Sunbreaker7
Sunbreaker7
About
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- Sunbreaker7
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@Ghostwithaface said:
https://forum.deadbydaylight.com/en/discussion/comment/1252847#Comment_1252847
Yeah after a few games in a row as survivor. Mashing that space bar, can get tiring after awhile. Always fearing i will slip up or not press it fast enough. For sometimes it takes awhile to get you off hook, for one reason or another. While it feels like your strength is fading from your hand, as you have to keep rapidly pressing that button or death.
Not to forget, lag could also make you mess up and lead to your death on second hook. Making the idea the op wants to put in, seems like it will have the issue of punishing legit players. Who didn't mash the space bar fast enough or got screwed over by lag. If anything, struggle really needs to be change. To be less of a pain for the player. Like only needing to hold the space bar. Since as of right now, to many possible factors that could lead to punishing a legit player, if the op idea was put into place.
I would love to see the struggle on the hook changed from tapping to holding a button instead, so much less strain and stress.
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I only slug in end game when I am clearly behind and need that slug game going to slow the survivors down and forcing them to stop fixing gens and come help their teammates, sometimes that just ends up resulting in 4k because the survivors fail to heal full or stay hidden.
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This goes both ways in my opinion, it's honestly hard to say which one deserves better treatment on the hatch matter. On one hand it sux for the survivor having to wait the long hook death animation and then the extra seconds before the hatch opens, because more often than not, the killer either knows where the hatch is, or spots you with BBQ and simply marches to your location - it's not like you always have the luxury of getting to a locker in time. But then again, it's not like the hatch should simply be granted for the survivor with red carpet to exit the game victorious, it needs to have a chance of failure whether you get into the hatch in time or not. This is one of those things where one side is going to get angry no matter what you end up doing. In my opinion, the hatch is fine as it is, though I would love if keys were not a thing, they only make killers go full toxic mode, and I kinda get it, it's not fun playing a game where the survivors just exit from the hatch before compliting their objective or just getting a free pass when it's 1v1 hatch end game.
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While I am in favor of finding a way to prevent rage quit hook suicides in a way that would make them either completely be a thing of the past or partly punished behavior, I can't support the idea that you get dc penalty for it. There are cases where I struggle on the hook and my finger slips the keyboard and I miss a tap and my character dies because of it - It's freaking frustrating I tell you and I would be a lot more happier if I did not have to rapidly tap my keyboard to a breakingpoint whenver I am on the hook or struggling from killer's hold, but for some reason the developers think that's entertaining so it has remained in the game since day 1. People who actually play this game long enough realize they can just put a macro to do the struggling work for them, so they don't have to bother, which just makes it feel like a punishing feature for everyone else who don't use macros.
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The one thing that has always made my blood boil about the axe hitbox is that you might be standing right behind a corner with the huntress throwing her axe at your direction, and lord behold, if your feet is even an inch outside the corner, that axe is going to hit you like you were standing in front of it. There are many instances where I have clearly avoided the axe but it seeks me through the corner of the wall.
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@TKTK said:
The map designers don't understand the game enough to not make stuff like this possible it seems they just get told in advance what is needed to make the level and just do whatever and then fix it later cause they have no understanding of how tiles are run or what players are capable of. They are always terrible at designing structures from what i've seen and like the look of the place without thinking about how it plays out.
I have begun to think the same thing recently.
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First of all, this game is not dying anywhere anytime soon with the issues it has. There's plenty of players who have been playing this game since day one despite the game having been really bad back then with all that you brought foward in your post and more. Second, everyone knows this, you don't need to make a thread about it, the devs are working on many of these issues but they are not one day fixes.
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I would love to buy the premium track but honestly when I look at it, it looks just even more sad than the free one. There is barely anything worth getting there.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1242633#Comment_1242633
I still enjoy the game on PC.
PS4 is an abandoned, neglected lost cause of a step child.
that's why I eventually after many years switched to PC as my main. Now I play the console versions only when I can't access PC for a reason or another or I want to play dbd from bed. But yeah, the console is a neglected mess.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1242394#Comment_1242394
I mean, I tried. This is the shortened version of it all, so I tried to warn them and give a very brief TL;DR at the end. Usually though I make long posts to justify my thought process through it all and have something to refer back to, hence why I like making massive novels as posts.
And hey, I'll try to fight the good fight till the end. Its what I like to do.
I have a little different approach to fight the battle. I used to avoid using noed and mori because I despise them so much, but I realized the more people hate them, the more they are willing to raise their voice to the devs when they reach the salt point of no return... So, what did I do? I began using nothing but mori and noed in every match, making games unfair, short, and boring to everyone, especially to myself. People get so angry after getting moried early into the match. Can't blame them, that makes my blood boil too. But wait, there's more, what happens when you despite all the odds manage to evade mori and get to the end game... you get Noed to death by an instant easy down. What an amazing game design *clap clap clap* - Anyway, my point is, it is not fun for me to play like this, but this is the most effective way to get people angry enough to come to the forum to write about this stuff and raise their voice to the devs.
PS: I know I play like a douche, but I am not breaking any rules. I mearly use tools provided by the devs to win my games. If the devs think these are balanced and fun, I will let them know that since I started using this build not a single game has gone by where the survivors actually managed to win the match, even when I play in rank 1. You can't outplay bad game design.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1242340#Comment_1242340
Oh believe me I was planning on makinh a similar post about moris. The only thing stopping me was that I didn't have any ways to rework them whilst minimalising unhappiness, so I started it with NED. I was also planning on doing it with maps before many were changed, and keys. But I also wanted to see how this post was received before doing another similar post.
Also if any ideas here were liked I'd then put them into the feedback section for the devs to have a proper look at them and consider it.
Well, you are fighting a good fight, I give you that. I too want to see mori and noed either gone or changed to make this game better for everyone, but devs are just too blind to realize that majority of the playerbase despises these two things in the game, and yet they do nothing about them. But if you want to get people on board with your cause, you have to learn to convey your message with short and straight to the point easy to read text, not a novel/wall of text. A lot of people will just get turned off and leave, even if they would have been potential supporters to your cause.
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@AnnoyedAtTheGame said:
https://forum.deadbydaylight.com/en/discussion/comment/1242178#Comment_1242178
The other 3 survivors would escape after doing gens and then if you trapped a survivor in the room, you would get a ban for holding the game hostage.
Read the upper comment.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1242008#Comment_1242008
As mich as I'd love that, let's try not to alienate at minimum 1/5 of the playerbase that we've just tried to bring back with map changes. Instead I propose a solo buff (totem counter) or a perk rework (everything else) to minimise unhappiness on both sides to do with the perk.
If you want to start a converastion about minimising unhappiness in this game, you should start with Mori. Noed still can be countered by cleansing the totem, but Mori is just free ticket to win every game with no possibility to defend yourself against it other than not getting hooked once, but let's face it, the odds of that are next to none, especially when your teammates start to die out because of it.
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@evilwithinIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1242178#Comment_1242178
Well there are more places like this (Saw map then that small room with 1 gen and only 1 door) But that is considered griefing because like you said the survivor cant do anything other than dc'ing. This is in fact banable... I think😅
Of course I understand that it is banable offense, but my point was, it is hilarious that the game allows you to do something like this due to bad level design ^^
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I can't believe it, it actually worked. I didn't break the doors this time and I got a survivor trapped in that room. I even had the bamboozle perk, so techincally if I wanted, I could have kept her there the entire game with no way out of the game other than dc. I wonder if the devs did this on purpose, a little payback for all those infinite window loop abusers ;)
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@Fiv55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1241991#Comment_1241991
what the f is this? A room with a window and 3 (!) breakable walls? Whats the point of breaking them and increasing the loop strenght? Thought this was supposed to work the other way round: loops get unsafe when doors are broken.
Straight up a death trap if you vault the window.
That's actually pretty good point, didn't even think about that, lol!
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1242017#Comment_1242017
Then you should post screenshots!
Relax, not everyone in this game are a streamer or recording every bit of their experience. I can take some screenshots next time I play on the map and post it here if this thread is still relevant at that point.
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@Ivaldi said:
Umm what?.. How can they run an infinite if its been blocked off completely?
https://us.v-cdn.net/6030815/uploads/095/KXJ6D11NV2A4.jpg
https://us.v-cdn.net/6030815/uploads/728/7C1UEOQU1EXV.jpg
That's just one variation of the Saloon, my experience was different from yours. There are still variations that are broken, it seems.
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Remove noed, that's all you need to do.
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@Aven_Fallen said:
To be fair, all of them (except you) are pretty close to the Killer. So you aside, the Matchmaking looks pretty decent.
That logic is so flawless that I shed a tear of laughter xd
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1237514#Comment_1237514
BS. Theres far too much required.
I have this when I get troll survivors working with the killer or sandbagging. You need to record, report, upload which takes forever, fill out a long ticket and you'll never get an update. It was becoming so frequent that i really couldnt be bothered anymore. Not when you dont even know if they’re doing anything
This is exactly what I am talking about. People need to be encouraged to report players! Simply filing a ticket that is a pain in the ars and doesn't even let the reporting player know if his report ever did any good or was even looked at, that's frustrating. If I had to report a cheater once or twice a year, sure, give me the longest freaking form to fill there can possible be, I can make time, but when I have to report players (not just cheaters) every now and then, I start to demand convinience for my trouble.
I am not getting paid for this, unlike the staff hired to catch these offenders. I paid to get to play the game and have fun, not to file tickets, so why am I being the bad guy for asking a little bit of convinience for my trouble? Few people who say that the system is fine as it is and it's us who should just deal with it, I don't really believe you guys are actually doing anything to report offenders, you don't know how tedious the process becomes over time, or maybe you are one of those who has all the time in the world to play these games and time is no issue to you, so you just don't care.
Bottom line is, there is nothing wrong asking for a better improved system that benefits us all, both the players and the devs.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1237729#Comment_1237729
If the game had some kind of built-in way to submit more detailed reports and video, I would 100% agree.
Instead though, it is such a tedious process right now to report something that it doesn't seem worth it.
You are right to say there does need to be a bit of balance from making it too easy so that people don't just flood BHVR with reports on people who did nothing wrong because they're a salty boi but right now, this process is so user unfriendly that it isn't really worth the effort. Like I stated it took me almost a half hour to finally get the report submitted with all the hoops I had to jump through and I knew I needed the video evidences so I made sure to take it (granted, you could probably now shave a little bit of time off of that since I now have a BHVR account setup to submit tickets).
I can't imagine how disheartening trying to report someone so blatantly cheating only to be told "Sorry, pics or it didn't happen LOLOLOLOLOL" would be to someone trying to report a jerk ruining the game for people. If this game had a built-in recording system or something, that I could understand but as of right now, unless you happen to Twitch Stream everything you do and have it always set to keep the recordings of your games, there's no good way to report people breaking the rules.
It's not about gathering video evidence to proof your case, it's about dbd team coming up with an actual report system that does its job and is easy to access and fill without having to exit the game. League of Legends has ingame report system that actually lets you know when offenders have been punished thanks to your report, that's something we need to this game to encourage people to actually go the extra mile to fill out these forms if we really have to exit the game to do our reporting.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1237608#Comment_1237608
Where did I say either of those things?
If the In-Game Report system does absolutely nothing as it sounds like is the case, then yeah, get rid of it because it's useless at best or disheartening at worst as people think they're sending in reports to stop people from cheating that doesn't do anything. Why in the hell would you have a reporting system that goes right into the trash can?
If the In-Game Report system DOES allow BHVR to look into it, why do we have to upload video proof of the cheating? BHVR should be able to look at their own game data to see. Even if they don't record the actual match, one would think that they could have basic information that would tell the story (Player A is on the hook, Player B repeatedly pushes A to take Player A off the Hook while KILLER stands six feet away and watches until Player A dies, in which then Player B skips merrily to the Hatch while the Killer stares at them). You can see with game data that Player B is working with the Killer. There is your proof.
The entire point of an In-Game Report system should be to flag BHVR to look into something. If BHVR looks into it and sees no wrong doing, problem solved, no one gets punished.
Right on. It feels like an insult to all the players by having a report system that is just there to create an illusion that something is being done. Yes, it works on chat abuse cases, but not on cheaters. A game like this should not force its players to step outside the game to report cheaters in the first place. For how long has this game been out for all these years and they haven't still come up with an effective report system that actually encourages people to report offenders instead of making it a chore.
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@sulaiman said:
How did he cheat? Way too many people reported camping in the past.
Just go on youtube and watch the video, since I am not allowed to post it here. You can find the video from my channel "Sunbreaker7" - Or perhaps this also breaks the rules, I don't know...
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@BigBrainMegMain said:
Upload it to YouTube then send them the link.
I don't know why the system won't let you upload a video and it irritates me too when I catch people and then it times out.
Their video submission is outdated and pedestrian. Upload it on YouTube, and open a ticket again, submit screenshots as well.
Not to disrespect but did you even read what I wrote?
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The hunched back is pretty much an artistic choice. All the characters portray fear and alertness. It would look pretty off if the characters would stand and walk straight like it's a normal day.
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- Kindred, Iron will, and self healing for survivors
- Brutal Strength, BBQ without extra bloodpoints, Shadowborn, Unrelenting.
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Survivor: Live and die
When within 5 meters from the hooked survivor, live and die activates. When live and die is active, during the unhooking animation, the survivor whispers to the hooked survivor: "Gid gud, noob" and then places the survivor back on the hook, thus killing the survivor instantly.
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I see we are getting a good mix of different perks here, did not expect this.
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Thanks for all the great comments explaining in such detail, really appreciate it! The only thing left for me to wonder is why doesn't the devs make the shadowborn a passive perk to all killers, since it kinda doesn't really change the game itself but rather just makes the gaming more comfortable, kinda strange to keep it behind a perk. Again, for someone who literally can not live without it since without the perk I feel like a sloth and really can't enjoy the game, but then again, it takes one perk...
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Maybe someone could explain this in a bit more detail ^^ ?
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A game where killers don't have to be humanoid, but can be any kind of creatures. We could finally get a giant spider killer and things of this nature.
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If I were the devs, I would do a complete rework of her entire playstyle. I would remove the blinking completely and just make her into something else that is more fun and accessable to all levels of players.
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@aregularplayer said:
hook me asap so I can hook suicide
But then no one will have fun ^^
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/144526/how-to-be-a-fun-killer
Im mainly killer, but I play both sides.
Don't slug, don't camp, don't tunnel. Let survivors unhook for free. Don't use mori's or busted add-ons. That's about it. You actually don't have to kill anyone to pip, especially on a killer like legion who racks up chaser for free.
Just realize you will probably lose more games playing like that, but then again you are also invincible as killer so you will never have some of the incredibly painful matches you can as survivor. You can go into a game running a total meme build, with add-ons like padded jaws that actually make your killer strictly worse, and still have people talk smack to you at the end.
But some people will actually appreciate the effort, which is nice.
Good advices, thank you very much! However, I did not quite understand what you meant by "You actually don't have to kill anyone to pip, especially on a killer like legion who racks up chaser for free."
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So basically it's the connection? But I do have a flawless connection, I play fair (most of the time when not provoked or not doing a challenge), and still I find people who like to DC for no good reason...
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@andyollolloll said:
DC penalties have improved things but need to be increased, the survivors who do this affect 4 other people who just want to play the game.
Had a toxic survivor who unhooked me in front of pig. Spectated and tried to use their DS as they crawled to gate, pig waited and picked them up after DC had finished... survivor DC!
Penalties should affect players which it doesn't when it is bedtime
I do think that the current penalty for DC is way too mild. They hardly have decreased the amount of people who dc games, but then again, if you go increasing the penalty, it sucks for those who get kicked out of a game for technical problems. I have had it happen to me in the past and I am glad I just had to wait 5 minutes beacuse of it.
But yeah, if there ever was a good reason to dc, it's when your teammates come unhook you without borrowed time right in front of a killer and the killer just downs you and puts you back to the hook.
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Killers can easily counter dead hard simply by acknowlidging that the survivor has it in their arsenal.
Anytime I am chasing a dead hard player, I simply extend my time before the finishing hit to force them to panic-use it and then just walk up to them to finish off.
If there is a pallet for them to loop, I simply just try to predict the moment when they are going to use it and hold my hit and hit them 0.5 second after they dead hard. This way their dead hard ends to my hit animation still inside their collition box and they fall down at the end of their dead hard.
If survivors suddenly turn around to run past me, I know they are about to dead hard through me, so I just stop, wait and then hit after they use it.
There's many way to play around dead hard, all you need is a bit of practice and understanding in what situations good players often use them.
The only timeI can not do anything about the dead hard is when the survivors are running towards a window or pallet and normally would not make it in time but since they got dead hard, they can boost themselves to reach it to safety. And that is just fine...
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1184350#Comment_1184350
To be fair matchmaking and ranking is a bit screwed at the moment. I'm also getting 4ks a lot at the moment, with other killers as well, but certainly not because killers are op.
His chase potential is great, though survivors that know how to go against him can still waste precious time of him for sure. His tracking is also good thanks to Static Blast, but he does lack in map pressure since he has no mobility, so patroling gens isn't his strength at all. Of course Static Blast helps a bit with map pressure, but in comparison to someone like Billy it's not that good. Which is why I think he is generally quite balanced.
Killers like Hillbilly, Freddy, Spirit or Nurse are all stronger in my opinion.
I know the matchmaking is screwed, I am talking about when I am going against my level players in red rank. I would not make a thing out of this if I was comparing my result as a rank 1 against none red rank players xd
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Gunslinger is hilarious fresh change to the game, but just like nurse, he changes the core design how survivors should run away from the killer, something that I downright despise as a design choice in dbd. Windows or pallet loops are no longer reliable. Many pallets and windows have become death traps against Gunslinger, unfortunately. Not to mention that you need to constantly be running like a headless chicken hoping to avoid the hookshot just like with huntress, which in itself gives the gunslinger easier time to close the gap between him and the survivor to deliver a basic attack.
This especially feels extremely punishing when the gunslinger has something like noed or active devaour hope hex totem to down you instantly, as the hookshot is still counted as normal basic attack once reeled in for the hit. I know the game is unfair, but it doesn't need to be this unfair.
Plus, what I have been playing Gunslinger, I absolutely burst in laugh everytime the survivors think they are in a safe side of a pallet loop and I just hook them and reel myself to their side of the loop to get a free hit. Many times they even stand behind what they believe is a safe cover to avoid the hookshot, but the hookshot has that needle thin hitbox that can pass through many objects that seem impossible to penetrate.
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Funny. People in my games know how to use them effectively. They often drop them when I am in locked animation like breaking a pallet or picking up a downed survivor. It's not a flashbang you throw at the killer's face to blind them. You drop them in front of the killer when they can not look away.
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For a long time now, I have been often matched against players that are above rank 10. I'm rank 1, so I can not even feel proud of my victories in many games I play. It's unbelievable that the dbd team thinks the matchmaking is okay or even decent. It's one of the worst matchmakings in a video game I have seen in years.
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@gatsby said:
If I have another chase and another hook, but the next person I go for still has DS for some reason. I just tunnel them out of the game and don't let them leave. I will never reward someone for using DS. If I get stunned, they're dead.
you never reward someone for using DS? They don't ask you to reward them, the perk is soely meant to be anti-tunnel perk. If you still catch them after them using the perk on you, you earned that hook. You telling people that "you don't reward them" for using a perk that is designed to get away from tunnelers, it just sounds like you got some personal problems that has nothing to do with the game itself.
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Survivor:
- Don't be afraid to drop pallets, better to use them and prolong chases than save them and get downed early.
- Learn the difference between, slow -, medium -, and fast window leap and how and when to use them.
- If you are not being chased, always do gens. Don't be afraid to do gens even near the killer if the killer is chasing someone else.
- Don't be afraid to stay injured. It's not always smart to heal if you have a golden chance to finish a gen.
- Don't rescue/unhook in front of a killer if you do not have borrowed time perk.
- Don't rush for a rescue if someone else is already doing that "One man chase, one man rescue, one man gen" rule.
Killer:
- Don't chase one survivor till the end of time. Learn to give up on chases when the survivor gets too far or loops you forever. Try to find survivors to chase that are more easier catch and capitalize on those, leaving the best for last.
- Don't play in the emotions. Survivors often like to flick their flashlight or tbag you to get your attention and make you lose your temper to chase them forever when you should be doing something else. Don't give them that power. Let the karma fall upon them when the time is right.
- Try to force survivors to drop you "God pallets". Meaning, pallets that are very easy for survivors to loop you in. The sooner you break them, the easier the end game chases will be.
- Use 2 pallet rule in chase. If the survivor drops you 2 pallets to eat and gets far away, you can end the chase there and go do something else. You got 2 pallets out of that chase, so it's a win in its own right.
- Don't camp hooks, always pressure gens. If a survivor is not doing a gen, he should not be your point of interest to chase unless you have no clue where other survivors are at that moment.
- Don't travel great distances in large maps just to chase a survivor. Try to stay in one side of the map forcing a 3 gen end game where three last gens are located near each other for you to easy patrol. However, don't lose gens over this tactic if there are no survivors to chase on that side of the map.
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Well, my basic wins with him has been 8/10 matches I get 4k with consistent rate. That includes games where I hook everyone randomly, not tunneling, not playing dirty cheap tricks on survivors, but just normal game. People just don't seem to be able to hold long chases with me anymore unlike when I play with any other killer in the game. The fact that I can just deny people the ability to use windows and pallets just messes up their run. It's both hilarious and sad. It's like they don't have anywhere to run anymore.
Not to mention, I can't remember the time when I have seen red rank players unable to finish a single generator in the entire game before I am able to win the match. That's just unreal, but I manage to achieve even that with the Doctor, using constant map awarness and pressure tactics across the map. This includes maps that are football stadium large and not very good maps for the Doctor.
Well, I guess the Doctor was either perfect design to my playstyle and skill level, or I think he's pretty op. I do remind that I am rank 1 both as survivor and killer, so it's not like I don't understand the ins and outs of this game. That's why I feel like the Doctor is pretty op compared to other killers.
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@RobMeister88 said:
Yes and while we're at it, let's have survivors being able to repair gens and open exit gates while downed, because slugging isn't fair and should be punished.
Yeah, I do believe that slugging is something that does not belong in dbd. It is a huge time waster and something no one wants to have to go through, but it happens constantly in many matches. Sure, unbreakable is a good perk to prevent slugging, but it feels like something you just have to have in your meta build, not because of strategic design, but because unless you don't have it, well, you are gonna have pretty awful time playing many of the matches.
I have been in so many games where the killer just won't pick me up, won't kill me off, won't let anyone rescue me, and won't let me off the game when the game is over. All this, beacuse slugging is a thing.
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@Cheers said:
So you're saying we should reward survivors for failing to win a chase and in events were a survivor is slugged, which in many cases is required, they get a free escape which they didn't deserve in most cases.
If this ever is added then I'll be starting to think moris without hooking was balanced.
Well that's just one side of thing. I play both survivors and killers and I don't see this as something: "Survivors get this, so killer's need to get this" kind of situation. It's just idiotic to reward slugging.
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Just make DS so that it deactivates if you go do gens, heal, or enter a locker. And at the same time just make it 100% automatic skill check chance to balance this change. This way the perk turns into an anti-tunnel perk that actually does its job in a way that it can not be abused by survivors
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I agree. This has bugged me so many times, and quite many times it has actually resulted in my death that could have been avoided, had the game given me a fair chance.
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Here's the picture.

