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Volfgang57

Volfgang57

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Volfgang57
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  • I have Playstation Plus so my updates always download and install when I'm not home, so I'm not sure how long it actually takes, but it sure shouldn't take that long

  • Pyramid Head and Huntress. Unless you're in an enclosed map or just go against dumb survivors it's near impossible to get people to run into your trails. And I play on console, so Huntress is impossible to aim accurately

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950026#Comment_1950026

    Corrupt Intervention does lock down 3 generators, which makes the area you have to patrol slightly smaller. What it also does is last for 60 seconds. It is fairly common for survivors to just hide for that first minute, wasting everyone's time unless you're using another tracking perk like Whispers. And even then, it switches off after that 60 seconds, leaving you as a 3-perk killer. Also, Corrupt works off of killer placement, which is random, leaving the 3 it blocks extremely vulnerable to bad spawns (like being in the middle, so you still have to patrol the full map.) It's ALSO useless if the map is a large one, like Red Forest, because the sheer scope of the map means patrolling so far that survivors can just hide till you pass by and jump on an unblocked gen in the time it takes for you to make a circuit.

    Corrupt Intervention is a band-aid, and a bad one. What you might EXPECT is that some generators always start blocked passively and become unblocked progressively rather than all at once. The killer is at their absolute weakest at the start of the match, so making their job easier in the first portion and harder later on (when they have a chance to have built up some degree of map pressure) seems to make sense. If it's costing you your resources for more useful perks (that actually last the whole match), and can randomly provide no actual early game slow down because you happened to start in the center of the map... well that's not really a solution to the "3 gens pop at the 80 second mark of every match" issue.

    tl;dr - If the game's core rules require you to equip one specific (unreliable) perk not to be rolled in the first minute of the game, there's a core problem here.

    Capture.PNG

    It's a 2 minutes lockdown, so if survivors want to just hide they're likely to get idle crows, pressuring them to actually work on something else.

    While I understand your point those 2 minutes can help a lot more than you think

  • Capture.PNG

    If someone wants to face-camp you aren't going to be able to stop it. They already made a change to the point system where you won't gain points and will actually lose points for staying near a hooked survivor (unless you were actively in a chase) a while back to discourage face-camping, but again, you can't prevent it

  • Yo Entity, this survivor said I'm not allowed to hit them because it hurts. Sorry, but it seems you're not getting fed tonight.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/227941/head-on-needs-to-be-balanced-because-of-swf-groups

    It can be countered. Here is a video of me taking over a game from my gal who ran into a Bully Squad using Head On (and flashlights) for the purposing of trying to get the Killer to disconnect. They had no plans to play the game and even went out of their way to make noise and bait her to the shack. She didn't know how to deal with it either, but she eventually handed me the controls. It has counter play. Watch the ENTIRE video and you will see quite a bit:

    https://www.youtube.com/watch?v=BY6dKbRyuFI

    This is definitely it being used to an extreme. The thing people seem to forget too is that it has a 3 second warm-up timer, so a lot of instances where you see someone jump into a closet you can immediately grab them with no consequence.

  • Ohmwrecker is great. He plays both survivor and killer and is good at both. He also is just overall positive and has a lot of genuine reactions to things in the game. He likes making up stories for things that are happening in game as well and it overall just a joy to watch

  • Head on really isn't that bad. It's annoying, yes, but it's only a 3 second stun and Iron Maiden counters it just fine, especially since it got buffed.

    Plus if they hide in the closet for too long and get idle crows then the perk doesn't work at all.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912132#Comment_1912132

    I agree wit this. And, actually, they DID add another objective for survivors.

    It was called Hex: Undying + Hex: Ruin. The objective was to hunt and find the totems that would regress generators you left while your team tries to stay on the generators for as long as possible. It created a "scavenger hunt" role for a survivor to take, and was buffed with certain perks and add-ons to make it easier to do.

    And SO MANY PEOPLE complained about having to do anything other than work on generators that they're gutting Hex: Undying to the point of uselessness. This was a legitimate Secondary Objective that even cost the killer two of their perk slots to engage and people felt so OPPRESSED by having to do anything other than sit on generators for 80 seconds that the devs killed a perk 3-4 months after releasing it.

    This is why we can't have nice things. Anything that strengthens killers or make survivor tasks more complicated will immediately be met with a chorus of voices whining about how they can't just faceroll from one match to the next.

    Have people forgotten about Corrupt Intervention as well? That literally freezes 3 gens for 2 minutes. And it's always the three farthest gens from the Killer, which is typically where the survivors spawn, so it forces the survivors and killer closer together at the start.

  • You could also use the yellow tonic to bait survivors where you want them. Throw it way in front of them somewhere you want them to go, and perhaps they go for it. You then throw a purple tonic to negate the effects of the yellow and now you have yourself a survivor that's out of position. Granted yes you don't get the slowdown or anything, but you could throw another purple; they're easy enough to aim.

    It's a very situational use but can be used if you're creative enough.

  • You have the charge the blink long enough to gain the proper distance to be able to go through the object. If you're short at all it won't let you go through it. If you blink is going to land you somewhere you shouldn't be able to go it'll also short you.

  • I don't think the smoke is really necessary. The new animations already make a ton of sparks and such that from a distance are basically beacons saying the gen is being worked on. Plus when a gen explodes it already makes a huge loud of smoke. You don't see the smoke when you're on the gen, but watch a gen explode from a distance. It's very very obvious.

  • I'm confused as to what the question is? I don't see anything out of the ordinary in this screenshot.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943404#Comment_1943404

    Ah yes, the trusty flashlight that I bring in every single match/s

    Just offering an idea

    Plus if you're someone that sits and stares at the killer while they're at a pallet you're probably someone who uses flashlights. Just saying


    (Chests are a thing too)

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943193#Comment_1943193

    Right but it does so via the Endurance status effect. So the claim that Endurance = Hit gives DW, is false.

    Oh interesting. I never caught that before. I just looked through the perks that give you endurance and all of the ones that give you a deep wound also specify that. Mettle of Man doesn't, so yea, interesting.

  • You're right.

    "Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored."

    It also doesn't specify basic attacks, it just says "next occasion", so I presume that it would also protect from chainsaws and the exposed status, assuming you're injuried already of course.

  • Run that NOED. Use that salt to season your victories

  • Mettle of Man when it's active just straight up ignores a hit that would put you in a dying state

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943072#Comment_1943072

    I had a yellow flashlight so i figured it would at least do somewhat decent. And I was facing off against the legion, aiming the sucker right at his eye holes too. Didn’t work.

    I've found that aiming closer to the neck/mouth works better than aiming at the top of their head. It's tricky for sure and if the killer moves their camera at all it can throw it off.

  • Endurance is a status effect that if you get hit with it'll give you a deep wound timer. There's several perks that use Endurance. Think along the lines of "You're prepared to Endure the next hit you receive"

  • Sometimes the Killer's "eyes" aren't exactly where you're thinking either (Pyramid head for instance). The default flashlight has a pretty small radius as well so it needs to be aimed precisely to work. Once you can figure out exactly where to aim for different killers it gets easier, but it's still a very situational thing

  • I'm a killer main and DH really isn't that bad. The distance gained really isn't that hard to make up as long as you aren't directly following the survivor, (go around the wall instead of following through the window). If you're chasing a survivor and they're headed towards a pallet or window and they -have- to use DH to get to it before you, then you were going to be close enough to get pallet stunned or hit the window anyways.

    Don't just bee-line after survivors. Predict where they are going and cut them off. It's sooo easy to catch up with survivors unless you're directly following their footsteps.

  • Are you getting safely unhooked? Did you and your rescuer run in the same direction, only giving the Killer one set of scratch marks to follow? Are you immediately starting an action instead of trying to leave the area so when the Killer comes back to check the notification they only find you? These are all things that could lead to you being "tunneled".

    Either that or the Killer just feels like killing you because, well, they're a killer. DS can help with tunneling, but so can Break Down, Second Wind, and maybe Fixated, just off the top of my head.

    Sometimes there's a reason you get tunneled, sometimes not, but either way DS getting changed doesn't change tunneling behavior

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