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Probably Huntress. While she's not the most innocent, the thought of seeing your only parent slaughtered in front of you as a child and being left to survive on your own is pretty damn rough. The little story behind her lullaby breaks my heart.
Honorable mention to Nurse. Sally was a good person who just wanted a simple life, but her husband died and she had to get a job in a horrible asylum, which eventually drove her over the edge.
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I don't understand why anyone would want to play a killer at red ranks, tbh.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/701613#Comment_701613
Her idea of protecting is chaining you to the wall til you starve to death...
Sorry, I lost focus and missed everything after the part about her chaining me to the wall.
What were we talking about again? It's, uh, getting a little warm in here.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/701592#Comment_701592
I love making everyone broken and then doing 3-gen infectious fright plague, typically not a hard snowball.
*takes notes*
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Huntress.
I just feel like she and I would get along, we'd have some nice walks through nature together, and she'd take out any possible threats from extreme range. Plus, I enjoy her lullaby.
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I'm not sure if I'll be able to get in enough games this week to make the shards necessary to buy Infectious Fright, but I definitely want it so I can go full ham with T3 Myers.
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There we go, that's the tier list I was expecting to see from the tree man.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/701296#Comment_701296
I as many others would be annoyed about getting 3 liscensed characters in a row..
I want an original character to come out after a liscensed then another liscensed can arrive but -shrugs-
I agree with this. As much as I enjoy the licensed killers, this game's original killers are pretty cool too.
Though, on a personal note, I've never found Pennywise a compelling villain and I think It is one of Stephen King's most overrated stories. It's more weird than scary, most of the actual horror comes from how crappy the people in that little town are.
When it comes to the game... I just don't see how Pennywise would fit. He's not a pursuit predator, he lures gullible victims to their demise. I don't know how that could be made into a playstyle that works with this game.
Killers like Myers and Bubba are iconic slashers, this game is heavily influenced by their cinematic escapades and they fit right in with minimal alteration. Even Freddy was molded into a serviceable form which captures the essence of his character, teleporting around and messing with people's heads.
What would Pennywise even do in a match? What would his power be?
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I... actually agree with this tier list. Huh. There isn't a thing I'd change. That's a first. I honestly figured this would be a meme list where every entry is Leatherface.
At first I wasn't sure about the placement of Ghostface, I love stealth killers so much, but... he's really frustrating to play, tbh. I hate the "oh no you looked at me!" mechanic.
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My playtime dropped substantially ever since this bug hit. There's nothing fun about facing people of wildly disparate skill levels, whether they're better or worse than me.
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@Jesya said:
Getting 4k and not piping.
That's also a good one. The emblem system is... special.
When I first learned that I got less points for instantly downing a survivor rather than string out a long chase with multiple hits, it took me some time to wrap my head around it.
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@SpaceCoconut said:
When you play Trapper?
Ooh! When you're learning how to play a new killer when you're at higher ranks :)
This one. My biggest pet peeve with the game, tbh. The ranking system features way more punishment than reward. And the fact that it's bound to account, rather than individual character, means that matchmaking considers your level 1 Plague to be the same as your level 50 Nurse.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/698742#Comment_698742
Devs already responded to that a while back.
Basement is designed for killer to have an advantage.
If most experienced survivors all go down to it because they got cocky... it's on them on MASSIVE MISPLAY and on killer to capitalize on that which is pretty much killer 101.
Do you want to say that killer doesn't deserve his kills he got from outmanouvering survivors? What about situation when you hide in a corner and LF holds you there while he charges his chainsaw and downs you?
There appears to be some miscommunication here.
I was pointing out why the strategy works and why it has an enduring popularity.
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This game is way too intense for me to mainline, I take regular breaks so it doesn't get under my skin too much. I can usually put in a few solid days of grinding at a time before I start to burn out from the constant adrenaline (the IRL thing, not the perk).
That may sound wimpy to some, but I like to keep my feelings fresh so I don't become numb to the basic survival horror experience of the game. I think too many people get caught up in the grind, lost in the competition, feeling like they need to win every single match (in a game with fairly nebulous victory conditions)at any cost.
I'd rather just focus on getting to act out the parts of my favorite horror movie antagonists, putting some good scares into the survivors, and making enough BP to keep unlocking the stuff I want. If I get a 4k, that's awesome, but if I don't, meh. I don't consider it a real loss unless I make crap for BP or it's apparent that the survivors feel completely unthreatened by me.
If I tried to take this game as seriously as some people do, I'd quit in a week.
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Reading some of the responses to this thread, in conjunction with hearing some of the stories from survivor mains in other threads about how some killers behave, I'm starting to feel like a bit of a boy scout.
Honestly, I just hate playing survivor and I don't see how or why anyone enjoys it. I'm shocked that there are so many people who do. I feel like it behooves me to embrace an element of sportsmanship because, as a killer, I need them more than they need me.
There aren't many games of this type, I enjoy being able to play a killer or monster kind of character, and I want the survivors to keep coming back so I can keep killing them.
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@ABannedCat said:
Why do people always ask for honour codes, or rules, or guidelines for killer, but no one ever asks that for survivors?
Killers have the ability to completely shut down a survivor's game, survivors can't really do the same in response.
If I put someone on a hook with Bubba, and I don't feel like letting them down, they're not getting down. If I decide to carve up one particular survivor first like Jack the Ripper, and they can't outrun me, they're done. If I bring a mori and use it early in the match, also done.
There are a lot of ways that survivors can make a killer's life hell, but they can't just be like "nah fam, you don't get to play in this one". Even if I'm getting rolled hard by SWF, I still get to play my character. I don't load up, sit in queue, and burn an offering just to be told I'm not allowed to participate in that match.
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@AetherBytes said:
Basically what nice things do you do to the survivors? For example not tunnelling, not camping for any reason, or not slugging or the like, and what things do survivors do that makes you break the code?
I usually don't tunnel unless it's the only survivor i can find, and I also try not to slug for the 4k (I'll slug and just leave you to either bleedout or let the other guy help you up and find hatch in that time). If you teabag, I will down you and hook you. Chain META perks and then teabag at pallet? The other survivors can go; as long as you die I'm happy.
I do my best to avoid tunneling and camping, I try to take it easy on visibly new players, I never DC or lobby dodge. However grim things get, I stick it out. Both so everyone can collect their rewards and so I can challenge myself to have a range of experiences.
I also may never use an ebony mori again. I've only done it once, and it felt really good to wipe the floor with an SWF group, but about an hour afterward I started to feel pretty bad about it. I don't like knocking people out of the game too quickly.
All bets are off once the last gen pops, though. The second those gates power up, I start playing for keeps. Particularly if I have 2 or fewer kills. This is when I start slugging people just to use them as bait while I have 99% on Evil Within. This is when I stop letting people off the hook, literally.
I still try to avoid death hooking people at this stage because I want to draw out altruists, though. If my bait dies, nobody's coming for them. So if I've downed someone repeatedly, especially if it's led to me getting additional hooks from oblivious altruists, there's a good chance I'll drop them off at the exit or hatch as my way of saying thanks.
The only thing that brings out real salt in me is people who DC early and send me hate messages. If you abandon your team and start sending me XBL messages about how I'm garbage while I'm snowballing all over the people you left behind, I'm going to let you know that I think you're a selfish coward who doomed your teammates.
Likewise for those occasional survivors who abandon their less skilled or fortunate teammates during endgame and then try to brag about it. If you send me a "gg ez" message when you're the only who made it out and you left a wounded teammate crying in the corner to die... yeah. I'm going to make sure you remember that.
That's about it, though. I like to keep it chill. The vast majority of survivors are chill back, and it's always heartwarming to get the occasional "well played" message or such.
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@theArashi said:
If survivor is in the basement with LF nearby he is gone.
I mean, you are literally going against the killer that has an INSTA DOWN that is as wide as the basement stairs. Survivor in the basement may escape with BT but the saver will go down.
Yep. There's no winning that exchange if the Leatherface can walk and chew gum at the same time. There's just... no... way. Basement showdowns play to all of his strengths while avoiding his main weakness, being that he's kinda slow and unwieldy by default.
It's a strategy that takes very little real skill to execute, but can drop a whole team of even the most experienced survivors if they get cocky. Which is probably a big part of the reason for it being such a thing, you can outplay people who are actually better than you if they underestimate you. There are no loops on those stairs, flashlights won't save you, etc.
... this is actually making me want to do a few Bubba games, damn it.
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@Peasant said:
https://forum.deadbydaylight.com/en/discussion/comment/698566#Comment_698566
*Laughs in Otz*
Oh man, that build where she gets the blood puke every time a gen is popped. Insane.
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@karatinac97 said:
@Xboned Thanks :) He actually wasn't full on face camping, he went up the stairs each time. But everytime he did there was a survivor waiting on the other side of the shack who then decided to run in. This repeated until they were all down or on hooks.
He could have been camping the top of the stairs for all I know but my team mates definitely could have waited a little while before coming down... 😅 They were pretty quick coming to get me, Kindred deffo would have helped.
Yeah, that's how his snowball works. The first one to get hooked is really just bait for the altruists. Some teams adapt, but there's a lot that don't. It's kind of a scummy playstyle but it's so close to his cinematic origins that I have trouble fully disowning it. One straggler after another plods into the Sawyer house, oblivious to the threat waiting for them.
In the game you had, it's possible that he might have been lured away by gens popping. Difficult to tell. He's a bit like an endgame Myers build in that sense, he relies on the survivors not realizing how much of a danger he really is. Once they learn his game, he loses a lot of power.
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Ah, basement Bubba. He pretty much reenacts the plot of Texas Chain Saw every time.
The only reliable answer is to forego altruism. If he wants to camp the basement, leave him down there and pop gens. I know that doesn't do anything for you if you're the one on the hook, and it's not exactly a fun strategy, but it works.
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@Gardenia said:
So as the title suggests, if this were a TV show. The following characters are corresponding to seasons.
Season 1 (OG characters):
Claudette: The Prototype Nerdy girl, sweet cinnamon roll but still has to die (sorry hun)
Meg: The first Final Girl who survives the season.
Jake: Boyfriend of Meg(Final Girl), dies trying to protect her.
Common interests: They both love the outdoors and Meg likes runs in the forest trails.
Dwight: Friend of Meg who secretly pines for her, dies second to last.
Season 2 ( When the views are getting good and they get a bigger Budget)
Feng Min: The competitive bish, who acts super tough and likes to be alone. Into Goth and being a rebel too. Dies in her room on a twitch stream.
Kate (Season 2 Final Girl): Is clueless and oblivious to much of what's going on until the last minute. Very artsy and into music. Has a tragic past with losing her mother, making us pity her.
Nea: Everyone suspects her of being a killer. Very mysterious, was bullied in her childhood giving her a false motive. Dissappears, and moves away after the first murder. Not having it.
David: Transfer student turned Jock. Boyfriend of Kate(S2: Final Girl). She constantly tells him his drinking is getting out of control but he acts like a douche. Dies fighting the killer after being caught Cheating by Kate.
Season 3 (The season where they take risks with the show and things get weird and you don't know if it might be cancelled cause it was trash):
Jane(S3 Final Girl): Murders have been happening and as a reporter she seeks the truth, she digs and digs until she finds something she wishes she hadn't. Kind and caring but also very inquisitive and that gets her into trouble.
Adam: Intern who works with Jane, dies trying to one up her by following her and trying to take credit before she reports to her boss. A kiss up who died.
Jeff: Boyfriend, soon to be fiance. Doesn't take things as seriously as Jane, comforts her while supporting her as she investigates. Dies after sex, in Jane's house during the final scenes of the movie.
Ace: Carefree gambler who risks it all, but has a temper despite his apparent sanguine demeanor. Dies in a casino, body never found. Although people in the casino have complained the food tasted weird...
Thank You for Reading, I'll make one for the licensed characters and killers, but would love to hear how you felt about this.
I had fun making this lol
I'm into it. I'd watch this, as long as the killer (whoever they are)brings the heat.
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@RipperShark said:
What if it's the killer that's the newbie?
So I'm pretty new and have this defect in my brain where I don't learn maps well. I get a match on that meat packing plant (ugh), and it was only like my second time playing it.
So I wander around trying to get to the generators, but keep running into dead ends and doorways that I thought were open but weren't. Get turned around and lost. The next thing I know, they have completed 3 gens and I haven't even found 1 survivor.
So one of the survivors comes to look for me and stops at a pallet, clicking her flashlight at me. I go to her, she drops it, I break it, and she clicks again. I follow. She proceeds to lead me to like all of the pallets in the map, dropping them, letting me break them, to give me points.
Eventually, they completed the other 2 gens and opened the exits. She let the entity take her.
Bruh, you just 4ked my heart. That was beautiful.
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@[Deleted User] said:
I turn into Laurie Strode:
"now you listen to me. I want you to go down the stairs, and out the front door. I want you to go down the street to the gen in front of the Mackenzie's house. I want you to hit every skill check and hide if you hear the killer coming. Now, do you understand me? Go do as I say!"
😂😂😂
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I play killer 99% of the time, but yeah. Like @Gamzello said, if I see a baby Dweet or some other survivor who's got no gear and no skins unlocked, I'll pay special attention to see how they do. If it looks like they're struggling, I try to go easy on them.
If someone's making a lot of rookie mistakes and going down super easy, like it's clear they don't know how to juke me or lose me in a chase or even hide in a bush well, I'll still down them but I won't hook them right away. I'll just leave so they can be healed.
This game can be pretty brutal, newbies deserve a little TLC.
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@Chaotic_Riddle said:
Alright, here’s my tier list. Saw other people doing this and figured I’d join in. Don’t @ me if you don’t like the tier your killer is in. 🙄
I think it’s well organized and makes sense in terms of gameplay. Enjoy. :^)
Finally, a list we can all get behind.
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@Jaguar3500 said:
Bugs are a normal thing that happen always with new updates, we have grown to accept it.
But this is the worst update they have done in a while, the content added is good, but the ‘game health’ has gone completely downhill.
On Xbox, when you load the game and click anything e.g. to play survivor, you have to wait 10 seconds for it to catch up as you are met with 0 frames.
Survivors are not getting bloodpoints when the killers disconnects. How on earth did this happen?
Playing The Demogorgon is worse than playing Doctor on console, barely any frames everytime you lunge and when you survivors they teleport.
Matchmaking is the worst it has ever been, I go against a rank 20 who doesn’t know how to play, meaning boring matches with little to no points gained. Camping and tunneling is worse than it has ever been because these new players don’t know how to play properly because they aren’t getting matched with other rank 20s. I was in a 4 man swf, 3 killers in a row were rank 20 with 1 perk. Not entertaining to play against, I just feel bad for those new players.
It feels as though the optimization has gone down in general for console.
We’re Gonna Live Forever is bugged yet again...I have taken many hits when the killer carries someone and no stacks are given.
Sorry to have such as negative post, but someone needs to say it. This is the worst update they have ever done. Broken matchmaking (again), broken the frames on console, broken the bp gain.
What else have you guys found that I missed?
We need a hotfix asap.
Thanks for reading.
Out of curiosity, Xbox One S or X?
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/698392#Comment_698392
That man is good, but not nearly as good as everyone says he is. You can tell he no longer actually enjoys this game as much anymore. He even tried to stream other games and started to lose viewers. He used to be much much better compaired to what he does now.
He's a god in his own mind and that of his fans. Anyone ever watch him live? He legit complains about everything that goes wrong then edits it out for his YT videos. Still he has played for a long time and a lot of the information he has is legitimately worth looking into.
Glad I'm not the only one who feels this way. Dude seems so bored and unhappy when he streams.
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I heard the Halloween theme in my head after reading this. I'm gonna get so stabby.
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@Boss said:
I've suggested it before and still like it...
- Wraith puts a foot on the Survivor
- Wraith starts ringing the Wailing Bell
- Because of the foot touching the Survivor, the Survivor starts cloaking too
- However, they're not altered by the Entity to handle going into the Spirit Realm, like Wraith and Nurse are
- Too much pressure builds on them and they simply die after some screaming
- Visually, they start getting Lightburn marks on their bodies until they die
That would be pretty cool to see.
The main problem I have with the Wraith's mori right now is that it doesn't reflect his character in any way. Myers, Nurse, Spirit... they all have very telling animations. Myers brutally overpowers people, Nurse has that tender little touch at the end, Spirit is obviously filled with all kinds of pent-up rage.
Wraith's mori doesn't really say anything about him.
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@HawkAyeTheNoo said:
I still find it hard to believe people out there get triggered by survivors "pointing". Pointing ffs.
"Devs, he pointed at me". Catch yourselfs on.
It can be annoying under specific circumstances. When I first started playing, I got it a lot from experienced survivors who could loop me endlessly. I'd chase them around one structure for a bit, they'd relocate and then start spam-pointing and teabagging at the next loop.
I was pretty frustrated by how hard it was to catch them, being mocked frustrated me more. After a few games though, I realized they were deliberately trying to provoke me so I'd make bad decisions. So instead of getting all "oooo, I'mma kill you for that!" I'd stop and go "heeey... wait a minute..." before realizing I've let myself be led away from a wounded survivor or a generator near completion.
These provocations seem to be pretty effective against newer killers who may be disoriented and overwhelmed, baiting them into a chase they can't win.
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@Mr_K said:
The issue with buffing solo is you can't buff them to the point of voice coms and organized teamwork with familiar players.
The game is currenty balanced around survivors not knowing if another teammate is going for the hook save or not. It is the unknown plus uncoordinated action that gives the killer pressure.
I like to know what they can do for killers to place them at this level? Make them faster? Ability to see survivor auras outside a perk? Allow one hit after certain amount of gens completed?
How will the dynamics of the game be changed to compensate for Pandora's box being opened three years ago?
I don't think the goal is necessarily to put solo survivors exactly on par with an experienced SWF group, but to mitigate the misery of not being in an experienced SWF group.
4 solo survivors can actually achieve a level of info sharing that rivals a SWF group, but they have to build for it. Most solo survivors aren't going to commit 100% of their build to teamwork perks, because they can't rely on random teammates to make it worth their while. You could be an amazing healer or team supporter, but if your teammates throw you under the bus to save their own skin, it means nothing.
So I think the best thing that can be done for the long term health of the game is to encourage solo survivors to embrace teamwork in the mold of SWF groups, and I think the best way to accomplish that is to give them some tools to do so without requiring painful sacrifices in the loadout menu.
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Oh, also solo survivors should definitely get a BP bonus. Nothing too crazy, but a nice little reward, calculated post-game like BBQ (though not as high of a multiplier), to say "thanks for sticking with the hardest mode in the game".
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/697946#Comment_697946
It's extremely hard to do that correctly without buffing swf though, technically you're buffing survivors I thought the same thing before but in the end it only makes the survivors stronger and then we're in the same predicament with killers being slightly behind where they should be , at this point I'm starting to think the game is impossible to totally balance without one side or the other having too much power
PvP is always hard to balance, the margin of error is razor thin, and asymmetric PvP is even tougher. It will never be perfect, but we can try to trim down the outliers.
The main benefit of SWF is information sharing, so that would be my focus for buffing solo survivors. Give them more data to work with regarding their fellow survivors and maybe a small amount of extra killer detection. Something like a brief reveal of the killer's aura for all survivors if one survivor gets into a chase, or make Bond base, stuff like that.
Things that will help solo survivors replicate the kind of coordination SWF groups are capable of, which in turn elevates the game's overall level of strategy. My examples need work but they're in the general vicinity of where I think things should go. Not necessarily buffs to technical performance, but an increased data flow encouraging informed decisions.
The lower tier killers should probably get some kind of non-chase mobility buff to help them apply map pressure, because that seems to be the primary difference between high and low tiers from what I can tell. I'm not sure how to work the whole thing out and there are people much more qualified than me to stab at it, but it's how I see things.
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The most sensible suggestions I've seen involve buffing solo survivors up to the level of SWF, then buffing killers up just so they don't fall behind.
Imho, SWF shouldn't be nerfed or removed, it should be embraced and balanced around.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/697853#Comment_697853
You dont need to play her to level her either plus Infectious Fright is in the shrine this week.
Honestly despite Plague being the one killer in this game I both hate to play and play against. She has 2 useful perks. Infectious Fright and Corrupt Intervention are amazing on certain killers.
Corrupt Intervention is my personal favorite perk for Trapper and Hag. It let's me have a guaranteed set up time.
!
I had no idea, I forgot to check last night while I was playing. Thanks for the heads up. 2700, though... that's some grinding, I'm still poor from buying Ruin when it was on the shrine a few weeks back. Gonna have to make a lot of barbecue.
Plague is honestly kind of amazing in her own weird way and one day I hope to git gud with her, but that day is not today. I do love Corrupt Intervention, though.
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@Liruliniel said:
I run with my Myers. I feel confident in my ability to win without BBQ and Chili or Ruin.
- Monitor and Abuse
Hide your TR better and makes your FoV slightly better for extra stealth and stalking.
- Brutal Strength
Breaking through pallets faster in evil within 3 makes it last slightly longer. No need to waste evil within 3 looping. Just break the pallet and be on your way. Has the added benefit of kicking gens faster.
- Infectious Fright
Chain downs in evil within 3 like a madman this perk is honestly amazing on him.
- Pop Goes the Weasel
Some Gen defense pairs well with brutal strength. I'm not a big fan of ruin at high ranks it wont last long enough against the survivors you need it for anyways.
Oh, Infectious Fright! I forgot about that one.
The thought of investing enough into Plague to unlock makes me a little queasy, but it seems amazing for those big murder rampages that Myers excels at. I've seen streamers use it to down an entire team in under 60 seconds.
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I'm still learning with him, but so far I've had great success with Barbecue and Chili, Monitor and Abuse, and Hex: Ruin.
BBQ gets me blood points and helps me track, I find the aura reading especially valuable because Myers is pretty slow-moving. It gives me useful map information without requiring me to waste time physically scouting far away areas.
Monitor and Abuse because I'm a very sneaky boy, but also because I genuinely appreciate the FoV increase. I play on console, I'm not the most coordinated, and I'm prone to tunnel vision. The slightly wider vision helps me see things on my periphery and avoid falling for embarrassing jukes.
Hex: Ruin because, like Fab said, Myers starts off slow. He can build to a terrifying crescendo of raw power, but it takes time. Ruin definitely helps buy that time.
I'm still undecided on the fourth perk. Brutal Strength, again like Fab said, is definitely on my list. I'm also considering Whispers and Pop Goes the Weasel.
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@johnmwarner said:
Seriously, three times today I had 1-2 of the survivors DC on first hit or first down, no OP addon orbuilds if it matters. In the after game chat I get called a try hard for not letting the other 2 farm, seriously why are you blaming the KILLER? How about requesting punishment for DC or encouraging other survivors to actually you know stick around?
I play on console, so I don't get the endgame lobby experience, but I do get a fair number of hate messages sent my way over Xbox Live by salty survivors. Usually it's the ones who DC that complain, though. I don't always respond, but when I do, I like to remind them how they screwed over their team.
Because usually that's what happens when someone DCs on their first or second hook, it snowballs into a 4k. It doesn't bother me in the slightest because I know I'll have a fun and easy match, but I do think people should be more mindful of sabotaging their teammates.
Any time a survivor DCs early, they're making the killer's job easier and the other survivors' jobs much, much harder.
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@Lost_in_the_Fog said:
So a little background. DBD is actually the first online vs game I've ever gotten into. I've mainly avoided it because of the stories I've heard about how terrible people are. Since voice chat isn't a default feature of the game I thought it would be better. Sure people can say nasty stuff in end game chat but that is easily remedied by leaving the lobby.
To my surprise, I learned that specific actions in the game are considered toxic such as teabagging, pointing, and killer hitting survivors on hook. After learning this I started getting offended by these things. Then I realized, this is stupid. I'm only being triggered because I read somewhere that I'm SUPPOSED to be triggered by this.
So my question is. . . why do people let a silly action in a game get to them so much. Is there a rich history of this in online gaming? I'm assuming yes. I get it that the anonymity of the internet brings out the worst in humanity but it also seems like there is some sort of mob mentality going on and people have been convinced they must be offended by fairly innocuous acts in a video game.
It's just part of the culture of online gaming, always has been. T-bagging has been around for decades, you used to do it on a person's corpse right after killing them.
The express purpose is to mock the other player, it has no other function. Same with the point-spamming and presumably hook-smacking too.
It's no different than trash talk in any other sport except online gaming tends to feature a lot of very touchy people who thrive on the misery of their opponents as much as their own success. I'll admit to getting a laugh whenever a survivor DCs, knowing I made them rage quit, even if that's not necessarily my goal and I won't go out of my way to do it.
For me, it depends on my mood. If I'm having a good day and games are going well, a survivor trying to rile me up won't really get under my skin. If I'm having a bad day, or if I've been getting rolled by SWF groups for multiple successive games... t-bagging me will get you killed. Most days fall somewhere in between and I'm not terribly bothered by it unless it's clear that someone's invested a lot of their identity into being a prick.
If someone with a name like NoobStomper or Juke Nukem comes at me with the t-bagging and flashlight clicking, I won't throw the whole match chasing them, but I will keep an eye out for them and take special pleasure in teaching them a lesson.
It's all a matter of give and take, imho. If your goal is to provoke people, you can't cry when they get mad. If you hate bad manners in others, display good manners yourself.
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Thank you everyone for the feedback.
My main takeaway is that, while this tactic doesn't qualify as toxic gameplay (a relief), it is a bit of a crutch. I shouldn't feel too bad for using it, but I also shouldn't become too dependent on it. I'll try to develop a keener sense of when to defend the totem and when to let it go.
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Pig was the first killer I really fell in love with, I'd play her all the time if her powers didn't feel so useless. I hope she gets her day in the sun.
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I like the concept of Furtive Chase, especially for Ghostface, as it would allow him a way to keep some kind of stealth going in a chase... but yeah, those requirements.
I'd sooner buy a timeshare.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/696778#Comment_696778
If you meet me with stridor, just DC. I can already track great enough by sound that I willingly let myself get blinded just because the survivor shits themselves when they realize "Oh ######### oh ######### this isn't working"; stridor means I can track you from meters away without seeing you.
That's pretty impressive, tbh. I've started playing with headphones recently and I must say that I'm discovering a new world of just how important sound can be for killers.
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@AetherBytes said:
About the 360 dodge thing; I've found it's usually a good idea to back up when they do a 360. If you're already lunging, you'll pause and there's a chance they just run into you. If you're not, it gives you a sec to judge where the end of the 360 is and lunge for that.
This is a really good tip. If you know the survivor you're chasing is a wiggly type, make them commit before you do. I slow down and lower my camera a little so their center mass is right in the middle of my screen, then wait for them to bust out their sweet moves. I'm still perfecting my technique, but I'd say they end up running right into my knife about half the time.
@bunnibeetea said:
https://forum.deadbydaylight.com/en/discussion/comment/696736#Comment_696736
Thank you, 😂I think I might either use stridor or whispers on my spirit and nurse to help track survivors. Id have to learn how to use it though
Whispers is amazing at rank 3. It's alright before then, but once you hit rank 3, specifically, the range becomes short enough for it to be used with a fair degree of precision. It really helps narrow down the possible hiding places for survivors. If you're having issues with your prey going all Metal Gear Solid on you, that's the one I'd pick.
Stridor would be scary AF on Spirit, though.
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@bunnibeetea said:
https://forum.deadbydaylight.com/en/discussion/comment/696706#Comment_696706
nobody is on the forums rn, I made this long ass post asking for advice and nobody commented on it :')
I appreciate your engagement. I'm no pro, but I left some thoughts on your thread. Free bump if nothing else. :)
@Atrushan88 said:
No, it's not toxic. Survivors see a lit totem and they will go after it so hard. I would say it's a valid strategy. Generally I used to play Hag with Thrill/Devour/Ruin and the information it gave was so useful, some people would be so committed to the totem I would get grabs.
The difference here is you're not doing anything to a person. The totem can't move, has no mind of it's own, and isn't a player. If it were a person on the hook you're preventing that person from enjoying the game.
Okay, so that last point really stands out to me. It's true, I'm not actually blocking anyone from being able to play the game. That's a valuable distinction, thank you.
@LCGaster said:
https://forum.deadbydaylight.com/en/discussion/comment/696696#Comment_696696
I mean, that's how I see toxicity
I still try to avoid camping and tunnelling but I will do that if necessary
It's a definition that makes a lot of sense to me, enough to seem obvious in retrospect, so it helps.
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Hmm... I don't know that I'm qualified to give advice, but I can share some of my experiences as a killer.
1: I use my ears. The first killer I really got into was Pig and I loved Surveillance, so I got into the habit of listening for generator sounds. Once I got a feel for the noise radius, my gen patrol time improved substantially because I could take a much shorter route.
2: I've found it crucial to know when to drop chase. Often, a guy wants to lead you away from an important objective or a vulnerable teammate. Then there are those super pro juke-loopers that are just... tiring to chase. If someone seems like they're having too much fun with me, I immediately pack up and find a softer target. Most of my early 3ks and 4ks came from deliberately ignoring the sprinters until the very end of the match. They hate that.
3: I think having Whispers at rank 3 would help some of your tracking issues.
4: Slugging is a tool in your kit and it's important to know when to use it. Spread pressure, if you can pull it off, is one of the most effective ways I've found to derail survivors with a plan. Personally, I only slug if I know I can make good use of the time I would otherwise spend hooking them. I'll give it about twenty seconds, if I haven't drawn blood in that time, I go back to get my new friend on the hook. My goal is to put steady pressure on the survivors, I want them to feel the same ticking clock I do, so I need to know whether it's time to start another chase or find someone new with BBQ.
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@bunnibeetea said:
https://forum.deadbydaylight.com/en/discussion/comment/696696#Comment_696696
I know lots of survivors who complain about ruin, but personally I like the extra points from cleaning lmao. Also, the totem spot has a big factor in it's effectiveness
Me, first game with Ruin: Aw yeah, finally got the legendary Ruin, gonna be some QQ tonight!
Survivor: *cleanses in thirty seconds*
Me: QQ
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@LCGaster said:
It's not toxic, you're just taking advantage of what you have
Toxicity is when you do something unnecessary just to ruin others fun or mock them
When it comes to survivor, don't worry about it, everyone sucks at survivor when they just started out
I see... I didn't realize the definition of toxic behavior was so specific. I assumed it just meant being a jerk in general. Thanks for sharing that.
@bunnibeetea said:
I don't think it's toxic at all, because they can just work through ruin. Maybe they want the points for cleansing the totem? It's not toxic, they don't have to break it 😂
This is true. I don't have a very large sample size yet, but so far there are definitely some people who fall for it more than others.
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Practice Mode would be a great idea.
There are a lot of very specific skills and knowledge that are required to excel at this game and I would enjoy being able to train them on my own time.
