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TheWarNung

TheWarNung

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TheWarNung
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  • I mean... if I see two or three of my teammates are Fengs (or whoever else), I'm gonna switch to that survivor too just so I can be part of a Feng Gang (or whichever survivor they're playing as). I'll always give myself unique cosmetics though so that the killer can tell me apart.

    I just wanna be part of the team? Is that so wrong?!?!?!?!

  • @fpschosen said:

    change my mind please

    Judging by the fact that you have 4 total posts on these forums I'm going to guess that you don't have a ton of experience in DBD. Which is fine! Welcome to the community!

    The thing to consider is that while Doc's anti-stealth ability makes him a terror to newer survivors, he's pretty middle-of-the-pack against more skilled survivors.

    The more you learn about looping pallets and running tiles the less scary his ability to reveal your location will see. Keep in mind that depending on his perks/addons he's going to be revealing your location from a maximum range of 32 to >50(!) meters. Since he then has to run that distance to reach you this gives you more than enough time to reposition or find a safe loop to run to.

    The wonky skill checks can seem difficult at first too, but again you'll get better at them with more experience.

    Other than that Doc just has decent anti-loop with his shock-therapy and completely average mobility. Not OP by any stretch if you know how to play against him.

  • "We've been robbed!" ...says the guy who unlocks new characters with shards.

  • I know you're poo-pooing the "it would encourage killers to tunnel" argument, but I think your reasoning is flawed.

    Not all killers have learned the skills needed to remember which survivor is on death hook.

    For less experienced killers, being given extra knowledge on which survivor is nearly dead and which hasn't been hooked at all is going to explicitly encourage them to chase just a single survivor and ignore everyone else.

    Yes, some killers do that anyways, but most don't at the higher ranks because it's more fun for everyone (not to mention it's a better strategy to split pressure). It's better not to encourage newer killers to fall into bad habits.

  • I use it on Trapper, but it's an underrated perk for any M1 killer.

    Don't underestimate the Pop/Surge combo though. If survivors have a gen at say 95% and you down someone nearby you can hit it with Surge and buy yourself enough time to hook the downed survivor and Pop the gen to regress it further. Without Surge you wouldn't have been able to save that gen and the survivors would have completed it right in front of you.

  • With Polnareff as survivor, please and thank you. And a 'JoJo Pose' gesture.

    Imagine the cosmetics.

  • Isn't that just Blight (minus the gender stuff)?

  • @Yords said:

    Survivor: No mither, self care, solidarity (3 perks only) + medkit

    Killer (Billy): speed limiter and no perks or other addons

    Don't forget Botany.

    As for killers I'd have to say Nurse with Brutal, Bamboozle, and Fire Up.

    Or my personal favorite build to troll survivors with, which is Freddy with nothing but Overcharge. I played with this build last night and got 2 DCs. It made me go *chefs kiss*.

  • Definitely not. They'll make some sort of announcement.

    More anecdotally, I keep getting matched with players who are nowhere near my skill level even during the game's peak hours.

  • I would legit love to play against this team. The Rank 1 and 2 with the Ultimate Self Care build actually sound really fun. You bring a green medkit with those perks and you can practically heal in the killer's face (just like self care used to be before the nerf).

  • Ehhhhh....

    Self-care is still the most used survivor perk in the game, and is arguably responsible for more deaths than the Clown. There's a time and place where being able to heal yourself is useful, but if you're wasting time self-caring every time you're injured in a game where time management is key you're going to be the downfall of your team.

    Saboteur can be fun, but keep in mind that doing sabo plays will require more than just a single perk. You'll have to grind out an entire build, namely: Dead Hard, Alex's toolbox, and either Empathy or Bond.

    If you're new to the game and looking for perks to use I would start with a good exhaustion perk. Sprint Burst and Dead Hard are the most frequently used.

  • I occasionally play what I call my Dirty Doc build with MYC, Devour, and Haunted Grounds.

    Turns out survivors do NOT like killers with insta-down perks who can reveal your location.

  • @russf10 said:

    New suggestion for dead hard: if you get exhausted on the ground, you should immediately pick yourself up off the ground, much like the animation when you get revived off the ground from a teammate. This would help with actual skilled players dead-harding against bad ping killers.

    They're going to be reworking Dead Hard and interrupts/grabs from the ground up to make them work better against players with high latency. The devs' stated goal is to not change the perk at all, just make it work more reliably. When will these changes be implemented?

    "Soon (TM)"

    That should solve the problem, assuming it ever gets done.

    ...and now que the disgruntled hosts of low ranked killers who think that Dead Hard us OP/pReSs E tO oUtPlAy/uNdOeS sUrViVoR's mIsTaKeS.

  • I've always wondered if Calm Spirit keeps Maurice the horse from whinnying.

    I just haven't bothered to check because Calm Spirit is such a useless perk to bring in the first place.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969462#Comment_1969462

    Oh well.

    The changes are here, locomotion has been partially addressed, and you will apparently be the only person who can't hit these slow-ass spins.

    Unlucky.

    Imagine not being able to hit people doing pirouettes in a game that has auto-aim.

  • Nope.

    I'm a big fan of Achievement Hunter but I make a point of avoiding their DBD videos because even after more than 4 years they haven't realized that you don't have to look at gens while you're repairing them.

  • @[Deleted User] said:

    The walking nurse with spirit fury/enduring/bamboozle/brutal strength and spasmodic breath.

    You are my favorite person.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969441#Comment_1969441

    tbf bringing realism into a game where you dont instantly die after being cut up with a chainsaw, where broken limbs are healed with a back rub, where youre sacrificed to a malevolent spider god on a meat hook, where michael myers and pyramid head and the demogorgon co-exist, where nancy wheeler knows how to repair a generator and has since d1, where people are stuck in an eternal hellscape cycle of death and rebirth and dying again all so this damn spider can eat its fill of emotions doesn't seem like such a great idea, if you catch my drift?

    Agreed. this OP has been whining all day about how the new animations look more realistic because survivors couldn't 360 anymore until the latest hotfix. Even though the new survivor animations look like everyone's crapped their pants and are hotfooting it to the toilet before it starts leaking down their pants legs.

    But apparently fixing punctured lungs with a hearty backrub is perfectly realistic because it doesn't involve wounding this guy's fragile ego with a cheap and easily-counterable gimmick.

  • The point of prestiging is pretty much just for the... prestige.

    I'm getting a bit tired of being the pedantic guy on these forums but it's almost like the word means what it means.

  • Dang bruv.

    You seem so mad over the fact that you're missing hits even with the new animations that you're making pathetic excuses for the fact that you can't get a hit from point blank in a game that has auto-aim.

    I'm sure these youtube vids of other people playing better than you are doing a lot to soothe your raging ego though.

    G'night!

  • @danielmaster87 said:

    Basement Trapper.

    Basement Trapper is a crime against humanity. It's actually more toxic than Basement Bubba, because you don't even need to stay in the basement. You can just use the coiled spring and float around nearby and there's nothing anyone can do about it. Deeply deeply shameful.

    You're bad and you should feel bad.

  • I thought that new Ruin would ruin (ahem... pun not intended) the game. My philosophy before the Ruin 'nerf' was that any killer build was 3 perks plus Ruin if you wanted to win. Turns out new Ruin is not only healthier for the game but also potentially stronger if you play well and generate pressure. And now I get to create builds with 4 entire perks!

    I've rarely been as happy to be wrong as I was when new Ruin came out.

  • Doc.

    Impossible skill check is hilarious and oddly effective even at rank 1. Sniper Doc is another fun meme build to use.

    I also like to play Freddy with nothing but Overcharge to negate my own power. Did that with old Freddy too. It's funny because people get super mad and salty at you for playing a killer they don't like but then realize you're playing with the worst possible build and their brains implode.

    Also too Spoopy BK Myers. You can't play it often but when you do it's never not funny.

  • Blight's actually average height. It's just that he's buried in the ground up to his knees.

  • Strategy describes your over-arching plan for the entire match, like: I got Azarovs, so I'm going to hold one side of the map, clear it of pallets, and force a 3 gen.

    Tactics describe the more concrete steps you take as you carry out your strategy, like: This Dweet is clearly the weak link, so I'm going to tunnel him out of the match before he can run away from my territory.

  • Nah.

    Tunneling is a tactic, not a strategy.

    Spinning the killer isn't even that. It's a gimmick.

    The difference is that a tactic can be relied upon to succeed if used intelligently. A gimmick will succeed one time at best against a competent opponent.

  • He's definitely not a baby, according to the devs.

    He's a killer power that happens to take the form of a 1-year old child.

  • The thing is that most survivors only do spins when they're about to take a hit anyways. At that point, what's the harm in trying a 360?

    If they succeed in spinning you you'll like like an idiot but probably down them a second later anyways. If you just watch them twirl and then hit them they'll look like an idiot. If you're getting spun multiple times then... yeah... don't... do that.

    You may not think 360s look realistic but I don't think it looks realistic that survivors can heal punctured lungs without even any bandages by just patting each other on the back until they're healthy. We make allowances for entertainment value.

  • I agree. The portraits just muddy things up. They're basically HUD pollution. I don't think we even need them at all.

    If you want to know which character is which you can pay attention in the lobby. Or pay attention during the match. Or failing that just hit ESC and bring up the menu that'll tell you who's who.

  • Gross.

    This looks bad and you should feel bad.

  • Synergy describes two things that have effects that combine to become more than the sum of their parts. Pop and Ruin literally cannot combine, so by definition they have no synergy.

    I am "that guy". I'll cop to it. I get incredibly pedantic when people misuse words. But sheesh, words are important!

    DS prevents killers from picking survivors up off the ground when they're freshly unhooked. UB prevents killers from leaving them on the ground. That's synergy. It's a gross and mean-spirited synergy, but it's synergy nonetheless.

    If you use Pop and Ruin at the same time (which I do on certain builds) you have to consign yourself to the fact that you can't use Pop at all until Ruin gets destroyed. That's... whatever the opposite of synergy is. Nonergy? Antergy? I can't decide. It's been a rum night.

    Have a pleasant night. I'll be happy to pick a more suitable antonym for 'synergy' once I deal with my incipient hangover.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963183#Comment_1963183

    "Played well" You mean standing near the window and just press spacebar once in a while?

    Yeah, pretty much.

    It was the best we knew how to do. I remember when people first started looping pallets I thought it was the cheapest thing ever. "They're just running in circles! How is that even fair!"

    Oh, to be young again.

  • @GhostMaceNotCrusty said:

    STEEEEEEEVEEEEEEEE

    Yo, what's with all this hate for Steve? He has hands down the most hilarious screams in the entire game.

    Behold and rejoice:

    https://www.youtube.com/watch?v=b8RJ7IYNt3c

  • I found the vid. Feast your eyes on this fair and balanced gameplay:

    https://www.youtube.com/watch?v=CtXg2U8nG54

  • @GannTM said:

    You know what I realized, if there are two killers in a match and one was Trapper, what would the animation look like if another killer stepped in a bear trap? Especially if it was Nurse because she floats.

    I saw a youtube vid of this. The other killers can't step on Trapper's traps.

    There's other cool stuff I've seen with this bug though. Spirit can pick up Billy's chainsaw, which is hilarious. She can't use it though, and it actually deactivates her power. Other killers can pick up Huntress's hatchetts and even throw them, but they just drop straight to the floor.

  • Yeah. Old BNPs would do that. Old insta-heals would do that as well. You could instantly gain back a health state in the middle of a chase.

    This was 4 years back when the game looked very VERY different. And even then the devs nerfed them pretty quickly. As I recall back in those days the killer shack had 2 windows and when people called it an infinite loop they were not speaking metaphorically. If a survivor ran there and played it well you literally could not catch them unless you were playing Trapper.

  • I've said this before and I'll probably be repeating it for the rest of eternity, but: It's not a big deal to lose a gen or three early on. This is totally normal and expected. The killer starts out at a disadvantage with all 4 survivors healthy and ready to jump on gens. As the game continues and there are less gens to work on, fewer pallets to run to, and as the survivors need to spend more time rescuing and healing each other you will become more and more powerful. You always always have a chance to make a comeback as killer, even after the gens are done and the gates are opened.

    My favorite Trapper and Legion builds have no gen defence at all and I win with them regularly. The difference is that if you have no gen defense you need to play much more aggressively, keep the pressure boiling, and keep your momentum up all match. Even then it's a risky strategy to use. IT may help to stop trying to get 12 hooks and make a big play to down all 4 survivors at once to clutch out the match.

    If survivors are countering your gen defense perks then good for them! That's good gameplay. Now just figure out how to counter their counter and you'll start feeling like a true Big Brain killer.

  • Nope.

    It's worthless against good survivors.

    It's great against potatoes, but do you really need a special perk to help you outplay root vegetables?

  • This may not sound like great advice but trust me it is: you basically have to play the same as you would against any other team, but better and faster.

    They'll have the advantage in information since they can coordinate with each other, but if you have good information perks and good game sense you can largely counter this. Unless you're playing Trapper/Hag against a team with OoO. Youcan still win those matches but it becomes a lot harder.

    If they're doing gimmicky stuff like flashlight saves/sabo squads figure out what they're doing quickly so you can play around it. Don't fall for the same tricks twice.

    More general advice:

    -other people have mentioned that you can exploit their altruism. This is good advice.

    -Exploit the weak link, if they have one. If there's a survivor in bright pink clothing clicking his flashlight at you all match that's the one they want you to chase. Ignore him. As long as he's not doing gens hesnot a threat to you. Find the ones doing gens because they suck at chase and pressure them hard.

    -when you start hooking survivors twice, SWFs will start sending out teammates who have been hooked less to ensure you can't eliminate anyone. Learn to keep track of how many times each survivor has been hooked and ignore the survivor who hasn't been hooked at all in favor of the one who's on death hook. You're not expected to get 12 hooks against a SWF, but that's what they'll try to force you to do.

  • Here's a situation a run into quite often where SWF squads are abusing their DS that this nerf is going to rectify:

    I've got two survivors on a hook. One of them gets saved with BT and immediately runs to get the other unhook with BT. There's literally nothing I can do as killer to stop them from taking away a massive amount of pressure. The two healthy survivors are going to ghost off and do gens and if I can't find them I've got no choice but to chase survivors who can't be re-hooked for another 60 seconds.

    Every time I've used DS as a survivor recently will still work with the new changes, which is why I'm still gonna be running it.

    It's a great perk for preventing naughty killer behavior, but it's also easy to abuse by squads who know that it still works even when the killer isn't tunnelling. That's why I'm applauding these changes.

  • For some reason whenever an Ash jumps into my lobby and drops an inane quip I always yell, "SHUT UP!"

    I don't hate Ash, to be clear.i just want him to know that he is not my Bruce Campbell.

    #NMBC

  • About 5 days ago.

    Game is basically busted because of the hit issues. New animations make survivors look like they've pooped their pants. New UI makes me vomit into my eyeballs.

    I'd be happy to pick it up again once they deal with some of this stuff.

  • I mean... the desync issue has only been around for a week and a half. Killers were just fine before then.

    Sad to say, but the game has been out for almost 5 years now, so most of the survivors you're going against are gonna have hundreds if not thousands of hours of experience. The more experience you acquire and the more skills you learn the more you'll be able to bridge that gap and be able to compete against them.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1961215#Comment_1961215

    Eh.

    DS and Unbreakable cannot work at the same time either.

    Pop and Ruin absolutely synergize. There's a reason a lot of killers run it.

    Ooooookay.

    I don't wanna be that guy, but either you don't know how Pop and Ruin work or you don't know what the word synergy means.

  • @[Deleted User] said:

    For the same reason survivors run both Unbreakable and DS. You're almost guaranteed to have value from at least one of them.

    Mmmmm..... not quite the best comparison. Pop and Ruin cannot work at the same time while DS/UB synergizes in some frankly disgusting ways. For 60 seconds after you've been unhooked you can't be downed, slugged, or re-hooked. The killer either has to eat your DS stun, make you use your UB, or glower at you while you do gens in their face.

    Can't wait until the DS nerf makes this strat unviable.

  • @[Deleted User] said:

    Pop is backup. Ruin is easily broken even with undying. Idea is to push survivors off gens as much as possible so the early game is easier to handle, and later on 3 generator will be easier with more hooks and pop for backup. I think.

    What this guy said. I run Pop and Ruin together with Surveillance on my Bubba. I won't bother protecting my totem though, because if it gets broken I have a backup.

    It's actually pretty hilarious when survivors spend all match looking for my Ruin totem and then I Pop a gen right in their face.

  • @Tank said:

    https://forum.deadbydaylight.com/en/discussion/comment/1961119#Comment_1961119

    That's not even the best secret techniques. Streamers and good Killers will try to tell you about all these super thought out tactics to succeed, but nothing can prepare you for a Bubba who's so drunk he doesn't even know what play he's making. Makes them waste so many dead hards since you forget to attack when you really should have, for example.

    (This doesn't actually have any benefits, but it is fun.)

    I probably shouldn't be sharing this, but a while back I woke up with a hangover and found my computer still on a post-match scoreboard for a Myers match that I didn't remember playing. Got that 4k Merciless though.

    Ahem... yeah, don't drink and DBD.


  • @nikkim said:

    Update guys I just did a killer match and got 4K.

    https://us.v-cdn.net/6030815/uploads/MB3UW46EP3M8/c25013c2-f483-414d-8295-d945fadddc0c.jpeg

    Thank you for everyone’s help! And for being so kind!!

    You never forget your first. Savor that adrenaline rush. You'll be telling your grandkids about this someday.

    Seriously though, good job. It only gets harder and more satisfying from here though, so keep your head on a swivel and your knife clean.

    Go forth and punish.

  • Survivors will still use it (me included) because it prevents naughty killer behavior. I've used it a half-dozen times in the past week and every time I've used it would still be applicable after the 'nerf'.

    What will change is that sweaty SWFs will only bring 1 DS instead of 4 because they can no longer bomb hooks with DS/BT (which, coincidentally, is something I've also seen a half-dozen times in the past week. My fault I guess for being a dirty tunneller.) I'm also looking forward to not seeing survivors doing gens in my face with Deliverance/DS/UB. I don't think it's an OP build I just think it's an intentionally annoying playstyle.

  • They're saving Coldwind because they plan to implement something amazing:

    Breakable Corn

    You're welcome.

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