animalmak
animalmak
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- animalmak
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I will forever defend moris because I love the animations. I don't even use them while playing killer (mainly because atm I only have Cypress on any of my killers, and I'm not good enough to have just one survivor left).
I really don't see moris often enough for me to worry about them. And when I do? [Jake Peralta Voice] "Guess who just got MORI'D?"
The answer is me. I suck.
I could definitely see Ebony Moris getting a nerf. Every survivor needs to be hooked once before the Mori activates would be the most balanced option, I think. It counters tunneling just to mori but still allows the killer to make use of the mori. Currently the most balanced is the choose-your-own-adventure (or wtv the heck it's called, I can never remember) Mori. The killer should still be able to use the offering during the trial, no matter the play style I think. I'm not very good, but I usually manage to catch at lease one person twice during the trial. For an Ebony that would feel 3/4 wasted, but for CYOA, it works. And because it can only be used once, it doesn't overpower any of the game.
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I started leveling up Laurie to get DS, and I've been playing as her. Every time I've used it, I continue to get tunneled, so it gives me at least like... Idk 30 seconds more time before I'm downed, picked up, and hooked again. (I'm not a good looper.) Although DS is an anti-tunneling perk, it also seems to instigate tunneling bc the killer gets mad they were DS'd. Making it an exhaustion perk would take away any other possibe exhaustion perks that can prevent the post-anti-tunneling-tunneling part of the chase.
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Seconded on Enduring and Thanataphobia. They help with chases and gen speeds respectively.
Would also recommend Doctor for Monitor & Abuse. I've faced A LOT of Deathslingers than have been running Monitor, and combined with his already tiny TR, it makes him almost impossible to detect at times. I personally like it because it gives me just a little bit extra distance to find survivors and start a chase than without it.
Thrilling Tremors (Ghostface) is also good for seeing which gens survivors are currently on to help with pressure.
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Bonus positivity: switched to killer later in the evening to do some dailies/rifts (and get shorter queue times). Played as Ghostface and got absolutely stomped on in one game. I"m still working on getting better at his power since he's new to me. But one of the survivors messaged me post-chat to say gg and even offered a little friendly advice about focusing more on stalking! It's the first message I've gotten since opening my settings to allow non-friends to message (I'm on PS4), and it was so lovely to get someone nice!
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@OtakuBurrito said:
Getting 4% and saving my team. We didn't make it out but to get 4% on that slug fest Billy was the best thing ever.
OMG this made me smile so much. That 4% in situations like this is SO GOOD.
One time during SWF my sister said to our friend "just yeet, right in front of his face" and somehow it worked??? I can't remember if he actually managed to escape, but man, we had the SAME reaction you and your friends had on voice chat.
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@Boss said:
Congrats...now get to red ranks without Perks. ๐
LOL funny joke ๐
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There were two toolboxes on that squad and one looked like a Commodius with a Brand New Part. Those are designed to make gens go faster. Should have not brought in any toolboxes if you wanted to make a point about gen speeds. I don't doubt that the same SWF team with the same killer would still all escape without them, and I know gens can still pop quickly when a team splits up, but there's too many variables here.
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I SUPPORT THIS
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1163990#Comment_1163990
Most survivors fall into the altruism trap. Which is why it works so often. But people complain about it. From a strategy standpoint its a solid idea. Of course not always but. Often.
Oh I totally know it. My friends and I will lose a game completely and at the end just be like "man, we were too altruistic" aha.
I've always seen slugging as a good strategy for the last two. Heavily reduces chances of the last survivor finding the hatch.
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I can definitely see how slugging at the beginning of the game would help slow down gens, but like you also said, it's very situational. If a survivor recognizes the slug, they'll continue doing objectives until they're sure the person is mostly recovered. Or sometimes survivor teammates just suck and won't even care (I've died on first hook because three teammates decided genhopping was more important).
I'd say the only time it always works is if no one's running unbreakable and all survivors fall to the altruism trap.
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I finally DC'd for the first time the other day, but it was completely unintentional. We had high winds and it negatively affected my internet. But honestly I didn't even notice the short ban because it took longer than that to get my internet back to where it needed to be, and I had said to myself that if it flunked out again, I would stop playing for the day. I think the penalties are fine the way they're set up because DC'ing (on purpose or not) truly sucks for the people left behind (I had ALL THREE of my teammates DC on my yesterday). If it's the connection that's causing the DCs, look into that before continually trying to run a game that requires good connection.
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I don't get post-game chats on console, but my SWF crew comes up against a wide range of killer ranks. I think rn after reset we're at R4, R9, and two R16, so we'll get killers from literally the whole spectrum. If we come across a killer that we see in the post-menu is lower ranks, we honestly feel bad if we were being ridiculous during the match. I've never understood the reason to be mean post-game. Agreed - just take the win and move on.
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That rough patch is my whole survivor career lmao. But especially in solo, it's usually correct for me that being the first found means I die. Or playing Steve means I die. But I'm fine with not escaping as long as I can manage to survive long enough and do enough to get some BPs! And if I'm lucky enough to be the obsession, I'll take those bonus 'Obsession Dead' BPs too.
I think the only time a rough patch really bothers me is if I've played a string of GREAT games and pip up a bunch and then in a matter of an hour I'm back to where I started. I'm not in any way trying to like get to Red Ranks or anything, but it still feels like wasted effort based on getting stuck with meh teammates.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1161263#Comment_1161263
The not everyone does that argument doesn't really work if it's still an apparent thing, just because you guys don't play like survivor team 6 doesn't mean people don't do it and when it does occur it's the worst experience in any game by far, just because of how disadvantaged you are at the complete mercy of the survivors. The age old arguments just git gut or target the weak link don't apply in these scenarios, because what do you do to beat 4 solid survivors?
The answer is you can't, but since it's not every game, this massive oversight to balance is allowed to exist within the game since the beginning when swf became a feature and it's never gotten better, notice how the only people who defend swf are the ones who mostly play it, coming up with the same arguments "but it will kill the game" or "all swf isn't coordinated, as me and my swf play like insert generic answer"
Swf in it's core is approved cheats, because let's be honest here, who needs wall hacks when you have teammates on coms pointing out that ghostface is coming towards your direction or who needs aura perks when you have swf to back you up giving you all the locations of injured or downed survivors. Knockdown in play? Just slap on SWF it'll fix the issue. Hex totem in the distance and you are getting chased? Just slap on SWF. Gens not getting done fast enough? Just slap on SWF and spread out boys!
Can I ask what system you play on? I have to wonder if people have different experiences if the frequency varies from Console SWF to PC SWF.
I'm not totally disagreeing that having comms is immediately a boost to the team, especially if you have a four-man. There are things you get through that that you simply cannot get if playing solo. I get this; I also play solo survivor. If no one's running Kindred, it can be an absolute mess - especially at the low ranks. I've been left to die on first hook at the beginning of the game even without the killer camping. However, the solution isn't to punish SWF groups. It's to add things like Kindred to Solo basekit. Plus Kindred only works when someone is hooked, and SO MANY killers run BBQ, so that's like having Kindred for them.
I also play killer and I'm trying to get into it more (helps with BPs). Is getting rolled over by a clearly coordinated team fun? No. But that game is short, and killer queue times are shorter. There's always a next game and a next game, and if I'm having too many terrible games in a row, I take a break. But honestly playing against an immersed team - whether Solo or SWF - is just as bad. But I also either don't end up going against most or just can't tell the difference.
I feel like on either side you just have to accept some rounds are not going to be as fun as others.
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/1161257#Comment_1161257
I could not agree with you more. Survivors and Killers alike who derank just to stomp on new players is, in my opinion, the very definition of toxic. Especially because those are the people who will have the gall to tea bag or send salty messages.
Hang in there, animalmak! A new matchmaking system is in the works. In the meantime just keep plugging at it and don't get discouraged! You'll get the hang of it and really start to feel the change. And when it comes to pipping you'll start having the opposite problem!
I'm desperate to derank because I'm not nearly as good as my rank claims I am. ๐
Thanks! I mostly play with my friends at this point because even if I'm not the best looper, I still get frustrated with other survivors at my ranks just... not doing things lol. I'm actually pretty excited for the new system because I think a range of skills in a trial will make for a more interesting overall experience!
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I play SWF all the time, and honestly knowing WHO the killer is because someone on comms found them first does not eliminate the surprise factor of stealthy killers. Half of our comms are us going "OH MY GOD WHERE'D YOU COME FROM" or shrieking because Suddenly Myers. Just today my sister said "he's on me" about the Deathslinger, and I kid you not - he strolled up to me two seconds later, completely catching me off guard bc of his tiny TR.
As for location awareness, we're just dumb and incapable of giving useful directions, so don't worry - those Blindness perks still work.
There are definitely well-coordinated SWF teams that go in like tactical agents or wtv, but for anyone that does SWF for fun and chaotic stupid reasons, nerfing it will just drive away a large number of players. It makes more sense to give little buffs to even the playing field than to ruin somebody's fun with friends.
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I get bothered by it. As a low rank for both (16 Survivor, 19 Killer), I'm just frankly not very good, and it's mostly due to needing to up my looping game. If I'm playing survivor and go against someone who clearly knows what they're doing as killer, only to see they've got all these ultra rare level three perks and are like P3 or wtv, that's just really frustrating. Suddenly I'm depipping when against a true Rank 18 or wtv I would have at least safety pipped. Matchmaking can be wonky as it is. Deranking to steamroll low ranks is just... why...
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I love having it, but because it's only available in the endgame, it can feel like a wasted slot if I don't make it there. Still a great perk IMO, especially if the endgame comes during a snowball.
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I enjoy it! It can be frustrating to always scream and have to snap out of it, but I like that it adds something else to the game without relying on RNG (like the Pig's RBTs).
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I wouldn't say this is a reason to fix the Doctor. It's just like any other camping killer. I play Doctor when I play killer sometimes, and I'll hit Shock Therapy/Static Blast right after I've hooked someone, but that's just to see if anyone's close. If there's no screaming, there's no point in hanging around. Plus, he's like... wicked fast, so I've never really had much issue with returning to the hook from somewhere else on the map after someone's been unhooked. Sorry you had to deal with that, but if it happens again in the future, I'd say just cut your losses and silently apologize to the guy you can't save!
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The only thing with a mori requiring two hooks is that then you'll get people not bothering to struggle on the second hook, nullifying the mori anyway. I've seen the idea floating around that an Ebony Mori not being active until every survivor has been hooked once. That would prolong the game a little bit while not totally cancelling out the offering unless the killer gets outplayed and can't get everyone on a hook.
I'm still in the minority of loving the mori animations enough that I really don't mind getting mori'd in the game, whether I got tunneled off the hook or not. I actually find it more frustrating to get constantly tunneled and rehooked (like... watching the killer literally ignore the other players trying to take hits for me sort of tunneling) than to get mori'd.
But sometimes it's just the luck of the draw. Some teammates are terrible. Others are fantastic. When my teammates aren't helpful, I usually just hope I'm the obsession to get those extra points when I inevitably die.
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If I can get the safe hook rescue before I'm hooked, I like running Deliverance with Resilience. If I can't be healed, I might as well be speedy productive! Also Deliverance with Iron Will; so long as the killer has run off, I can sneak away.
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When you spawn in the entity's realm in your dreams and become the newest survivor.
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That map is GORGEOUS. I love all the little details too, like the trap door on the gallows when you finish that gen, the steampunk-inspired exit gates, and the tumbleweeds and cacti.
I actually enjoy going against the Deathslinger too. I haven't gotten the DLC for myself yet so haven't tried him out, but it's cool to fight against the harpoon and to hear the gun going off in the distance.
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A Monstar as the killer. Michael Jordan as a survivor.
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I adore Adam's Canadian Tuxedo. Also Steve's Scoops Ahoy outfit.
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Yes. It's pretty much impossible to even safety pip if this happens - for everyone playing - which is just so frustrating. Even more so if you're the unlucky first survivor found.
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Once I catch on I tend to do well with them, but the first one always gets me aha. I do agree they look really cool, and I like that they're a switch-up from the norm (also the bouncing around the screen skill checks).
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1138957#Comment_1138957
With how DBD is, I feel that's too big of a risk if you want my honest opinion.
You could gain a lot more results from Deliverance and than using Inner Strength, it won't heal you during the broken state but it's a safe an fast option while you wait for the broken state to dissipate. Simply jump off the hook, break a totem to activate Inner Strength, do whatever it's you want to do, than once the broken state is gone you jump in a locker and get a full heal.
Yeah, I'm pretty good at getting found aha. I'll have to try this build once I get Inner Strength though, thank you!
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I have a love/hate relationship with going against Myers. It truly makes for a terrifying game experience that I love, but also NOTHING is funnier than going against hospital gown Myers, and that contrast is just so great.
Also love going against Ghostface and hoping he has a mori tbh.
Third is probably a toss-up between Oni and Demo.
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@ermsy said:
They stack, the broken state duration of deliverance starts first then second wind so essentially you're broken for twice the amount.
So extra long broken but eventually a full heal so long as I don't get found again? Makes sense, thank you!
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@chenais said:
@RobMeister88 fen rush toolboxes are getting nerfed soon, bnp are only 25% of 1 gen, and 1 gen is 20% of gens required to open exit gates. So a bnp is only 5% of the total objective of survivors! Keys are broken, but they are not as bad as moris. The killer can see if the survivor has a key and kill him first.
@hex_genrush lol you think bt is stupid, clearly you are just a tunneler looking for free wins. You are not worth my time arguing. Next!
@animalmake what tells me your not a killer main? And no moris are not fun to go against, having the least skilled player win is not fun, no matter how you tell it.
@toxicitynacl lol I have some things to do in my life, I do not have time to lobby dodge every secret offering from the killer. Also I do not want to risk dodging a yellow mori or a shroud of separation.
@Yng slug see the explaination pf the answer to robmeister to understand why moris are worse than keys.
@chenais said:
@animalmak then having an offering for survivor that allows them to skip 1/3 of the objective would be fun, because the killer having fewer chances of winning means that he will have to play at his best, right?
Pretty sure all my phrasing implied that I, personally, think moris are fun to go against, which of course isn't the same for everyone. We can disagree on that if you're so staunchly against them.
Also skill isn't always relevant to rank, and half the time it's situational anyway. I've come across players 5-6 ranks above me that I completely outplay on the team, and I've also come across a good number of killers that have clearly deranked to face lower ranks, so I wouldn't consider them the least skilled player either. Killers still have to hook to use their moris, so if you truly can outplay the killer, than you shouldn't be getting hooked, or you shouldn't be getting downed a second time. If a killer moris all four survivors, the team got outplayed, simple as that.
Instead of offerings, survivors have their items. Keys let them unlock the hatch if it's spawned, allowing them to skip the rest of the gens (main objective). Toolboxes can greatly affect gen time (though I've found that genrushing tends to get hit with NOED bc survivors skipped another objective: totems). I don't really know what sort of offering to skip objectives you had in mind or how exactly they would allow objectives to be skipped - some sort of offering that means one gen starts powered or something? Fewer spawned totems? Stuff like this would throw off the balance way more than a killer bringing a mori does.
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I'm not a killer main, but I love moris. It adds an extra element of suspense because I have fewer chances at survival, so I have to make sure I'm playing my best. And the mori animations are dope. No lie, I've literally said "YES MORI ME" at my game - especially for Ghostface because his cracks me up - when I mess up and get caught that second time.
Also, if I'm not mistaken, moris don't gain you the same BP/pip stuff as sacrificing does bc technically you weren't sacrificed at all.
But agreed with above. There are plenty of things survivors can use that speed up/skip objectives. Plus if you're the last survivor and the killer is running an Ebony and hasn't slugged for the 4k, you've got that extra animation time to find the hatch.
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My sister, her friend, and I just watched Candyman the other day, and we thought it would be so cool if he was in the DBD universe, so we wrote all of this for him, and her friend is planning on making some sort of design for him for fun.
Killer: Candyman
Power: Sweets to the Sweet
- Primary Attack: Hook hand
- Secondary Attack: Bees
- Charging up, the Candyman can release a swarm of bees that encases the survivor. After 30 seconds, the survivor is in the Broken status. Survivor must release the bees into two hives (found around the map like Jigsaw boxes, cleansing fountains, etc): 1st hive returns Survivor to injured; 2nd hive fully heals Survivor. To recharge the attack between uses, the Candyman must go to a hive to collect bees (all hives have bees at all times).
- Possible Add-On: Bee-Spoke: Candyman can see survivor aura for 3 seconds if at a hive.
Perks:
- Bee My Victim: You become obsessed with one survivor. When the obsession is hooked, they will stab the person that unhooks them. That survivor is injured and must mend within 25/20/15 seconds or be put into dying state. Once mended, they are fully healed.
- Writing on the Wall: A deep bond with the Entity unlocks potential in tracking abilities. If a survivor is crouch-walking around the map for at least 30/20/10 seconds, they begin to leave faded scratch marks.
- Behind the Mirror: Unlocks potential in one's Aura-reading ability. 20/35/50% of spawned lockers have mirrors on the inside. If a survivor enters the locker, their aura is revealed to the killer for as long as they are in the locker. If the survivor exits the locker, their aura is revealed to the killer for 3 more seconds.
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Thanks for the answers, everyone! I figured he was just being a tease about it (I genuinely got a laugh at the end as I muttered "You dick..."), but because I'd seen things before about sometimes killers giving the final survivor the hatch, I figured I would ask!
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Being able to self-unhook, either through Deliverance or luck. Always especially enjoyable if it happens in the end game right in front of the killer. Don't even care if I get downed and hooked again, it's just fun.
Also I love the stunned killer noises (some more than others). And The Doctor's laugh gets me every time.
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Usually if I don't let someone heal me it's because I'm running resilience and want to finish a gen/cleanse a totem first.
If someone's refusing to let you heal them, just assume they have some reason for it and then spend your in-game time doing something else productive. Bothering the teammate to let you heal them will end up doing nothing but annoy them tbh.
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Agreed. I feel like when I play SWF, we can only be described as chaotic stupid. But we're also at such different ranks that genuinely trying to do anything would be super unbalanced one way or the other. We're just playing together for the lols.
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If you're mad about not getting chased, go find the killer and get chased. I've literally done that if it feels like the gens are moving too fast. I'll go totem-hunting or literally go find the killer and bother them into a chase. (Just the other day I actually found the killer - a Trapper - stuck in a loop while setting and retrieving his trap. It took me going right up to him and getting hit for him to break it, and he almost got stuck in it again when he passed over that spot of the map.)
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I wish a killer's DC would count toward escape challenges because technically it reads as "Match Result: Escaped." I missed out on one because I saw the killer camping the last survivor on hook, so I wasn't going to go save, but I got greedy and decided to cleanse the totem by the exit for some extra BP before leaving. Killer DC'd literally right before I was actually out the exit gates, which was so frustrating.
I wonder if it's just because there's no way to regulate based on match length? I would understand if it was like not even a minute in that the killer DCs; I wouldn't really expect an escape for that. But if most of the match is completed before it happens, I wish there was a way to still make it count.
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Honestly, I don't worry too much about offending other people while playing. I'm on console, so the likelihood of me getting a post-game message is slim because that's effort, and it's like... it's one match.
In the specific scenarios you mentioned: I would leave to finish because I don't often escape (I've actually apologized to my SWF I was playing with bc I did that to them), and I'm honestly not good enough of a killer to even get the hooks to mori, so I'd probably just skip that one. I tend to focus on survivor challenges in the rift anyway, and I'll delete dailies if they're for killers that I have no intention of learning to play.
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As a survivor, I love the moment at the beginning of a game where you don't know who you're going against. Now that I've played long enough to not get the "Facing the [blank]" messages, there's that section at the start where it's just like.... who will the killer be? Which is really exciting. And also very terrifying if the killer is like Mike or something and they just APPEAR and stab me.
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I main Steve, but I don't use any of his perks. Although I like the idea of Babysitter and Second Wind, they really require the killer to not be /right there/ when the unhooking happens, and I'm low ranks, so usually the hooks are being proxy-camped, which just counters the effects of the perks (Killer can see the unhooked so Babysitter doesn't change anything, and I'll get hit before Second Wind can activate - unsafe unhook practice, but still, I'll take the protection hit). And I just don't really understand Comraderie tbh.
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If I'm doing SWF, we chat and share memes. If I'm going solo, I'll read a book or play games on my phone.
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@gatsby I'll have to test that out! I'm working on leveling up Adam right now because I do love that Deliverance perk when I can activate it aha.
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Gorgon killer with mori animation turning the survivor into stone and then shattering them? Yes please.
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When I play solo, I usually go for similar ideas as well. I always run Kindred for the same reasons you listed (though honestly some people ignore the killer shape smdh), and I'll run Resilience because I find that as a solo player, my teammates are less likely to heal me after safely unhooking me, so I might as well get some extra speed off it. Sometimes I'll be paired with great people that do, but it's so hit or miss. And then for myself I run Lightweight and Small Game.
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@DeathsCrimsonMaiden said:
https://forum.deadbydaylight.com/en/discussion/comment/1113643#Comment_1113643
Pebble is meta. Got it in the shrine months ago, and its goofy as hell throwing a rock as a diversion.
One of my favorite survivor perks
I love the pebble. Started playing as Adam for Deliverance (bc unhooking myself is really fun???) but man throwing a rock for the heck of it is also hilarious. Still haven't managed to throw it directly in a killer's face though, which is on the list - again for the heck of it.
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I'm still learning a lot of the maps, so I'd say running Deja Vu right now is my crutch. On some of the maps that I get more often, it doesn't make a big difference because I know where to find the gens. Eventually I'll open up the space for other perks.
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~spooky murder aesthetic~