Woot1234
Woot1234
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@TauNkosi said:
https://forum.deadbydaylight.com/en/discussion/comment/1865536#Comment_1865536
You need to purposely get down then and use the perk offensively. Jump in a locker or act like you made a mistake to get the killer to pick you up.
This comment is pure gold
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I primarily play as bubba. A decent jungle gym with a well-placed window effectively turns me into an M1 killer.
I notice most of my chainsaws come from people attempting to Blendette around rocks and trees who should have led me to a nearby jungle gym instead.
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Map and key is one thing, but why do people dodge when they see a lot of medkits or tool boxes?
I see a team stacked with just medkits or toolboxes I bring my good friend Franklin and start slapping everyone. Even at times if I see a key or map I'll just play with Franklin. Few things bring me more delight than sticking it to someone who burned a white ward.
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@The_Bootie_Gorgon said:
There is not enough red rank killers for red rank survivors.
You can't just have red rank players waiting forever.
Why not? Game needs balanced supply v demand of killers. Queue too long? Go play killer. Queue times is pretty much only reason I'm a killer main.
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@fixdeadhard said:
DS abuse is just a made up thing by killers.
DS: "After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60seconds."
Thats what the perk does. It works good against tunneling, thats it, no such thing as abusing it by going in a locker, its using the perk.
Are survivors crouch abusing if they use it to hide mid chase instead of hiding to avoid a chase? its just so dumb...
Same with all these dumb complaints about "second chance perks". Yes, survivors have these, and need these. Can a survivor kill the killer and throw him out of the game before the exit gates are open? no. Killers have unlimited second chances, miss a hit, just do it 3 seconds later again....
There's a lot of arguments on both sides but one argument that is circular is to say there's no abusing a perk because it activated in accordance with how it was implemented.
Furthermore if it only works against tunneling as you stated then by your definition any time a killer downs the same survivor within 60 seconds it must have been due to tunneling? A lot can happen in 60 seconds including chasing, downing, and hooking other survivors. Simple things like the active window closes twice as fast if not in a chase or downed would go a long way to make it an anti-tunnel perk If that's what we claim it is.
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Join a lobby with 4 fully pristiged survivors with coordinated skins, names, key, flashlight, toolbox, medkit, all ready to go? Yeah the last killer lobby dodged and I will too. I'm not going to indulge that SWF as a green/purple tier killer. I'm sure they waited a long time to get a lobby. Maybe take a hint to play killer a bit too to balance out the queues.
Better to leave the lobby than DC or AFK in game, which is a jerk move.
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Make two traps basekit and remove the ability for him to step in his own traps and I would be happy. SWF+OOO is a tough one to remedy.
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Bubba goes "Looks like meat's back on the menu, boys!"
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@Rydog said:
I would work Whispers in there. It's a common perk that is available to all killers, and it is really helpful for finding people. Pop and BBQ are my two other go-to perks, and either Discordance or Tinkerer is my usual fourth perk on a general build.
I never understood the preference of Whispers over Spies from the Shadows. Whispers is nice as you don't need crows and can be good to find the last survivor urban evading around the map during EGC. But you don't know where the person is outside of the general area. Crows, on the other hand reveals direction.
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@CountVampyr said:
The aura reading on dull totems is pointless. It should be only on the hex totems that way the killer can opt to protect them. Why would he care about dull totems? Survivors could use this as a distraction so others could fix gens.
Thrill of the Hunt already gives a way to protect hex totems (albeit a notification, not an aura).
Aura readings for dull totems is not useless. If I run across a dull totem, I cleanse it for BP + incase of NOED. And as a killer main constantly bothered by totems in high-traffic areas, I can appreciate the aura help.
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I tend to consistently run Spies from the Shadows. I can't tell you how many times it revealed a survivor while patrolling and it's been clutch in many chases when I lose LOS. And it's a general killer perk.
I hardly see others running it though...
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1863183#Comment_1863183
Heres a better way to describe it, when a hex totem is cleansed, you lose a random hex perk. Undying acts as a buffer here, it will throw itself in the way and take the hit for other hex perks
Given how Haunted Ground works, it is more likely that hex perks are assigned a location at match launch instead of randomly determined when one is cleansed. Which means that devs would insert a simple IF statements to swap the undying hex totem with the one that was cleansed before triggering deactivation of the hex location that was cleansed.
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https://deadbydaylight.fandom.com/wiki/Status_HUD
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I think you're dissecting the exact wording too much. The first hex cleansed will always be the undying. You retain and can continue to accumulate tokens for your other hexes unless those are cleansed.
I think mechanically what is implied is if someone cleanses e.g. devour hope totem then the hexes are swapped and devour hope moves to wherever the undying was. Not that this is visible to the players which totem is which hex.
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As Killer main, I would trade you the skill check for a reduced active time. I always go after the one unhooking, and I couldn't count how many times I got DS'ed from randomly stumbling on the person I downed later or they take a protection hit.
It is also a minor nuisance when I down the last survivor and we both have to wait a minute for my cellphone timer because I feel there's a chance the survivor has DS.
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/1861095#Comment_1861095
That is a fraustrating spawn but not all totems are like that and I am sure the Devs probably moved it with the new crotus rework/changes we can only hope. Having said that I raise you this totem
https://us.v-cdn.net/6030815/uploads/PKPBBYZQ4G7G/unknown-2.png
Also the totem spawns in dead dawg saloon that are literally covered completely by bushes. The totems in lerys that are in bins that you can only see from one angle. The only reason I "saw" the totem above was because I heard the crackling and there was no fire barrels nearby plus I was looking for it as I knew there was ruin undying as I was playing duos with a friend. The problem with Devour at the moment is that it lets survivors know as soon as you get 3 stacks and they drop everything to find the totem. Undying prevents that from happening straight away and you are given more time to both hook more people with instant downs and when 1 totem is gone you simply patrol the other totem. For your easy downs. This way a SWF can't cleanse your DH while you are carrying a survivor to a hook as you will have effectivly two DH totems.
LOL just today I grabbed a survivor that was cleaning a dull totem in this location. I just assumed the survivor was hiding imagine my surprise when I grabbed!
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@Trashmaster said:
So you played a slow killer, while being completely aware of the high chance that you get a map that absolutely favours mobility? It was your own choice to play a cheap killer with appropriate stat reductions
Every now and then, a killer draws the wrong cards and gets the worst combination of map and survivor perks. I think OP just has to get used to the fact that this happens. But I don't see how the OP should have known better than to play huntress. It's all subject to RNG.
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LOL @ Myers doing MGS sound but I think it should happen when someone reveals Ghost Face
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Rift just closed so probably a lot of people are taking a break.
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I run BBQ and frequently come up with no aura readings because you can hide behind a gen or in a locker. Even if I get an aura, if the survivor is on the move it becomes hard to predict where they'll be when I close the distance.
BBQ also encourages killers to put substantial distance between them and whoever they just hooked. Seems like a well-balanced perk to me.
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The fearless Bubba, bested only by the abominations known as windows, lockers, and the occasional tree or rock, is quite an admirable foe.
Being serious, if I hear a chainsaw when I'm a survivor I wet myself a little too.
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I'll summarize a post from another thread. Barring bad matchmaking that prevents putting available players together, long queue times is simply a matter of supply v demand.
The fact it's often survivors with a queue is impressive since you need 4x survivors per killer. It means Bhvr has tipped scale to survivors. But it's not equitable. Problem with survivors is that SWF w/ comms vs other survivors is a huge power difference, especially to average killers like me. So there's a bunch of SWF wanting to play and killers not wanting to face them and solos just get slaughtered.
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I feel ya, I'm constantly pip depip between purple/green tiers and deal with the same thing.
Why no perks?
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As a newer player to DBD (3 months), I had assumed the queues would be longer for survivors as:
1) Each killer is unique unlike survivors which are just skins, so you have a greater variety of play styles as killers
2) You need 4x the supply of people playing survivors to get a match going, so survivor count should be the bottleneck, all else equal
3) I had assumed people would enjoy being a badass killer more than a defenseless survivor.
At least in my experience, I've had the opposite with no killer queue and 5-10 min survivor queue. Kudos to Bhvr for somehow making >4x as many people want to play survivor than killer, which speaks to two potential reasons:
1) Supply v Demand for killers. Simply put, more people want to be survivor for a variety of reasons (SWF, toxicity, etc)
2) Matchmaking - The system is inefficiently matching players together resulting in unbalanced games for killers.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/217486/ds-near-the-open-gates-uncounterable
Perk to counter a perk.
So you want a way to counter perks just using your vanilla kit?
Life ain't that kind but actually BHVR is they might just nerf survivors for you if you complain loud enough.
For the record you can use those moris you've forgotten about to finish the job. Add-on to counter a perk isn't a bad deal.
I'd love to know the counter perk to survivors' fifth perk - SWF with comms. 😎
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I completely disagree the game is over if the gates are open. When you're dealing with SWFs and you're in EGC, that's when survivors are the most predictable because they won't let their friend die on the hook.
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IS BBQ & CHILI THE BIGGEST
CRUTCHCLUTCH PERK FOR KILLERS?Fixed title and YES for BP bonus and discouraging camping