TheWarNung
TheWarNung
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- TheWarNung
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Wait... you're not Sluzzie.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/2152197#Comment_2152197
We know where most totem spawns are and one always runs detectives hunch. Had a killer dc the other night because he had not gotten a kill and depended on his noed. We knew where it was, got it and rescued with bt. Also had ds. He stood no chance. He dc'd. Don't depend on noed with a good team.
Agreed. NOED is a crutch. If you're relying on it to get kills you're not learning how to improve. There's a reason why 90 % of the killers who RQ against me are running NOED.
Keeping survivors from completing gens is challenging and rewarding. Getting all your hooks/BP at the end of the match because of a crutch perk is easy and boring.
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Blight because:
BOING BOING BOING BOING SMACK!
BOING BOING SMACK!
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I deal with toxicity by injecting it with serum and then beating it to death with a cane.
More seriously, the best way to handle toxicity is with positivity and thick skin. Because of the asymmetric nature of the game it's easy to misread other players' actions and assume hostilitywhen none actually exists. Saying gg <3 or gg wp after every match (even if you don't feel it) goes a long way towards calming tempers and getting positivity in return.
And when you run into actual toxic players positivity works even better. Nothing pisses those miscreants off quite like being nice to them after you beat them. Remember: their goal is to enrage and bully you. Don't fall for the bait. Give them a patronizing smile then just stand back and watch as they have a complete meltdown.
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Still a Meghead though.
I cant even count the number ofnmatches I had where I've screamed "Damnit Meg!" at a clueless teammate.
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@CantDeadHarder said:
https://forum.deadbydaylight.com/en/discussion/comment/2149435#Comment_2149435
Yeah but like 99% of Spirits run Stridor so Iron Will kind of doesn't help. :(
Also another thing I've noticed is that when she's phasing, ambient sounds and even the chase music kind of get muffled out a bit so you can hear the survivor's better, idk might just be placebo or something.
What I meant by minimizing your sounds is to crouch. You make way less sound when crouched, even when you're injured. When she phases, play your mindgame and then hit the deck to confuse her. Once she misses you with her phase she has to chase you at 110 until she recovers.
It takes practice, but I enjoy the challenge of going against skilled killers.
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@Kirkylad said:
This is why I always dodge TTV's because the majority of them are the biggest complainers and toxic rats out there.
That just makes it more fun to crush them.
I play nice as much as possible and give players 'gg <3's every game, but I'd be lying if I didn't say that survivor salt is one of my primary sources of nourishment.
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I'm tired of rehashing this argument, so I'm just going to say that I'm a killer main who loves Dead Hard.
It's not OP. It's not "undo a mistake". It's not "pReSs E tO oUtPlAY" (by far the most cringe statement in these forums). It's just a really good perk that creates some exciting moments of gameplay.
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I enjoy playing against Spiries. Spirits hunt using sound. That thing you mentioned about not being able to hear her footsteps because of your own breathing and footsteps? That's how she's tracking you. Minimize your sound to confuse her and apply that to the mindgames you've already been trying.
Better yet, play as Spirit and get a grasp on what her range and limitations are.
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You didn't explain much about your match but let me give my usual explanation:
Unless you're playing a top tier killer with meta perks you can usually expect to lose gens early. This is because you start the game weak with all 4 survivors healthy, every pallet up, and nothing for them to do but pile on gens (of which they have 7 to choose from). It's not sweaty or trihard for them to hold M1 and do their objectives.
As the match continues and the survivors have fewer gens they can work on, fewer palleta to run to, and need to spend more time rescuing and healing you'll become more and more powerful.
Killers always always have a chance to stage a comeback and win.
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I rarely get to watch VODs of my matches against TTVs, but it's always a treat. I recently had a streamer call me "Satan the Devil" to his one viewer because I... dodged some of his hatchetts and then stunned him with Head On.
I should really stop being so toxic.
JK - that comment still makes me laugh.
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I avoid anyone clicky-clicking their flashlight while hovering around a jungle gym/killer shack.
They're just screaming, "Chase me! Chase me! Chase me around this really safe loop!"
I look down on them from the rooftops and whisper, "No."
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To clarify:
With the newest chapter they buffed the RNG on his traps so survivors are less likely to escape on their first attempt.
About a year ago they gave him the ability to reset his traps on the ground without picking them up.
Just before that they improved his traps so tbey don't move when they're set off.
Before that they took away survivors' ability to dismantle his traps so they're unavailable for 3 minutes.
Way before that they drastically improved the speed at which Trapper picks up and sets his traps.
They've also updated Slippery Meat and have planned changes to Small Game to make them not affected by bear traps.
There's probably more buffs that I'm forgetting, but that's a quick recap.
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Trapper has been buffed many many times, most recently about a month ago.
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Games like that are what high level survivors live for. People measure the success of their chases by how many gens got done. A 5 gen chase is the dream.
Pat yourself on the back. You won the game for your team. Also the killer threw the match by only targeting you in a 4v1, but that's his problem, not yours.
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@Blueberry said:
It's less about Corrupt being strong, and more about it literally being the only early slow down option available. It gets defaulted by limited options, not because it's amazing.
I would like to introduce you to Whispers and Discordance, two perks which give you immense value by letting you find survivors and push them off gens right at the start of the match, thus slowing down the early game.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2147074#Comment_2147074
It's pretty wild how many SWF complain about stream sniping when it really wasn't. I'd bet less than 10% of the times people complain about stream sniping it's actually stream sniping.
Oh lordy this.
I get accused of stream sniping occasionally. My response is always,
"Who are you?"
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It's already been mentioned that survivors spawn by your corrupted gens 99% of the time, which gives you time to set up your traps without losing any early gens. It also funnels them into the center of the map and into your web much earlier.
Just as powerful, survivors typically won't return to the corrupted gens until late in the match, which gives you the chance to set up a 3 gen in the late game.
Be careful not to take chases into your corrupted gens. Survivors can't do OBJ there, so focus your first two minutes on setup and getting early hits/downs to get the best value out of the perk.
Alsi, I think it's a bad idea to run Ruin and Corrupt together. Survivors who spawn next to corrupted gens tend to do secondary objectives like looting chests and cleansing bones as they cross the map. This gives you a liklier chance of losing Ruin early and being down 2 perks.
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Some of these could be argued to be meta, but here goes:
Survivor: Kindred, Windows of Opportunity, Alert, Breakout (Breakiut needs an entire build based around it if you want to do sabo plays, but it's fun)
Killer: Discordance, Dark Devotion, Blood Echo, STBFL, Surge
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I don't like it when survivors bring keys either, but I don't see how you could see that as cowardice.
They earned over 22k BP, so clearly they weren't hiding all match. If the EGC had started then at least one gate was opened. Assuming her teammates were fine (which it seems they were) there's really nothing for her to do at that point but get her hatch escape.
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@Hex_Llama said:
Another Pig tip: if you have traps left over at EGC, use them anyway. They won't activate, but you still get points for putting them on and, surprisingly often, a survivor will get confused and think they have to take it off.
I see this happen so often. It's been, what, 2 years since the EGC changes? You'd think people would learn eventually.
That and a full year after the chainsaw brothers update I still get survivors greeding pallets against my Bubba. It's like they keep forgetting that his chainsaw reaches more than 3 feet now.
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Waiting it out is the best strat. This also helps bait out dead hard and makes them look stupid for doing a pointless twirl just before you smack them.
Or just get up close, turn with them, and do a quick attack rather than a lunge.
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Given that grass on reworked maps makes bear traps way more visibale than the old grass I'd say it's a blessing that survivors fall for the same placements over and over again.
There's way fewer creative spots to place traps now. If survivors ever actually learned fron their mistakes we'd be in some serious trouble.
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Speaking as a killer main (who plays both sides) I'm boonshwaggled by the amount of people who claim that survivor is just as stressful. Do you not realize that you're part of a 4 man team? You're not required to carry every match.
As far as what I would do to decrease killer stress... I would answer nothing. The killer role is designed to be more stressful but in most cases more powerful. If you buffed killers (or nerfed survivors) my win rate as killer would go fron 95% to 99%. And that frankly doesn't seem fair.
Most teams have the tools to beat me, they just don't use them. Playing killer is supposed to come with a certain amount of stress because you're outnumbered. This is normal. Revel in it and overcome it. That is all.
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That thar is a hacker. Submit that thar s* to the devs.
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If you really think Nurse's lunge takes no skill then you clearly haven't played as her. She gets an extra large linge after blinking because she's hands down the slowest killer in the game. I'm pretty sure she's even slower than Spoopy BK Myers.
Also don't camp pallets. In fact, you shouldn't really be using windows or pallets at all against a Nurse. She can blink straight through them.
Your best bet is to break Line of Sight (LOS) when she charges a blink so she can't see you and has to guess where you're going. Then you can double back or keep going forward or go in a completely random direction to confusion. Playing against good Nurses is super fun.
Also don't claim s**t takes no skill if you've never tried it before. It's embarrassing.
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Don't get me wrong, I encounter plenty of killers who don't get any downs/hooks and then complain about gen rushing because the match only lasts 5 min.
On the other hand, I occasionally go against teams with multiple BNPs on commodious toolboxes and Prove Thyselves. That's a gen rushing team. I once lost my first gen 19 seconds into the match. I timed it.
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Dead Hard is "press E to outplay"
I hate being a killer main who has to defend survivors.
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He's my main killer and I'm really good with him, but I wouldn't say he's a "top 5" killer. He's in the middle of the pack, balance-wise. Maybe at the top of the middle tier killers, but he's not a top tier killer.
He's really fun though, hence why I play him so much.
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If the guy on the ground had UnbreakaBill he could've recovered faster than people could heal him. Or he could've had two people healing him. 15 seconds is enough time.
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@RenTheCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2117302#Comment_2117302
Why should I do the 3 gen strategy if the survivors can escape with a key? I was told the best way to play trapper was to do that, so I move all traps into an area with 3 gens together. I kill one guy, manage to make it impossible for the 3 survivors left to even touch a gen without stepping on a trap.
What happens? All 3 of them escape through the hatch right in front of me without having even touched a single one of the 3 gens.
So again, why even bother with that strategy when survivors don't even need that 1 final gen to win and completly ######### the killer's game?
Seems like your issue is less about survivors splitting up on gens (which was the subject of your post) and more about survivors using keys.
Keys are bulls**t, don't get me wrong, but they have some counterplay. The hatch only appears when the number of gens completed is 1 greater than the number of survivors remaining. You can keep the hatch from spawning by simultaneously keeping survivors alive (by slugging them all) and preventing them from completing enough gens. It's very hard and stressful and it's not always doable, but it is a possibility.
The other thing to consider is that SWFs using keys in such an efficient matter are a relative rarity. It sucks but it's easy to disregard. I don't even count it as a victory for their team. It's a consolation prize they get after not completing their objectives.
The devs made keys much easier to see in the lobby, so if keys piss you off that much you can always dodge them. Quick switching to keys is a thing, and it is very scummy, but I see it happen waaaaaaaay less than it used to on the NA servers. If they loot a key from a chest then good for them. Like it or not, luck plays a pretty big role in this game. They just got lucky.
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Okay... I'm gonna guess from the fact that you have only 80 posts that you're not a massively experienced player. I could be wrong; either way it's fine.
The first thing to consider is that unless you're playing a strong killer with good regression perks you're almosy certainly going to lose some gens early on. That's perfectly acceptable. Killers start out weak with all 4 survivors healthy and all the pallets still up. As the game continues and you break pallets and exert pressure you'll get stronger. I can't even begin to count the number of matches I've seen from both roles where the killer loses 3-4 gens early and then stages a comeback.
As far as splitting up on gens go this is one of survivors' best tactics and it's a major blessing that so many teams don't realize this. Discordance is one of my favorite perks and the matches where it rarely goes off are by far my most stressful. It's not OP though, it's just smart gameplay and it can be countered.
As people have already said, the best strat is to make a 3-gen - that is to say, manipulate the match so that the final gens are all clustered together and easy to defend. You do this by using your game sense and information perks to figure out which gens are being worked on and deciding which ones you can give up and which ones you need to defend.
It's by no means easy and it takes practice and experience. Try to choose gens that are both close together and in areas where you've broken a lot of pallets. It's not foolproof, as it relies on your ability to catch survivors quickly and know when to commit to chase and when to break off and defend your gens. It is very doable though. It's easy to feel helpless when your opponents get good RNG or play well. Just keep your cool and do your murder thing and the rest will fall into place.
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You spent all that time writing this rant when you could've just taken a second to bait out the DH.
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I'm good with it. It's not a particularly strong perk.
As killer it gives you decent information, as it's kind of a weaker Bitter Murmur except that it shows all 4 survivors.
As a survivor it feels kinda scary to realize I'm gonna be in danger, and makes me play more cautiously in the endgame.
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Yes, if you count survivors getting downed after 13 seconds while you walk away with your 'safe unhook' points.
I see this as a nerf to BT, since it really only makes the perk stronger against Freddy.
I'm okay with it though. I feel that 'second chance perks' should have less active time to force survivors to use them more skillfully and give killers more counterplay.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2090610#Comment_2090610
A survivor can heal you and you don't lose ds and it's quicker.
And it gives your teammate loads of BP as compared to the pittance you get for self-caring. But mostly it's because it's twice as fast.
I wanna rename that perk selfish-care.
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I'm really liking the DS nerf. I'm getting even more use out of it because killers are expecting it less and survivors can't abuse it any more by doing gens in my face the moment they're unhooked.
Maybe the solution for the OP is to not self-care under the hook. Move somewhere safer or just let your teammate heal you.
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It's not a wasted perk slot if it stops the killer from tunnelling. Thus I still use it.
Paradox resolved.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2090579#Comment_2090579
Leader doesn't affect generator repair speeds.
Fair enough. I don't use that perk.
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Hmm... there's already Prove Thyself for that. Between toolboxes, Leader, Resilience, and the new survivor perk, survivors already have enough tools to reduce gen times. Killers need gens to take a certain amount of time in order for the game to be fair.
I'm not in favor of increasing gen times either. I think killers need more tools to regress gens.
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If I get into a match and see that there's an obsession I'll just instantly DC because I don't even know how to play around DS.
And then I remember that I'm running STBFL and I cry.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2090503#Comment_2090503
Never play against mad grit unrelenting? Most busted combo ever seen.
I'm pretty sure those two perks actually give you a negative cooldown on swings. You start attacking with both arms and beating people with the survivor you're carrying.
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As someone who can't survive matches with my 4% kobe, I think Monstrous Shrine is totally BS.
I think just bringimg it into a match is toxic and should be bannable.
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Folks, I'm going to repeat this yet again:
Tinkerer DOES NOT disable Freddy's lullaby.
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Yo, this topic is bait, right?
Right?
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@GoodBoyKaru said:
https://us.v-cdn.net/6030815/uploads/LE9V15LA3H30/image.png
So strong it's practically hacking
Whata dirty cheater.
If you slash at air super fast while carrying someone you've gotta expect to get a ban.
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@Crowman said:
If the lullaby doesn't appear when Freddy is Undetectable then I imagine it's because the lullaby is tied to the radius of his TR (meaning perks like M&A would decrease/increase his lullaby) and Undetectable hard sets his TR to 0.
Again, undetectable and perks like M&A don't affect Freddy's lullaby.
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I'm pretty sure Tinkerer doesn't remove Freddy's lullaby. It's just naturally quieter than his terror radius.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2090378#Comment_2090378
Tbh the end game build did its job. Went against a bully squad. One of them was a claud spamming the flashlight. Got to 4 dh tokens, while I could barely hook people due to the bodyblocks and flashlight saves. While I was carrying the claud during egc, a bill popped in my face and I got him with dh. After hooking the claud for bw, picked bill up and let him escape my grasp to run to the exit. He ran into my bw and I killed him. After that he told me I am a baby killer and a camper. Indeed, camper, when 4 of my 6 hooks got me dh stacks, while the other 2 were death hooks.
You can always count on bully squads to get salty after you beat them. It is the seasoning of life.
And then they'll berate you for running strong perks while they're running smoll pp with BT and DH.
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As I discovered last night, they don't censor s**t, but they do censor 'cross'.
Say it with me now: "I think we've done a pretty good job so far."