darktrix
darktrix
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- darktrix
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Comments
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SWF play like any other players - comms do not make them good contrary to what killers may have you believe. Usually it is a bad time playing with them they have horrible timing with their altruism. I just let them do their thing and jump in when they seem to be in major trouble - otherwise I consign myself to gen jockey.
I have not run into many swf out to get solos - they often try to save you like anyone else, but don't expect a rescue if you are the last one hooked and the exit gates are opened. Try not to be the last one hooked.
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It's an old trick to deal with DS when it could be used anytime. Run balanced landing.
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The lullaby is not only useless to determining where she is - it outright gives false information. I can often hear her in one direction, yet she is actually in a wholly different direction and with her terror radius faint - I will walk right into her.
I'd rather have no information than false information.
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BNP and Odd bulb are very useful - for a mini game I like to play by trying to avoid having to buy them when they appear in my blood web.
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That is a very good question - why are survivor names allowed to be seen by killer in a lobby? For what purpose?
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Because they are selfish idiots who want the killer to camp two people in the same area. They need to crawl their butt away, so they can either get recovered safely and not endanger the one on the hook or get picked up so the hook can be saved. The only exception is an unbreakable play.
And another thing if someone is on the hook and the killer picks up someone nearby, wait for them to commit to walking to another hook. Don't stupidly unhook the guy only to have the killer just walk on over to the same hook with the one they carry and be in a great position to attack everyone.
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I'm in a case where cash is no issue for me, it is just more satisfying to earn with shards.
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Best is adrenaline.
Balanced landing is probably the next best overall because even on cool down you still get a passive effect. Most maps it is useful, few maps useless, a couple of maps...godly.
Dead hard is good if you know how to use it - but you can only use it while injured.
Lithe I don't like, I seldom just sprint away from a vault. I need to see what the killer does first and that uses up sprint time.
Sprint burst is still okay - I use it soon as it's off cool down every time. It also makes going into dangerous areas for gens less dangerous and good for fast getaway off hook if killer is rushing back to it. Don't get in the habit of slow walking everywhere just to save it.
Head on is fun when you can make the killer paranoid of lockers, but you really need to take other perks to make the most of it.
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They used to release multiple versions of an outfit in the past - usually one exclusively for auric cells and a couple other versions available for both shards/cells. They don't do that now.
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@DraconDirnc said:
I just body lock back. Catch them in a corner with plague and vomit till broken downed. Seems balanced to me.
Or one shot chainsawed - get body blocked all the time by Billy and LF. Wraith evens gets into the action by running ahead and blocking pallets or vaults.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/568270#Comment_568270
Almost like SWF dont get to cherry pick their lobbies either...
They don't get to pick their killers.
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Aren't they mapped to different action keys?
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Again I keep saying in tunneling/camping situations it is common for one survivor to trade themselves to save someone on the hook. Then the killer just resumes chasing the unhooked with barely an interruption.
If you keep insisting about hooks used to nullify DS, then use - if the survivor performs an unhook, they nullify their own DS in trade.
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Whoo a 20 second head start to get to a high point in the center of the map so you can see the survivors immediately when they start. No thanks.
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When killers go up against a pack of randoms and annihilate them, everything is balanced to them. They say it's the survivors' fault for not working as a team. When the survivors a swf and work as a team, then these same killers cry swf is unfair.
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It's 'bad manners' - covers both in game and in chat. I suspect they are ashamed of those skinny bird legs they have and try to compensate.
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Never done dailies - in fact I kept re-rolling them until all three were something I would never even accidentally do in normal play. I get plenty of BP just playing the game.
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You know what happens when gens aren't done fast - survivors die. So what do we do?
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@FredKrueger said:
https://forum.deadbydaylight.com/en/discussion/comment/568261#Comment_568261
Why should you work for it? You wasted a perk slot for almost the entire game until the end. That should be your reward.
Same could be said for adrenaline, but killer mains probably would not.
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Killers get to dodge lobbies based on what survivors are in them. Not only do they enjoy a latency advantage being host, they also get to cherry pick their games with absolutely no penalty. Survivors are held to a double standard and are left with the options DC or kill themselves on first hook taking de-pips along the way and lost offerings/items, once they learn they are versing the same toxic killer again.
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You're looking at it.
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@D3v3S3aTp3An3S said:
https://forum.deadbydaylight.com/en/discussion/comment/564089#Comment_564089
Hahahah well it is a strategy I guess. Jumping in the locker is also a way to avoid daddy Myers mori.
As the last survivor left I once spent 10+ minutes with a Myers trying to mori my Nea. I kept jumping into lockers every chance. It was cute, he was trying so hard to stab me to death by letting me wriggle free then trying to catch me before I found another locker. He finally figured it out by trapping me in an alcove. His words in after chat -- 'worth it.'
I haven't thought to use lockers for DS though. Nice tip.
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I don't even play console and I am happy for this. Everyone should have an Uncle Bill.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/563991#Comment_563991
show me those moments then
I'm not wasting my time looking through hours of video for some random internet person who has a fixation to always be right.
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@TRB124 said:
Please leave DS alone. It’s a very situational perk now, it’s only active for 60s and only activates after being unhooked. That means it’s only active 2 times in a match for a survivor to take advantage of, assuming they are saved off hook.
And not mori'ed
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/563974#Comment_563974
I dont know what kind of streamers you watch, but those I mentioned and some others I know (zubatlel for example) are strong survivors, most of the time dominating the killer in 1v1 but die to often cuz of team mates messing up.
I have played with one of those streamers you mentioned many times and I will tell you from first hand experience that he has his moments.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/563729#Comment_563729
Uhm, so you are trying to tell us that everyone is at the same level in red ranks? Please, dont embarasse yourself. It oberval fact that red ranks is floaded with potatoes. Even streamers like ANGRYPUG or TRU3TA1ENT are getting extremely frustrated. I remember tru3 saying something like "The killer who tunnels or camps me is not pissing me off, its my team mates most of the time" and funny enough in that match he got sandbagged and died.
U can tell what you want and post picture as much as you want. When I stand and keep rescuing my mates left and right + do progress on gens but at one point get caught and the whole match is over its 100% my mates messing up. Simple logic.
It is ironic that it is often the streamers who play like potatoes. They are trying to entertain I guess, sometimes at the expense of their 'team'.
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I think that is fine if you cannot tell the direction she is facing from the lullaby, if that is what 'directional' means. However in 3.0.1 the origin of the lullaby was outright false, it would often sound like she was behind me when she was actually in front of me. That is not fine. That is not the feature to provide false info to a survivor is it?
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You are not alone.
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@Mc_Harty said:
Their argument why it was removed was because of abuse. I say we remove upvotes because they can be abused
Far less likely to be abused - if someone up votes another it is generally authentic. Humans being the petty. obnoxious creatures that they are will slam the down vote like a monkey on meth.
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Was a useless mechanic. Don't know why they ever thought to bring it back. People will go out of their way to down vote for no other reason than bias and to add to someone's count they don't like. People who up vote however generally mean it.
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I would also recommend that if you have related names like 'Todd' and 'Todd's GF' that you pick more unique ones. If you advertise you are swf, well you get the swf treatment since many killers think every swf are super efficient swat teams when they are mostly potatoes like everyone else.
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They are just jealous of your trendy fashion sense.
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Killers are generally ignorant about generator repair, so they clumsily kick at the gen to stop it. Survivors being mechanical engineers (apparently) repair it quickly because all the killer did was knock a wire loose. /nod
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I think the map lighting is fine, on my Kate I literally glow in the moonlight. I think many of the other maps are too bright.
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Until he does that head bobbing behind cover thing. He is very potent camper.
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I had not played Trapper for a while and now going back to him I've started stepping in my own traps A LOT.
You might have something - one game with trapper I went to disarm a trap near a switch that was plainly visible, and just got sucked right into it. Literally, I was standing a safe distance away then suddenly trap went off and I was physically moved on top of it. That's not latency either.
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@se05239 said:
So it was fine when survivors could take the game hostage for 30+ minutes but killers cannot watch you suffer for a mere 4 minutes?
Now THAT's a double standard.
They are both wrong. Just one is more relevant today.
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I don't know why there is even a skill check now. That's a carry over from the old DS.
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I'm already getting penalized with the frequency of sweaty killers and increased difficulty in pipping thank you. You should not assume that a red rank gets matched with just other red ranks either. I find myself grouped in with the entire rainbow quite often and already enjoy another penalty of higher chance of getting potato players.
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@Botiz said:
I don't find it too frustrating to play against. Sometimes if you listen closely you'll be able to hear her footsteps when she gets really close, giving you enough time to get off the gen before she manages to grab you.
If I had to take a guess, i'd say I encounter Prayer Beads Spirit around once every 50 games or so, obviously more common during Double Bloodpoints and events such as now.
I found the opposite - out of the last five games against a spirit, four of them used prayer beads.
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Used to be somewhat reasonable on some maps because you could see her moving grass or corn when she phased. Now with latest update there is absolutely no way to hear or see her coming, but she sure as hell can hear you. She can just nudge around the gen until her collision detects a survivor, then grab.
She still makes footsteps I guess, but wish you luck hearing that over a gen getting repaired.
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@traviszenryo said:
https://forum.deadbydaylight.com/en/discussion/comment/546928#Comment_546928
exactly and this is what encourages toxic behavior like tunneling and camping, especially tunneling because killers want to get people out as fast as possible so they dont get gen rushed in 2-3 minutes , hex ruin slows it a bit but usually breaks in the firs 15 seconds. survivors will bring tool boxes and brand new parts to gen rush and think its fine to speed through their objective , but then call killers trash for tunneling aka survivor rushing which is their objective. i dont condone tunneling or camping at all but with how unbalanced it is , i cant say i dont see why low tier killers do it.
It is ironic that the potential of tunneling contributes greatly to the urgency of getting gens done faster. I know after I get tunneled the next match I am trying even harder to get gens done fast.
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@traviszenryo said:
https://forum.deadbydaylight.com/en/discussion/comment/545510#Comment_545510
yeah it is great they fixed vaults so survivors cant get fast vaults from standing at a window anymore , and if you read as i stated all killers even high rank can only play as good as the survivors worst player , killers have to rely on mistakes to get momentum and if good survivors do not make any there is literally nothing the killer can do , want to talk mind games how about remove the red stain completely so survivors dont get tipped where the killers coming so we dont have to moon walk to even attempt a swing at loops. yes i out smart and mind game survivors all the time , you know what i barely have to do as survivor i dont have to rely on mind games i rely on the game design to run killers around all game and make them rage quit it id beyond easy. thats all im saying.
But when survivors do make mistakes it is usually catastrophic resulting in a snowball.
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@RoKrueger said:
Welcome to the killer's life. It is not for everyone. You have to learn to take loses and enjoy your victories. In time you will have more victories than loses. Also, laugh at the dead survivors at the chat, that's like half of the fun for me ;-)
You are right it is not for everyone; yet too many people pick killer thinking they get to take the power trip and find out differently.
Least they don't risk getting eliminated from the match. Which brings me to my second point - killers should not expect love nor respect from the other players they are trying to eliminate from play. You are trying to murder them after all.
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'It's no wonder survivors are constantly complaining about queue times when new killers have to deal with crap like this.'
Survivors constantly complaining about queue times? I have not seen this, been killers complaining about it lately.
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Just means with empathy you will see injured survivors always unless they are on the killer's shoulder. Empathy has huge range, the only problem is it works on only injured survivors. I prefer Bond myself - shorter range but far more information.
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Because:
when survivors do cheap moves it is called 'toxic'.
when killers do cheap moves it is called 'strategy'.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/557719#Comment_557719
How we can slow the game and try to have fun when the game end in 5-7 min.Second objective is out of the question, devs never create a good one.
Survivors feel pressured to finish gens fast simply because with killers (especially certain killers) the longer it takes to finish gens the more likely everyone will die. You start to feel that impact even on the first death - things get easier for the killer. That's why tunneling is so popular. From there it is a downward death spiral Two survivors left, gens are not likely to get done unless one is very successful at distracting the killer. One survivor left - no gens are getting done. If you don't have at least two gens done by the time the first survivor is killed, it starts to look bleak.
The best games are when I don't feel pressured to have to do gens fast. The killer is not slugging people left and right, hooking a survivor as soon as another gets off the hook, there's no mori hanging over my head, it not a hillbilly or nurse that can be in your face from across the map in seconds. I feel I can get healed and look for people to heal, explore a bit for dull totems, chests. You can blame sweaty killers in addition to healing nerfs for increasing the urgency to do gens fast - and that urgency carries over to other matches.
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@The_Trapper said:
Picture this:
You start the match, hungry for a win.
Your Hex: Ruin, designed to buy you match time, is destroyed about 20 seconds into the game, you've just completely lost one of your perk slots.
You find a survivor, immediately, they run to a pallet, the looping begins. This survivor knows how many loops they can do before they are forced to drop the pallet.
They drop the pallet, you cannot mindgame them, as the majority of pallets are safe, you are forced to destroy the pallet.
The same survivor, knows exactly where the next pallet is, and the cycle continues.
You land a hit, things are getting tough for the survivor, one shot and they go down. 2 generators have already been done, which means if the survivors have split up; the last 3 will complete at roughly the same time.
The survivor your chasing knows that on most maps there are 2 locations that have VERY safe loops, the killer shack and another specific part of the map (E.g. the asylum).
If you ignore this survivor, you have just accomplished nothing. That survivor knows you have given up and will heal, before finding a generator.
Before you know it, all the generators are completed and there's a survivor at each of the exit gates.
Welcome, to red rank games.
Welcome to a bad killer player. If you get looped you should be able (as red rank especially) to quickly identify if they are good - if they are trying to get your attention that makes it even more obvious. So you chase them since you see no one else until you break a pallet or two or get close enough to other gens to detect one is getting worked on, then you switch targets. But instead you are a sweaty killer thirsty for 'the win' out to prove no survivor can escape you - so you stupidly chase that one survivor getting led through all the pallets and when you do catch him, the gens are all done.
You don't follow one target like it is the only survivor on the map - destroy a couple pallets and find another, the next you might catch in dead zones, but you won't catch that good looper cause they already know which pallets they used. Basic killer 101. If all of them are good at looping as some killers claim they are matched against in every game (BS), then guess what - you aren't as good as you think you are.