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Theetis

Theetis

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Theetis
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  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452234#Comment_1452234

    Whatbis interactive about dead hard? Nothing, the killer has to anticipate it. That's called game sense. Try having some.

    Oh no, you suffer from "whataboutism". Let me prescribe you some common sense, take it twice a day after having a meal. With that you should have the ability to acknowledge that the problems I described are just as valid as yours, and you won't feel the need to get defensive over dbd forum posts.

  • They're not overpowered. They're uninteractive. Pretty big difference.

    People who cry "wahh <killer name> OP" are just stupid if they can't even properly name the problem, and their opinions shouldn't be given much attention; more often than not they will be just absurd and entitled.

    People who actually can call out the problem with PH and Funslinger and see that they're not overpowered by any means, but simply uninteractive in chases (which is generally speaking the most fun part of playing survivor).

  • I didn't get the Claudette top even though I logged in today about six hours ago. It is still June 28th for me.

  • If a killer gets any more than one, maybe two kills when camping, then there's nobody to blame but the survivors, really.

  • I'd like to see keys reworked along with their addons to give them unique abilities (and not just a discount bond/object of obsession for 20 seconds). It'd be cool if there were a lot of different abilities you could equip on a key, allowing you to be creative with it. The hatch opening could require a 10 second long action that includes a rapid series of skillchecks (imagine Snapping Out of maddness, but with more than just 3 skillchecks).

    in Keys Comment by Theetis
  • I just find it ironic that some killers complain about genrushing, even though they bring an offering that makes them have to do only 33% of their main objective in order to win.

    Ebony moris really should only work on death hook or, more preferably, if every individual survivor has been hooked at least once. That way killers wouldn't be able to tunnel someone for an instant mori, and they would actually have outskill four survivors in a chase before he gets to wipe them all clean on a whim.

    I personally just don't even care about the match when a mori is used; I'll probably just loot chests, get totems, practice moonwalking and suicide on first hook when the killer eventually gets me. I see no point in trying to win if the killer can just win by doing the bare minimum.

  • I feel like it would discourage being creative with your builds, rather than encourage it. I'll pass

  • Roleplaying as a Blendette and genuinely being horrified of the killer is actually surprisingly fun. Gets your blood pumping.

    But then I remember that there are other people on my team that I'm actively screwing over by just existing if I play like that.

  • Detective's Hunch + Inner Strength + Kindred/Bond

    The solo-queue life insurance.

  • Ah yes. All human beings who play a certain role in the video game ALWAYS ACTS THE SAME WAY.

    Come back when you take your training wheels off.

  • So basically, buff already strong/mid-tier killers/killers with instadown addons, but don't help the killers that actually struggle to keep up with the game's pace?

  • Getting to boop the Piggu's snoot.

  • Breakable walls should never be used for regular tiles such as jungle gyms or L/T walls. Those tiles are nowhere near being overpowered, and the killer can use his skill to mindgame survivors on many occassions.

    I personally don't even know any old maps that breakable walls could spawn all over the place, other than Lery's and maybe Hawkins. The only places I can actually imagine them spawning in would be certain main buildings, but there aren't many spots that could fit them in without having to alter the entire building's layout. The map reworks also took care of most problematic window loops, which is basically what breakable walls were meant to counter, so yeah. I don't know what the devs would have to do in order to get them to spawn on all maps.

  • It doesn't have a functional ranking system, therefore there is no point of trying to be incredibly competitive about it.

    Until ranks actually matter, I will consider this game as casual

  • @Dwigtht said:

    I don't know why people complain about "Dwight the brave"... if you have completed the challenge in a second try... 

    It is fine. It is challenging, requires some luck and good map, like The Game, but you can complete it. 

    Remember this?

    https://us.v-cdn.net/6030815/uploads/SPWLQN2JFO00/image.png

    This one was doable in a duo SWF, and you're not being useless while doing the challenge.

    Dwight the Brave on the other hand ends up screwing the entire survivor team over.

  • It's not RNG. It always spawns like this.

    It's also a potential infinite loop if the killer breaks a specific set of walls.

  • Looks like something that you'd find in yandere simulator's code

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338465#Comment_1338465

    My 4th slot which is where I put Botony if I'm using is a rotating slot that changes depending on challenges, dailies, or whatever. I do actually like using Botany a lot not just for self healing but also because it makes healing others faster. However, the seconds it saves tends to be rather inconsequential. The one that matters so much that time spent healing is irrelevant is whether or not I'm injured when the killer finds me. And Self-Care is the only one to garuntee that you have a way of healing yourself. It's awesome when other survivors are smart enough to heal you. Medkits are cool but limited. Inner Strength is nifty but barely saves any time over self care and is limited in its use. If you want to rely on luck or limited use heals, that's up to you, but I'm going to rely on the most reliable way of getting healed when nothing else heals me.

    https://forum.deadbydaylight.com/en/discussion/comment/1339305#Comment_1339305

    When you include travel time, it ironically ends up being almost the same amount of time. Inner Strength also forces you to forfeit performing any other actions. Inner Stength is pretty brutally countered by killer instinct if you going for counters not to mention Iron Maiden which shows up on Huntresses. When you get injured with Inner Stength you obviously have to do it all over again as well. I'll admit inner strength actually does work towards an objective and that's where it shines over Self Care. Who in the hell thinks that synergy and specific builds are actually a bad thing?

    While half of your Inner Strength points are true, half aren't. The survivor is clearly not free to do whatever else they want to use Inner Strength. There's 3 perks that counter hex cleansing and two that counters locker healing. Haunted Grounds shows up quite regulary expecially on Spirit, Iron Maiden shows up on a number of Huntresses, Thrill of the Hunt is used in totem builds, Stridor shows up on a number of killer especially Nurse, and let's not forget killer instinct which is basekit for Legion. And I don't even know how to respond to the fact that you're boasting the synergies of Inner Strength while implying the synergies of Self Care are a fault.

    But you've clearly neglected to mention the biggest faults with Inner Strength. First, you actually have to find a totem which will take so much time that when you add it to the cleanse time, locker finding time, and locker hiding time, it goes way beyond the time it takes to self care which you can do anywhere without any setup. Second, you're dependent on other players not finding totems before you which would completely ruin your use of Inner Strength. The third problem isn't that big of a problem, but it is important to mention that Inner Strength actually encourages not doing totems once you have your Inner Strength primed otherwise it would be a waste of a future use of the perk.

    The perks you're mentioning that "counter" Inner Strength are niche perks that are usually used on individual killers occasionally or just specific builds in general. With there being 20 killers in the game, the chance of getting them is rather low. It's like arguing that it's not worth to bring healing perks or medkits at all, because you can run into a Plague, or go for a stealthy build, because there's a chance that the killer will be a Wraith with the purple All-Seeing addon.

    Inner Strength can be activated at the very start of the match, when you just spawned and decided to look for a totem nearby. After that, you've got a 8 second heal available to you at all times. Trust me, it's not uncommon to do a totem at the start of the match, and become injured only after about 2-3 gens are popped. When that happens, you can spend 8 seconds in a locker to heal up and reclaim your momentum by pressuring the killer once again. With Self-Care, you'd have to spend at least half a minute not doing anything, giving the killer an opportunity to snowball, since there's one person less doing anything productive.

    If you play this game a decent amount of time, chance is you know where totems can spawn. The only maps you can truly have problems with are Lery's and Hawkins, which is only two maps out of thirty five.

    I think you might've misunderstood my point about perk synergy. I'm not saying that Self-Care having synergy with Botany or medkits is a bad thing, nothing of the sort. What I meant by that is that the synergy sacrifices multiple perk slots, and an item slot, in order to just get better at one, specific thing. Inner Strength however synergizes with perks that cover areas other than healing. Combining it with Head On and Quick & Quiet gives you a chance to confuse a killer in chase, heal during those 8 seconds, and then stun him when he figures it out. It lets you save your teammates as well. Combining it with Detective's Hunch gives you a lot of information; it helps you navigate maps such as Midwitch, Lery's, The Game, Hawkins by telling you the locations of generators, it helps you prevent 3 gen setups, because you can see exactly which gens are close to each other. It also shows you the auras of totems, and more often than not, with just one gen popped you already get to know where all five totems are. It is especially valuable as a solo survivor, because you get a reliable way of self healing and a lot of useful information throughout the trial.

    Regarding this statement: "The third problem isn't that big of a problem, but it is important to mention that Inner Strength actually encourages not doing totems once you have your Inner Strength primed otherwise it would be a waste of a future use of the perk."

    I think it all just comes down to how you use it. If my team is ahead and I see there still are three or four totems on the map, I will go destroy them even if I've already got one for my Inner Strength. If there is a Hex perk that I know for sure isn't Haunted Grounds, I will destroy it as well.

    All totems being done even halfway through the match is something that happens very rarely, so that shouldn't be an issue.

    Finding totems isn't difficult either, because if you play the game enough, you should have a general idea where totems can spawn. The only maps that can be actually problematic are Lery's and Hawkins, but that's just two maps out of thirty five.

  • I'm not sure I understand this correctly.

    Does he simply teleport to the animatronic's location, like Freddy teleports to generators, and then gain the corresponding effects?

    If that is the case, I feel like having only six animatronics by default might not be quite enough. There already are seven different generators, and when some of the animatronics end up spawning at a gate or a hook instead, and one is guaranteed to spawn in the basement, it might not let him properly pressure the map.

    Since his power acts purely as a mobility tool, he's got nothing to help him in chases; he's just an M1 killer. Because of that I think there should be at least 8 animatronics by default, so he can move around the map more freely.

  • @Mookywolf said:

    i wouldnt mind seeing FNAF come to DBD, i just dont really know how well it would go though. Spring Trap is definitely the bed choice for the killer, but i have no idea what his power could be that would fit both the mechanics of DBD and the feeling of FNAF.

    as for survivor... unless Scott Cawthon would be willing to show what one of his characters looks like, fully, i dont think theres any options. from what i can recall, every normal person has either just been mentioned by name, seen in the shadows, or just shown in an 8 bit minigame/cutscene. but i could be wrong on that.

    the only thing i can really see working for sure is a map. we even have layouts thanks to how the FNAF games work.

    I had an idea that Springtrap's power could somehow be tied to Phantom animatronics from FNAF 3. Their purpose was to hinder the player and allow Springtrap to get closer to the office.

    I think the easiest way to explain the idea would be that it would be really similar to Hag's traps - when a survivor steps into the radius, they are triggered and a Phantom animatronic pops out. The survivor screams, revealing their location, and is then inflicted with a status effect, which differs depending on what Phantom was used.

    It's very similar to Hag & Freddy, but it is something to start building off of.


    Regarding a FNAF survivor... There doesn't have to be one. It could be a paragraph, like Leatherface, Ghostface and Ash.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339250#Comment_1339250

    It is because then you make a 7k offering do nothing but lose you points and rank..plus its lazy

    You lose rank with moris either way. Killing everyone off of first hook with an ebony mori actually gives you a depip, a black pip best case scenario.

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339260#Comment_1339260

    The point of a Mori is to quickly and effectively end the match. Pig's RBTs work the same way. Survivors keys work the same way. I don't think anyone particularly has a problem with a Mori itself, it's the players who use it to tunnel other players immediately out of the game. It shouldn't be based off death hook. At that point, what's the point besides a drawn out (cool) animation? It's probably quicker just to hook someone rather than Mori them.

    Pig's RBTs aren't meant to primarily kill survivors. They're supposed to help Pig apply pressure by ensuring that trapped survivors aren't working on the objective. RBTs are potentially lethal when Tampered Timer + 5th box addons are used, otherwise survivors have plenty of time to get the trap off. If they don't - they die, and that's a bonus for the Pig, but that is not the primary function of RBTs.

    I agree with Keys requiring changes though; I don't think moris nor keys are fair, since they both just cut the game short. I will however say, that the amount of effort survivors need to put in order to get a 4 man hatch escape is vastly disproportionate to how much less effort a killer needs to put into getting a 4k with moriing everyone off of first hook.

    There are two simple ways to change moris without having to overhaul their entire mechanic, and that is either to make them usable only when a survivor is on death hook, or if every individual survivor was hooked at least once. I would be fine with either of those changes, and I might actually start using them myself if that were to happen. Until then, I will despise them as a mechanic both as a survivor, and as a killer.

    I do have some different ideas for keys as well, but this thread is not the place for it. Maybe I'll create one myself if I can't find a relatively recent one.

  • Self Care:

    • takes 32 seconds flat
    • in order to heal you forfeit performing any other actions
    • it is affected by a lot of commonly run perks and addons; sloppy butcher, thanatophobia, dying light, mangled addons
    • whenever you get injured, you have to do it all over again
    • you're not working towards any objective whatsoever
    • synergizes with Botany Knowledge and Medkits, which only encourages a healing oriented build, rather than diversity

    Inner Strength:

    • takes 14 seconds to cleanse a totem, and 8 seconds to heal, not including travel time
    • can be activated preemptively in order to use later
    • the survivor is free to do whatever they want: works on gens, loop the killer or anything else they please, all that with a heal available at all times
    • no commonly used perks or addons affect totem cleansing nor locker healing
    • you're working towards the second objective, which is cleansing totems. It also helps you prevent NOED.
    • synergizes with perks like Quick & Quiet, Head On, encouraging diversity; this combo offers stealth, survivability and chase/utillity potential, as well as Detective's Hunch, which gives the survivor immense amounts of information


    Sorry, but Nancy is just more efficient at taking care of herself than Claudette.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339250#Comment_1339250

    If you wanna make them useless, sure, that's a good way to go about it. If you want to make them fair, however, leave them the way they are and have survivors up their game for once.

    If a mori suddenly becomes useless because the killer actually has to work for his kills, then I don't know what to tell you. Spare me yet another paragraph of why you love moris though, I'm pretty sure I've already seen three of those coming from you.

  • The simplest change moris need is to make them usable only once a survivor is on death hook, it really ain't that deep.

  • That would be a direct buff to Mad Grit, so I really want that to be a thing.

  • The only change I noticed is that Jane's ponytail doesn't move at all now, while all the other ponytails still bounce around like some fanservice anime breasts.

  • I'd much prefer original killers over licensed ones.

    However, the ones I would personally like seeing are:

    The Xenomorph from the Alien series

    An Amnesia: Dark Descent themed DLC. The Servant Grunt is the most iconic enemy in Amnesia, though there's not much for him to get a unique power in DbD, so that's a bummer.

    Springtrap from Five Nights at Freddy's. Just because if the FNaF dlc ever were to happen, I'd be kind of mad if it wasn't Springtrap.

  • It seems like it actually is. This however does come from official game artwork, and I think it's the most recent game? Can't tell, didn't really follow the games ever since Sister Location.

    Springtrap does look significantly better and less cartoony there. Not sure why his eyes are glowing red though, it's probably something that just happens in one of the later games for some reason.

    Untitled Image


  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335831#Comment_1335831

    No perk should completely counter a Killer like that.

    There are perks that *helps* countering them like Spine Chill with Stealth Killers or Spirit, Iron Will with Spirit, Calm Spirit with Doctor, hell, Self Care with Freddy (to wake yourself up same way you did with Old Freddy)

    But OoO is just a hard counter that makes facing Freddy stupidly easy.

    Freddy nearly completely negates Borrowed Time for free, so I guess it's only fair that a different and much less commonly used perk nearly completely negates his mindgame efforts for free.

  • Kingfield.

  • Yeah, kind of. My two friends have burnt out on DbD, so if I end up playing survivor, I'm solo queueing. Depending on the day it's just a bunch of deathslingers, spirits and freddies so it's not a really enjoyable experience, especially if the survivors also happen to be potatoes (which isn't that rare either).

    I don't really play killer much either, unless I REALLY feel like doing that.

    I've also completed all the archive challenges available, so I just kinda feel like I don't have a purpose in the games. I might just start memeing as killers, relax the atmosphere for the survivors a bit and all that.

  • Trapper - make his yellow addon, Trapper Bag, base kit.

    Wraith - without Windstorm addons, the movement speed boost from his power is way too small to really help him move around the map & apply pressure. Therefore, I think yellow Windstorm should become base kit, so Wraith can use different builds without being at such a big disadvantage.

    Hillbilly - nerf the "Crack Billy" combo of addons. Maybe make his yellow steering addon base kit too, because it's just atrocious to play him without at least that.

    Nurse - I don't even know what to do with her at this point.

    Huntress - remove/rework Iridescent Head. Improve the dedicated server experience.

    Myers - no changes needed

    Bubba - either improve his chainsaw charge & movement speed values, or make some of his yellow addons involving those stats base kit. Fix the Chilli addons, because they STILL don't virtually do anything.

    Pig - make it so the survivors will never remove a RBT with their first box, to make it so she gains pressure even if survivors got really lucky. That slightly reduces the fact that her performance is heavily RNG reliant.

    Freddy - take something from his kit away, because he's heavily overtuned. I like the idea of making Dream Pallets base kit, while the Dream Snares become a purple rarity addon, which would be more adequate to their strength, and Freddy would actually have to use an addon slot in order to have a stronger power, as with his current state it's exactly the opposite.

    Plague - no changes needed

    Ghostface - all there needs to be done is to fix his reveal mechanic, because sometimes you can reveal him through solid walls, and sometimes you're staring right at him and he doesn't get revealed at all.

    Hag - it might be my personal issue, but I hate how the traps forcefully rotate your camera as survivor. Other than that, Hags are usually using a very boring playstyle of camping hooks even if they're half the map away. Maybe her traps should disappear if they're too close to a hook or a generator, similar to how Pyramidhead's trenches work? You can crouch over both of these powers, so it would fit.

    Doctor - his Iridescent King addon should give him some sort of a downside. It's basically 6 addons in one but without any drawbacks. However, I think that his base shock range is simply horrendous, so his brown addon, Mouldy Electrode, should become base kit.

    Clown - his power isn't horrible at what it's supposed to do as long as you're using addons. He can actually be really oppresive in chases, it's just that he lacks in all other departments. I saw a nice suggestion back in the day that he should have access to multiple different potions, and they would have different effects and purposes, such as being able to zone off survivors off of generators by leaving a gas that lingers for a long time, and applies status effects that discourage survivors from staying in the area.

    Legion - I honestly like them the way they are, even though they're not really strong. I find it so enjoyable to just run around the map and chain frenzy hits for several minutes straight.

    Spirit - I'd give her some sort of visual clue that she's actually phasing, so survivors get to react and juke accordingly. No, the glowing shards or hair physics bugging out don't count, as they're inconsistent and/or can be covered up with various skins.

    Demogorgon - I'd lower the volume of his footsteps, and remove the indicator that he used a portal (perhaps incorporate that into an addon?). The Devs clearly wanted him to be able to use stealth to his advantage, but all these audio cues make him as sneaky as a Legacy 3 survivor.

    Deathslinger - quickscoping shouldn't be a thing. Huntress and Plague are balanced ranged killers, because they have clear indicators (both visual and auditory) that they're about to use their powers, as well as windup that prevents them from being able to use it within less than half a second. Deathslinger is able to raise his gun, aim and shoot all in a span of 0,125 seconds. It should not be a thing.

    Oni - I feel like his power is a bit too forgiving if you end up missing. He's really strong and has insane snowball potential if played right, but he's not really punished whenever he misses a Demon Dash swing. Maybe he should lose a portion of his power bar for missing?

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335336#Comment_1335336

    So I'm in the high ranks on PC, seeing Killers running NOED is few and far between. The ones that do run it based on an end-game build (I'll run a build like that too sometimes). Even when rank resets and I play with the lower levels, NOED isn't a big deal. Because when a bad Killer uses it, 9 times out of 10, they're going to camp that hooked Survivor. You got 2 options, escape with whoever is left (Avoid the 4k), or go find the totem, destroy it, and do a save. It's not complicated, especially when the Survivor is good or the team is coordinated.

    Endgame builds might be a result of the archives having a challenge to hook four survivors during EGC. I don't actually mind NOED when the killer is dedicating his perk slots to a full endgame build, because it's actually part of the bigger strategy, rather than "i'm just gonna run game stall perks but still equip noed because i'm insecure" type of thing.

    It is a fully counterable perk though, that is true.

  • It wouldn't make sense lore-wise. In F13 there are like, eight 'survivors' if I'm not mistaken? They're all in the real world, and nothing is hindering them from fighting back, which is why they're even able to pull off the "kill Jason" stunt.

    In the Entity's realm, it would be never possible. If any group of survivors tried to gang up on a killer, the killer would probably win without much effort, and if somehow the survivors would start overpowering him, the Entity itself would intervene.


    Trust me, I would love to be able to murder any Spirit I see by crushing her head with Jane's thighs, or having Nea just perform a mori of her own, but it's just not gonna happen.

  • @Desh said:

    If Survivors were playing well, how did the Killer end up with a 4k? Killers don't suddenly increase in skill because of NOED. If you're that naive to not do bones, or for all 4 of you to run straight into his attack, that's on you.

    Even a good survivor might have trouble with a killer that suddenly moves slightly faster than Bloodlust 1, and can still build up said Bloodlust. The exposed status is fine, it's the movement speed boost that's actually the biggest issue with the perk (other than bad killers relying on it to get pity kills, but we can't really change that unless the perk just gets completely overhauled)

  • Ok but honestly, I genuinely think the toilet paper hair looks better. It makes it look as if her hair has much more volume, and I love it.

    in HQ Hair Comment by Theetis
  • If that would mean that every Blendette was forced to have that aura following her 24/7, I'm down.

    It wouldn't encourage me in the slightest to prestige any of my characters though.

  • @Danitu69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335244#Comment_1335244

    Are that all the exclusives, because if that are all the things I can't get maybe I'll live through it :). But it's such a bummer for me that it's not possible to collect everything. I love DBD and I hope that in the future is possible to get some of the exclusive stuff.

    There's also a bunch of event-exclusive cosmetics that most likely will not become available ever again, such as the Hound Mask for Huntress, Scorched BBQ top for Kate and weapon for Billy, that kind of stuff.

  • At least make her moan and yell and do duck sounds at shorter intervals, or lower the volume of them. It's just really annoying to listen to.

    "oooh entity i want to sacrifice these survivors for you but i'm so damn loud the sound of my moans keeps alerting the blendettes across the entire map"

  • For killers:

    Completely overhaul Iridescent Head.

    Greatly reduce the length of exhaustion addons, if not rework them into a different effect entirely.

    Freddy's dream pallet addons should be turned into dream snare addons, and only be available at green/purple rarity. Dream pallets should become base kit.

    For survivors:

    Odd Bulb, and other addons that extend the blind's duration. They're inefficient for flashlight saves, and blinding at pallets is already annoying enough with sounds being broken 60% of the time.

    I wish keys had more... unique and interesting features attached to their addons. Currently the addons just let you have a discount Bond or Object of Obsession, but for much shorter periods of time. It's not really original, since maps are already used for aura reading. I'd increase purple & green keys' amount of charges as well.

  • I just run Inner Strength and Detective's Hunch so then I can poke some fun at N OMEGALUL ED gamers.

    I've got to hope that my teammates aren't potatoes though and we actually get to finish the gens.

  • It doesn't help that you can often find three different hooks in a 25 meter radius on most of the maps either.

  • Imagine if survivors had "ultra rare" offerings that appear in every single bloodweb, and their effect is that they make it so there's 1less generator needed to be completed during the trial. And they also stack, meaning survivors can use four of these.


    You see why moris are a badly designed game mechanic now?

  • I often forget to even equip them, but my Dwight's wearing the nectar vial, the glowing lamp and the pizza slice.

  • How would you stop them from splitting up though? Glue survivors into pairs?

    They're just playing smart, and must have been playing smart from the very beginning of the match if they worked on generators in such order that resulted in the last four gens being far apart from each other.

  • Play against:

    Prior to dedicated servers, I really loved going against a good Huntress. A chase against one is thrilling when she's going for all the spicy hatchet throws. Currently the latency makes a lot of hits look really stupid though, so nowadays it's a bit frustrating.

    Other than that, I don't really mind most killers. Usually it's the player's playstyle that makes the match either fun or boring.

    Play as:

    I really like Doctor because of how effortless he is at gaining points. My favorites though are Pig and Demogorgon, because I love running Save The Best for Last and it works extremely well on them, and both have some nice qualities that let me meme with survivors if I so desire.

    I find playing as Plague and Legion quite fun too.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333333#Comment_1333333

    https://forum.deadbydaylight.com/en/discussion/comment/1333339#Comment_1333339

    You see Freesham people like Theetis think “interacting,” with the killer means dropping a pallet and running around in circles for 20 seconds before moving on to another loop. They also think Freddy is boring and Doctor is OP so they will kill themselves over and over until they get a game against Clown. Then they proceed to escape and say “get gud baby killer,” in end game chat

    Darn, you figured me out. It's true, I main Nea, run DS Unbreakable, OoO and DH, always bring purple flashlights and click them with a macro at every killer and teabag at every opportunity to show those baby killers who's the boss. I also do the toxic 360s and yell ADUUUUUUUUUUUD when the baby killers at rank 20 that I purposefully deranked to get spun. I moonwalk 24/7 to assert my dominance over all the boosted killers, and when we finish genrushing them me and my toxic deathsquad SWF team laughs at them in a discord call, while we click flashlights and teabag them at exit gates. I also have three youtube channels where I upload 360 montages and DbD funny moments, and people like no0b3 bow before me. My steam name is Hex: BabyKillerSpinner/t.tv to advertise my supreme display of superiority over all the whiny killer mains.

    Kappa.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333266#Comment_1333266

    https://forum.deadbydaylight.com/en/discussion/comment/1333280#Comment_1333280

    The first chase you’re blind but after that you know what she did the first time so you assume she’s going to do it again and do the opposite. Or you assume she’s going to assume you do the opposite and she’ll react to that.

    You call that guessing If you want I call it a mind game.

    Its like poker if a guy bets really big and you see he bluffs and then bets really big again later is he bluffing again or was the first time to set you up?

    In baseball if a pitcher had thrown a first fastball when you last set batted is he going to do it again or will he switch it up.

    Again you can call these guesses Or coin flops but anyone who’s ever played sports or games will tell you these things aren’t pure luck. Blaming everything on luck is just making excuses for losing.

    Oh darn, you're supposed to have more than one chase with the Spirit? It's weird, for some reason whenever she downs me and puts me on a hook my character unvoluntarily tries to unhook themselves, and then my struggle button isn't responding at all.

    Maybe it's a part of her mindgames too.


    I guess that works out though, because I get to move on to a match where I actually get to interact with the killer during chases.

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