TheButcher
TheButcher
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Make Your Choice
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Could we get both? As far as I am aware there are different teams for both these things.
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Most favorite to be in Red - then I know I can put the game away till the 13th
Least favorite to be in is Green - for some reason when I get tardy and fall into Green. People just stop trying to save hooks. So I have to drop a perk and take Deliverance just so I can unhook myself.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1757099#Comment_1757099
I keep seeing Pop, Thrilling, Corrupt, and BBQ.
Only one of those is an actual regression perk though. Corrupt blocks gens at the start of the game, trying to zone survivors. Thrilling and BBQ are for tracking/finding survivors. Thrilling just blocks gens and doesn't regress them. Actually while blocking Gens they pause regression till they are unblocked.
That's a common build that's easy to work around though. Optimize on the particular Killer's weaknesses because they didn't take a perk to cover their weaknesses. Items come in hand against builds that just utilize the most popular perks. Same with knowing map layout, and distracting the killer - no more than 2 survivors on a single gen.
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I wouldn't use more than 2 in any given build. That leaves a lot of doors for weaknesses in other areas. The basis of any good Killer build is;
Regression Perk / Awareness Perk / Synergy Perk / Free Slot
Regression Perk; This Perk is what balances gen speed in the game. It can help prevent gen rush.
Awareness Perk; To be able to find/track survivors and/or their movements. Use it to keep the game flowing.
Synergy Perk; This perk synergizes well with other perks, or the Killer's power/playstyle. Use it to optimize your strengths.
Free Slot; Normally goes to another Synergy perk. Though really it's up to you and where your own strengths lie, what you prefer, and what your good at using.
I don't remember seeing 3 regression perks in a single build in months in red ranks. Most follow the above system.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1757001#Comment_1757001
oh, like console optimization?
HAH! That was well timed, and gave me a hearty chuckle
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Probably just messing around. I do that sometimes after a slew of bad match ups. Load in the next game, down a few people. Maybe trap someone in a corner. You know the usual. Make the survivors slug race at the exit gate - good times.
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Lerys - Was already re-worked. It's good now.
The Game - I lost the game.
Delete It.Hawkins - Don't touch my baby.
Midwich - Can we please give more places to get up and down stairs to get to gens and hooks faster?
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Is this thread bait? Fact is; You don't even have to try with Survivor. With Killer if you are not sweating, than you're not going to have a good time at all - or just playing basement bubba.
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I would have voted 1, but they certainly not useless. Broken to f@#$ yes, but not useless. If the hatch wasn't the worst thing to happen to this game to begin with, now we have players controlling where it spawns. The 2 door and hatch strat never been easier. I'll probably get to escape for free for the rest of my DBD career now.
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Run/Sneak to the opposite side of the map - past the Killer. To do the Gen there.
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When players don't hide in lockers. It alway's stuns me when I am playing against a doctor and I hear 2-3 people scream from his Static Blast. Like have ya'll never heard of a locker?
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I had trouble on that challenge too. Goto Haddonfield with Balanced Landing, Dance With Me, Quick and Quiet, and Iron Will (anything else that fits your fancy).
Only do gen's in houses, then wait a medium distance from a window when the Killer comes. Fast Vault the window, which will activate your QQ, DWM, and BL to make a quick undiscernable get away. Do it 4 times in a single match, and get the challenge. Ez.
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@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1756631#Comment_1756631
Show me when those streamers said survivors were too powerful. I watch some of those streamers and I haven't heard them ever say that survivors were too powerful, at least in this day and age.
There isn't really a power role in the game, the power role in DBD is which ever side plays better than the other. Survivors most certainly don't control the game right now, there have been many, many nerfs since DBD's release that have weakened survivors considerably, and there are many more to come like the Ormond rework and Autohaven rework.
That's a massive assumption, its impossible for anyone to play "perfectly." Lets assume however there was a perfectly balanced map and the survivor and killers didn't have any perks or addons, and the killer was also someone who was also pretty good but not overpowered. If the survivors and killers play at the same level and somehow play perfectly, then yes, the survivors will win most, if not all the time. It takes a lot more effort than you think for 4 people to play absolutely perfectly with each other, and for each one to also perform absolutely perfectly by their selves also takes a ton of effort, so its obvious as to why they would always win against the killer. I'm not saying that the killer isn't putting any effort in, but the survivors are putting in more effort than the killer.
Survivors do have many 2nd chance perks, but many of them are necessary to have in the game. DS is the only anti tunnel perk in the game, and even then its not even that great of an anti tunnel perk. UB is the only consistent anti slug perk in the game (Soul guard requires a hex). Borrowed time is the only consistent anti camp perk in the game. Some of these are required to balance the game, just like some killer perks.
The power role should always be the Killer. Period. That's the whole point of a 1v4. That's the whole point of this being a casual game and not a competitive game.
In a perfect match the survivors and killer would all be using perks, add-ons, items, and offerings. Without them it wouldn't be perfect. It only takes 2 survivors in a match playing well to ensure all 4 escape - that's not good. It only takes 1 - 2 person swf to completely negate a Killers existence, which is also very much not okay. Fungoose mentioned this on Sunday or Monday - you can go back and watch the streams.
DS never was intened, never was, and never will be an "anti-tunneling" perk. It is, inteneded, and forever will be a perk to "extend a chase". Which is also why it's being looked at to be - nerfed, because survivors have been abusing it for immunity and to get away with performing unsafe saves. Same with Unbreakable it's not a "anti-slug perk". Both of these perks are not required to balance the game. A perk that is required to balance the game is like a perk that slows down a primary objective that by default is too fast. For example. Gen speed. Lower base Gen repair speed, and they could remove all the regression perks from the game - and it would make no difference. How it is currently you have to use regression perks to slow the game down so the Killer has a chance to even be viable in the match. Do you have to take DS? No. You don't. There are more than enough pallets in the game for you to run the Killer for over 12 minutes (tested by Otz and OhTofu), and get out without being downed once. You don't need DS. Bad players need DS for the second chance escaping from hook, when they get caught in the first place. This is the same for Dead Hard, and Borrowed Time. Iron Will is a perk bad players use to be able to hide from the Killer mid chase, instead of learning how take advantage of Killer's blind spots. As another example.
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@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1756619#Comment_1756619
I'll provide some better examples on why survivors are more balanced than you think. I'm gonna ignore some stuff like keys and mori's though. When Dead by Daylight first started up, it was pretty obvious survivors were overpowered, and they continued to be overpowered until 2019ish. There were many nerfs from there on out, some of which are:
Map size reduction, Toolbox nerf, Insta-heal nerf, removal of overpowered loops and a pallet reduction on some maps, balanced landing nerf, exhaustion nerf, gen efficiency and skill check bonus, and some others I haven't included.
With these changes also came buffs for killers such as: Doctor buff, ruin rework (Arguably better than before), Bubbas buff, Some killer perks being buffed (EX: trails of torment), Freddy rework, and many more that I haven't brought up, Not to mention a lot of the new killers like Oni, Blight, and Pyramid head are pretty good.
After all these changes I highly doubt that survivors are overpowered, but of course I know that there are some BS things with the survivor role, like 4 man DS+ UB, but then again there's a lot of dumb things on both roles that make the game unfun.
Almost forgot but I also I acknowledge that along with all those killer buffs there have also been killer nerfs, like Hillbilly and Nurse but my defense to that is even with Nurses change she's still easily the best killer in the game, and while his nerf did affect him pretty hard I believe that hillbilly is still pretty good.
You missed the nerf to Ruin that made it can't synergize with other regression perks. The nerf to Pop after it became the only barely usuable balanced perk to deal with gen speed. You forgot the increase of pallets on all changed maps, and the addition of breakable doors that only block infinite loops while having them up keeps long/long loops - not actually providing any real benefit to Killers since they been implemented. You forgot the changes to the hatch which created the 2 door w/ hatch free escape, as well as Survivors still taking the game hostage to hide out for the 2 door w/ hatch free escape - since not doing the main objective and waiting out the hatch is easier
Toolboxes were never the problem with gen speed. Maps are often still too big (being worked on). Insta-heal never should of existed. There wasn't removal of overpowered loops, pallets were not decreased - once on lery's, but they pushed all the hooks wider apart so you can't hook anyone on that map anyways. Balanced Landing wasn't the best exhaust perk to begin with (Dead Hard is), and again the Dev's nerfed that because Survivors rathered that than to remove infinite loops. Not sure what you mean by "exhaustion nerf" or do you mean because you can no longer synergize quick and quiet, Head On, and an Exhaution perk now? Great skill checks is still a problem on gens.
Doctor buff was needed. Ruin rework was a nerf. Hex perks are all useless anyways, ruin wasn't the issue. Bubba didn't get much of a buff, he wasn't a problem to begin with. "Some Killer Perks Being buffed"? Mindbreaker buff was nice, hopefully we see more of that. Pyramid head's nerf was un-merited. Freddy rework was needed and he's still a bad killer that you can just ignore since all he can do is m1. The new killers except for Pyramid head are all bad, and barely make B rank.
Survivors are still enourmously overpowered. Especially since you just rambled off small balance changes, where a majority were un-needed, or didn't fix the problem. Dev's are really good at band-aid fixes, and public speaking. The public speaking is when they make a change to something that doesn't actually matter and then tells the community "this is to fix this" when THIS was never apart of the problem in the first place. Instead of taking the rotting fruit out of the kitchen, they gave you a flyswatter to deal with the fruit flies.
Survivors are always going to be too powerful until the Dev's stop pandering to them. Nerf them straight up, not "balance changes" giving them buffs as well. Like when they went to "nerf toolboxes" they increased the repair speed - not making much of a difference, but that didn't matter because the toolboxes WERE NEVER THE PROBLEM.
I think the funny part is you just listed off the exact same things that other people keep repeating every time people talk about the power struggle Killers have. A whole lot of fake-outs, and BS that didn't actually help the situation at all. This is what i mean by the whole Killer VS Survivor argument is like Warner Bros w/ Johnny Depp, and Amber Heard. While the Survivors are the crazy Amber Heard Fans.
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Wait people get hit by Blight's power, what happened to pressing - idk 'A' or 'D'? Wait people don't hide in lockers against Doctor?
How to counter Blight - Run Left
How to counter Doctor - Stay away from each other / hide in locker when you start to hear a microwave.
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@NomiNomad said:
I'm talking about how Steve got announced for Smash Bros. and effectively broke twitter for awhile. Now, I don't think this game is nearly as popular as Smash Bros, and it probably never will be because Nintendo, but who would this games Steve be. A character that was so shocking and insane that it broke the community with excitement (or dislike).
For positive, in my opinion, it would probably be Jason. If a trailer ever started with that classic theme, I'm pretty sure people would lose their mind.
For negative, well, there's a very specific animatronic character that I won't say the name of because every time he's mentioned the post immediately becomes a cesspool of trolls.
FNAF.
There is such a big divide between the players that want FNAF in this game, and the players that don't. Literally the community would explode in a civil war that will take the nation by storm.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1756632#Comment_1756632
The devs have said that they aren't going p2w. That's why you can't buy shards or Bloodpoints yet, that'd make them so much money yet they don't do it. They've said they're not doing it and honestly I believe em. So far all in-game purchases except for DLC, and even some DLC, have been cosmetics only. They provide no benefit to gameplay.
The games already pay to win. Pay to win is any scenario where you pay money to power creep faster. You can pay money to get DLC to get access to perks faster than waiting for them to appear in the Shrine. That's pay to win. We really should be calling it for how it is.
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I like where he is at right now. Now that he doesn't slow down when throwing bottles makes for good chases, and how survivors always interacted with his power made for some great mind games, and gameplay.
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Michael Myers w/ Fragrant Tuft of Hair, Blight Serum
Corrupt Intervention, Infectious Fright, Bamboozle, Monitor & Abuse
Michael is now speed. Survivor try do a gen - zoom. Survivor try to save on hook - Zoom. Survivor scream because you down Survivor - Zoom.
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1756277#Comment_1756277
Oh, so high level players like OhTofu, Scott Jund, Otzdarva, Tru3Talent, Monto, Umbra and many more are nothing but filthy tunnelers because they have issues with DS/Unbreakable? Pretty sure it's nothing more than a meme at this point that someone can unironically say that if you have a problem with DS you're just a tunneler.
Except that Otzdarva, Tru3Talent, and Umbra all have issues with DS. Including Cahlaflour, and Fungoose. Fungoose being - and I quote "Best Educational DBD Streamer" (probably self proclaimed, but I don't see anyone contesting that).
Including in their streams they often straight up say - Survivors are too powerful, and the Dev's really should give the power role back to the Killers. Survivors control the game right now. Survivor VS Killer if Survivor does everything right - Survivor wins. If Killer does everything right - the Killer still loses if the Survivor does everything right. Survivors have amples of second chance perks, that if you "counter" (ignore) them only further harms yourself. While Killers have to take perks in order to balance the game.
This is all stuff you learn by just watching these streamers.
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@nina1121 said:
https://forum.deadbydaylight.com/en/discussion/comment/1756157#Comment_1756157
Person said ds can't be countered I replied how it can be countered it's not that deep
Trying to use Mori's as a counter to DS is probably one of the dumbest things I ever heard. A very rare offering against one of the most popular perks in the game. I don't think you can even find any other idea more unreliable than that.
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I think the dumb part is that the reason Killer's use these perks is to balance the game.
Pop is needed for balanced gen regression.
BBQ/Thrilling is needed to actually find survivors and keep the game active.
Undying is required to barely make Hex perks viable. (I'm only explaining this one because you included in your original post. Actually in higher ranks you rarely see hex perks even Undying because they are still so incredibly unreliable. It's easy to remember totem spanws, and it's not difficult to find them. Most spawns are even directly in most Survivors pathing)
The reason Survivors use these perks is to optimize additional second chances. When in a game where the Killer makes one mistake that will cost them the whole match.
It's extremely unbalanced and one sided when you actually look at it all statistically. Survivors only have a hard time because most were raised in the game relying entirely on the second chances, and being pandered too - they are not good enough or have the common knowledge of the game to know that with some actual learning they are unstoppable. Then when you get to high ranks - the best are the only survivors you ever face, making it awful for Killers. Sure in high ranks you get some bad eggs of survivors because leving survivor is easy, but you really only need 2 strong survivors in a match or SWF to completely decimate a killer that isn't Spirit, or Nurse (Killers that apply both pressure to survivors and gen's quickly).
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@Exellen said:
Yes, freddy is not the strongest killer because there are better killers which require much more skill and game knowledge to reach their potential. But in fact he has ridiculous amount of passive and active abilities compared to other killers, like:
- passive gen, healing and sabotage slowdown addons
- a strange lullaby that makes it difficult to define how close is killer (at least for me)
- being invisible at certain distance helps killer sneak up and come from unexpected angle, which may result in free hit
- tons of people waste a lot of time to run for clocks to wake up (for some reasons real clock is always very far)
- it's harder to loop in dream world, colors are blurry and its way harder to spot red light or ever pallete
- anti looping snares
- ability to teleport to gens
- borrowed time don't work against him which helps him a lot during camping or tunelling
That's part of his basekit, which make garbage killers win against good solo survivors or even decent swf teams.
Wanna know something sad about this post? It's almost like you havn't played against Freddy.
- passive gen, healing and sabotage slowdown addons
For starters you only get the slowdown from the Add-On's, and that slow down is only -8% from a fully stacked Swing Chains (all 4 survivors) - so not even a full second of extra time, and 4% from Jump Rope. Both combined can only make a maximum of like an extra 5 seconds to a gen.
- a strange lullaby that makes it difficult to define how close is killer (at least for me)
It's literally a large sized terror radius, bigger than most Killers in the game. The only reason you wouldn't want to be in the Dream World is to avoid Dream Pallets and Snares - during a chase. You are safer in the dream world than you are outside of it. That's why Pill Bottle exists, so that Freddy has SOMETHING when most of the time you are SAFER while under the effect of his power.
- being invisible at certain distance helps killer sneak up and come from unexpected angle, which may result in free hit
Which you only get with Pill Bottle - another Add on. Which by the way so far your complaints have revolved around his add-ons, which only one really gives him a stronger effect.
- tons of people waste a lot of time to run for clocks to wake up (for some reasons real clock is always very far)
So because the survivors purposly waste their time, and that means the Killer is overpowered? Give yer head a shake.
- it's harder to loop in dream world, colors are blurry and its way harder to spot red light or ever pallete
That's the point of the dream world. If you expect to be looping soon, wake tf up. It's easy to wake up, just don't be dumb and fail a skill check to do it.
- anti looping snares
Only when you're asleep. You see when he puts them down. You can run to another loop. Killer's are supposed to catch you, you are not supposed to be able to run from Killers indefinitely.
- ability to teleport to gens
Which the gen literally spews a fountain of blood, giving you more than enough time to hide. Which is considerate compared to Nurse or Spirit.
- borrowed time don't work against him which helps him a lot during camping or tunelling
Have you thought of - idk - not performing unsafe saves? You wouldn't need your crutch perk, if you just got better at the game.
So yeah. It deffiently sounds like Freddy is overrated. I never have an issue against him. It's stealth killers, Nurses, and Spirit are really the only Killers I ever face that completely stomp me and my teams.
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Clown. Finger licking good.
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Yeah. Survivors should have Key's changed to for a 15 second unlock on Generators. All generators start off locked - survivors have to find 5 key's randomly placed around the map, and then spend 15 seconds unlocking a gen before they can start repairing it.
Key's for the hatch are removed from the game.
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Though for real. Anyone playing Killer finding that a lot of hits that used to go through, just are not anymore? Like it's harder to hit survivors pulling 360's now when you try to counter with flicking your mouse?
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I buy the Rift pass every season for the additional cosmetics, so all my characters can look cool and fresh. I buy cosmetic's separately for my mains (Feng, Steve, David, Ghostface, Legion, Clown) because I really enjoy playing those characters. I don't know how much money I put into this game, and I mostly do it knowing my support hopefully pushes the game in a good direction.
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They should add players Prestige ranking to the end match scoreboard - so you have at least something to show off to players when you want to show off cooler outfits on your characters.
Bloody Cosmetics just isn't enough for all that waste of resources.
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@NivlacACE said:
https://forum.deadbydaylight.com/en/discussion/comment/1755315#Comment_1755315
I think you misunderstand, leaving a game because you don’t like it is a very normal average thing to do. What I don’t get is all the fanfare people insist including with it.
”I’m quitting this game for life!” posts are a Dime a dozen. They come off as shoddy attempts to garner attention to me, and make all the less sense when they cite having played the game for thousands of hours; of course you’re going to get bored, that’s a predictable response to doing the same task for so long.
And sometimes they are true. Sometimes they are not. It's an addictive game. Hell the whole basis of a game like this is to get people addicted and to keep coming back to spend money on DLC's. The revenue comes from the DLC's, everything else is extra.
Some people when they've had enough - speak up. Regardless of the reason why, it's still valuable information about the current state of the game, and shouldn't be made fun of, dismissed, or mocked. When the Dev's have been hinting (an enourmous amount) they are having trouble keeping Killers in the game because the Killers are not enjoying it. They are also have a hard time keeping solo players (which most solo players prefer killer). You're response is to further make this community worse for people?
This thread is only garnishing the same problem all these people were talking about - that you mocked. It's like watching a group of junior school bullies. Do you guys have anything better to do with your lives than to belitte and make fun of others?
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Killer's should just be able to surrender without a penalty. It's more stressful to play Killer, and from my experience when Killer's are dcing, the survivors deserve it.
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Reading this thread, and it's comments. Mocking the players that leave because they get sick of the toxicity that people have been complaining about for years. It's exactly like BHVR treats Killers like Warner Bros. treats Johnny Depp. Same with how they treat Survivors like how Warner Bros. treats Amber Heard, and you all act like those crazy Amber Heard fans that don't listen to logic, or proof.
Like even someone who is "Trusted" came in to comment to laugh at other's expense - these are the members you consider "Trusted" the ones that only supports the toxic and bullying behavior in the community. Yeah. This is dissapointing to see.
@Boosted_Dwight said:
Users who post this usually have lower than 500 post as well :P
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@Hex_Stalk said:
Here's a quote from good olé Mathieu Coté himself...
https://us.v-cdn.net/6030815/uploads/HVH1RTOKUM08/ucerub20zgns.gif
It's also not the only time Killers are told this. Even with the updates you can see that there just isn't a care. They know they are going to keep getting new Killers in - that start the game, stay a while to play with friends, and then leave because the game is too easy, or leave because playing Killer is too stressful.
They can't keep Killers, but they have an endless supply of new ones, and Killers that keep coming back to see if things are better.
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So far it seems most really hate perk tiers, which when you think about it - Perk Tiers really don't matter much other than to make you waste more BP leveling them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1754688#Comment_1754688
If they finished three gens before you found one survivor I don't think Corrupt was the only issue here :) Not saying you necessarily played badly - could have been a really good squad running four Spine Chills with BNPs, or something, but still.
Really? So game starts. I walk to the other side of the map, to see the generator light up. The two survivors run away from generator. Then as I start chase. Another generator lights up. Then Just as I get the first hit in. A third lights up.
Yeah... I did so many mistakes in the first minute of a match 🙃🙄.
It's players like you that make this game so hard to balance. Do you make terrible assumptions because you want the game to continue being unbalanced, or are you just trying to be toxic?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1754675#Comment_1754675
Well, right now MMR isn't live so that's not a factor ;) It's all based on rank for now!
In theory once MMR goes live again, though, it should help a lot! If you're running weaker perk builds, you will perform worse, and you will therefore be matched against weaker players. If you're running stronger perk builds, you will perform better, and you will therefore be matched against stronger players. If you have meta perks on one killer and crap perks on another that will also be taken into account in MMR because you get a killer-specific rating.
So, either way, players should be in good shape running whatever they would like to run once MMR goes live! For now it's really luck of the draw. You'll probably be playing people better than you and worse than you no matter what rank you are.
... MMR has been live for months
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1754618#Comment_1754618
I wouldn't agree with that, personally. You don't need to run meta builds on either side in order to do well and I never do myself. If you level any character a little bit, even without any teachables unlocked, you should have enough solid perks to put together a good build. Survivors could run We'll Make It, Kindred, Spine Chill, and Resilience. Killers could run Whispers, NOED, Sloppy Butcher, and Bitter Murmur/Deerstalker. 6 of these perks are basically full strength even at tier 1 too; only Resilience and Whispers are the only ones of these that benefit hugely from Tier 3 versus Tier 1. Given that it's not hard to put together viable builds, I just can't see players who enjoy this game dropping it just because they can't run full meta builds without grinding for a bit.
As for the balance, there is still a ways to go, but it has only gotten better over time. Toxicity is an issue to but you can also just collapse the post-game chat if it bothers you.
The funny part is right after answering this response. I got into a match as GF. They finished 3 gen's by the time I found 1 survivor and started the chase 🤣. That's what I got for not running Corrupt this round, and had to walk across Yamoka Estate.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1754618#Comment_1754618
I wouldn't agree with that, personally. You don't need to run meta builds on either side in order to do well and I never do myself. If you level any character a little bit, even without any teachables unlocked, you should have enough solid perks to put together a good build. Survivors could run We'll Make It, Kindred, Spine Chill, and Resilience. Killers could run Whispers, NOED, Sloppy Butcher, and Bitter Murmur/Deerstalker. 6 of these perks are basically full strength even at tier 1 too; only Resilience and Whispers are the only ones of these that benefit hugely from Tier 3 versus Tier 1. Given that it's not hard to put together viable builds, I just can't see players who enjoy this game dropping it just because they can't run full meta builds without grinding for a bit.
As for the balance, there is still a ways to go, but it has only gotten better over time. Toxicity is an issue to but you can also just collapse the post-game chat if it bothers you.
I wish my MMR was that low on Survivor, and my Killer mains that I could have a good game using those sub-par perks. When you play the game a lot, buying all the DLC, and winning a lot. You just straight up don't match with players that you can use those perks with anymore - or else you are going to have a bad time. With Survivor you have some spare room to change things up a bit, but with Killer unfortunately it's a lot harder.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1754582#Comment_1754582
I started in February on PC. You can use shards on the shrine, complete all the Tome challenges, and live it up during the blood point events and easily max out multiple characters.
The game could do better at explaining how to get bloodpoints, but there are a ton of methods to.
Oh young child, you have much to learn (I've been playing since release). I will commemorate you though. It is ALOT easier now to get bloodpoints than it was a long time ago. However comparitively at the same time there ALOT more perks and characters (Killers) now than there was a long time ago, needing for another - and better update.
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@[Deleted User] said:
Probably an unpopular opinion, but I really like the current system. It encourages me to use perks that I otherwise wouldn't and find new synergies. If people always had their favorite strong perks unlocked that's all most people would run. Most would see no reason to branch out and try new things, which is unfortunate, because the variety in perks is one of the things that keeps the game interesting.
The big issue with the current system, is that to play Killers well - you require specific perks. To play Survivor well you only need a handful of specific perks on one character. When currently they want more people to play Killer, they are making it incredibly tedious and difficult to do so - that in combination with the toxicity of the game, and poor mechanical balance of the game. All it's doing is pushing the players away, or only play the game when they have archives to do.
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Make Your Choice, and Aura reading perks. For go close proximity Aura reading perks, you want to see the survivors from across the map. BBQ, Thrilling, Discordance, Surveilance, and Tinkerer are good for tracking survivors. Bitter Murmur is good until you get one of the better Aura reading abilities.
Exposed is good on Nurse. Make Your Choice being the best, you can literally tunnel every hook (cry harder Survivors). That and Dragon's Grip, Haunted Grounds*, Hex: Devour Hope*, NOED*, Iron Maiden.
As for slow down perks; Pop Goes The Weasel is a family favorite. Unfortunately Nurse is very weak because she is slow, and slow at breaking/damaging, Dying Light helps, or Thanatophobia. If you combo Thana with Sloppy Butcher, you get some real coverage.
Some other good perks to consider when you are filling your last 1-2 perk slots I reccomend;
All Ear's - Helps a boatload in chases, and loops.
Infectious Fright - I have seen some good things from Nurses running it. Can make great for a good slug game, since Nurse is hurt greatly by her poor movement speed, moving bodies takes too much time against good survivors.
Mindbreaker - With her poor movement speed, Survivors using Exhaust perks greatly harms her - and all survivors are running exhaust perks. This gives you more of a chance to down a survivor soon after you scare them off a Gen.
Opression - With her poor speed, getting around the map to apply specifically gen pressure can be difficult. This makes up for it as most times Survivors are only working on 1-2 generators at a time, combo'd with Surveilance makes your tracking extremely powerful.
Play With Your Food - If you can ignore your Obsession long enough, this perk increases your speed to make chases easier elsewhere.
Trail of Torment - Hiding your terror radius as Nurse is very powerful. Yes good survivors will pick up on hearing your jump, but if you're coming from across the map by some other tracking means (Tinkerer/Surveilance/Discordance), you can catch Survivors when they are on the gen for a grab or free hit.
*Hex Perks are Unreliable, good survivors know to cleanse totems, and good survivors generally have a good idea of all the totem spawn locations on each map.
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One of the things that piss me off the most in this game is the survivors that take the game hostage to ignore the main objective (generators) to hide out for the hatch. Literally the game I just had -
I was Legion and stomping this team (probably solo's). I actually let them finish 1 gen when the Meg suicided on hook, after I got 5 hooks without them even finishing 1 gen. I took out the Dwight. Then it was just Jeff and David left. They had 2 gens on the map nearly complete. I pop'd one, and then started to roam for where the Jeff and David were. I found David on the third gen over from the 2 nearly complete gens (I guess he just didn't know he was directly next to two nearly complete gens - solo's). However I havn't seen the Jeff in a hot minute, so instead of downing David. I used my power and ran for the center of the map. That's when I started to see that Jeff was in the basement, so I went down, downed Jeff, and hooked him. Then gave hatch to David for actually trying to do the objective.
I get a good laugh out of players that fail at hiding out for hatch, and it makes me feel good that with some characters I can at least punish survivors for trying to take the game hostage - at the same time rewarding players for actually playing the game right. They were all console players too, so I didn't get to tell the David thanks, but I'm sure he is at least content that he was at least able to get the Hatch.
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The biggest tip is Iron Maiden.
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Pebble - Diversion. For obvious reasons.
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Uses for Decisive Strike;
- To Extend A Chase - the original point of the perk.
- Second Chance when other survivors perform unsafe saves - stops the Killer from being able to punish survivors on their mistakes and playing recklessly.
- Immunity - Lockers, Windows, and Gens. Being chased, jump in a locker. The 40-60 seconds that the DS is up, is one full gen in game. The whole cooldown is one free chase that the killer has to either sit through or force out of you just so you can get away again.
It's literally a perk that has extreme benefit for the survivor, with 0 fall back, and the Killer can't even counter it because in most cases slugging harms the Killer as well.
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I play Ghostface so I teabag survivors and still play well.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1746564#Comment_1746564
This was an awfully lengthy way to demonstrate that you don't understand the concepts of "equality, or diversity" and "pandering". To address your initial point, perhaps Frank and Julie are bisexual, perhaps they aren't. But characters that may or may not be LGBTQ+ isn't really LGBTQ+ representation...
Equality is defined as "the right of different groups of people to have a similar social position and receive the same treatment" (source: https://dictionary.cambridge.org/dictionary/english/equality). So, in the situation of Dead by Daylight, the lore has numerous mentions of straight pairings, but currently no canonical LGBTQ+ ones. By definition, equality would be both groups being represented, would it not?
As for diversity ("many different types of things or people being included in something", source: https://dictionary.cambridge.org/dictionary/english/diversity ), the inclusion of LGBTQ+ characters would further increase the range of different sexualities within the game. Therefore, increasing the diversity of the character roster. No matter how I look at it, adding LGBTQ+ stories in the lore would not be "against diversity".
And lastly, pandering: "to please other people by doing or saying what you think they want you to do or say" (source: https://dictionary.cambridge.org/dictionary/english/pander-to-someone-something). If we refer back to the developer's original statement, they say that they are not going to be excluding LGBTQ+ characters because they "did set character's preferences in the past, notably in heterosexual relationships." I think you'll find that they're not pandering to please a "Karen" like me (as you so eloquently described), they're reassessing their original position because they went back on their original word. Regardless of whether you personally want it or not doesn't matter because the developer's have already said that they're going to integrate "diversified identities" into the game in the future. This thread is merely holding the developer's to their word - no pandering involved.
As for the last paragraph, I really don't know what you hoped to achieve with this. The LGBTQ+ community is filled with people of different identities, background, beliefs, mannerisms, personalities etc. There's no set way to be LGBTQ+, stop acting like you speak for all of us when you say these things. It's clear by mine and other LGBTQ+ people's responses in this and other threads that not everyone agrees with you, being "as gay as they come" doesn't allow you to speak over other members of "the community I [you] am in". You are entitled to your opinion and I am to mine, it's disappointing that you'd try to bring down other members of your community for their opinion though.
I'd like to iterate that I don't find "being LGBTQ+ [...] cool". I don't really see how you're remotely qualified to tell me my stance on my own identity. I wouldn't say having my life threatened when I go out in public is "cool", but of course you'd know my experiences better than me, /s
If you want to "life a quiet life like everyone else" then do so. Nobody is stopping you, I certainly won't. Just let other LGBTQ+ people have the same freedom to live their life as they choose without bringing them down.
I like how your argument back is to literally repeat what I said to you, and to try to tell me to stop acting like you (when I never was acting like you) lol .
You're not going to get pandered too. Wait till you actually have the lore on all the characters before saying there isn't an LGBTQ+ character. This game is about Horror, and not about sex.
Case closed. See you around Karen.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1746543#Comment_1746543
As a gay person myself I find your stance on this very confusing. If they add a character where the focus of the story is their LGBTQ+ identity then really what’s the issue? There are some experiences that many (obviously not all but a lot) of LGBTQ+ people inherently share like coming out, experiencing homophobia and marginalisation and I don’t see any issue with them exploring that in the lore. How can they write an authentic LGBTQ+ character without mentioning how their identity relates to their character, experiences, relationships etc?
I find your choice of wording here problematic. So being straight is the “norm”, which makes Frank and Julie’s relationship acceptable in the lore, but because being LGBTQ+ is not the norm, it’s pandering and being shoved down people’s throats? I’m just confused what you’re even trying to get at here.
You were under no obligation to reveal the fact you were gay, I never asked about your sexuality or suggested you should share it. You did that off of your own accord. It really doesn’t change how your messages read though.
Because this game is about Horror, especially slasher horror. Not about who the characters shimmy with. I'm fairly disappointed in you, and how bad you are making the LGBTQ+ look. It's not all about us being gay. That's a small part of who people are as a whole. We get a guy, and it's mentioned in their lore that they had a husband. Great. But if they make a character act flamboyant, everything about them is about being gay with their out of the closet story, and is bleeding rainbows - then that's obvious pandering. Like the whole Overwatch Tracer thing all over again. Big blow up that there isn't an LGBTQ+ character, and then next lore update "Btw Tracer is gay, look at all this gay we can throw at you, now please buy our merch of Tracer being gay".
That's what you want?
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They will B tier. Twin's power allows the killer to be able to traverse the map quickly, track survivors, and ignore looping. Those 3 aspects are requried for a Killer to get above C tier. It's not A or S tier because how easy it is to counter, and avoid the Killer's power.
