TheSubstitute
TheSubstitute
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@daniel_owenz said:
Listen you extremist killers, I am going to BAG all of you at the exit gate EVERY GAME I escape, I am going to wait the timer out all the way to the end, I want to force you to come and attack me just to miss and see me escape right after that, knowing you can't do anything.
that's what I'm going to do to you all after reading the silly garbage comments on this thread, and if you get me once with some ridiculous ######### add on that no one knows about, then so be it, but it's ONLY GONNA HAPPEN ONCE. I hope you get super tilted, I hope I match all of you in the matchmaking so I can make you all look like fools, I am gonna bag, mock, delay escaping, etc I'm gonna find new ways to be toxic just to punish you neo-kilers.
So you're taking the mature and thoughtful route then?
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He can enable it but if the Knight leaves a guard to watch the hook just unhook right after the guard notices you. Instant guard despawn. If the Knight is going to camp it's more effective to have the guard by a generator and the Knight camping by a hook or both the Knight and a guard by the hook.
It's pretty easy to counter if it's just a guard by the hook; unhook while the guard is setting the standard.
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60% is best not only due to the genre but also because of ragequitting survivors. DbD is very snowbally and one person suiciding on hook because of whatever selfish reason throws the odds of the match heavily to the Killer which gives a higher kill rate. If balancing didn't take this into account then the game would be unbalanced in games where it's played as intended and all four survivors actually stuck around.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284091#Comment_3284091
You accomplish nothing by bullying the next group
Not entirely true. They create more toxic survivors who will then create the next toxic Killers. Perpetuating the cycle of toxicity is something; not a good thing or a desirable thing but something.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3283866#Comment_3283866
Actually that’s like saying you lost to a bad survivor because they had old DH.
It’s not so much the player is bad, as much as the player actively choosing the “easy” way. Because camping in the current state of the game is not balanced.
I’ll give you a more current example. I recently brought a key with blood amber + beads. Because I wanted to see what the fuzz was about. Allowed me to have wall-hacks on the killer’s every move. Was that tactical? Technically yes. Was it fun or fair for them? Personally I don’t think so, because it put me at an advantage. It didn’t make me think or mind-game the killer as much as basically just nullifying their mind-game, because it was that easy.
So again, it’s not so much about the actual “skill” of the player as much as the action that takes place being skillful.
Usually when I “lose” to a camper, I don’t equate that to someone who kept the pressure via chases and still 4k’d.
That is true; it is very similar to saying you lost a game because of old DH. I didn't blame survivors for using pre 6.1 DH and I don't blame Killers for camping. I do think pre 6.1 DH was unhealthy for the game and camping is as currently unhealthy but it's not the players fault for using a flaw in game design. The onus is on BHVR to correct it; not the players.
In the meantime what you also said is true. There's a micro part of game play and a macro. Many people pay attention to the micro such as looping but don't acknowledge the macro such as picking the correct gens to do so they don't 3 gen or, as you said, bringing and using the key with the blood amber effectively.
Survivors using pre 6.1 DH were being smart in using a perk that overly enhanced their chances of winning due to an imbalance on the survivor side and Killers who camp are doing the same with camping due to an imbalance on the Killer side. To be honest, I'm also leaning to the opinion that current Eruption is as bad as pre 6.1 DH as well right now.
BHVR did quite rightfully in my opinion change DH to its current iteration and now I would like to see more anti-camping tools along with incentives to spread around hooks and make tunneling and camping the least effective options. In the meantime, and this is a reference to the OP and not you, there is no point in insulting people who are making use of something that increases their odds of winning as long as that something is part of intended game design.
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From what you described you should be low MMR but you're not facing new Killers if that's your normal game experience. Call of Brine, Pain Resonance and Eruption requires at least two Killers prestiged. Theoretically it is possible to just prestige two of the Killers to P1 and just play one Killer to P2 or P3 but if a player has enough game knowledge to do that they're probably not new to the game and had to have paid for at least one of the Killers and most likely two.
It doesn't sound like MMR is working for you and that's frustrating. In my opinion, your issues mainly stem from two issues:
(a) DCers and rage quitters; and
(b) Eruption is too over tuned against solo queue and needs adjusting.
It's frustrating but I would suggest gen oriented builds to get out of it. Two builds I have that have had surprising success although I considered them memey are:
(a) OTR, Prove Thyself, Situational Awareness and Deja Vu. 3 gens cause more 4Ks than any other factor in my games since a lot of survivors don't consider them. This build is for busting 3 gens at the start of the game
(b) OTR, Small Game, Overzealous and Inner Healing paired with a toolbox. The gen speed helps more than I thought it would and the healing aspect helps a lot. Booners will not like you though.
Alternatively, bring Built to Last paired with a gen repair perk along with a Commodious Toolbox.
With Eruption in its current form synergizing so strongly with the other perks maybe bringing a gen repair speed build will help you get to an MMR where you don't have as many DCers and your games will become a lot more tolerable.
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If it slowed your progress down enough you lost the game then it was a skilled play.
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NA West for me and I see +100 Killer more now. Generally, it'll appear sporadically for small periods of time in the mid afternoon and early evenings and then for a few hours later on at night. It's noticeably more frequent now than it was a month ago.
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I'll go against the grain. I think the Knight beats Clown in both categories and I like Clown. The Knight is more versatile and better able to keep survivors occupied than the Clown.
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Two hours?? That's dedication, or an unhealthy level of obsession. Take your pick.
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3280473#Comment_3280473
That's not a "me" problem, I solo Q and am not playing on teams, it's not as organized as you think it is.
Killers seem to be pinpointing locations very easily with the 32 meter radius, I don't think that is a concern because it is already happening. If they make it a hex then it can be extinguished.
3 gens are a you problem. It may be a problem caused by your teammates and not the Killer but they are definitely a you problem in solo queue. If you know the gen layouts try to bust the 3 gen as quickly as you can in the game and you'll see your escape odds increase. At the very least, if the Killer gets a 3 gen and 4Ks an otherwise very winnable game you'll have tried something to prevent it.
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Whispers is very underpowered and I only really use it on Stealth Pig (so I know when to start crouching).
For Nowhere to Hide, if you like to hide near gens why aren't you bringing Distortion? You'll not only block Nowhere to Hide but also recharge your ability while they're trying to find you.
Alternatively, bring Blast Mine with Residual Manifest. Nowhere to Hide is now useless as after kicking the gen the Killer can't see any auras for thirty seconds (including other gens and hook auras). Plus, it's fun to use Blast Mine. For that combo I usually go total meme and use Flashbang as well. Wraith players will generally despise you with that build.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3279896#Comment_3279896
Yes, until the devs address tunneling by any means
Have you tried OTR, Deliverance, Sprint Burst with something like Resilience or Adrenaline, etc? It works well.
I also like Renewal for the second hook to waste more time for tunnelling Killers.
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@ad19970 said:
Lmao at all the people being salty at Coconut because he has a different opinion on the Knight than them. That's just hilarious.
I'm surprised at how people are suggesting he smurfs. From watching his cross map shots I'm halfway convinced he was actually sent by SkyNet from the future to hunt down John Connor and that explains how good he is. He's very skilled.
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@Rudjohns said:
Tunneling at 5 gens? I just throw myself into the killer, kill myself on hook and move on with another match. They want easy games? They will have it.
Aren't you just punishing the other survivors and rewarding the Killer by doing that? I suppose if you want to make tunneling even more common and rewarding that's one way to go about it.
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@GlitchyGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3279279#Comment_3279279
Here's an idea. If you dont like the ragequits- how about YOU go find another game to play. No one should be forced to stay in a game they don't want to play. If the game is miserable and not making them happy, they have every right to dc. Like its a GAME. It's played for enjoyment and right now, game after game is not enjoyable because the game is that unbalanced. Behavior needs to add a system that gives killers more bp per dc and adds a bot or reduces gens when a person dc. But you are entitled to think that everyone else exists to make sure you're enjoying the game. These dcs are behaviors fault. And that's coming from a survivor main who deals with the negatives of dc all the time. I don't dc. But when someone on my team does. I understand. I literally cannot blame them because this games so bad right now. If you can't find it in you to get over it go play with some bots. They won't dc.
You're incorrect. As soon as you press the button that says ready you've agreed to play the game as intended. Your teammates are assuming you'll play as intended and that's what you agreed to. If you're not willing to do that, don't play or play a role where you don't have teammates (or, alternatively, play only with people who accept that you may DC).
If you DC you're the problem and a terrible player in a team based game. Either try to get better or don't play solo queue.
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@Rootlo said:
https://forum.deadbydaylight.com/en/discussion/comment/3279030#Comment_3279030
Do you really want to waste time in a game where you know the killer is only going to target you after being unhooked? You wont get any points or anything because all you are doing is just running the whole game. Minimal objective points (cause your team is probably not doing gens while being chased) no Altruisim, becuase you are the only target. No survival, because you will die. Its a big waste of time, i dont blame people who DC if they get hard tunneled. Ive had to play a lot of 3v1's and i understand why they do it.
I disagree. I think DCers should either play Killer, only play with a 4 person SWF or just not play. They're terrible players in a team based game and DCing hurts the other survivors while only benefiting the Killer unless the Killer is nice enough to let the other 3 survivors go. If they are nice enough to do that then they probably weren't going to camp or tunnel anyway.
If you are going to rage DC, don't queue up as solo. You're a liability and there's no need to wreck the game for the other solo queue survivors.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3278623#Comment_3278623
Hahaha great argument! Now tries to keep this game alive without casual player base. If casual players had not a chance, the developers would starve. We buy their products, dlcs, cosmetics, because we are hard working people in real life, not baby teenagers that live with their parents and have all the time in the world to play this game bc are addicted.
Weren't you just complaining about somebody saying perhaps you aren't as good as you think you are and throwing shade a couple posts back?
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I definitely understand. Getting Iri One as solo survivor is the most frustrating thing in DbD because of depipping and so much that can cause you to depip is not under your control.
I do make it most months and I've found the following helpful:
(a) I mainly use meme and non meta builds until I'm at two pips in an Iri grade. At two pips I switch to a more meta build. Meta is meta for a reason and if your MMR is set at non meta numbers then it's easier to escape and pip up until your MMR catches up.
(b) I stockpile map offerings for maps I'm good at. As soon as I hit two pips I play them until I either hit the next grade or depip to one pip (at which point I reset).
(c ) Always run OTR or other anti-tunneling perks at Iri. Tunneling Killers are a bane to pipping at Iri. That's why I run Deliverance, OTR and Sprint Burst myself at two pips into Iri grade. You can outrun even a facecamping Bubba on your first hook and give yourself a decent chance of at least a safety pip that match.
I hope that helps
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No, BHVR realizes that having a fun game is better for both the game and business. You can't consider just one side of a PvP game and expect to succeed. In my opinion, they do their best to consider all sides when they make decisions. They can make mistakes but they've hit a good balance.
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Fun but weak. I'd rate him on the same tier as Clown and above Pig, Freddy and Trapper. He gets an S Tier for being able to induce chuckles from me though but if you don't have a high tolerance for bugs that will definitely frustrate you at times.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3276470#Comment_3276470
🤷♂️
https://forum.deadbydaylight.com/en/discussion/comment/3276474#Comment_3276474
I have seen a bunch of Blood Wardens too!
I believe it about BloodWarden. The Iri Company add-on synergizes with it better than any other add-on or Killer.
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@Akumakaji said:
The basement is like be last place the killer looks for you, literally. If you need to go AFK for 2min because of RL issues, chances are that you will stay unmolested if you park your boots down here.
It's also a good place to heal some sloppy wounds, if you happen to be in the vicinity. Though the lockers down there seldom see real play.
Unless the Killer is Dredge with Darkness Revealed. The Dredge is quite fun for that.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3274663#Comment_3274663
Oh wait : after basement bubba, basement tin can? Would this work?
Stand in the basement, send a guard to patrol the stairs. It sounds pretty nightmarish to face.
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It's amazing in breaking 3 gens or 'bursting' a gen if you build around it (which is niche). To finish off Outbreak Breakout I used a 'gen burst' to finish off one of the two gens in the main lobby as many of my solo queue teammates didn't seem to understand that leaving two gens in the main lobby and one in the library as the last gens so the Killer could patrol all three gens in 10 seconds was a really bad idea.
So, my build was OTR, Potential Energy, Stakeout, Hyperfocus and a Commodious Toolbox with a BNP and the yellow charge add-on. The gen went from 0 to done in less than 30 seconds solo. I didn't time it but 30 seconds would be the maximum time with no skill checks. The cost in time was higher but it was needed to give a chance of winning.
Very niche, no chase perks and requires a toolbox with a red and yellow add-on but, if you have to bust a 3 gen fast, it's very good. Normal play it's okay but it's only really worth storing the energy to do a hotly contested gen and if you're already in a 3 gen situation it's already too late.
It would work better in a SWF than a solo as if the Killer chased their looper while thinking they still had time the other three survivors could, if it aligned properly, go from 3 gens left to zero in half a minute.
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I think the devs are doing their best and doing well overall. Patch 6.1 was a huge step forward and showed the devs aren't afraid to change things and tackle sacred cows if the changes could help the game. While I would like to hammer some more on my refrain of I want status icons for solos and a buff to Reassurance and I sometimes get frustrated I think the devs are good at being objective and get things right more than they get wrong. And also there's only a small handful of video games where I've spent as much time on them as I have DbD. As I'm not the only one like that I think that helps show the devs are doing something right.
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@Roaroftime said:
Oh here we go, nurse mains awaken to protect their precious guaranteed 4k's without needing to use any skill whatsoever in comparison to any other killer.
Feel free to post your 100 game win streak then. I mean if she's that easy surely you can do it.
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@Carth said:
It does function like how you think but considering the scream is on a 25 second cooldown and dms is 30 seconds long in a worst case scenario you'll only have 5 seconds of blocking. It would be nice if you could control it somehow but I don't think anyone is galaxy brain enough to somehow injure a survivor and know they will get a DMS procc in about 25 seconds and have survivors outside the TR working on gens.
Okay, thanks. I was curious about that.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272401#Comment_3272401
But... it's the same gesture
Bots aren't sentient.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3272364#Comment_3272364
My point was taking it seriously and emotionally, that I don't get it. Again, if person could do BM to me face to face IRL, I could take it seriously, but in internet, where some sorry kid feel complete impunity, not so much.
Great example that doesn't even go outside of DbD - hook slaps. Can survivor slap killer? No. It is onesided. I could only feel sorry for this kid, loosing his mind in a computer game.
People have different reactions though and people process things differently. I view it the same as somebody giving me the middle finger in real life. I don't care about flashlight clicking, hook slaps, etc because it is not a simulation of something that has happened in real life so that's probably why I view teabagging as offensive but could care less about Head On squads, hook slaps, etc.
I started mentioning this because I was asked earlier in the thread why I find it funny when a bot tbags me but don't when a human does it. A bot can't have intent and isn't referring to anything while a human does have intent and could be making a reference to real life actions.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3272307#Comment_3272307
I don't understand how anyone can take seriously when someone on the internet give a middle finger. It's absolutely empty, because there is no repercussion. It has some meaning if they give it to you face to face, but, in my experience, few dared :)
Anyway, when bots went to corner and started t-bagging, I exploded in laughter, I didn't laugh so much for a while, thank you, BHVR. Also has one toxic-Ada-bot that flash-clicked repeatedly when I picked another bot. If it is an easter egg, it is great. But I wish they fix their pathing, because half of the time bots stuck in windows of jungle jims.
While some might think it's an empty gesture others don't especially since its origin is based in simulating a sexual act performed on an unconscious and obviously not consenting victim. While many of the people who use it don't understand that many wouldn't care and I don't see a difference between it and when gamers would say they were going to r word someone as a metaphor for winning in a video game. It's unnecessary BM showing immaturity and poor sportsmanship at best and can be far worse.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3272322#Comment_3272322
That's because they are at this point.
Definitely sounds like it. Joking aside, it sounds like a painful map for Killers if that's intended.
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Did you load the new map or the Game? They sound identical from your description.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272217#Comment_3272217
Why can't you find that same humor when a human does it to you?
Because the bot isn't insulting me; the human is. I do distinguish between a greeting crouch, thank you crouch, etc but a teabag is giving a digital middle finger.
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@[Deleted User] said:
they can tbag and flashlight click :D ?
I got tbagged by a bot on DbD Mobile once. Obviously, it was a glitch but it was funny to see a bot crouching repeatedly at me
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A few times after a survivor has teabagged me at a pallet I've slug camped them until they're just a sliver away from bleeding out. I've then picked them up, hooked them and camped them to death.
If the other survivors aren't done with gens yet I let the other survivors farm with me, slam every pallet on the map on me, etc and let them go. It's mainly as an apology to the other survivors but, if the teabagger has stuck around to throw salt, I do admit to a certain pleasure in pointing out I made sure every survivor that didn't BM got at least 25K+ BP while they got terrible BP and they could have done well as well if they didn't BM.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3271472#Comment_3271472
I mean if your bming the killer then what ever happened is your fault. But generally speaking killers seems to tunnel even if the survivors isn't bming mainly because it's the best strategy
They do but the OP was talking about Killers that don't camp or tunnel and still get BMed. It still happens; not with the same frequency I've heard people who do camp and tunnel describe it but it does. Especially if somebody is deliberately avoiding an overly effective strategy as they're considering the enjoyment of the other side although there is no onus on them to do so nor any responsibility for the other side's enjoyment then why give them a digital middle finger? Teabagging as an insult is the same as bleeding out four survivors just because; there's no strategic point to it and it's just being done in an attempt to ruin the fun of the other side so it should be called out.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3271472#Comment_3271472
That's you though, ask any killer who wants to win and they'll say "camping and tunneling are legitimate strategies (at high MMR)".
The point of the thread though isn't whether or not it's legitimate; it's calling out survivors who BM Killers that don't camp or tunnel. I will lose games that I could have won if I had camped or tunneled because I want the survivors to have a good time playing as well and I still occasionally get BMed.
I don't think anyone should start BMing anyway but, especially if the Killer isn't camping or tunneling, BMing the Killer is just acting like a terrible person.
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@dspaceman20 said:
You act like killers don't tunnel regardless if the survivors bm or not
I don't tunnel or camp unless I'm BMed when I play Killer. Then I tunnel and camp them out and usually let the survivors farm me for points. BMing is toxic and only creates toxicity as a response.
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@Grigerbest said:
It's called "Lose streak" which leads to "tilt".
From there - Dc's, suicides on hooks, sabo the team, being pissed at the killer (for no reason).
Dear survivors: If you're tilted after a lose streak, please take a brake from a game. Relax and chill.
Your teammates don't want you to play a game while tilted.
That's good advice. You'll get your teammates killed if you do that.
Furthermore, I've noticed survivors that DC when I farm before they even notice I'm farming. I'm planning on maxing three categories and only taking a hit on sacrifice (8 hooks so nobody dies) which means that, unless they hide in a corner, they'll have good points in all four categories.
Even if I'm farming I'll still alternate hooks, I'm obviously not camping and over 95% of the time I do this I've played a BPS or flan. I still see survivors DCing mid match even though they will escape anyway if my goal is to farm
They're probably tilted and because they're not sticking around they just lost out of a minimum of 50 to 60K BP plus points from any queue bonuses and any BP offerings they played.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3271134#Comment_3271134
No, it's probably just an attempt to create a false equivalency.
In my experience, killers DC less overall, and when they do, it's usually not until at least mid-match. DC after multiple coordinated stuns/blinds? Sometimes. DC after 5-6 minutes of getting dominated in chase? Sometimes.*
Killer DCs after the first blind/stun? Not sure I've ever seen it.
Conversely, a surv might DC the second they realize Lightborn is in play because their whole game plan was to get blinds, and they are unwilling to play any other way. Which is why it is best to hide that you have it until well into the match, if possible.
*there is no excuse for DCing, but these are the situations most likely to result in a killer DC, in my experience.
You're probably right. I've never seen it either so it's probably just a false equivalency or taking things out of context (eg after 5 gens done and no hooks the Killer tries to pick up a survivor and gets a flashlight save -- the 5 gens done and no hooks part being the missing context in that example). The Killer shouldn't DC and might as well get the BP but I have seen a few DCs after a no hook or one hook game at exit gate time.
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@Rudjohns said:
Why do killers DC when a survivor gets a flashlight save?
To be honest, I've never seen a Killer DC over a survivor getting a flashlight save. Stand in a corner after multiple blinds, yes. DC after not getting a single hook after five minutes and 4 or 5 gens done, yes buf a flashlight save, no. Has this happened to you frequently before?
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3270741#Comment_3270741
Map offering gamer with the strongest item in the game being a bad sport
Why are we surprised? The "pros" and comp players in this game have always been negative people, especially the survivors.
I agree but I'd expand it to most video games even though it does seem more pronounced in DbD.
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I've had DCs against every Killer but I think I get the most against Plague from my experience
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I'd rather the incapacitation effect be changed to blocking the generator instead since it would give players more to do. Being crowd controlled is one of the most hated effects in any PvP game since people don't like losing control of their character.
If it was a block it would be more effective against SWFs who can call out when they go down and not as effective against solos who could heal, do bones or go to another gen if warranted instead of just waiting around for 25 seconds.
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I oddly enough find it humourous Hubris will probably have 90% uptime on the Game and Fractured Cowshed.
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Sloppy, Jolt, Franklin's, NOED, Devour Hope, Haunted Grounds and Make Your Choice wouldn't work off of the top of my head. Hubris isn't in the game until Tuesday but it wouldn't work either. Any perk that either operates off a basic attack or provides the Exposed status would be, at best, marginally useful.
Technically, Save the Best For Last wouldn't work either but the limiting factor on Nurse attacks is fatigue anyway and not cooldowns so it's not an issue.
It removes a lot of perks from Nurse which is why people have alternatively suggested that, if warranted, Nurse blink attacks be considered a 3rd type of attack or, if Starstruck is the issue, a reduction of the Nurse's TR to 1 or 2 metres when carrying a survivor.
Both of those seem fairer to me than just removing a whole bunch of perks from people learning or being casual on perk who aren't using Starstruck + Agitation to the effect people are describing.
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@usesPython said:
Deja Vu is around the same strength as Windows of Opportunity, in that for bad to above average survivors it helps a lot while for good survivors who could already do the things it does without it it's a dead perk.
With rare exceptions like Suffocation Pit spawning 5 gens on one side you can generally expect gens to be evenly spread out around the map, and since you always get a notification of what gen was done when it pops you should also have a general idea of where the rest of the gens are. Likewise, doing the middle gen first already prevents most 3-gens unless your team is completely clueless (in which case you were probably going to get 3-genned even with Deja Vu, since if they're that clueless on gens they're also probably bad at chase and you won't have time to solo more than 1 gen if you're planning on powering the gates).
If you're having trouble finding gens or you can find gens but forget which gens are already done then sure, put it on. If you can already find gens and already do the middle gen first though, why would you ever run Deja Vu over something like Unbreakable, Off the Record, Boon: Circle of Healing, or an exhaustion perk.
I would never switch anything for OTR but if I have Deja Vu I'm also running either Prove Thyself and Situational Awareness or Built To Last along with a Commodious Toolbox with either 20 additional charges or 12 additional charges and a BNP possibly combined with Streetwise. If I throw in Resilience I also get the gen repair bonus for that.
It's specifically a counter 3 gen build with OTR to help counter tunneling. If tunneled I normally don't go down until my OTR icon is nearly done or is done (so over 60 seconds on the average). And the build is fun.
If I'm bringing Unbreakable, CoH or an exhaustion perk I build to synergize with those.
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@AverageAshEnjoyer said:
This perk is dog water in solo games. 5% is nothing and it's only there for 60 seconds. the info also isn't good. sure, in friend games this perk can give you good gen spread but thats not a real expectation in solo queue
The point isn't doing a gen; the point is doing the right gen. Quite often a loss at 1 gen left can be attributed to either people grouping up on gens when it isn't strategic to do so, always doing the gen right in front of them so they create a natural 3 gen without the Killer's intervention, and not contesting a 3 gen when the Killer is focusing on an early hold of a 3 gen. Deja Vu nearly always shows the most important gen layout.
There are people who are really good at looking behind them while looping but, for some reason, don't consider the macro aspect and look around them to see where the gens are. Just recently, and this occurs a lot, we had a Killer in RPD who couldn't chase very well. However, while the Killer was chasing me and a Bill, all the gens except the two in the main room and the one in the library got done and the Killer made the right call and didn't take the bait to leave when we baited him out.
So, a three hook states at 1 gen becomes a 4K. If even one of those gens had been done at the beginning it would have been a 4E. The Killer quite handily beat us because the Survivors as a group lost at the strategic level. If one of the two survivors who had been able to do gens uncontested at the beginning of the game knew the layout or had Deja Vu it would have been a win.
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I also noticed when I go to the Steam overlay the achievement progress shows Outbreak Breakout (where I ran out of RPD offerings at 18/20) with a 'So close' comment besides it (probably because it's my last achievement left but still).
It's like the game itself is taunting me...