TwinsMain2004
TwinsMain2004
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- TwinsMain2004
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it's not
she has 2 good addons
it's not one of them
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It basically means try to twelve hook every game while only using perks add-ons and killers I find acceptable (none are acceptable)
People who say spread pressure either know it's futile to do so vs good survivors and just want easy 5 min gens 4 man outs or are very misinformed about what good play actually it
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Only perks that actually irritates me are flashbang and blastmine
Flasbangs because it's actually uncounterable if a survivor has any skill
Blast mine because you are actually just flat out stunned and blinded for 5 seconds without any counterplay besides dont kick the gen for 90 seconds or however long it is
you also can never really tell that its blastmined anyway
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i'd say its gotten worse for killer
multiple times i'd point blank swing or lunge at a window and just straight up miss
finese also gives you immunity frams in my eyes as well
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873810#Comment_3873810
High MMR games??? Those show Killers with a 61% KR or, at worst, a 51% KR. Winning either way.
It saddens me, genuinely, to see just how badly the gen kick meta ruined Killer players. It is actually depressing to see people wholeheartedly believe that gen defence is the worst its ever been.
This whole notion of slugging being better is built off of the idea that most people ARE NOT in a SWF. All you are doing is punching down on Solo and Duo queue players.
I question how any of these newer Killer players would have handled the game when it was actually Survivor-sided.
kill rate is not win rate
I forgot the exact metric but you can win like 3 times as killer then get a draw like 7 times in a row and it'd be a 60% kill rate
dont quote me on the stats as i forgot the but its basically this
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873619#Comment_3873619
Because it's taking a situation that's already bad for the killer, and adding extra disadvantages to it. Before the anti-camping meter, killers who camped (other than chainsaws and Myers) just lost by doing that. Because the way it worked was everyone else was on gens, a healthy person would hook trade, the killer would camp that person, rinse and repeat a time or 2 more, and all the gens would be done. Then it was just a matter of getting the free endgame save. Now we're being told, "Not only can you not camp hooks, but making the correct* play and staying away from them leads to people with Resurgence or We'll Make It instantly healing off hook, and hopping straight back on gens. And if you keep coming back to hook, you still have to deal with 2 hook states of anti-tunnel, because the anti-camp prevented you from 2-hooking them." You leave killers no good options.
facts
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873810#Comment_3873810
The slugging thing is a recent development. Just a month ago, it wasn't that bad.
Most of the aspects you mention, are nothing new.
So again, what changed?
Shoulder the Burden bub
Slugging has been better than hooking for months now, it just took shoulder the burden to get it into peoples minds that its not worth going for hooks anymore
Also Choy and Tru3 are slugging gamers now And Otz has said multiple times recently that slugging seems to be better The nhooking
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@radiantHero23 said:
Can someone explain to me, what exactly happened?
What changed, that people now feel the need to slug?
I seriously don't get it.
Survivors get nasty perks from being hooked, and you generally waste about like 70-100 seconds each game picking up and carrying survivors to hooks
Gen defence and regression is the worst it's even been and its only going to get worse
BHVR has confirmed that if enough survivors complain about a killer they'll just gut that killer So people arn't too keen to try and learn new killers anymore
And in general slugging is way more time effective for a killer nowadays and it prolongs the game allowing for more chases
The average game time with hook perks at Top MMR is around 6–8 mins usually and the killer might be around 5-6 hooks and ending with 1-2 kills
Slugging games in my experience end up around 10-15 mins long with way more chases It's not a gurranted killer win but nothing is But in general it's just more fun
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- You are just as sweaty as they are if you want variety, stop sweating every game with your SWF and lose more (I assume you have one)
2. They are old killers with dedicated, a large fan base some of the most popular killer streamers main them
3. They are some of the only killers in DBD where you actually can have control over chases While also avoiding the Pre Run And Pre Drop simulator that is high level DBD
I'll end off by saying there is nothing wrong with wanting to go against more killers, but at this point it's a dev issue that more killers are not viable at the top
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@ObsidianButterfly said:
Freddy's changes moving him out of F-tier (where he will end up we don't know yet)
Merchant is getting a rework (though when that actually will happen is anyone's guess because BHVR can't be trusted)
We know Trapper isn't going to change
Myers is the only the one left in that tier that needs more work done. I don't really know what they could do with him though.
Other than that, Legion and Plague could stand to be looked at because they both have similar styles that survivors hate (rationally or not). Onryo is also in a pretty terrible state and could use another rework.
Chucky I don't think needs a rework. He just needs some of his nerfs reverted and some other aspects brought in line.
I can tell you where freddy will end up
C tier He's the perfect defintion of one
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Like it or not the game is literally balanced around all but the top killers using 2 or more gen slowdown perks
Even the top tiers need at least one
Survivor isn't balanced around exhaustion, it just helps a lot
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maybe make hooks worth going for again
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the people here who saying that flashbangs are counterable is why devs sshouldn't listen to the community
You can't just look up during a flash bang save unless they're so bad that they somehow miss the timing
Walls don't work and if they did nobody would say flash bangs cant be countered
They have 600 audio bugs associated with them so you constantly have to be looking up 24/7 while carrying a survivor to hook lest they silently drop one because the chase music was playing or they dropped it behind a wall
The amount of times i've been blinded turning a corner because a survivor had 0 indication he dropped a flashbang or fire cracker is insane, esp during chase
THE ONLY counter is lightborn
It's not a killer skill issue to not be able to avoid flashbangs
It's a survivor skill issue if they miss
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Because it's super-duper outdated
the upstairs has ALWAYS been horrible for killers
mostly due to the bug where you could trap the killer on your head or the survivors could climb up the wall like spiderman and get on top of the building
or recently where a survivor could heal another through a wall and finish before you get to them
not having a hook up there is expired icing on this horrible cake
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they are gonna kill pinhead my guy
iri box gone reduced to atoms
Original pin gone reduced to atoms
Engineer fang becomes base kit without the injure part
chain hunt? doesn't start unless pinhead picks up the box and has a higher cooldown and less active time
Survivors also solve it quicker and cant be interuped with chains while having 100% aura reading on the killer while holding it and the solving progress holds so you can just tap it when your about to do down
/s
But for real i wouldn't be surprised if they absolutely gutted pinhead and gave him a few pity "buffs" to his bad anti loop chains
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@HerInfernalMajesty said:
I wait patiently for the day my sweet MFT returns home to its former glory.
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Click to view the GIF
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he's good but not overpowered
hellfire is pretty easily dodgeable and its only good for zoning
bat form was nerfed recently and it hurt him quite a bit
You need good a goodset and hearing for it also and with the ammount of audio bugs in this game it's super hard to rely on it
wolf form is goodish but also dodgeable and if he misses the second pounce you gain like 15 seconds of distance if you continue running instead of stopping while dodging or being in his face
solid a tier killer but op no way
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Not gonna type out an essay about it but all this will do is increase mid-game slugging if the killer really wants that 4k
So many scenarios where a killer has to slug the 2nd last survivor while he chases the last survivor or is afraid of Elodie perk
If the slugged guy finds hatch fair enough but if the slugged guy gets up with base kit UB and gets either door or hatch now thats bound to set a few killers off
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Well let's see
Dramaturgy can be used like a reverse old dead hard
Mess up at a loop in first chase? Dramaturgy away!
Not to mention it gives you a random good item lol (Not sure if it can be a green or purp toolbox but if it can then it's a second chance perk and gen speeds all in one!)
Finese is also kinda ridiculous i think it's coded to actually remove survivor hitboxes instead of just increasing the speed of the vault/hitbox moving
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871817#Comment_3871817
Like Killer's dont do the same thing whenever slugging complaints are made and it ways use ub and expo cause they are so strong right?
Difference is though with slugging in almost every post here talking about it the guy who made the most usually asks for it be removed somehow and is asking for something like UB base kit
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the comments here are astounding
bro is just mildly annoyed on how good adren can be sometimes and yall are acting like he said it's the best perk in the game and doing whataboutism left and right with killer perks
one guy even said "Use Terminus 😎" like bro he didn't ask how to counter it or ask how to waste a perk slot
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/436839/decisive-strike
Until the survivors starts the trial in wheel chairs and crutches at 2 hooks next to the hook, everything to them will be a problem, have you seen how insane it become that even joke perks like Dramaturgy is being whine about?
Anyways to answer the question no it was not because I doubt 5 seconds is any different from 4. They can at least make it either disable the killer power when hit or give them a 50% hinder ability.
yea man the top survivors are using a joke perk for the memz every match smh
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if they made safe pallets on these new maps with the ammount on them they'd just be the game reskined
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"What?! They're called KILLERS!!! Not Hookers!" < This was the most common argument about it when MMR was first introduced Crazy how now that killers play for kills instead of hooks it's unliked
For real though killers have been saying for years game could be a lot more balanced if hooks were the main balance point
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just remove stypic agent and endurance becomes a lot less frustrating
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certainly a take of all time
also troll post?
Your PFP is literally the king of tunnelling
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It's an okay perk
Not nearly as good as people make it out to be
When paired with DMS it becomes pretty decent but it's still not that amazing
I'd only run it on killers you dont wanna slug with
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@DancewithmeKate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870371#Comment_3870371
How do you know people did not give her a chance? I assume you are working at BHVR and you have all data? Because if you don't, then you have no idea what happened against her.
People most likely gave her chance but there was not good counter for her power. It was also insanely boring to play against her. Her power was rewarding her way too much for how braindeadly easy she was. So they most likely decided it's not worth it to play against her.
If one survivor do that, it's fine. But when your majority of survivor players do that, then yeah there is problem. BHVR can't ignore things like that. When they add something new to game, it need to be fun for both sides. And SM obviously was not good design for survivors.
Uh because content creators have normalized hating skull merchant i can name like 5 right now who make shorts twitter posts and youtube videos advocating for DC'ing and call sull merchant OP and unfun and every other name in the book and so have the devs by doing a absolute gutting on a mid killer that served no other purpose then to please the survivors who whine about skull merchant rather then trying to improve
Not to mention that her getting gutted was all the conformation bias that fourm and reddit users needed for their baseless OP allegations
Maybe if the community focused on improving rather than complaining about every single killer / perk or really anything, we'd actually have a healthy and balanced game where the devs can take actual constructive criticism about certain things that could use changes
Instead, we have a community that can't be trusted in regard to balance opinions
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@rysm said:
So yall complain about gens being boring but when killers want to find you quickly to start a chase (assuming that chasing is more fun than gens) then you still complain? Lets be a bit more consistent in our complaints here pls. Also they're wasting time kicking a gen. Surely that's really good for the other survivors that aren't hovering around the kicked gen? People will complain about literally anything now.
NEVER did I think that "nowhere to hide" would be in the little survivor book of complaints.
It's a lie that survivors want more chases
Most of them would be 100% fine with 0 chase time per game if it meant they could just sit on a gen all game
The ones that want chases dont actually want a chase
They want it to be a no trap trapper chasing them in main buildings and other busted loops with 0 mind games
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there already punished as bleed outs dont count as kills anywhere in the game
people will say that bleedouts count as kills for MMR but the devs never confirmed this
And as i already mentioned they dont count as kill for anything in the game for tomes dailys adepts etc… you name they dont add progress towards it
So im not sure why MMR would be any different
Maybe thats why you see survivors getting 4 man slugged at 4 gens by mediorce/weak killers
The killers are going down in MMR and are facing bad survivors who cant do anything to stop the slugging snowball and thus the cycle continues it's self
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It's not even good without other gen kicking perks like pop and eruption or unforeseen dude
It literally does nothing if the survivors dont hide near gens when the killer is coming and in 90% of situations thats the correct play
It's sounds like a you problem if you cant play around nowhere to hide
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869191#Comment_3869191
The hit is confirmed unless the Killer is bad. There is no Survivor skill expression there, the only way they delay the hit is due to a Killer misplay.
Strawman argument.
I can think of a LOT of maps that are Killer-sided. Here they are
Killer-Sided (or leaning):
- Aazarov's Resting Place
- Coal Tower
- Dead Dawg
- Father Campbell's Chapel
- Forgotten Ruins
- Cowshed (somehow)
- Haddonfield
- Midwich
- RPD East
- RPD West
- Rotten Fields
- Sanctum of Wrath
- Suffocation Pit
- The Game
- Borgo
- Hawkins
- Torment Creek
- Rancid Abattoir
- Lery's
- Wrecker's Yard
Neutral Maps:
- Blood Lodge
- Gas Heaven
- Greenville Square
- Grim Pantry
- Pale Rose
- Groaning Storehouse
- Ironworks
- Ormond
- Shelter Woods
- Thompson House
- Wretched Shop
Survivor-Sided:
- Badham
- Disturbed Ward
- Eyrie
- Family Residence
- Garden of Joy
- Mother's Dwelling
- Nostromo
- Temple
- Toba
A 3v1 at 3 gens is a win for the Killer unless they make a colossal and repeated mistake. That's as easy of a win as it gets. A 3v1 at 2 gens is also a Killer win 9/10 times.
I try to refrain from bringing personal skill into it, but you already did so…
If you have trouble winning a 3v1 at 3 gens, it's probably on you. If you think maps like Haddonfield are Survivor-sided, again, that's on you.
worst map list ever
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868997#Comment_3868997
That wont work and will make it worse. They either will afk still or do malicious things like sandbagging, blowing up your gens, throw all the pallets, going in and out of lockers by you.
did you ignore the "90% of give uppers will continue to play when you save them" part?
You cant stop people from throwing the game
Just because you think people would throw anyway doesn't mean that steps shouldn't be taken to make it as hard as possible
removing the 4% will literally solve the most common type of rage quit the impulse one
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just remove self unhook
90% of the give uppers will continue to play the game normally if you save them when they are trying to give up
if you just remove the 12% then the impulsive rage to go next cant be acted upon unless they want a penalty
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Slugging is the best way to play as Survivors gain too much from being hooked and killer loses too much time for like 0 reward
Short but simple answer
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@Reinami said:
Generally, tons of loops are far safer than they would normally be due to "check spots" These spots basically allow a survivor to stand still and respond to whatever option or direction the killer is going. Check spots are generally only used by higher level survivors who are aware of them and are able to exploit them. Against average survivors, they generally don't use check spots.
If check spots weren't a thing, many loops like killer shack would become less safe for high level survivors because they would actually be subject to being mindgamed. As it stands now, good survivors can effectively make it impossible to catch them at certain structures like killer shack unless you brute force the window and pallet, and by the time that happens, you probably have lost 3 gens from the rest of the team.
Check spots not existing would do wonders for balancing the game at higher levels without actually impacting lower skill "average" games because survivors at that level typically aren't using them to begin with. It also promotes more skill-based gameplay where each loop is a proper 1v1 mindgame between the survivor and the killer, where the better player winds due to how well the killer can mindgame and trick the survivor, vs the survivor able to respond to the killer and make proper choices based on what the killer has done historically. Similar to fighting games for example, if i know my opponent in Street Fighter ALWAYS goes for a reversal on wakeup, i can instead block it, and get another full combo, then maybe the next time they do it, they instead wake up with a throw and reverse the offense back to me. This is the kind of mindgame "loop" i think would be much more fun for both sides at higher levels of play.
To be clear, when i say "check spot" i don't mean spots where a survivor can watch one end of a loop or the other, i'm specifically talking about spots where you are able to see every option a killer does, and then select the best option for you as a survivor every single time if you simply just wait for a fraction of a second. Many of these at killer shack for example, are because there are holes in the shack that show the stain through the wall, or you can just physically see the killer through the holes.
Jesus H Entity this might be the best suggestion i've ever seen on the forums
This is a really good idea it makes higher level play more balanced and maps more fair while NOT IMPACTING low mmr and mid mmr players at all
"Cough" (Fourm Survivor Mains) "Cough"
I truly hope a dev sees this
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@KerJuice said:
What happened to the idea of making Unbreakable basekit? Now seems like the best time to revisit that.
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have you tried getting better
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Pretty bad
He was designed way too safe
They want survivors to like him but survivors dont like any killer atm so it's failed effort
They need to buff his dream pallets a ######### ton
and probably a 15% hinder on his snares
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@typervader said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866831#Comment_3866831
But those killers still worked the same.
Bubba was the same, just made alot cleaner. The core of doctors and clowns powers remainend the same besidfes the new editons.
SM is a mess of a kilelr and i dont know if she can even count. Shes had like 4 reworks
she had 1 rework
her second changes were not a rework but just 500 nerfs and 0 buffs
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Solo survivor escape rate is probably around 40-45%
But statistics don't mean much in DBD
With all the hook suicides and the entitlement of DC'ers it could be like 15-20% higher if the community didn't have such a defeatist attitude because they don't like XYZ
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@MaTtRoSiTy said:
Yeah this doesn't happen.
Every match I play vs a slugging Twins people DC or give up as soon as they get hooked and not once has someone said 'gg'
Thankfully this toxic play style is going to become very difficult as clearly the devs have it on their radar.
Anyway, not going to waste more time on an obvious bait thread trying to illicit angry reactions.
Swear it's not bait honest
As i said in my post people DC more but i swear i get less hate for slugging
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yall remember that release freddy had that at base kit right and was considered an awful killer anyways
it's a noob stomper add on nothing more
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@Rudjohns said:
Lol? Just break the pallets and create dead zones on the map
how to lose 5 gens with this one simple trick
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well you only mentioned perks
so…
if i had to pick it'd be call of brine and overcharge atm
i'd love undone to get a buff based on great skill checks though
also half the killer roster needs buffs
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My Thoughts are that it's probably going to be some sort of anti tunnel
Chase a survivor long enough in deep wound and it resets itself granting the next attack on the survivor a free hit
Not sure how it'd work with just deathslinger and legion but i dont think the devs do either
Hopfully it's just a nothing change though
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@Sngfun said:
Probably an Anti-tunnel measure since the bar lowers independently of the normal one...
Wait, wasn't this legions original deep wound? Where if you didn't mend before the timer you died?
I played back then but i couldn't tell ya as it's been so long
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some form of tunnelling and gen regression is required for all killers including nurse blight and billy
you simply can't win some teams without these two things
now 4 slowdown billy is not required but you bet yo behind that you need pain res / pop with corrupt
same with tunneling
you dont need to tunnel the first guy off hook every time
but at the very least you need to ignore 1-2 survivors and just juggle the others
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@smurf said:
Most people's opinions do matter. Just because someone isn't as good at a game as someone else, that doesn't mean their opinion is invalid. They might be wrong about a fact, but that doesn't mean their experience isn't important.
bad players shouldn't dicate balance
dbd is literally one of the only games where they do

