Slickstyles
Slickstyles
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1917526#Comment_1917526
An annoyance?
Everyone, INCLUDING THE KILLER get more points in this situation.
But yet, how dare anyone else be able to play the game just because I'm annoyed??????
Wreaks of entitlement, GTFO.
That's on you for believing everyone plays for points and want everyone else to play the same. Sounds entitled right? Also yes, I also unplug everyone's internet to prevent them from playing the game because I get annoyed. Everyone who purchased this game gets to play the game. I in no way can prevent anyone from doing so. Stop being overdramatic.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1917459#Comment_1917459
If you're hooking two or three Survivors in less than a minute, why would DS make any difference whatsoever?
This sounds more like I'm snowballing (tunneling), stop DS'ing me!!!!!!
It becomes an annoyance. It can extend the game by 5-10 minutes with the survivors playing unhook simulator even when it's clear the game is over.
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@dspaceman20 said:
Regardless of how you slice it, if the survivors just got off the hook and the killer chased them and the survivor gets into a locker, and the killer takes them out, the killer still tunneled the person making the stun justified. If it deactivates when in a locker the killer tunnels without any consequences, which is unfair. It's no different then download the survivors and picking them up.
It is different because if they don't enter a locker, then they'll get downed and will be able to use their perk. The killer also gets to choose whether to eat DS or slug for pressure.
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1917394#Comment_1917394
Difference is that mine wasn’t an assumption since you admitted that you tunnel to get snowballing pressure
No... That's what you're assuming. In the process of snowballing, you inadvertently tunnel. There are times when I hook 2 other survivors and still get hit by DS. Sometimes even 3. It's not that I'm an amazing killer. Snowballing comes from survivors making mistakes the majority of the time.
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@Claudette_Baguette said:
https://forum.deadbydaylight.com/en/discussion/comment/1917234#Comment_1917234
Have you ever played killer? Locker DS completely makes the survivor invincible for the DS duration and is stupid. If they get cocky and get the killer attention and the killer finds no other survivor they can force a locker DS which is stupid
You're completely right. Not everyone goes out of their way to aggressively tunnel like what if the unhooker hides and you can't find another survivor? What if the unhooked survivor is trying to flashlight save but they keep hopping in and out of the locker to avoid being downed?
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1917326#Comment_1917326
Lol I’m guessing you just proxy camp every game and think you’re an amazing killer because you get an easy slug and free pressure on another survivor.
Quite far from it. I actually play both sides equally so you can assume some more. I can assume you're a new player who doesn't know what they're talking about since you assume I play in a way that's unfun/unfair to survivors all the time. Do you see now how assumptions work now?
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1917236#Comment_1917236
That’s just your way of saying tunnelling
Yes it is tunneling. Let's stop with the stigma that all tunneling is bad and should be punished. If survivors are playing poorly and you're downing them in succession, killers shouldn't be punished for playing well and survivors shouldn't be awarded for playing poorly. This is just survivor entitlement. If you've never come across this while playing killer in this time, then you've never played killer period.
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@Mugombo said:
How about not tunnelling, you don’t have to worry about them jumping into a locker then...
Also it sounds like it deactivated when healing, not when getting healed
Let's not assume that everyone tunnels just because they're snowballing hard due to survivor mistakes. This happens all the time. I'm the last person to go out of my way to tunnel because I play survivor quite often myself.
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Just keep chat closed and play the game for fun.
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Be unpredictable. If you know another player is nearby while chasing someone, pretend you're still chasing the current player but phase and attack the other player. Also have good headphones and pay attention to the foliage around you while phasing for tracking. Fake your phases a few times to see how your opponents react to this and play accordingly.
With that said, I would recommend playing other killers first to become a good m1 killer. Once you get good at playing killer period, then playing spirit isn't that difficult because her skill cap is pretty low. If you're sympathetic towards other players, I wouldn't main spirit because her mechanics are objectively unfun to most players.
Edit: I just realized this is a necro RIP
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She doesn't require 0 skill. That's completely false. She does have a lower skill ceiling than other killers. However, you can still do really well with spirit due to the nature of her power without being a good killer.
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I'm from west coast US and killer ques take 10 seconds tops. Survivor ques can take 3-10 mins.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1899175#Comment_1899175
How is Bubba hard lmao. You Bambozlee a window, charge up your chainsaw and let his 3 charges give you either an instadown or a good pallet. I agree M1 killers are easier than him, but saying Bubba is harder than Oni, Deathslinger and Huntress is just forcing too much.
I completely agree with this. The only hard thing you need to learn as Bubba is sawing around a loop. Once you get that down, what else is there to learn? There are many more intricacies with Slinger, Oni, and Huntress.
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It's even worse that they lost to an m1 killer. You basically played a killer without their power and still won. Gratz.
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I'm also from western US and I have no problems.
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SWF is the reason why this game exploded into popularity in the first place so I doubt it will be the reason why this game will die. Lack of innovation and complacency is killing this game.
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5900x with a 1070ti (waiting to get my hands on a 3080) and I get around 95-110fps with modified settings at 1080p. Most settings are set at ultra except Anti-aliasing and Post-processing are set at low. I also have Nvidia filters on to make the game look better.
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"The 1% killers are hogging all of the strongest powers and addons !"
The Bernie has the power to borrow the power of a chosen killer every time a gen is finished.
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It's a nod of approval! The killer is clearly just saying that you have outplayed me. Well done!
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@Almo said:
This requirement will stay. There are things we don't want, like someone going into dying state due to a Bear Trap with Honing Stone triggering stuff like Surge. The alternative to the basic attack requirement is making exceptions. For example we could say Surge works for Demo Shred, but not Trapper BT/HS. Now every time we add a new Killer, we potentially have to through and update every perk with these exceptions. It's just not a maintainable design with the vast amount of perk/addon/power combinations available.
Since every Killer can basic attack, we can create the perk, and know exactly how it works with every Killer without having to check a ton of different interactions. If this means some perks don't work well given some Killers' powers, then that's just the way of it. Not every perk is exactly as useful on one Killer as it is on the others. Learning to choose your perks well to synergize with your chosen Killer is one of the important skills in DbD.
I have heard it said that this answer means we're "lazy"... that we're not willing to "do things that take work". Whole programming languages and paradigms have been based around preventing the same thing in code as we're trying to prevent in design with this strategy. You don't want a ball of yarn of a design where tugging on any little thing pulls a whole ton of others.
In a game as complex as DbD, there will necessarily be some of that. But minimizing it through smart design is still a worthwhile endeavor.
If this is the case, can you please remove the cd on surge? It's very underwhelming with its 40 sec cd and downs don't even come that often. It would take 3 downs to equal one Pop Goes the Weasel. You can argue that surge can affect multiple gens but it can also affect NO gens if there aren't any gens in the area. It's currently not good enough in its current state.
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@HommeBizarre said:
https://forum.deadbydaylight.com/en/discussion/comment/1790685#Comment_1790685
There is no point talking with you, you are focused on trolling killer. You are the boring guy
Woow, apparently looping is attributed with trolling now in addition to flashlight clicking and teabagging (things that I never do). Welcome back to 2016 folks. You insinuated that players used loops to win when it is the most skillful and most fun aspect of the game. Then you called me boring to address my point. You sir, are the boring guy.
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@HommeBizarre said:
https://forum.deadbydaylight.com/en/discussion/209976/new-ormond-autoheaven
Wow loops are gone,
Omg, you have to increase your stealth abilities, what a shame...
Come on... don't tell me you rely on loops to win
Loops are literally the most interactive part of the game. You're arguing for a more boring game for both sides. Also imagine telling survivors to hide in an openass map LOL.
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Can confirm. I still get hit by those bs hits when playing survivor. Can also confirm that my grabs get cancelled consistently when playing killer. Can also confirm that my ping is better than most players since I hit escape to check the ping of other survivors. Can lastly confirm that I have accepted that this is just part of the game and it will never be fixed.
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@Slickstyles said:
Let's start off with Ormond. It really had to be nerfed but implementing unsafe pallets everywhere? This isn't Hawkins with an infinite amount of pallets and walls to break los so it doesn't work.
These pallets need to be replaced with mindgameable loops like the cars on Badham. The tractor should be similar to the cranes on Autohaven because it's pretty boring and uninteractive to just loop around it.
For Autohaven maps, they removed crane from Azarov's (the strongest killer map) and Gas Heaven (a heavy resource management map). The crane tile is very mindgameable and an integral part of all Autohaven maps. Removing it just makes the map more dull.
Reducing the size of Blood lodge is warranted and it's probably the best redesigned map currently. It reminds me of a slightly stronger Coal Tower.
Wreckers yard is on the other side of the spectrum. Reducing the size of an already small map just makes it heavily killer sided. I can literally see both sides of the map when standing in the middle. Nurse, Spirit, and Oni were already easy on that map. Now it's going to be even worse.
I made this post when the ptb was out. I guess they didn't really change much for the live version.
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Old balanced landing and old instaheals as bs as they were.
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Any killer in which you have to hit a survivor twice to down them. Ofc, you should also have BBQ and Chili on these killers you play.
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I wouldn't even call it a good perk. It's so niche and situational.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1746010#Comment_1746010
you really cant, in most loops survivor can still see the killer or the red glow
Unless the survivor is using stretch res, you can use the redglow to your advantage and moonwalk into the survivor. You can also hide your red glow by facing away from a tile and walking sideways. Hell you can also fake a moonwalk in plain view which causes a survivor to hesitate. This will either result in a hit or having them drop a pallet early.
So often, killers would just brute force a tile/loop and it becomes rather predictable for the survivor to read. These are more advanced techniques but if you use them properly, they can result in easier hits/downs.
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Hiding was fun in 2016. If you play the game to just hide and hold m1, you're missing out on the most fun aspect of DBD and that's the chase. The chase is where both sides can actually outplay each other.
A killer isn't good because they have eyes and ears and are able to spot people in every dark corner of each map. They're good because they know how to manage time, pressure gens/multiple survivors, and can typically end chases relatively quick because they can either run tiles more efficiently than the survivor and/or through some form of mindgame.
On the other hand, a survivor isn't good because they hide all game and hold m1. That's so freakin' easy. They're good because they know how to run tiles correctly. They fake vaults or get greedy with pallets because they expect the killer to respect. They use los blockers to lose the killer midchase. They know how to split up on gens and when it's the best time to actually save/heal.
There are times where you do tactically hide when a killer comes by and you walk around an los blocker to prevent them from finding you (which is the correct play). However, for the most part, a good killer will eventually find the survivor and this is when the actual skill from both sides shine through.
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@Reinami said:
- Cars are not mindgameable. A mindgameable loop, is an LT wall on a map where you can't see through the wall. LT walls are how every loop should be IMO. With the cars you can see over them easily.
- The cranes can actually be quite rough, especially since the hitbox on the claw part is super wonky.
- I'll give you that azarov's is killer sided, but only if the killer camps, which is pretty bad. Realistically what they need to do is widen the central area a bit so that you can't just camp 1 side.
@IMhereRUN said:
?? I agree more mindgameable loops should exist. Most should be 50/50 spots. However, the cars in Badham are NOT mindgameable. If the killer and survivor can see each other the entire time with no loss of LOS, there’s no mind game, just your basic running in a circle.
I'd have to disagree. There are many times where I faked a moonwalk which caused the survivor to hesitate. That either gives me a hit or forces them to drop the pallet after a single loop.
Regardless, that would be much better than just having to predrop an unsafe pallet and looping that until you take a hit. If they can implement better structures to loop, that'll be ideal. Hawkins style pallets should have no place in an open map like Ormond.
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@gatsby said:
It would actually be a really good exhaustion perk if the pallet resetting animation was quick enough to realistically reset a pallet mid chase. Buffed from taking 4 seconds to taking 1-2 seconds
That is a very neat suggestion. Whatever the case, I do feel like it still needs a change. Unfortunately, the major consensus is that making it an exhaustion perk isn't it. xD
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Oh you DBD memed the election. Nice.
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@Boss said:
This will most likely have the opposite effect.
Aside from just trying something different, which meta-addicts would swap their Dead Hards & Sprint Bursts for AMN?
You can certainly run both. When thinking of this, I thought it would be more fun if you run the risk of using AMN and having your other exhaustion perk on cd. However, others certainly do not think the same lol. I didn't intend for this to compete with other exhaustion perks but to be used in addition with other exhaustion perks.
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It's a solo que stomper. I don't personally run noed but if for some reason there's a challenge that requires me to run the perk, I would only use it on SWF's.
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Azarov's Resting Place and the Sanctum of Wrath can spawn 4 gens on one side. If the killer wants to commit to chases, it could be fun. However, for the most part, if they want to play to win, they could just camp the side with 4 gens and it make it hell for solo survivors.
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Holy necrothread
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1714246#Comment_1714246
Clearly never played killer. A day in your life my mate. You think killer is easy chase one survivor for 2 minutes down them hook them bang 3 gens pop. Does that sound balanced and killer favoured
But he's right though? Removal of infinites, semi-infinites, instaheals, map adjustments, nerfed toolboxes, and coop gen repair + great skill check bonus. Crossplay gives us a bigger pool of bad survivors to go against as well. That's not to say say killer is easy all the time. It's just the easiest it has ever been.
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But it's more efficient to separate on gens tho.............
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Hey folks, if you're using a PS4, what you can do is decrease your resolution to 720p in the settings. Granted, your image quality will be worse but you will get more frames and less stuttering.
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I think it's silly when people say to use x y z perk to counter a single killer. Literally, the best counter to Spirit without using specific perks is stealthing to avoid chases, normal looping when she's out of her power, and holding W to get as much distance as possible once she hits you.
Against a good spirit, all of those "mindgames" and "counters" are thrown out the window. You can try them if you believe the spirit isn't that seasoned. Also, hope that your teammates are doing gens.
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I typically don't touch DBD until something new comes along.
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@Radiosity said:
This is a good thread to see as console player, no doubt, but why would you censor the killer's name?
Out of courtesy.
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"En titties displeased". Brutal killer can be "En titties aroused" and so on and so forth. It will also encourage killers to do better.
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Maybe for killer. Definitely not for survivors. There needs to be a fat prerequisite/cost in the form of bloodpoints or something to unlock it.
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If you're talking about killers that have the highest skill ceiling, that's Nurse, Billy, Huntress, and Blight.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1673547#Comment_1673547
It has been described as an anti tunneling perk by most of the developers.
After repeatedly stating it's an anti tunnelling perk they can't really switch the narrative now
Uh no. It has been described as an anti-momentum perk. It's the community that labeled it as an anti-tunnel perk. A dev even had to make a post to set the record straight. That doesn't mean it shouldn't be up for a rework though.
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@Zagrid said:
If your games look like this. I'm gonna be 99 and round up with you. You should probably uninstall. Most issues that killers have with survivors can be pointed out in these three survivors.
Also I think it goes without saying but if you do see survivors play like this in your games. Show them that they reap what they sow.
But don't send hate to these specific ones, im sure they are definitely wonderful people at parties.
I should uninstall because I face boosted survivors running meta perks? These games are the easy ones. It's the sweaty squads running meta perks that I should worry about.
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@Afius said:
It'd be nice to see videos debating both sides. Doctor is really not fun to play against for me. But thanks to tips from the forum community (you guys are awesome) he's less overbearing now. I'm not sure what a previous poster meant when he said the doctor has no mobility exactly.
That means if you hook a survivor in the corner or side of a map and you see survivors on the other side of the map with BBQ, you have to walk a marathon to get there. Coupled with the fact that you have to melee survivors, that's why Pig, Myers, Trapper, and Clown are not the best killers as well.
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The emblem system sucks for certain killers like instadown killers and Plague. Until they make the system tailored to certain killers, this is going to continue to happen. Hell, I pulled a guy off the hook without BT and he got downed so it was considered an unsafe unhook. He was able to escape because of DS. I depipped that game because of the safe unhook even though I made the right play.
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Doctor is really just a noob stomper lol. He's mid tier at best. No mobility, insignificant time-wasting abilities, no ranged attacks, and the requirement to m1 a survivor twice before downing them. Most doctors don't even know how to shock properly and play ring around the rosey around the same loop like 10 times.