I remember having the noob killer tunnel vision back then :D
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@Dzeikor said:
https://forum.deadbydaylight.com/en/discussion/comment/1654274#Comment_1654274
It only worked because I immediatly left the hook after and forced the survivor to get back and leave,else I either get 1 extra hook and potentially kill everyone because even in the endgame after all gens are done and gates powered,you can still put pressure on them if you dont stay idle,camping the hook.
Yes, yet this depends on many factors. How many Survivors are still alive? What´s their status? Where are they? Which tiles are nearby, how far are the gates? Which Killer do you play?
I´m glad though you managed to handle it so well at this occasion.
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From what I can tell there are several reasons for which Killers camp:
- Lack of Experience
- "Retaliation" because they got rekt the game before
- "Retaliation for BM (or percieved BM)
- "Retaliation" because the Survivor used a perk the camper doesn´t like
- Last resort tactic in a losing game in hopes of being able to capitalise on altruism
- Endgame : In you example it may have worked, but usually they will position themselves well to be able to safe as soon as the critical range to the hook has been reached by the Killer. Depends on maps etc too, in my ecperience giving the last hook up to give chase more often than not ends up in losing both
- Edit: Just trolling or Toxicity by the Killer, how could I forget these
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For Oni I´d like Disturbed - Indestructible and for Mikey Stricken...dam
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Thanks for spreading the word - the more people take the chance to voice their opinions, the better.
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My go-to skin is p3 clothes and Viper Mask. I love it^^
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@Moundshroud said:
We can agree to disagree. I'm just not a fan of Survivors being nothing but Skins while Killers are each unique. I do know there are Perks that rarely get used. I just think I would identify them by that, i.e. the least used Perk simply gives them some personality. Do I think this is a MUST for the game? No. Do I think it would be nice? Yes. Hell, even if it wasn't Perk related, I'd love to see something different about them beyond cosmetic.
On the flipside, Survivors being basically just skins allows to run every build you want on any survivor. Neat, isn´t it? At least in my opinion.
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YaY another SC complaint. I´m with you that it needs some tuning. Not much though as this perk fills a rather important niche. Just slightly reduce its effectiveness.
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Can´t wait for the results!
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@Moundshroud said:
Hrm. I play a LOT of Scratch Mirror Myers and I'm invisible to OoO 100% of the time. I slaughter people trying to use that Perk right and left. When playing the Pig, Wraith, or Ghostface... the Survivors also lose track of you. I just haven't had a very negative experience with OoO when using a Stealth Killer.
All that being said, a SWF using OoO (or multiples of it) against a non-Stealth Killer can abuse the heck out of it.
There you have it - scratched mirror. Myers best tool against it. I play "basic #########" myers most of the time and it sucks against object.
If they lose track of you despite knowing in which direction you are...well, kinda supports my claim of being dependant on the survivor skill.
I'm happy you get to slaughter them though.
Im my opinion Object SWF is the single strongest thing in the game on the Survivor side and there is little to no counterplay unless the Killer prepared for it beforehand, and even then...
To OP, sry for derailing your post. Apart from some maps this is the single balance issue I truly have a problem with and it's hard for me not to give in to the rage .
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1651837#Comment_1651837
Stealth Killers are the BEST at playing around OoO so I'm confused.
From my experience this depends. For one, on the Killer : GF can have a slight edge in loops against Object. Myers 16m TR is definately a hindrance as it becomes even easier to wallhack him.
For two on the Survivors skill. Good SwF get your approximate location with Object against undetectable. No one in chase? Well the Killer is in or behind the main building then, for example. So you can't get the jump on them if they aren't potatos.
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Because if he hadn´t you wouldn´t be able to watch your favorite tv show while sitting on a gen and still know what´s going on.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1651799#Comment_1651799
I primarily play the Stealth kilers nowadays. If I see an Object I just instaquit. There's no way to play around it.
Agree. Same for me with stealth Killers. The prevalence of toxic Object teams is the sole reason I don´t play Trapper anymore.
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@supersonic853 said:
was playing legion on autohaven had killed 1 person last gen was like 70 percent done. Then downed a meg so i could get pop to pop the gen and she insta dced to avoid me getting pop. And she even said after the game "bet you wish you got that pop dont you?" I told her how its a exploit but apparently "no its a strategy i dced so you wouldnt get pop from my body". Guess its like dcing for hatch its a "strategy" (its really not)
I´d bet money that she´d be someone to support the"tunneling isn´t strategy" posts that are all over the place, too. Smh
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@Kalinikta said:
Tried playing nice today:
- Got rolled over by competent players, 2 hooks total, swapped targets and all that. At least they weren't toxic about it and it was Ormond so gens got slammed like mad. My enjoyment of the game nearly non, I had no chance at all.
- Got called a camper and to shut up about them using a purple key to get 2 people out, simply because the moment I had a 3 Generator stack, 1 generator left and all 4 survivors alive, I put the people I hooked smack next to one of the generators that I patrolled and clawed myself back into the game and killed 2 of them. I even had one slugged and one on the hook with like 20 seconds left on her timer and I decided to not just wait there for the death... yet still SHUT UP CAMPER when I dare make a comment about the key (Red rank survivor btw, while I am a now 8 Purple).
- Got tea-bagged at the gates after a 4 escape with full meta, 3 stack SWF survivor team with an end game DS and everything. My enjoyment in the game was pretty much zero.
- Got called a tunneller due to the team literally swarming the hook and me just downing the same person and killing them quickly, sorry but if you hand your team mate on a silver platter without BT or anything I ain't going to say no... yet it was me of course that was the filthy tunneller.
- Met a OoO SWF and got completely slammed and destroyed while I tried to focus on the saviors after hooks and all that.
The fact is that regardless of how you play, if you play nice and win... you get called all the bad things anyway. If you play nice and are losing, nobody cares whether the game was fun for you and they use all the perks, all the tricks and everything. Survivors frankly don't care about the killers enjoyment and frankly after a couple of games... most killers stop caring about that of the survivors. Tunneling and slugging when used at the correct moments in the game, at the correct situations and all that are just winning strategies. Execute the strategy wrong, then you will still lose on all categories, use it well and you are rewarded. Killers are suppose to focus on killing the survivors and they will do what is best for their gameplay.
I keep getting called names, even if I only use the 'toxic' tactics to try and win at the end of the match, 1 generator left or 0, but hell... still a filthy tunneling camping piece of #########. The survivors guide to killer is;
"Chase me around a bit, hook a couple of times so we can save each other and then go stand in the corner near a gen so I get my BP and throw the game"
I had 2 games that were both fun and the end-chat was enjoyable. In the one game I had 2 kills and the other I had 3 and 1 gen left. The first game above was also not bad from the survivors end, but Ormond versus a SWF is just not a good experience (more on the game then the survivors).
Frankly within my first week of owning the game I already learned that to enjoy the game as a killer, you just use anything you need to play your own game. Survivors do the damn same thing without consideration of your enjoyment, so why should we. This is the lesson I learned and I have played the game a grand total of 78.3 hours and counting. Tunneling, slugging, damn even late game face camping are all just tools in your tool box to try and win, have a good time yourself and if it hurts someone's feelings, tough luck. Sure if you are a master at the game, you might be able to play nice and also ensure a good time for yourself, but most killers aren't at that level. Playing 'nice' usually means, throw in the towel and let the 4 man win stupid!
Man this sucks. Are you playing on EU? I went from rank 1 to rank 4 last night because I faced so many Object teams, for some reason my internet died down every time for a minute or so.
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@Dwight_Fairfield said:
It is hard to beat this band;
Arguably the best Slashstreeboys song, too ^^
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Quentin, in my opinion no boubt a bout it. His are the only teachables I haven´t unlocked.
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I had a 3 man key escape tonight. Felt cheap, but nothing comes close to Object in terms of unfairness except maybe Ebony Moris.
None of those actually justify DCing since they are all parts of the game.
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We got Jake. There´s no hint of him being mixed afaik. I wouldn´t be opposed to more, though, yet DBD already offers decent diversity imo.
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@chargernick85 said:
So simply you can hear it 8 meters farther away the normal LOL sorry the only audible I know is in football
Right, glad I could help :D
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1650922#Comment_1650922
Yeah, did you guys have an argument or something?
There´s still this ongoing beef between him and Freddy...
Jason promised to catch up as soon as he can make it though, he said there is an issue he has to deal with first.
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@Yords said:
Thank you for learning from your mistakes and becoming more understanding of the other side instead of being an overly entitled toxic survivor lol there are too many of them.
It´s always better to play both. Not only will you get a better player overall and gain valuable insights but also you will have more empathy for the issues either side is facing.
Oh and if you only play 1 you basically ignore half the game you paid for.
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Everything but Friday the 13th is secondary to me, no matter how neat some of them would be.
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Generator noises are audible up to a certain range. One of the effects of Surveillance is expanding this radius by 8 meters.
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Nice one, can confirm :) Too bad the Lead Singer is still missing.
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Unfortunately this kind of attitude is quite prevalent among the community while playing survivor. Camping without a legit reason is boring af for everyone though, so I´m glad you didn´t resort to that.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1650675#Comment_1650675
Except that every killer is countered by that, Nurse included. The only reason killers ever win those games is with massive perk bans, item bans, map selection, and a good old fashioned intra-team panic moment.
True, yet the select few, including Nurse, suffer less from that.
But ye in high level play if Survivors weren't massively restricted they'd pretty much escape 100% of the time.
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The survivors need by default 400 seconds to complete them (5x80=400). When the match starts, the Killer loses 4seconds per second if that makes sense. When the first chase starts, this gets reduced to 3seconds per second. Once the first survivor gets hooked, someone moves in to save - now its 2 seconds per second.Then you add the time it takes to move to the next gen, voila, there is dbd at its very foundation.
The core issue to this day is that there are maybe a handful of available Killers that are equipped to effectively pressure the gens to slow the progression down. Add to that that many tiles and maps are by default stacked against the Killer and it´s easy af to get the gens done against almost any Killer. This issue only arises though if the Survivors aren´t potatoes, which most are.
This is why no one plays Trapper/Wraith/Ghostface/Clown/Bubba/ Doctor/Pig/Legion/Demo/Slinger/Plague/Oni/Myers in tournaments. If they did they´d get completely shat on. They are all countered the same way : Split up, sit on gens, profit. There is nothing they can do about it.
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@maderr said:
https://forum.deadbydaylight.com/en/discussion/comment/1649958#Comment_1649958
lol
1st : your comment is from an unskilled killer as there is no loop that hasn't a counter. Check on youtube, you will learn ;)
2nd : you have enver played survivor if you think it doesn't require skill to loop properly. Looping is not just about running around a pallet. It's combining the loops togethr to hold the killer longer thus making your way through loops to make them "infinite". You think it's easy ? Try and come back posting here when you will loop as good as Ayrun.
It looks like this forum is just about low skilled killers gathering together to ask surv nerfs, arguing that camping/tunneling is a strategy...
To be fair there are lots of tiles that are either completely uncounterable or massively in favor of the Survivor. For example, car loops, cranes, most central building window loops are nigh infinites, in jungle gyms I have to screw up massively to get hit when the pallet hasn´t been thrown yet. Talking from experience as both. I´m addressing the core gameplay here though, 115% Killer runs after Survivor. Nurse, Spirit, PH etc obviously have ways to play around that.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1650218#Comment_1650218
didn't see it, maybe you can send a link?
I'd like to see it.
@DaKnight said:
https://us.v-cdn.net/6030815/uploads/71V9BHR06M0F/survivor-tiers-png.png
Full Crutch Combo Tier: I will go out and say it, any Claud or Nea in my game is gonna have the full crutch combo. How can I make as many mistakes as possible as survivor and still get rewarded for it? That's what these players wake up and ask themselves.
Crutch Boys Tier: General crutchy survivor players. Maybe 2 second chance perks on them; more than likely dead hard and DS.
Reasonable Builds: Usually only 1 second chance perk from these guys, or none. But the build itself is still well put together
Meme Builds: Nancy players are actually the worst I would say overall. A lobby with multiple Nancy's is when I put on the survivor pudding and get ready for an easy game.
No Mither: I barely see these guys. But when I see a stock David in my lobby they are liable to be running No Mither unironically.
there you go^^
Edit: It bugged out, should work now
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@Xbob42 said:
Focusing someone out of the game at 2 gens or something when all survivors alive isn't really tunneling, I think. Real tunneling is just following one person around the whole match and hooking them three times in a row, completely ignoring other survivors (or lashing out just enough to make them back off) and generally throwing the game to kill someone.
It is extremely important to get a kill before you're down to 2 gens, and failing to do so basically forces your hand.
In most cases, if you choose to continue playing super fair, it'll cost you quite badly. I should know, I go out of my way to play super fair, and when I can't secure those early kills by getting lots of hooks, I tend to lose much harder because I still refuse to "tunnel" most of the time. That changes once the gates are powered (even for me, all bets are off once all the gens are done, it's on you guys to get out at that point, you've gotten tons of bloodpoints and aren't going to depip) but at that point it's generally too late.
Yes, it´s also my rule of thumb. If you are down to two gens with 4 Survivors you are basically guaranteed to lose, it´s paramount to have at least 1 person killed by then to still stand a chance.
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Since Tunneling is such a broad term, I´m really curious as of how you define it since you seem to have a distain for this act.
In the last 2 weeks or so there was only one match where I felt I got tunneled - the Killer (Ghostface) camped me while in NIghtshroud, teammates made a bad save (I have yet to play a match in a SWF). Got chased down within 5 seconds or so, back on the hook I went.
If however I play Killer, a common occurence goes like this: I hook a Survivor and move away to check the closest 3-4 gens. If there is no one there I go back to the hook since it´s reasonable to assume someone has moved in for the save. Of course this was correct. Now it can go two ways: The unhooker takes the aggro and I chase him. Fine.
Or the unhooker does not, in which case I´m usually more likely to find the recently unhooked Survivor. I´m gonna slug (DS, ya know) and look for the unhooker then. Did I tunnel?
Should I ignore the two Survivors that I know are in the proximity to check the gens I know aren´t being worked on? Should I spend 60 seconds to sloowly walk across the map to -hopefully- find someone there and let them heal and regroup for free?
Many questions, I know, but I´m genuinely curious because I´ve gotten accused of tunneling in the past for this very common scenario. Nowadays not so much, maybe because red rank survivors are on average a bit more knowledgeable about the game.
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Your post has merit since it´s obviously not obvious enough - it´s a common misplay you see very often.
I really dislike "tunneling" (loose term) myself but in cases like this you have no other options other than wasting 40 walking to check a gen, which is an unreasonable expectation.
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It would be pretty important whether they were sent back to the time and place they were taken from or present day.
I´m quite sure Kazan would pay the town of that trashtalking lord another visit. In present day he´d completely lose his mind, smash some people and get shot down by law enforcement pretty soon.
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Wholeheartedly agree. It´s not even great on every Killer. It´s also inconsistent for the Killer, provides counterplay and pushes players to make meaningful decisions. It´s just great for everyone, honestly.
Apart from Trapper and Hag. Since Totem builds are increasingly finding their way into the meta from what I can tell, many tools that are used by Survivors to combat these are effective against them, too. Finally more counterplay to Trapper :P
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These tierlists are all over the place now. Most are quite funny, though. My favorite so far was the Survivor tier list based on how many crutches they use, the descriptions were S+. Did you do that one too? Can´t remember^^
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Interesting how vastly different the experiences can be :D
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Otz is my favorite. I actually enjoy quite a bunch of them. Mostly OhTofu, Fungoose, Monto, Noob3 and since the tournament I started watching Dowsey a bit, he seems cool.
Oh and if you weren´t aware: Marth is back!
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Cruel Limits won´t leave meme-tier even with these buffs. Mindbreaker might be kinda interesting but I´m quite sure I still won´t use it.
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@ClickyClicky said:
"Just wraith "
There's your problem. Survivors don't respect Wraith. They have no fear of him. I noticed this when I first started playing the game, if you play a killer than can be looped the chance of tbagging increased by 1000%. Ironically they didn't tbag my clown because they know even if he has no map pressure he's still going to get them in the chase.
^this. A good chunk of the roster does not have the tools to deal with a good looper, so there´s virtually no reason to fear them unless the Killer player outskills the Survivor to a degree that´s not even funny.
Same for me with clown btw, in individual chases he´s pretty dominant if you are experienced enough with him.