Zeidoktor
Zeidoktor
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I think this PTB is addressing this if I've understood it right
Important Progress & save data information has been copied from the Live game to our PTB servers on September 19th. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game. Features Finishing Mori System (Will not ship in the…Flashlight cooldowns
To reduce strobing and the associated dangers regarding flash-induced seizures, Flashlights now have a slight delay imposed between switching them on and off.
The Flashlight click speed is now slower. The sound effect has been adjusted so it matches the new speed.
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@Chocolate_Cosmos said:
Title + here is my idea.
My idea to replace the self-pickup would be add in a Tenacity-like ability to recover while moving.
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@AverageAshEnjoyer said:
When do you ever need to slug someone for more than 45 seconds? And that number is likely to be increased
Even a Twins main, Lynxi, noted that is not typical for her to leave a slug downed for more than 45 seconds unless she's also right there. Her own big concern was the time reductions given by Unbreakable.
A video of Lynxi discussing the matter. I confess I've not watched it in full so I don't know she other points besides ever I've mentioned she brings up.
https://youtu.be/RZAQRLeO4b4 -
@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3208308#Comment_3208308
Holding Victor hostage is literally hard countering the killer and forcing them to play as a basic m1. The fact that its a 3v1 doesn't matter as much as long as the killer has no power. Just run them at a basic short wall gym or another decent tile and 2 other people can work on the gens. Pretty basic twins counterplay tbh.
Depends on how good your M1 killer game is and/or how good your opposing survivor is in chase.
If it does become a problem, recall Victor and you're back in business. Hence "recall Victor if/when you need him."
A survivor hanging on to Victor is a survivor who can't do anything, can't hide from you (because you see Victor's aura after a time), and will give away the position of any survivor who comes near them via Killer Instinct. If you don't actually need Victor at that point in time there's no reason to recall him when that survivor is so obligingly helping you.
It doesn't deny you your power, just gives you a different way to use it.
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@ReverseVelocity said:
If a survivor held Victor for 2 minutes, that's literally the player's fault. You can recall him after 30 seconds.
If a survivor held Victor for 2 minutes, that's literally the player's fault that the match is now a 3v1 instead of a 4v1. They become the one person you least have to worry about. Leave them be and recall Victor if/when you need him.
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@scenicpickle said:
https://us.v-cdn.net/6030815/uploads/E3RNWK0XSM69/image.png
otz made a list and he spiting facts again i think the dev should use this to make changes for build variety sake all the blues maybe nerfed alittle and all the garbage at the bottom reworked or buffed what yall think?
What does Otz hate so much about facts that he has to spite them like that?
I assume you meant either 'spitting' or 'speaking'?
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@Khelendrose2020 said:
I'm not sold on this system either. I ha e all the perks already unlocked on my Trapper, Pig and Doc, but now I jave to get these other killers up to P1/P3 in case new killers come along that I want to play? Furthermore, I have to reset at lvl 50 and deal with 42 levels of crap addons just to get anything good?
I went from level 1 to 48 before I saw a Pudding ot BPS. WTH?
I've spent millions of BP and don't feel like I have anything to show for it.
but now I jave to get these other killers up to P1/P3 in case new killers come along that I want to play?
If you already have all the current perks unlocked as teachables pre-update, as your post implies by mentioning you have killers with every perk already, you don't have to do anything. Any new killers will have them as yellow perks out the gate which you can then level to green and purple on the new guy same as you would otherwise. If you want to level them to P2 or 3 so those perks start higher, that's entirely your prerogative.
@MrJack20252 said:
i agree this system is garbage, and i hate that i have to p1 characters now to get their teachables. like ######### i only play 1 survivor why should i spend now even more bloodpoints to P1 characters to get teachables? before the update you just needed to spend 800k on a character to get lvl 40 and their teachables now you MUST spend around 1.325.000 bps to get them to P1 to get teachables. THIS IS BS. and don't get me started on items farming i literally stopped leveling characters after prestiging them. no way i lvl 1-42 again get a purple medkit just to lose it in a game because i could die.
It's a mere 10 levels, they reduced overall BP costs, and hitting it automatically gives those perks in yellow to everyone, including the character you actually want them on, which saves a few bloodwebs on that end.
My only real complaint has been the Prestige toll, and even that was reduced to an amount it's at least possible to get in a single game.
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I always wonder, does anyone who posts a "get rid of X" thread actually expect X to be got rid of?
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Simplest thing to me regarding actual Unbreakable is your get the faster pickup once, then normal pickup (albeit with faster recover speed) after that.
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@Loldino said:
https://forum.deadbydaylight.com/en/discussion/comment/3200183#Comment_3200183
I didn't even think of that yeah that perk is ussless now
Doesn't it also slow recovery time? Could extend the pick up time as well.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/347745/slugging-is-now-a-dead-strat
Where is this info coming from?
Here you go
Bring the trial to a gruesome end with a Finishing Mori. A hint of each Killer’s character shines through with their Mori, whether that’s The Trickster’s showmanship or The Hag’s… questionable diet. The only way to see these animations currently is to use a Memento Mori offering or equip one of only a few select Perks,… -
Perhaps a stupid question: Isn't there anything within the data of the match, even without video, that would show cheats in action? Like some kind of extra or altered code that would be a red flag?
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@Xernoton said:
You do realize that camping hatch is not scummy but rather the way a killer ensures a 4k, don't you? If the killer closes the hatch immediately when they find it there is a very real chance the survivor will escape anyway because the killer can't possibly defend both exit gates like on Mother's Dwelling. The funny part is that the survivor in this scenario would even be counted as the winner because they escaped through the gate and not the hatch.
Also sometimes it looks like the killer is tunneling or camping when they are actually not. Killing someone at 3 hooks does not mean the killer tunneled that person. It could just be that this survivor wanted the killers attention and then got downed and hooked. Maybe the killer couldn't find anyone else. I was accused of camping for coming back to the hook when the survivor was short of hitting second stage before.
Don't get me wrong tunneling and camping do exist and certainly aren't fun to go against. But a killer that camps because they can apply the most pressure this way is only acting rational. How do you pressure gens as a killer? Simple answer, you don't. Gens don't care. The only real pressure comes from hook stages and deaths. That being said I am all for adressing and fixing this problem. The killer can and should be punished for resorting to these strategies and rewarded for playing normally. Right now I don't see anything that incentivises the killer to not tunnel though. Especially with the way OTR is used it shows that Endurance is not the way to go.
I recently had a game where it could "looked like tunneling but wasn't". It was just me having the bad luck to keep running into the killer. Even after he noticed and left me slugged so I could be picked up, once I was up I ran right into him again. We had a laugh about it in endgame chat.
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I tend to play Survivor more seriously than I do Killer, so when I'm on Survivor, I'm aiming for the escape or, failing that, helping my teammates get out.
When I play Killer I'm mostly in it for Bloodpoints, so I'm less worried about going for that 4k than I am with maxing out my scores. My mantra is "prepare to sweat, hope to mess around", so I'll play seriously until I got what I want from the match, then go easy or even let Survivors go if I'm in the mood. I'll even straight up farm in the event of a one-down wuss Disconnecting right out the gate.
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Putting aside how nearly everyone that's posted so far disagrees with you about how big a deal cheaters are, there is no good reason not to prioritize dealing with them, even if it slows down development in other areas.
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Not to mention that, if not for the little "not on your platform" globe, you'd never even know who was console and who wasn't, and even that isn't a 100% indicator
Less seriously:
Why am I forced to play with console for the extra bp?
Your kinda answer your own question there.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3198688#Comment_3198688
Would the perk even be overpowered if it had no range limit at all? Just block all vaults for a time after every gen.
Would probably depend on the map, more than anything. Or if could even be weaker. Part of my thinking in having it be based on things like survivor locations or in-progress gens was to add an information element to it.
Another option for a buff: Have it include undropped pallets, too.
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A few ideas on buffing Cruel Limits/Claustrophobia:
1. Simply increase the range of the effect
2. Have the effect occur around the Killer rather than the finished gen (imagine getting it mid-chase)
3. Have the effect occur around all Surviviors (though maybe reduce the range in trade-off)
4. Have the effect occur around the completed generator as well as any generators actively being worked on.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3197218#Comment_3197218
I used Ruin/Surveillance on Artist as well. It's nice. It gives a lot of information especially in the early game. I send crows at the totem every so often when I run this just to keep it up longer.
I've also used it on Nemesis since if a zombie chases a survivor off a gen it gives me pretty good information as well.
It definitely worked well. Particularly combined with Pain Resonance. I only won 1 of the 3 games I used the build in, but that was more me not being that good with Artist. Third game I hit my stride, made better use of crows (even got some loop snipes) and got a 3k w/ hatch escape.
My other big issue was them booning over Ruin, which makes me want to try Thrill of the Hunt as perk #4.
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@skylerbound said:
Since the meta shift, I automatically know the killer has penti the second I see they have ruin. It’s like running a boon other than COH, almighty troll lol
I actually used it without Pentimento. On Artist no less. It occurred to me the Ruin/Surveillance combo might be particularly effective on her.
I've also been thinking off and on about a meme build for Pig centered on getting Ruin to deactivate via head pop.
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I like the idea of having its effect occur with every hook, but building up like, for example, with Thanatophobia, where stages 1-3 are okay but not great but lead into the fourth, much longer effect.
2 other things that might be worthwhile:
1. When the 4th token is gained by hooking the Obsession, a random, unhooked Survivor becomes the Obsession.
2. It can be activated more than once. I don't genuinely see this happening often, but might make it a meme-worthy perk and possibly give it value even after the initiative effect if the reduced effects on the first three tokens comes into play.
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@d3vi1 said:
Can you get up if you have adrenaline and killer terminus?
@OnryosTapeRentals said:
IMO Terminus isn't very useful on its own. To get decent value out of it, you should probably pair it with No Way Out or Remember Me.
I can't speak with any firsthand experience but I imagine you can go from Dying to Injured but not Injured to Healthy.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3192092#Comment_3192092
The fact that self care is being run a lot seems to suggest the data is filled with inexperienced players. Yet, back in the day when we had ‘good’ data we learned red rank players were running self care more often that the average player would think. So… what does this data really mean? Who tf knows.
Didn't he dev post say Self-Care saw more use in Asian regions and that's what gave it the number 1 spot?
My understanding was that was a factor in its high usage in the first place.
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@Yords said:
Does it? I think it could make for some gimmicky builds.
I'm not sure but I don't see why not. If Victor can trigger it, Wesker should be able to. Might be trickier depending on how whether the bound takes you too far away for the hit to count as Protection.
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Honest question: Why is your internet being Starlink significant? I've never heard of them, but the way you keep saying "it can't be my internet I've got Starlink" like it automatically refutes the very idea implies it's supposed to be good(?).
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3186247#Comment_3186247
...Genuine question, what's the second perk you need to make Pain Res work now? Because it's very very good on its own, frankly.
To the topic, the game's improving in leaps and bounds and both sides are benefiting from it immensely. I'm enjoying the game so much more than before those updates, and I was already enjoying it quite a lot.
Along with what's been mentioned, Surveillance can also combo well with Pain Resonance.
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@RaSavage42 said:
How about Thrilling Tremors
It offers knowledge and slowdown
Gen regression is good and all but they take perks to get the most out it
Possibly PGTW
I tend to use Thrilling on Onryo for that exact reason.
@dugman said:
It's a bit of a myth that you "need" to bring slowdown. I'm running a 71% kill rate right now and I've been running a build with no slowdown on all my killers the last couple of weeks. But if you don't run slowdown then you do want to make sure you pay attention to where everybody is and try and keep a three or four gen area intact for the endgame if possible because you'll want to make sure you can maintain pressure in the midgame without artificially slowing things down with regression. So slowdown is useful but if you're careful you can win without it unless you're maybe going against really top end opponents.
I'm decent as Killer but I'm not quite confident enough that I can go totally without something for Slowdown, unless I'm going for something more specific. Still, I imagine if you're good at keeping track of people as you describe (I don't think I am) or are particularly good with the Killer you play, you can get away with less or zero slowdown.
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@ByeByeQ said:
It all depends on what your goal is.
Do you want to crush survivors' hopes and dreams? Run Merciless Storm, Overcharge and Call of Brine. If the survivor misses the Merciless Storm skill check you'll see the now blocked generator you can wander over and kick it, chase down and hook the survivor, and if no one else touches that gen then by the time that survivor gets back to that gen it'll be near zero and they might just ask you to kill them at that point.
I generally play Killer for points so prolonging a game is usually in my interest, more often than not. How seriously I play beyond that varies be my mood, whether there was a one down wuss d/c, etc.
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/346741/how-much-slowdown-do-i-actually-need
before the perk changes corrupt was the perfect perk to use for this.
you could just slap it on any killer and get a bit of a breathing room but now i am not really sure.
i guess you could use deadlock it pretty much has the same idea it gives you a bit of a breathing room so gens don't fly too fast
you could also use pain res or pain res + dead man's as that combo is still effective on any killer
but don't be afraid to not run any slowdowns if you have a certain build in mind you would like to use that's what i do doesn't matter if i get gen rushed i have more fun changing builds than running the same thing always.
Yeah. I used Corrupt in much the same way, but I'm decent enough to get a down before it runs out in most cases. Especially since, despite (or perhaps because of) my earlier claim to be weak at tracking, I learned a reliable way to find people early even without Lethal Pursuer (Survivors do not spawn within a 3-tile radius of you, so you can narrow down where they're likely to start by that).
@humanbeing1704 said:
I used to be someone who never used slowdown but I typically bring 2 and then 2 whatever perks
I've generallyv kept to 2 at myself for the most part. Which ones I use vary by killer, for example I enjoy Gift of Pain on Plague, recently in Artist I used PR with Ruin & Surveillance.
Call of Brine and Thrilling Tremors are my choices hit Onryô, though once I get Jolt leveled I may go for it, too/instead.
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@blue4zion said:
Please
tell me how to make her strong, make a post or something if you havent already.
I looove her to death, and figured if I was a previous Wraith main I'd be good. But I have the worst games with her :(
If you haven't already look up One Pump Willie on YouTube. He plays Onryô and seems to specialize going for Condemned kills.
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@BradQuackson said:
https://us.v-cdn.net/6030815/uploads/ULJDDNOND170/nice-ddos-bro.png
WHY THE ######### AM I STILL BEING DDOSED? MATCH STARTS, DOWN SOMEBODY in 10 SECONDS, INSTANTLY DDOSED PACKET LOSS AND NOTHING HAS BEEN SAID, THE THREADS ARE BEING DODGED, I KNOW YOU ALL HAVE SEEN THEM, LIKE #########??????
4 MAN SWF BTW
Edit: THIS IS MY 12TH TIME BEING DDOSED, AND NOW I JUST SPILLED COFFEE ALL OVER MY ######### DESK TRYING TO MOVE MY MOUSE (actually real, not that angry tho. Need to go clean it up)
How do you know you're being DDOS'd? Being honest all this shows is an end game screen in which the Killer and one Survivor d/c'd before any other survivors broke 1k points. It's not really proof of anything one way or the other since it's exactly the same kind of screen you'd get if the Killer disconnected that early.
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I've never had a big issue with current Dead Hard. I've always regarded "take a hiy that would otherwise down you" to be the premise of the perk and my own idea had been "you only get the distance if you actually dodge the hit", which is essentially what the current DH does.
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@BradQuackson said:
Didn't it use to be obsession only? Anyone know if its decent or not?
Yeah it was changed so any hook triggers it. This has made it powerful for certain killers (such as the Doctor and the Artist) or alongside certain perks like Scourge Hook: Pain Resonance.
They might also have increased how long it lasts but I am less sure on that one.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3186371#Comment_3186371
How is winning that many games in a row fun?
More importantly what's the point of maintaining such a streak if you aren't enjoying doing so?
@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3186519#Comment_3186519
Give me a will to play PPLEASE
Video Horror Society if you want the same type of game.
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Maybe add a bit to encourage team play, such as "you retain a Token for x/y/z seconds after healing a Survivor from the Dying State or a safe unhook", so altruistic play doesn't hurt your ability to use the perk.
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@PaintedDeath said:
I updated this. Claustrophobia, while fun, and Dissolution, while thematic, just weren't working that well. I replaced them with Hex: Retribution, and Hex: Undying and had a lot of success with it.
Would it be worth considering a swap of Undying to Plaything? If they get Retribution early, you still get the one use, but for every first hook you get an increases chance for additional Retribution procs. Though there is the trade off that you can't get all 4 Survivors Playthinged and higher risk of losing Third Seal.
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My favorite Freddy meme build
Distressing, Infectious Fright, Dark Devotion.
Add-ons can be whatever, I used to use BBQ as the 4th perk and haven't decided on the one to replace it yet. I'm going towards Unnerving Presence.
It's not a build to win, but I've managed it nonetheless and it's always funny to me when I get Infectious to work.
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One I've tried with Artist, in an attempt to not use Dead Man's Switch:
Pain Resonance, Ruin, Surveillance, Flex Perk
It occurred to me the Ruin/Surveillance combo gets unique use from Artist. Only won one game with her but honestly I think that's more due to me not being very good at Artist. The one game I did win was in Haddonfield and I was getting loop snipes with the crows and such so I did much better there.
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One I came up with when people were up in arms on Plague with buffed Thanatophobia:
Gift of Pain, Floods of Rage, Lethal Pursuer, Flex Perk
Addons: Black Incense
Gift of Pain and the Iri addon are the stars of this show. Floods of Rage and Lethal Persuer are there to work with them.
Idea is get them on a Scourge Hook and either they heal and get the progression penalty or stay hurt and/or sick, giving Black Incense value. I was using Devour as my fourth perk for the heck of it. I like how it works with Plague's catch-22 aspect.
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A solid Pig build
Plaything, Deadlock, Monitor and Abuse, Flex Perk
Addons: Ruleset No 2, Face Mask
One only used this build twice but got a single head pop both times. Though I think one came from smacking someone off hook and they didn't have time to mend and get the trap off.
Plaything is probably the only truly critical perk. The rest are just what I used (don't recall my fourth offhand). The idea is get the trap on them and hook them. This forces them to choose between finding the totem, whose aura will be blocked by the face mask addon, search for the jigsaw box, which they won't be able to easily do until the trap is active, or work a gen, which will start their traps.
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"'Boring Killers' - Are Survivor Complaints Valid?"
My immediate thought: if you have to ask, the answer is no.
More seriously I'll generally pay more attention to complaints that come from the side that most benefits from a given issue, such as how even Survivor players would note the issues with Dead Hard. Or Killer mains and Nurse.
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My first thought was match the aura range with Darkness Revealed (8 meters). Not sure if that would become an issue if paired with Hook offerings
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3180335#Comment_3180335
What I dont get is why jolt is randomly level 2 then
Do you have Surge / Jolt tier 2 on all killers or just certain ones? If just certain ones it could be you just had the perk on them at tier 2 already. If it's all of them my guess is @GoshJosh is right and you might have bought it in the Shrine at some point, even if just as a "buy for BP" deal. I noticed that such purchases also carried over when I saw my Trapper with 2 yellow perks unlocked and 1 green perk.
@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3180415#Comment_3180415
Yo, that's whack. I had a P3 Demo, and I only got his perks at level 1 on everyone. Having even just a level 2 jolt would be poggers
Small upside, at least, is now Jolt will show up in bloodwebs starting at 2, so RNG aside it shouldn't be too hard to get going forward.
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@Friendly_Blendette said:
My demo is p3 but last I remembered ST prestieges didnt mater, also jolt is the only one at level 2 and the other 2 start at level 1. Did I miss something to do with these perks?
Odds are you unlocked the Demogorgon's perks as teachables, and that translated into giving you its perks at level 1 be they didn't upgrade past that because, as you said, ST prestiges didn't matter. If you unlocked Steve's and/or Nancy's teachables you can check if the same holds true Survivor side.
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@gapaho3930 said:
If you could have done something better in XXX situation, then possibly a skill issue.
If there was just nothing, no alternative course of action, that could have possibly affected the outcome in a positive way, then a game issue.
But then there's also the possibility of it being neither, like when you mindgame and the other side won the gamble. It's a gamble and anyone can win or lose at "rock, paper, scissors" regardless of skill. And that's probably the most balanced game ever.
Put another way, losing to Old Dead Hard was a most often a game issue, while losing to Current Dead Hard is more likely to be a skill issue.
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@PaintedDeath said:
I've been maining The Twins for a few days now, been having a ton of fun playing around with builds to see whats possible with them, but it feels like I win A LOT. Like, A LOT and I'm not sure if its that I'm really good, if the Survivors are really bad, or if people just see them so rarely that they don't really know how to play against them. Sometimes I get veteran survivors who know how to waste my time pretty well, and I'm 100% sure they have to be using comms to be able to do what they do, but other than that its a straight slaughter. Just wanted to know what other people's feelings were towards them.
Assuming you haven't already looked them up let me toss Lynxi and Pixel Bush your way. Lynxi is a Twins main who knows her stuff and has some pounce guides, while Pixel has some solid in depth guides that helped me play Twins without needing to rely on a campy playstyle (even once had a Survivor say "finally a Twins that isn't a camper!")
Also for builds, Discordance and Forced Penance are particularly good for them. Victor can hear the Discordance noise alert, if not see the aura, and his pounces can proc Forced Penance.
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@shiroo said:
I feel ya. It's been really bad recently.
And I don't mind at all dying or getting only 1K...As long as the game is fun. But if I get tunneled out or camp from the start of the game and get out with like 6k BPs then that's just a waste of time.
@Magicmaster0702 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178622#Comment_3178622
That's my thing is if I can do exciting chases, or like get scared then I'm having fun. But usually someone dc's right away, and then the killer just plays super sweaty lol.
My personal benchmark for a fun match is "one I don't mind losing".
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@Magicmaster0702 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178411#Comment_3178411
As killer I try to be nice honestly. I don't tunnel, camp, or anything unless my archive is to kill and I'm having a bad match. I don't have a main and usually if there is a DC I let the other 3 go.
I go in when a mantra of "prepare to sweat, hope to mess around". I'll play seriously but not go for the kill until I've gotten everyone at least once and/or most are on death hook. I play for points so a short game doesn't get me what I want. If I get a one-down wuss who DVs immediately, I'll be more inclined to farm and not kill unless the survivor indicates that don't want to farm.
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@Magicmaster0702 said:
I'm so tired of the sweaty killers, and the SWF. That's all I get anymore, and it's so exhausting. Even after like 10 games with 0 kills, or like 10 games where I barely do anything cause I get tunneled immediately it's the same story. I can take break after break, and I still come back to the same mess. Sorry for the rant. I'm just tired of every game, not even just dbd being filled with people so competitive.
I can't speak for anyone else but for me that's when I switch to playing Killer. I can be the Killer I'd like to go to against and any tunneling or such that occurs is entirely my choice and in my power and maybe, just maybe, I'll run into someone like yourself and make their day a little better.
Most recently I played Artist. Nor the must fun Killer to verse,I know, but I at least avoided Pain Resonance and Dead Man's Switch (I used Surveillance instead and added Hex: Ruin to the mix)
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I think I'm Timmy/Jimmy as Killer, and Jimmy/Spike as Survivor.
I like trying out various builds I either come up with myself or see in youtube videos, but I have a strong tendency to play Survivor more seriously than Killer.
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@JackFrostMan said:
Out of the licensed killers, here's what I know
Pig: She doesn't really have any real immersive challenge to her, unless you want to play with her being kinda weak physically in the films and only attack using her ambush
Myers: Focus all of your attention on the obsession, only attack the others if they get in your way. Pair it up with Nemesis and Furtive Chase and Rancor if you want ! F U N ! times
Sadako: Completely ignore hooks, kill people with Condemned. (Good luck doing this)
A recent Otz video introduced me to a guy who seems to specialize in getting Condemned kills with Sadako: One Pump Willie.
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@Culuf said:
I found the Cenobite to be way too easy to hook survivors. I wasn't getting much points just hooking everyone real fast and ending the match. As a fan of the early Hellraiser movies, I decided to try only attacking survivors that open the lament configuration. After all, Pinhead and his crew do only show up to those who have. Matches draw out longer. As long as I'm looking for the box to trigger chain hunt and pressuring gens, I can usually get at least 3 out of 4. All 4 is rare doing it this way. It's crazy how often survivors will pick up the box even when they don't need to.
For Nightmare, since I'm also a fan of the Nightmare on Elm Street series, I have Freddy let the last person go. You know, Freddy vs Jason? He can't come back if nobody remembers. I usually play fair on all killers where I don't tunnel the hooked after they're freed until I've hooked someone else and never facecamp. It's more to draw out the match for more BP, but I can't think of any more challenges.
Do you know some killer's lore pretty well? If so, what are some challenges you would suggest that fits them?
I don't know about lore, but one challenge idea I had for the Pig was use Hex: Ruin and try to get the first Survivor death that triggers its deactivation come from a Reverse Bear Trap kill (a "Game Over" score event).
More generally, maybe something like an Exposed build to go along with Jigsaw's creed of putting your life at risk to preserve it. Make the Survivors' actions as risky as it's possible to make them (Make Your Choice for saves, Dragon's Grip for generators, Ruleset Number 2 to force the choice of "seek out Jigsaw Boxes now when you can't find them or get the generator done first")
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3161948#Comment_3161948
So does it work differently for killer than? Because every single person's killer has a different MMR.
Though even then I think killer players have an "overall" mmr. Even if you pick up a new killer you won't necessarily be at 0 ifc you play a lot of killer.
That's my understanding anyway. Not sure if I'm right