TheClownIsKing
TheClownIsKing
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I like broken keys as an “in lieu of” Bond, with either a Token or the Unique Wedding Ring.
The only problem is that in the lobby all the killer sees is a key, thus can only think about me cheesing the hatch, so I’ll always play more stealthy with a broken key so I’m not tunnelled to death.
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In fairness, as part of the publishers financial projections, and to meet shareholder expectations, release dates for content would have been set at the beginning of the financial year. There would be a little wiggle room, but not a substantial deviation from an intended date.
With that in mind, this is the first time the devs have had to do MORE than a simple tweak of numbers to meet the needs of balance for a chapter. Usually even if a chapter/content release needed to be delayed because of this, it wouldn’t be long because of the simple change of numbers. I.e. nothing that would upset shareholders, and completely screw with financial year projections.
This is the first time ever they’ve had to complete put in a new mechanic and new animations to address a big balance issue. The time required to do this AND delay the release UNTIL it’s ready would have likely exceeded the permissions given by the publisher and the shareholders.
Sorry, but they still have to run a business.
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@Sonzaishinai said:
Yeah i agree, and the increased missed attack cooldown is indeed needed so you can't combine it with unrelenting and go faster around the map then normal by lunging constantly.
This would be so much better
As long as it’s a missed attack cooldown that’s larger than what unrelenting compensates for.
I.e. Unrelenting can alleviate the length of the cool down, but can’t be used to cheese the game. Get me?
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@Boss said:
And that miss cooldown also consumes a Token?
No.
I mean change the perk so it’s a gradually increased permanent change like Fire Up. So one one gen pops there’s an immediate permanent increase to lunge distance. It gets gradually longer as gens get repaired.
But because of this there needs to be a permanent downside. A longer missed attack cooldown is all I can think of. I like @bjorksnas suggestion. Have the missed attack cool down scale as Coup De Grace grows in power. Perhaps for simplicity it could be each token increases missed attack cooldown recovery by 8%/10%/12%.
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@NomiNomad said:
I would definitely prefer this to it's current form. As the base perk is, I really like that they're starting to mess around with mechanics like that, but it's also not very good.
I think the missed attack cooldown going up is a little much, but that's only because if the perk became like this I would 100% use it with STBFL, and that effect ruins what could be the memiest, funnest thing ever.
I also hope they keep it affecting secondary attacks like Demo's and Piggy's lunge, but as far as I've heard it was unintended. The sight of Demo sailing across the map is glorious.
There needs to be some sort of trade off though for the gradually increasing distance to prevent lunge spam, or it being too oppressive on survivors during a chase.
If not for a longer missed attack cool down, what should the trade off be?
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1763976#Comment_1763976
It was reduced from 100% increase to your lunge speed to just 60%.
If they did indeed increase the actual speed of the lunge like the guy above me said, that would be a buff and make it a decent perk.
I wouldn't rely on such a change, so until we see it in action, it's a massive nerf to a hilarious weak perk that only activates as you lose more and more, and is immediately used the second you begin a lunge.
Not lunge speed. It’s lunge distance.
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The change to Coup De Grace wouldn’t be so eyebrow raising if it weren’t limited to a token system.
I still stand by it should work like Fire Up, with a small percentage increase to lunge distance per gen repaired. Especially with these proposed distance reductions.
So that it wouldn’t become overpowered, it could also greatly INCREASE the length of the missed attack cool down, making it a risk reward perk, stoping lunge spam, and the only thing to help a killer counter that would be unrelenting, meaning two perk slots just to improve lunge capability.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1763868#Comment_1763868
Devs are so hit or miss with their balance changes.Sometimes they are really good and then we get gearhead and coup de grace nerfs ಠ_ಠ
Yeah the Coup De Grace change is a strange one. It can only be used 5 times total per match. That’s already a big restriction.
Otherwise all other proposed changes sound sensible.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1763850#Comment_1763850
Exactly, still no penalty to movement or looping. Oblivious/Blindness is worthless if you just simply pay attention.
Unless Victor latches onto an OoO
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“This game is pure rng”
Correct.
Thats the point.
It’s a horror game. It needs to have level of unpredictability and uncertainty.
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@gatsby said:
As a Rank 1 Killer player, I believe that removing bloodlust will help the overall health of the Killer roster.
In my personal experience, stronger Killers like Spirit, Pyramid Head, Deathslinger, Freddy and Huntress rarely ever get in scenarios where bloodlust is needed to secure kills because their powers are strong enough that they usually come into play during chase.
While weaker Killers, like Legion, Ghost Face, Wraith, Trapper and Clown all frequently need to bloodlust to secure kills because their powers have more glaring gaps and weaknesses where they can’t help at loops.
Removing Bloodlust should be a great way for the Devs to collect data on the weaker Killers and start to prioritize reworks and buffs. Because the Killers that suffer with Bloodlust removed will become super obvious during the test and should rise to the top of their list if they want to balance the game with Bloodlust being removed in the future.
Clown needs to bloodlust?!?!
Huh?!?!
Something is seriously wrong with how he’s being played if they’re regularly BL with Clown.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1754348#Comment_1754348
It is 14% per survivor at tier 3
I'm copy and pasting from one of my previous posts from September:
The formula seems to be (HEALING_TIME_AFTER_DEBUFFS / (ADDITIVE_BUFFS + 1)). This means:
Self Care: 32 / 1 = 32 seconds
Self Care + Desperate Measures (2 injured survivors): 32 / 1.28 = 25 seconds
Self Care + Botany Knowledge: 32 / 1.33 = 24 seconds
Self Care + Desperate Measures (4 injured survivors): 32 / 1.56 = 20.5 seconds
Self Care + Botany Knowledge + Desperate Measures (2 injured survivors): 32 / 1.61 = 20 seconds (19.88)
Self Care + Botany Knowledge + Desperate Measures (4 injured survivors): 32 / 1.89 = 17 seconds (16.9)
Self Care + Botany Knowledge + Desperate Measures (4 injured survivors) + Resilience: 32 / 1.98 = 16 seconds (16.16)
So yeah, the perk combo is super good if healing yourself is your goal. You could probably replace resilience with something else though since it only knocks off a little under a second (MASSIVE diminishing returns)
Yeah Resilience makes such a minuscule difference together with BK, SC, and DM. I’d rather have Leader in case someone attempts to heal me or me and a teammate are healing someone else.
Running a med kit with BK, SC, and DM leads to some great super fast self heals, with an extension of how much use is gotten out of the med kit.
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@skyvaq said:
today I got my ps5 and immediately downloaded dbd.
I have to say i am a little disappointed. I thought we would get the graphics that would be comparable to ultra on the pc. but it is actually exactly the same graphic as on the ps4. except for the resolution and the fps. I was a little sad about it and hope that they will improve that with future updates ...
I think it looks great. Especially the lighting on the newer maps or reworked maps. I definitely see a distinct difference from PS4.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1761503#Comment_1761503
So is ds, so is unbreakable, so is an ivory mori, so is a key, so is a...
oh, i think you get the point by now. 1 well timed strong situation can be vastly superior to multiple badly timed or ineffectual weaker situations. Time management is 100000% the most important thing in this game, especially since most other aspects like map pressure stem from it.
DS and Unbreakable are not the problem they’re made out to be exactly because they can only be used once. It’s only a problem when killers “fear” them, and try to avoid them, thus allowing survivors to still have access to those perk abilities late game.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1761444#Comment_1761444
so, pretty sure its already been mentioned, but kicking a breakable wall is more than 2 seconds wasted. You have to either sacrifice setup time/finding the survivor and do it pre-emptively (thus sacrificing gen pressure in the time it takes to walk over to the door, kick it, then leave the area) or you have to stop chasing, route to the door, break the door, then resume chasing after the survivor who gained distance that whole time.
since the survivor movement speed reference is 4.0m/s, ignoring lunge/other loops/windows and so on, it takes about 6 seconds to close the gap and about 10 seconds for 4.4m/s killers. Obviously there are other variables that can come into play for both sides, (survivor with an exhaustion perk ready, killer power, nearby loop, etc) but this is a baseline amount of time to average in addition to the time for the door kicking animation and recovery. If they're running away from the loop into a dead zone, yeah, it won't matter as much. But when they get lucky enough to have that right into a jungle gym into a T/L....
Point is, you can't say "its just 2 seconds" when they only way thats possibly accurate is if they stand on the other side of the door waiting for you to break it.
It’s still only once.
Once!
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1761372#Comment_1761372
There's plenty of safe loops in the game still. Safe is fine but there's such a thing as TOO safe. This still leaves the problem of the killer being in a lose-lose with the current implementation of these god walls. Nothing should be 100% safe for the 4 in a 4v1. Not to mention tile stringing that can occur from the wall like another above me stated.
Hence why there’s a wall you can break so that it’s no longer safe for any survivor foolish enough to run there again.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1761187#Comment_1761187
And yet the distance gained is ridiculous to the point of who even thought this was a good idea. You've basically handed out an entire generators worth of chase distance spread across the three survivors that are doing the damn generators, and it's actually much quicker to just vault the god window and hope no-one else tries to use it, which is actually where Bloodlust comes in because if you've got T2/T3 Bloodlust then it is much quicker to let them run the god loop and hit them while they're being predictable. Which is a rare occasion, but with these windows reimplemented so very many survivors will run straight for them and make it pretty simple to get 30 seconds of uninterrupted chasing.
Not that Bloodlust is a good mechanic in most parts of DbD, and I really do hope they remove it completely, but unfortunately BS does fight BS.
I still don’t get how dramatic people are being about this. They’re safe once, and once only. After that they become death traps. Some areas are actually death traps with the breakable wall left intact.
I love breaking the wall of the lower level bathroom in Midwich but leaving the wall above it intact, and if the opportunity arises, herd a chase into the area.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1761218#Comment_1761218
I despise breakable walls, and I think they're incredibly poorly implemented, but they're also incredibly easy to get rid of. I can't say I disagree with you, but if the Dev's are hellbent in having god loops in this game then I'm much rather them have a breakable wall.
Poorly implemented how?!
Once upon a time these loops used to be impossible for killers to deal with.
Then they went too far and made them useless to survivors by putting an open door right next to the vaults.
Now ONE survivor gets ONE safe loop of these areas, unless the killer is foolish and ignores breaking the wall because 2 seconds is too long.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1761181#Comment_1761181
https://forum.deadbydaylight.com/en/discussion/comment/1761187#Comment_1761187
https://forum.deadbydaylight.com/en/discussion/comment/1761188#Comment_1761188
I think yall are forgetting that breaking walls takes time and while your going around kicking walls, survivors will be doing gens
Good grief. 2 seconds each time. And a killer shouldn’t intentionally break them all before doing anything else. Just they ones they come across or the ones come across mid chase.
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@MrPenguin said:
@lowiq @TheClownIsKing @Withered @NomiNomad
or we could not have a god loop with a pre-dropped pallet to begin with. How about just remove the wall and no god loop at all since those are bad for the game and just make the killer either waste their time now or lose a chase later.
Survivors need to have SOME safe spaces to run to. Otherwise why should they bother running at all when spotted. Those loops are safe for ONE survivor ONCE only. Unless a killer stubbornly refuses to break it.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/207253/beast-of-prey
You're thinking too far ahead, to be honest. They likely aren't permanently removing Bloodlust until all the maps are reworked. That's a ways off.
Still though, if anyone is crazy enough to like using BoP, it’ll have no function this whole weekend
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What point are you trying to prove? Just break the damn wall. Once it’s gone that loop is never safe for a survivor again.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1759295#Comment_1759295
Oh really?
Never knew No Mither would affect the grunts of pain in the dying state too.
It’s part of the point of the purpose of the perk. If for any reason the killer doesn’t notice No Mither and slugs you, or if the killer realises their mistake and returns to try and find you, a No Mither user is always meant to attempt to crawl away first, and then recover.
The reduced grunting, and no blood trails is there to increase the odds of successfully doing this, because it will make it more difficult for the killer to know where you’ve crawled off too.
It’s really the only way any No Mither user is able to successfully revive themselves, if the killer makes that mistake to begin with.
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There’s a reason Iron Will doesn’t affect the dying state. It would be broken if it did.
The recent sound bugs highlight how broken silent dying survivors are. It was regularly impossible to find downed survivors when the bug was active, sometimes even survivors that had just been downed we’re nearly impossible to find because they’d teleport due to latency.
If you really want to commit to a build that makes it difficult for you to be found in the dying state while using Tenacity, you’re going to have to bite the bullet and also commit to No Mither and Sole Survivor.
No Mither for the 50% sound reduction (but it’s countered by Stridor), and you’ll leave no blood trails. Sole Survivor in the event the killer uses Deerstalker.
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Whatever happened to the rank 20 to rank 17 being prohibited from being matched with anybody above yellow ranks?!
Why would that be switched off?!
We have cross play now, so it’s not like they need to be concerned about queue times.
Such a poor experience for new players currently. They need to re-enable this match making rule.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1759295#Comment_1759295
Wouldn't mind seeing Iron Will and No Mither's texts reworded to make that more obvious.
Iron Will: While injured, grunts of pain are reduced by 50/75/100%.
No Mither: While injured or in the Dying State, grunts of pain caused by injuries are reduced by 0/25/50%.
Agreed
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@WalkedMoss92 said:
The main reason I run Iron Will is to escape the killer while slugged with my Tenacity, yet I could still hear my character groaning on the ground? Does it only work if I'm up and injured? There's no point in running it if it's bugged or if it doesn't work while I'm slugged.
It doesn’t work when you’re slugged.
The only perk that reduces noise in the dying state is No Mither, which reduces grunts by half.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1759029#Comment_1759029
https://us.v-cdn.net/6030815/uploads/10DCE87534I3/image.png
Also do correct me if I'm wrong, but considering how the OP is saying that "people are disconnecting and causing the game to end." they're actually referring to the bug that causes one person to disconnect from host while loading, and then the game cancels with an error 500 (Player disconnected from the game while loading) between 30 seconds to 3 minutes later. Not people just DCing because of Slinger, but because this game is perfect.
It’s not just a bug. (Although I’m not contesting that sometimes this is I fact due to a bug).
Presumably there is also a hack that allows a player to see what’s been loaded into the match via the game files (or something like that). They see something they don’t like? They can trick the game into thinking they DC’d during the loading screens, avoiding the DC penalty.
This has happened in MANY of my matches for nearly a month now.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1757541#Comment_1757541
Definitely agree but if you think about the downside of Doctor, spamming his power results in loops that never end because he can't get to bloodlust so it's either loop a pallet for infinity or resort to basic m1 play until the next loop. I know clown is different because the slowdown it gives the Survivor but allowing a more liberal use of his bottles would up his tracking capabilities without removing his ability to use them in a chase.
Maybe instead of Nurse fatigue speed he could drop to revving Bubba speed while reloading? It's definitely about finding the right balance there, I just think adding a secondary power would add too much more resource management without fixing the core issues. Most Clowns will only reload after a down or after a hook because of how slow it is so they can bait the others. Even Huntress can reload faster mid chase, granted, her power actually allows her to down people so it's no big deal if they get a little distance on her.
He doesn’t need a more liberal use of his bottles. Players running out of bottles mid chase are wasting them and using them wrong.
It should only take one or two bottles at a loop to land a hit on a survivor.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1757526#Comment_1757526
That is true, but i'm not sure everyone prefers to slug 2 people consistently. I feel like alot of people would rather stronger and fairer killers witht he ability to play fun anf fairly over killers who need to 1 hook ppl and slug at 5 gens etc (obviously that's taking it to the extreme but do you sorta get my point?)
Yeah, that’s extreme and unnecessary.
But a key problem many players have when using a killer like Clown is that they’re too focused on every chase resulting in a hook, rather than focusing on how they can keep as many survivors out of action or preoccupied with something other than gens as possible. Clown simply needs to find survivors quickly, and end chases fast in order to accomplish this.
The only counter to a Clown that knows how to do this is extremely good stealth, something many survivors just don’t do, or don’t do well.
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Clown can create plenty of pressure. Most players using Clown simply don’t slug enough with him. Getting 2 downs in quick succession, and being in a third chases creates all the pressure Clown needs.
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@ThePolice said:
The thing is though, bbq, pop, ruin and undying can be countered, ds + unbreakable cannot
Sure it can. Survivors can only use it once. Force them to use it early in the match, and they’re screwed late game.
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My favourite Clown build currently is either Coulrophobia, Deerstalker, Forced Penance, Sloppy Butcher, or Coulrophobia, Sloppy Butcher, Blood Echo, Mindbreaker, and Solvent Jug.
First build: keep them injured, keep them slugged.
Second Build: keep them exhausted.
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That there are other survivors faces that Leatherface can wear is exactly why it ISN’T racist.
That Leatherface is the ONLY killer than can do this cosmetically points out that this is about the cosmetics being thematically correct, and nothing to do with race.
If for some odd reason Claudette’s face was the ONLY additional cosmetic that could be equipped, then it would/should raise eyebrows.
If anything, the range of faces that Leatherface has access to cosmetically shows that the character does not discriminate. He’ll butcher, mutilate, and skin whoever the damn hell gets in his way.
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@DaKnight said:
He is good, but pretty add-on hungry.
Playing bleach+ether clown is amazing though, he drops people quick with save the best for last. With those add-ons he feels similar to many other strong killers in that survivors basically have to feed you pallets because there is little to no looping him.
I’m gonna flex here and say I regularly play him without add ons. Especially if I’m grinding for BP and don’t want to burn through inventory.
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@WishIcouldmain said:
Yeah what's your expectations for Lerys, the game, Hawkins, and Midwich.? Hopefully they're easier to navigate.
Lery’s was always only just reworked a few months ago. (and it looks great). I can’t see them doing anything with any indoor map except Gideon.
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@Elena said:
I'm expecting @TheClownIsKing to know this, but I wanted to hear people's opinions on him.
We know Clown is getting a rework next (or at least some changes, something along those lines).
What's good or bad about the Clown and what changes do you think need to be made?
I can’t speak on his performance because I don’t bother with keeping track of the released stats on this topic.
But I do periodically watch streams and pretty much see the same mistakes made with Clown over and over again, which would explain why many don’t do well with him, or form the opinion that he’s bad.
Truth be told, once it’s understood how to use the gas to either herd survivors where you want them, or place it in FRONT of their path, Clown becomes incredibly oppressive during a chase, and survivors go down very quickly, even at full health.
This is why Clown lacks other types of pressure. Getting more than one survivor downed in a brief period of time creates all the pressure Clown needs.
Throwing bottles DIRECTLY at survivors has a place in the game, but far too many players do this over and over, usually either missing entirely or it lands behind the survivor, having the survivor afflicted with the briefest amount of gas.
It’ll be interesting to see what’s planned for Clown, because I think he only needs to most minor of tweaks to his existing kit. With how experienced I am with Clown I really can see Clown accidentally becoming overpowered if they’re not careful with what changes they implement. I have suspicions the devs already know this too: that Clown could accidentally become overpowered, and it’s why they’ve taken so long to implement any changes, other than that one change to his brief slowdown he used to have when he threw a bottle.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1756004#Comment_1756004
Yeah, you're pretty clear in what you're saying, tbh.
The map I find to be the worst offender, is Azarov's Resting Place. A few times I've spawned in the middle, outside of the tiles, with the killer spawning in front of me also not behind a wall/in a tile, and they're facing me. Once happened with a Spirit. Game over.
It’s total crap having a match start like this.
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@kreeper124 said:
I don't see a point in prestiging really. It does nothing other than give bloody clothes, that I don't even wear on my main. At this point it's just a challenge for people to say that they got 3rd prestige on a character
And for the trophy/achievement for P1, P2, P3, and P3 50.
I’d really like to see something like P2 starts all perks at tier 2, and P3 starts all perks at tier 3.
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@SunderMun said:
I've had plenty of games where I've literally spawned in an open area, with not a single tile near me, and the killer looking in my direction. It happens, and it really does suck.
Thank you, if only so that others can know I’m not making this up.
I’m tired of the replies here implying “this doesn’t happen, the killer always spawns on the opposite side of the map”
Or “stop leaving scratch marks every where”. Walking doesn’t leave scratch marks.
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I didn’t say “every time I’m found first”.
Being found first isn’t the problem. The problem is when I’m found first because of this EXACT circumstance: where for all intents and purposes I’m spotted pretty match as soon as the match starts. The killer shouldn’t spawn THAT close to a survivor.
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@Zagrid said:
Why?
What was good enough to make you spend the money on it. And if you are willing how much have you spent on cosmetics in total?
I'm curious because it seems that BHVR keeps adding more and more cosmetics but I have only bought 1 and have gotten 1 battle pass in the past.
I’ve purchased a lot over the years.
If the rift has something for Clown, David, (or now Felix), then I’m paying for the premium.
If I absolutely love a new outfit for those same characters, I’m too impatient to grind shards. I’ll buy it straight away.
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@TWiXT said:
I understand, and sympathize, so for your sake and the sake of others with this problem, I'll start running more Stealth Killers/Perks so that you don't have to hear the TR after a few steps. 😉
Okay... I can at least see the funny side to that.
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@Ace_Ventura said:
You know your movement speed (yes, walking) doesn't affect the killers speed, right? Generally, the survivors spawn far away from the killer. There's only so many places they can be. Get good.
You didn’t read my post at all...
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@Creepa99 said:
Yeah and us killers are tired of getting into our first chase and hearing 2 gens pop before you even get a hit.
Which I clearly acknowledged.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1753993#Comment_1753993
When I make posts trying to help people out, I like to be as clear and helpful as I possibly can. I understand that you already know that you shouldn't leave scratch marks when you're trying to avoid the killer, but I wanted to tell you and anyone else with your same issue what exact steps I would take to solve that problem.
I'll be sure to just say something like "run premonition lol" next time if that would make you feel better
Apologies. I was highly strung earlier.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1748321#Comment_1748321
I agree she should have something else while Victor is on someone.
And it's not that keeping him is necessarily beneficial for survivors, it's that her power is so easily controlled by survivors and not by the killer. After you latch on to someone you're locked out of anything but m1. Not engaging or interesting in the slightest to me but eh.
What if she had Haste while Victor is attached? She’s carrying less weight without Victor after all...
There’s no way in hell one survivor will leave Victor on, permanently giving Charlotte 119% m/s for the remainder of the match.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1754024#Comment_1754024
Yeah i can understand that but then you shouldn't be surprised you run into the killer. Most killers spawn at one side and go straight to the furthest gen throught the middle. Right where you are going.
Risk reward, you avoid the 3gen that way but you are putting yourself in harms way by being in the center of the map. Usually that gen will be where the strongest loops are and that's where people will run to while being chased.
Personally i wouldn't think about the 3 gen situation untill after the first couple of gens are done. Creating safe spots where the killer doesn't want to chase or patrol is way more important i feel.
None of that matters anyway in a match where it’s within mere seconds that the killer is already on me.
I’m not talking about being the first found because of the higher likelihood of already having reached the middle of the match after some time. This is about the frustration of being almost immediately spotted once the match starts. I haven’t even had a chance to properly process where exactly where I’ve spawned in a particular map and get my orientation right inside my mind.
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@Crawler24 said:
https://forum.deadbydaylight.com/en/discussion/comment/1754043#Comment_1754043
Doing the middle gens means quite litterally that you are in the middle of the map. As pointed out by SO MANY OTHERS, no one else is ranting about this or even has this issue. If you want to do the middle gens then stay at the walls. The middle area is where the killer crosses the map so no one can slip him. Look's like you are doing him a favor. Stay at the walls until you have an idea where the killer is and then approach the middle gen. It's really that simple.
Also use Spine Chill. I play with it for a few weeks now and i do matches with 0 hit's. If the killers sees me, it is either because someone else is sprintbursting him to my gen or because i want to be chased.
None of ANY of that matters, where I before I even figure out where I’ve spawned, the killer is already on me 10 to 15 seconds after starting the match.
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@Crawler24 said:
https://forum.deadbydaylight.com/en/discussion/comment/1754024#Comment_1754024
LOL
Have you read my other posts? Then you should have realized where your issue is. The killer starts at the opposite of the map and you are running right at him while he is crossing it.
Doing the middle gens is for people that are good loopers or know how to play stealthy. If you just run buttnacked into the killers face it's kinda your fault.
You’re just being a troll at this point, and deliberately not reading anything I’ve posted here.
- I’ve repeatedly pointed out on multiple responses here that I DO NOT RUN at the beginning of the match.
- I’m NOT embellishing anything here. It’s is quite LITERALLY and NOT figuratively, that in the space of just starting to walk at the VERY BEGINNING OF THE MATCH and trying to get myself orientated so that I know EXACTLY where I am in the map, I’m already hearing the TR within a few steps. I’ve maybe not even covered the distance of a whole tile yet. I’m quickly trying to keep a low profile at that point and try and see exactly where the killer is coming from, but it’s too late, I am already spotted because I ducked on the WRONG side of something.