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crowbarman

crowbarman

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crowbarman
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  • I think they should lower the crackling sound slightly as well, but yes, the totem spawns are atrocious. They shouldnt be so close to generators on most maps, but that appeared to be the default thinking.

  • My current run build:

    For the People, Unbreakable, Flip Flop, and Sprint Burst (or your preferred endurance perk). I have saved myself and my team numerous times with Unbreakable when slugging occurs, and it is almost a must if you run flip-flop.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158133#Comment_2158133

    It is literally impossible for games to last 90 seconds even if the killer is doing absolutely nothing.

    Seek help.

    90 seconds is long enough to lose 3 gens at start, which is near the end of the game. A good SWF team will split up and this is what you'll get.

    I do agree that if you dont have a hook in the first 90 seconds as a Killer, you have a high probability of losing. The exception, as noted above, might be if you get several injured hits on the survivors and some pallet breaks. But if you chase a survivor for 60 at the start and they disappear with just one hit to show, then yeah, not good.

  • Victor goes to town with his claws during Mori but when he's on your back, he's useless. Run, vault same speeds. Makes perfect sense!

    He should put you in Deep Wound.

  • Flip flop needs a buff. Not a significant one, but moving from 50% conversion to like 60% conversion would go a long way in making it trigger just a bit more to make it valuable.

    As it is, they still have to carry you to a hook fairly far away even when you recover near full for it to trigger.

  • Seeing TTV in the name is almost the equivalent of advertising SWF. You have to buckle down and realize you are probably dealing with a bunch of sweats, and should probably play as such any time you are being streamed.

    Now, this isn't always the case. I do enjoy watching streams post-match, and some are actually quite cool and take the loss gracefully. Others are as you describe.

  • How did you get a 4k when a survivor escaped?

  • @danielmaster87 said:

    Power Struggle/Flip-Flop? Boil Over/Flip Flop?

    Naa it was instant after pick up. Like DS.

    I was even dropped myself and didn't have it, nor saw a flashlight blind. I should have recorded it. :(

  • Still running devour+undying+ruin+sloppy with lots of success btw. Leads to fun games.

  • I would be okay with Victor not downing survivors but Charlotte would need a buff. And a Victor latch should be a 20 percent movement penalty and twice as long to detach.

  • @deckyr said:

    if it wasn't a flashlight save, and it wasn't a pallet save, and it wasn't decisive strike, and it wasn't trapper stepping in his own traps, then it was probably a hacker.

    Thanks. I just wanted to make sure I wasn't missing some perk or something that could be involved, but that's what I thought as well.

  • @Pulsar said:

    Flashlight save?

    Not in this instance, no. But it behaved like one.

  • All he was doing was patrolling gens. That's... Good gameplay.

  • Because survivors don't like to have to clean totems unless they are glowing. Now they can ignore them most matches.

  • @RenTheCat said:

    I'll one up you, just had a match with 3 keys in it today. 2 were found in chests and a Claudette picked a key at the very last second during lobby so I couldn't dodge.

    Had to tryhard and got 3k, last guy escaped with another key even though i closed the hatch already.

    What bothers me the most is the dude who escaped was the one who did the least and he literally escaped right in front of me with nothing I could do, I even had 3 stacks of devour hope, one hit and he was dead.

    I was more referring to two keys used to open the hatch in the same game!

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137281#Comment_2137281

    You can farm them easy for bloodpoints. These squads try to bully you, and make your life a living hell, but just catch on if you see a hook go down after a first hook, and see if they are trying to sabo and stuff. Scout a corner where most hooks are, and you should be alright. I tend to call these matches easy bloodpoints lol.

    Thanks. I did beat them, although it was a 3k because I decided to just watch the last bleed out. Oh well.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/245195/breakdown-bug-being-exploited-by-swf

    I made a post on this, with a squad I dealt with last night, but if you can catch on early in the game what they are doing. Push them to a corner where there is a lot of hooks, slug them all, and hook them there. These sabo squads will tend to cause a lot of mistakes, and you can take advantage of that. Typically these teams end up getting 4 slugged.

    That's fine for the next game, I guess. I wasn't aware of the bug until halfway through the match when it was clear hooks weren't respawning.

  • I always thought that the pallet sensitivity was too high before. I could be not even be right up on a palllet or just walking by it (not into it) and get stunned. Now it's too far the other way, for sure, and the issue persists after the patch. Hard to stun without getting hit now unless killer isn't quick on the trigger.

  • Also I can't get a toy sword in a lvl 50 bloodweb to save my life now.

  • Posted before but still running devour, ruin, undying and sloppy and it still works well. Funnest games are when devour is last to pop.

    The 5 second Victor crush nerf will really change things.. I can't tell you how many times I get a down and then see a survivor run in two seconds later. Now they will get the crush every time and probably the pickup. What were the devs thinking? It's already common that a well coordinated team will get the save if Charlotte isn't anywhere nearby.

  • @WiiFitTrainer said:

    Is there a bug with the amount of keys in chests lately? It seems every other game 2 people are escaping via keys. I was going to make a thread about the huge uptick in keys from the last few weeks and saw this one.

    Yes, typically what happens is after a survivor is killed the rest just stop trying to do gens and escape with key. Lots of fun.

    Not only do we not have the key nerf yet but they introduced this insane bug on top of it.

  • Devs just don't care now.

    I kid. They never did.


    I am done playing killer til this is fixed. Bring on the long queues.

  • I don't care about the BT adjustment as much as the 5 second cooldown. That's forever. Down w Victor and get a free stomp every time now.

  • @notlonely said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102264#Comment_2102264

    Why, if I may ask? Freddy needed changes from long ago, and Twins are weak and the only thing they're good at is proxy camping.

    They didn't do anything to help make the Twins not be weak. Victor nerf + Borrowed Time buff (no longer can victor bypass BT) will eliminate a lot of slug/camping scenarios.

    They buffed silencing cloth and the other ultra rare, woopdy do.

    Call me when you change ebony moris to Green instead of Ultra Rare!!

  • Changing the Victor coodown to 5 seconds essentially stops group slugs. The current reaction, especially lategame, is for survivors to charge the downed survivor. Previously you could knock one and leap on another's back, which bought you some more time to get the pickup.

    Now, I expect the extra latch will become rare. Victor will be killed after every down, and if there are more than 1 healthy survivor nearby they will get the save unless Charlotte is really close.

  • I don't think it's a lag bug.

    I have seen it both sides today, as survivor and as killer. I assume it's related to the stun issue.

  • @TripleSteal said:

    Disregarding keys, the chest drop quality in general increased, as if plunderer became a universal built-in perk.

    Every patch the devs like to basekit a perk and call it a bug.

    It was tenacity last time. Now it's plunderer.

  • @Frontdoor6 said:

    Ok, fine, forget it

    it was just an idea, its not like its the worse one someone's put on

    The concept that there should be some penalty to performance if you gave Victor attached is reasonable.

  • Survivors should have a 5 percent speed penalty at least. It's stupid to have Victor attached and assume you can run and vault at the same speeds as before.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084811#Comment_2084811

    If you're chasing a single player for 2 minutes at game start you're doing it wrong. Drop the chase immediately if they make it to a strong central building or pallet farm and find a new chase.

    I didn't infer that I was chasing them for 2 minutes. It can take 30 seconds to a minute at the start to find your first survivor while you patrol gens (depending on how lucky you are). Then it can take another 10-20 seconds to land a first hit. My point is that with survivors focused on gens, 120 seconds into a match you may be already down 3. No hook in the first two minutes = loser in red ranks.

  • Same, noticed this as well. Keys have always been a problem and it seems like 50% of matches you can find one. But lately it's even more.

  • @Aquamarine said:

    Quite a few times. There are a lot of killers that tunnel right off the hook.

    I blame my teammates more for this. I see it usually happening when they go for the unhook within 5 seconds. The killer then has a choice to go after me or them. When I play killer, I usually go for the unhooker, but it's probably fair game to go for the person you just hooked. It's a team, after all.

  • The feeling when you chase a red ranked survivor for a minute or two into a match, land a hit and then lose them pretty much ruins the game. 3 gens are done, you don't have a hook, and the game is essentially over unless you resort to camping and slugging which brings on the toxic responses. I also have thousands of killer hours at rank 1 and lately just have been playing survivor to not deal with it.

    Watching survivor streams confirms what I have posted earlier - the undying nerf really has hurt and totems are ignored now unless it's glowing. Devs need to give survivors another objective, or better yet, make all totems glow.

  • As a Killer Main, I played several hours of survivor last night. Nothing OP described is a problem, but what does bug me is when I get tunneled off a hook when 4-5 gens remaining. I think when you have a choice to go after multiple survivors, purposefully tunneling the one that was recently hooked is poor play - unless you are facing a SWF or losing, in which case I'd say go for it.

    Put another way, I think it's fine to tunnel out a survivor later in a match to help get the win. But in the first 3-4 minutes, with 4 gens up, there's no need to kill me off. I wouldn't do that as a killer unless they were being toxic (which I wasn't).

  • @SammiieK1991 said:

    There's also a trick survivors have to learn. If that hook is being camped by the killer, they're expecting another player to go for the save so they can smash you down and the person who were on the hook before. Its a no brainer of BP for them. I just had a match where I took the save and the hit firstly opened the EG for them to escape. Told the other 2 leave me and run out the door.... After the match they asked why I didn't want to be saved I told them, coming back for me is exactly what the huntress just expected you to do. And whilst you've done the opposite you've made him or her feel stupid for expecting the extra BP by potentially flattening you both and banging you on a hook. It's a no brainer. You have to trick the killer. They're expecting you to constantly go for a save whilst they casually stand at a hook waiting for the next bit of prey. If you're on a second phase of the sacrifice its a waste of time going back for that save. May as well just chip. End of the day I would of understood.

    As for the hatch others saying "it's unfair and should be gone" if you're that bothered as a killer to have those snidey survivors, why not just find it at the start and lock it? That way the have no option but to use the exit? There's always a way round it.

    It doesn't spawn at the start. It only spawns once it's eligible to be used by key, which is dependant on the number of survivors you've killed. If you kill 1 and 1 gen left, then it spawns. In many matches you a) don't realize a survivor has found a key and b) haven't even made it to large parts of the map depending on how chases have gone, so saying that at 1 gen the killer can start to wander around and look for the hatch is silly and unpractical.

  • @pikalover123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2045861#Comment_2045861

    Ok, I also forgot about survivors just sitting in a corner as well, lol

    Killer can flip the switch.

  • I'd agree with the general comments, but have found as a Killer that avoiding breaking the walls on The Game does improve win likehood. Any other map, a breakable door is only a disadvantage to the killer, as there's usually a window nearby.

  • @pikalover123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041568#Comment_2041568

    Probably to stop the killer from taking the game hostage if the gates were right next to each other

    That's not taking the game hostage. As a survivor you can try to unlock and take your death. It's no different from when the killer closes the hatch today.

    Hostage would be if you couldn't die or escape and were stuck.

  • Survivors should at leats have a -5% run speed penalty with victor on their back. The fact that they can run at 100% is just silly.

  • @[Deleted User] said:

    I would also like to point out that on the PTB there were some critical bugs like the fact Hex Ruin right now just....doesn't work....like at all.

    Also you couldn't restock hatchets as huntress, so she was also unplayable.

    Like most of them were known issues but I mean, if they are not fixed the update cannot go live lol. Again, I just wish they would START TALKING WITH US like holy cow bhvr hates communication so much.

    If they aren't fixed, they can't go live? Of course they can! So many bugs reported last chapter and they still went live. Don't assume it won't happen again.

  • Since Ruin will (hopefully) be up for at least 2-3 gens, I might suggest that you consider Ruin-Oppression.

    Oppression is really the best when one gen is left, especially in 3 gen scenarios. You kick the gen and know all get a skill check or regress. Assuming Ruin sticks around for at least a little while, this may be the better way to go.

    Ruin+Undying+Opp+Sloppy

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033258#Comment_2033258

    I would rather wait 5 min for a decent game thank 1min to be so stressed for 20min that it may be unhealthy at that point

    The killer may wait longer, but then the survivor will wait even longer than they are already.

  • @AsherFrost said:

    9/10 times you are called "toxic" in end game chat it's not because you did anything wrong, just because you won/killed a salty saltine Survivor. My advice? Turn off end game chat. It's very rarely worth looking at anyway.

    As far as tbagging? You've just got to learn to not care. Focus on your game and improving in chases. The rest is just nonsense.

    I just look at tbaggers as a free person to tunnel. Then when they complain post-game I just say "You gave me the signal!"

  • I can't see how Killers are going to be ultimately matched up fairly with survivors when there is still a big balance in queue wait times.

    Are they going to make killers sit for a match longer (as well as survivors) to get the appropriate matchup? Didn't seem like it yesterday.

  • Everyone, they adjusted Twins on release to make them more fun and usable, so no need to be pessimistic here.

    Oh wait, no, they haven't changed anything. Outside of a couple bug fixes, Killer power/perks/addons and usage remain identical, with the sole exception of being able to briefly view where a survivor is with Victor attached.

    I still can't figure out why a sruvivor can run at the same speed, vault, leap through windows - essentially loop you unimpeded, with a screaming child attached, but hey, what do I know.

  • Solo queue survivor seems like it will be a sad experience for red-rank players, or at least you need to set expectations accordingly.

  • I do think it's funny though when the clicking flashlighter or constant tbagger gets tunneled out eventually for a 3 or 4k win, and the postgame chat is "You're just a tunneler/camper". I always just say "You gave me the sign - clickity-click/tbag means camp me hard, daddy". You want my attention, now you got it! :)

    No problems with trying to click a flashlight to distract a killer though. Usually it's a benefit as noted previously.

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2026723#Comment_2026723

    Do you think the person who was unlucky enough to be the first survivor you saw and hooked, and who you then camped, had an enjoyable match, hanging on the hook?

    I am sure it was just as enjoyable to see the game nearly over from my perspective. Your mentality is one-sided.

    If there is 1 gen left and you have an opportunity to create pressure by camping/proxy camping, you should do it. ESPECIALLY in the basement - what's the point of the basement if it shouldn't be hard to escape from it? Why are there even 4 hooks? Based on your comment, it sounds like there should be one hook and an auto-teleporting device to the other side of the map.

    The fix is to create additional objectives for survivors. Changes like nerfing undying just make it easier to avoid totems, so devs have made this even worse.

  • Make a regular kick regress a Gen like ruin instead.

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