antgnstea
antgnstea
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@Deadonkillz said:
an update:
after 3 hours of playing , the Middle eastern server have solved everything. The killer power issues all feel really good.
also queue time now is better , takes 2-3 mins as a killer and so is a survivor.
i hope those servers stay up , they are actually much better than P2P with low ping.
Where is this Middle East server announcement? I couldn't see.
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@ItzSoulz said:
https://forum.deadbydaylight.com/en/discussion/comment/798919#Comment_798919
Yes that could be. I will try it out
Don't forget Plunderer's instinct perk must be equipped. Sorry forgot that one.
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@ItzSoulz said:
https://forum.deadbydaylight.com/en/discussion/comment/798886#Comment_798886
I have to do it in a round
It could be mistranslated, if you are using some other language. Because I believe everyone has same challenges and what you talking about is search 3 chest in the same game. Not specifically basement.
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Play petals? you mean bring offerings every game? Yet killers disadvantage side from it. there are 7 gens and out of 6 of them can be event gens. How many hooks are there in a map. Never count them but I am sure it is more than 7. And the way they are distributed is important as well.
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Double nerf seems like overkill. In the PTB it was fine. I can't really understand this much of a nerf. If so I expect same treatment for mori offerings.
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@NeeliaR said:
https://forum.deadbydaylight.com/en/discussion/comment/795859#Comment_795859
Geeez - you don’t get what I mean 🤦🏼♀️ never mind
Sorry. I tend to misunderstand people. :(
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@NeeliaR said:
When you say useful for you? As another survivor or as killer?
Why would I care if it is useful to killer or not while playing survivor? We are talking about a survivor perk. Of course I am talking about as survivor, usefulness for me.
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@Peanits . Finally I gathered some footage to explain myself better. Please bare with me.
https://youtu.be/GHL5UXnvJfIIn this one, I completely understand. I was late, he was close. Even fast vaults you can hit through windows. this is normal for me.
https://youtu.be/bSMzyU9ZNVAin this one, I am saying I wasn't that late for vaulting. And he hasn't even turned around yet. And because of the latency, the medium vault speed, and 0 momentum, killer has this huge hitbox before him. That feels bad.
https://youtu.be/k3WQcH8wVFoWith this one I have general concerns about vaulting. When I started fast vaulting, he wasn't behind me, almost turned around, and he still managed to put me in the hit register cone in front of him. So it registers the hit. Even I hear the missed attack sound, and about to touch the ground, I get hit. That's why sometimes it feels like killers have 2 meters arm length, and why we experience pull backs after vault completed. If this was a window, I am sure we would see a pull back.
https://youtu.be/euioh1hZZKMI don't know what to say to this one. I am hoping it is a dedicated server thing for now and will be fixed later. If this is a normal hit, I have nothing more to say about the subject.
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@Fibijean said:
It's worth pointing out that Kindred isn't solely a selfless perk. The whole point of allowing other survivors to see each other's and the killer's aura when you're hooked is so that they know if you're being camped, and they know whether someone else is going to save you. It's to avoid situations where no one comes to rescue you because everyone assumes that someone else will. It helps the other players, sure, but it helps them to help you.
Yeah Leader is in that category as well. You help people healing you faster. Helping yourself by helping them. I get that. But do you think kindred does it job consistent like Leader. Yes, if I see someone with kindred on, I can determine if someone else going for the unhook or what. But it is useful for me when others run it. And literally every survivor should run it to give you that information.
So I am suggesting instead putting in it into basekit. Like it was discussed so many times. You should give up your one slot to have a powerful information. If not, like how it is now, you got same perks that are used every single game by every single survivors.
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@NeeliaR said:
https://forum.deadbydaylight.com/en/discussion/comment/794098#Comment_794098
https://forum.deadbydaylight.com/en/discussion/comment/794098#Comment_794098
There are so many campers, that’s the ONLY perk to fight against. And my opinion is, LEAVE this perk as it is. 😊 it is a Perfect perk against campers.
My suggestion doesn't effect the current version of kindred in any ways. So why leave as it is because it is good? You say it yourself, no one ever uses it. That means it is not as useful as other perks people running.
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@Karl_Childers said:
I’ve made this same suggestion also, it needs to be like that. This is a solo survivor perk, so if they don’t want to make it basekit, why not buff it to this. This doesn’t help SWF as they don’t need Kindred.
Running a perk that relies on random teammates using info only while I’m on the hook is a little silly. If it worked for ME also when someone else gets hooked, then it’s a different story and is a good perk.
I did only a quick search about the subject, so didn't catch yours. I would have join you then. Completely agree here.
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I agree, it's a great idea. Whenever I am in store, I am annoyed that I can't see how pieces from different sets look together without buying them first.
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@NeeliaR said:
The killers are already OP! Why buffing a good survivor perk? And btw I never see survs using it.
Sorry can't follow you. Killers are op? A good survivor perk, but no one uses it? If no one uses it, means it is not a good perk. I've seldom see people using it.
My primary reason not to use it, is not gaining any information myself. Yes people can see each other or a camping killer while you are on hook. But seems a waste of a slot for 2 usage of information that you can't benefit from.
IMO If we want to see different perk builts, we should have more beneficial perks.
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@OMagic_ManO said:
Did this against a camping Leatherface, I used Unbreakable to get up, he hit my friend on hook and did his tantrum, I unhooked with Borrowed Time and got out of there with Dead Hard, made a great save.
I've seen it with many killers, but yes Leatherface was one of them.
That sounds like a great save indeed. But most of the situations I saw, they just chill there, don't even bother to recover. Must be the cozy atmosphere of entity :)
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@twistedmonkey said:
Inexperience thinking they are caught and the killer is going to hook them or not realising they are making camping viable.
It could also be swf wanting the killer to camp so they can finish gens so they sont feel they have to stop and save and can also proc adrenaline.
It depends on the whole circumstances. 5 gens left it's kinda pointless if the survivor on hook will go into stage 2. 1 or 2 and all are still alive it could be beneficial.
Maybe. It was always in a different circumstances so couldn't make sense of it. They seem to prevent killer picking them up, but I didn't see the point of that in any of the games.
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yeah, cause nowhere else on the entire map to recover. I guess why not :)
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@HeroLives said:
I chalk that up to being inexperienced or a survivor play
At red ranks? Maybe.
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Most of the insta-downs but mainly, Iridescent Head Huntress. Just have an overwhelming feeling of leaving the game instantly.
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@December_1863 said:
keep complaining, it won't change the fact that the update is coming November 5th.
Is this an official date for release or estimated time? Honestly asking, don't know if I've missed an announcement or not.
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@then4321 said:
Just throwing this out there... how about the killer can still see all the offerings, but the survivors can only see what other survivors bring, this might stop teammates from disconnecting when they see a mori or a map offering the killer brought... idk
Thoughts?
Why discriminating? Killers dc on map offerings as much as survivors. Huntress on Haddonfield, Nurse on cornfield. Actually many killers on cornfield. Just few examples I can think of.
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@hinoutoumei said:
https://forum.deadbydaylight.com/en/discussion/comment/790916#Comment_790916
Like i was saying. The way it's programmed currently is essential. If a player dcs during this waiting time (offerings+loadscreen) the game just cancels and no one's rank is affected. If they take this away , and the killer finds himself in a map that he hates , so dcs, he loses 1 pip. If the survivors go through half the match and then realize he has a mori, and dc, they lose 1 pip. The way it is setup is so that anyone can dc during the time it takes to go from burning the offerings and loading the game, and no one is affected. It even goes so far during these loadscreens to tell you what killer you are facing (usually, but not always).
All this information is essential to know beforehand, not only for a better game experience but also so that people can make the choice to dc before the game starts without causing anyone to lose rank. It's a pain in the butt when you are waiting sometimes 30 minutes for a match as killer, but it's better in the long run.
Not sure I answered your question properly. Tired. Sorry.
I don't believe they programmed it to give people the rights to disconnect as they please. They did it to prevent others left in game suffering from accidental crashes while loading into a match.
A player can't or shouldn't have that privilege to dislike a map or mori. I imagine no one likes to get moried. But killers have that offering and they should be able to use it without someone disconnects on them. And if you don't like a map bring your map offering or bare with the map you are dealt with.
Regarding to your in game disconnects being worse. I agree, but it is a punishable offense to disconnect during a game. They can't do it always. Or suffer the consequences. Plus I believe this free escape in the beginning of a match, inclines disconnecting even more.
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@hinoutoumei said:
The way it is currently programmed is that the offerings come before the load screen. For reasons such as offerings that pick maps, it is not possible to handle this any other way.
Just because we don't see the offerings, doesn't mean they are not there, does it?
They can still do their jobs without us knowing it in the first place.
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@Rattman said:
You don't waste your offerings if player DC on loading screen, I think. On other cases - I'd like, really appreciate if devs could share some stats about how many people they banned from the game for DC. Like, if they did this, players would feel that this is bannable and thought twice before DC...
Yes, you don't lose your offerings and items if players dc on loading screen. But still, due to long lobby waiting, you also wait for a cancelled match to load. Just today in one hour I could only find 4 lobbies, and 3 of them cancelled. They see a secret offering from killer, they dc. See black ward, again dc. See Larry or Meat plant, dc.
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They say between rank 16-20 are apart from that 6 rank difference rule. To give them faster lobbies. But this match I had yesterday doesn't fit any of the rules to my knowledge. Still happened.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/786639#Comment_786639
Vaulting is literally the only advantage survivors have over killer? Seriously? What about pallets, flashlights, keys, the hatch. . . Not to mention multiple perks that can pull you out of dieing state and help you avoid getting hooked.
I wasn't comparing perks or add-ons. Don't you think killers have those too.
I meant in chases. Killer who is faster, chasing you, so you can't run straight. And vaulting gives survivor that vantage. Yes pallets are very crucial, but they are also part of vaulting. And there are much more variables in them to compare here.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/786639#Comment_786639
It is good for gameplay, yes. Being able to tell which way is the better way for you to run the window (as killer and survivor) is part of what separates that average player from good players. The shack is a good example of this. The survivors will want to vault from the inside out, killers will them to vault from the outside in so they lose more distance and possible get a hit.
It should be very clear at a glance which side you can fast vault from. If there's stuff in front of the window, you can't fast vault it from that side. Memory has nothing to do with it, it's just understanding how the mechanics work.
I am confused. Are we talking about a certain way looping in general, or just correct way of vaulting. Cause I know the fast vaulting requirements. That's not what I am saying. What I wanted to say, making a maze viable only from one angel constantly is a limitation of your game play. That brings the memorizing part. The more you memorize, the better you loop. I think one of the reasons new maps are not welcomed nice is this. People feel strange and they need to memorize new roots in there.
I am all in for mind games, forcing slow vaults on survivors. If I failed to see killer changing directions and got busted, yes of course he should be able to hit me. But right now, hits are a lot killer favored. They have bigger rooms for mistakes on killer end. One medium vault or fast vault with obstacle gives killer so much time than he needs to hit.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/786513#Comment_786513
Medium and slow vaults are meant to be very dangerous. The killer can hit through the window, so you're not safe if you get one of those. All of those obstacles are intentionally placed to stop you from getting fast vaults, making it so there's a correct way to vault some windows. This adds a little more skill based gameplay: There's an optimal way to run tiles, and figuring out how to force the killer/survivor to run in the way you want is one of the more advanced things you can do.
I know they are intentional. I am saying they should reconsider, how it is handled. Do you think forcing a certain way of play is good for game health? Doesn't making only one good sided loops encourage just memorizing maps? Or is that the point of being an advanced player. Better memory. I think you shouldn't make a correct way of vaulting. People should be able to improvise more in chases.
Slow and medium faults may supposed to be very dangerous, but right now they are impossible. Killer can hit you even if you medium/slow vaulted before he/she entered the building. That distance is ridiculously long. And vaulting is literally your only advantage as survivor over killer.
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@Peanits said:
Medium vaults will not keep your momentum. You come to a complete standstill right next to the window.
Fast vaults will keep momentum. You'll land a little ways away from the window. Changing directions after fast vaulting will cause you to lose momentum though (i.e. You vault and immediately start running left or right, not straight).
Otherwise, getting hit might cause the game to "lag back" (it's correcting your position to what the server sees), or having a weak connection might cause a bit of delay between what you see and where the server sees you.
There is no difference that I see between medium vaults and slow vaults. Only the beginning of the action seems faster, but you get hit even killer isn't anywhere near you. 0 momentum and killers' reach make it frustrating.
And fast vaults are pretty hard to keep up. There are many obstacles one side of a vaulting point in many maps. Like walls, creating a narrow corridor, automatically drains your momentum.
Can't lie after dedicated servers, not getting hit after vaulting is a bit increased. But still, even when play as killer I surprise the length I could reach after vaults. I think the main problem comes from the hit cone before killers. They don't seem to recognize walls as obstacles and register the same hit as an open field.
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I used support page and got an article about connection lost and completed the steps there. Since that day I haven't disconnected from any game. Thanks so much for the suggestion.
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I use it especially on killers who don't have BBQ. I just wish they get rid of that cooldown or reduce it a bit. I sometimes pick up 3 person on a single cooldown period. It is a bit annoying.
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@legacy said:
cuz why not ? Killer letting you for 4 min on the ground just to slug for the 4k, it’s the same you make lose survivor time for nothing when they just want to get hook and go to next game
But it's not the same always. A survivor who can't make it to the gate, depending on hatch, dies a lot because literally every other survivor stands at the gate till the timer runs out.
Personally, I hate people standing at gate just to mess with killer. If you are not gonna be useful to others just leave and move on to the next game.
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I was accused of speedhacking by a survivor who I never even could hit during the game.
Another was walhacking. When I caught a Dwight in a locker after I hit another survivor with Frenzy.
People should play both sides to see what others see.
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@martin27 said:
https://forum.deadbydaylight.com/en/discussion/comment/776333#Comment_776333
It wasn't a trap or even about getting 4k, i was letting then have a fighting chance. I've seen to many lazy survivors lately that will just hide while i'm the one doing all the work to try and score a win for the team.
Yeah, I know what you mean. That's one of the main reasons why i can't enjoy playing survivor anymore. I can't even count how many times I died on hook just because no one would bother to come and save me.
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Maybe hook the one you caught without slugging and go close hatch. If the game ended quickly then ended quickly. It's not gonna make a difference "letting them" get few more points. Just end it to prevent wasting time for everyone.
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First week I had a mori daily as Trapper, I spent minutes in a single game standing on top of the survivors I downed, trying to figure how to kill them. Finally gave up and deleted it.
When I realized mori offerings later in the blood web, had a huge face palm moment. Just read the explanations, duh!
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Currently, lobby waiting is way too long for both sides. The more people play at the same time the longer I wait for a single match. And the latency problems increase, even though ping seems same.
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@[Deleted User] said:
camping --> deliverance + decisive strike
tunneling --> decisive strike
slugging --> unbreakable
killer camping your teammates --> borrowed time
noed --> Detective's Hunch or small game
bad at survivor? --> git gud
Every thing is so simple with you. You provided 5 perks and also you will need an exhaustion perk to give distance between you and killer. 6 perks to avoid annoying play style. Plus you can only use DS once and it is quite easy to avoid that for 60 sec slugging.
There is literately not much you can do if killer wants you dead. Even if that costs them the game they still go after you, prevent you having a decent game.
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@Forceful_Spork said:
Absolutely. I think the Emblem System is fine for Survivors, but for Killer, it's terrible. All it does is promote farming. You could be the best Killer in the game, and down all 4 Survivors in the first 2 minutes, and the game punishes you for that.
I don't think the system isn't fine for either of the sides. It encourages farming on others for survivors. The more YOLO saves you do, the more likely you gonna pip. Doing gens or playing stealthy gives you zero progress.
I strongly believe we need a new system that distributes emblems according to job done in that trial. Not based on like 32000 point of perfect game.
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The fact that you find it so funny says this is not accidental at all. If you spend more than 40 hours in this game, you would know why you shouldn't do it or how to prevent it. Unless you want to farm people.
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FPS drops drastically in indoors. Whenever I am in a building. FPS count drops to 30 - 40, while moving.
First I experienced it on PTB, I thought it was related to it. But now on live with the dedicated servers it happens again.
Springwood preschool, Disturb ward asylum, Lerry's memorial, Hawking lab, Meat plant... These are some of the examples I encountered this issue.
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Probably the only thing I love about the dedicated servers is doing skill checks they are so smooth and pretty easy to hit great skill checks.
For what I can tell synchronization is a problem. When you start an action, it has a little delay on it, causing you to miss your moment and a bit annoying.
Few issues I encountered:
After searched a chest, M1 not appears for a time so you can't pick up the item.
Pallets. There is a second delay when you vault or try to drop the pallet. Space bar doesn't register the press so you get the hit.
I didn't play as Nurse, but I've played against her. So can't really see whats the complain is about. Because her hit range seemed enormous to me. And she could swing pretty easily without any delays, at least on my screen.
Vaulting. Similar issues with pallets. There might occur some weird movement while vaulting. Like going backwards after vaulted forward. Also sometimes I can't cancel fast vaulting. Like I stop pressing shift before pressing space but still fast vault. Another issue with vaults is hits through them. Yes killer should be able to hit you but it needs some adjustments. Right now even if killer is no where near the window, can still hit you. It worsens with slow vaults. It is like hit register cone still works the same way, but it shouldn't because you have an obstacle between you.
Freddy teleportation. After Freddy teleport to a gen, he appears further away from gen and has to turn back to it.
Clown bottles fly like they have no mass. It is very strange feeling. They used to make you feel the distance. Now I can't tell the distance of the projectiles.
Spirit's phasing out is so fast, like you are passing by the survivor and not appear where you supposed to do.
Generally, beginning of an action has a bit delay on them. Gen breaking, unhooking, healing etc.
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@DBDbuildsYT Another great example of depiping even if you escaped.
Let me sum up the game: we spawned a saw ruin, cleansed it did a gen, cleansed another 2 totem. Did another gen. By the time Myers got to tier 3 once and never even hit another survivor. While I was cleansing another totem, last gen poped and gates powered. I opened one of the gates. Then Myers got to tier 3 again and killed someone with tombstone piece. Then others left.
So most of you here saying it is my fault not to chase down killer to have boldness points for emblem?
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It is so hard to play against a good Freddy. But that makes it even much more fun to play against him.
And I don't feel powerless against good survivors playing as Freddy.
So, I wish every killer gets the same elegant rework as Freddy.
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It does wonders with Freddy as well.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/720384#Comment_720384
Yeah, but the OP's issue is that while she's doing that, she's not considered to be in a chase with you, so if you're wearing an active beartrap she can effectively make sure it kills you by just following you around crouched while the timer ticks down. The time won't pause because you're not in a chase, and you can't get the trap off because the second you try she'll grab you.
Someone gets me. I am glad I could make myself clear on that. Sometimes I can't be sure if I am making the point I wanted to or not.
If it is not reportable, than my hope developers recognize this as a design issue and rework it soon.
Cause I don't believe this is a strategy at all. It is targeting someone and ruining their game.
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@Gcarrara said:
Ehi, i can help out on that.
All these things you mentioned are not reportable offenses. Also legion moonwalking doesn't work anymore since Deep wounds are now based on Terror Radius. 👍️
I know Legion's moonwalk doesn't work anymore. I read the patch notes, thanks.
What I meant was giving it as an example. Do I recall wrong. Wasn't it the whole point of reworking Legion, because that was considered as exploit?
Making people go down doing nothing but follow them crouched or cloaked. Does it only seem unfair to me?
If we were in a chase I would earn bloodpoints, wouldn't lose timer and have an actual chance of escaping. But when they are following without hearth beat. I cann't stop to mend or untrap myself, I can't outrun. And because my timer still goes down, I have very limited time to evade killer do the action.
So please help me out on that one. What should I do? Just move on to the next game?
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/720214#Comment_720214
If that's the case you lose, but I hardly doubt that this happens often.
I play dbd on both ps4 and pc and those killers are not common.
If it happens go and eat a sandwich
well. If I left when I had games like these consecutively, I wouldn't play this game at all.
Especially with the event, everyone plays like crazy. Killers extra sweaty campy, survivors extra YOLO.
3 in a row now I encountered Mori tunneling killers. Died at different times of the game still earned less than 10k in all of them. All red rank matches, side note.
I am in a place where I don't give a ######### at this point. Pips mean nothing, rank means nothing. And I got double even I leave with 300 points. So here I am. onward to the next camping killer.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/720184#Comment_720184
Eh if you need to play solo then used ds and dh to reach a safe loop.
Also, rank up because its less likely to find bad team mates at Red ranks
kind of disagree. Yeas DS can save your life, but if killer persist on you and you already used it there is not much you could have done.
For example just got out of a game where 5 blink Nurse downed me, hooked me and my rank 2 teammate saved me while she was breaking gen behind me without bt and moried me where I lay. So I got out 6k points and -1 points for 3 min game. Yeah lets move on to others.So much more fun to have.

