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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @MeltingPenguins said:

    Title.

    Has this ever happened to you? I hear it fairly commonly and it has happened to me, so I wonder if it's as common an occurrence as it seems.

    Have you ever been accused of hacking because someone didn't know/understand how perks like Small Game or Bitter Murmur work, or how some addons can increase movement speed, etc?

    Yes.

    Almost every time I run Dark Devotion.

  • @Afius said:

    How good do you guys think it is does it need a buff or fine

    Use it on Gideon or Hawkins and your perspective on this perk will change forever.

    Blood Favour is AMAZING on these maps, particularly Gideon.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814753#Comment_1814753

    Yep,your post perfectly describes why playing plague feels straight up awful.

    I used to main her back then but her power feels so damn clunky in comparison to all the other killers now.

    Always wanted her to have the ability to channel her corrupted purge from the fontains.Like she looks in their direction and starts an animation that would slow her extremely down similiar to static blast which could not be cancelled.

    That definetely make her much more fun to play as imo.

    It would absolutely be a massive improvement if she could channel corrupted fountains from within a certain range.

    Still though, server latency with her Purge, and her plethora of bugs....ugh, just thinking about it makes my head hurt. I still have horrible memories of her headdress getting me regular stuck in doorways, or under other low hanging geometry, or the ceiling of the basement stairs.

  • @Canas said:

    Can you please give me a reason to spend money on your game? Simply giving us rehashed content by putting recolors into the Rift doesn't cut it. Where's the actual new content for Plague in this game?

    I’m gonna take a very big (but confident) guess that Plague had a very high abandonment rate after the introduction of dedicated servers.

    Of the entire roster Plague was hurt the absolute most by dedicated survivors because of the rate of velocity of her power. It also doesn’t help that she is almost perpetually, ubiquitously bugged. There’s always something new wrong with her, or old bugs reappear.

    I really REALLY loved Plague a lot when she was released, and mained her almost exclusively instead of my usual mains: Clown and Freddy.

    But after dedicated servers, and the repeated trend of new bugs, I just found Plague way WAY too much hard work.

    I’m not alone in feeling this way about her either.

    So if BHVR can see that her pick rate now is rather low, why make cosmetics they’ll make little profit from?

    It’s a harsh, ruthless guess for me to make, but it’s how I genuinely feel.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814703#Comment_1814703

    Gearhead activating on M1s is a bad thing IMO. It means that Killers who rely on their M2 to do damage get even less mileage out of such an inconsistent perk. If it simply activated on any attacks, you would have a bit of a better point (and no, Gearhead absolutely is not one of those perks that somehow becomes OP if it triggers off, say, a hatchet).

    Also, Gearhead is hard-countered by simply letting go of a generator for a split second after hitting a good skill check. It's like reverse gen-tapping.

    Are you implying that there’s a reliable way for survivors to tell if a killer is running Gearhead in order to put into practice such a strategy?

    That’s a pretty big call to make, because of all the info perks that a killer can equip, Gearhead is probably the most “invisible” (for lack of a better word).

  • @Withered8 said:

    I've been running gearhead on a few killers recently and I've found it to be far far more useful than it's ever been made out to be. The information it gives you basically allows you to tell when and where survivors are working on generators much like thrilling but in some ways better. The fact that it procs after two hits means that you don't need to pick up or hook to activate it like bbq and thrilling but it also has the versatility to be used after downs to see which gens to go to after hooking a survivor, basically a thrilling which you can proc whenever you get hits rather than pick up people, allowing you to use it in far more situations. The gens also turn off yellow if the survivor/s get of the gen, giving you the ability to tell which gens more urgently need pressuring/popping and where the survivors are more likely to be at.

    Don't get me wrong, the perk isn't top tier as it is limited by the basic attack condition (much like surge), but I feel it is incredibly underated for it's ability to act as a portable thrilling as such. Let me know if you think as such or if you still believe it is garbage.

    Note: (I think someone else mighta done a post like this a while back but it's been a while and I thought I'd reiterate it incase not)

    It was probably me praising it. 🤣

    I did a pretty massive write up on it once.

    It’s been given an unfairly bad rap. It behaves so differently than Surveillance and Discordance that it’s foolish to actually compare Gearhead to those other 2 perks.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/213100/gearhead-is-massively-underated

    Yeah but why justify any of that when you can just, you know, run Surveillance?

    During a chase, or after a down, with the change of gen aura colour, Surveillance simply tells you that the gen has been touched.

    It doesn’t tell you definitively that survivors are still actively on any of those gens. It could simply be that gen was tapped at some point after it was kicked.

    That’s the other thing. Surveillance only works on gens that are kicked, something many killers on these forums complain about as being pointless due to base regression. I personally don’t feel this way. Just echoing what’s regularly posted on these forums and other social media.

    To be absolutely crystal clear, I am not implying that Surveillance is a bad perk. It’s a great perk.

    Gearhead however provides dramatically distinct advantages over other gen info perks. It’s clearly implied to be a slugging perk with its 2 basic hits requirement. Also when Gearhead procs, there’s absolutely no ambiguity. There are survivors on that gen, and the aura stays yellow for the entirety a survivor is touching a gen (or the timer expires). Also the very nature of the perk requires very little extra effort on the killers part in order to frequently gain so much gen info: Hunt, chase, and hit survivors, something they’re doing anyway. Ok, survivors can avoid giving away their location by hitting greats. Let’s not delude ourselves though that a majority of survivors, even those in red ranks, can consistently hit greats 100% of the time.

    I’m not saying Gearhead is better. I’m not saying it’s worse either. It’s just that it’s utility is as different and distinct from Surveillance and Discordance just as Surveillance and Discordance are distinct from each other.

    Gearhead just offers a dramatically different utility in providing info, and it’s equally as useful as those other perks.

  • Don’t worry. It’ll never be banable.

    And like you said, many players deem “camping” and “tunnelling” to be whatever they want it to be.

  • @SilentHillOnDvD said:

    Just had a match where all the survivors did was urban evade whole game 1 gen was done in 5 minutes because they just hid it forever finding them 1 by 1 man it was so boring makes me just want to main doctor to force chases

    It is.

    But (and I hope this helps) try and work on being extra watchful of crow activity.

  • @xenotimebong said:

    I’ll never understand survivors who complain about tactical slugging. Leaving someone to bleed out just for the sake of it, yeah, that’s unnecessary. Builds designed to slug everyone all the time can be awful. Even slugging for the 4K is tedious. But half the time when I get complaints that I slugged it’s because the survivors made slugging a no-brainer choice for me.

    If I down someone and then hear an injured survivor crying in a bush nearby, am I supposed to ignore it? Or if I’m playing Hag and someone triggers a trap, should I just not use my power? If someone steps in my Trapper trap, or if one of my perks lights up to let me know that a gen nearby is about to pop, I would be putting myself at a disadvantage for no good reason if I didn’t slug at that point. I don’t expect the survivors to ignore a potential advantage if they want to win so why would I hamstring myself?

    It’s easy most of the time to not let the killer slug. Heal up, separate, run the killer away from your team if chased. Mass slugging usually only happens when my teammates play extremely dumb, in my experience.

    But I’ll probably continue to get those “-rep slugging” messages until the day the game dies.

    This is a good point.

    I get most of these claims of toxicity without basis from teams doing ye ol’ no heal strategy.

    Sorry, but they’re making it too easy to slug in succession when you won’t heal, and think I can’t hear you nearby after downing someone else.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814196#Comment_1814196

    Right, but what if you slugged someone near a hook and used that to justify a proxy on the hook/slug. Is that scummy?

    Let me put it this way.

    If I have no idea or suspicions where the other 2 survivors are, I’m going to go look for them because I don’t want to be willingly give them repair time.

    If however I see scratch marks nearby, or crow activity nearby, I’m not leaving the area and will actively search for whoever that was.

  • Good god no.

    I’m (mostly) a killer main, and very experienced, but even I can 100% confidently say that 200% regression at base is way too much.

  • @Leachy_Jr said:

    There's very few killer perks that I will use that differ from the Corrupt, BBQ, STBFL, Pop/Discordance/Brutal/Sloppy build. Considering I pretty much only play slinger it isn't really surprising that I only use a few perks, gods sake I cant remember the last time I took off both SFBFL and Corrupt at the same time.

    But oh my god, oppression is so god damn fun it's unreal. It's so fun I genuinely run it with surveillance over Corrupt and my 4th perk slot.

    It's actually fairly good as well as long as you aren't against a bunch of good people. To put it into reference it'll probably have an effect in 90% of the matches you play, the 10% being sweats or times where you can't get it to work.

    Kicking a gen and about a second later hearing the failed skill check noise from a far away gen gives you the absolute best feeling that a perk you used actually had an effect. Same when you forget to kick a gen earlier in the match, then seeing it on 0 because you oppressioned it earlier.

    So yea, if you have this perk, try it. I haven't even touched using it with synergy perks (other than surv), like pop or trail of torment.

    Oppression is my second favourite killer perk released this year next to Forced Penance.

    You’re right, it gives a lot of value for a single kick. It either gives slow down due to regression from unattended gens, or it gives a wealth of information on where to next apply pressure.

    My only complaint is I wish it didn’t proc if it didn’t affect any other gens. I.e. all you got was the regular regression from the 1 gen that was kicked, then it shouldn’t go on cooldown.

    (Kinda like Surge)

  • @Terra92 said:

    Please don't post as if this applies to everyone in the community. We're not a hive mind. Sorry your games mostly comprise of SWF tryhards but that's more people not understanding the point of the game. Speedrunning isn't fun, for either side.

    Huh?

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813736#Comment_1813736

    That's totally understandable when someone with a flashlight is nearby and you go and chase them, but say you smack the flashlight survivor and then you come back to the hook and then wait until the hooked person either second stages or dies, that's just scummy.

    Once again it's situational, taking advantage of an opportunity to force someone out of the game by camping or proxying is not skillful.

    Camping is an entirely different issue. Sometimes it’s simply a scummy thing to do. Sometimes it’s the right thing to do. If I’ve had 2 or 3 immediate unhooks within about 5 seconds of hooking someone, I’ll camp the next hook because it’s abundantly clear I don’t need to waste time looking for other survivors if they’re already there.

  • @notameatybassriff98 said:

    Slugging isn't really useful unless you need to negate ds, and even then unbreakable exists and thus can completely remove your pressure. Also its way better to just hook, as it puts progress into the sacrifice and gives more bp

    Survivors can only use DS and Unbreakable once each. Once it’s gone, it’s gone.

  • @thefallenloser said:

    " It takes 15ish seconds to carry someone to a hook, and an unhook is done in an instant."

    This argument makes literally no sense because it assumes that the person is standing directly next to the hook as soon as you hook them, when in reality, it actually takes longer on average for survivors to unhook considering the fact that the time doing nothing but running over to the hook (especially when there are no comms or Kindred) far greater than the time taken for killers to hook.

    I wish people on the forums would stop pretending like they know what they're talking about only to immediately shove in an extremely hyperbolic argument and expect to be taken seriously.

    I didn’t explicitly state an unhook is done immediately upon hooking. I simply mean the actual action itself.

    What you described is required by a team mate whether someone else is hooked or slugged, except there’s the potential assisting a slug could take longer depending on their recovery progress.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813726#Comment_1813726

    Eh i never said he was reloading mid chase in fact the only time I saw him reload was at hooks and after a down and to say he is bad to run reload addons is a weak argument I wish I recorded the match because its hard to say if he was playing clown like a god or just being a potato

    Apologies. I shouldn’t have been so presumptuous having not seen the match.

    My point though is that using up pallets early and quickly against a killer has never been an advantage to survivors. Clown isn’t an exception to this, not in my personal experience holding my own against red ranks since the release of Curtain Call chapter.

  • @RelentlessShadows009 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813285#Comment_1813285

    What I do as jane is I typically run boil over, flip flop, tenacity and boil over. If its freddy map and the basement isn't in the school, I make that my safe spot. It's nearly impossible to get me out of there. It can be done, killers just have to work for it.

    I call it the Booty Wiggle Special.

    “Booty Wiggle Special” 🤣🤣🤣❤️❤️❤️

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813356#Comment_1813356

    So if you downed someone near a hooked survivor, you would slug them and then proxy until someone comes in the for save? Rather than just hooking the downed survivor and playing from there? What is this some sort of esports tournamnet where you have to force death on ppl?

    And sometimes I don’t need to see or hear evidence of another survivor nearby.

    If I remember there was someone in the lobby with a Flashlight, and that isn’t whoever who was hooked or slugged, you’re damn right I’m leaving someone slugged to go look around for them nearby because those sorts of survivors are stupidly predictable.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813356#Comment_1813356

    So if you downed someone near a hooked survivor, you would slug them and then proxy until someone comes in the for save? Rather than just hooking the downed survivor and playing from there? What is this some sort of esports tournamnet where you have to force death on ppl?

    If there was clear evidence that a third or fourth survivor was in the area, yeah, what’s the problem?

    The killers goal is to chase, down, and eventually hook survivors. If the killer has no need to leave the area because the survivors have already come to the area, then the killer is stupid for not leaving that slug on the ground and searching the immediate area for those other survivors.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813702#Comment_1813702

    Not Any Killer wrath for example only moves 10% faster without addons and the best way to play him is hit and run but how can you do that moving so slow? And in fact I played against a p3 clown a couple hours ago in solo that was using reload speed he know how to play loops and everything but lost because we just threw every pallet down and my team actually knew how to do gens he killed me on 2nd hook he had got me healing in basement though

    It amazes me how often this “just throw pallet early to beat Clown” pops up.

    I haven’t had a game yet where this doesn’t just hurt the survivors when so many are used so early.

    There are tonnes of loops, where if a pallet is down, and a survivor continues to loop it to vault it, that Clown can gas in the right spots to get a hit in before the survivor gets to vault it. And it loops where the pallet is too safe for Clown, they can just be gotten rid of. If a survivor does a few of these safe ones in succession, just abandon chase, and pressure someone else. They now have less safe pallets to rely on.

    It sounds like you had a Clown that didn’t know how to deal with it, especially seeing as he was using double reload add ons, as Clown should NEVER, or hardly ever need to reload mid chase where faster reload speed matters.

  • @Squirrel_Thicc said:

    Console nurse main here. Finally made it to rank 1 today for the first time! I have a love hate relationship with Sally, but now I feel like she's my calling.

    And the last game I played before reaching rank 1 I got a really salty message for getting a 4k. Imagine losing miserably to a console nurse and blaming the nurse lol.

    Just felt like sharing since I actually feel proud of myself for once.

    Congratulations. You should feel proud.

    I was incredibly proud of myself when I did this with Clown the other day.

    @TheClownIsKing said:

    I find it absolutely glorious when the survivors manage to finish all repairs, yet I still get a 4K and 4 iridescent emblems. I didn’t even give them the chance to 99 either gate.

    So i’m Santa Clown. Perks are Bamboozle, Brutal Strength, Fire Up, PGTW. I’d usually go brown or entirely add on-less, but the lobby had me suspicious it was going to be a tough red rank team, so chucked on Flask of Bleach and Ether 15%.

    We load into Rotten Fields. Beautiful, as personally, I feel this map is very, very favourable for Clown because they can’t lose me in the corn. Even in the odd once in a while time I do visually lose track of them after doing their spinning nonsense after getting gassed, I hear them coughing anyway.

    Anyway, my suspicions were on the money because they were highly coordinated, and extra aggressive with returning to gens the moment my back was turned. If it weren’t for the fact that I was able to end chases ridiculously quick due to all the open space, getting rid of pallets quickly, and easily shutting down the vaults in shack and the harvesters and such, i’d have lost gens way too quickly without PGTW.

    So we get to the part where the survivors have one gen left, and I have a pretty good 3 gen set up right outside the basement/shack. I down a Tapp on his death hook just outside the shack. Hook him, dies, and I knew exactly which gen to return to, as it was directly outside the shack. Meg and Steve are on it. They’re nearly finished. I’m on top of them, Meg flees, I go to smack Steve....... but I’m not thinking properly and grab him instead when I really should have lunged to simply get him to shoo.

    Despite Fire Up allowing me to grab and drop him super quick, Meg still had the time needed to quickly jump on during the grab animation and finish the repair during the drop animation. Steve is now slugged, i give chase to Meg immediately. Down her quite somewhere on the opposite side of the shack, in the corn, about halfway between the shack and a gate. I immediately leave Meg to check if there is any gate progress. None. The other gate is on the entirely opposite side of the map. I return to vicinity of where I left Steve knowing Claudette would be helping him, plus I knew I’d be able to quickly check progress on the other gate.

    Sure enough I see Steve’s status icon change from dying to injured, and miraculously spotted both him and Claudette out of the corner of my eye well away from the 2nd gate, which was where I was originally intending to check on them, expecting someone to start gate progress.

    I manage to very quickly gas and down Steve again at a T L loop. Again I leave him and race against time knowing the Claudette would be heading to Meg. Like with Steve, I see Meg’s status icon change from dying to injured. I don’t see where Meg went, but I spot Claudette attempting to head to gate 1. I smack her in the corn, and she heads to shack despite knowing their is no longer a pallet there (no pallets anywhere at this point). We don’t even do one lap. I chuck a bottle inside at the ceiling, and Bamboozle the vault, and as she comes back around inside she was done for.

    At this point I took a risk, picked her up and put her in the basement. She was on death hook, but I had no idea where Steve and Meg were, just saw Meg’s icon go from injured to healthy, and Steve’s status icon change from dying to injured a second time.

    I check on gate 2. No progress. Head back towards gate 1 on the opposite side of the map, I simultaneously see Steve in the corn on my way to gate 1, and see Meg has gotten 2 lights on the gate switch. I’ve almost immediately downed downed Steve a third time upon spotting him and immediately target Meg. She gives me a good run for her money, taking a hit at a T L vault before I could block it, as she Lithes away.

    I’m out of bottles at this point and simply can not afford to reload. In her last desperate attempt leading me around in a big circle, so that Steve had time to recover, she leads the chase back to him in the hope she can get him up before taking a hit.

    She does get him up as he’s crawled closer to the gate, but she immediately goes down. I bolt for Steve heading to the switch. Downed. Hooked. Dead. Return to Meg. I didn’t even realise the Hatch was so close to the gate, hidden behind some hay bales because that’s where Meg had almost crawled to. Pick her up before Steve’s sacrifice had finished and the hatch could open.

    Game over.

    Merciless Killer.

    This was probably a good 3 or 4 minutes of extra play time after the last gen popped, with 5 chases. Felt so good and so exhilarating to just be able to exert enough pressure that neither of them were given a chance to 99 any gate, AND get 4 iridescent emblems as a result.


  • In theory, any killer can.

    No one ever seems to believe me, but I frequently go add on less with Clown in red ranks. I’ll still dominate a lot of the time (not all the time, but a lot). This is because I already know/learnt exactly how to gas pretty much any loop to make it dangerous for a survivor.

    A player just needs to feel very familiar with exactly how a power works at base, and practice getting the most out of it.

    The benefit of that is add ons will feel so much more powerful afterward, and it opens up more experimentation with add ons you wouldn’t normally use.

  • @Alex_Splicer said:

    https://forum.deadbydaylight.com/en/discussion/212561/please-console-twins-help-i-m-getting-sick-of-missing-pounce

    I love playing them on my Xbox, and the best thing I can tell you is to treat Victor like a Hatchet and wait a moment; most of the time they just keep moving and it gets predictable.

    But I think everyone just needs to calm down and have fun with the Twins instead of trying so hard - I have a much better time and at times I win.

    There’s nothing fun about a red rank SWF managing to dodge every single one of Victor’s pounces and crushing him micro seconds later.

    It makes using the Twins entirely pointless if no matter what I do, no matter how carefully I track or wait, the moment the pounce is activated they simply step right or left and avoid it (or they’ve managed to reach a tight loop like a tree that’s impossible for Victor to deal with even with toy sword)

  • @MythMage said:

    Slugging is not scummy or annoying. It's literally just an alternate hook. No idea how people get upset over it.

    To OP, I completely agree. Slugging is kind of a necessity nowadays just because how much time you waste hooking people. Hell, Pop doesn't even buy you time. It literally just makes up for the amount of time you spent hooking someone in the first place. 25% of a gen is the same time it takes to hook someone and get to a gen. That is crazy, that is absolutely nuts.

    People who say it's scummy or people who slug just want to play like ######### are delusional. Survivors cut corners to do gens, Killers cut corners to apply pressure. Literally no different than refusing to heal to slam out a gen.

    https://forum.deadbydaylight.com/en/discussion/comment/1812388#Comment_1812388

    And it sucks for Killers when they just want a chill match and chase some survivors, have a little fun, and 3 gens pop, game is halfway over, midway through the first chase. "DoN't BlAmE tHe DeVs FoR tHe ChOiCe YoU mAkE"

    https://forum.deadbydaylight.com/en/discussion/comment/1812394#Comment_1812394

    Translation: I like games ending in 15 seconds after a 15 minute queue

    Seriously, SLUGGING IS NOT SCUMMY! If it bothers you that much, bring Unbreakable+Soul Guard or just run No Mither. Slugging is a necessity in the game at the current moment. If I had my way, gens would take twice as long but slugging becomes 10x weaker.

    https://forum.deadbydaylight.com/en/discussion/comment/1812390#Comment_1812390

    ...You do realize you can crawl away, right? Also, if 1 person is dying in ~4 minutes and the other is gonna die in ~2, someone is going to have to come get them. Only a moron leaves the hook in that situation.

    https://forum.deadbydaylight.com/en/discussion/comment/1812416#Comment_1812416

    If the Killer is obviously winning, the only time I would slug is if people are just unhooking, then hiding, getting caught, unhooking, hiding, etc. Like, I get it. Bloodpoints. But come on. The game is over. ~1000 BP isn't worth an extra 3 minutes of our time

    Thank you for all these reasonable responses.

  • @Xpljesus said:

    Will just add this is entirely a controller issue, and all of these things are a total non-issue on PC

    I already said that, so you’re not adding anything at all sorry.

  • @Dabihwow said:

    Title, for me its Nurse, I'd rather play Clown the worst killer in the game then her, she honestly a mental nightmare to play as

    Huntress and Nurse.

    Though i’m quickly changing my tune on Twins after initially thinking they were fun. Every red rank survivor has a pretty high evasion rate whenever I pounce. It’s getting infuriating and I think I’m starting to hate Twins now because of how ineffective Victor feels.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812675#Comment_1812675

    Way to generalize.

    Slugging can be necessary depending on:

    - the killer you play

    - your build

    - the map

    - the survivors you face

    - their builds

    - their items

    - rng

    etc.

    Play Wraith on Haddonfield (with god basement-window rng) with no slowdown against 4 good loopers (with Balanced Landing) that work on gens even while injured and 4 brand new parts. See how the match goes without slugging.

    That's obviously an exaggerated scenario but you get the point.

    You’re wasting effort.

    They clearly didn’t even read my post. They probably won’t even read your response.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812431#Comment_1812431

    Maybe. Wouldn't hit Dead Hard as much as the other perks, though, and that's likely the most problematic.

    I just wish Dead Hard had been combined with No Mither right from the very beginning. That way it wouldn’t be the nuisance perk that it is today.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812452#Comment_1812452

    That's why solo queue is fine for you. Experienced survivors would never play passively because it's boring. We dont want to hold m1 for 80 seconds we want chase interaction. While there is nothing wrong with how you play to even say solo queue is fine put yourself in the shoes of a good survivor.

    Careful...

    I AM an experienced survivor. Just because my weakness is the chase doesn’t mean I’m inexperienced. Been playing for 3 years, and even in the matches where the killer wins I’m usually the last to die, and always pull my weight in a match with every thing else required out of a chase.

    I’ve just accepted chases will never be a strong point, but I can strongly contribute to everything else.

  • @meatisadelicacy said:

    at least seven times tonight

    killers are chasing someone else who is injured

    and they leave chase with that person

    to chase me

    uninjured me

    and they do not leave me when i am injured

    seven times

    no joke

    why are killers doing this so much

    why

    I can’t speak for why you’re being targeted specifically, but I and many other killers like to take an “injure as many as possible” approach.

    Perhaps this is what you’re coming across?

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812432#Comment_1812432

    Play solo is a mindset where you want to loop, and escape. See how it goes. Your solo went fine because by the what you are saying you are not an aggressive player. You're just going there for bp and maybe a little scare hiding. No offense though if it came off harsh.

    Not harsh at all.

    I play in a way that attempts to get as much objective done as possible, be as cooperative as possible, and use builds that give me the information I require to know as much as I can within the limitations of playing solo.

    All the while respecting that the killer is an actual threat. I don’t wait till the last moment before running, hiding. I don’t antagonise, except in instances a distraction is needed to help someone else out. Basically I play like a scaredy cat because I’m simply average at chases as survivor. I can sometimes successfully juke, but I just have trouble maintaining my pathing while looking behind me.

  • @azame said:

    Anyone else remember when killers didnt really complain. Dont get me wrong. Survivors were super toxic back then and deserved nerfs but for what it's worth I respect the og killer players. They barely complain despite the ######### they went through.

    This is off topic but legacy killers are generally better than legacy survivors. They just went through more. But I digress.

    New age dbd is pretty bad in all honesty. You get nerfed for 4 years and still get complaints. "Game is survivor sided" or whatever. It makes me laugh to be honest. Ive been maining killer and havent seen the survivor sided stuff yall been trying to say.

    Anyways this probably sounds entitled or whatever but it's just my thoughts. The new killer players are some of the biggest complainers I see. But I can say the newer survivor players have to stop claiming killers like bubba are op lol.

    Alas, I digress I am sometimes one of those complainers. Angry vent on occasion.

    However in my defence I think I (usually) tend to bring up well thought out points worthy of discussion. Never simply “wah, sUrViVoR siDeD!” or “wah, KiLLeR siDeD!”.

    I will however agree that the game has continually gotten better and better balanced, and that it’s in the best spot it’s ever been in terms of balance. It’s a far cry from the masochistic experience it used to be when attempting to play killer.

  • I have a perfectly fine time playing solo. I win some. I lose some. It’s no big deal.

    I like to stick with aura reading perks so I can know a lot of what is going on, and avoid getting into trouble in the first place.

  • @MadLordJack said:

    Exhaustion does feel a little inadequate. It's just a timer that doesn't go down if you're sprinting. I'd like it to add proper panting noises that make stealth impossible and make it easier to track mid-chase.

    That would be a fair, legitimate downside. That way anyone using an Exhaustion perk in conjunction with Iron Will still has a period they can be tracked via audio until their Exhaustion recovers.

    Perhaps if it also prevented fast vaults until recovered too?

  • @Sonzaishinai said:

    It is nececary for most killers in order to get pressure on the survivors. If you were able to win without slugging then you outclassed the survivors you went up against. Simple as that.

    It does become a problem when slugging becomes a win condition rather then a pressure tool though. Although i don't see how they can fix the scummy kind of slugging without gutting the tactical kind

    Correct.

    If up against red ranks, and still winning without a “forever repair” build and without slugging in some capacity, those survivors are simply outclassed and shouldn’t be in red ranks.

  • @Wesker09 said:

    https://forum.deadbydaylight.com/en/discussion/212788/slugging-is-necessary-blame-the-game

    Uh not really? I play at red ranks and don't camp tunnel or even slug and tend to 3 and 4ks quite consistently

    Well you probably didn’t read what I wrote then.

    You must be using a gen slow down focused approach.

  • It was a great game.

    Mans yeah you’re right. Sometimes taking a chance rather than the usual endgame hook camp pays off big time.

    I’d presume many in that instance would have not given chase to the second survivor upon last gen popping, and would have instead carried who they grabbed into the basement, and camped.

    Which isn’t bad or wrong. Just would have guaranteed 99 progress on both gates, and potential highly coordinated BT save and tonnes of body blocking.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/212801/i-just-achieved-the-most-incredible-endgame-pressure-with-clown-ever-since-playing-dbd

    I absolutely love endgames like these.They are really stressful but soooo satisfying to pull of.

    Games like these are a prime example why you should never give up even if the match looks like it's already over.

    It was surprisingly not stressful. Well not in the why the word stressful usually implies. It was just very tense, and edge of the seat.

  • @Binary101100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809894#Comment_1809894

    It doesn't exactly take buying the killer to know how they play. You could play against the killer or watch gsmeplay

    That’s like saying anyone could just grab a scalpel and be a surgeon just because they watch Greys Anatomy 😒

  • @MadLordJack said:

    I do blame the game. Right up until I'm being left to bleed out on the floor.

    I unfortunately had to do that in one match last night as Doc. A Claudette i’d downed crawled into a dead zone corner after all other 3 survivors were sacrificed in the same zone. She wasn’t being clever. I’m not stupid enough to pick someone up I can’t possibly hook.

    The upside was I didn’t feel bad about it because she had been highly obnoxious and aggressive. She was quite aggravating to be honest. It was a kind of karma then that she bleed out.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/212788/slugging-is-necessary-blame-the-game

    to be fair, you don't actually need to do any of these, you just need to do them if you want to get 4ks consistently

    Not necessarily.

    Sometimes even at the best, it just avoids a lot of embarrassment despite a few escapes.

  • @xXCAM3R0NXx said:

    I played this game for about 2 hours straight earlier and never in my life came across so many freddy's.

    Not one, two, three, or even four but five! Five different freddy's with different playstyles, perks and skill.

    But why?

    Why has the freddy population gone up?

    It's a mystery to be solved :0

    Freddy has the largest amount and passive stall.

  • @Jay_Whyask said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811576#Comment_1811576

    This's a really bad take considering how easy it is to juke, whipping your survivor around at breakneck speeds requires less than zero effort.

    Exactly. It’s the most easy, braindead thing a survivor can do, and I’m losing count of the amount of killers this works so easily against.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1810481#Comment_1810481

    The other tip is really helpful. Wait till the survivors moves in front of you, dont try to follow his movements. Did you try it?

    Yes

    They still just sidestep at the moment of pouncing.

  • @ukenicky said:

    I've noticed really good players will actually just hold their aim still with Victor and wait for the survivor to move back and forth INTO their pounce.

    I find it next to impossible to reliably escape Victor as a survivor unless the killer messes up big time with the pounce. Usually if the latter is the case, Victor is flung so far that I can't get to him in time to crush him so he can just try again (And I've run right up to him making for an easy pounce lol).

    Also let's be real, Victor comes back quite fast even after being crushed. Yes if he gets crushed it's a major blow to the killer player but I think this downtime on Victor is exaggerated a bit at times when the cooldown really is quite forgiving.

    The respawn rate doesn’t matter if survivors can always side step him.

  • It’s quite apparent that Charlotte and Victor are not meant to be far from each other. Not literally next to each other, but not opposite sides of the map.

  • I play stealthy. It’s my preferred way to play survivor.

  • @Moundshroud said:

    So, I want to address something that comes up very often, but is always framed wrong. I'm talking about Salty, bad sports. Far too often, this is cast as if it is an "us versus them" situation with SOME people making rather biased and incorrect arguments that Survivors are more toxic, sweaty, rude, obnoxious, etc. OTHER people make the same silly arguments about Killers. I think this is all a false narrative. Survivor and Killer are just roles in the game, and very few people (really) don't play both. We have to look at bad sports as PLAYERS, no more and no less.

    The biggest issue is, sadly, that a lot of people are stupid. I wish there was a nicer way to say it. People are self-involved, biased, and have a nasty penchant of ignoring everything but whatever they want at that particular moment. I'm going to give you an example from a game I just played. It kind of puts it all into context.

    LOCATION: Crotus Prenn

    KILLER: The Doc.

    I'm playing Jake, with the LA Gangbanger look (not the club one... the streets). My build is Deliverance, Calm Spirit, Self-Care, & Spine Chill. This means I'm in a pretty good position. Most Doc players rely on making people scream to scout an area lightly before moving on. I know, already, that I'm going to be in great shape for banging out Generators and making rescues.

    During the course of the game, I brought two Generators up myself, and helped with a 3rd. I unhooked two Survivors, and healed them. I destroyed Totems. I ran the Killer. Nobody had died so far. The Gates were powered, and I STILL had Deliverance on tap if I needed it. Here is where it gets funny.

    One of the other three Survivors goes down. I can see his friend is heading to him. The Doc is headed toward one of the gates where a Nea is standing strong to open it. I realize that I can charge the Doc and help the Nea get out, and keep him on this side of the map. This will allow the other one to do the rescue and they can go out the other gate. Even if I go down, the Doc will take off and I will just jump off the hook and get out the gate that is open right there (thanks Nea).

    I don't end up having to use Deliverance. The gate gets opened. The Nea and I tangle him a bit and I can see the others are going to be fine, so we let the Doc run us out. So all four escape! I give a GG to all, Killer too. Then one of the other Survivors lays into me saying I'm a TERRIBLE teammate, and the Killer was just a tunneler. I was puzzled. I asked him, somewhat tongue in cheek, "are you dead?" He answers, "NO because of my FRIENDS saved me." I was going to explain to him HOW the game is played and HOW I got him out alive tactically, but it really wasn't worth it. So I pointed out that I had brought 3 Generators up, saved his friends (who saved him), and asked him if I should have done all (5) Generators for him?

    Apparently, to this Survivor it looked like I was running away from him when he went down. Technically that is true as I could see the other person would get him, and I was charging the Doc. But he apparently couldn't add 1+1=2. He was just stupid. I felt like pointing out that IF the Killer had been tunneling, there is no way all FOUR of us would have gotten out. That would have made the Killer awful at tunneling. :) So, why am I telling you this anecdote? It isn't to point out that Survivors are worse that Killers. They are not; there are just more of them so by sheer numbers we will see MORE of them making fools of themselves. It is to point out that the nature of bad sportsmanship isn't logical. It is spoiled; it is ignorant. It is a tantrum and a lack of manners. It doesn't have anything to do with reality. This guy got out alive (as did everyone else) and didn't carry much of the weight. And yet, his only reaction wasn't GG or Thanks or just to hold his tongue. He had to make noise. He mattered, and DARN IT, we were going to know he mattered. Screaming little children, nothing more.

    Excellently said.

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