Snow_Lep
Snow_Lep
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Abuse hitboxes
This is a joke. But also semi-serious
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@Timtom24 said:
https://forum.deadbydaylight.com/en/discussion/comment/931138#Comment_931138
for real? he is already weak now .. we dont need him to be completely useless..
Oh. Weak?
No. I love playing this mans, he puts my play style in full effect. Make sure they stay injured. They want to heal because otherwise it feeds his power. Have to have skill to keep the pressure to get his power usable.
He is not weak, but a good survivor can outplay him.
Think of his club like a Demogorgon/Billy hybrid. He can flick in a wider range than Billy, but use that to your advantage. Make him overcompensate the flick and it will almost always miss. Know that he can short lunge and long lunge too. Longer the holdback. Longer the lunge.
I find him very outplayable. But also very easy to turn a match into a steamroll session if you are unfortunate enough to get an Oni who knows what they are doing. Similar to if a Billy knows what they are doing.
His best counter is keeping apart from each other. He benefits from groups, as staying together gives him the chance to slug and find the people nearby before he depletes his power picking the person up.
Overall. He isn't weak. But just like other killers, there is a way to outplay him. It just takes a bit of practice and (why I [and everyone else] say you need to play killer to be a better survivor) you have to know how his power works to fully know how to counter it.
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When you make a post trying to complain at the devs and the queen herself smites you. Oof
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/904847#Comment_904847
wrong. I have gotten 2ks multiple times and depipped. the pipping system is broken.
The system is broken. The devs call that 2k game perfect.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/899913#Comment_899913
"hold pressure on the nap" you cant hold pressure on the nap when the last two survivors are hiding and tapping a gen everytime you leave. you also cant predict 100% of the time where the hatch will doawn
Two options
A. Check the area better, if they are tapping it the second you leave, they are still close to it to do so. Make sure you secure the area
B. Bait the tap. Kick it, walk away for 3 seconds (or roughly there about) and make sure you break line of sight with the gen. Then turn right back around; if they are tapping the second you leave, then turning back around at that point will catch them either back on the gen, or walking back up to it. Tada. You caught them.
And you also just proved my point. You got two kills. Thats "balanced" in game standards so you have successfully (in theory) achieved the points and scoring nessecary to avoid a de-pip and possibly a single pip upwards. That's a GG in the eyes of the devs and statistically. Learn to not be greedy as a killer and take the 2k. It can still pip you up or safety you at least.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/899092#Comment_899092
2 people only need to do 3 gens to escape. that's not ok. they are basically cutting their objective in half.
Which means you still got 2 kills. Also still technically more than half and plenty of time to hold pressure on the map if done properly.
Only situation that partially has an argument is if they 4-genned themselves, and its a cheap way out. But seeing as that happens/has happened <0.5% of matches... I think maybe 3 or 4 times in the combined matches of my gf and I. A grand total of over 1200 hours and so few matches have had 4-gen scenarios.
Still don't see a good or valid reason
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Or...? They still need to do gens to get the hatch to spawn. And if their team gets annihilated then its at least a bit better knowing one person has at least some mercy and hope in finding the hatch after its been shut as doors spawn within easy patrol range.
I don't see the argument here. Gens still need completed to get it to spawn and the only other situation is if their team gets slaughtered before enough gens have been done.
If the first happens and gens get done then you probably weren't winning anyway unless you're rocking noed and blood warden. And the second it juat turns into who can find the hatch first or hoping to pull a key from a chest.
I don't see the issue or argument behind this
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@MrsGhostface said:
I’ve learned to. Ive come to the conclusion that if you spend the whole game looking for ruin instead of doing gens, you have no chance of escaping. I wish people weren’t so scared of ruin
Play around 50-60% of your matches and time as killer and mentally note the common totem spawns. 90% of the time you can visit those common spots and find the ruin and do it within a minute of finding out the totem exists.
Other strat for finding ruin, if the killer heads straight to a spot at the beginning of the round and you watch them go there, check where they went to. Similarly if the killer heads straight for you at the start of a match and you haven't ran/left scratch marks/worked on a gen. Chances are the ruin is there.
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@horsegod386 said:
Genuine question because from what I've seen of my solo queues and playing as killer.
Nobody in this game can hit ruin so I am genuinely wondering how much of the player base can hit the wretched ruin?
About 75% on a good day. About 25% on a bad one. Evens out to about 50% overall... To be fair, I used to play killer A LOT when I first got the game and totem spawns are almost engraved in my memory for where they like to show up on maps. So unless it is a new map (anything past Temple of Purgation) I've got the totem 90% of the time because I can check the common spawns in less than or right around a minute and have the thing gone. But I do hit ruin more often than my group of friends and they hate that I always bail from gens to get the totem when I'm the one who can hit them semi-consistently.
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@HealsBadMan said:
I wasn't around for Old Legion, started playing about the time Demogorgon was announced. Can someone explain how this perk somehow makes Legion super strong? If its an exploit or bug that goes against gamerules, ignore what I said- I don't want to use that, both for sportsmanship and NOT to be banned 😅
It's basically Borrowed Time against new Freddy. Oblivious is triggered in dream state, and with nemesis after a stun. Your mend bar will continue to decrease as you are not in the terror radius and they can chase you down until you either sit still to mend (and get whacked) or you drop dead for them.
Counter: Don't stun the legion if you are wounded or will take the hit anyway
Counter to the Counter: Dedicated servers make sure you get hit even if you didn't think you were going to be. And not stunning him means he will ride your ass and catch you anyway.
Counter to the Counter's counter of the Counter: Throw pallets early, similar strat to a Freddy running dream pallets. Just throw the thing and run.
Countering the Counter from the Counter of the Counter's counter..... counter: Early throwing pallets will still result in you being caught anyway...
Overall point: You're ducked anyway you play it. Have fun.
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@douggie123 said:
This game is absolutely pathetically survivor sided it's that survivor sided it's unfreaking believable. Killers have absolutely no power against survivors.
- Constant loops
- Hex smashers
- Flashlight spammers
- Brand new parts etc
- Dead hard
This is beyond a freaking joke and the best thing is that the developers are still messing about with killers. Destroying the only powers they have against survivors. Shock horror because survivors say so. Why can't the Devs just give us a game which is fun for both sides and more realistic i.e. making the killers the power role not survivors
This sounds like someone got bullied and lost a few games in a row. Petition to nerf survivors; sign below
X_________________________
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/842793#Comment_842793
"If the entity helped her in a way of bringing the anger inside of her out (I'm a college student working to pay rent... There is plenty there) there is still a part of her that the entity either discarded or ignored"
This seems like an assumption more than anything.
More of logic. I mean. Personalities can be supressed and you can ignore parts of your behavior, but regular Rin has to be in existance somewhere. To turn a priestess into a murderer seems like an entirely different shift of personality for someone, to turn a group of high school kids into murderers (granted 1 of the 4 already was and commited the first act) is again, quite a shift in personality. There has to be some part of the regular person pre-entity inside of them
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/842772#Comment_842772
I'm not sure what that has to do with having two Rins? It's not like Rin was pulled into the realm as a Survivor and then gradually turned into a Killer.
@Blackburne said:
https://forum.deadbydaylight.com/en/discussion/comment/842732#Comment_842732
No time doesn't mean no paradoxes
That means rin can be both killer and survivor.
The rin that is the killer is not really rin, arguably, as all the spirit is is rage and revenge.
I see no reason why that shouldn't be the case, but at the same time I don't really care at all who the new killer and survivor will be. Doesn't matter at all to me.
To kinda build on it. Not all the killers were exactly horrendous people before the entity had them. 1/2 of the legions didn't even participate in the first kills through the lore. Billy just took his agression towards his parents. The plague, well she just got infected after so long and the entity just decided to grant her the power to kill.
The Spirit cursed her fathers name and the entity gave her power to take revenge and fueled her anger against her father. Until she wished for revenge, her backstory reads something similar to a survivors.
If the entity helped her in a way of bringing the anger inside of her out (just like Rin, I'm a college student working to pay rent... There is plenty of anger there) there is still a part of her that the entity either discarded or ignored, and that is the scared (I'm guessing) 20 something year old girl who had her own father murder her after a mental break.
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OOOOOOO, I love scratched mirror mikey, he is so much fun to play against. But it never fails I take of OoO the match that I get him lol. Nah, fair and balanced addon. Super slow movement speed, tiny lunge, if you are running balanced or lithe, he will never catch you. But if you are caught off guard, he will have an advantage and that is on your fault for not watching your surroundings well enough
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Just want to point something out here, there are somewhat reasonable (while still a little gray-area) reasons to DC from a match.
1) Killer has Dying Light, you are on death hook, and the killer just continually slugs you to take up one survivors time picking you up constantly, and keep YOU from doing anything from the match. Take the L and DC, you actually will be more useful to your teammate as they are now only down 1 person than 2, and now the killer has no more Dying Light slowdown
2) 3 gens left, you and your other remaining survivor are the last, you run the killer long enough for another gen (or skip all that and get to the main point) killer slugs you to try to find the hatch before hooking you and your teammate is teabagging like a madman to say "I HAVE FOUND IT"... Give it to em' That is even stronger in a SWF game where they can just say it without the teabagging.
3) Keeping your rank at something not dumb. I know plenty of people who refuse to play at rank 1, or any red ranks for
Long AF queue times
Lots of teammates who are just trashy
Overall not worth the headache to play there
and would rather stay at their purple ranks (which have really good queue times btw). Well, you can de-pip/de-rank in plenty of ways, but most of them are through being a trash tier teammate and hurting the team... So do what a friend of mine does, just play through the match normally and play your normal way, not trying to de-rank, and then at the end of the match, standing by the exit with the door open, just DC. It will de-rank you/keep you at your current rank and you get to stay where the queue times are good and people play well.
To say there is no reason for a DC is actually a lie, there are (what I consider) valid reasons to disconnect from a match. I do feel survivors who DC from matches should be punished, if it is a DC that is harmful to the team or because the survivor was just being high grade salt.
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I put it in another, but this is another fair point of SWF.... Not all SWF are in voice chats. They are just in a SWF group so they know at least one of their teammates is actually competent in playing the game
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@Nick said:
Nurse already nerfed and Spirit nerf coming soon.
Do you guys think SWF is getting nerfed or Billy?
In conclusion, how does 110% movement speed sound with a recharge timer on the chainsaw?
Counter-Question. How would you propose a SWF nerf then? Not all SWF are using discord or voice chat. They just play SWF so they can know at least one teammate has a brain.
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@ItsaDwight said:
The news about The Spirit nerf are really awful. I mean, for the time being she's the only killer that is able to stop coordinated SURVIVE WITH FRIENDS on comms from teabagging at the exit gates after doing five gens in three minutes (hi, nerfed Nurse). I can never believe that BHVR are that blind. It's not the killers they should nerf, nor the survivors. It's SWF! My suggestion is to make all actions 20% slower for each one SWF member, and also grant the killer +100% bloodpoints for playing vs SWF as well as allowing them to see, which survivors in the lobby are "friends". And when someone plays solo survivor, the should be awarded with +100% bloodpoints and obviously not suffer the slowdown.
Your thoughts?
Its a good meme is my opinion. That is absolutely hilarious my man. Keep up the great ideas and never give up until you get what you want.
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@Peanits said:
The end game collapse and being slugged are not valid reasons to disconnect. In both scenarios, the game ends within a few minutes. With the EGC in particular, it might end even sooner if you try to escape and fail. I have yet to see someone disconnect because Distortion only has three tokens and the killer is using BBQ; most people will hop in a locker once they realize the killer is using BBQ to hide their aura.
If you're disconnecting over things as minor as that, you're disconnecting excessively and probably will be waiting for the timeouts quite often.
Honest question, do you consider anything a VALID reason to disconnect? There are ways that disconnects can benefit the team, and if a player is trying to keep at a certain rank without harming the team, they can play the match through and just DC before escaping.
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@Snow_Lep said:
I believe it would be an ancestor, I saw a thing where they gave some lore to the yamoaka estate or such where it said the land was won by an ancestor who came in and won a war/battle with a raging fury (paraphrasing cause I don't have the pic).
They would be good doing a samurai type killer who bears an oni mask. Plenty of interpretations for the power and the perks to match, as well as a good long line of cosmetics to match a samurai and oni mask.
This is just my speculation,
Update: FOUND IT IN MY DISCORD
From what I was told and info given on this: This Lore was updated on the wiki, and had a different lore prior to them releasing the teaser of the Chapter 14 update.
^ That is why I speculate the killer being an ancestor who was a samurai and wears an Oni mask.
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I believe the killer would be an ancestor, I saw a thing where they gave some lore to the yamoaka estate or such where it said the land was won by an ancestor who came in and won a war/battle with a raging fury (paraphrasing cause I don't have the pic).
They would be good doing a samurai type killer who bears an oni mask. Plenty of interpretations for the power and the perks to match, as well as a good long line of cosmetics to match a samurai and oni mask.
This is just my speculation.
The survivor will more than likely be a curveball similar to adam unless they get clever with it
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I get more 4ks with ghostface over a killer like hag, or nurse. Just because I am not as good with them. If I can pick the map, they are screwed, something like haddonfield though, they had a decent advantage over you. My guess; the DC screwed them over on that, otherwise with the openness of the map and the hitboxes being broken on fences allowing you to be revealed, they should have won. They were more than likely memeing that game or just straight didn't care past the DC
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/831617#Comment_831617
It might be decent if Sloppy Butcher wasn't such a common perk, but as is, I feel like Inner Strength trumps it in nearly every way. The uses of Self Care are so few and far between imo that it shouldn't be used, in a game where you need consistent use of a perk in order for it to be considered good.
I might also add that Inner Strength ignores Sloppy Butcher, which is another way it trumps the perk.
Which is very true. Sloppy is almost meta considering the healing nerf making the perk even MORE powerful. To have a healing perk that ignores it is a rather nice thing
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@I_Be_Pro_Fun said:
Hmm, ok. I getcha both, and I see where you are coming from.
The way you phrased it made it sound like self care and anyone who runs it is bad though, I was hust trying to say there are scenarios and people who use it responsably and effectively.
Like when you said gens, and people self caring right infront of you or whatnot, I know lots who do that to be fair. But generally, if you don't get off gen after a few seconds, I'll go to working on the generator as well.
I understand Inner Strength is a quicker replacement to Self Care, but not everyone who runs self care is a Bad player, and not in every scenario is it a bad choice. I will admit, I usually run self care and medkit, because they kind of stack (and if my medkit runs out, I can always heal up regularly).
All I was saying is, there is a scenario where every perk in the game, no matter how bad you think it is, is useful. Except MoM, but that's just because Distraction hit scoring events are bugged, and MoM doesn't register them. (I honestly think it should register Distraction, and Protection)
Anyways, thank you both for having an honest, actually well thought out discussion with me. That honestly doesn't happen often, here or on other forums.
I try to always have decent discussions as they are very rare and hard to come by anymore. There is a time and place for Self Care, and there is a time and place for Inner Strength as well. It is just a matter of people needing to learn how to use the perk in a more proper way and get better with it. What I said does stand true, in that most people don't know the proper use and how to run it effectively. If you are self-caring with 4 gens left and one guy dead while it is a killer like the spirit or the nurse where bleeding out of your bass will get you killed in no time. Then is a time to heal and try to get a gen done stealthily. And at that point, speed doesn't particularly matter as long as you don't get caught.
But the people who self care while I am running them for 80, 90, 100, 110, 120, 130 seconds while we are sitting with 1 gen left to complete and I am begging for my life for them to do the gen so I can get my adrenaline pop and get the heck away from this crazy psycho chasing me, are what annoys me. If there is 1 gen left, do that gen first and then self care or heal teammates. Other people might be running adrenaline too and that would take care of one, two, maybe all three other teammates in terms of needing a heal.
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The Game is also heavily killer sided once you learn the map. I again pull 4ks each killer game and always escape as survivor. Once you learn where staircases are and how to cut people off from typical routes to the loops, you can dominate the map.
As for Hawkins, it has proved to be my favorite for running killers on, now I do use dead hard so I can extend those unsafe loops into baited swings and avoid the hit, stun the killer, and move to a safer spot in the map. Such as glass wall room, the one staircase up and vault into the beginning of the staircase up room, the staircase and double vault room, upstairs if there are no hooks on the staircase (you can wiggle out of an iron grasp 3 killer if you get downed in one of the side rooms), and then the hecka dumb triple pallet room with the one staircase up to the catwalk.
Jungle gyms just take mindgaming and outplays, and the crane can be avoided if you can make sure to cut them off or get between them and the crane and prevent them from getting there.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/830937#Comment_830937
I disagree. Most Autohaven maps are very Survivor sided, some spawn with up to 3 god loops.
Not nearly as many god loops as maps like The Game, or Hawkins.
But I mainly base it off of the fact almost all killer games on autohaven I end with 4ks or 3ks with any killer I play (minus nurse because I never play her and am bad at her no matter what map). Yet nearly all my survivor games on an autohaven map result in escapes. Again these are autohaven maps minus Azarovs Resting Place because that map is just a 3 gen nightmare if the killer has a brain.
But overall map design, yeah there are a few god loops, but they are never consistent spawns and they almost always spawn with 1 or 2 really good loops, a few decent loops, and then fills the rest with unsafe loops. Meaning those good loops can disappear before the first gen.
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Prior to the rework I always considered Lèry's balanced. Nice RNG for its layout to make it a battle of reaction and skill between survivor and killer, truly balanced. Now that the map stays the same, probably the autohaven maps, not including Azarovs Resting Place. That map is way too killer sided if the killer has a brain.
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@I_Be_Pro_Fun said:
So, its a little obvious to mw that you two don't play Altruisticly in the sense of going for hooksaves and protecting teammates.
"If you get hit more than two times a match, you are doing something wrong." Was truly the dead give away. If my teammates get hooked, I am generally the one to save them (Usually run borrowed time, self care, Babysitter, and an interchangeable perk which is usually more gen oriented or Dead hard.
Say my teammate goes down, and gets hooked. I go in for the save, and get hit. I loop the killer, and occasionally heal a little, until either he goes after someone else, I am fully healed, or he gets me.
Now lets say, he goes after someone else instead of finishing the loop with me, and I fully heal. Sure, it does take longer, but now, I am ready to go. Say, six seconds before I finish healing, he snags someone off gen, and hooks them. I now heal up to fully, and can go save them.
If I had been running Inner strength, I would have had to go and find another totem before I could heal up again, meaning that getting hit while going for a save.
And yes, I know, if the killer is within distance to hit me when I go for the unhook, its unsafe, and could be considered farming. But there are lots of times killers camp (everyone knows that). There are killers who watch from afar. There are just the killers who are patrolling in the area. Sometimes I body block, or take a distraction event.
The reason you guys don't see it as viable, is because it's a waste of time and cannot be prepped like other perks (like inned strength).
But if you are playing altruisticly, or as a distraction to the killer (like me), self care is higher ranking due to the fact that it can be applied over time, can be applied mid chase, doesn't require me to do totems, and has no minimum number of uses.
While generally, Inner strength is more time viable than self care, the fact it has a limited number of uses, as well as has to be prepped reduces it's viability for more altruistic players.
So just don't completely disqualify self care's uses, please.
(Also, didn't they nerf DS? I thought you had to be hooked, and then you had 60 seconds where if you get grabbed it can be activated. Or does that not affect locker grabs?)
I feel like there are a few things missing
I do save people and I definitely save them before they get in the second state or die off of whatever state they're on. Another thing is that I will heal people and I don't max out my altruism but I get it 75% nearly every game I play. I take hits after unhooking people because I feel more confident about running the killer most of the time especially if I ran them before in the match. But where I draw the line is when there is one generator left, I'm working on it, and you run up expecting a heal over doing it, and then proceeded to self care right beside me.
With the unhooks I have been screwed over more times than I can count because of my teammates proceeding to self care while sitting in the corner of the map away from me with the killers heartbeat nowhere near me. That is what the issue with the perk is, yes it does take longer than 32 seconds for someone to get into second state but the majority of people I've seen running the park immediately get off of generators, move the other Direction and hide whenever the terror radius is near. I am aware not everybody is that way but in 99% of games I play with anywhere from rank one to rank 12 players this is the pattern I've noticed.
The perk is nine times out of 10 ran by players who are unconfident in their abilities and get all of their boldness points from the two second Chase before they're downed. That is why i use the term boosted for describing them. You have to know how to run and loop to be a viable red/purple rank survivor
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@Blackburne said:
I fail to see how this could be a bad perk for me.
When I am injured and you are on hook I self care. Means the killer is not where I am and if you are not getting camped he is not where you are either. Best time for heals, plus the heal is faster than your Stage 2 hook.
If nobody unhooked you by the time I am done and you are still not being camped I know I can go unhook you safely as the killer is probably busy with the other two shitheads.
Now all I need to do is not heal you and hope the killer oneshots you, as I refuse to run BT.
You see BT would be counter productive here, as it would only delay you getting rehooked, which costs me my points and makes it more difficult for me to pip. Once I've unhooked you twice I'll do a gen or two, loop the killer until the rest of the gens are done, open the exit gate and get my pip.
So really, I don't see the problem with Self Care. Should probably consider running it yourself if you find yourself getting hooked that often.
And no, I will not take a medkit when I can just get a fleshlight.
Ladies and gentleman... We got him. Right here. This right here. Now thats hot. This right here has proved my point entirely. I'm not camped 99% of the time. Just have teammates who self care over coming for me after I run the killer for 2 or 3 gens.
This right here. Says EVRRYTHING
And why when I spectate matches after I die, its obvious how no more gens are being completed
You sir. Are excellent. You just gave every bit of validity to my claims and proved them in whole. You are an amazing person, good luck in your future games.
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@AbsolutelyAmel said:
https://forum.deadbydaylight.com/en/discussion/comment/825847#Comment_825847
"Boosted" is a term a DBD Youtuber uses for people that try hard (i guess?)- He also uses it wrong since being boosted is not necessarily a bad thing, so whatever
I've always heard and known boosted as follows; Boosted - to be carried or leech off of teammates to get yourself to a higher rank than your actual level of skill.
I've heard "boosted" pre-DBD and it meant as I said above. Now if the DBD form of boosted has a different meaning, than I apologize for the misuse.
@I_Be_Pro_Fun said:
I do just have to say, your defense is inner strength is eight seconds. Which, comparitively, is faster than the 24 seconds of Self care. Quick question though...
How long does a totem take?
Cause I'm fairly certain that the totem + the 8 seconds (not including the fact that you have to find a locker).
Not to mention, it has a limited number of uses. You can use inner strength a maximum of 5 times a match! Thats if your teammates dont cleanse any totems as well, so you can heal 5 times, compared to Self Care's unlimited number of uses. And a med kit has it's own drawbacks. Its bright (bad for hiding), it has a limited number of uses (generally 1-3, maybe 4 with good add ons). But it is completely countered by Franklin's demise (which any smart killer would run).
Is Inner Care better for it's faster heal time, and the fact you can prep it? Yes.
Is it viable with the fact totems take longer than self care does generally, and the fact it has a maximum of 5 uses? Not as much as you write.
If I have to go for an unhook or a body block, I would rather have the 24 seconds flat whenever I get injured, than all the time and specific scenarios where Inner Strength is Viable. (Also, side note, Self care is good for waking up and I can use self care mid chase. And I dont proc Iron Maiden).
Thank you for coming to my TED talk
As for this. My argument with Inner Strength is the fact it is a lot easier than self care as well. You can clean a totem at the beginning of the match, not take a hit until there is 1 gen left, and have yourself a quick and convienient 8 second heal and you have most definitely ran past lockers and know general locations of where to find one by that point. Inner strength doesn't have to be used immediately after taking a hit either. I like to sit on my dead hard for a little before I actually decide to get healed. If I can run the killer, good. If i get caught. I can hop into a locker, get my heal, and since I run DS, if they pull me out before the heal/60 seconds are up. Then tada, more running/looping and i have my dead hard still.
Plus my time was wrong. Its actually 32 seconds to self care. They nerfed healing.
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Well this blew up into something didn't it. 😕
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@TeambossFloze said:
NERF self care it clearly is Over performing
Its NERF or nothin my dude ?
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Just another re-up. I run Dead Hard, Adrenaline, Spine Chill and DS as my main loadout. I've ran killers for 5 gens. Got my adrenaline pop and got out the door.
Adrenaline is stronger than self care by far, unlike someone pointed out. Killer closes hatch, adrenaline (though at that point self-care isn't gonna save you either (unless it was a key play)) Gens done and you are mid-chase, adrenaline (and also a speed boost to get the duck away). Killer coming and gen 99, pop that thing and adrenaline speed boost yourself to the nearest loop while your teammates open the door.
Self care just, gets a health state when you have time to do it.
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I've made people think. Which is good.
I do realize my times were off. Gens are 80 and the healing nerf does make it 32 seconds.
The point still exists outside the complaints and reinforcement of Inner Strength or Self Care. It is a point many people have made.
If you are running it, run it intelligently. My issue with the perk is that it makes people who aren't the best at the game feel like they are because they can sit in a corner healing themselves over doing the objective after taking hits.
I play killer, I like to think I'm good at doing so. If I notice someone who runs self care will run to a corner and heal after I hit them once, I will just leave them to find someone else while they waste time.
I'm sure even those of you who run self care well and run it in different ways agree that the issue with self care is the fact people waste time with it after taking one hit, never being hooked in the match. Letting you get to second state off of first hook because you can see them self caring in a corner on the opposite side of the map, or doing all 5 gens as everyone else is sitting around self caring in opposite corners.
As many have stated, it isn't necessarily the perk itself, but rather its application and being used poorly.
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/103111/when-can-we-have-a-working-game
What is wallhacking huntress?
Wallhacks, sight hacks. To be able to see people as if bbq was active 24/7. Needless to say. Spine chill made it obvious that either they were god-tier at tracking me behind objects and without line of sight, or there was something else going on. Considering she knew when to throw right as i would come out from behind cover.
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To what someone said about 2 kills securing a safety pip as killer... You obviously haven't 4k'd within 1:30 of the match beginning ever. You will depip for ending a game that fast with a 4k.
As for the overall, just go into the basement stairs to get basement points if you feel you are short. Or just stand in terror radius
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Wait. Wouldn't Nea be the most OP killer as she is shown as the muscle of the group? She tosses Jason out, brings new recruits in. I mean come on. Nerf Nea
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Addition, just because someone mentioned it (Thank You Venoxxie)
I never even said anything about sloppy butcher and its effect on those times and the perk overall.
If the killer brought sloppy, well.... Its not a good time at all.
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Oh no no.. I know how to use the perk. I have done it. I think I run it rather well, considering I always run it with Botany and Resiliance for a near 100% heal (its 92% with those perks). I 99% myself so I always have my Resiliance buff on repairs and such then finish the heal if its the end of the round or I need to get someone from a hook.
The issue is the fact that 99% of players DO NOT know how or when to use it and [BAD WORD] the team in the process of trying to rely on it/keep themselves "safe" in a match.
It isn't directed at myself and me using it. I hate using it and honestly only ever use it when I have Claudette dailies. The point of this post is to bring light to the 99.9% of players who think the perk is god-tier no matter how they use it, and make the perk trash-tier in their hands.
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Let's just note. A very good Nurse will still hit you in those 2 blinks and never have to worry about that recharge being an issue. If the Nurse hits her blinks the first time, the recharge doesn't do anything against her. It only removed quad-omega-blink from the list of BS to face. Homestly it's not much of a nerf to good nurses who can hit blinks with no issue.
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@hiC said:
https://forum.deadbydaylight.com/en/discussion/comment/804777#Comment_804777
I agree with all of this except for the idea that she is difficult to play.
Smol correction then. Difficult to play when phasing to actually catch and hit people post-phase
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There are a honestly a few counterplays to her power.
1. Fixated. Walking at faster movement to not leave scratch marks she can follow is a big advantage. If you are injured, well.
2. Iron Will. Solid perk for countering her as most spirits can find you when injured about 10x faster due to the injured noises. Run Iron Will and they lose that power.
3. Spine Chill. I run the perk all the time anymore due to its versatility. It picks up all killers and when the spirit is phasing, your Spine Chill will go off when she is looking at you.
4. Good Headphones. Even if running prayer beads, her phasing causes stuff in the environment around you to move and make noise, just pay attention and what your butt for when she is coming.
5. Remembering she has a cooldown. I've seen so many people mess up mind games because of her standing still IMMEDIATELY AFTER PHASING THERE. She can't phase again yet, just run. Remember after she phases it takes her a bit to regain that ability so use it to your advantage to know when the mindgame may be a fake out.
These are the ones off the top of my head. I've had no issues playing against Spirit as a survivor. And never once thought she was too powerful when playing killer. There are counters to her power, they are just more difficult to learn and that is a fair trade considering she is more difficult to play as a killer.
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Update. I am now 10 for 10 on infinite loading screens after matches and I even verified integrity of files just in case it would change something.
Devs,
When will we get a game that works?
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@[Deleted User] said:
I've not had any issues. Yet. Try validating your files on Steam. Maybe the update broke something for you.
I had to wait for my game to REINSTALL due to the update messing up my files. They have done very good so far to put out a playable game
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Update on the update. I'm guessing this is an every game issue for me. Because I'm 5 for 5 on the bug.
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Update. 4th game. 4th infinite loading screen
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Huntress on Haddonfield is surpeisingly effective. Exhaustion hatchets and hitting people through windows becomes powerful there
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Obviously you arent buying them during Summer Sale and other great steam sale days
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I have said it for a long time now. There would be nothing more toxic than running a killer for all 5 gens, just to get Noed'd and have the killer default dance over your slugged body as they secure the only 1 kill they can get.
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No No, Adrenaline over Self Care. Always when running No Mither, always Adrenaline over Self Care
