TheWarNung
TheWarNung
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@Kumnut768 said:
someone please give me a counter that doesn't involve plain guessing and takes skill to do
and dont say run iron will/spine chill
Read your opponent and predict their movements; it's not guessing, it's mindgaming.
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So blame your teammates, don't complain about the killer. Blight is the most refreshing update to this game in a long time.
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Legion is a super fast killer too, and even as someone who plays a lot if Legion I'd have to admit that he's in the lower tier of killers.
Blight is super crazy fun, but just like Legion (and every other killer) he has weaknesses you can play against. Yes he can catch up to you very quickly, but he can't hit you consistently if you're not running in the open and making it easy for him.
So far I'm seeing fewer DCs against Legion than against any of my other killers. And I play darn near every killer. Maybe just don't DC and screw over your team? Maybe that's your first step?
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@Tactless_Ninja said:
lol, this guy. Bringing up nothing but symmetrical games when talking about an asymmetrical one.
Those games you don't give a ######### about the other side because they have all the same tools you do.
This. This exactly.
Killer and survivor are essentially playing two completely different games. You can't directly compare a survivor's skill to a killer's skill, even when the comparison seems quite stark.
There's nothing wrong with playing DBD comptetitively - heck I play Uno competitively. But I'm not going to pretend that Uno is a competitive e-sport. DBD is an asymmetrical game. Enjoy it for what it is.
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Self-care is why Sloppy Butcher is one of my favorite slowdown perks. Good luck trying to do gens when you're constantly running to the corner of the map to spend 60 seconds healing yourself in matches that only last 10-12 minutes.
Also, what is this nonsense about self-care taking just as long 'per survivor' as healing each other? Two survivors self-caring will take 40 seconds apiece. Those same survivors using bond will take 20 seconds apiece without having to run to the corner first, and if the killer shows up the healthy one can tank a hit.
Switch self-care for bond if you're concerned about not playing injured and you'll see the benedits immediately.
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I guess the reason you would want the other side to have fun is because you're a human being with empathy. Or do you enjoy being a bully?
Just because people play this game competitively doesn't mean it's a competitive game. Those two terms have a small but vital distinction. DBD only works and is fun when both sides agree to uphold the spirit of the game.
We should all be endeavoring to foster positivity and good gameplay rather than taking the game hostage by hard camping/tunnelling, sandbagging teammates, or bullying the killer.
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The best advice I can give for someone who's trying to figure out how to counter a killer is to go play that killer and learn their perspective. A lot of their weaknesses and strengths will become glaringly obvious, and you'll soon be going against decent survivors who already know that killer's counters.
There's already a lot of good advice above this post on how to counter Spirit. I'll just add that without good addons Spirit actually can't phase all that far. If he see her phase towards you from a great distance you can often hold W and she won't be able to catch up. Don't do this if she's nearby though, you'll just make it easy for her.
The best counter to Spirit is to stay quiet (walk if you're healthy, crouch if you're injured) and then move in unexpected ways that are hard for her to read. How do you know what's hard for her to read? Play killer and find out for yourself.
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@StibbityStabbity said:
Everyone in this game BMs, cheats, plays wrong, and probably has kidnapped children in their basements. I'm reporting the entire playerbase.
You're reported for reporting me!
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survivors calling you a camper/tunneller when you got 10+ hooks and 30k+ BP is cause for amusement, not consternation.
You should play fair because it's more fun for everyone, and because getting a 12 hook 4k is much more rewarding for you.
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@EvilJoshy said:
I haven't played too much lately but I've yet to run into a bubba since his rework. I'm kinda glad. Majority of bubbas I faced pre rework were face campers. I also tend to run dead hard and those bubbas NEVER M1. It's like they don't know how to hit you with anything but the chainsaw.
I feel like this is why people hate killers like Bubba, Wraith, and Freddy. They're easy to exploit by weaker/newer players who are desperate to get kills, but there's ways of playing them that are legit and fun for everyone. My Bubba gets 10-12 hooks most matches without camping/tunneling/slugging.
...and yet I still black pip, because the emblem system hates insta-down killers.
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They should just make it an iri addon and downgrade his iri blight tag (insta-down survivors with your final rush) to purple. Either that or reduce the detection range from 16 meters to 8.
I'd actually like to see a weaker yellow version of this addon as well (6 meter detection range and briefer aura duration?). It really makes up for Blight's low-to-the-ground FOV and the fact that he has to look at the floor during his cooldown.
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Camping is punished pretty hard by the emblem system. Facecamping a survivor will cost you a lot of points.
If that survivor really got camped/tunnelled and still took 3 minutes to die your team should have been slamming gens like madmen. There's no reason you couldn't have finished 4 gens in that time.
Also, 545 points? There's something fishy about that. You can get more points than that just for sharing the killer's air for a few seconds. I had a game yesterday where a survivor who was AFK for the whole match got 800 points. And she died instantly on her second hook because she didn't struggle (which also gets you points).
I'm not trying to defend killers who facecamp, but something about that match as you describe it seems hinky. Is it possible your teammate was also AFK and the killer was using her as bait? I wouldn't condone that behavior, but I wouldn't condemn it either.
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Legion sees your survivors splitting up to do gens...
...and sits in the corner crying about it.
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Yeah, seriously. It seems fun, but how are you going to get red rank survivors to knowingly enter a death room?
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Oh! I forgot!
If you boop my snoot or donate your item to the entity you may leave. It's amazing how few survivors think to try this.
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Windows are ideal. If you're at a loop with a pallet drop the pallet early; his chainsaw has a lot more range than people think it does.
And for the love of all that is holy do NOT try to stealth him. If you get caught crouching in a corner or hiding behind a tree it's instant death.
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@Lx_malice said:
Alot. Survivors are very thankful when you give them hatch. I've gotten tons of thank yous from giving hatch (even more than salt as a matter of fact) so I'll continue to do it. Also have made quite a few cool friends by giving hatch as well so yeah.
Ditto here.
I'll give hatch if someone DCs early and screws their team. I'll also give hatch around half the time if the game is chill and everyone was having fun.
Was anyone BMing? No hatch.
Team full of potatoes? No hatch. I feel for them, but I don't want to reward root-vegetable players who somehow make it to purple ranks without learning where pallets spawn. They'll just have to depip so they can go against weaker killers. On the other hand, if there's one competent solo player who gets matched with the goober squad I'll let him go.
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Very rarely.
I usually do it only if the survivors have been BMing, like Tbagging or using OoO or sending me to Ormond. Sending a killer to Ormond is a declaration of war, and I'll come prepared to fight.
Sometimes when the last two survivors are right next to each other I'll down one and chase the other. Is that slugging for the 4k? I guess it is. On the other hand, if my matches go chill I'll usually carry the last survivor to the hatch. Is there a category for "slugging for the hatch"?
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Ditto here. I've seen Mother's Dwelling in about a third of my games. I'm seeing a lot of Badham too, but the devs usually give new/reworked maps a higher chance of being picked. Was Mother's Dwelling worked on in any way?
I don't even hate the map all that much - it's not like Blight cares if he gets sent to the biggest map in the game. I just want some variety, dang it!
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I play pretty much every killer except Huntress and Slinger. My 'mains', in no particular order, are: Doc, Hag, Legion, Wraith, Bubba, Freddy, and Daddy Myers.
At least until this week. Now it's all Blight all the time. I still can't even tell how strong he is, but he's just too much fun.
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There's an identical offering for killers who think the survivors are going to bring a map offering.
Too bad it's a rare. I'd bring one every game just as insurance.
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No, YOU complain too much!
...ahem. what were we talking about?
As a killer main who plays both sides the game is in the best place its ever been balance-wise. As of the latest stats released by the devs, killers at red ranks are averaging kill rates of 50-70%. So if survivors are complaining about not being able to survive they at least have some basis for that. Then again, they're not SUPPOSED to survive all the time.
Clearly everyone has biases. Think what you want, just remember it's a game and always say GG.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1619801#Comment_1619801
Hawkins is your favorite map as survivor? I love Stranger Things too but that map...you're sadistic.
Also as someone who plays both sides, I can tell you, at least in my opinion that the game isn't survivor sided. The only reason it seems that way is because there's four survivors and one killer. If there was one of each, saying the game is survivor sided would mean the survivor would still win a 1v1. Doing gens and surviving. We all know that's not what would happen.
I love the design of Hawkins as both killer and survivor. None of the pallets are particularly strong, but they can be chained together along with the rafters and rafter vaults to make some rather dirty loops.
You have to play creatively as survivor and read your opponent, rather than just mindlessly looping the same pallet over and over before moving on to the next one.
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@ChiSoxFan11 said:
Ruin before Undying was introduced was becoming borderline unplayable. It was either game-changing in the killer's favor (if it spawned somewhere super-difficult to find, i.e. some of the Hawkins spawns, Midwich spawns, etc.) or completely useless and gone in 60 seconds or less (the majority of the maps, particularly the older ones, where totems spawn literally in the wide-open). The problem was that, due to most totem spawn locations being so open, that ratio (at least in my games) tended to be 90% worthless, 10% stupidly good, and nothing in between. It was a complete hit-and-miss, but with way too many "misses", even for a Hex perk (which is supposed to be a high risk/reward perk, but not the equivalent of hitting a lottery ticket).
Since Undying, Ruin is at least serviceable again (though at the cost of two perk slots). As has been pointed out already, if the killer isn't pushing people off of generators, it won't matter. I've had plenty of survivor matches, both before Undying came out and since, where I've sat on a gen and completed it easily, even with Ruin up, because the killer never disturbed me/us. If the killer can't down anyone, or keeps getting caught up in long chases, it's easily possible to finish all 5 gens with Ruin staying up the entire game. I've done that as a survivor (and even as a solo).
I had a stretch a while back where I played Ruin and lost it under 60 seconds in ten straight matches in a row (one in 27 seconds! I was timing it with the stopwatch on my phone). Today I played a match where both Ruin AND Undying were gone in barely a minute (while I was in the middle of hooking a survivor). I had another match today where, immediately after spawning in, I headed to the far side of the map (where I had a totem) and got there just in time to watch the survivor break it in my face (it was Ruin, which thankfully respawned due to Undying), meaning that in that match, it was actually impossible for me to have done anything to protect my perk no matter what I did if Undying wasn't in play. I've also had matches where Ruin has stayed up the entire match, simply because survivors wouldn't cleanse a somewhat obvious lit totem a few meters away from a generator they refused to give up trying to finish (spoiler: they all died, lol).
The fact that Ruin can be worked through (if you're efficient), can still be broken early (even with Undying), and only works if the killer is applying pressure somewhere, means that there's nothing broken at all about it currently. As someone who plays 50/50, I have no problem going against it in its current state, and I think it's finally workable enough to use on killer builds again.
^^ What this guy said. Killers only get value out of Ruin if they're playing well and pressuring survivors off of gens. If the killer never gives you a reason to let go of M1 then Ruin will delay the gen by a total of 0 seconds.
I've gone against plenty of Blights qith the new Ruin/Undying combo and it's totally beatable by solo survivors even if you don't find the totems.
At the same time I've been playing Blight with that combo and have seen survivors leave their entire team to die because they're afraid to let go of M1 and let a gen regress.
Play smart and you'll be fine. You won't survive every match, but you're not supposed to. Say GG to the killer and move on.
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In my experience, if a survivor fresh off the hook jumps right back on a gen they want you to grab them so they can DS you. Go for a lunge instead and slug em. If the have UnbreakaBill then they have it. At least you'll make them use it early rather than later on when it might have more value.
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The basic strategy with Blight is to play loops normally. Then once the pallet is dropped and the survivor runs to the next loop use your power to catch up and hit them while they're in the open.
Keep practicing with his power. You'd be amazed at some of the dirty hits you can get.
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@gamblor6 said:
Why do the hatch offerings exist with keys as if keys weren’t op before I’ve just had all 4 people get through hatch and there’s is nothing humanly possible that I can do to stop it, it makes me wanna uninstall honestly
In fairness, if all 4 survivors escaped through the hatch it means they completed all the gens anyways. Is having them leave through a hole in the ground demonstrably worse than having them leave through the exit gates?
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1620730#Comment_1620730
If I go for a unhook my gen Regress without Input from the Killer.
Yeah. That's what map pressure is. If you're free to just chill on gens the killer isn't doing their job. If you're constantly being pushed and pulled away they are.
Does it matter if the killer Pops your gen or regresses it with Ruin? Not really, since neither matters if they're not creating pressure.
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Ruin is too strong? I respectfully disagree. Ruin's strength is incipient on the killer pressuring survivors off of gens. If the killer never shows up, Ruin slows down your gen by exactly 0 seconds. If you're finding that you're constantly having to leave gens to help your teammates and your gen is regressing back to 0 that just means the killer is playing well.
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@solidhex said:
Right now i'm running Pop & Sloppy on nearly every killer, i tried out Ruin instead of Pop but it is very unreliable. Sloppy gave me good results so far, it's not that noticeable at first but the seconds add up. I was playing against a streamer recently and in the recorded video he was upset about Sloppy because it makes healing so annoyingly slow. I think you need 2 stalling perks in the current meta.
Now everyone is talking about the Undying+Ruin combo, i'm currently levelling Blight to get Undying. Do you think it's a better stalling combo? Ruin is theoretically stronger than Pop, i hate kicking gens, you just have to chase them off gens and it does it's work. Right now my focus was a little bit more on chases because i need the hooks for Pop, with Ruin i could focus more on gen pressure.
What do you think?
My initial impression is that Undying/Ruin is far better. Pop gets you 25% regression on a single gen. Ruin causes it to regress at double the usual rate without you having to kick it. With Undying to bolster it, I've found that Ruin stays up all game about 90% of the time.
Both perks require you to create pressure and push survivors off of gens, but Ruin can take a gen from 99% to 0 in less than 3 minutes without you even having to touch it. That's 4 Pops, which is a massive value. That said, I literally just had a match where the survivors cleansed all 3 dull totems and then Ruin, leaving me with nothing but Undying. That has to be a crazy fluke though, right?
I've only been using Undying/Ruin on Blight so far, because I'm trying to triple prestige him. I'm sure that combo will be more valuable for killers with high mobility, but Pop is the same way.
Sloppy Butcher is one of my favorite slowdown perks too, but I don't see how it has synergy with Pop.
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@ringwinning said:
Do you camp?
Whether it be for strategy or just to facecamp for fun or anything of the sort. No judgment, I'm just curious how many killers do consciously camp.
The only time I will ever camp is against a survivor with OoO, because I don't just want them dead, I want them to depip.
Other than that, no. Even in the endgame I'll usually just lose with some dignity.
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So... he can't hit you when he's cloaked. He needs to decloak and loudly BING BONG in order to hit you. And he's not actually invisible unless he's standing completely still, so if you're on an outdoor map pick a gen with good sightlines.
I don't know if you're new to the game but Wraith is typically considered to be one of the weaker killers, and I'm saying this as someone who plays him.
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As a killer main I wouldn't say the game is survivor-sided. PLAYING as survivor is definitely more chill than playing killer, but that is right and proper.
The devs have put a lot of work into balancing the game over the years. It's currently on the best shape it's ever been in.
You got a rough map and your opponents played smart. There's no point in getting mad at them. Just say GG and move on.
It can feel like those matches are hopeless, but they're usually not. The best way to handle gen-rushes is to play smart and create a lot of pressure. If you're constantly getting injures/downs/hooks the survivors will have to drop off gens to come help their teammates. Good gen-defense perks like BBQ/Pop or Ruin/Surveillance are going to be your friends here
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i don't like maps either. I much prefer sitting in the lobby with other survivors, enjoying the warming glow of the fire and just shooting the breeze.
Games are way more chill that way.
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@ToxicMyers said:
i could care less about the last person getting out my issue is with keys more than one escapes when they haven't done their main objective
If you see one in the lobby bring Franklins or a mori. You can also try to prevent the hatch from spawning: the hatch spawns when the number of survivors you've killed is equal to the number of gens remaining.
Once the hatch spawns and they find it you're just SOL. This is why killer players hate keys so much.
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I've seen this too, but I don't consider it to be a problem. Most killers have maps they're weaker on. That's just RNJesus punishing you for your sins.
I haven't had a Blight match on The Game yet, but I imagine it would be an okay map for him compared to Lerys or Hawkins. There's a lot more open space for you to bounce around in, especially upstairs.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1619182#Comment_1619182
I think it selects 2 new totems.
If haunted triggers 3 times in one game that's your own fault. There's no scenario where haunted grounds is cleansed twice where there's any reason to cleanse more totems.
Haunted + Undying= 3 totems, 2 dulls remain.
Haunted trigger 1, 1 dull remains
Haunted trigger 2, no dulls remain (no reason to cleanse anymore totems)
The likely hood that they're another a THIRD hex perk is very low at that point because haunted works poorly with undying AND another hex perk
Haunted + Undying + any other totem = 1 dull remains
first totem break is 50/50 between haunted or non haunted. If you hit non haunted, haunted can no longer respawn because undying is gone or the only dull is gone.
If you hit haunted first, you now have ANOTHER 50/50 on totems. haunted or non haunted totem. Haunted totem = haunted doesn't repsawn because there's only 1 dull not 2. Non haunted no matter which totem it is, doesn't spawn due to all dulls taken.
so you should never cleanse hexes after hitting haunted for a second time because the odds are conisderably in favor of only totems being undying and haunted at that point. If you happen to see a dull totem at this point it means haunted is no longer in play and remaining totems are free to be cleansed, but keep in mind you should cleanse that 1 dull to prevent a potential respawn on the hex you cleanse.
Math to the rescue.
I have yet to try it, but it seems like a pretty gimmicky combo, which I'm good with. If survivors set off more than 2 HGs that's on their heads.
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Gimme 7 fingers on each hand instead of 6.
I'm trying to make Clown jealous.
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New sabo is still stronger then the old sabo strats - and less annoying for the killer.
Old sabo only worked if you had an entire team on comms working together to get sabo plays (and ignoring gens in order to do it). The devs reworked it so that even solo survivors can do it.
In fairness, if you want to get solo sabo plays you need to do more than just equip the perk Saboteur. You're going to need Breakout and you're going to need to be willing to take hits for your teammate and you're probably going to need a toolbox so you can sabo more than one hook at a time.
And even after all that, a smart killer can just drop the survivor they're carrying. Sure, you denied them a hook, but a slugged survivor is still giving your team pressure.
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@Godot said:
I think saying "remove the perk" is overkill and obviously cannot happen, since it's a personal perk.
The way I would nerf this perk is make it so that the aura reveal only works for the obsession, but also has a slight minor side-ability that works for those who still use the perk but they aren't the obsession.
Any ideas?
The best way to fix OoO would be to coat it in gasoline, set it on fire, stomp on the ashes for a while, then bury it in a big hole in a lead-lined box and fill the hole with cement to keep people from digging it up.
I have no issues with OoO the way the Devs envisioned it: a solo survivor perk that acts as a double-edged sword. But let's be real, 99% of the time you see it it's being used by a SWF on comms to keep track of you for the entire match. You've got to make a choice between going after the normal survivors knowing that they're going to know your location for 100% of the match's runtime, or tunneling the Object to get rid of the team's X-ray vision.
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@JohnnyB1491 said:
https://forum.deadbydaylight.com/en/discussion/comment/1618233#Comment_1618233
You obviously are new to gaming and don't know what to look for. I'm a programmer and worked with many gaming company's in revealing cheats in the past so I know what to look for. When I say 90% of PC players use a cheat it's a fact, and has been proven. Even famous "pros" use em and get caught often.
Please enlighten us. I would love to hear the telltale signs you used to determine that 90% of your opponents are cheating. Please tell us the red flags you can point out as definitive 'proof'.
I've been playing on PC for 4 years and I've seen... maybe 6 hackers? If I've been consistently crushing matches against cheaters I guess that makes me a Godlike player. For the record, "finding survivors quickly" is not evidence of wall-hacks or anything else. I usually find survivors instantly; They tend to leave bright red scratch marks everywhere and I happen to know where they tend to spawn (hint: it's at the opposite side of the map from the killer).
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@bubbabrotha said:
I apologize, blight is great.
Hooray! More fresh converts!
Soon the fog will echo with the joyous sounds of boink-boink-boink-smack.
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@PsycologicalTrick said:
https://forum.deadbydaylight.com/en/discussion/comment/1616103#Comment_1616103
Also, the normal lunge duration is 0.3 seconds.
Oh, okay. You want longer lunges? I guess I can get behind that. I'd still have to see it in action though. And it would still need a drawback in the vein of STBFL or PWYF.
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@ScienceGirl said:
You put on BPS and get face camped by a rank 3 Leatherface at the start of the match with 5 gens left?
I swear since this new update almost every killer has camped or tunnelled. Why don’t people like Felix? 😅
And before we get the generic “gIt gUd” I was body blocked in a hallway and had no choice but to be hit with the chainsaw.
Sorry You're having a rough time. I totally sympathize with people who have to play against campy-tunneling-campers.
I gotta ask, though: why are you body-blocking against Bubba? Are you on an all chainsaw diet? Because I hear it's a great way to lose extra pounds.
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@PsycologicalTrick said:
when you get into a lunge, you get the undetectable effect for 2 seconds.
for every successful lunge attack, you gain a 3%/4.5%/6% increased speed, up to 30%.
lunge duration is fixed at 0.35 seconds.
I dunno man. I'm not sure what kind of value 2 seconds of undetectable would even get you. And lunge duration is already fixed. I don't know where this idea came from thay different killers have different lunges. They're all the same (save Myers outside of EW2).
As for gaining a speed boost with every hit? That just seems crazy OP. Where's the drawback? How do you lose your speed boost? Just look at Play With Your Food as a counter-example. You have to farm speed boosts for roughly 30 seconds to get to +15% movement speed, then you start losing that benefit with each attack.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1615059#Comment_1615059
Currently? Leatherface, Doctor and Pig.
https://forum.deadbydaylight.com/en/discussion/comment/1615065#Comment_1615065
Yeah, kind of. Unless someone DCs, I'm lucky to get more than one kill, if that - unless I'm playing Leatherface, in which case I usually get at least two (using some very campy methods).
https://forum.deadbydaylight.com/en/discussion/comment/1615715#Comment_1615715
It's an idea, certainly.
Bubba, Doc, and Pig are great choices for someone starting out. They're all easy to learn, reasonably powerful, and just gosh-darned fun. They've also got some good teachable perks to start you off with. BBQ and chili will get you extra BP in every match, so use it often while you're leveling up. The only other good starter killers I can think of are maybe... Daddy Myers and Ghostface?
This game does have a steep learning curve, and moat of the players have years worth of headstart on you. Don't let it get you down. As someone who picked up the game shortly after launch I can't even begin to imagine having to learn 21(?) Killers and roughly a gajillion perks from scratch.
Really though, the best advice I can give is to remember to have fun. I nearly quit early on after a string of losses. Then I watched a streamer to get some advice and got a sharp reminder that this is a game. Don't be like I was.
See you in the fog!
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@Clocktower6 said:
Im on Ps4, and I've heard PC is the better platform, and It totally understand why. But now with cross play and getting the oppertunity to play with PC players, I dont feel at any disadvantage or even really any change when versing PC players. So my question to you guys is: If you are a console player do you feel at any particular disadvantage when going against PC survivors/killers, and to PC players do you feel like you're at an advantage when going against console survivor/killers. Thank you for any feedback
As a PC player I can't really speak to the difficulties of playing with a controller, except to say that it seems like it would be way harder as killer.
As far as playing against console players, I feel pretty good about it. I've gone against some really good console survivors. I respect that a lot. I've also gone against plenty of console potatoes, but root vegetable players are pretty prevalent on PC as well. No major issues there.
I will say that when I see a full lobby of console players I relax a little internally. This is less to do with their overall skill level and more to do with the fact that console teams play a bit more chill most of the time.
My only major complaint would be that console SWFs have some bad habits that have been carried over from the console meta. They're WAY more reliant on 360s, as they seem to believe they're a reliable strat against all killers. They're not. They also never seem to realize that I'm wearing headphones and can actually hear them following me around everywhere.
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No. I'll keep an ear out for it.
I seem to be weirdly oblivious to some of the nice little details the Devs have added to this game. I'm not sure how long it would've taken me to notice that Blight has 6 fingers on each hand if it hadn't been pointed out to me.
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@Todgeweiht said:
Like, come on, the guy looks like he is constant pain just by standing, kicking pallets must be pain for him, let him break pallets with his weapon like in his breakable wall animation.
There was a Dev Q&A just yesterday where they talked about updating some of animations - like pallet breaking - on the older killers. Methinks your wish is soon to be granted.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1615436#Comment_1615436
Press A on your keyboard.
Use windows.
Don't just waste the pallet and actually be good with your resources.
Turn around a corner.
There, four foolproof ways to completely take away Blight's power. Do with them what you will.
Foolproof? I get survivors tryig that stuff against me. It's cute.
I'd bet that a lot of the people here talking about how weak Blight is will be back here in a couple of months raging about how "Blight has no counterplay! Reeeeeeee!"