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darktrix

darktrix

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darktrix
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  • Much like scratch marks - I know blood orbs are being generated anyway, I don't need to see them to counterplay, but that is secondary point. I am more concerned about blood orbs popping up all around me when a skill check pops - I prefer to clearly see the skill check more than the orbs.

    Edit: Guess I should mention I play PC at a higher resolution so my skill checks are a bit smaller. I hate to have to lower visual quality just counter this.

  • Really? I estimate a good 90% of the people that bring a flashlight have no idea how to use them anyway and just let you know where the next survivor is after you hook the one on your shoulder.

    Blind at pallets? You still got ears.

  • Define 'completely destroyed by survivor swfs'.

    If you had 100 matches against alleged swfs and were 'destroyed' have you considered the possibility you aren't good?

  • Being stealthy is wrong

    Looping is wrong

    Doing gens is wrong

    Pallets are wrong

    Decisive Strike is wrong

    Adrenaline is wrong

    Keys are wrong

    Tool boxes are wrong

    Breaking hex totems is wrong

    Not breaking totems is wrong

    Escaping is wrong

    You not starting the game on a hook is wrong.

    Hell with them - if you are working toward objectives and wasting killer time making them look for you, that's better than the ahole that tries to loop a killer past everyone else doing gens, then gets face floored less than 30 seconds into a chase.

    Play stealthy, but know when you are about to get found and get that head start. Don't want to give a killer a free hit.

  • I prefer Bond to Empathy cause it tracks uninjured survivors in the area you are concerned with most - the area immediately around you. It can protect you from getting in the way of chases, finding a survivor to heal you, save you some time going for a save if you pick up on another survivor going in, and find survivors working on those final gens faster to aid them. If you are going medic maybe you'd prefer Empathy - the only thing it has over Bond is the map wide range.

    You should also throw in consideration for Kindred - it is quite the contender for Bond and Empathy now.

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/897699#Comment_897699

    In that case should Shapes tier 3 lunge be clunky since it insta downs and has increased range?

    Shape usually has to slowly stalk to reach that level and then activate it at the right time not always on demand. Not like the Oni, just follow any wounded survivor closely around the map, lapping up blood until their power is charged then hold it and use it whenever they feel like it.


  • @PNgamer said:

    a worse experience ? no its not. This change is good. I tell you what worse is. A 4 minute Chase this is not what Devs want to see. Deal with it

    What else is he supposed to do? These days you have to stay off the hook to the best of your ability, cause these days that killer is probably a tunneler or camper - and that's an even worse experience.

    I kind of liked the rank showing along with their prestige level. I never dodge based on that cause you never know if someone is just smurf or took a break for awhile and came back, but it was nice to know if I was in good company or I needed to adjust if their was a new person that I needed to take some stress off them.

  • I'm thinking a man's build is what would make the perfect huntress cosplay.

  • It's a desperation move - new killers get panicky and start to camp cause there is a high probably new players will fall for the bait and throw the game trying for clumsy saves, making the camper more likely to keep camping that spot. Unfortunately this works out too often too well that these 'killers' rank up and keep doing it - and they don't get any better in their skill. Real killers don't need to camp, they are experienced and confident enough in their skill to leave the hook and are probably on their next target before the first is even saved. It's likely because they also play survivor and understand how they work - something that 'killer mains' who exclusively play killer miss out on, so what they don't understand, they camp.

    It is extremely vital that you and your scratch marks are not seen when the killer hooks. If they are then it's on you to lead them away - if they don't want the target you provided them, do gens.

    The new Kindred is also very potent - and it is a common perk.

  • @LordRegal said:

    Nope, hard disagree. I’ve had Kindred as a guaranteed perk slot for 2 years and managed to get to rank 1 multiple times. This being without any exhaustion perk or DS because I don’t use teachables on survivors and the survivor I play has neither. Kindred was buffed to all hell and has gone from being strong for solo survivors to GODLIKE for solo survivors. If that’s not worth a perk slot for you, then I’m sorry but that’s your choice. It’s too strong to be basekit, 100%.

    Many many people have done this - I've done this multiple time - getting to rank 1 without using any exhaustion perk or DS ...or Kindred. Just to counterpoint, it is not Kindred that got you to Rank 1 - just like any other perk it helped in its own way and the old version was not that strong. Most people chose to take perks that kept them off the hook in the first place - Kindred, like Unbreakable is when that failed, but it was no guarantee even with Kindred people would act correctly on the info.

    I would not call the old version strong, the current version is strong (not godly but then that is subjective). Like I said there were plenty of better perks to keep you off the hook in the first place.

    I kind of like the current Kindred as a perk - not necessarily needed as base kit now. But I guess that depends on the long view - is the plan to make solo as viable as swf then balance the killers around swf...or not?

  • You all recommending your crack timing plays are assuming this is SWF on comms.

  • It's just people using it irresponsibly. People don't need self care to waste time, they do it hiding in bushes, corners of maps injured or not, least the self care person is still doing something.

    I don't recommend using it by itself - one of the builds I love is self care, botany knowledge, and resilience which is amazing. Now I can heal others faster, heal myself almost as fast as someone else doing it, or stay injured at 99% and pound gens even faster while still being to top off and not be a one hit down wonder if a killer comes by. Hell, my self heal basically paid for itself after the first gen. I'm also more likely to take hits for others since I can bounce right back, distract 3 gen strat killers that now have to force me off the gen every time they see me but I'll be right back in about 16 seconds making them have to do it all over again; and I don't have to worry if they press the attack to down me. If I bring or find a medkit, that medkit is going get used on others, cause I'm covered already, making their heals even faster with twice as many charges available to me. I'll let someone else heal me if they really want to, but I'm not distracting them from getting things done begging for heals. Dude needs a save though, I'm on my way injured or no.

    There have been games where I never used self care cause too many things had to happen and I did not see the time, other games where I've used it 4+ times tanking hits like no tomorrow for others. It is especially nice to have in the pocket during EGC when you are injured and the killer is watching the gates...I just top off and walk right past them.

    So no - leave my self care alone. Some may say but those are three perks that can be used for meta - to which I respond maybe I don't need other crutch perks with this.

  • @Lmronby said:

    https://forum.deadbydaylight.com/en/discussion/comment/820228#Comment_820228

    So the solution to That is to stay 1-shot all match?

    Least they won't cause other survivors to suffer disadvantage by giving the killer a machine gun.

  • Just like there are many people who suck at looping, there are many people who suck at hiding - often they are the same people.

  • You'll get that a lot with people saying they're throwing on bps and asking for others to stack, then they don't pony up.

    I don't know why you'd want to save or even care if others use pustula petals anyway. I burn them as soon as I get them so they won't clutter my inventory after the event is over.

    On the second part - don't ask, just do. The new map has a lot of hatred and rather than get into an argument with some stranger, they probably just threw on their own to try and offset your choice.

    Oh and if you are going in with randoms - I wouldn't consider them a 'team'. You'll only get that from swf.

  • Way too many variables with regards to what is tunneling or not to make a useful comment on the whole.

    Tunneling to me is when the killer consciously gives up his current activity of being in a chase to pursue and unhook, or proxy camps the hook waiting for the noise indicator to go off so they can rush back (very quickly for certain killers even if there is no terror radius to be heard) in order to go after the injured.

    So I'll give you this question - when killers state tunneling is a strategy and actively engage that strategy - why would you think it is the survivor's fault? Just leave the survivor on the hook to die is not a great option.

    Now if get hook farmed that is another story - but then the killer is complicit in that as well. They are basically working with the hook farmer when the honorable thing would be to end that hook farmer for good.

  • @TeambossFloze said:

    @justarandy You may not feel that it is a horror game after your 10 hours of game experience, however it is a horror game, it is officially an Asymmetrical survival horror game. Wether it is scary or not is debated but to say it isn't a horror game is just a flat out lie,

    The point being, on a this thread discussing a subjective thing such as 'horror' is not a good justification point for explaining the solo disadvantage. They are still both games and both sides want a fair shake at winning.

  • I love the doctor when I'm running calm spirit.

    But he is a pain in the --- cause he nullifies one of the two ways to avoid him - stealth. That and especially the gen protector doctors are a pain. Those games just drag on forever.

  • I'd rather take a perk that helps keep me off the hook. Suppose kindred is nice if you are on the hook a lot, but just because you give other survivors the information is no guarantee they will act on it.

    Buffing the solos so then the weak killers can get buffed train of thought has been around for years - yet here we are.

  • @Rex_Huin said:

    So its all good news OP...you should have the Halloween costumes in time for Christmas.

    This made me chuckle or as I like to call it these days as they bleed into each other more and more each year - Hallothanksmas,

  • I like to say, rather than comparing skill ceiling is that - killers have to do a lot, survivors have to know a lot.

    I once made a list concerning survivors, but just to mention a few - not only do they need to know everything a killer does in order to do well in chases like looping or hiding; they need to know things like dealing with hex totems, killer perks like bbq, making good saves, best use of items and add-on (like flashlights), how to deal with the mechanics and add-ons for 15+ killers, choosing the right gens to do, map layouts for safe vs. dead areas, etc.

  • Awesome when people always trot out this youtube video from him then neglect to mention that in the great majority of his other games he outright owns the survivors.

  • I'm seeing some comments to the effect of 'its supposed to be a horror game' 'survivors should have feelings of despair' - basically just sounds like some people saying it should suck to play survivor and that survivors are just there for a killer to kill.

    You will hear stuff like that from killers when survivors are disadvantaged ('adapt' and 'get good' are also things they will toss in). When killers feel disadvantaged those same people will cry about fair balance between sides and nerfing whatever perks, items, mechanics that survivors have to defend themselves.

    In the end some killers just don't want to risk losing their easier games versus solos and the devs apparently agree, because there have not been any significant QoL advancements for solos for years. The feeling is trying to balance between SWF and killers, and letting solos make their own way - ironic as that sounds.

  • You still wasted your time.

  • Damned survivors adapting again. Poor Myers is actually an innocent bystander this time due to the devs um, improvement to the stealth mechanic.

  • This one goes both ways - bubble when gen completed and bubble when survivor hooked.

    I'd prefer they both went away.

  • Serums are Archive rewards this year. Nothing special on the maps except some decoration - and the pustula offering that spawns more special gens/hooks that give a blood point bonus.

  • Amazing how a perk that was good, but never seen as breaking anything before. Now after adding more stealth killers (around a 3rd of killers now have this capability) and the big change to stealth status on survivors; hell it's even a lifesaver against huntress now that they removed the directional of her lullaby to the point it actually helps her sneak up on survivors.

    Guess I'll wait for the cries for nerf on Spine Chill now.

  • Still can confirm no activation or tick marks when another survivor dies.

    I don't know if it actually is not working or just the indications it should give are not working - but since it's just me that plays in my circle, I will assume it is broken completely and never use it.

  • A perk at worst should be rendered useless - not become a liability. It is not a perk then.

  • More cosmetics or do you mean good cosmetics?

  • I don't feel like I'll be missing much. I was listening to parts of the Hunger and I started laughing. It sounded like an Old Spice commercial... I am here, or am I, now I am experimenting on killers, now I am the experiment...etc.

    Besides, I strongly believe youtube will solve all our problems eventually.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/799603#Comment_799603

    omg! I take it back! Have you seen the next levels challenges? #########?! "Do 3 safe unhooks in the endgame collapse", "Hook 4 survivors in the basement", "Fully fix 4 gens using dark sense"

    #########?!

    You forgot to mention the 'in a single trial' part.

    The three chest one was pretty easy - you got the advantage of Plunderer's and toss in a purple coin for more chests. Only problem would in being unlucky with one or more other survivors trying to do the same challenge, but that seems it will be a common problem with most challenges here on out now.

  • There are some challenges that encourage bad play style. I've noticed more people rushing the hook for 'safe hooks' lately. The challenges related to commonly available perks, for example make three great skill checks using This is Not Happening, are positive, they have you use a perk you wouldn't normally, but it does not affect other player's in the game.

    Challenges that won't really affect other player's experiences or waste time, like running around chasing crows.

    The later challenges really look like it is mandatory to play SWF.

  • Yep, but that seems to be the way. Don't fix a problem first, just heap even more undeserved punishment as a result of it.

  • Well, they just gave reason for people to be even more toxic and these people will amp it up in order to even have a shot at these challenges. DCs have even more spoilsport power.

    That's obviously what they want for the direction of the game. I'll probably just avoid the game myself toward the end of each rift so I don't have to deal with it.

  • Pretty sure everyone remaining in the game gets punished after a DC.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/786793#Comment_786793

    If everybody on the survivors' side is playing like that, the players are setting themselves up for a hard match.

    Just play your best, as if you were playing SWF. Either your team is good and it pays off, or move on to the next match.

    The OP question was about getting found first - and he got his answer. Obviously playing like SWF isn't working well for him as he says after he dies everyone dies.

    Maybe the right answer is just - play in SWF only.

  • Mind gaming and looping is basically your only defense against tunneling. The perk DS to a certain extent - but the best defense is still making it so costly to chase you that they get punished for tunneling.

    So that means either getting good at chases or ghosting yourself after you get off the hook - preferably both.

    Assume the killer is always going to come back to the hook and do not heal under the hook. Get some nearby cover, or just leave the area entirely. If the killer is a tunneler get as much distance as you can - and make his life a living hell by getting good at looping.

    If the survivor who saved you is a good survivor, they will run off in the opposite direction of you and distract the killer. If they are a bad survivor, they will run in the same direction as you, so the killer can chase both of you at the same time and probably pick you to down...or just hide soon after saving you leaving you on your own.

  • @NoShinyPony said:

    A lot of solo survivors sadly play by the tactic "In the beginning of the match, hide until somebody else gets chased". If you get matched with these people and you are the only one working at a gen, it's normal that you get found first.

    If your team is decent, getting found first isn't a problem. Somebody has to be the first in the end.

    You can also compromise by working on then gen a bit then moving to another setting up a decoy for the killer. It's luck if they don't come across you while doing it, but they tend to waste a bit more time searching around an active gen for that first hook.

    In solo you also don't know if you are going against a camper/tunneler or if you can even depend on the other survivors for...anything. So it is just wise not to be the first found and nothing gets you found first like rushing that gen right out of the gate.

  • Step one - don't run unless you need to or know the killer is not around, it leaves bright 'scratch marks' the killer can see.

    Step two - don't immediately start working on a gen until the killer makes their presence known elsewhere or a good amount of time has passed, like your 20 seconds.

    Step three - learn the avenues of approach a killer may take to reach your position and avoid them.

    Step four - don't be a light blonde haired Kate wearing a knotted t-shirt and celebrity jorts who practically glows in the moonlight. (Oh wait that last one is advice for me).

  • Haha. Yeah, three blink tricked out nurse with bbq, ruin, and NOED.

    Goes to show DS is pretty weak I guess. Buff that!

  • Yeah the old 'adapt' mantra - then when they do adapt then come the cries of further nerfs.

  • Clutch plays are what make the game interesting. If they have a pocket Deliverance and made it all the way to end game with it active, and insured it with a DS, what's the problem? They made through almost the entire game without getting hooked. That's what perks are for; to give you a benefit in certain situations.

    We got enough useless perks on both sides.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/786569#Comment_786569

    I use it with plunderers to just farm up items on my survivors without spending BP.

    For BP efficiency, it's actually quite useful. Getting out with a Skeleton key with at least a purple add-on is what, 13,000 BP? Not a bad deal imo.

    Usually the item you get is pretty useful, too. I won't pass up a green medkit with decent add-ons or a commodious toolbox in a match. Those are useful.

    Yeah but if you never use them, they're like all those dead flowers you keep in your inventory.

  • With archives coming I doubt we will see those opportunities again.

    I just have a feeling.

  • There is another thing about Deliverance, I noticed when I use it can cause killer aggro. There is an increased chance they come back just to tunnel you, so DS is a wise precaution.

  • @FriendlyGuy said:

    It's strong. And? This would be like: After seeing the aura of a survivor with BBQ you are not able to see the aura of this survivor again in the next 30 seconds. Deliverance is fine. DS is fine. Deliverance and DS together is fine. Pump up with Unbreakable and you got an ultimate escape from the hook. One time.

    Yes and costly. That is two perks (three with unbreakable) with conditions that can get foiled (hooked before making a safe save, downed within 60 seconds of unhook, need to be left slugged).

    For two to three perks they should have one reliable self unhook.

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