Sonzaishinai
Sonzaishinai
About
- Username
- Sonzaishinai
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Comments
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I once saw killer queue at 100%!
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No it's awesome
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The trick is to realise that you do not just vault the pallet
You dash and then vault it
If you're able to use the full lenght of the dash it can result in hit on some tiles.
If you stand point blank at the pallet and vault it you won't and probably shouldn't get a hit
Would probably be a bit to easy to just insta vault any pallet if you could reliably hit people after it
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Temperory solution could be to tell the people you are queued up with that you have red herring
More long term solutions could be colorcoding the aura's but that kinda screws over colorblind people
Having a little symbol of the perk that allowes you to see the aura could be nice. Is a little nerf of ToT though
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3160564#Comment_3160564
Well do you expect someone to be happy when their favorite stuff gets pooped on?
When the poop in reality is barely a speck of dust... yeah
The fact that you had to dig so deep as "the cosplay skins of the original survivors is a insult" to find something bad to say shows how good the adeptation really is.
It's honestly impressive that with each anti RE threat you make you convince me more and more what an amazing job BHVR did with both of them
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My standert build so far has been
Awakened Awareness, Superior Anatomy and Terminus
And it probably will be for a while unless i get a lucky match cause Wesker gets no chaser emblem whatsoever
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As someone who plays both roles i couldn't be happier
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He's still a blast to play but his hitbox is rediculously small now.
If you are a person who can look past that though i would 100% recommend trying him out.
I can't imagine him staying like this so if you get used to the small hitbox now you'll be so much better when they make it bigger
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Don't wanna call out how strong he is or isn't but he defenitivily is a lot harder.
Zoomed past many survivors
And the Wesker i faced also missed quite a few times. And if he misses even if he right on you you are usually fine
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Sums up the post perfectly
If it would turn out that OP never actually played a RE game before and they are just doing this to troll i wouldn't even be surprised.
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My guess would be it caused some kind of issue with Wire tap
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It's still kinda meh but 8 seconds healing saved when it triggers is pretty nice
I would probably run it once in a while. A yellow medkit gives you 2 heals if it triggers once
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Kinship does nothing for me if my teammates are getting camped
I have more controll over me avoiding getting hooked then my teammates
If my solo teammates notice the killer camping on my first hookstate and do the correct play of doing gens then kinship never even activates
I would go with reasurence if i had to choose between the 2. Way more controll
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3158784#Comment_3158784
Even though everyone is getting slightly different math, the one constant is that Option 2 is the quickest route. Thanks for taking the time to answer and show how you calculated!
For being slow i'm going to add the interresting scenario when there are injured survivor C and D so thana is in full effect
Option 1:
Survivor A works on the gen for 16 seconds with 20% slowdown while B heals
Then they both work on the gen with 6% slowdown
So A works at 0.8 charges per second for 16 seconds for 12.8 charges done
Then B joins and they both work at a combined 1.598 charger per second for the remaining 77.2 charges to finish in 48.3 seconds
So in total they spend 64.3 seconds
Option 2:
Thanatophobia slows them down by 20%
So if they both work on the gen ignoring their wounds at 1.36 charges per second. they finish it in ~66 seconds
Option 3
Survivor A heals B for a total of 16 seconds
B heals A in 12.8 seconds thanks to the medkit
They both work on the gen at 4% slowdown for a combined 1.632 charges per second and finish it in ~55 seconds
In total ~84 seconds passed
So in that scenario Option 1 is faster but ever so slightly
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Assuming the other survivors are dead or healthy in a bush somewhere
Option 1:
Survivor A works on the gen for 16 seconds with 4% slowdown while B heals
Then they both work on the gen with 2% slowdown
So A works at 0.96 charges per second for 16 seconds for 15.36 charges done
Then B joins and they both work at a combined 1.666 charger per second for the remaining 74.6 charges to finish in 44.8 seconds
So in total they spend 60.8 seconds
Option 2:
Thanatophobia slows them down by (a whopping) 4%
So if they both work on the gen ignoring their wounds at 1,63 charges per second. they finish it in ~55 seconds
Option 3
Survivor A heals B for a total of 16 seconds
B heals A in 12.8 seconds thanks to the medkit
They both work on the gen without being affected by thana at a combined 1.7 charges per second and finish it in ~53 seconds
In total 81.7 seconds passed
So option 2 is obviously the fasted but there is an argument that 6ish seconds is not a bad trade for having a healthy survivor that can bodyblock
Edit: Frick i'm slow T-T
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Instant buy but i'll probably won't be able to play much the early days
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3157921#Comment_3157921
I had a match yesterday in which I'm pretty sure at least 3 out of 4 survivors had auto dead hard
Swinging randomly close to them worked like a charm, but something that worked better was using demo's shred for mobility, making sure to end it very close to them, watching them dab every time like the idiots they were brought me joy
They weren't happy in post game chat and called me cringe, but oh well 🤷♂️
The irony
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Feng min is just a survivor skin. Any player can pick Feng. Even you can. You should try it.
There is no Feng hivemind. Don't be silly. Don't think. Look at the cute cosmetics.
Become Feng
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Pro tip if you suspect someone has auto dead hard. It detects all attacks in a certain range, even if they can't connect
Swing after they dropped a pallet or do a 180 and swing away from them and watch them waste their deadhard every single time
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Would be cool but if they are going to do it do it right and get something creative
Not the absolute mess that would be 2v8 that everyone is talking about
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A good one for Jolt is something like Bond so you can avoid going down near teammates working on gens
Overcome i guess so you can absolutely make sure you can get to a area where gens have already been completed to avoid surge
MoM was amazing vs Stbfl but it's dying again today sadly
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3156553#Comment_3156553
Sure it's not instant. Others can it in a day though. BHVR should figure that out.
What others?
Indie developers who can patch their game whenever they feel like it instead of BHVR who has to get each patch approved?
Or tripple A companies who not only have a bigger workforce but also force them to work insane hours to keep up with the ever demanding time constraint?
Mmhmm shame on bhvr to actually care about their workforce
These forums are the definition of "The best shippers are on the shore"
So many people trying to talk about stuff they know absolutely nothing about
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@BaschFonRonsenburg said:
https://forum.deadbydaylight.com/en/discussion/comment/3156633#Comment_3156633
Anyone else not spending their points til tomorrow?
Heck yeah!
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3156735#Comment_3156735
I would love that for Her Majesty, the Magnificent Queen Claudette.
Tier 4:
Self Care: Healing speed increases by 60%.
Botany Knowledge: Heal yourself and teammates 90% faster.
Empathy: You can now heal teammates at any distance, even if they’re in a chase.
Yeah exactly
Small boost like that
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Reduced bloodweb is the best part for me but increased base bt is a close second
Am i the only one who thinks reasurance is a tad bit overrated? Even before it's nerf
Maybe i'm lucky but for how annoying it is hard camping does not happen often enough for me to think about spending a perk slot on it. Outside of just using it for the sake of variaty
It seems to me like a perk that will very often be unused
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Well not Mettle of Man anymore soon ;_;
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One cool idea i've seen floating on the forums is that every character can get a tier 4 version of their own perks.
Not sure how doable or worth it it would be but it is a neat idea
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I'm excitted
Cheaper bloodwebs!!
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"We have such sights to show you"
*boots up DbD*
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@TheDarkTyrant said:
Kill switching is just dumb to me anyways. Instead they should fix whatever the issue is. I haven't played DBD much lately because it doesn't deserve it right now and I'm having much more fun with MultiVersus so I don't know what the problem with Sadako is but they should simply fix it and not kill switch it. It's like in GTA (and wasn't this in DBD's past as well?) Where if you exploit a glitch in the game you could get banned in it. They made the bug. Fix the problem. Shouldn't start punishing players or taking away that content. It's really annoying for people who main that character or just have the feeling that they want to play them. Same thing happened to Clown for me and I just simply didn't play that day.
Facepalm
You know that fixing these kind of things isn't instant right.
The killswitch is there so no players are affected by it anymore while they fix it.
It's like there was a giant sinkhole in the road and you say don't block the road just fix the sinkhole instantly
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Escaping the killer after you spend your healthy healthstate is also pretty good.
You might not get a second chase but you do prevent the killer progress on their objective and save your teammates time from having to unhook you.
Especially early game when the killer wants to snowball this is very good
Always good to have some ways to escape chases too. Only focussing on extending chases often means dying at end game
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3155223#Comment_3155223
I haven't heard a single counter against him other than "just don't get caught 4Head", or plainly telling me to spend several minutes running around the map checking every vault and pallet for traps instead of doing gens, basically "countering" him by throwing the game. I guess it's a pointless discussion, you just refuse to see the situation from the survivor's perspective, just telling "it's your fault anyway" on any argument. You basically can justify any killer with this rhetoric, just repeating "The counter to that is not to get in that situation in the first place" against every complaint. You can defend old Spirit and old Legion with this, you can even defend the old 2016 facecamping by just saying "it's your fault you got caught". It's not a constructive discussion at this point.
You really like to change the words that people tell you don't you
Checking a nearby loop doesn't take minutes. The 5 to 10 seconds tops will be more then made up by knowing you can loop it with no risk
Not taking unnececary risks by vaulting uncertain windows when you are healthy and could easilly just take the hit. Healthstates are a resourse use them
Remembering where the finished gens are where the chances of traps are low so you know where to run too.
I am talking from the survivors perspective. This is how i play against trapper when i play soloq
You are right about one thing. This is not a constructive discussion.
But only because you simply refuse to learn and just assume anyone who tries to gives you advice doesn't play your role
There is a reason trapper is on the bottom of almost every tier list. If you don't take unnececary risks he's very managable.
Instead of getting defensive when people say "it's your fault" take a moment to think if maybe just maybe there is actually something you can change in your playstyle that will make you deal with trapper better.
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Yeah i wouldn't want it either
If i can't turn it off i would rather mute the entire game then hear somebody screaming in my ear the entire time
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They'd essentially be predropped pallets then right?
Could be cool. Would allow them to put very strong windows in while still giving killers an answer to them
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That's actually kinda cool.
I like it!
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3154888#Comment_3154888
If you can't counter it - it's not fair. As simple as that. As a sole player in soloQ I have no correct moves to avoid a trap while in chase if it's placed near the only vault/palled in vicinity. So I'm put in a hopeless position where I have no option other than be downed, one way or another, with no possible counterplay. This is unfair, and the traps being so sudden to that are annoying.
If you hide in a corner and a billy/bubba traps you there then you also have no option then to be downed.
The counter to that is not to get in that situation in the first place.
There are counters, you're just writing everybody off who tells you them
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I like how he has 6 fingers instead of 5
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3154987#Comment_3154987
Sure, if it happens once, it happens. But you know the difference when you see it. Just watch the otz video on it.
A good way to check for it is swinging at a pallet when they are at the other side. If they DH then they are cheating
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3153773#Comment_3153773
I’m not saying I think Trapper is a particularly difficult killer to deal with (basement Trapper being an exception), but I think telling a survivor to “run to the place of the map where he doesn’t have traps” is ridiculous. Like how would an average solo queue survivor know where Trapper has set up? Unless they find him really early and basically follow him around the map, there’s no way to truly know where he’s placed his traps. Well, not without a rainbow map with killer item tracking add-on. I do agree that avoiding windows is usually good practice, but he will get his bloodlust eventually (faster now), recover from missed or connecting hits (faster now), and generally outpace a solo queue survivor in one way or another.
In a general sense finished gens are a good bet. He has no reason to go to that place. There is a reason survivors see a giant bubble pop up when gens get done to show them which one it was.
Solo q or not, that's information you have. And it is a good practise vs any killer to do that anyway
Places you took the couple of seconds for to actually check if you want to be 100% sure.
And even if you aren't sure survivors make a total of 15,5 meter distance on hit while the killer wipes his weapon. It takes trapper 25.8 seconds to catch back up.
so even if he has a random trap there you should be able to take him away from gens long enough to get some good progress in.
Playing against trapper is risk assessment. Once you understand a bit how he works (playing him yourself helps) you can make good guesses on which places might be trapped
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The saddest kind of players are the ones who generalize
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Sacre blue!!
Baguettes et tromperie!
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3153249#Comment_3153249
"Just take a hit and die, just run around the map checking windows instead of doing gens". Wow, what a great advice, what a great way to outplay the Trapper, I'll be sure to use it next time I play against him, it all makes sense now.
https://forum.deadbydaylight.com/en/discussion/comment/3153269#Comment_3153269
Being week against SWF does not mean not being annoying, especially against soloQ. I guess it's pointless to explain to you, since you don't seem to play soloQ frequently and just refuse to understand. And "ad absurdum" is not a "fancy word", it's how that fallacy you used is commonly called.
Taking a hit while healthy and running to the place of the map where he doesn't have traps is how you counter trapper. Especially with medkits or CoH there is nothing Trapper can do
Either he lets you go to heal up or he commits to a full m1 chase away from the gens
Sorry but if you get caught in a obvious window trap while healthy it's 100% your fault. You should just not go through grass at all vs trapper if you are healthy
It also takes like a handfull of seconds to check for traps in a nearby loop. Trapper has no mobility, you can spare a couple of seconds to know if a loop is safe.
Don't take unnececary risk and trapper is a very managable killer. Take risks without any thought whatsover and i can guess why he would be annoying to face. But that's on you
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Don't forget that one of his most recent changes was that you can't reveal him while being marked
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So you would have been okay with hanging an hour on the hook?
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@ThePrizz said:
https://forum.deadbydaylight.com/en/discussion/comment/3152060#Comment_3152060
Oh I am trying so hard not to get banned..... lord have mercy on me.
What is scary in real life and what is scary in a video game are two different things, that's not a good comparison at all.
Someone shooting a gun at you, will make you shake in fear if it happened in real life, but not in a video game. That's why Counter-Strike is not considered a horror game.
Video games use audio and visual cues in order to achieve what is called a "horror ambiance". The most important visual cue in this game is how the killer looks. Trickster looks like a korean TikToker that went a little over the top with his fashion choices.
If you need to imagine a back story in order for something to be scary, I have some bad news. It's not scary.
By your logic I could imagine that a random rock on a random map was used for a human sacrifice ritual, thus making it scary lol
Read the first line again of what i said again
Also i didn't imagine a back story, it is his back story
It's cool that all you need to get horror vibes is "aah spooky scary monster" but some people need a little more nuance then that
Glad that people who do horror don't use your definition cause to me it's quite bland
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Horror is subjective
Trickster to me is way scarier then say Demogorgen
Cause a human with a baseball bat and knives is something that can actually hurt you in the real world
a demogorgen can't. Cause it's clearly made up
Also the idea of him putting screams of his victim into a song you're jamming to is disturbing to say the least
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@slunder said:
@Sonzaishinai if someone blocks you for no reason he is most likely a salty, bad teammate that looks for a reason to blame you instead of himself and sucks at the game & would just drag you down anyways. You do not want this kind of teammate anyways. Beside, this type of person would block so many people that his queue would increase much more than your's and at the end of the day, he probably does not enjoy the game so he is likely to quit.
And let's say everyone blocks you because you always think of yourself and let everyone else die, that's your problem, stop playing in a way that ruins the fun for everyone but you.
Selfish take, but let's go a step further
Killer players also would experience longer queue times because of this. After all the longer it takes for the game to find 4 survivors the longer the killer has to wait.
How can the killer prevent their longer queues? Not capitilize on mistakes so survivors won't block eachother?
Not to mention that DbD has the challenge of having one of the most difficult matchmaking out of any game with how much variety that can happen in a match.
Survivor players blocking eachother makes it that much worse
This option has so many obvious flaws with it that it would take a really selfish person to think it's a good idea
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Give it a secondary effect
I certainly wouldn't tamper with the movement speed cause that's a big deal
That 2 % translates to about 13% slower chase speed for 115 killers and 20% for 110 killers
Bumping that to 4% doubles that
It would quickly turn into being uncatchable in certain main structures without getting rid of the boon
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They did a lot of good things
The sad truth is that it's not really the devs but the mayority of the community that is clueless about the game
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Here's the problem with your suggestion
Yes the person who chooses to block players accepts they have longer queue times
The person getting blocked doesn't. And yet both of them their queue times increase
And with how quickly people are to blame other people rather then themself when losing that would very quickly get out or control