The_Yosh
The_Yosh
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- The_Yosh
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Ah yes, anti-facecamp working as intended. I ran the killer for three gens until they left. They tunnelled my teammates off hook. When they caught me this was their response. I'm not mad, I was the last person to be caught, it comes with the territory. But this is a common thing. There are many killers that are just as dangerous while sitting barely outside anti-facecamp.
Maybe in addition to the range stipulation, if you can see the killer, your bar also goes up?
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1) Main Bubba.
2) Pick (UW/NTH)/Game Afoot/Nemesis/Rancor.
3) Chase survivors.
4) Shove chainsaw through survivors.
5) Repeat.
You can pick anything you want. However, if you want to "win" every game, you are probably stuck with the meta perks. I still manage to 2k+ most games with this build. Although that may be because survivors enjoy interacting with Bubba. I certainly know he is the only killer I will actively run TOWARD as survivor.
There is nothing I love more than watching my teammates get chased/hooked by a fellow Bubba main while awaiting my turn! 😍
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@Mr_Madness said:
Did not expect lot of comments on this wow.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655702#Comment_3655702
Yowie I do know since its sorta like bigfoot but violent. Bit salty since one story has them killing a precious doggo. Bunyip I do know a little because I used to do Cryptid raffles with the keyword being a Cryptid or folktale legend.
Though have to say the Gashadokuro would be terrifying in real life. At that point we are dead because of a giant skeleton eating people.
Hell yeah dude! I hadn't heard about the Gashadokuro, even after spending some time in Japan. I feel like I had seen it before, but not known what it was.
Super cool you know a little about Yowies and Bunyips too. Their stories and names vary from group to group, but they are always something you don't want to meet in the bush. As a child I was always told to be careful when heading to the billabong, for the bunyip is great at hiding, and loves eating children. It didn't really have a form, and could hide behind trees, in reeds, and in the water waiting to snatch someone.
I miss those days.
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@I_Cant_Loop said:
Wow - the survivor main bellyaching and entitlement has been off the charts on this forum the past few days! THE KILL RATE IS LITERALLY RIGHT WHERE THE DEVS WANT IT TO BE - SOLO QUEUE INCLUDED. The only exception is high MMR 4-man SWF which (wow what a shocker) has a significantly higher escape rate than all other groups. The only thing that needs balancing is a nerf to the significant advantage that 4-man SWF's have.
Survivor is not supposed to be the power role in the game and you are not supposed to escape every match. You should be escaping about 40% of the time and the devs have proven that you do, unless of course you're playing with your buddies on comms and then you escape closer to 50% of the time. Survivors have gotten free information status indicators, free Borrowed Time and free self-unhooking when killer is camping. No more hand-holding is necessary, and the escape rate stats prove it.
Everyone who is complaining should try playing killer for once (I play about 50/50 each role). You know what? It's actually quite difficult once you get to a level where you're consistently going against competent survivors. Most maps still have a lot of very strong loops and pallets that can allow survivors to extend chases for a long time and make it essentially impossible to win without any camping or tunneling with a vast majority of the killer lineup.
Let's start rallying around what is really broken, and that is the matchmaking. Throw out the awful MMR scoring system and put something in place that actually measures skill - it's not that hard. Quit putting hugely varying MMR scores in the same lobbies.
Just because the kill rate is "LITERALLY RIGHT WHERE THE DEVS WANT IT TO BE", doesn't mean it isn't absolutely miserable to play. Also, the fact people talk about the "power role" says a lot. It's a party game, not a game people should come home from and "feel powerful". Furthermore, you say that playing killer is difficult. It has never been easier as killer. You can consistently get a 2k for doing nothing. Killer mains want 4k5gens every match but don't realise that's not balance. A 2k every match is a draw, which means the matchmaking is working as intended.
@xEmoGirlxAlexisx said:
https://forums.bhvr.com/dead-by-daylight/discussion/405749/have-bhvr-devs-ruined-dbd-for-survivors
MFT shouldnt even have be a thing in the First place they never have should make this busted Perk giving Survivor a 3% pernament Speed Boost for just being injured is the worst thing BHVR has ever done it also helped good Survivor more than low Rank Survivors
Mangled Changes is a Survivor Buff the Status effect gets removed in 60 or 90 seconds and dont stay for ever anymore so now Survivors can make a Gens and wait the timer out or they get healed
MFT shouldn't have been a thing...yet killers get consistent speed increases. All the while making maps smaller, although this can have issues with making pallet density higher, it is usually a buff. The mangled change is a double edged sword. Survivors may choose to wait it out, but then they are 1 shot.
@tak47888 said:
Game is in a much better state than few years ago when Survivors had stupid strong stuff (insta bnp, insta heal, old DS, old DH, infinite loops, saboing all hooks on the map without respawning, being able to deny one killer from his power by perma saboing traps, instablinds etc.). Not to mention old vault "speed" of killers, old pick up and old pallet break animations for killers. It took years and a rapid decline in killer population to flatten things out. Game is in a much healthier state now that Survivors lost their god-like state. They are still pretty strong in a coordinated group or even as 4 decent solos. Solo can be frustrating at times, but it's not as bad as people portray it (39% or whatever the escape rate was is still fine). I think the overall problem with DBD is that the game just gets dull after some time. Which is normal, considering it is almost 8 years old. New chapters don't create any sort of hype for me since several years now. There is no real innovation in Killer powers anymore (okay, maybe Singularity) and the playstyle overall gets repetitive. This is why I stopped playing the game. Oh, and the new Killer looks like #########. Cheers Bhvr!
You talk about the decline of killer population, and yet don't see the same thing happening to survivor. Is it any wonder why in most areas survivor is consistently at +100% bloodpoint bonus? How can this be that the game is in a much better state?
My take as a player since 2016:
What I would ask from the audience is "are you enjoying playing the game currently?". For me it is no longer enjoyable to play the game in solo queue as intended. I am purely completing tomes, and then just going on chases and annoying the killer. After 3k hours I'm sick of holding M1 on gens, and with all the current regression perks it is even more miserable. The hope of escape is gone, and knowing that I will get killed realistically 7/10 games, doesn't interest me anymore. I'd rather just make my own fun, and die on my own terms.
On the other hand, killer has never been easier. I can meme all game, eat all the pallets, and still camp/tunnel to a 2k (balanced) if I REALLY need to. It is actually beyond a joke that one side feels so horrible to play, while the other side is so simple.
6.1 was the vertex of survivor fun, and it has only been downhill from there. In the end, I just want a game that is challenging, and fun, but survivor DBD is missing the fun aspect. 🤔
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No, you aren't wrong. Myths and legends are just that, myths and legends. None of it is real, it is all made up.
I was raised in Indigenous Australian culture, and I would be stoked to have a Yowie or Bunyip brought into the game. Maybe this is just Australia though. We have always been promoted as a melting pot of different cultures and traditions. The majority don't believe in cultural appropriation. Indigenous culture is all about the sharing of information, traditions, and stories between groups.
I guess my own cultural upbringing is at odds with the angry people on Twitter/X.
On a side note OP, you said you were a fan of cryptids, have you heard the stories of Australian cryptids such as the Yowie/Bunyip? I'd love to hear/see your take on one. 😀
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"The RBT changes make it harder for me to tunnel someone out of the game!", is all I have read in all of these responses.
Personally, on Pig, I'm a big fan of scream builds. Make them scream over and over to interrupt boxes, and then chase/grab them off said boxes. Drop/slug them, and start again. It's a disgusting build, and it gets a lot of headpops.
Am I sad to see this go? Not really, I think it is a pretty toxic playstyle that doesn't contribute to the health of the game. It might be fun for the killer, but it is miserable for survivors. Both sides have had obviously toxic playstyles taken away from them to improve the health of the game, and this is just another one. 🤷♂️
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As a solo queue survivor. Hell no. Despite what people say, the majority of killers WILL pick another meta perk. Just look at the top 10 killer perks verse the top 10 survivor perks.
Also, they already just got one, it is called the FOV slider. Remember how that used to be a perk?
However, as a killer player. Hell yes. I'd love another slot so I can camp and tunnel survivors easier. I'd like to say I'd use it to actually run Bamboozle as a Bubba main (I don't usually run it). But in reality I'd just run NOED/NWO on my tunnelling Skull Merchant build. 💁♂️
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My usual chat is "gg wp all" which is 99% of chats. However, if someone says "gg" and it was very obviously NOT a good game, I will just say "Not really, but gl ng".
Some games are simply not good games. Some games either team gets stomped and it just isn't fun. I understand that 'gg' is essentially sportsmanship like a handshake, but I also believe that if something wasn't a 'gg' we can voice that.
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Great!
I've been using it to farm my old tomes. It is super easy, and I have completed some difficult ones that I was going to save for last.
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Offensive BT bodyblocks = instant tunnel. Why would I chase the healthy unhooker when there is now an injured and deep wounded survivor right in front of me?
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I main Bubba, and most of the time I run an obsession build. Ultimate Weapon/Nowhere to Hide, Game Afoot, Nemesis, Rancor. I only M2, I only chase, and I don't care about gens too much. My goal is to win chases, get hooks, and Rancor as many people as I can.
My guilty pleasure is downing the last person, and searching to close hatch. Once hatch is closed I can Rancor my Game Afoot obsession. If for some reason my obsession escapes, I will chase them to the exit gates and bump. The bump is the dance at the end of TCM, and a reminder that I'll get them next time.
This is how I used to play until MMR made it almost impossible, and the maps were changed to be smaller with safe pallet to safe pallet. Now I feel like I have to play with 4 slowdowns, and tunnel/camp at 3 gens to see an endgame. I still win games, but it is nowhere near as fun.
I just want to chase people and not have 4 minute games. *sad Bubba noises*
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My experience as survivor has been even more miserable than regular soloq. Killer just camping hooks, and tunnelling like mad. It has had its moments, but I wouldn't recommend it to friends as survivor.
As killer it is pretty easy though. Just turn your headphones up and it is all good. 😎
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I agree. I replied to a post recently comparing Bubba (my main) to Billy and highlighted how ridiculous the new Billy is. However, people seem to think he is balanced now.
For reference Billy:
-Has no cooldown.
-Has overdrive.
-Has no tantrum when he bumps, if he does bump, he can almost instantly use his saw again.
-He can eat through pallets and keep his chainsaw going.
-He can zoom across the map and get someone down within the first 10 seconds of the game.
-And he can stand just outside of anti face camp, feathering his chainsaw and waiting for someone to unhook, while making his power more powerful with overcharge.
Billy definitely has it good right now, and it is evident when we compare him to Bubba.
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I've never dropped so many indoor map offerings in my life. After the third game of getting instant chainsawed while trying to run between loops, I got over it. I replied to a post recently comparing Bubba (my main) to Billy and highlighted how ridiculous the new Billy is. However, people seem to think he is balanced now.
For reference Billy:
-Has no cooldown.
-Has overdrive.
-Has no tantrum when he bumps, if he does bump, he can almost instantly use his saw again.
-He can eat through pallets and keep his chainsaw going.
-He can zoom across the map and get someone down within the first 10 seconds of the game.
-And he can stand just outside of anti face camp, feathering his chainsaw and waiting for someone to unhook, while making his power more powerful with overcharge.
Billy definitely has it good right now, and it is evident when we compare him to Bubba.
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@Config said:
As human race has developed there seems to be 2 ways to promote a certain behavior, even ur parents do this. Let’s say ur gol is to not eat burgers, one way u can do this is to punish someone by let’s say punching him every time he eats one, yes he will more likely then not not be willing to get punched and may stop eating burgers, but this is far from being the best way to do it. The other way is to give that same person 20 bucks everyday he does not eat a burguer, and he will more likely then not stop eating burgers cause he’s being rewarded for it. We saw that punishing killers for tunelling isn’t going to change it, cause it’s I still the most effective way to win. The only way to stop tunelling is to make so it’s not the most viable option. REWARD killers for playing “nicely”. Make so every time u hook a different survivor once a gen loses 15%, but if someone dies this affect no longer works, then nerf the current NECESSARY gen regressions, then there would be a reason to avoid it. If this effect isn’t enough make something else, but rn I don’t believe that what they are doing it the correct way to do things. Also make people using bt have no collision, this should’ve be happening since the beginning
You are talking about negative and positive reinforcement. Positive reinforcement has been shown to be more effective, however, negative reinforcement also has its place. The psychology behind behavioural reinforcement is complicated, and controversial, with many contributing factors. One of these factors is that positive reinforcement only works if the person sees value in whatever the positive reinforcement is. The reality of the situation is that some people, and in DBD many people, just want to be jerks. The want to "feel powerful" and fulfil that power fantasy that they aren't getting in their life. These people will tunnel, camp, hit on hook, and BM no matter what incentives you give them.
To combat this, you could change what the perception of a win is. Perhaps a win is not just considered as killing survivors, but getting the most hooks, or downing different people. Yes, you will still have people that BM, but at least the people who want to feel powerful because they 'won', will still get that satisfaction.
One of the other problems is that this game invokes a lot of emotion, and for whatever reason, players are quite soft. An example of this is that the final screen used to say "The Entity is Displeased" and they had to change it because it made people feel bad. I don't envy the devs, they have a lot to take into consideration. It seems to be extremely hard to have an asymmetrical game where everyone ends the game feeling like they had fun, and I honestly don't know if that is even possible with such diverse players. 🤔
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My favourite part is when they get off hook, then you find them later injured and on a generator. Silly survivors, of course I am going to down you and hook you again. It's free real estate.
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Offense BT bodyblock use = instant tunnel. I'm not going to chase an uninjured survivor when the person who is now injured, and in deep wound is right in front of me. 🤣
Also, I find basekit BT is only annoying at the endgame when they get given a pity escape. The rest of the time I put my maths degree to use and count to 10. 🤲
OTR and DS can be annoying if it is unexpected, but they just mean I get to chase more. 🤩
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I never used to dodge, and I still hardly even look at the lobbies now. I am usually on another screen or in the bloodweb or loadout screen. I also don't bother looking at profiles as killer or survivor.
However, as a Bubba main in a low population area (OCE), I will dodge if I have have versed the same group of people in a previous game. This happens regularly. One time I faced the same group of people 3-4 times because I kept getting thrown into their lobbies, no matter how many times I backed out.
I will dodge at other times, and that is when I am looking to have a chill game and I see that the group consists of 4 P100s, all with toolboxes or medkits. This is especially true when I am on a killer I barely play, or when completing an archive. Other reasons include them dropping a map with a ton of safe, connected pallets/windows, or invisible bumps (Springwood).
As a survivor, I never dodge. What I can say is that I WOULD dodge if I could see the killer ping. Like I said, I am from OCE, so we have a lot of SEA and VPN gamers in the area. The problem with this is that they have high ping and I constantly get hit through windows, and over pallets. It is especially noticeable when I play killer and barely miss a hit that I know would have easily connected with me because I have 25 ping.
Edit: With that being said, anytime there is a Russian name, or names that simply come up as boxes, I will dodge. They are definitely VPN, and will have ridiculous ping.
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I thought this was an update to let her know when someone was in the radius. I noticed that when nobody is in it, they are white, but when I entered the scan radius they turned yellow again.
I actually thought it was pretty cool.
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Yeah, solo queue is simply miserable. Thankfully I am just trying to complete the archives, so that has been my goal. I'm not even trying to escape in solo queue anymore. Most games someone will go down instantly, or give up on first hook, or disconnect. If you do manage to get a game without a quitter, you get tunnelling/camping killers, and survivors who are allergic to generators.
I don't really blame them, killer is in a really good spot at the moment, and they only got more powerful. This is coming from someone who has 2.4k hours with 50/50 being survivor/killer. The last time I felt the game was in this state was in 6.1.0 and the following Wesker update, when they nerfed survivors and buffed killers across the board.
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As a Bubba main, I am extremely jealous of my chainsaw wielding brethren.
-I too would love to have no cooldown.
-I would love to have overdrive.
-I would love to not tantrum when I bump, and if I do bump, I would love to instantly be able to use my saw again.
-I would also love to be able to eat through pallets and keep my chainsaw sweep going.
-I would love to be able to zoom across the map and get someone down within the first 10 seconds of the game.
-Finally, I would love to be able to stand just outside of anti face camp, feathering my chainsaw and waiting for someone to unhook.
Billy definitely has it good right now, and we should share the love to Bubba.
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On the other hand, as killer, you can also have survivors run from safe pallet to safe pallet in an endless chain. It feels horrible either way, and there isn't much that can be done about it.
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"I swear I'm using it because I get motion sickness" - Me, who has never got motion sickness once in their entire life.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635676#Comment_3635676
If you have to bloodlust 3 them to "eventually catch up" it is effectively an infinite. Because by the time you catch them, you lost the game. Yeah its not a "true infinite" but its "infinite enough" such that you lost the game.
That's just called a strong loop. As other people said, some of the houses have strong loops, but the rest of the map is essentially a transitional dead zone.
I main Bubba, and I don't use Bamboozle. When people run towards a strong loop (shack), I just leave them and find a better chase. If they complete the gens in those areas, you have even less reason to chase over there. I don't think we should be nerfing strong loops when killers can just ignore them.
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Please no, don't do it, while it is doubtful we will ever be in the same game, I'd rather take a bot. Bots at least know to run away from killers and to not to take their chance on the hook. 😥
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Apologies, my post was not intended to be snide or sarcastic. I was responding to the fact you had basically said you stalked this person's profile for over a year.
I'm sure you "aren't like other achievement hunters", and you are only doing it for yourself, and yet here we are...
Anyway, this conversation has devolved from me trying to provide some insight, and help you overcome it, into something I don't want to be involved in.
Have a great life! 😊
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I have some questions. Why is this bothering you so much? Is it because of the perceived unfairness, or something else?
I have an example of this. I completed all of my killer and survivor adept achievement before the change to the emblem system. I would say it was much harder in the past, as you essentially needed to double pip. Currently, you only need to escape as survivor and get a 4k as killer. Should I be bothered that other people are now able to obtain achievements much easier? Also, how does someone else having achievements on their Steam profile affect me?
I implore you to look inward for the answer to some of these questions. It seems you are hyper fixated on this, and it is causing you some distress. 😊
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I enjoy it, it is a great information perk, just like Kindred. Individually the generator speed bonus saves 5.4 seconds over 90 seconds. It isn't game breaking, but makes the perk worth the slot.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627552#Comment_3627552
Yeah but let me tell ya trying to secure that last kill only to see them save their teammate and to get quad-bagged at the gates is demeaning.
That's one of the beauties of maining Bubba.
On another note, I'm saddened by the fact that pre-endgame you can have two survivors on hooks in the same room, but you CAN'T camp them because of anti-camp. 😥 *sad Bubba noises* 😢
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Find 1, down them, if you can't get them to a hook, leave them slugged while standing over their body. Survivors will either come in for a save, allowing more downs, or they will complete the gens. Either way, you get out of the game. 💁♂️
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I would LOVE a "The Walking Dead" crossover. There are enough good and bad guys in it to make it viable.
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@ohheyitsbobcat said:
They're a fantastic idea from a dev perspective. It's extra incentive to play more then a person otherwise would.
From a personal perspective I also feel the exact same. They give me more reason to stay and play by giving me something extra to do.
I can say with some confidence if not for the challenges I would have left this game years ago even though I'm having fun. They keep it just fresh enough for me to want to stay.
I agree, it is the thing that keeps me interested in the game now. I have got all characters to P3, so I have all perks. Now I am just farming the archives I missed. In fact, I went full nerd and created a spreadsheet for my remaining archives.
Data, tables, and graphs, OH MY!
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Play how you want. The perks you were running encourage that style of play. Honestly, if you were able to get value out of Saboteur and Break Out, more power to you.
However, you also have to be willing to take your lumps if the killer is unhappy. When I play killer, if someone forces a protection hit off hook, I will just go after them instead. They are now in deep wound, so they are vulnerable.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626993#Comment_3626993
Hahahaha, maybe that is a little too much.
But one offering? I see no harm there.
Yeah, maybe. I still have a few on Jake, but I lost the rest on my other characters. :(
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Hell yeah! Can I have all my offerings that I sacrificed for prestige too, please? Been playing since 2016, so it will be all of them.
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@ays12151 said:
Hillbilly will receive good changes. That's good. I like it. What about second Chainsaw Killer? What about Bubba? He needs some tweaks. Are there any plans to buff him in some way?
As a fellow Bubba main, I am terrified of them touching Bubba. I sure would like a basekit Bamboozle though! And maybe some changes to make chilli green instead of purple.
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@DarkSideCookie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563737#Comment_3563737
That doesn't change the fact that you can have scenerio where only option for you is to either let survivor wiggle out or make them bleed out. That simply shouldn't happen.
The only time I've ever had that happen was when I first started playing and mismanaged my hooks. This was before the hook update that made them abundant.
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@DarkSideCookie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563151#Comment_3563151
so 3-gen is always survivor's fault? It can never be just bad map RNG? You have it same with hooks.
Sure, 3 gens can spawn close together, I see it a hell of a lot on these reworked maps. But then you just take that into consideration when you are managing your gens. Out of my 1500 hours, 500 are in killer, so I understand generator and hook management. It is something I keep in my mind.
I love the planning aspect of playing the game. It brings an element of strategy for the game. In other strategy games it is called 'macro management'. In this case, micro would be winning loops, or encounters, and macro is your gen defense, hook spawns, etc.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563151#Comment_3563151
just like generator management is for survivors.
If so, you should not be dissatisfied even if three generations occur closely together. It's the same as that.
I agree, if survivors get themselves into a 3-gen situation, that is their mismanagement.
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I disagree, hook management is an aspect of playing killer, just like generator management is for survivors.
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Nothing but Borgo and Coal Tower here...
Someone in JRM's stream called it 'Red by Daylight' and I absolutely agree.
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I came back from a break since October and I have seen it way more than I did prior to my break. I used to be the only person I saw running it since its buff to 4 tokens last year. I actually came to search the forum to see if there had been any changes to it because it is now being used so much. It is a perk I take on every build and I just hope that it doesn't get nerfed because many people are using it now. 😥
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Distortion is something I always have a slot for as it provides a lot of information while allowing me to play relaxed.
It's something I always get value out of, and as more aura perks are added to the game it will only get stronger.
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Because I'm a loot goblin who loves chests.
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@Neamy said:
https://forum.deadbydaylight.com/en/discussion/comment/3181505#Comment_3181505
He’s still has a slow recovery after vaulting, and at most loops vs a competent survivor he’s an m1, especially if that survivor waits till the last second to drop the pallet
I don't disagree, but killers don't need to be the best at everything. If a survivor is good at looping, that's what bloodlust is for. If they leave the loop, you can usually use power to catch them. I'd consider myself a good looper, but some Wesker's have straight up shut me down because they knew the loop/angles better than I did. I felt like there was nowhere I could go, and not much to do but die in the corner.
But you are right, most Wesker's haven't been that great at looping in comparison, but that comes down to a skill difference.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3181513#Comment_3181513
It’s actually insane sometimes. I remember a chase I had with a legion where I swear on everything I looped the same pallet probably 10-15 times because of how much he respected. It was utterly absurd. He just left, didn’t even get the pallet out of me.
LOL! My favourite at the moment is the front porch of Garden of Joy, it's such a long wall and there is a safe pallet right there that leads to three other loops! Honestly the most fun part of the game for me is finding new ways to link loops without pallets.
I hope to see you in the fog so we can exchange ideas!
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Sorry, I got so sick of getting tunnelled and camped while running fun and off-meta perks that I just wanted escapes. The easiest escapes for me are to slam gens and leave.
I don't want to spend any more time than I have to doing the most boring thing in the game. I can loop without perks, but I'm not going to do gens without them, especially with the 4 slowdown Andys out there.
Also, Infectious Fright and Pain Resonance both counter Hyperfocus. There are so many killer perks out there that can cripple entire builds, use them.
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@I_CAME said:
Eat every safe pallet you see and get them out of the way. When I play survivor I get a lot of killers who still don't understand that you aren't supposed to respect them. Due to this you can often get extra loops in because of the distance the killer loses by respecting. The only exception is if you're playing a survivor who always pre drops pallets. Also take advantage of survivor greed. A lot of good survivors are extremely greedy with pallets because they expect inexperienced killers to respect them. You should be able to pick up on a survivor's tendencies very quickly. You can get a lot of hits against greedy survivors.
"A lot of good survivors are extremely greedy with pallets because they expect inexperienced killers to respect them"
Stop giving away our secrets! I pride myself on how long I can go in chase without using a pallet.

