TerraEsram
TerraEsram
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@I_am_Negan said:
https://us.v-cdn.net/6030815/uploads/4895SVLA0G89/image.png
Have to keep trying one pumpkin will have the golden ticket.
Sooo... It's a rare pumpkin with an animation of candy who are there?
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3237049#Comment_3237049
This. I’m the one who usually tries to body block for the unhooker so he/she doesn’t have to trade. It’s such a good feeling taking a protection hit for them, then they loop the killer for a full gen or more.
It's difficult, but oh boy, it's ######### satisfying to rescue in this case, when you can be coordinate with the other player
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3237069#Comment_3237069
Yeah, it's "stun by any means" which includes with perks.
So, technically, flashbang and bomb gen also?
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3237054#Comment_3237054
Nope, I've done it all. I've slapped pallets when I had already secured myself 15 points, after a gen, running after the killer after they hooked someone. I even spied on a clown and waiting for him to kick a pumpkin
Absolute desperation
Don't secure your void point, just wait on a pallet when he slap you
With that, 3 void point go to him, but when you slam the pallet immediatly on his face, your 3 void point go for you
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@foodie said:
Is anyone else having issues with this challenge? I've been stunning killers over the course of a couple of matches whilst making sure that my void energy bar is not full, and I'm not getting any points.
At this point, I'm probably at the bottom of the MMR trying get points for this challenge, chasing the killer around, so they start chasing me, I can't do gens and I get no points, regardless. What gives?
Hmm... And, what if you do a gen, just to have 3 or 6 void point, and going for the loop with a killer, waiting that he slap you near a pallet, and op, immediatly, the pallet in the face of the killer
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@TatsuiChiyo said:
If you are full on Void Energy or deposuted all of it it wont count cause you didn't "gain any". So to do this challenge best bet is to just ignore the objective. BHVR's brains have done it again!
All of the challenge for survivor this times is very difficult, the killer is just "hook or kill survivor"
Woaw
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One of the best solution to unhook a survivor who was camped is... Going with an another player, and try to rescue the hooked survivor
It's hard, that was something that demand skill, you can go with a flashlight, flashbang, try to attract the killer near a loop tiles or a pallet, just enough for the second to save your teammates
Like all thing in the survivor side... You have to gain some technic, some skill to do that
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@hlambda said:
Killers still get too much value from camping. Allies are forced to trade being hooked which is basically 2 free hits for the killer. Please give survivors some way to counter this.
The technic is... try with another teammate, it's very hard in solo Q, but when you go with an another player for rescuing the hooked teammates
Flashlight, flashbang, attract the killer near a pallet or a loop tiles, a lot of thing can help you, with some training
It's survivor here, so, practice is the key to be good
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@Maxitolliony said:
these mf will wait for hatch or bait teammates or whatever, like playing dirty to escape for what? like these people will never trade hits or hooks and just let their teammates die on hook or get hooked on last hook.
why do people bother playing surv if you act like this, its a teamwork side. idk if this is toxic but i always make noise or lead the killer to them cause i want karma to come to them.
play the way you want to be treated, yet everyone thinks for themselves. pain.
Many do this because tunnel or camping, I can understand... But when he teabag and wait til you die... that's toxic yes
One times, I got this kind of teamates, doesn't nothing, just running, unhook in front of the killer and bodyblock the survivor just to sabotage the team
I was the only one survivor left with the other survivor, the two of us, zero hook, and when i'm going to loop the killer for him to make the last gen remaining... He just wait, pointing at me, teabag, going inside a locker, etc...
When the killer find him, he just slug the guy and wait til he die
Funny thing is, when I say thank you to the killer, He thought that I was the toxic survivor, when I really thanked him
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3233244#Comment_3233244
No worries, I definitely understand the reluctance to assume cheating. Based on the anecdote you just provided, the clown should not have been able to spawn that close right off the bat and instantly knew where you were without having a way of either manipulating spawn positions (like the relative offering from either side) or with a perk like lethal pursuer. Unless you were afk and alt tabbed out for a period of time, if you started moving as soon as you gained control he should have had zero chance of being able to trap you there. Plus you always have at least 1 pallet right next to that position, and multiple windows into connecting rooms. You even had a good chance of having a godpallet spawn in the corridors to either side.
You also mentioned lightweight, which while still not great, should have been able to let you run in either direction and have a very good chance of him missing your scratch marks, and clown has no instadown outside of pinky finger so you should have had at least 2 hits worth of chances to create space and start looping. And if he did, he only has 4 bottles max if he uses both addons, and needs to land direct hits so wiggling as you run and being unpredictable with movement makes you extremely hard to score a direct hit on.
Again, I'm not saying any of this to tell you that you're bad or anything in that direction, and hindsight is indeed always 20/20, but my point is to take those statements as consideration for how to handle it on future attempts. Knowing where to improve is genreally just as important as knowing what to improve.
I am already losing a state of health to try to escape from the "dead end" where I was (knowing that no, I was not AFK, the time to take control of my character and barely move forward, he passed in the hallway opposite, turned and walked towards me)
To then try to escape, all the game, I was injured, because always pursued by this one, despite my many zigzags in the rooms, always trying to be as hazardous as possible, always with a pallet to save myself or avoid these bottle , such as in the toilet
The thing being that, even so often, I die when the doors are powered up, or hung at that time, it's not so much fun to always race you as soon as you start the game, yes, I'm getting better at loop... But when your challenge is to make generator and you can do anything except that..
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3233232#Comment_3233232
I... didn't tell you to cheat? I was saying that the way they found you could possibly have been through cheating. I was leaving it as an unlikely possibility since you seem to have ruled out every potential explanation as I offered them. I don't understand why you seem to think there were 7 times in a row that you had absolutely zero agency at the start of the match, if not either hyperbolic or unrealistic to the game loop itself. I was only trying to help in the event you might not have understood the events that could have led to any of those 7 outcomes.
#########, I was confused, what I meant to say is, I don't want to directly imagine that the other player is cheating (sorryyy)
If I take my last game, on the hopital versus a Clown, I was on the entrance gate when the game begin, and the clown come immediatly from the corridor in front of me, where the only pallet in the "lobby" was
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3233055#Comment_3233055
I always get suspicious of killers who show up at the right time everytime, but sometimes the game lasts too long after I've died to see what perks they had. I wish people who are solo could see killer perks as soon as they're out.
Like all very good ideas in the game, unfortunately, there was abuse and it was deleted, there was a time when you could...
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3233210#Comment_3233210
Doesn't have to be you who disturbed it. If you have the ability to keep track of every single crow anywhere near you and whether other survivors disturb them and exactly when/when they return, you have arguibly the best situational awareness of any DBD player ever. I'm not going to pretend there are no unscrupulous actions like cheats that could have been used to find you, but I AM saying that under normal circumstances there was likely some type of tell that led the killer to you, and likely another that kept them in the area. Again, I'm not trying to invalidate your experience, I'm trying to give it context so you can move on from it instead of making a topic like this and further internalizing it.
The thing is... I don't want to cheat, just because the killer, or the survivor seem to be surprisingly strong (when you're running after thirty minutes after a survivor, with a still great distance, or the killer comes straight at you without hesitation when you're hidden)
You can imagine it's talent or luck, but after seven games, where I couldn't even touch a generator because all the games, I'm busy with Loop the killer to try to get out of it, and that he never lets go of me, despite all the stealth skills I have... It just gets drunk and makes me just want to stay as a killer... But there's the tome
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And, I got this situation only recently, before the event, or before the 6.2, I never got this kind of situation
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3233195#Comment_3233195
They probably have either Lethal Pursuer (or other relevant aura reading,) or you disturbed crows which are used to find you. Tracking by crows is actually two fold, since you can use both them taking off and them returning to get an idea of the expected distance/time that has passed since someone disturbed them, and it pairs well with a lack of scratch marks to know that someone is definitely hiding in the area. All I'm saying is that there may be reasons they find you more easily that might not be as apparent from your perspective, so the best thing you can do is immediately go for a defensible position and go from there. Sometimes in that situation they'll see someone else running off and go after them instead, but as a general rule the killer wants to prioritize targets that are out in the open/out of position over ones who will be guaranteed to waste their time and pressure.
Nope and nope, for the perks, I look always at the end of the game to see what he have... And, it's pretty rare lethal pursuer, chili, yes, but no other aura reading perks or add-on
For the crow, I usually disturb them when I run after I tried to escape the killer, not before
Even Hiding in a locker when I see one when the game begin, no running, just walk, and even with that in the terror radius where I spawn, the Killer find me
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@Ryuhi said:
Run Windows. I'm dead serious when I say its not only an extremely useful perk for avoid deadzones (natural or created through using pallets) but it gains more value the better you are at the game. its not a matter of needing a perk, but more that you should pretty much always have a defensible position before the killer reaches you at the start, even if running lethal pursuer and making a beeline straight toward you.
Survivor spawns relative to the killer are usually at roughly opposite ends of the map. Unfortunately sometimes the x and y axis of each map are not exactly even, so sometimes its not as far as others. If you start in the TR like you stated, you should be looking for a pallet or window immediately just in case.
That's the thing, I run for the moment Hope, Lightweight, windows and dance with me, but even with that, when i'm hiding in the far corner of the map, behind some rock or wall, the killer found me instantly
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No worries, killer or survivor, same #########, a lot of killer with infinite wallhack is also in game, and that's what disgust me of the game, survivor with hyperspeed and killer with superwallhack without perks...
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@darkcloudlink said:
The game has been crashing a lot for many people ever since the event started. That's probably why the DC penalty was removed.
But why now? Since the event started, I never have this problem, it's only today
I'm going to retry, so for the moment, i don't know
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@HugTheHag said:
I appreciate the effort for once to not put all SWF in the same bag, it feels good to see that for once.
I'm not really on board with your ideas however. First of all, I don't think you could add more gens, first because depending on the matchmaking one more gen could turn things from manageable to impossible. Also, 4-men-SWF are not that common, and I feel bad for the random solo paired with a 3-man that logs into the game and sees "6 gens remaining", haha. Same with actions that would take longer : the solos would not understand why their counterparts are so inefficient.
I think it's a good idea for the game to notice which tags often play together and if they're good together, but maybe instead of adding additional objectives or handicaps into the game, just implement a "collective mmr" mechanic, where if you play solo, you have your own mmr, if you play SWF, your group collectively has one mmr, that starts off a bit higher from your individual mmrs because the game takes into account that you could communicate. Then, your collective mmr would adjust from escapes and deaths.
That way, if you're very good with your pals, you'll be matched with solo.s and a killer from your collective mmr level. Like this, no stray solo is thrown under the bus with more objectives to do or inefficient players.
That's just an idea though, but I think it would be healthy for the game without actually nerfing most SWFs !
You made me laugh
Yes, I'm trying to "water down my wine" to think a bit about how to manage the thing, because it's true that when you look, once the difficulty curve is "tamed" well, it's above all mistakes that cause you to lose, if you are fully in the game, it becomes harder, that and the coordination
The concern of the MMR is that they should still rework it well... Because if it really worked, I wouldn't have had three diametrically different parts at this level, limit I had
My level
too powerful
Too weak
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3229835#Comment_3229835
Thats not a particularly good metric, because it would affect other players as well. 2 man SWFs are actually the most common in most of the breakdowns they've released in the past IIRC, and 4 mans are the least common. Not only that, but you can have a swf of good players who aren't even on comms, they might just be pairing up with people they know won't ragequit on first hook or anything like that. Its important to target why SWFs can break mechanics that solo players are considerably less likely to be able to, effectively putting in sanity checks to prevent exploitation.
With your proposed system it not only doesn't address the issues directly, it creates a large window for false positives to simply punish players who win frequently. That is particularly bad with how MMR works, because the higher the difference between opponents, the more it shifts due to the outcome. On top of that, escape rates are an extremely easy to manipulate variable, especially if the desired result is deflating them.
It's why I'm trying to find a solution, a kind of brainstorming without biting our noses
And making a system like "there are quick games and ranked games" isn't going to help either, because basically if people play, it's also for bloodpoints and iridescent shards, if we start making a system or, the only way to increase the power of these characters is in ranked... People will just leave, or stay in custom
However, I often have fun testing as a survivor, with all the skills and items, about healing or generators, and I can't do it as fast as them (knowing that I sometimes cast chronos to see how long it takes for the first generator to be made)
On this subject, yes, I agree with you, it would be necessary to find how they manage to abuse a mechanism which is not supposed to act in this way
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/350840/my-idea-about-swf
The issue with blanket approaches to SWF is that many of them aren't the death squads we all come to know and hate. Most of them are just streamers or a few friends messing around in chat while playing, and they're usually not even a 4 stack. Punishing them for how efficient players abuse the hell out of their advantages isn't exactly the best approach, which is why the focus should be on swf advantages directly, and limiting their bonus efficiency.
This is something that is purely an example, but lets say you limited perk loadouts between swf. We'll use Head On as an example. With Head On it is very often used as a means to prevent hooks, and double locker setups especially cause issues with this. Due to the amount of coordination involved with comms, it can be very easy to force lose/lose situations against the killer any time there is a double locker, or if they can communicate where they are going to go down and the nearest hook that is likely to be traveled to. Without being able to convey that information, the chance of exploitation is considerably less, which is why its not normally an issue. Therefore, Head On would be a perk that could be considered for a type of limitation (be it only one per swf, or none at all.) Alternatives would be to reduce the effectiveness of the perk, either through a longer "prep" time (maybe 5-6 seconds?) a shorter stun, a longer endurance amount, etc.
Flashlights are another example, as they again can be used to coordinate lose/lose situations (once again with lockers especially, funny enough.) Like with head on, it could have either similar limit/prohibition, or reduced effectiveness (maybe the blind takes longer, battery drains faster, etc.) They can be a bit more tricky though due to the fact they can be found in a match, so its important to focus any debuff decisions on the players themselves rather than the items.
There are a lot of other ways that im sure could be implemented to have a similar approach, but the bottom line is that any nerfs to SWF should be very specifically focused toward things that they are able to abuse beyond normal players, and shouldn't just be a blanket -20% action speed or anything hamfisted like that.
That's why I said that the game should check the team in place to see its escape rate, if it is very high, to impose new limitations during the game, so as not to punish everyone (those who play with friends, or those just for fun)
For example, if the team accumulates more than 80% escape rate over a certain number of games (very easy to reach 80% escape rate when you start the game, unlike after XXX hours of play), and although during the game they have more generators to do, or they take longer
I'm sorry if I misspoke earlier.
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@myers_obsession said:
Don't know what your problem is. The game is becoming really stall over time and this creates new objectives. Nothing has changed. Killers are sweaty as always and survs are toxic. Thats dbd.
Or survs are sweaty and killers are toxic, same ######### , you got the two type in each teams
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@Boss said:
Just curious if you think it's worth it to come back to play.
I mainly played Killer and sometimes solo Survivor.
EDIT: I should also add i give 0 fricks about competitive, it's all about just having fun for me: Whether that's doing certain builds, messing around or whatever.
I know, i know: I wil ultimately decide if i will play again, but i'd like some insider info from y'all on how the game currently plays and how it is compared to 1 year ago, if you can still remember that.
Pour your heart out here all you want, i promise you that i will read it all!
'Kay, looking forward to many replies!
Sincerely? I want to love this game
I was pulled into the game by the sleeve when it was free on the epic, friends wanted to play with me, so much so that today, I look at all the changelogs, I make a summary of them and I talk about it with this group
We are not competitive, we play above all for fun, to have fun... But when I have the misfortune to play, whether it is survivor with others, or killers... We very often find ourselves faced with unfair elements, or cheating, and it totally cuts me off, so much so that we take a lot of fun playing in a custom game
The saddest part is that, when faced with killers who camp, who tunnel, or slugg, etc... Or when faced with survivors who body block, who always have fun silently following you when you chase someone for save flashlight, or who manages to blind you for ten minutes... Your game no longer becomes fun, and you go into the "tryhard mode", and it's not fun anymore, you don't take the time to enjoy the game, you don't play a game for the fun
And the influx of cheaters lately have completely cut off my desire to play the game..
I'm coming back here little by little, after a little break of two or three months... But I still have the fear of falling back against them, these survivors who run practically as fast as the killer, the killers who pass through the pallets or who only take two or three seconds to catch you up after having passed the same window as you, or after you had dropped a god palette, which had knocked them out...
In this kind of case, you don't have fun anymore
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@Marigoria said:
Has anything positive ever came from it being available on that platform?
Not only 90% of hackers use it, now I gotta deal with homophobes too.
They facecamped me while pointing his gun at my LGBT charms and then said this.. ¯\_(ツ)_/¯
(Yes I reported them in end game).
https://us.v-cdn.net/6030815/uploads/PJNUWU1B9NAO/inked20221008122144-1.jpg
Don't think everything come from the free game on the epic store as bad as that
Without it, I would never have known the game and played it
Since then, I am very well with my little multicolored bird
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@johnlikesguns2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3206462#Comment_3206462
Very true unfortunately.
In reality, the loop starts again, if you are in a very good team (SWF), yes, inevitably, you will have a very hard time as a Killer, but all the solo Qs or those who are just there in "I have a little time to play, I'm going to have fun with my friends "... They will increasingly flee the game
Even if... With the last survivor perks of RE and what will happen for the anti slugging, we can imagine that some will come back
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@johnlikesguns2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3206462#Comment_3206462
Very true unfortunately.
In reality, the loop starts again, if you are in a very good team (SWF), yes, inevitably, you will have a very hard time as a Killer, but all the solo Qs or those who are just there in "I have a little time to play, I'm going to have fun with my friends "... They will increasingly flee the game
Even if... With the last survivor perks of RE and what will happen for the anti slugging, we can imagine that some will come back
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@johnlikesguns2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3206462#Comment_3206462
Very true unfortunately.
In reality, the loop starts again, if you are in a very good team (SWF), yes, inevitably, you will have very hard time as a Killer, but all the solo Qs or those who are just there in "I have a little time to play, I'm going to have fun with my friends "... They will increasingly flee the game
Even if... With the last survivor perks of RE and what will happen for the anti slugging, we can imagine that some will come back
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@johnlikesguns2 said:
There's more and more sweaty teams. With alot of good perks and favoured maps that make it very difficult for the killer to do anything. Since the 6.1.0 patch, proves became much more frequent, and with the most recent update. Project W Chapter release. The game has one new perk. Hyperfocus. That has now been combined with Stake Out. With toolboxes as well. All this makes generators go flying, and if you are facing good survs you pretty much have no chance. Anyone else feels that killer is getting tiring and more tiring to play due to all the teams and perks combinations? Should this be changed or should this remain? Curious to see what the killer mains think about this. Cause for me, my killer matches have been much more harder and quicker as well.
It was to be expected
With the shift which gave a clear advantage to the killers, with the death of many meta skills to the survivors... Well, all those who played quiet, more chill, left, because to win, they are forced to be in sweaty mode. ..
You can't say that by playing survivor now, in a casual way, you can win easily
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@Obelt said:
https://forum.deadbydaylight.com/en/discussion/comment/3104667#Comment_3104667
See thats the problem for me in solo Q when a killers camps and survivor knows aint gonna get off the hook they just go "welp time to leave" Struggle struggle die and then the killer gets a 4k at 4-5 gens speaking from repeated suffering
Yeah, I know... And it's that the problem... The only real way you can get rid of a camper... It's only the swf way...
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I'm sad to tell you this, especially since a lot of campers say it here on the forum... If a killer camps, makes the generators, and makes sure that the others do it too
The last time, I took myself to calculate the time it takes, before the maj and after, if there was a camper... In both cases (before and after maj) if everyone does the gen instead go save him while he's camping, you can get by with another ally
When it happens to you, try to make a generator alone, and that the two others also, you will gain more time still, to then, make one to two
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@AcelynnBen said:
you're here good, now read below and tell me your opinion
don't get me wrong it might seem like what did was harsh on survivor but if you never noticed survivors were always kinda of above killers when it came to certain things
and now that killer and survivors are about the same ground everyone thinks that survivors are weak which they are not, you can still loop, you can still do a lot of things, the game will feel harder mainly because the perks that made it easy are nerfed
Although i think the MMR got a giant reset, because everything is messy atm
survivors that were high MMR are in low, while killers that were low are high
But all and all i feel like i have a chance to play the game now as a killer, the game feels stable, you don't just spawn in and 4 gens pop while everyone dead hards to the next loop, even boons which i hate so much don't really annoy me anymore simply because the game is calmer now, you have a chance to play and do AT LEAST SOMETHING
i think camping and tunneling might get lower in high MMR, because im gonna be honest the only time i tunnel or camp is at one gen with 0 hooks, and im sure a lot of killers did that too and i think even the devs realized that, that's why they disabled DS once the exit gates are powered
but this update made me feel like i wanna play killer, before you played killer and you just hated yourself, now its really fun mainly because the game feels balance
EVEN RPD which is a map i still get lost in, isn't bad anymore because there is no dead hard distance and bloodlust activates way faster
sure its gonna be a bit hard on SoloQ until the MMR either get fixed or fixes itself but it won't push away survivors and even if it did it won't kill the game mainly because there are always more survivors than killers
and don't forget maps will still give advantage either with pallets or just being BIG
and hey Nurse might get nerfed if literally every killer that isn't nurse starts feeling a bit viable
TL:DR
git gud, im jk but just wait a bit for the MMR to get fixed and everything will probably be fine
The thing is, when I think when looking at the list of changes, the first thing that comes to mind (besides some skills being destroyed) entirely is that; For new players, beginners or casu, this update is just a huge slap in the face for survivor, but "pro" or very competent players will manage to use them, and even already have the possibility of using this well. which stands out... Literally, this update is made for the big players, all the new ones may be disgusted by it, or focus on the killers...
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@yobuddd said:
- Find 2 fuel cans each for 2 of your generators. Even though you repaired them, 2 of them still need some gas!
- Defeat the killer! No, he’s too powerful to take on directly, but you can use teamwork and cunning. Find the appropriate components. Construct a trap, and get him in it. Hold him there as he struggles to escape. If he runs out of energy, he passes out and you win! If he breaks free, well, now you’re waaaaay behind on gens! Maybe try the tap again?
- Swirch sides! You got caught, but rather than being sacrificed, you are converted. As the killer’s new minion, who will you betray first?
Create an altar, destroys the boon totem for your master, kill your old compagnons
Sing with the Huntress, rub the belly of the clown
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@DrDeepwound said:
Between doing gens and setting boons, sorry no more time left to do anything.
Not in addition, but instead of generators, do other goals
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Yes, I've seen a lot of people say this kind of thing, an extra week maybe, I don't know, but I'm one of those people and, at the sight of the second volume or the community challenge being so slow, the more the fact or only available on weekends, it would piss me off not to have the rewards..
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3023182#Comment_3023182
It doesn’t explicitly say that in the developer update. Do you have a source?
Ah, I'm sure I read it.. Since they removed a lot of boost from certain abilities, I had to mix it up in my head, mea culpa
But, even with that, you now have to take a medkit with you, so no more flashlight or toolbox... Not only will you have to give up a perks slot, but in addition, objects, not sure that you like it very much
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@GoshJosh said:
I don’t see why people won’t just run Botany and a medkit. It blows all other healing options out of the water.
Because with the modification , botany doesn't affect the medkit, we talk about that, the modification of self care
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@dugman said:
I’m actually going to be curious to see if there’s an uptick in people using Inner Strength plus Overzealous. Basically they can cleanse a totem and get quick healing plus a nice gen speed boost all in one go. It’s also faster healing than CoH and not subject to the new killer perk which destroys Boons.
Self Care will see less use, but I suspect some people will still use it, there’s definitely people who value being able to heal anywhere any time they want with no restrictions, even if the healing is slow.
Don't think it's a good idea, because,
1) The other survivor can cleanse the totem, so, you don't have a full "5 tokens" if I can say that like that
2) you have only 5 times max to unlock the perks, and against a Legion, a Oni, spirit, ... it's become pretty, with only five healing..
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Technically, before, if the killer camp, yes, you can do 2-3 gen max, before the survivor camped die, now, you can do one or two maybe? So yes, it's probably better to camp now
And you can godly camp, with monstous shrine and scourge of pain
But, I want to say, we are going to wait to see if it is the case
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Never, the dredge is fun to be played or against
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2985279#Comment_2985279
Tuesday 7th is when the new chapter drops, 11am Canada time (which is usually 4pm here)
#########, thank's , I honestly thought that was for today, so the 6th
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Tomorrow? Is not today the Maj for the new chapter?
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@ThiccBudhha said:
It is funny? Like, I do not go out of my way to sabotage everyone, but if you are annoying me and stupid enough to follow me instead of breaking off, I am not afraid to sandbag. And the locker spams a noise notification for the killer, so I do it when I want them to focus on me. It is not that deep. Survivors still annoy me when I am on survivor, believe it or not. Archive challenges need to be done one way or another, and I choose efficiency... So that I play LESS survivor. It benefits everyone. I am so altruistic.
I can... Understand this point of view, it's clear than, if the other survivor is just a pain in the ass, you do that
But in the case of what I am describing, the survivor who get sabotages are not a potatoes or follow you like a dog
@Impalpable said:
I wouldnt wonder if this behaviour is connected to the rewards of cocky and bullying tactics in this game that behaviour supports with perks and bp. Some Killers adept their playstyle and its hard dominate them so i could imagine theyre looking for a different target out of boredom and since they are used to this behaviour.
Beside this theory for lobbys including solo q i saw swfs do it for the usual mock your friends reason.
I don't understand the first part... "Some Killers adept their playstyle and its hard dominate them so i could imagine theyre looking for a different target out of boredom" Like... Killer main who play survivor for doing that?
And yes, probably the SWF theory is maybe true..
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I saw that I couldn't reason with that, I don't blame them, it surprised me to see them suddenly, so often, and that recently
Technically, for my part, the gamechat is mainly there to congratulate the other survivors, if they have played well in my opinion, or when I play survivor, and I come across a super good killer, to let him know.
I don't go being angry, going in insult in a chat ... , but I saw a survivor, once, insult a killer because he failed to kill him, while he himself was having fun, precisely, blocking the other survivors
So I just wanted to know here, what's going on, is it really that recent? Or that the game to consider that my level was identical to theirs and that therefore, from now on, I will have them more and more often?
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Dunno if the killer is really frustrated, but I see one survivor, looping all the game the killer, and insult him like a ######### in the end game chat... It's probably the first time I see that when I play survivor, so, I think the frustrated people are in the two camp
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For me, it's a lot of game with tombstone mayers who only wait to be on phase 3 for attacking the survivor
and having only 15 000 points... XD
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@Sonzaishinai said:
I can see why they played it safe but the mori effect just isn't as strong in practise as it's on paper.
This isn't like pig traps where they delete you without the pig having to do anything. Sadakko still has to down you.
If you are healthy you can just tank the hit and run to the nearest tv and be fine before she can down you.
And if you are on deathhook you can completely ignore the mechanic as it does absolutelly nothing outside of saving a couple of secons of the killers time.
I think you could safely double the rate you get condemned and it would still be a weakish effect
what if when you are fully condamned, sadako hits you and you lost the tape? In this case, you can't recover the condemned statut
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@Thusly_Boned said:
I think condemned should accrue faster, especially so if carrying a tape. Or make the surv exposed while carrying a tape. Make turning off her TVs a risky proposition.
But what she really needs is some sort of anti-loop; the Dredge only highlights this shortcoming even more.
Don't think it's a good idea the exposed status when the survivor carrying a tape, you have an add-on where the four survivor begin the game with one tape in her hands and an another where you can see the survivor with a tape
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2966771#Comment_2966771
I use the nearest corner to me at spawn and orient away from it and it usually guides me right to them.
Hm... I'm gonna try that next times, thank's for the advice
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/2966771#Comment_2966771
Yeah that can happen but again, if you bring corrupt only the gens near you arent blocked so it helps you with that as well.
I feel like im turning into a corrupt salesman at this point : D
Don't worry, I know the power of corrupt... But still have to unlock it XD
Scourge of pain, resonnance is also very good
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/2966600#Comment_2966600
It takes around 80 seconds to do a gen. It takes around a min to down a decent survivor and around 20 second to find them. So realistically speaking, you should be losing 3 gens around the time you hook your first survivor.
Thats why people bring corrupt lol
I have a great difficulty to find my first survivor, because, very often, all the survivor are on the furthest from me, When I play, my luck is ######### low, everytime ... So, One gen is done before I found one
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@playhard said:
I recently surrender playing as killer if gen done that completed very fast, while I'm still chasing survivor. I rather open the gate when all generator completed and ignore all survivor and destroy all pallet and breakable walls , while all survivor press Alt to t bag tbag on the gate.
Since if they have no interaction with killer they will only get a low bloodpoint. Win Win I think.
Thing is, I don't understand how the survivor can do that quickly... Sometimes, I run after a survivor, knowing that in a generator, you have only one survivor ( thank's discordance) on a gen, but, all the generator is done so fast, when they don't even have a toolbox... Like, when I play survivor, even with the best toolbox and the best add-on, that's make so much time than when I found some gen rushing survivor, did I make something wrong ?