TragicSolitude
TragicSolitude
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I dunno about survivors, but they've said before that they're looking into making emblem requirements killer-specific to account for their different abilities.
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There's a timer on the screens, so I take it the Daily and Weekly Rituals have a deadline? So if you don't do the Daily Rituals one day, the next day you'll still have new ones?
Which means you don't have to do or trash a ritual to get rid of it; if it requires Auric Cells to recycle, you can leave it be and it'll go away once the day/week is up?
If that's the case, I like this change and want to see it hit consoles.
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I say if it's not The Mangler, we riot.
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I'd even accept disabling it after two hooks. I had a match where, after a Laurie got unhooked, I hooked two other survivors. I came across the Laurie again, downed her, and got DS'd.
Ridiculously unlucky: it was about one or two seconds from having been a full minute since she'd been unhooked. But it does demonstrate that DS is more than just an anti-tunneling perk.
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Rather than another add-on, it could just be an option that you can turn on and off. Then it's not diluting the bloodweb with something a lot of people won't need, but at least someone like me (a console player who can't judge where the middle of the screen is) might have a chance at hitting a survivor every once in a while.
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I still see survivors escape through the hatch plenty. Escaping through the exit gates after the hatch is closed is a lot less common, but previously that wasn't even an option. Not to mention, the hatch can spawn with zero gens done, now.
The game changed it so that whoever gets to the hatch first wins, which is how it should be, and the survivor can actually still counter that if they have a key. And they still get another chance at escaping via the exit gates.
The hatch gives survivors a chance to escape without completing their main objective. I don't see why all these extra chances aren't enough. Sure, I like escaping via the hatch, but I understand I didn't really earn it; I got lucky. Now, if I manage to open an exit gate and escape after the hatch has been closed, that's actually quite thrilling. It wouldn't feel like an accomplishment if it were easy.
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I got the achievement on my third try. For anyone having trouble with the Tombstone Myers achievement, these are my suggestions.
Burn a map offering. The first two times I went for this achievement, it put me on the Temple of Purgation map. A map of nothing but lockers, the Tombstone add-on's biggest weakness. Don't let that happen to you. Burn a map offering.
The third time I went for it, it put me on The Game map. This map worked so well for it. There's only half the area of other maps on which you need to search for the hatch. And if you equip Whispers (P.S. equip Whispers) then you will immediately know which exit gate the survivor goes for.
A lot of people use Play With Your Food for increased speed, which is definitely needed.
Even if you don't normally use Ruin, it's probably a good idea to use it here; buy as much time as you can to get to EW tier 3.
I would suggest focusing on tiering up and foregoing hooking at all. Slugging to slow them down, sure, but hooking takes a big risk and you're wasting time going to a hook rather than tiering up and pressuring gens.
The most obvious suggestion: go for it at the crappiest rank you can manage.
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I don't know about three of the same character, but I may dump a lobby if all four survivors are the same character. It has nothing to do with thoughts of SWF; it just becomes too difficult to keep track of who I've hooked if the characters are all the same.
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Solo survivor is painful and demoralizing and in general just not fun.
Killer is stressful, but at least I earn more BP, so it's usually what I play more.
Lately, I play one match of each a day for the daily xp bonus. I only play more than one match of either if I have trouble completing the daily ritual.
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Kindred without showing the killer's aura should definitely be baseline. Just today I died on my first hook as survivor because no one bothered to come rescue me. The killer wasn't even camping.
It's basic information that SWF have easy access to. Not having access to that info hurts solo players immensely. Giving all survivors that info wouldn't boost SWF, but it would make the game a little less frustrating for solos.
Personally, as killer, I hate it when a survivor dies on their first hook. That's a lot of potential points I just lost 'cause no one bothered to make the save.
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@[Deleted User] said:
It's pretty aggravating that survivors dive in lockers simply to deny the killer the achievement. How petty do you have to be?
First two times I tried for the achievement, the game put me on the Temple of Purgation map. Temple of Purgation. Freaking locker heaven.
The last survivor I need to Tombstone jumped into a locker. I took him out, carried him far away. Unfortunately, nowhere is far enough on that map, so he ran right back to a locker and jumped inside. I stood in front of it. After thirty minutes, rather than get out of the locker, he disconnected.
They are that petty.
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Worst Match: Possibly one I had today as survivor. Right at the beginning of the match, a survivor in a chase runs by me, bringing Myers right to me. I get downed and hooked. All three survivors just work on gens; two work on the same gen together. None of the survivors even glanced in my direction. I died on my first hook with about 1k points.
I then watched as they all got each other killed. One survivor ran up to save a Meg in second stage, who let herself die the moment the other survivor reached her. Down to two survivors. A Claudette with Empathy ran straight to the other injured survivor while in a chase, getting that one hooked. Then the hooked survivor hung on until the Claudette was downed, leaving Claudette no chance at the hatch.
We were on a MacMillan map. Spectating, I realized right away the Myers was running Scratched Mirror. From the way they all played, I don't think any of them realized it: they tried to crouch behind stuff to hide 'til the very end.
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I like playing Spirit with Beast of Prey, Distressing, BBQ, and Whispers for max BP gain. It's easy to get anywhere from 24 to 29k BP x2 with that build without even sacrificing anyone. Legion and Spirit are both great at maxing out Deviousness when running Distressing.
Personally, I've been saving 900k BP for a rainy day for a long time, now. I like knowing it's there for when I want to prestige someone or new DLC is released.
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I think it's a vicious cycle. It probably started with new killers not knowing how to play the game, so they camp hooks thinking that's the best way to secure a kill. Then they get gen rushed. Then, they get mad and in their next match they camp the hook to punish survivors for gen rushing... and it goes on and on.
Unfortunately, gen rushing happens not because survivors are mean, but because their objective is just to do gens and escape. Doing gens goes quickly when done efficiently. That's how the game is designed. It's the killer's job to make sure they can't do it efficiently. Whether that's fair or unfair is up for debate, but either way, a lot of killers don't know how to effectively pressure gens, which leads them to continue camping hooks in order to secure whatever kill(s) they can.
Some killers find it fun, others do it out of desperation or anger. For the killers in the latter category, it is, like I said, a vicious cycle. They didn't bring it on themselves, nor would I say it's the fault of survivors. The game is not designed in a way that is intuitive for killers.
tldr: The game is not designed in a way that is intuitive for killers.
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I agree with you.
I had this happen to me. Unfortunately, I hadn't unlocked Whispers on that killer, so once I realized they weren't gonna touch gens I just began looking in areas specifically away from the gens where survivors might hide. I found them around the edge of the map, hiding together. They were probably hoping I'd DC so they could get the extra points from the Gruesome Gateau I'd burned while screwing me out of my own points. What they didn't count on was how freaking stubborn I am.
Crap like that is why I consider Whispers to basically be necessary on any killer. You never know when you'll face that situation. Of course it happened to me the one time I couldn't equip the perk.
Another time, when I was playing survivor, after I died I spectated as the last two survivors hid around the unopened hatch, without a key, instead of working on gens. After watching the killer unsuccessfully search for them for a while, I sent the killer a message and told him exactly where to find them. The killer thanked me. I laughed as they both died.
If survivors don't work on the objective for a certain amount of time and you're unable to start the EGC, I'm pretty sure it's considered holding the game hostage. Report it. Back before the EGC, I had a survivor hide around the map instead of working on a gen to try to spawn the hatch. I was doing Adept Nurse, so it took me a long time to find her. I killed her with extreme prejudice and immediately reported her. BHVR seemed to take the ticket seriously. Just remember to report them in-game and submit a ticket. BHVR may also need video proof, but I dunno, 'cause a lot of people can't do that. I play on the PS4, so it was easy for me to provide video.
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@AnnaEliza365 I dunno, I usually get found when I play survivor. It's the rare occasion when the killer can't find my noisy ass on the ground, Deerstalker or no.
As killer I had a match on the swamp, yesterday. The last survivor crawled to the other side of the map and hid in a patch of tall grass, but I still found and hooked them. I run Whispers, not Deerstalker; it only took knowing the general vicinity to be able to track them via sound. The killer doesn't even have to see the survivor, just look for the 'Press button to pick them up' prompt.
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Spirit is my main, and yet I had more trouble getting the adept Spirit achievement than any other killer's. I had one match that was I think over 30 minutes as I had the last 3 gens on lockdown and kept slugging for the 4k but not being able to find the last survivor... they got the hatch. That was before the EGC, though.
Before the EGC, the hatch was my biggest problem when trying to get different killer achievements.
I always go for the killer adepts at the crappiest ranks possible. Most adepts I got on the first or second try. For both Plague and Huntress, I just played as an M1 killer without ever using their powers.
For both Doctor and Legion, I had someone kobe off the dang hook at the end of the match. I was not amused, but at least I knocked them right back down. Still, the game really knows how to be mean to killers at the worst possible times, huh.
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If the trap isn't activated, survivors can run out the exit gate. For a trap to activate, a gen has to be completed after the trap is put on the survivor's head. If the Pig puts a trap on the survivor's head after the last gen was completed, it will never activate, making it nothing but a cute hat.
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As Xaggy said, it's situational. It depends on hook distance, how much grass there is (if you're on Yamaoka, crawling into a patch of bamboo can save your life), whether there are other survivors nearby, if there's an unused pallet nearby. If you crawl to a pallet, will another survivor be able to knock you off the killer's shoulder? If the killer knocks you down and becomes preoccupied with someone else, will another survivor be able to come pick you up? I have gone over to pick people up in those situations only to find they didn't recover at all, so rather than being able to get them back on their feet I had to ditch them and let them get hooked.
I have also seen situations where a survivor crawled instead of recovering and got their teammates killed because of it. It's really important to learn to read the situation to make sure you don't do that. It's something that comes with experience.
Whatever you do, do not just bleed out on the ground without crawling or recovering. I get really annoyed when I run up to a survivor who got downed only to find out they did nothing, and I will immediately run off and leave them there. If you're not willing to help yourself, I'm not gonna help you, either.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/686277#Comment_686277
I get enough Ebony's to last me a lifetime... Rarely ever use em.
I hate using offerings when doing Daily Rituals; it doesn't feel as rewarding if I'm spending BP to earn BP. That's a weird personal thing, though; I'm sure other players are a lot more sane than I am.
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Part of the problem with the killer adepts isn't just that double-pipping is more difficult than escaping, but that pipping becomes increasingly difficult the higher rank you are. There's a real disparity, there.
Anyway, for survivors, they get the adept for doing their main objective. For killers, double pipping takes a lot more than completing their main objective. It just highlights the ridiculous juggling killers are expected to do in a match.
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I just wanna be at a rank where the game is fun. As killer, that means the crap ranks where I can goof off. As survivor, that means the better ranks where I'll have experienced teammates and hopefully killers will spread the pain rather than have tunnel vision.
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On PS4, I played against a Nurse yesterday on Haddonfield. We got all the gens done and she never hooked a single survivor (I think she only even got two hits). As soon as someone got an exit gate open and the EGC started, she disconnected. I was like "#########?" and then I saw she'd brought an Ebony Mori.
I know it was rank reset, but that was still really ambitious of a brown-ranked Nurse to bring a Mori and expect to use it. I don't know about the other three survivors, but I was solo, so it's not like she was up against a 4-man SWF, either. She was just inexperienced.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/686152#Comment_686152
Once the "husk" feature is implimented, this shouldn't be a problem.
Man, I'm really looking forward to that husk feature.
The mori rituals are annoying, but they pay out so well. It's why I'm trying to get Rancor on every killer; it's the best way to handle those rituals. Farm with the obsession or stalk them all game, then mori them at the end.
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During the Lunar event, I left survivors to die because I had a lantern.
In a match against a Wraith who wasn't doing too well, I made a Borrowed Time save after the gates were open. He disconnected when he hit the unhooked survivor and it just propelled her towards the open exit. I felt kinda bad about that.
When I was trying to get the mori-4-survivors achievement, I was running Devour Hope and not BBQ. It got pretty frustrating at times, and in one match they destroyed my Devour Hope first thing. Since I didn't have BBQ to incentivize me to hook anyone, I started slugging. Two bled out. When the last two were bleeding out on the ground, one crawled to a hook and began spinning, begging for me to kill them and get it over with (I showed mercy and hooked the last two survivors). I got a very angry message afterward telling me to uninstall the game.
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@[Deleted User] said:
The killer could have simply lost network connection.
I could understand an intentional rage quit if the killer got totally stomped and all 4 survivors were likely to escape.
But in this case where the killer was actually winning I can’t see that the DC was intentional. Drop outs happen. Drop outs happen to me when I’m winning. Makes me sad.
Yeah, I've had the game suddenly drop me; it sucks. Once, I had it happen twice in a row, after I'd earned a crapton of BP.
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The survivor starts vomiting profusely when they become broken.
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It wasn't just about the hatch standoff. The survivor wasn't actually forced to leave. Whether the hatch had spawned or not, it was possible for a survivor to hide around the map, not touching objectives, not leaving, forcing the killer to either search the map forever or disconnect and lose their points. Now, once it's down to one survivor, the killer has the ability to end the game. And that was absolutely needed. No longer can one survivor hold the game hostage.
If the survivor finds the hatch first, great, they leave, game over. If the killer finds the hatch first, they close it, the game ends in three minutes or less (barring a slug). The killer shouldn't be at the mercy of the survivor for the match to end.
Hatch standoffs may have been a choice made by both sides, but holding the game hostage instead of touching objectives or leaving was a choice made solely by the survivor, and an inexperienced killer (especially one without Whispers) was completely screwed and often forced to disconnect in those scenarios. Being able to close the hatch gives some control back to killers.
Survivors get the benefit of the hatch spawning with no gens done, now. That's the trade-off, and plenty of survivors have gotten to escape a match because of it.
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I keep having games where the killer will injure the unhooker before they make the save, then chase the just-unhooked survivor, anyway. As the unhooker, I've tried throwing myself in front of the killer to get them to chase me, instead, and they still tunnel the unhooked survivor. At the beginning of the match with 4 or 5 gens still left. So, while the advice to get the killer's attention isn't necessarily wrong... it also hasn't been working at all, lately.
As the unhooked, I've started just letting myself die when I get immediately hooked the second time, because it's not worth mashing the button on the controller just to get farmed and/or tunneled again. I'll take my 1k BP and move on.
As killer, I often don't care much about kills, myself. If someone makes a bad save, I'll usually go after them instead of the person who got unhooked; I know how much it sucks to be a victim of both the killer and your own teammates. At most I'll slug the unhooked to slow the game down and/or prevent the "safe unhook" event.
Anyway, the survivors make their own choices when playing, and it's the killer's choice to rehook, slug, or let be the victim of a hook farmer. When I'm a survivor, I get more annoyed at the hook farmer than the killer, but the killer still made a choice.
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Yeah, I play solo survivor, and the other night it was over 30 minutes to get a match.
As killer, lobby times are quick.
For anyone having problems getting dodged, one note of caution: don't all be the same character. Don't all come in as Meg. Don't all switch to Claudettes in the lobby. I have trouble keeping track of who I hook when survivors do that, so I will dump the lobby. And I can't be the only killer who feels that way.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/681830#Comment_681830
My idea is to replace the hunting BP bonus (beast of prey already does it and getting 8k hunting is already super easy) with a post-game bonus that grants you BP for each remaining totem at the end of the match (regardless of whether the hex was destroyed).
This new version should be used with other BP perks (like BBQ) to make sure you reach the 100% bonus. (So for instance if a survivor DCs before you hook them, but you still have at least 2 totems, you can still get double BP).
With dedicated servers, BHVR has said they're going to make it so that the bodies of disconnected survivors remain, so you should be able to hook them for the BBQ stack even if they disconnected.
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@Mr_K said:
Typically, I kill the 3rd and what happens happens. If I see the last while downing the 3rd, thats a different story.
This is usually how I play. I try to make sure the final survivor is one I don't mind escaping (in other words, not someone who was rude all game or sandbagged/farmed their teammates) because there's a good chance they'll get the hatch. I often max out Deviousness so I don't need the extra BP, and I don't care about pipping.
The only time I slug for the 4k is if I'm going for an adept achievement.
If a killer cares about pipping, then yeah, I understand why they go for the 4k. In that case, they just have to accept: you can play for fun, or you can play to pip. It's a choice.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/681866#Comment_681866
Yeah, i'm not a big fan of such abandonment either.
I actually like the "lone wolf" type, but even those know that them winning quickly becomes super hard if everyone dies quickly.
No, the ones who would walk past a hooked Survivor while knowing the Killer is busy on the other side, that's the BHVR i don't really like.
I don't dislike it for them though, i dislike it cause it takes a lot of challenge out of my match. 😋
So at that point, i do the next best thing that's fun TO ME, which is being friendly.
Then, at the scoreboard screen, i do something i normally never do, which is open the chat and simply tell them: 3v1 isn't fun for anyone, so enjoy your BP.
I'm on PS4; I usually don't bother sending messages unless there's a good reason (after dying, I once watched the remaining two survivors both camp the hatch, not touching gens... I sent the killer a message. Getting sacrificed is part of the game; refusing to participate in gameplay for an extended amount of time is not.)
As killer, I often play for BP without farming farming. So I hook each one once or twice and just spend the rest of the match chasing, hitting, and maxing out whatever BP I can. That's easy in a 4v1; when it becomes a 3v1 at the beginning of the match, it pretty much guarantees that the match will take too long. If I try to chase the survivors, they go into hiding and barely touch gens. If I try to signal I want to farm, many survivors won't trust it. Even if I don't interact with them, they're timid about doing gens. Which is why I get annoyed when someone dies on the hook early on.
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If I'm in a chase and they lead me back to a hooked survivor, I assume the newly unhooked survivor is protected by BT and continue after the unhooker. Sometimes I'll the unhooked one just to force them to go mend (or possibly get a slug, if the unhooker was an ass without BT), but it's best to assume survivors have BT. And, if there's an obsession, play like every survivor has DS.
As a survivor, BT is very useful for when the killer camps hooks, and it can make for some great end-game saves. As killer, if you play around it, it's usually not a problem.
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@Boss said:
This is pretty obvious, but Crow gatherers are always bad for just doing nothing.
They're still better than on-purpose Pallet-droppers when not being chased though.
A story from one my of my killer games... I hooked two survivors for the first time, had another on the ground, and realized that one of the hooked survivors was already in second state. Turned out, the final survivor was in a locker with three crows above it.
I got the person on the ground back on their feet, but one of the hooked survivors still died. I sacrificed the survivor who had gathered the crows (they weren't afk and it took three hookings) and let the other two escape.
I get annoyed when I'm playing killer and survivors let their teammates die. If I decide someone is to blame for it, I'll usually target them in some way. There have been some who have spent much time bleeding on the ground. I also try to make sure hatch campers do not get the hatch.
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Using Thrill of the Hunt for BP never works out for me. Survivors immediately start trying to cleanse it, so I either waste time protecting it all game or I lose it right at the start and get no BP, just a wasted perk slot. I've thrown many games just to stand in front of TotH and protect it out of spite: if I can't get BP from my own perk, then no one else can, either. Now do the gens and get off my map.
Anyway, what I'd really like is a perk that boosts Brutality gain for killers. There's Beast of Prey for Hunting, Distressing for Deviousness, and BBQ gives a multiplier for hooking. Brutality is missing its own perk.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/681800#Comment_681800
Is it really worth it before the dlc? The dlc drop is when I'll actually spend bps
I'm pretty sure they usually don't do double bloodpoints right after a DLC drop. At least, I don't think they have since I've been playing.
That doesn't mean they certainly won't this time, but I'm just saying I wouldn't expect it to happen. The way they schedule these things, I don't think they want people to be able to immediately and easily level up newly released characters.
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I thought they were doing it just before the DLC dropped? We are coming upon Friday the 13th, after all; double bloodpoints would be a way to celebrate it.
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I went in with Empathy, Borrowed Time, We'll Make It, and something else. I was a savior machine, making hook saves, healing people, taking hits...
I finally get hooked for the first time, and a Jane comes up and farms me off the hook, getting me immediately killed.
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@Coriander said:
Can survivors hear the footsteps of killers already? When I'm playing killer all I can hear are my own feet, especially Ghost Face. But they can all sneak up if the TR isn't playing due to perks or powers.
I've never heard a killer's footsteps while playing survivor. But that's me, and I have trouble distinguishing sounds. To me, being able to hear a killer's footsteps and breathing seems like an amazing superpower that I really wish I had.
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I have a daily to heal other survivors three health states. I gave up on it after four matches. It was going like this...
First match, a killer who couldn't or just didn't hit anyone. I went up to her at the end of the match, let her hit me. The other survivors healed me, but none of them let her hit them, so I never got to heal anyone.
Second match, killer finds me first. They kept whiffing, over and over again. I finally stop running and go up to a hook and point at it, because I can't get the daily done like this. They hook me, nod, and go off. They come back as soon as I'm unhooked, start to chase the unhooker, then break off and chase me, instead. And they tunnel me out of the game. At least it was quick so I could move on to a new match and try for the daily again... but I just got tunneled out of that one first thing, too...
Not saying killers aren't allowed to tunnel and camp. They certainly are. I just wanted to whine a little, 'cause playing solo survivor is the least fun I've ever had in any video game.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/680282#Comment_680282
Equip borrowed time and go for those in the killer's face saves. More often than not you will be hanging from a hook shortly after. Teammates will hate you but the achievement will be done.
I do have Borrowed Time equipped. I'm very unlucky: I'm often either the first one hooked or, if not, then someone else always beats me to every hook save. Any game where I make a bunch of hook saves, I'm either somehow never hooked or I'm the very last survivor hooked. And even when I try to do what you suggest, the killer will often tunnel the unhooked, anyway. Seriously, I think I've gotten the 4% more often than I've gotten to use Deliverance.
I've also been mid-Deliverancing-off-the-hook and had survivors run up and rescue me, interrupting it. That shouldn't be able to happen.
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@DonnieTheZombie said:
So ive been wondering why the last hook is always a death hook? I was just in a game with hillbilly and i was running some random perks for the first time ever for fun. Had distraction and deliverence. I got my first deliverence not even a minute into the game, and used diversion to actuualy get the killer distracted three different times. I got three more safe hooks that game, still no downs or even a chase. Did two generators by muself while my team got slaughtered and I mean i played a solid game, it was obvious killer had bbq so i avoided that every hook. But while i was doing the third of the gen of the match the other last survivor alive went down and i couldnt book it to a locker in time, billy sprinted across map and with no pallets left in match and no loops of any sort near me i went down soon after.
Then died instantly one my first hook, with deliverance. He bolted off the second he hooked me too so i mean, I could of done something but dont even get the chance. Its kind of lame i just wondered why (and when) this got changed to this way.
I bolt off all the time after hooking the last survivor, but only because I know it's an instant death. If I hook the last survivor while another is still struggling on the hook, I'll wait until they go into second state before running off. Killers leave the hook only because it's an instant death. The killer won, they shouldn't be stuck in the match for even longer just because a survivor wants to use their Deliverance or try for the 4%. I rarely get to use my Deliverance when I play survivor, it feels like I'm never going to unlock that achievement, but I don't think the match should be prolonged; the killer should get to move on.
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I have this problem when in the dying state: it'll prompt me to recover. If I've already recovered as much as I can, it'll pop up telling me to find another survivor. It's so frustrating.
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Whenever I have Deliverance, I never seem to get to use it, for whatever reason. I'm the first one hooked (most common) or I don't get a chance to unhook anyone (second most common), and in the games where I'm unhooking like crazy and could totally use it, somehow I don't get hooked. I've had it equipped for a while now, 'cause I want to unlock that trophy, but it's very rare I get to use it. I think I've 4%'ed more times than I've Deliveranced.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/678356#Comment_678356
We already have the plaid flannel though
It makes no sense that Plaid Flannel is such a rare add-on. Experienced Nurse players don't need it, inexperienced players do, but they're not going to have it on her because it's so rare... Very backwards. By the time you've gotten a few in your Bloodweb you don't need them, anymore.
(This isn't really directed at you, I just wanted to complain about Plaid Flannel for a moment.)
And again, to all the people talking about crosshairs you can use on your monitor... that doesn't help console players. We can't install a nifty little crosshair, and I doubt most of us want to draw on our televisions. It's harder to aim on console than on PC, and it's also harder to get a crosshair on console than on PC. So we're just getting screwed both ways.
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@Kumakx said:
https://forum.deadbydaylight.com/en/discussion/comment/677234#Comment_677234
just down them & slug them for 60s, thats a free hook.
I slug them and continue chasing the person I can hook immediately. If they're still on the ground afterward, then yeah, I hook 'em. Obviously. Right now, that works fine. If the timer paused during a chase, the survivor might have to be slugged for an actual full 60 seconds just to make sure, 'cause you have no idea how much time they spent in a chase vs out of a chase. No one stays slugged that long unless the killer camps them, and I need to be applying pressure elsewhere, I can't babysit a slug for a full minute.
The timer doesn't need to be paused during a chase. Survivors can already force the killer to abandon the chase, waste time waiting it out, or eat the DS by jumping in a locker.
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I play on the PS4. Even if I wanted to, I would get my ass kicked if I placed anything on the TV screen. Even "just practice, you'll get used to it" isn't true, because I'm not always sitting in the same spot. Looking at the screen from a different angle throws everything off, changing where it feels like center should be located.
I absolutely hate playing Huntress. An option that can be toggled that helps with aiming, or even an add-on that provides help with aiming, would be most appreciated.
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I love Empathy, it lets me watch chases.
As killer, I've been crutching on Distressing and Beast of Prey; they allow me to half-ass playing killer and still max out at least two categories of BP. I wish there was a perk that increased the rate at which Brutality points were earned.
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Spirit. She's one of the few killers who can still give a scare. I love that I can break off in the middle of a chase and phase over to someone on a gen or healing who thinks I'm occupied. She's the only killer who can do that where, barring Spine Chill, neither the chased nor the other survivors realize she's changed targets. A survivor told me I terrified them when I did that, and this game is rarely scary, so it made me really happy.