TicTac
TicTac
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827814#Comment_1827814
He will eventually depip and lose his ranks.
Bloodpoints have nothing to do with rank. Emblems have a system to punish camping. While it does not stop camping, i see less camper in red ranks. But im not sure the emblem penalty is the cause of it.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827807#Comment_1827807
More like the first hook give you 50% less BP and even less if you stay near near the hook and the third hook give you 150% or heck 200% BP.
Yh there are clearly some ways to implement it. But what happens when a player doesnt care for bloodpoints?
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I think they dont really care anymore for the emblem-system. Too much work for a system which they will replace.
The vile purge bug is old, otz showed it maybe 2 months ago and its still not fixed.
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@BananaBlooD95 said:
IMO if we want killer to aim for 12hook it should take like 20s big max of 25s to down someone.
It take a total of 400s to do 5gen at 80s. At 20sec for a down it take you 240s and the remaining 160s are used to roam/find survivor.
With that I'd make it so you get increasing amount of BP for every hook to encourage killer to go for a 12hook combine with loosing more BP when they stay near a hooked survivor.
If the game would encourage killer to get 12 hooks and give him BP penalty for focusing on 2 survivor early while not taking them too long to down a survivor while in a chase I think it would make the game more fun for both side.
Currently survivor do not have to manage their time if they are against a mid/low tier killer with good add-on/perk included which is bullshit for the killer who have to manage their time perfectly or have to sweat all game.
A bloodpoint bonus wouldnt fix that. There are some like me who dont care for BP anymore and others who care more for not losing.
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@Actionjacksn said:
https://forum.deadbydaylight.com/en/discussion/comment/1827688#Comment_1827688
Rather no second chances as survivor than no matches as killer...
You mean rather no second chances as killer
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Trapper needs certainly buffs like a fixed escape time.
But when we look only on the problem with the traps availability, i would fix it like that.
Basekit 2 traps.
Give trapper a ability, where he can teleport a trap in his hand the same how freddy teleports to gens only in reverse. With a cooldown maybe depending how many open traps are on the map.
As nerf make it impossible to use three traps in the same location. (Size of the shack)
It would be easier then to fix the traps spawn location, when all traps would spawn in the middle indoormaps or hills can make it still annoying.
The nerf is to weaken the shack basement tactic. It would be too easy to get enough traps near the basement with the new ability.
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I know. But the game is at fault, why does it give survivors so much more bloodpoints. Its obvious that then everyone will play killer.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1827483#Comment_1827483
Nah. Like I said there isn't going to be one magic number because it depends on resources, how close the survivor is to good zones, ect, and ideally again you want there to be high variance even with skilled survivors.
I would say with two top level players at a super optimal level it is realistic to expect each hit to be as short as maybe 7 seconds (The survivor loses a 50/50 right away) on a mid tier loop, or maybe 10-15 on a strong loop (they lose a 50/50 twice in a row). On longer loops, the 'upper end' time limit can balloon out, but because 50/50s are an endless gamble realistically a 'strong' loop should last 20 seconds top maybe on average before you need to win a 50/50 to bail out, at which point obviously, all play being equal there is a 50/50 shot you eat a hit.
But, again, its more of a toy problem. In 'real world' scenarios even among equally skilled players your more expecting to predict the chase based on starting location rather than an 'average.' The 'average' result is actually going to be quite rare, you will expect the killer either to catch the survivor out in a bad spot or force them to expend a resource that makes a location powerful quicky, or the survivor gets lucky on a few 50/50s in a row, or lands a good juke to break chase for a bit, and basically 'resets' the chase time.
Also, a good player should feel forced to eventually drop a chase against a killer they can't actually predict/fool, which would be one at entirely equal skill, because in that scenario your just constantly flipping coins in the chase and the survivor has way more on the line than the killer. So that equal skill toy problem is assuming the chase 'ends' when the killer eventually grinds out the chase and downs the survivor, which in theory happens because BL3, but realistically the survivor should break chase well before that as their 'win' condition for the chase.
Against an inferior killer, chases in theory could last indefinitely. We all have seen the YouTube vids. And, again, IDEALLY vs an inferior survivor, chases should end FAST. But DBD has a structural problem with its mechanics where even moderately optimized play can create a rather long minimum chase time, which is why you see so many boosted animals in rank 1 absolutely losing their mind vs Huntress or Nurse with no idea about any counterplay tactics that work against all killers because they never had to use them to grind out time. Conversely its generally easier for a killer to 'force' a chase win EVENTUALLY, which is why survivors hate bloodlust, even though bloodlust is, in fact, a good mechanic that will punish whichever side is doing the chase 'wrong' based on context. Also, said forcing comes at cost to killers that minimally optimal play doesn't for survivors, so it isn't a linear comparison and its fair to say the wonky skill floors of DBD are way more of an issue than killers eventually winning chases (mainly killer is OP until survivors become minimally compitent, and then it suddenly becomes dramatically harder and, more critically, a more frustrating experience, while survivors don't need to develop new core skills for a very long time, its WILD how many Red rank survivors don't even know how to 50/50 or do fast vaults in tight spaces).
But if you were to put a gun to my head, I would imagine the average chase being a strong zone, linked with an incidental 'linear chase only' weak pallet to a medium zone. So played well it would be like 30-40 seconds. That makes the game in theory mathematically impossible for the killer to win 'on average' but obviously the way DBD works makes sneaky hits or sudden 50/50 victories create a real possibility and chases would trend lower than this when played well by both sides FAR more than they trend higher, its just that infinity is a pretty big number that pushes that average up, with some maps even having pseudo infinites vs non 4.6 MS killers with certain powers in certain zones. So, you know, maybe your chase ends in 10 seconds vs equally skilled survivors because they try to stay close to use a resource and you just out 50/50, maybe it takes the entire game because people know some tech from under the docks in swamp and your a Slinger.
Which tech under the docks do you mean? I think this tile is too strong, but is there a tech?
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@[Deleted User] said:
It's hard to give an exact number. It depends a lot:
- Is the chase occurring next to a gen that was being worked on?
- Is the chase occurring next to a hooked survivor?
- Which map are you playing on?
- Which killer are you playing/facing?
People don't think about that, but where and when you take your chases sometimes matter more than downing the survivor fast/looping for a long time. When people say things like "my chases were 10 seconds long and I still lost all gens" or "I looped the killer for almost a minute and we still died" it's probably they took their chases on the wrong places and the wrong time.
If you're a survivor and you loop a killer for one minute, but the chase occurs near a 3 gen or a hooked survivor, the killer is in fact the one that won the chase. If you're killer and you down a survivor in 10 seconds, but the chase occurred far away from your gens on the corner of the map, the survivor was actually the one that won.
So for you its important what impact the chase had on the game.
So as survivor you depend on that what you teammates do.
What is a win for you as survivor? Escaping, pipping, etc. ?
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@Pythonheir said:
https://forum.deadbydaylight.com/en/discussion/comment/1827638#Comment_1827638
Not impossible, just takes a lot of skill and intricate calculating and concentration on everything going on in the game. A on par Killer has a general idea where everything, and everyone is on the map and then plays accordingly.
No i meant its literally impossible with some killers, bc you need the time to catch up after the first hit.
And what you describe has not much to do how to end chases fast, you deacribe how to play good as killer
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@Pythonheir said:
https://forum.deadbydaylight.com/en/discussion/comment/1827452#Comment_1827452
No I mean down. It only takes 44 seconds for a gen to finish, and sometimes takes more than 10 seconds to get across the map. Getting a hit in is fine, but if they are not down in 20 seconds - leave.
I probably should add that you want 2-4 hooks between each repaired generator, and the first two generators are going to usually go after 1-2 hooks.
Its impossible to get a down with most killers in 20 sec, when the survivor just holds w.
But yh you would need this time against a good survivor team.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827535#Comment_1827535
You win a chase when you break LoS and lose the killer, period.
But I asume you meant "how much time do I have to run the killer in order to feel like I've beat him". Depends on you, do you care if you pip or not? Do you care if your teammates make It out alive or not? Do you care if you get out alive? I personally feel good if I get a black pip just from 1 chase in those games which you get tunneled from the very start of the to your last breath.
I dont care if my teammates make It out alive or not when Im in a chase because I have no control over what they are doing.bI dont know if they are doing gens, totems, chests or just crouching and messing around so I just focus on my pip, if I get tunneled for enough time to get a black pip that's a win for me, maybe there are no gens left or maybe there are still all 5 of them, I dont really care anymore, that's how you have to think when you play solo, otherwise you'll get crazy.
Im playing solo and dont care for pips. Im the maniac who tries to rescue as the last survivor against a T3 Myers in the endgame. The chance is high that i will die, but no risk no fun.
Solo can be frustrating, but after the match is before the match. What happened in the match, doesnt affect me after the match ended. Special things like getting left on the hook for the entire 2min, when the killer is on the other side of the map affect me sometimes 5min or til the next match starts.
When i wanted to escape every time, i could play swf.
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@Axe said:
if the killer keeps getting outplayed, then it should last until he makes a good move and manages to outplay the survivor.
So in theory it should last forever if the killer always end up making the wrong plays
Yh ok i guess you mean no bloodlust. But how long need a chase to last til you would say you "won" as survivor?
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@dezzmont said:
At equal skill level with a killer lacking chase ending powers, I would say 10 seconds for every 50/50 won at mid-tier loop spots, 15-20 at strong spots, and insignificant amounts at weak spots.
This one is tricky though because you WANT chase length vs equally skilled players to be variable as you want some guesswork and skill to be in chases, rather than it being a mechanical function of how well you use resources. Chases are at their most boring when 50/50s and jukes don't matter, but you need chases to last SOME length of time between those or else that sick 50/50 doesn't matter because buying you an extra trip around the loop doesn't matter. So chases need a 'lower bound' when played correctly. But they also need an upper-bound, ideally one not as long as BL3. This is accomplished by limited usage of windows, pallets, and how 50/50s don't buy you a chase reset fully most of the time.
Most intensely survivor sided maps are caused by not having a sufficiently low upper bound of chases by having too many resources 'strung' together. Think Lampkin Lane, just too many places to do vertical loops. Conversely, most killer sided maps aren't defined by having no resources strung together, but instead being extremely small and lacking resources at ALL. Think Game, think Hopkins.
This is why the Ormond and Autohaven reworks seem to have focused on injecting deadzones into maps with too many 'chained' resources, which I think is clever. You want to end the current loop with a won 50/50 because you need that extra bit of distance to make it to your next resource, and resource conservation matters, but those maps have plenty of strong resources and resources that 'bridge' strong zones, unlike say... old autohaven which was just one massive chain jungle gym. I think the devs learned that resources are exponentially stronger the closer they are together, because chases baloon in upper end timelimit non-linearly. 2 windows make a chase far more than twice as long as one window, 3 more than twice as long as 2, ect.
So the average chase should last 30 sec? (2 hits)
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Doctor is great against bad player, which rely on stealth. Dont get me wrong its ok to play a bit stealthy, but know the time for it.
For example when the doctor hooks somebody near you, hide in a locker not crouch behind a bush. The static blast in the next 5 sec is obvious.
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@Drywatr said:
Doctor is more busted then freddy. A killer who can find survivors by a press of a button without any perks or add ons is already op. Then put in his never cooldown shock its ridiculous. I used to love playing doctor now i wont touch him. He's boringly easy to play
You know that this game is more about downing survivor then finding them? Its not a stealth game, where the survivor is dead, when the killer sees him.
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When ruin is up, you get great value. With the tinkerer information you can force the gen to regress.
But unlike with other killer you will never get a hit bc of undetectable.
So with ruin gone you have a problem. You teleport to a gen with ca. 75% and the survivor runs away. What do you do? Wait at the gen to regress with the normal rate? Chase the survivor who runs just away?
Sure, tinkerer is better with ruin up on every killer, but with freddy you shouldnt get hits out of it. Thats why PGTW with tinkerer is better on other killer. They can get a down with tinkerer and then use pop.
Tinkerer has still value with freddy, but without ruin its more like i can delay this gen a bit, but not stop it. Its still good to have the information, but you can get better value with other perks.
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@Pythonheir said:
If you don't down them in 20 seconds or less - leave
You mean hit, right?
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When you hide and get found, and most of the time you will get found, you tell the killer basically: hey im not confident in my chase ability, im the weak link, you have an easy time with me.
Hiding has its uses, but when you try to hide every time, you are predictable and you make it easier for the killer.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/1825973#Comment_1825973
If you're getting your power solely through farming blood from one survivor, you're playing Oni wrong, in my opinion. This is only a decent idea if the map was something like old blood lodge, or you had blood orb addons, or nobody was anywhere close to you, or something. It just takes far too long otherwise, by the time you down them your power will not be full and probably just 75% or so, and two-three gens will have popped. Splitting pressure, nine times out of ten, is the best thing to do if you can't hit the first survivor immediately afterwards. Plus, this is assuming there'll be god loops and pallets everywhere; if that was the case, why not use them before you get hit. It's a cool concept but ultimately largely ineffective.
I wouldnt say that is playing oni wrong. Getting two hits at the beginning with a tall, 32m terror radius killer against a team on high level, which has every pallet available, can be a rough start.
When survivor vault you can get a decent amount of orbs
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@Perfectnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1825838#Comment_1825838
If only that were true
Chances are you have bad luck and you play always against good survivor. Its depending on your platform, region and daytime.
But for most player, myself included, skill is enough to reach rank 1, bc i dont need to play on my limit in most red rank matches.
Without perks its certainly a higher chance that i lose, but i win enough to get to rank 1, only slower.
So when you are not able to reach red rank, you have room to improve.
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@Perfectnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1825810#Comment_1825810
You shouldnt need perks to get to rank 1, nor luck, should be skill.
Yh im saying that. Survivors are so bad at red ranks, that skill is enough to get a pip. You should be able to get to rank 1 with only skill.
Perks sure help, but the most impact has your skill.
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@Perfectnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1825790#Comment_1825790
Tell that to the killers who play for pips because there's no other incentive.
I kind of understand. I played to reach rank 1, too, when i started. I dont think they will change the harder pips for some killer with emblems, bc they will use the new MMR-system, when its ready.
Good thing with the current system is its so easy that you can reach rank 1 with every killer.
So while it is harder with some, its still not hard. So when you dont reach rank 1, it means you can still get better.
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@Perfectnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1825773#Comment_1825773
Yeah why would I buy killers when the game obj is to "kill" but yet you get punished with de-pips as bubba or insta down killers?
Its harder to pip with some killer, but its not important. The ranking system is broken anyway. Dont play for pips.
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Losing 2 gens after the first chase is normal, its an average start.
Its a simple time calculation and most killer cant do something against it. Its not bad, defending 7 gens shouldnt be possible anyway. Some gens have positions where its not worth defending them.
Most of the time gens are only not completed at the start bc the survivor are not good.
There are exception like a high mobility killer with ruin/undying tinkerer, an unstoppable chaser (spirit) or corrupt.
Corrupt fails sometimes and survivor spawn near unblocked gens. Then you have wasted a perk slot, but most of the time survivor spawn far away from the killer.
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Important to know: he is not fast. He has the same speed as other killers like trapper.
But he has a longer attack in T3 (when you are exposed and he can one-hit you), so you need to watch out for it
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1823323#Comment_1823323
Played both before Devotion was added.
On Playstation there is a way to see how many hours you've played for the current year, I'll try and find it.
I my experience the way to see this for ps4 was always time limited
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@smartemarte said:
https://forum.deadbydaylight.com/en/discussion/comment/1823984#Comment_1823984
Death slinger with monitor is just broken especially on indoor maps /areas with no vision. You have 0 chance of escaping a shot if the killer isn't a potato 🤷♂️
You know you can look around when doing a gen etc.? There is no reason to only depend on the terror radius to detect a killer. When you cant see him, he cant shoot you.
There are not many places where he can approach out of line of sight and then shoot you over 16m.
His low terror radius helps him to get really close like other stealth killer, but you should almost never get shoot without knowing that deathslinger is coming
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I heard when you on ps5 you can check your friends playtime. So when you want to see your time, you could find someone with a ps5, add him as friend and let him send you a screenshot with your playtime.
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Its harder bc with killer its easier to get double pips.
But its not hard to pip with both roles. I play only soloq and i get rank 1 without trying. But when you want easy pips as survivor just do everything. (Gens, rescue, chase) You need only 1 or 2 hook rescues for a good emblem.
The only problem can be a killer who gives you not enough time. When i started playing i had a hard time in purple bc i got farmed and tunneled. DS fixes that.
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No im not gonna read it.
But on a serius note: they confirmed demo changes in the future. (Last Q&A-stream)
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822217#Comment_1822217
Well than, it was just spectacular timing than.
Otherwise NOBODY complained about thanataphobia. Or brought up to even think about nerfing. Other than tru3. Than other YouTubers made videos of this play. And it became a thing, short lived, cuz the devs chopped that tree right down.
Wasnt the thana change long after Trues video? And didnt True change his build before that to PGTW instead of thana?
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1821963#Comment_1821963
It's mainly because both sides are way, way too easy to reach red ranks with. So there's tons of survivors boosted by SWF/bad killers and tons of killers boosted by said bad survivors. So even when you're a good killer the constant stream of bad survivors makes you bored/complacent. Then when you get an actually good survivor team it throws you off. More fun though.
Yh i got lazy bc there were so many bad survivor. Then you get a good team and you are not at 100%. And the best matches are against good teams.
So since i have all killer max. and i only need bloodpoints for new perks, i stopped trying to get many bloodpoints every match. Without needing BP it doesnt matter when the match ends on 4 gens.
Playing optimally and going for win streaks without addons on certain killer helps me to get better and while i feel sometimes bad for stomping new players, i think its better for them when a match, where they have no chance anyway, ends quick.
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I can only speak about my experience with ps4. I have ca 2000 hours, i guess a bit more than half on killer.
Most of the time its not hard to play as red rank killer. Depending on the time most games are not hard and almonst non feel unwinnable. I had no match in months where i did lose and it wasnt my fault.
Sometimes it feels unfair to lose bc the survivor did many mistakes and i only a few.
But in the end when you are a good killer you should win most of the time against the average survivor, bc they are not good.
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Yh event items can be tough. Do you want to get them out of chests or with the bloodweb, too?
Purple and green items are hard to get in the bloodweb imo, bc there are so many purple and green drops.
I got only 20 broken keys, iridescent items are all near 40.
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You dont need many perks to counter it. Maybe something to find totems.
The problem is time. I play solo, sometimes you can hear the totem explosions left and right and the killer has no chance to stop all, but other times i am the only one who finds totems. The killer can easy interrupt one person and sometimes i need to cleanse more than three.
Tinkerer without ruin is easy. You dont need spinechill, bc you know the exact time when you are triggering tinkerer.
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@Sonzaishinai said:
I prefer to group up untill I've done 2-3 gens and then start looking to get chased or do totems.
Some people actually don't care about getting out in 3 minutes and want to play the game.
And you get a lot more bp by joining up too. In terms of escaping it's the best play. In terms of fun not so much.
When i play solo i can only dream of 3 minute games. Sure there are aome matches, where i get 3 good survivor and gens go fast. But i prefer to slowdown after 3 gens are done instead of trusting my teammates.
Matches with no early gens are most of the time only waiting to be killed.
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@Deadeye said:
Just as a different opinion: splitting up on gens in early game allows the killer to find a chase more quickly. If you start with 2 people on one gen and the killer finds someone else, the gen is almost guaranteed done.
Once the killer is in chases, splitting up makes more sense.
Besides that, there are many things you think are obvious but actually take a lot of time to learn, for some people even only being possible if they get told or need to see in videos or streams. Once you got there, you can say DBD is an easy game, but it definitely isn't. That's why the bad emblem system causes such a pain, because almost everyone can reach red ranks and makes matchmaking such a disease
But when he finds the gen with two survivor you can lose all the progress. Against most killer you should be able to get enough time to complete a gen alone, even when the chase starts after 10 sec in the match. To catch up to the sprintboost after a hit and to hook a survivor is so much time.
Two gens after the first chase is an average start.
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A map on the endscreen with the positions of all players through the match would be interesting. But its too much work with no benefits for behaviour.
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Yh i dont think you have a chance against decent survivor, when you just hook everyone.
It is not fair that survivor can do a lot more mistakes then killer and still win, but you shouldnt be pissed that you wasted time on this chase.
You did the mistake. Spirit is strong enough to compensate the slow movement speed. You were punished bc you played spirit wrong. Dont get me wrong the game is hard against decent survivor, but instead of complaining about 4.4 spirit, you should recognise that you did a huge mistake and learn from it.
You are right that you need fast chases and its insane that you need to keep this up the entire game, but with spirit you had the tools for it.
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Do you watch only otz stream or his tutorial videos too?
Im not exactly sure what i can say which is not in the tutorials and isnt too specific.
I personally learned by playing and watching gameplay. I needed only one month to get to red rank like you are now. But it did take me atleast 1000 hours after that to reach my current level.
So for starter it is good to learn how to run tiles, watch specific killer guides and time management, but in the end you need a lot of game experience.
Some specific tips for you:
It is no big deal when you lose 2 gens after the first chase without Corrupt. But it shouldnt be a gen in the middle of the map. Ignore areas where the gen is completed, when you arent sure you get a down in 15 seconds.
Dont kick a gen when you are not sure its worth it. You lose time to catch up to the survivor and another survivor can just tap it. So only kick a gen when you are it will regress for a while. Gens with less then 30% are never worth it, when you see a survivor running away. And alway try to get a hit or a pallet first from the survivor on the gen before kicking it.
What reminds me: you want to get a hit or a pallet every 20 seconds or a chase is not worth it.
Dont stop a good chase when you see that a generator gets repaired. Not every gen is worth it. You want to keep gens close, give up on a gen which is far away from all other gens.
Slugging is good when you can do something in the time you would need to hook. For example interrupting a heal, getting a hit and sometimes to protect a gen. But gens are tricky. Its only worth it when you can really stop the gen and not just delay it for 15 sec.
Hooking is good when you have perks for it like pgtw or when you hooked this survivor before. Hook most of the time, slug only without the reason above when for example you are on 2 gens and you have never hooked the survivor. When you think you will never get 3 hooks on this survivor anyway dont waste the time to hook. But hooking counters unbreakable, so it can be worth it.
And for specific killers you need guides. You cant play a hag like a normal killer.
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Yh they said it at the beginning. Everyone know it or could have known it
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@HowsMars said:
https://forum.deadbydaylight.com/en/discussion/213160/do-you-want-12-hooks-games
Gen speed is the biggest issue with the game at the moment, not to mention that its the only objective that's important to a survivor 100% of the time causing them to go off in mass easily. The best way to increase game time, enjoyment, and gameplay for both sides is too increase gen time and add an objective worth equal amounts of points that both killer and survivor engage in. Besides that there are alot of thing in the game that can remove enjoyment for either side, camping, godloops, god pallets, etc. Things that are a free win for either side should be reworked so that no one gets punished because of brainless gameplay. The game is only fun if it is fair for everyone and rewards good gameplay, crutch perks and mechanics remove any enjoyment from them because they aren't an award they are a free win.
Busted things on both sides should really be reworked.
But the problem in this game with balance is that the skill gap between players is huge.
The average survivor is simply not good at the game. Increasing gen time would destroy them.
I personally dont care, bc i think its not hard to reach a decent level when you really try it, but many players could leave bc of that.
Its the same as the killers who relied too much on moris. Some will now adapt and get better, others will leave.
So every balance chance must work for every skill level.
But i think we need to rise the average skill level with a tutorial or something similar.
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I like inner strenght more than pharmacy. Pharmacy heals you only one time.
I played with urban evasion at the beginning, but it is not really good bc you shouldnt crouch that much. But when you want to play stealthy, take it. But urban evasion is a better combo with sprintboost then with Dead hard.
You seem to be a beginner and Dead hard is not easy to use. Sprintboost gives you more benefits on a beginner level and it is good for experienced player too.
Visionary is a good starter perk to find gens, but i would prefer Deja vu. It shows you gens and helps against creating a 3gen.
Finding gens is nice, but i think its better to learn where pallets and windows are. Windows of oppurtunity is really useful for beginner.
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@Tsulan said:
I still remember the time when killers actually had the luxury to 12 hook survivors. Killers got a 3 or 4k and survivors had between 20 and 26k points. Even if they died.
Now survivors gen rush out and escape with 11k points.
If survivors really want longer matches, they would have to stop the rush. A killer who loses 3 gens in the first hook will feel pressured and play accordingly.
I really don't understand what's the fun in waiting 15 minutes in a lobby to have a 5 minute match.
Bu its their goal. I would only call it genrush when they let other survivor die for gens or everyone brings good toolboxes.
But when they just do gens, its normal. Its the objective. What should they do instead? Blame the game, not the player.
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I would consider it a good game. It can be frustrating when the survivor teabag at the exit, but whatever.
For me a win is killing 3 and one hatch escape. And a lose (a bad game) when i get less then 20k points with two escaping. So it would be a draw, i guess.
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@Tricks said:
https://forum.deadbydaylight.com/en/discussion/comment/1815075#Comment_1815075
Hey how about hatch escape is only available during EGC? that sounds about fair lmao
Woukd work too. I think it would be more similar to the mori change in usefulness. So they cant skip the exit gate opening.
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Like you said healing is important. Victor attacking a healthy survivor is no big deal. Taking victor hostage is better than destroying him as fast as possible.
Bodyblocking victor when you are healthy and the other survivor is injured could work. Group together when you are both injured to destroy victor after he downs one of you.
After the locker patch you can force victor to hold the locker so he cant down you and pressure other survivor.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/213160/do-you-want-12-hooks-games
This is flat out incorrect.
Tunneling a survivor only works if they are bad enough you never needed to in the first place; if you try and tunnel a skilled SWF they are going to realise what you are doing and going to just weaponize that on you. A killer being foolish enough to focus only one person is literally their favorite thing, it means an easy game.
Depends on the killer. Sure you can run some killer for ages and normally they would leave you on this tiles, but when they have a power to deal with it, they will get you. Tunneling with a wraith is stupid, but with a chase killer like deathslinger its more useful.
Thats a misconception bc many killer who tunnel are bad. They can be looped for enough time for 5 gens. The fact that tunneling is a common tactic in tournaments shows that it is working.
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@gibblywibblywoo said:
I think a big problem is killers getting used to playing against bad/new survivors and assuming 12 hooks is the standard, then when they play against better survivors they panic and camp/tunnel.
In a game with 1 good killer against 4 good survivors a 12 hook should never happen unless the survivors let it.
Yh currently the game isnt balanced around that.
No good MMR is really a problem. You never know how good the survivor are. I had the same problem, i played lazy bc there were so many bad survivor and i needed long matches for bloodpoints, but i think i got worse in this time.