The_Daydreamer
The_Daydreamer
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The best way to understand wraith, is to play him yourself. I played him now multiple times and jesus, just move up their asses, uncloak and lunch like a mad man = Easy hit. Just repeat it.
Palett? No problem! If they camp it, just fake the uncloak and destroy it! If they fake the drop, just uncloak and hit them. It is really no big deal. Just windows can be a small problem if they have a bad setup, but just play Bamboozle and the day is safed. This killer is strong and I think he deserses it kinda and yes I agree with making Addons more of his base kit - which goes for every killer overall, but this is too much. It is not fun for the killer (alteast for me) and not for the survivor.
I like to play Huntress or Trickster - Huntress cause she takes skill and it is such a nice feeling to hit a nice shot. Trickster just because I like his look lol. Wraith takes 0 skill and is way too effecient. And no, spine chill doesn't counter him, since you can't hide against him - especially if you play Sloopy Butcher and Nurses.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2403655#Comment_2403655
Wraith can't break pallets while you are vaulting them, while he is cloaked keep vaulting the pallet back and forth to force him to uncloak to break the pallet, when he is close to being uncloaked don't vault back into him?
Then he breaks it I get hit or the palett is so unsafe that I can't do it. It is still not a counterplay. Like even the yellow add on makes it, that you don't get far enough.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2403607#Comment_2403607
Thats not what I mean
If he fakes his power to make you drop a pallet aka uncloaking but canceling uncloaking after you drop the pallet, you can rapidly vault the pallet which forces him to uncloak and threaten a hit just to actually break the pallet you don't keep vaulting after he is uncloaked and give him a free hit
I don't understand. If I drop it, vault it (which is on his side) then what now? He uncloakes and hits me. I really don't get this strat to be honest, sorry.
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@glitchboi said:
Tru3's match with Oracle proved that Wraith doesn't stand a chance against good survivors. You should probably watch it to learn how people play against Wraith.
Okay I watched it because I appreciate feedback and doesn't want to act like a child, but man.. this is embarrassing tho. Not to shame him, but he cloakes WAY TOO EARLY, then misscalculates the lunch and then doesn't cloak to use his add-on. Besides that the map was pretty strong for the survivors. Back to back windows are quite strong tho. This doesn't prove that Wraith is in a bad spot, this just proves that Tru3 didn't play good this match.
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@bjorksnas said:
If they fake the power and you drop the pallet rapidly vault the pallet, they will be unable to break it while you are vaulting it forcing them to uncloak then break it at normal speed
he has counterplay you just need to play around his actions a bit more and be on alert more
If I vault the Pallet rapidly it may buy me 2 to 5 seconds and then he has his hit. That is not a counterplay. Still thank you tho.
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@glitchboi said:
Tru3's match with Oracle proved that Wraith doesn't stand a chance against good survivors. You should probably watch it to learn how people play against Wraith.
NO killer can stand against a strong swf group, but I play Solo Q so it really has no effect on that. Solo Q is just a really terrible experience against wraith. Worse than the current Trickster imo.
Besides that thank you for your feedback but I'm not gonna watch any Tru3 Video since I can't stand him and don't support anything he does.
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So just for the record: I only farmed with people if they we had more than 3 cakes in the trial and if they were down to that. So no one is frustrated or anything. Right now I got a Nemesis that wanted to farm even tho we didn't had 1 cake. I was not interested but all the other mates were. They farmed straight for 10 minutes in the most unefficient way. At the end he only wanted me and called me boring for not farming etc. I dc'd so he doesn't get his BBQ stack but man. Don't force people to that. It was so boring and I am already annoyed by DbD.
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@Elena said:
I didn't even get a crown for my survivor...
I was playing Yun-Jin by the way, an original character, and I didn't receive a crown?
Gotta love this game.
I played Trickster, got a 4k and no crown even tho I interacted with one :<
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Tbh I have to strongly disagree. His Chasemusic is one of the most boring musicoptions for me. We have way better options like Hillbilly, Pyramid Head, Clown, Shape etc.
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1998088#Comment_1998088
So far, I got:
- Run SWF
- Predict BBQ and run anti perks
- Hope others do the same
- Play selfishly and make sacrifices.
Do they sound like healthy gameplay to you?
I'm not blaming the advisers.
The whole logic behind it is stupid and that's the game's fault.
I dont understand why it is stupid to counter a perk with a perk. Perks are their to give you some abilites like getting important information, enhance your stealth or chase power, weaken the killer or buff your mates etc. So if you can counter more than 3 perks with just using one perk and you find that stupid then I honestly think the issue is more with you than from the game.
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U can counter a perk with a perk u know. Use Distortion. It doesn't only hide your aura, it even tells you which perks he has. It can tell if he uses bbq, blood warden or nurses calling. Besides that it hides your scratch marks aswell.
And tbf this is more a random survivor issue. Everyone should always assume a killer uses bbq and play around it. Or simply play kindred since it tells you which way he is going. It counters bbq since you know he is coming so you can instantly run to a safe area etc.
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@chieften333 said:
https://us.v-cdn.net/6030815/uploads/J9U7BDE9JSP3/20210108-191518.jpg
This concept someone made is perfection. THIS Is what i want out of a UI, not the mobile game crap they're trying to stick us with.
Just this. I personally I hate the new UI. Why are they changing the UI to something, where I have to look to different part on the screen? It's just inefficient - bad UI design.
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To be fair, Hex: Undying was way too strong. Having Hex: Ruin 5 times, lasting the whole trial is broken. This may does not work all of the time because of the rng, but it removes the risk behind Hexes. I'm not here to discuss DS, because thats a different topic. But I am glad how they handled Undying. It can now be combined with Devour Ass etc. The usage is better than before even tho idk what to think about lasting just one time.
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@Kwikwitted said:
"no wonder killer is so easy to play nowadays..."
Gr8 b8 m8 I r8 8/8.
As far as the TL:DR Lithe is a good exhaustion perk, but you're not going to tell people to give up their dead hard, they need them to make those "sick plays" where they dash to make a window or pallet then tea bag like it was a really hard play to do. Don't get me wrong there are good dead hard plays, if you use it to actually dodge a swing that's pretty good reaction, but just using it for extend a loop is a play everyone can make, it's not special.
U know, It's not about doing a special move. It's just their to survive a bit longer. I play BL, SB or DH if I want to play an exhausting perk. But you shouldnt judge people for perks they like to use.
I personally love my perk build with Bond, Open Handed, Kindred and Plunderers. At the end it is just preference.
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He is my main now, cause gurl- I love him so much. It's kinda funny how he lived in the same city I lived.
I like his design, his voice, his perks- just everything. I'm so happy with the new update. I know many have some issues, but DbD is working fine on my pc.
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100% Joe. I love him so much.
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He already has something like that :o
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Imo she is just boring. I couldn't even care less about her.
It's not that she is bad or something- she is just not interesting. Not even a little bit. Not even her appearance.
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They never said what they think is a balanced match making. So I don't trust it until I see it.
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@DezzyTV said:
Yes and no. It is not possible with the new Nea skin. For skins where it is possible, I think you should be able to combine outfits, yes!
I dont see the reason why they made the new nea outfit linked. And I'm all against linked outfits aslong it doesn't make sense. I could understand it with the new legion outfit and all, because it's licensed, but this? No thanks. If thats the new trend then I'm gonna stop support dbd with buying cosmetics.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1402873#Comment_1402873
Nah, I don't think so. Open Handed is almost never run at all in the first place so making it "too strong" would be the least of my worries / priorities when it comes to perks like Open Handed which are wildly unpopular in the first place.
That's no stretch of the imagination either, I can't recall the last time I ever saw anyone run Open Handed in the first place, (which hurts a little to say as an Ace main, his teachables really need some buffs, this one and Up The Ante, Luck is such a niche status effect it could also use an entire mechanical overhaul) unless they're trying to get the achievement for Adept Ace.
The fact that you mentioned you like it and run it at all, genuinely surprised me.
I agree with you. Aurareading Abilities are not that much used even tho it really provides you with great information.
Besides that, I really love Open Handed. I run it with Bond, Kindred and Plunderers on rank 1. You always know where the killer goes and 24 meters are a big oof. Its so damn strong. Besides that I know who is getting where chased. I get great items and I know where the basement spawned due chest location. I have so much information all the time and thats really strong in solo q. Basically I have SWF for Solo Q. Funny that I need a full build to get to the same information level that SWF has.
Btw kindred counters all the mindgames, because you can see the killer in a great range. Its so much fun and the build is kinda unique. :3
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@Seiko300 said:
I think if you edited this idea to "every survivor can see the auras that other survivors see within a set range" rather than just the perk owner I think that would be a way cool idea.
Sort of like how Kindred was changed to activate whenever any survivor is on the hook rather than just the perk owner.
Wouldn't that be too strong tho? But I get your Idea.
Thanks everyone for sharing your opinions! Really happy about that. ♥
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@night_with_you said:
First, this map is too small and narrow, which makes it a very killer-side map. What makes it worse is that it always spawns gens together in the fixed spots. Here is what I observed:
Must happen: 3 gens together - 1 in tower house, 1 on each side of the house
Frequently happen: 4 gens together - 1 in tower house, 1 on one side, 2 on the other side
Sometimes happen: 5 gens together - 1 in tower house, 2 on each side of the house
Also, very often around those together gens there is barely any pallet but useless rocks and double T walls. You can argue that it is the survivors own fault that leaves the last 3 gens all together. However, with 4-5 gens crowding together so closely (since it is such a small map), there is not too much survivors can do. I have seen too many killers only camp and kick the gens around the house from the beginning to the end of the match. I don't blame them for using this strategy but when it makes a match into an over 15-min boring and hopeless process for survivors, the map definitely needs to be changed.
My suggestion:
- Make the map a little bigger
- increase the randomness of the spots where gen can spawn
P.S. since they made the swamp maps smaller long time age, I found on these two maps there is also a high possibility that more than 3 gens spawn together, though they are not as bad as coal tower since they are still bigger than coal tower. But still, I hope this issue could be addressed.
Do you know how many maps are survivor sided? Besides that, yes Coal Tower is a good Killer Map but it's not unbalanced. It's kinde small but you have many good loops and enough distance. It just depends on how dumb your mates are. If they are dumb, they gonna finish the first generators they gonna see = They gonna 3 Gen everyone = easy game for the killer.
I always recemmond repairing the gens in the middle. Atleast if the killer is chasing someone. And if he is pressuring that gen then split up. He has to defend the gens against 4 survivors - he can't pressure everything. You are right that the gens are close, but nothing impossible for survivors depending on how good they are.
It's just about game knowledge - not "How balanced things are"
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For Solo Q I would always run Kindred. The information that it gives is so strong. It really gives players the Information that they need in solo Q.
Then I would go for something like Bond/Inner Strength, Sprint Burst and maybe Deliverance/DStrike/Unbreakable.
It really depends on the MM. Somezimes you get Rank 1 mates and sometimes the MM gives you Rank 4-7.
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Okay, after playing some time against him I am pretty sure that he's OP. You are not allowed to vault or use a palett if you have to small distance. He can counter most perks with his ability and he's 4.6 m/s fast as killer. Just constantly fake your ability and the survivors can't do anything against you.
Besides that, the matchmaking is broken as hell making Solo Q way more frustrating to play. I am rank 1 and I always get rank 4-7 players who didn't even reached rank 1 in her entire life probably.
No wonder people are always playing SWF with meta builds if you have to face matches like that in Solo Q.
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@seki23 said:
just that, is that thing buged?
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1385066#Comment_1385066
Oh, I wonder.
This would have been something neat for the celebration. An option to join a lobby with the old skool rules and original perk designs. I wonder what % of people would have preferred the original? Also, weren't maps a lot darker? And Claudette could have her darker clothes back, lol. I would have tried the old skool lobby if it had been a thing. 😊
It looked back back then way better imo. :)
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@Buttercake said:
So there was a point when Killers could only sacrifice in the basement? That must have sucked. Who would want to play Killer?
Iron Grasp increased the wiggle time by 75%. So it kinda possible to carry a survivor through nearly the entire map. And while survivors had much, much, much stronger perks and setups like infinites, the game was still fun because they played different. It was about playing stealthy and not getting cought. And if you got cought you run to a palett, used it and tried to hide again. No looping. Was a fun time.
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/1381833#Comment_1381833
if a survivor is being hooked/ killed, the killer is already gaining an advantage. Imagine thinking survivors should be rewarded with faster repair speeds for finishing a gen, or the efficiency penalty shouldn't apply for multiple survivors on one get? Yeah you're on that level.
Also the devs have been nerfing stealth and loops for the past several updates, so it sucks that you clearly haven't even been playing lately to have the slightest clue of what's going on in the game. killers get more and more anti stealth perks with every new killer, and pallets are still broken as hell, and they still haven't done anything about deadzones, so it's hard to understand how someone could suggest "just use stealth" and not be very inexperienced in the game
Also nobody said pop was a free win, but it still needs some sort of limit to it. 60 seconds is such a long time, and that "perk" that's supposed to counter pop by locker down the gen is a complete joke. spreading out isn't a good counter either because that 25% regression turns into a 45% progress reduction if nobody is there to touch the gen after you're chased off it
I am playing pretty active the game as a survivor with over 4k experience, thanks but I really do know what's going on. Im not here to discuss on your emotional level, but killers have to pressure survivors consantly. When he is hooking someone, 3 or two survivors are doing generators. And he can just pressure one of them. Its easy to understand and that is already enough limit for the perk.
It's not an absurd logic, its a fact that Pop is pretty strong but not OP.
People already enough what u can do against it. You are not here for tips or different opinions. You are just here to talk every other opinion down and ignoring facts. Have a great day in the fog buddy.
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@Dzeikor said:
ds,dead hard,borrowed time,adrenaline,sprint burst,unbreakable
There is no diversity,99% of all survivors run the same perks all the time,its getting boring.Slug for ds,dont chase the unhooked survivor because borrowed time,wait for dead hard before hitting in a chase,when slugging dont go too far in case of unbreakable,sprint burst,simple and easy escape perk,adrenaline,literally every swf I faced runs this,to make sure after they genrush they all escape.I dont think I had a single match where a survivor didn't have at least 2 of these perks in combination,other notable perks but not nearly as used are,balanced landing,iron will,lithe.Its just not fun winning a chase and the survivor to just patch it up near a pallet with dead hard,leave the hooked survivor for 10 seconds,someone with borrowed time will deny you any down and if unlucky with the position you wont even hit the survivor that camed for the save then commit into chasing him to avoid ds,no wonder so many killers hook near a generator cluster and instead they just facecamp.Dealing with 1 survivor that runs these perks is fine but when all of them do especially in swf do,all you can do is try and hope for the best,get a few hits and pray one of them makes a mistake hopefully resulting in getting a kill.Being a killer in red ranks is just painful,there is no room for fun or mistakes if you want to at least not derank.Killers have some really good perks too but the big difference is a killer is alone and cant abuse meta perks by being able to stack them 4 times together..Maybe do something like survivors to not be able to run the same perks at the same time or at least limit them to 2 copies per game.This will not only bring diversity but also make the matches more fun for everyone,for survivors with experience there is no challenge anymore when using these perks.
Tbf I dislike running the meta too, as you said, because it's really boring for me. But Holy... Since the event startet I have to run them, because killers would facecamp me and tunnel me as soon as I have a crown. So until the event is over Im gonna run the meta perks.
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/1372785#Comment_1372785
running to a gen after a hook is not "good gameplay" it's the absolute most basic thing a killer can do. the perk doesn't incentive a different play style it literally gives a massive reward for doing what a killer would naturally be doing already. the fact that this reward can be infinitely tapped is a huge concern.
You know how multiple survivors working on a gen causes an efficiency penalty? Pop not having a cooldown would be like that penalty not existing. In an alternate universe, this forum is majorly biased against killers, and in that alternate universe people just like you are complaining about the efficiency penalty. "Why should survivors be punished for working together". It's not an exact comparison btw, I can already see the comments: It's a metaphor.
It rewards good gameplay (Killing survivor). Didn't know I had to explain that lol. If you as a survivor suck at looping, sucks to suck. Then go stealth or maybe try something new.
U only get an effect of 25% regression on one gen. Splitting up as survivors is ALWAYS the best decision. And you can work on a gen together, but It's not the smartest idea. Going against Pop means to NOT do the first gen u see, split up, finsish the bad gens first so you have the best distance between gens. Pop is not a free card to win. It just gives the killer as much room as the survivor allows him.
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1. You have to learn which addons she is running. Addons gonna change how you can predict her movement.
2. Always run Iron Will. Spirit with pure Stridor is gonna play DbD Solo, because she's gonna know where you are.
3. You have to play around slow and fast vaults, so she doesn't exactly know which side you are on.
4. After using her power you can loop her like a normal killer until her power is back.
5. If she's using her power try do dodge grass, because she can still see that kind of movement.
I think that was all.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/163961/the-shack-rework-can-you-still-see-through-it
Both sides my butt, the little gaps in my experience are only ever used for the benefit of the survivor running the loop, since knowing where the killer is can allow the survivor to change direction accordingly on a dime. Unless you're Nurse or Spirit, knowing where the survivor is doesn't help you at all since they're just going to change rotation if you change rotation.
I can't wait for those holes to be plugged. It'll make the shack less safe and harder to run perfectly, forcing players to rely on behind-a-wall mindgames and trying to predict where the other person is going to move.
Joke Face is crying in a corner now. Thanks!
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/163093/tips-playing-against-the-executioner
The only thing consistently good about PHs power is the 50 50 mindgame.
The range and sensitivity are so janky, and its so easy to dodge.
Its noteasy to dodge when the killer bloodlusts you until you are run to a window or palett. Just fake the power: Survivor runs through and gets hit. Survivors uses Window/Palett and gets hit due the ability.
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@Zoophage said:
https://forum.deadbydaylight.com/en/discussion/comment/1368933#Comment_1368933
I'm having the same issues trying to counter PH right now. I watched your first video (both chases) and I think you did a pretty good job buying time there; and that's really all you can do as a survivor: buy time. Any survivor will go down eventually against a decent Killer, it's only a matter of when. I've been trying different techniques against PH lately and the best I've been able to come up with are as follows:
1. Play "immersed" when he's approaching and try to avoid, or at least delay, when the chase begins. I've been able to avoid confrontations enough to make me think this is fairly reliable. Of course, RNG, map, perks (Whispers) are going to have an effect on this strategy.
2. I've been equipping Spine Chill and Sprint Burst and just booking it outta Dodge when I know he's headed my direction (usually Spine Chill stays lit up). No stealthing around here, I'm just trying to put distance between us at that point; make it look like he's starting a chase he knows he doesn't want to commit to. But... if there's nothing else grabbing his attention he'll commit anyway. And yes, dropping certain pallets early can definitely be beneficial.
In my experience, when PH gets close and decides to use his ranged attack he doesn't slow down enough to really make much difference. Like many people, I know that I probably just need more experience to figure it out.
Question: I was playing a game the other day against PH and messed up, I didn't fast-vault a pallet and consequently the Killer missed his ranged attack (I was still crawling on the pallet). While rare, I also assume this is working as intended? 'Cause that's interesting, opens up the door for a few other possible plays.
Thank you so much for your thoughts. It kinda shows me that I wasn't wrong and I have some new faith and Ideas when facing him. I really hope I can adept to that. :)
@JimPickens said:
My advice is just wait a month or two. You only hate him now because he's common, just like people with the new map. You even mentioned Deathslinger and before that it was probably Oni right?
Dbd is unfortunately just a salt factory lol
Tbh It's because he is new and you have to learn playing against him. I never hated Oni or Demo. And It's less about how strong they are (Because I never hated Huntress or Nurse) it's about how much Skill a Killer takes and how players like me and the killer can effect the chase. Spirit got hate because she was basically a Killer designed to player Multiplayer Game Solo. Deathslinger is annoying because of the same thing with Spirit when she is standing still: You can't tell if he is using his power or not. He just gonna spam M2 and shot you if he gets a garenteed hit. But Deathslinger has some counters, so it feels more fair imo. He doesn't ignore mechanics like crazy. But the Executioner does ignore so much and it goes to that direction where it feels like the Killer is playing a Solo Game if it comes to a chase. (This is now a bit exaggerated but I hope you understand what I mean.)
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Can someone please give me some tips or anything, because I getting more frustrated each day when I have to face him. The chases are just annoying and he is perfectly designed to tunnel and camp someone. With certain range addons he can cancel every loop. And as I already said, just fake the ability and hit the survivor or fake the ability until the survivor runs through a palett or uses a window and hit them with it. There is until now imo no counter. Even spirit is more fun because I am alowed to use a damn palett. Its the same with deathslinger but he has some counters. You have no time to react at its taking the fun away.
Okay, enough cry cry killer OP #########, but actually, I really want some tips to have better chances or understanding to go against him.
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https://youtu.be/3SaFlQhls2E?t=714
Bugged Movement after getting unhooked. Not just that I could press to the right, everytime I pressed A or D it looked like I was playing on a PS1.
(Timer is in the video linked. If it doesnt jump to the point [11:54] is the time)
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@FlamingkittyUmad said:
A lot of people will be in denial over this because of how much they rely on it, but this perk in it's current form is not healthy for the game. Hooking a survivor already cripples the team, the limitless gen regression makes it way too easy to snowball. Imagine if survivors got a free BNP any time they pallet stun the killer? Yeah..
What the perk really needs is a cooldown OR restrict how many times it can be used on one gen consecutively (less reduction after every use on one specific gen maybe)
I really don't understand where those weird "OMG PERK X IS OP BECAUSE PEOPLE ARE USING IT"-Threads are coming from.
PGTW is definetely balanced imo, because it rewards the killer with good gameplay and punishes survivors who played bad. It's simple as that.
There are some simple things to do as survivor and you will never have troubles with pop:
- Don't brainlessly repair the first gens you see. Always try to atleast repair one or two gens in the middle part of the map.
- If a gen is popped (Easy to see- It has red/orange sparks) and someone gets downed, don't start repairing it. Do a different gen and go back to it later.
- Split the gen pressure. If you need to repair one last generator then repair two or maybe three gens instead of just one. He can just prevent one gen, not all of them.
It's easy and simple as that. Pop doesn't need a nerf, nor does Spine Chill need one. Perks like DS need a change, but who am I to judge and decide that, right?
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@APoipleTurtle said:
I've been a big fan of the "Unnerving Presence eliminates great skillchecks" idea for a while. Takes away survivors' ability to benefit from a killer perk.
Even with the expanded terror radius you've suggested though, I think Coulrophobia needs to be buffed much further. Even with it's current 50% healing penalty it pales in comparison to the utility of Sloppy Butcher (which doesn't require survivors to be in your terror radius AND inflicts Hemorrhage as a bonus). I think it should just apply a lower general debuff (maybe around 15%), but affect a wider range of actions (repairing, healing, cleansing, searching, etc) on survivors within the terror radius. Always seemed bizarre to me that a fear of clowns somehow translated into sloppy healing.
Uh, that's not a bad idea and it's not stackable with Freddy. I thought that a 50% penelty is pretty strong on maps like The Game. And it's already kinda unsafe depending what spawn and where you are etc. But Maybe an overall -15% on Repairing, Healing and Sabotage could me niche.
Maybe we can change the effect depending on how near you are? Start with -35% and goes up to 90% if the killer is within 8 meters?
@Kind_Lemon said:
I think slugged survivors should have their heal capped at 91.5% rather than 95%. That alone would help deal with scenarios in which a killer downs two survivors, goes to hook one only to find the other slug picked up already.
Personally, I think Caulrophobia should decrease Medkit efficiency by 80/90/100%, and that would further prevent quick heals inside of the killer's terror radius from being less possible as the match progresses.
So maybe we would just say, that using a Medkit within the Radius is not possible? Or just the effiency should be decreased?
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@RebelRose said:
I always thought a nice buff to windows would be to give you some kind of subtle info that a pallet is fake such as cracks in the edges of the auras etc something to counter order and Freddy pallets idk maybe its bad but I figured I might as well share
That's a great Idea but I thought that Small Game already provides you with that information and I really don't want to steal the use of that perk.
@Kind_Lemon said:
Dislike Zanshin. I would prefer it stay active all the time and work as follows: Shows all auras of interactables within 28 meters / 36 meters / 44 meters. Simple yet informative.Why should getting a stun as a survivor punish the survivor? If anything stuns should be made less powerful, but solving core issues with perks is never a good idea.
For WoO, I suggest the same treatment as above: Shows all auras of chase interactables within 28/32/36 meters of you. As previously stated, stuns should not be made more powerful in any way that isn't a 5% change in stun duration or the like (as an example).
The reason is that just knowing where everything is in a certain area sounds maybe good, but it's actually not really helpful as killer. Most of the time you just want to know where a palett or a window is if you are in a chase. Or maybe as Trapper/Hag it's kinda more helpful but thats it.
Because the perk goes for a strategic or tactic expect, I thought it would be nice if you can play more around paletts and windows. And I personally like Status Effects alot so that's why I came up with this idea.
@Milo said:
@Kind_Lemon
Why should getting a stun as a survivor punish the survivor?Because the killer "tactically" messed with that pallet or something?Exactly. It's kinda about having your goal in mind and that's why I would give WoO the same treatment. But I am always for new ideas.
But I don't like the Idea of just leaving them as an Aura Reading Perk, because it's pretty bad as killer. As survivor it's kinda okay, but still not medium good perk.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1370495#Comment_1370495
If we do it like during certain time outside terror area could make it OP cuz allow you to locate the survivor plus hunt him but if you make it work inside terror area you know is around you and on chases wpuld make early pallet drop that would harm survivors on long term thats the main idea.
Basically allow you to reach the gen hit survivor, block survivor other escape routes except pallets so once pallet drop and break, survivor would only be able to go to safe pallets area and drop it or go to a empty area and being downed.
But you have to be near the generator that was repaired- that is already the problem the perk has. It's only useful if you are near the repaired gen and that's why no one is using it. Limiting the use of the perk is bad. That's why I would change to something that the killer can decide to use- not the survivors.
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@Primalux135 said:
Lets see I think i didnt explained it properly. I meant that while survivor finish repair while on your terror radius and he is on your terror radius all vault locations get blocked.
I just finished explaining better.
I think everyone understood that, but the fact that they have to be in your terror radius makes it, again, pretty bad.
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@Primalux135 said:
Cruel limits:Your ties to the otherworldly manifest when your prey attempts to get away.
If one survivor that repaired a gen while on your terror radius, all vault locations within 48/32/24m of the survivors are blocked only for that survivor. Effect last 20/30/40 seconds and have cooldown of 80/70/60 seconds.
Looks like you nerfed it o.o
I would change the effect to: Whenever a generator gets repaired, Cruel Limits gets charged. Press the ability button to block all windows in 40 meter for 40 seconds. {Cruel Limits doesn't activate if a survivor is in a 12 Meter range to the killer} (<- Not sure if that's needed). Cruel Limits has a 80 seconds cooldown.
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@Mikeasaurus said:
Can't tell you how many times a teammate has screwed me over. I play 95% solo and good god, if I had a penny for the amount of times I've had teammates play stupidly, I'd be rich. I'll always have that one survivor dive bomb a hook without BT and gets me re-hooked. Or that one survivor who just insists they MUST Self-Care, despite me running We'll Make It. Then you have the imersed survivor who tries to hide inside a bush while someones hooked and in struggle, despite the killer clearly chasing someone elsewhere on the map. Or, the best ones are the SWF teams I go against who decide to screw you completely and lead the killer to you repeatedly and body block you at pallets just so they can win without you. But, this is an online multiplayer game after all. You just gotta expect all this stuff unfortunatly.
Thats right but people are still healing themself with Self Care against a Nurse with Sloppy Butcher and Thanatophobia.
A Blendette that's using Urban 24/7 etc. Players like this should not be in red ranks imo. ;W;
https://www.youtube.com/watch?v=R2nlhDe6krc&feature=youtu.be -
@SpaceCoconut said:
What does that mean exactly?
I imagine that they say it's boring when they can't bully the killer due to either the strength of the killer or the skill of the player, but I'm not sure.
Thoughts?
I call the Executioner boring because every time I see someone, they never break a palett besides the god palett, always bloodlust me and they play him like Deathslinger. Fake the ability until you get a safe hit. It's not that they are bad or dumb, actually that's kinda smart but as survivor its so boring. Thats not a chase. I always try to avoid using anything and run to the next loop but he is a 4.6 m/s killer so..
Since The Executioner is a part of dbd I find Spirits way more attractive and fun. And that has to say something. T.T
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I just found one match against the executioner and it was as expected boring.
https://www.youtube.com/watch?v=7A_29cx4aT8Chase: 0:22 and 5:23
I really tried using your advice and I think it kinda worked with the early drop, but as expected it doesn't really help. Just ignore paletts and bloodlust and you get a safe hit. I recorded all matches until I found a Executioner, so I uploaded this two matches so you can see how I play.
So here is a match against a hillbilly and for example look at the chase at 1:08. Maybe you can tell me now better what I should change to get better.
https://www.youtube.com/watch?v=jH91E4uPgwA -
@dhealy646 said:
https://forum.deadbydaylight.com/en/discussion/comment/1368653#Comment_1368653
Another thing to exploit is the fact he can't strafe in his ability. At some loops this basically means he has to stand still and look around which means he loses alot of distance. Not to mention If he loses that 50 50 he gets punished SOOOO hard like you can make almost 16m of distance if he misses once.
Thats a good point tho, but do he really need to strafe? I should maybe record a match, so I can ask for more specefic tips.
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@dhealy646 said:
https://forum.deadbydaylight.com/en/discussion/comment/1368613#Comment_1368613
Let's put you at killer shack. You're running it normally and you know the next loop will put him behind you and he will stab the ground and ready his attack. You have 3 options. Drop the pallet 1 loop earlier so he can't put you in a 50 50 but he gets the pallet. Keep looping and either fake the window to bait an attack which will give you massive distance or get m1ed, commit and possibly get hit or get the window for free. Or take an early m1 to get to another loop with a disposable pallet which you don't mind dropping early.
So even if this is working once at the killer shack, let's say I dropped the palett early, not every loop is gonna be like this. Killer shack is the only safe place then. How about a long wall window with the palett? If I drop the palett early he's just gonna bloodlust me like on every other loop. And especially the new maps are unsafe as hell. So, I kinda get what you are saying but you can't use that everywhere. And the most Executioners I get are mostly avoiding palett stuns, bloodlusting you and faking the power until you have to use the window/palett or you atleast get M1.
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@Datguyoverthere said:
as said on the stream we will not get 2x bloodpoints despite the anniversary next week just because we're having 50k bloodpoints a day
like why? is behaviour so insistent on the grind they want to keep all forms of bp earnings low as possible? its so pathetic
Wait really? Lol. Then keep the 50k per day, double BP would be way better. Come on, It's a new chapter. x.x I have to grind for those two.
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@dhealy646 said:
To be honest to counter him is just to prevent getting in a 50 50 situation. That ranged attack is so dung that the only time it's good is when you can fake it or commit. By trying to stay out of those 50 50s you will never get hit.
Then explain me how I avoid those situation if I get chased. He is a 4.6 m/s Killer. If I use a window or a palett I get hit. If I just keep running instead of using the palett he's gonna fake it and I get hit. I know that the ability is hard to use for him, but I don't see much outplay potential from my side if he's gonna play it safe u know.
Atleast I am allowed to use a palett against a spirit :<








