TruEternity
TruEternity
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- TruEternity
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Comments
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Pallets are still broken, I played about 6 straight hours of trapper after the patch and hit people through pallets. Not as the pallet was dropped, but once the pallet was clearly thrown and down, slapped someone through it. Also it’s still very hard to get stunned as well, just doesn’t register for me half the time.
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I rarely get truly angry, it’s just a game. If I’m to the point I might get mad, I might grumble something and just stop playing the game. When I tilt just walk away and start exercising or cleaning my house help me cool off, because I’m doing something productive.
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You didn’t hack or cheat, so there is no way anything you did was wrong. Even if you full faced camped the object user, you did nothing wrong, you played within the rules of the game, so all is fair. Ignore salty people and imaginary rules they abide by.
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I'd say it was more like old insta-saw Billy back revvving you, Victor right now has no counterplay if you're not in pairs, which is already a huge advantage for any killer if survivors are grouping up. So a minor nerf, that doesn't really change anything at high skills, and give more of the playerbase a chance at counterplay is only a good thing.
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@PixelBush said:
https://forum.deadbydaylight.com/en/discussion/comment/2103548#Comment_2103548
Thing is, good players were already countering Twins just fine. This doesn't add new counterplay to them, it just makes existing counterplay more forgiving of Survivors making mistakes. If the Twins player played perfectly to get the down, the Survivors should have to play perfectly or near-perfectly to negate that.
On live servers, I see people doing it successfully on a semi-regular basis and it can give me a genuinely hard time, so kicking Victor in three seconds is not an unrealistic demand since it only takes 0.35 seconds and again, Survivors who play well can usually already do it. All this change does is allow mediocre to bad Survivors who mess up consistently to "outplay" a Twins who plays perfectly.
Thing is, as the killer you don’t have to play perfectly, backrevving someone as victor is easy. Giving people who don’t know as much about the game a chance a counter play is not a bad thing. Besides, Victor respawns incredibly fast, so the reward for kicking him is already low.
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Victor did need a nerf, and honestly, this wasn't enough. Twins is an insanely good killer when used well, and one of the most frustrating to play against. They are way to good at slugging, and this is to slow good players down, so there is actual counter play to the killer, besides constantly traveling in pairs.
Every killer whining about the change is just being way overdramatic.
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Have you ever played a shooter ever? T-bagging and trash talk happen all the time. How about any MOBA? Emote spam and taunting happens there too.
You just sound frustrated with bad matchmaking, and the game itself. Survivors clicking a flashlight and crouching isn’t toxic, you just played poorly that game. Unless they said something personally insulting you just need thicker skin my man.
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I use my game knowledge and mechanical skill to outplay survivors.
If that fails I post on forums about how hard killer is, and beg for swf nerfs and complain about discord cheaters.
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@DoritoHead said:
This place is a dumpster fire and that fact is exactly why I'm here
My reason as well, the discourse and chaos is entertaining.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2088326#Comment_2088326
There very much is toxic tbagging lmao. if people are abusing exploits so you are physically unable to hit them and tbagging you dont think thats toxic lmao.
Nope, pushing a button in a game isn’t toxic, even when abusing a glitch. Just because you get butthurt a survivor does squats in your face doesn’t make it toxic.
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There isn’t “toxic t-bagging”, pushing the control key in a game isn’t toxic. Lots of killers are just overly sensitive and blame their own poor performance and lack of skill on the game, and anything a survivor does is toxic to that person. Ignore those people, or point and laugh, then move on to the next trial.
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I'm not worried about it being too good per say, but what type of gameplay it will promote. Holding shift W is already stupidly good, and Crowd control will just promote that more. Bad survivors will throw pallets, good ones will just force an M1 and W across the map. So I don't think it'll be a op perk, just another that promotes unhealthy gameplay.
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Anyone who thinks DBD I’d toxic in any way is just a snowflake, and needs to evaluate what toxic behavior actually is.
People who’ve played any moba, or any shooter prior to 2010 knows what real toxic behavior is. This game is not, in any gameplay sense toxic. You got clicky-clicky’d, or bagged at a gate or pallet, good the player gained less distance or isn’t doing gens, win for you as killer. Got camped and tunneled, kinda lame, but if you play it right everyone else should get out and survive.
The community by and large isn’t toxic, most take the game pretty easy really. I’ve played 1400 hours and maybe had two people try and make post game chat personal, getting salt about camping isn’t toxic.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2045808#Comment_2045808
Making a lot of assumptions. Are you guaranteed a down before the other survivor is unhooked? No. Will they waste time healing or jump on that farm gen? How long did it take you to get that one down to start with? Did they four stack on one gen at the start and finished it before you made it to them?
There's more than just down a survivor and chase another.
Of course I am, it's an example of how to create map pressure. I could come up with some hyper complex scenario of what could actually happen in a trial, but there's no point, there are a load of factors that change how you approach pressuring the map. My point is that the concept of creating pressure is the same regardless of the map, just because cowshed can be harder to create pressure than Azarovs does not change how you actually create that pressure.
@DawnMad said:
The main pressures any killer can cause are injuring, hooking and slugging, increasing in that order. Other smaller methods are pushing them off gens so they have to spend time running to another one or chasing them, which also wastes your time so not beneficial to you. Other ways of pressure caused by specific situations are mending, cleansing and searching jigsaw boxes.
For example, this is why Deliverance is such a good perk, it completely removes pressure from the survivors after you are hooked since no one needs to spend time running to you and unhooking you. Medkits are also better at time saving than toolboxes because of this, it hardcounters the most common pressure of healing.
This is an example of more ways to create pressure, of course just getting a hook and then starting another chase isn't the be all end all on how to create pressure. Proxy camping, spreading damage, slugging are some tools to use that can help, but if used wrong with hinder as well. Quit nitpicking a hypothetical scenario, do I really need to write a novel on how a game could go, step by step, play by play.
@MadLordJack said:
Against good teams you need mobility to pressure the gens, because they won't get off them just to save one person. You have to combine quick chases with forcing them off gens, often by physical traveling to the gen.
This mixes with the basic ability to just hold W and creates a game where pressuring gens is more about teams letting you pressure them by making mistakes for you to capitalise on, rather than you outplaying them.
Not true at all. Mobility helps, its a very good tool but it doesn't mean you'll get pressure, or lose it. If a survivor is on a hook and their team is gens before friends, proxy camp. If survivors are only holding W, try and corral them to a part of the map and slug/proxy the hook. That's part of the skill ceiling of the game, making good decisions on when you should break a chase, when to use the tools all killers have to slow the game and get pressure.
Once again I will state this, walking to gens is NOT how you pressure them, or the map, it's a tool in a much larger toolbox that a killer must utilize. I used a very basic example, because to fully explain how to pressure the map and gens is a long, long write up.
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@Mr_K said:
Azarov's as a map as well since it has a good layout for this example.
Azarov's is a bad example. You can ignore half the map if you play it right.
Try giving an example for Fractured Cowshed.
It’s just the shape of the map, since it’s an I and has two distinct structures at either end of the map (shack and shop). The same concept applies to all maps, Azarov’s was just the map I used.
So let’s take cowshed, then. You hook a survivor by the barn, and start a chase with a survivor at slaughter tree. Then let’s say the other two survivors were at killer shack, one now has to leave and get the save, or the hooked player will lose a hook state. See, works the same, map doesn’t matter at all.
It doesn’t matter what map you’re on, creating pressure doesn’t change. How you position, and how difficult it is to get pressure is what’s affected by map/tile layout.
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Good message to send. I’d even add that if you’re feeling post game salt, just hit continue and cool off. Sending heat of the moment salt messages doesn’t help anyone.
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My thoughts on Prove Thyself, decent but overrated by most people. It’s been mentioned a few times already, but the bonus it gives doesn’t make up for being together on a gen. Splitting up is the strongest thing a team can do, Prove Thyself counters that.
I believe it to be a win harder perk. What I mean by that is the effect it gives is just a placebo, and the outcome wouldn’t have changed with or without it. It’s a very mid tier perk to me.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2011581#Comment_2011581
Ok, against strong killers sure, I don't see an issue but against legion, ghosty, myers etc killers who are already weak by default they have it worse.
So that is why people have started seeing more strong killers like slinger, nurse, spirit etc.
The more time it takes the devs to do something about that tactic the more survivors will see really strong killers with really strong perks.
It's a vicious circle. People come up with ways to deal with oppressive chase killers, then apply that to weaker chase killers and get even more value. It's just when people only want to win that they pull that vs M1 killers. It's like getting slugged at 5 gens by Spirit, it's sweaty and unfun.
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So I agree that just playing a team of W gamers is the most boring thing to play against as killer, but here's where I play devil's advocate. Most new killer designs are anti-looping, Pyramid Head, Slinger, Twins. That isn't even mentioning old killers like Freddy, Nurse, and Spirit. Those killers have a very heavy advantage at loops, and staying there as a survivor is just a low percentage play. So holding W to a place far away from teammates on gens is the best play if you're trying to escape.
I don't think it's a fun way to play, as the interaction between killer and survivor in chase is the best part of the game, but BHVR is making it that way with killer designs. It's partially throwing the game as survivor if you try and loop certain killers at non god pallets.
It's really an issue that so many tools have been removed from survivors that are strong, and so many stupidly strong chase killers have been added that has seen a rise in holding W.
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The fact Deathslinger is above Nurse, twins, and Pig is ######### stupid. His design is literally has gun, will shoot. He needs a complete rework to not fundamentally break how dbd plays outside of stealthing.
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So I’m against the common thought posted on these forums, and the op as well, as I love Nurse right now. Before I go into more detail I highly recommend shadow born with her, it feels so much better.
I used to hate old Nurse, she was way to strong and felt to easy to play, now while she’s still the best in the game she feels more fair. I love landing perfect 1 blink hits. I also feel her power fine add on-less, and back to its good old self with cool down and range add ons.
As for the blinking with rocks, it just takes practice, you have to blink just a bit further than what it feels like it should be. It took me about 10 hours of just playing her to get the muscle memory down on blinks.
I get the frustration, but I personally love Nurse right now, and how fun she is to play.
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I agree about the UI, it's so bad, on so many levels. Info spread around, awful character portraits that poorly convey injured survivors, scaling issues with the whole thing. I don't want to drag on about it, but it's one of the worst changes they've made, if not the worst. It's all been said before and better, so I'll leave this here;
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It’s close, but I’d say Oni. His power is absurd, and since Billy’s rework Oni’s add ons are far stronger. Scapled Topknot is a top 5 add on in the game, it makes Oni easy top 3 killer.
That being said, outside of his power, Oni is just a 115 M1 killer, Billy always has access to his chainsaw. If we were talking old Insta saw or crack Billy, I’d give it to Billy, but right now I’d say Oni is overall more powerful, both are very good killers though.
Also if either killer’s power feels like rng, you’re just playing them wrong. Outside of ghost saws I’ve never had things feel out of my control with their power.
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I don’t run builds I don’t like, and only play killers I dislike if I have a daily or rift challenge. It’s the same thing as survivor, I don’t use what I dislike.
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I did no add ons for a killers for a while, just to see how they felt. There were only 3 killers I felt significantly worse with, Clown, Wraith and Trapper. All the others felt weaker, but not terribly so, those 3 just felt bad. Trapper without bags, clown without reload speed or extra bottles and wraith without anything really, gave me a much more difficult time.
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So you're pointing out what? They had DS in a situation as a killer you don't care if they have it?
I understand what you were trying to point out, but it's just more pointless whining about DS/Unbreakable.
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Ruin being changed was most certainly needed, it was almost always used if available to that killer. I do question the timing of it, but I don’t think it was a bad change. People seem to forget there are other strong slowdown perks/combos, ruin was just the easy answer.
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1005679#Comment_1005679
Do you not play survivor? The queue times have dramatically increased and I almost exclusively face rank 8 and below, rarely seeing any killer in red ranks. I sure as hell have quit, I don't enjoy having to be that stressed just to get one or two kills if I'm lucky.
Whether or not the survivor is injured means nothing to optimal survivors. They will work through the injure and depending on their perks they may go faster. So having everyone injured means nothing if you can't get to them, hence why only high mobility killers can win against slightly optimal teams. Fully optimal teams are impossible now, as gens will go even faster with the constant great skillckecks.
Here's a well known fact; if survivors are all very skilled and purely want to end the game as fast as possible, ruin did nothing to stop that, it never did. It was a mid skilled slow down perk and a noob stomper, always was.
The wait times for survivors are more based on the changes to matchmaking, since it went to pot after they implemented the new swf parameters. I highly doubt it has to do with the killer population dying off, at least no one knows unless BHVR releases some stats or some such info.
The final point I'll make since I'm getting far off topic is about injuring survivors. If they stay injured they're a one shot, and players are far more likely to drop pallets to prevent the down. That can cause dead zones in parts of the map, and if used strategically leads to easier downs. If they heal, they wasted time and you slowed the game down. Resilience, I see in like one of fifty games, it's a very niche perk, and using it as a point that injuring survivors is bad is silly.
On topic, yes, most here are massive hypocrites and love hyperbole, that's nothing new. But making a topic that boils down to check your survivor privilege irks me. The game is not in a bad spot for killers, the ruin change will not affect the most skilled in the game. I repeated this so many times here, there are most certainly problems for BOTH sides, gen times are not among them, map design is.
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1003382#Comment_1003382
"Just apply pressure" is an overused and often incorrect suggestion to make. Some killers are literally unable to apply the pressure they need to effectively stop gens without tunneling or camping. This is why Ruin was necessary, because it slowed the gens so that their pressure was possible. New ruin is literally useless to over 50% of the killers in the list because they do not have the mobility to effectively push survivors off the gens so that Ruin can be used. So telling people to "just apply pressure"? They can't. Literally, over 50% of then just can't. And then everyone will complain that they only see hillbilly and the occasional Nurse and Spirit. Once hillbilly gets nerfed prepare to see no killers since it'll be impossible to win coordinated, efficient teams.
Appyling pressure can take many different forms, injuring, being near objectives that have multiple survivors, slugging. You don’t need to be a killer with good mobility to apply pressure. The only killer I find very lacking is Bubba, everyone else can play the game, you just have to know what you’re doing, and not have awful rng.
Here’s the big takeaway, old ruin did nothing to stop good/experienced players. It was really just a win harder perk, that only assisted vs bad players or on really good totem spawns and even then good players will power through it. It was a bandaid to a larger problem, and it’s overuse lend to the change.
The rhetoric that x change will only lead to y killer being played is overused as well. The game isn’t going to die from one change, all killers aren’t leaving because of one change. The forums are just filled with drama queens who want their easy mode perks left alone, and cry when they’re taken away. Both survivors and killers do this, killers just like to whine it’s too hard to win, when in reality, it’s not.
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@Infckingcredible said:
https://forum.deadbydaylight.com/en/discussion/comment/1003382#Comment_1003382
And the same goes for the other thing. If you get called "tunneler" but you actually hooked two different survivors in between or "camper" when there are survivors around the hook... It's so stupid lol
Or the classic you camped a hook during the EGC, it's like really? I'm supposed to go stand in a corner or something? Also tunneling after 2 hooking everyone before your first kill.
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Gen rushing and tunneling are both over used terms in the community, and somewhat of a joke. In most cases, people who cry “gen rushing!” are bad, didn’t face toolboxes with add ons and just failed to apply pressure, then blame the game for their inability to do well.
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I personally like Scottjund and ohtofu, though neither main Demo. I can’t think of anyone off the top of my head that mains Demo, but I feel Billy has a similar feel to the mind games Demo gets with his lunge.
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/1000563#Comment_1000563
Survivors as a whole have been stripped of nearly everything they have? Do you mean Infinites and pallet vacuum? I'm not seeing what you're seeing. When I play survivor (and I play solo survivor), escaping isn't as hard as you make it sound. It's only hard when the rest of the team is being potatoy and even then, I can manage a hatch escape or pip at the least.
https://forum.deadbydaylight.com/en/discussion/comment/1000672#Comment_1000672
I feel like it's silencing, mostly from how mean spirited some are in their dissent. They just make it seem like any complaints from the killer's perspective should be ignored. I'm on the fence about the ruin changes, personally, but I know valid concerns were raised by killer mains.
I really do love this game and hope it can get better. And I think apart of that is trying to find common ground rather than drawing lines in the sand. We're all playing the same game together and just want to go back to having fun.
I feel the aggressive responses go both ways. If anyone posts about legitimate issues with survivor, they’re told to “git gud”, and not in a joking way, and their concerns brushed away. I do think there’s a large contingent of forum goers who are either just trolls, or extremely biased mains of one side.
I personally get very tired of the victim mentality some people have, and it seems to be very killer sided most of the time. BHVR isn’t out to destroy their game, and to think that is just silly. No dev is trying to ruin (hah) your experience as killer, yet that’s what the forum would have you think after the ruin change was announced.
Ruin as a perk was problematic, so a change is fine. I’ve been running no ruin no add ons for all my killers this last month (mostly red ranks, with a few dips to purple) and found basically all perform just fine. Unless I get a really bad map(screw you red forest), I’ve found just having game knowledge far more valuable then any perk. A lot of people just want to blame the game for their failures, and while sometimes that happens with its rng based nature, there’s usually mistakes made by the player to blame more often than not.
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/1000540#Comment_1000540
I mean, I played since launch. Games back then were different, as everyone was still figuring out how things worked. The game came a long way since then, sure, but that doesn't discredit the concerns killers have today (even if some people really, really want to silence killer's complaints).
I don’t know if it’s really silence complaints, just more the tiresome nature of most criticism. There are certainly problems, on both sides and just QoL changes to be made, but a lot of the criticism on the forums is really just complaining. The ruin change examplifies that, same as balanced landing last patch. People just don’t like losing really strong perks in most cases, even if it benefits the game long term.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1000394#Comment_1000394
Yes and no. The forums are usually flooded with people acting like every other game ended in 5 minute because "gen rush" so I wanted to remind people that games end just as quickly in killer's favour and pretty often at that making it seem fairly easy to play killer as opposed to how people talk about killer gameplay most of the time.
The vast majority seems to say killer gameplay is just stressful and difficult all the time when most games are VERY chill these days. When I started playing killer survivors had pallet vacuums, exhaustion regression while sprinting, more pallets and more windows in general etc. so after all these changes killer gameplay seems fairly easy which is going to change now with the Ruin change.
I'm looking forward to the change as it will be an actual challenge to get a 4k and not just the "typical outcome of a killer game".
I appreciate this greatly. I remember starting as killer in mid 2017, and all the bs that was available back then. I can’t even imagine some of the stuff that was there before that.
I feel a lot of people try and push some narrative, like gen rushing or camping, but really doesn’t happen often. Most people are just playing for fun and are pretty chill. Bad games happen, but they’re the minority, at least in my experience.
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I don’t mind Iri heads, I never have. That being said, I have no problem if they do get changed, and also understand. Iri heads can be very frustrating to play against, and personally I find the game too easy if I use them. So I’m in the middle, don’t mind playing against them, don’t use ‘em, so I really don’t care if they’re changed.
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I don’t have a lot of time during the day, so it’s nice to be able to play a game or two and feel sastified. Most other games can’t give me that feeling, DBD’s quick pick up and play style is probably my favorite thing about it.
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Sloppy, thana, dying light, and pop, you can make the game last forever, and 3 gens are basically a win unless a key is in play. I find that far more annoying than NOED or tunneling.
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I agree that 99’ing isn’t always the correct call. Honestly, I feel it’s the wrong play more often then not. The only time you shouldn’t open a gate is if you suspect blood warden, outside of that the EGC gives more than enough time to escape. Also, if you’re not in a swf it lets the other survivors, especially one in a chase, know a gate is open.
Basically, I agree, just open the exit ASAP.
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When I get matched with baby survivors because of the swf change. I feel bad killing them, but they will not do gens and usually don’t even go for pallets in a chase. I would like to give them a chance, but when I would have to stand in a corner for 5 minutes, I’m just sad that their games will have to end so fast.
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@arslaN said:
Umm why? Not everyone is toxic and I had lots of friendly conversations in the chat before. Turn it off or you know, don't get offended by what some random person tells you online.
This is my experience as well. Most chats are just ggs, nothing or generally nice conversations. Be friendly, don’t take everything as an attack, and move on from salty people. You will get racist and unfriendly people, but that’s life, most are just having some fun on a video game in their spare time. If you really have horrid chats all the time turn it off, problem solved.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/963349#Comment_963349
It's not though. A guess implies you have absolutely 0 information and are just picking something at random. A read is a prediction based on probability (eg. can she make it to this side of the window if I go this way) or player behavior (eg. she tends to do X, so I will play as if she is going to do X again). It's not guessing.
If you look at the situation as a guess you are going to lose pretty consistently. If you actually look at the realistic options SHE has then you can consistently avoid her. I've done it. I've had good survivors do it to me (again Spirit main that uses Stridor at rank 1). It can be done.
First, yes, it is a guess, look up the definition of what a guess is. You do not know what someone is going to do with 100% certainty. You also just repeated what I said, but in longer terms.
Unless the situation is guaranteed to happen in a particular way, you are guessing what the other player will do. That is where mind games come in, and reads. You are, let me repeat this, guessing what a player will do based on their tendencies, and likely actions based on the environment. If you guess right, then you predicted their thought process, and win the chase, I.e. a “read”.
Also I could care less if you have won a chase vs. a Spirit, has nothing to do with my point. I wasn’t addressing anything with Spirit.
Tl;dr
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/962880#Comment_962880
I assume you think a read is a guess. It's not.
A read is a guess. It’s an educated one, based off of player tendencies and the toolset applicable to the situation, but still a guess.
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@AshleyWB said:
Spend them.
Same, what a coincidence, huh?
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I feel as if some may have not quite got my point, so I'll elaborate. I do believe that having comms in SWF makes a large difference, it's not really debatable. There are very few 4-mans that are truly out to gen-rush(even though I hate that term) t-bag, flashlight and just generally ruin a killers experience. I've had just as many killers face camp, ebony mori first hook at 5 gens, as I've had SWF's clearly playing just to be toxic as possible. Both aren't fun, both are rare.
My point is that SWF is just used as an excuse, instead of really looking at the problems dbd has. Map design is bad on half the maps, if not more. Servers are inconsistent and q times can be awful, depending on rank and side played. Solo's can play well, and seem as if it may be a SWF. Data BHVR has released shows that 60-70% of players are solo or duo, across all platforms, again showing that everyone isn't getting the fabled toxic 4-man. Maybe you just got unfavorable tile spawns on a survivor sided map, and SWF or not, it was an uphill battle anyway, SWF is just an easy feature to place blame. Most groups just want to play with friends and chill, not be a seal team six trying to crush gens and humiliate killers, just as most killers don't face camp or mori. We just remember the bad easier than the good, and I feel a lot of people go in expecting it to happen. So if they get that one bad game, it becomes a self fulfilling prophecy.
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I play both, depends on my mood.
I started as a survivor main, then a few hundred hours in I got bored, and the whole reason I had got the game was Huntress. Got to rank 1 killer, got bored again, quit the game for a year. Came back and probably play a 60-40 survivor killer split.
In my experience people take things too personally. I t-bag, point, click my flashlight at killers, but also spin stupidly fast while carrying a survivor, t-bag as ghost face, smack people on hook to shut them up. That’s the thing, I don’t take this game seriously, it’s just for fun. Too many times I think people read into gestures as some way of bm. T-bag at the exit gates? Thanks for the extra blood points from a hit.
Most reasonable people play both sides, it’s like college, experimentation is natural.
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I would suggest using self care with botany knowledge, and a med kit. It will make your med kits last a bit longer, and if used with an emergency med kit you have a few super fast heals. Self care should be only used as a backup plan, and if the killer isn’t applying pressure to your team. If you’re all dead hook with multiple gens left you should be trying to get some done, not wasting time self caring.
The most likely places to self care would be if you’re 3 gen’d and the killer will not leave the gens at all, heal across the map. Secondly is for the EGC, either healing for a save or to escape a killer guarding an exit.
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No one will. It’s a meme perk at best, one of the bottom 3 at worse.
Any argument that it could be used can be countered by using any perk that can give a slight benefit, and doesn’t make you a one shot down the whole game
Sabo squads? Again, a swf troll that’s not even effective in comparison to some dumb stuff you can do in a 4-man squad.
It’s awful and in need of a rework.
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Grey rank’s always have had, and probably will have bad q times. It was bad back in 2017 when I started, and this year when I decayed back down. Resetting everone to 20 would fix that for maybe a day or two, and result in even more unbalanced games than what we have now.
The most populated ranks, in my experience are 4-12, everything else usually will have to wait a bit. Honestly, Everyone going back to 20 would just be plain bad. I don’t want to play agianst new players, it’s not fun for me at all. Smurfing can happen, but exacerbating the issue with a mass reset won’t help in the long run.
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@LOA said:
Trapping 6 people in traps is really easy. Use common sense with trap placement, don't trap in the most obvious places, and use one of the add ons that darken traps. #########. Are people really that bad as Trapper??
Yes, I am proof that people can suck at Trappy daddy
