Warlock_2020
Warlock_2020
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@DBD78 said:
Her addons are just bad. I try to get Video Tape and Last Will, two yellow addons they are ok. Also heard that Face Mask, another yellow one could be good with Knock Out when slugging but I haven't tried it.
I play a bit more dirty with Pig than with most other killers I mean what do you expect of a pig? Tunneling is ok because that is Pigs strength, just like basement camping is Bubbas thing. I use BBQ, Monitor, Whispers, Noed.
Pig is a bit underrated and if you ignore survivors "rules" then dealing with Pig won't be very pleasant 😎
#1 I hate when people use "survivors rules". Any decent human being can tell that being tunneled to death and never getting to participate in a match is absolutely miserable. People PLAY the GAME to have fun. That said, there is no rule against tunneling. It's just seen as cheap, and rightfully so, and I don't even play survivor that often.
#2 Pig has a lot more strengths than tunneling. If you save your traps, and don't blow them all too early, you can really snowball things later. Just ran a match with Pig where I ran Ruin, Sloppy, Spies and Nurses with Video Tape and Razor Wires addons. I try to wound the first one early, and then hit a gen. I pushed two off the gen, downed one. The other two healed - big mistake with sloppy and nurses. I put a hat on the first, then saw the other 2 with nurses. Downed the wounded one and hooked her. Heard a gen nearby and let the 3rd survivor rescue the first. The gen finished as I got there, chased and downed the next one. I followed this routine, saving my remaining three traps until 2-3 gens were done. Then I snowballed it from there. No tunnel, no DS, yet all four ran DS.
Could I have tunneled? Yeah, sure, but the remaining survivors would likely have popped gens, putting me in a tough spot.
The point - Find something that works for you on Pig. Experiment and don't be afraid to lose matches and learn.
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Don't give a crap either way. Dumbest thing I've heard of. If you want to use NOED, go for it.
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DS is fine as is. I rarely get hit with it. Then again, I rarely tunnel unless in end game. It needs no change. It is a powerful tool for anti tunneling and I think it should stay. Personally, I like DS much better now than it was before the change. Getting 4 DS before ever getting your first hook was super frustrating.
Don't like DS, don't tunnel. That simple. Or, tunnel with a strategy. Eat DS early so they don't have it at end game.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1075520#Comment_1075520
Anyone who boops my snoot lives- only exception is people I know and hate or if I'm tryharding (rarely, usually for achievements or challenges).
I only bring Moris if I need to- Daily, Challenge, a survivor wants to be mori'd, etc.
A man of the people. Always willing to oblige a survivor asking for a mori. I like it!
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I played 3 matches last night. One was vs a piggy. I was super excited about Booping the Snoot - but they ran Eboni Mori and it was over really fast. I was sad. I did boop the snoot after a Head On stun though. After the match I inquired as to why the EM and he said he never ran one on Pig before. I expressed my sadness at the short match and we both had a good laugh.
This has nothing to do with Doc, but it sort of fits in because I have not seen many Pigs lately. So, I ran Pig all night last night. Only had a few boop the snoot though. I let them all live. :)
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1075391#Comment_1075391
So because I still got the 4K or made 1 or 2 mistakes made my point invalid?
Yes, it is. Why? Because you choose to go with perks more suited to camping than pressure. Also, you took almost 30 seconds to get Steve engaged in a chase. You walked by him twice, missed the sound of him running to your left twice, and kept mind gaming yourself into bad decisions. These are things you should be looking at in order to improve on. Change the situation up. You engage him right away, you have one of any pressure perks, DI, Thana, etc, you down him around 40 seconds sooner (25 for the dancing around and not engaging the chase itself + 15 seconds for the second-guessing mind games you did that gave Steve more separation time). You now have almost 50 seconds before that first gen pops. You get over to one of them in 30, chase them off the gen (if you have ruin, that regresses auto). You hear the other gen near done, you peel off and chase him off. You lose 1, maybe 2 gens and get a second down before the next gen is done.
This is how many matches go. If you toy around too much in the beginning, you get hammered. Having some pressure perks and learning from your mistakes helps a lot. I main Trapper, it takes a good minute to get a field of play trapped so you can control it in the late game. I lose 1-3 gens pretty quick, but easily control the rest of match 90% of the time. I use perks that favor that style of play though.
TLDR: Go back and look at your mistakes in the video. Learn from them and you will not have so much of a problem in the future.
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I don't run any one build. I don't like to run the same thing over and over. I like trying new things. If I fall out of red ranks, I don't care. If I want to try a new killer, so be it. Been toying with Huntress more lately. Got owned a few matches, fell to rank 5, then climbed back in to rank 2. /shrug
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I'm a mediocre killer who is colorblind to the point I can't see most survivors if they don't move because colors blend for me. That said, I get red ranks easily without ruin and I run Trapper. I'm nowhere near as good as many of these streamer killers, but even I know the ruin changes are not crippling. They are crippling to many killers who relied too much on a perk that was ok at best. The perk often got eliminated early and only crippled mid to low rank survivors. Killers love to talk about survivors needing to adapt to changes, but they don't like to take their own advice.
When I play survivor, I see around 70% of the killers rely heavily on survivor mistakes and stupidity to succeed. They tunnel way too hard at times and bank on survivors not countering their tunnel, or complain about gen rush when they do.
The OP is absolutely correct. This coming from a severely colorblind Trapper - by no means a power killer.
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@VaJaybles said:
Baby survivors are quick to call anything camping.
There are 3 types of camping
Proxy camping- killers bbq didn't show everyone, so now they think someone's near and want to check every corner. Usually they leave
Camping- this is usually about 15 ft away perhaps insidious, but they are waiting to grab the savior
Facecamping- you've hurt the killers feelings and he wants to cry on your shoulder til death do we part
Your explanation of proxy camping is off. Proxy camping typically has zero to do with BBQ. If there are no auras, they could be on the other side of the map behind a gen, or in a locker. If you are wasting time looking around the hook, you are giving up valuable map pressure. Your fault if you lose gens at that point.
Proxy campers typically have an insecurity about leaving the hook. They will look at local gens/hex totems, but won't go too far. When the unhook occurs, or they see a survivor, they will engage that that point. Most proxy campers are doing it as a strat, not due to no auras on BBQ. If that is your reason, you have a very flawed strategy. I never let no auras keep me in the area of the hook. I'd rather let them off the hook and chase them off gens than sit here hoping they were not in a locker or behind a gen. Then BAM! 2 Gens pop on the other side of the map and they still get this guy off the hook in stage 1. Total waste of time.
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@killde said:
What, am I supposed to just go to the polar opposite of the map just so you stand a chance? I'm not even in high ranks and I get called that.
I don't even stand, I go around the area to look for survivors coming to unhook so I do move around just not that far.
What is a killer supposed to go mindlessly go on a hunt?
First of all, if you want to play that way, fine. Just be ready to take heat for it.
Second - If you are staying in radius of the hook looking to block incoming survivors, that is camping. Refer to what I said above. If you intend to do it that way, just own it and don't argue.
Third - Good survivors will own you with that strategy. They will do gens, grab the hooked guy with Borrowed Time, MoM, Adrenaline, etc and you will find yourself whining on these boards about how unfair the game is for killers. There are many here already doing it.
Fourth - If you are fine with understanding there is a limit to how far you can go with this play style, and you are fine ignoring the frustrated players, then continue with what you are doing. It is not against the rules. There are actually times where camping is the best action. For instance, the door is open, you have a hooked survivor and are trying to secure that kill. You need to stay near the hook.
Fifth - If you want to have more fun, and experience the game in a larger way, start using the hooked survivor as a way to pressure the map. In order to free that survivor, 1 other has to come get them. That is 2 not on gens. Find a third and try to down them, that is three not on gens. Rinse, repeat.
Toy around with strategies. Learn what works best for you, the killer you are using, and most of all - have fun.
I will leave you with this thought. Not all the players out there are toxic azzhats. Some are decent people just wanting to blow off steam after work/school. When they get camped to death, that is not fun, and they get frustrated. Keep that in mind. Sitting on the hook watching the killer circle around you is less fun than watching paint dry. If they get upset, it is understandable. But there should not be any threats, or vulgarity/racial remarks.
Good luck.
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A DbD movie would be interesting. Even a collection, sort of like the old Creep Show movies. Do 3-4 30 minute to 45 minute shorts and put them together as a movie. Have the Entity be the tying force. Then do another with more killers/survivors. Could not use the licensed killers, but they have plenty of originals.
Trapper
Spirit
Nurse
Wraith
Part II -
Billy
Oni
Huntress
Clown
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Killers and Survivors both lose respect because they are on this forum crying and whining about the other side being entitled.
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Honestly, I try not to use them. If I have one, I'll use it mainly if the killer is camping or tunneling. I try to avoid blinding the killer at pallets and crap like that. If the killer is decent, it is a waste of time anyways. I usually avoid doing things I find annoying when I play killer. Just like I avoid doing things as killer that I find annoying as survivor.
Does me no good though. Killers and survivors are still toxic no matter what. Heck, I changed from Claudette to Feng in a match because I saw there was 4 Clauds. I thought, ugh, I'd be dreading this if I was the killer. My reward? Face camped. lol
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Gen times are really tricky to me. There are times when they seem to fly by, and then I seem to be able to lock games down at others. Honestly, a good group of SWF can do gens at their own whim sometimes. Those groups are more rare, though tend to pop up in red ranks more than one would like.
That said, I think altering gen times across the board is very dangerous. Though skilled groups can pump out gens with impunity at times, a half-way decent killer can stop most solo groups cold on gens. Therefore, any changes need to be slight tweaks, or incremental.
I have a few ideas, but it is hard to do anything until match making is fixed.
- Hex: Ruin - This should not be a hex perk. As much as I enjoy the effect of it, I think it is too weak as a hex perk at higher ranks. I think the premise of the perk is great because it punishes survivors for staying off gens, while rewarding killers for pressuring gens. Don't pressure the gen, Ruin is not going to do anything for you. If you are too scared to get back on that gen you had at 50%, you will lose your progress. I think the numbers can be tweaked to find the right balance. This could go very far to help gen times. Right now, the hex totems are too easily found and destroyed to consider Ruin a stable form of gen control.
- Skill Based, Incremental Objectives: So, BHVR says they are moving towards a skill-based. If this is true, then they should also be able to measure players skill for game purposes in general. If so, why not make it so a player of X skill, that is going to be matched with killers and players of higher skill as well, also triggers the need to find a repair part for the gen? Or gets a 10% penalty on gen timers?
- How about a SWF debuff that only hits when you have 3-4 members? 5-10% penalty to gen timers? 5% per member past the 2nd? That means a 10% penalty for 4-man SWF. I am not big on punishing people for playing with friends, but it could be a way to off-set the communication bonus of SWF?
- Instead of gen timers, what if chases were shorter? Increase bloodlust timers, or give a perk that gives a slight speed boost when in a chase for more than 30 seconds. The boost remains while in chase.
- Monstrous Shrine - Rework the perk. When a survivor is on the hook, MS gives a speed debuff to all gen speeds. If the survivor is on his second hook, the debuff is increased. If the survivor is sacrificed with a 3rd hook, the gens are debuffed with another increase for 30 seconds. The debuff stacks for each survivor currently on hook. If a survivor is rehooked within 30 seconds of getting off the hook, no penalty is applied. (I think this encourages multiple hooks, and encourages getting people off the hook faster.)
Anyways, I'm not sure how to solve the problem completely. Any major change can swing things too far in the other direction. We also have to consider mid and low rank players as well. They are not as fast on gens and already tend to get destroyed by killers. Penalizing them too much would just be discouraging for new players and lower retention rate. At the same time, high rank players plow through gens pretty quick when they want to.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1073985#Comment_1073985
MoriMeDaddyMyers backed up the name too... Its weird when you get followed around by a survivor who's trying to feed you free stalk and give you a free kill. As I type this, I look over at a screenshot I have on my 2nd monitor and notice one of the names...
https://us.v-cdn.net/6030815/uploads/631/O6N3P5AGD178.jpg
Some people are cringy...
That made me actually laugh out loud. Worth typing it out.
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@bendermac said:
It's one thing to bring a key into the game, but you shouldn't be able to find one in a chest. Killers don't find moris to shorten the game.
This needs to go!!!
I've noticed it does not happen as often as it used to. That said, if you run plunderer, you have a higher chance.
I don't think they should be removed because it is a tiny variable and a slight window of hope in some situations. I got one once when facing Billy. Doors were right next to each other. 3bother survivors played immersed. He face camped 2 to death. I worked 4 gens on my own and was the last survivor. I had plunder, hit the basement chest and heard the chorus sing as I grabbed the purple key.
Again, they should not be common, but should not be removed either.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1072396#Comment_1072396
Meme names are pretty common, although I get weirded out when playing against MoriMeDaddyMyers and the likes...
I agree, but these guys backed up the meme name. Some players are just easily triggered.
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I main Trapper and say leave it be. OoO gives me plenty of info as well. They tend to be the first one out, not because I tunnel them, but they are the easiest to find. Ez first kill.
If they whine later, I just ask what they would have me do? They kept showing me a target.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1071890#Comment_1071890
Might not be much, but abit of difference there is that you literally asked. The killer in question didnt come into the chat saying "ALL CLAUDETTES SHOULD DIE!!!", you opened that can of worms. The chat couldve very well had only contained everyone saying GG instead.
I did forget to mention that one of the killer's name was 'Claudettegetscamped'. I've seen 'Claudettedies' as well, but I ran Jeff during that match.
On the flip side, I get 'DocequalsDC' survivors all the time. I mostly run Trapper, but will switch to Doc just to test their integrity. I'll often farm with the other 3 or at least take the foot off the pedal a bit.
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@xGodSendDeath said:
BHVR babies them, so they're entitled. There's your answer right there. I'm a rank 1 killer on PS4 and got salty messages telling me to get better at killer because I brought an ebony mori against an obvious 4-man SWF (all dark clothes Claudettes). One on their team escaped with a key and they're still crying. LOL
In my experience, I've found many killers to be just as entitled and whiney. Played a bit of survivor on Wednesday with the wife. Had a daily to open gate and escape with claudette. Ran DWM, WMI, IS, DH with no item and brown BP offering. First match I get chased for 2 minutes and face camped. Ok, but he plays normal after that. Ask why he did it, he said "Claudette is OP and anyone who runs her immersed gets face camped." Problem is, I was not immersed. I was working a gen in killer shack when I took aggro so the other could run.
Second match, I get tunneled and mori. Again, killer says it was because I ran Claudette. Never mind the fact I usually play killer and only ran Claud for the daily, according to the killer, I was toxic for running her.
I've seen killers tunnel, camp or mori for bringing a key, or flashlight, or using Sprint Burst, looping, etc. Killers can be just as entitled as survivors.
That said, the survivors in the OP's situation were entitled PLAYERS. Nobody likes NOED, but so what? Next game.
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1068583#Comment_1068583
Uh, the game starts matching you against Reds as soon as you hit green rank as killer. There just aren’t enough killers to go around.
I would like to see the numbers on killer to survivor ratio. Here in the forums you would think there are so few killers, yet my game experience is very different.
I primarily play killer 85% of the time. My que times on PC, U.S. midwest are 5 to 10 minutes in primetime hours and 15 to 20 in off peak hours.
When I play survivor, it is with my wife and que times are almost always instant or 2 to 3 minutes. Last night I trodded through survivor M1 simulation for 3 grueling hours (happy wife, happy life) and we kept getting instant ques and would run into the same survivors over and over again.
Tonight, I play killer all night and wait roughly 7 minutes for a lobby and again kept seeing repeat survivors, usually every third match or so.
Based on that, it would imply there are too many killers for the number of survivors.
Killer rank 2
Survivor rank 8
I think it is pure crappy match making, plain and simple. I kept seeing rank 16 to 20 survivors all night. They were not SWF. Got this poor rank 19 guy 3 times, each time with different survivors. I luckily recognized it and let him loop me around and pretended to lose him.
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The problem with any change to survivor side play is the issue of balance. We already know the kill rate is well above 50%. That is somewhat scued due to suicide on hook (stats already discount matches with DC). We also know killers are significantly more powerful in low/mid ranks.
The problem with major changes is it could throw things seriously out of whack. Why not have changes slowly introduced as you rank (I know rank is about to be ignored) but whatever magic match making system they use should be able to increment changes based on skill levels.
In short. Survivor play can become more complex as you advance in tiers.
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BHVR's new motto - At least we're not Blizzard....
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@BeHasU said:
https://forum.deadbydaylight.com/en/discussion/comment/1064251#Comment_1064251
Yeah, you can still save the hook survivor, 80% of campers are bad players, you can still save him with bt. You can always follow the killer with a flashlight to help your friend while the other 2 are doing gens (prob totems). This way the killer will lost a lot of time trying to fight you and your friend and thats it. Hook stages are 1 min each. 2 min to kill the survivor, in 2 min you can do almost 3 gens, the first 2 gens still can get repaired while the killer is trying to find a survivor and chasing one, if he knows how to loop all the gens are done and the killer will prob get 1 kill and the game will end in 5 min. It's not that hard to go against campers. If you get camped, just try to hold on on your hook and sacrifice yourself for your team. Move on and thats it. Its fun when you unhook the guy and he has 1 min of immunity bcs of DS after a lot of time wasting chasing him bcs of BT, again a lot of time for gens and totems. Be sneaky and blind the killer after that 1 min and its mostly a GG for survivors, 80% of the time the game will end with a killer dc.
This whole plan requires that we be running BT, have a flashlight, etc. Not everyone does that.
I know how to play vs a camper, all I'm saying is that camping is way to effective when you use the right perks. Unless you have really good teams or a bad killer, camping is quite effective when in the right build. That is what I have a problem with.
Camping is a strategy to use at certain times, and it should not be shamed when used that way. The Gate is open, one person on the hook, you want the kill? You camp that hook. Camping the first hook? Sorry, that is just pure toxicity and this game promotes it by giving those players tools to do it successfully.
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Bad teammates when you have a camping/tunneling killer is very annoying. Had that last night playing with my wife. She was slugged, he was camping, they were either in lockers, or wandering around aimlessly.
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If I am running survivor and I see the killer is struggling, I'll often make sure they get a chase with me and get the kill. Furthermore, if I can tell they are trying to achieve something and not being toxic about it, I usually try to help out. Like the killer who keeps trying to bring us to the basement; he's possibly trying to work on the tome achievement, so I'll run there during the chase to make sure they get it.
As a killer, I usually let the last person go, unless they were toxic or clearly hid the whole time. I will usually wait until someone finishes searching the box before I hit them....not sure why, but eh. If you are unhooked in front of me, I'm not going to rehook you. If I down you, I'm going after the butthead who unhooked you before I could leave.
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@BeHasU said:
Whats there to be fixed. You get camped, 3 survivors escapes and the killer depips. While he is camping the hook stages are longer than usual. Learn how to loop, it's so easy to lose killers these days with all the perks and survivor sided maps.
You forgot a huge part of camping. Killer downs a survivor, even the best survivors can be downed so you can't blame them for it. Camper camps, survivors do what the supposed cure is - hit gens. Camper finishes his campsong, and moves on to next survivor. There are 1-2 gens left. Say he does not get another one down before the last gen is done. BAM! NOED kicks in. Camper gets a survivor down, but leaves him there. Last two survivors open the gate and try to leave, but camper hooks downed survivor and Blood Warden kicks in. Camper downs another survivor with NOED. Last survivor has the choice of going for the hooked survivor, or looking for NOED. Smartly, he looks for NOED. Finds it, but one survivor had died, and Bubba is now face camping the third. Survivor does not have BT, so smartly leaves. Camper just got an easy 3k without doing anything.
Flawed system if you ask me. I don't mind NOED and find it a great end game perk, but if you really think gen rush penalizes campers, you are wrong. Make NOED require 5 hooks to activate and now you can say gen rush campers.
Oh, and campers don't care about pips. People who specifically want to camp are doing it to annoy other players. It is a way to grief others intentionally. They want to face lower level survivors, so the depip helps them. It's nothing more than bullying.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1062535#Comment_1062535
These are people who posted videos. Is it possible that there are survivor players who have long escape streaks who don't post videos about them?
Can't present evidence if people don't share it.
You could say the exact same thing about killers. There are many streamers that have videos of 4k streaks while running meme builds. I'm sure there are many more who have not streamed that, but achieved it as well. Does that mean killers are OP? No. It is people who play way more than the average person. It is not a barometer to measure balance by.
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These are people who play this game as a job. Furthermore, they had a lot of help. This is by no means a benchmark to measure survivors by.
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From my days as a survivor:
- Most killers who ran NOED used it as a crutch. They either were horrible players who made lots of mistakes and would secure a kill or two with it.
- Many NOED users were actually your classic trolling campers. They would run RUIN, NOED, BW. Face camp the first kill. What does the killer community say the counter to face camping is? Gen rush - but whoops, here's NOED and BW to secure a 3-4k. Does not matter that the killer depips, he wants to. He's just griefing.
From a Killer Perspective
- When I started playing killer, I used NOED as a crutch. I had a match where a very polite killer main talked to me afterwards. He explained how using NOED as a baseline perk would keep me from breaking bad habits. He was 100% correct. I stopped using NOED as a base perk. I got owned a while, but I learned and improved.
- NOED is a great perk, and there is no need to nerf it. NOED completes a good end-game perk build. Without it, end game builds are not the same.
I say no on a nerf to NOED. I do think it should have a requirement. No less than 5 hooks needed for it to activate. That would keep from rewarding trolls, but rarely cost a regular killer.
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Chucky - Seriously, how the heck can you see as him, or see him coming. It's a plastic doll, kick him.
Jason Vorhees - Tired. Trapper is close enough and unique.
Pennywise - Already have a Clown
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Enjoy to Play As:
Trapper
Pig
Doc
Enjoy to Play Against:
Trapper
Huntress
Freddy
Don't Enjoy Playing As:
Nurse
Legion
Billy
Don't Enjoy Playing Against
Legion - This should get a category all its own. This is the most annoying killer in the game. M1 Simulator that attracts the most angsty players around. Don't get me wrong, usually easy to beat, but annoying to play)
Leatherface (Typically an angry camper, but when not - he is a fun killer to go against)
Oni/Ghost Face - It's a tie.
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@Peanits said:
It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.
It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.
I don't believe it would be. I usually am arguing for balance, and tend to side more with some survivor issues over killer, even though I play killer primarily. Ruin is a great step for supporting a more active game play, but it goes bye-bye too fast. Here is why I say it is not too powerful:
- In order to suffer the effects of Ruin, you have to leave the gen. If you are working the gen, you get zero negatives.
- Survivors learn to get back on gens when they can, or suffer the penalty. This could partially discourage the immersed player hiding in the corner because the killer once came by their gen five minutes ago.
- The numbers can be tweaked. If it is too powerful, lower the regression rate some until it is in the right spot.
- If it is too effective, that is either because the killer is doing the right thing and pushing them off gens a lot, or the survivors are being too immersed and won't re-engage the objective.
I think the perk encourages a more active game play, but it is not powerful enough to warrant being a hex perk. Hex perks are typically game changing, and this one is just not that.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1061462#Comment_1061462
"Entitled Killers" only come about because of the toxicity that is the entitled survivor mindset. I know that's what I've been through. I started playing this game caring about everyone's fun, not anymore. Now I use the best strategy's to win. A person can only be called racist slur's and told to die / get cancer so many times before they just stop caring about the other people behind screens.
That may be the case for you, but many survivor players I know have turned toxic over time because they are tired of either hardcore campers, tunneling, or smurf killers destroying low rank teams and laughing about it.
Both sides have entitled players and when you single out one side, you weaken your argument t/statement.
Personally, I've faced tons of both. Just watched my son play a match at rank 16 vs a very skilled Billy. He destroyed the team with an ebony mori, and made sure to act like a prick the whole time. He was a rank 18 with a name that implies he is taking revenge for Ruin changes. He admitted to the fact that it is his deranked smurf account and went on to brag about destroying low rank survivors.
Yep, that will help avoid creating more toxic survivors. Needless to say, my son thinks all killer mains are toxic pieces of s... Hard to argue based on his experience.
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@NullEXE said:
https://us.v-cdn.net/6030815/uploads/406/G3XL66VRJDE6.jpg
https://us.v-cdn.net/6030815/uploads/973/KI9YBOC089CC.jpg
https://us.v-cdn.net/6030815/uploads/592/CNUJ0WIXWVS0.jpg
You know I would feel bad, but after that - I don't really mind that he was the first to die. In game he obviously didn't know any of the loops on Ironworks, and how much his friends ignored Generators to save him off hook / bodyblock for him. It was clear that they were SWF boosting their baby friend into red ranks for his "streaming career". It's good to see people helping, such a positive voice for DBD.
In other words entitled survivors attitudes is a problem, and this is how killer's are treated every match even when it was because of the other survivors they lost - not the Killer. What else was I gonna do? Go tap the wall on the other side of the map? I knew they weren't working on gens, they knew they weren't working on gens, but I get called a tunneler, and i'm bad because they decided to ignore their own objective.
You had me up til the point you used the bs terms "entitled survivors". Entitled players is more like it. I have seen just as many killers act like that, even on these forums. Stop pointing to just one group when both are what screws things up in this game.
Aside from that, you are correct, it is nuts how a group can prop up a bad survivor right into red ranks.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1060794#Comment_1060794
If we are talking about swf teams of Survivor mains - no, they are pretty much uncapped.
They are capped, even for SWF. 2 yellow oaks or 1 purple is the max distance you will get. Same for smoke.
We've tested these out on KYF in the past. If there is a difference, it is minuscule at best.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1059535#Comment_1059535
It's also how you say "Thank you" and "Goodbye", according to some Survivors.
Survivors only have 3 means of communication; tbagging means a lot of things depending on context and the person tbagging.
When done after a vault or pallet drop, it is to mock and taunt. When done after a blind and you see them in the distance, it is again to mock.
Just to clarify that most teabagging I see is not a friendly gesture. Then again, it usually is done under the pretense of false confidence and shortly followed up with a hook.
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Not even 5 minutes? If you are chasing the first guy for 3 minutes, you are doing it wrong. At so e point you have to let that chase go and pick up another chase.
I hear this a lot from players who depended on ruin to cover them when they follow one survivor all over the map for 3 to 5 minutes. That is a bad habit. If I can't down the first one before BL1, I look for opportunities to peel off. I won't follow to dead zones either. I'll stick with it only if I'm clearing out key pallets early because that helps later.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1056171#Comment_1056171
Yes ruin was useless at high ranks, that's why it was used 80% of the time.
Sarcastic comments aside, it really did do something. I don't think there was any player that could hit greats 100% of the time. Remember every failed skill check adds 7 seconds onto a gen, put that across all survivors and even if ruin only lasted 30 seconds its already bought you a ton of time.
When the perk lasted more than 60 seconds. It was enough of a threat that hunting it was a priority. Many don't do that anymore, thus making last longer.
Either way, I think the perk would benefit more from being a non-hex perk. I like the aspect of rewarding active/engaging killers with that major regression. I hate how easy totems are to find and destroy.
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The new Doc requires a lot of thinking ahead for survivors. I've played as him and against him a good bit lately and found him a bit difficult at first as a survivor. The big problem is that it requires survivors to think and plan, but many don't. You want to anticipate when he will likely use his spark, which you learn throughout the match. Be ready to jump in a locker, or get out of the TR. He is fast and can mess up loops with shocks. I had to change how I mind-gamed doc. Use more breaking line of sight and hoping spark was either not up, or he chose to save it. Drop pallets early, don't wait too long and go for the stun. A good Doc will make you regret it.
I like playing him, and I've started to enjoy playing against him. I admit, I have started running Calm Spirit a lot more!
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@FleshTorpedo said:
https://forum.deadbydaylight.com/en/discussion/comment/1056358#Comment_1056358
PC, literally just queued and 15 seconds later got a match as rank 1.
What region/area? I'm Midwest NA. I know someone above stated they were EU and had different experiences as well.
I guess what I'm getting at is it is not so much about the lack of killers as much as it is the match making and crap server setup. I've never had a good killer que unless there was a survivor-focused event going on. My que times are always a minimum of 10 minutes on average, upwards of 15-20 during weekdays. If and when I play survivor, it is near instant as a 2-man SWF with my wife. We wait a max of 3-5 minutes if we are not playing in primetime hours.
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@FleshTorpedo said:
https://forum.deadbydaylight.com/en/discussion/comment/1056307#Comment_1056307
I get almost instant que everyday at all times except early mornings at red ranks and purple ranks.
What platform are you playing on? PC is nowhere near that. PC has been long killer ques for years. Different platforms experience different issues.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1056152#Comment_1056152
Every killer que from purple up is instant, even not in peaktime.
I'm rank 2 and have no instant que. Not sure where you are at, but the Midwest region is not instant. It is definitely shorter on Friday and Saturday nights, but any other time it is 15-20.
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I disagree. I like the new Ruin better than the old. The old Ruin was useless at higher ranks. It only crippled low-rank survivors. It favored campers and tunnelers in the rank 13-20 brackets. You get to rank 5 and ruin is pointless. It is either gone in 60 seconds or they just bulldoze through with great skill checks.
I have found survivors are a bit more lazy and pay less attention without ruin. I stopped running ruin and went for slowdown builds that worked much better. The new ruin works into those well. It gets ignored until it is too late many times.
The new ruin pushes learning a different play style in order to make it work for you. You have to be willing to push survivors off gens instead of engaging in long chases. I've found it works really well with a half-map strategy. I don't let survivors pull me to the side with only 2 gens. I keep the other 5-6 in my area of influence and I can keep them off the gens and catch them in bad spots once they get frustrated.
Anyways, new ruin is only bad for those that depended on it too much. I highly suggest trying new builds and styles with the new ruin.
One thing I think would make it even better? Take away the hex part. For what it does, it could be a huge way of countering gen times without turning the game on its head.
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@NMCKE said:
This is mainly because killer is very stressful to play and the fact the developers removed the early game perk Ruin from the equation gave way to generators flying, is why no one plays killer.
However, I'm one of the few who adapted by playing really dirty by hardcore snowballing and using NOED on my Nurse. 😁
Umm, nice try. Killer ques have not changed. I wait 15-20 minutes at a time on steam for killer ques. Survivor ques are less than 3 minutes. During primetime hours, I wait 10 minutes for killer que, instant for survivor.
The problem for years now is that there are not enough survivors playing the game on PC. Most want the massive BP boost of killer to face the grind with. It was one of the factors that led me to switching to killer. Even with the 15 minute que time, I can earn almost twice as much BP on the average in an hour than I do as survivor.
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NOED - I like the idea of end game builds that incorporate NOED, but this perk is used more as a crutch than a part of a build. I've seen NOED used more by hardcore campers than anyone. It really helps them get 2 to 3 kills where they should only have 1. I would not mind seeing a hook minimum attached to NOED, with a guaranteed totem spawn. That way it is earned and can't be denied.
Dead Hard - I get the idea of ducking a swing, but avoiding traps as well? Drives me nuts that the survivor has a way of hopping over a trap, but the large striding Trapper can't. Makes zero sense.
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My wife tried killer at rank 19 and got two red ranks, a purple and a rank 14. Needless to say, she got destroyed. Did not help they toyed with her the whole time as opposed to just getting the job done and going. Don't even ask about after match chat. It was nuts.
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Without SWF, this game would have no player base to speak of. Many players were originally attracted to the game due to the social element of playing with your friends vs an unknown killer. Nearly every person I know that plays was originally attracted due to the SWF element.
Take that away and you have your long que times.
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@I_Face_Camp said:
Whys everyone saying Clown? Hes a solid killer to play and hard to go up against. Definetly in a good spot imo. Although I wont decline a buff to any killer at this point
I don't think many people realize how good he can be. I thought he was trash until I started running into some really good Clown mains. I've seen them destroy teams.
Rework Trapper. Give him an extra trap to carry.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1047742#Comment_1047742
You don't achieve longevity and growth by only focussing on new survivors. The pool of new potential players is limited. For growth, the already existing players have to keep playing the game, too.
You seem to think that they only care about survivors, but you are ignoring the many survivor nerfs. They just recently nerfed Balanced Landing pretty hard, which was quite significant and made life easier when dealing with loops on several maps.
This focus on new player experience is new altogether. It makes sense to start off with survivor experience since it is four times the population of what is needed at killer. We tend to ignore the massive quality of life change killers have gotten over the past years. Playing killer now is incredibly easier and less frustrating than it was 2 years ago. Unfortunately, this forum has short memories.
They are talking about trying to rework how match making is done in order to match by skill. Not sure if this will work, but this will do wonders for new killers as they will be less likely to be matched with survivors who drrank just to toy with low rank killers.
I say it is about time they start focusing on new player retention as it has been a problem. The community has not seen much growth and is growing stale. Getting, and keeping, new players is a must.