drsoontm
drsoontm
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I'd submit the guy not doing anything at all is actually working for the killer without his consent.
When this happens and I'm the killer, the traitor gets the hook, the other gets the hatch. When I play survivor, useless teammates are ruining the match more than a camping Bubba.
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When you think about it, dying on first hook in record time (meaning escape attempt and then two failed skill checks) when other survivors aren't incapacitated should be easy to detect.
Putting these guys together or giving a "DC" ban should be possible.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/354269/so-i-do-tunnel-and-camp-or-play-fairly
There's basically 2 strategies. You either play to win, or you don't. If you play to win, you do whatever it takes to win and don't care about what other people do or say about it. Here is an excerpt from a free online book i like to refer to about these types of things from
Introducing... The "Scrub"
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.
Your other option is to not PTW. My personal strategy is to PTW in order to get rank 1. Then after i get rank 1. I chill out. I roleplay the killer more. I do the following:
- Hook everyone twice
- Kill the obsession.
- Max out my deviousness, brutality, and chase
- Let the other 3 survivors go.
This accomplishes several goals:
- My MMR goes down, making my next game more chill
- The survivors are mostly happy because they escaped and got lots of points.
- Because my future games are easier, i tend to be able to mess around with meme builds and just have fun.
- I get a good amount of bps.
I'm not convinced it lowers your MMR. I think someone from BHVR said that kills and escapes weren't the only factors.
Also, you can try stuff even at high MMR, as long as you don't absolutely want to win.
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You shouldn't bother thinking about this.
Whatever you do, someone will always complain. Usually by ignorance, sometimes just to try to ruin your victory.
I've seen so many inane comments over the years. Towards me as a killer, or towards the killer when I'm a survivor.
- Play hard and end-up killing everyone with one or no gens left? You are obviously a try-harder (who won by a hair)
- Fight fire with fire and counter a "bully squad" by over-trolling them? Get comments warranting a report.
- Play nice? You are a baby killer, obviously (even if you got them all on a hook twice)
- Play nice but stay close to the hook during the EGC? Camper!
- Chase a survivor around a hook? Camper!
- Play nice but start to tunnel someone out when only two gens are left? Tunneller!
You get the idea.
Do whatever you want, however you want. They don't have a say in the way you win.
edit:
A few days ago, I've played a game as Nurse with only Franklin on. I was playing nice, meaning that additionally to having basically no perk nor add-on I was letting chase last longer than they should and hitting walls and such. (The survivors weren't well matched against me : MMR tends to fail around midnight.) I've only killed one or two close to the end and I still got complains. One of the survivor (one of the dead) was blabbering about me being a baby killer and whatnot. Another told was about to suggest I use slow-downs but was puzzled I was using only one perk. (And then got that I was actually playing nice.)
Note that killers also complain sometimes, but it's extremely rare as far as I know.
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@Huge_Bush said:
Its just the current generation of gamers. It's not exclusive to dbd. Just lots of entitlement and people who can't handle loss or when things don't go their way.
The "Everybody gets a trophy" mentality has done a lot of damage.
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@conqueror_worm__ said:
its always nice to pip up but each time I move up a grade I always spend a couple of games just playing around with random builds
Yes, but then you have to "work" for the next one.
@Mooks said:
I don’t care about my grade and pips at all anymore.
BP don’t seem valuable to me anymore as I am playing way too much anyways and since the new system had all characters on P9 anyways.
It's not about BP. In a nutshell, if there is some ranking that goes up, some feel a need to be at the top.
@FellowKillerMain said:
I think I lost my competitive spirit after taking a year long break. I "freed my mind" and no longer get frustrated when I lose. It's probably more so that I know I suck at the game now, and so my expectations are lower. But it's fun to pretend I'm enlightened or something.
Competitive spirit is not specific to DbD (speaking for myself maybe). And, strangely, I don't get frustrated when I lose. But if I depip, I play twice as hard to recover it. (And I can, and I win, and it's not fun for anybody involved).
That being said, even if you aren't frustrated by accepting "you suck at the game" (true or not), it's kind of enlightened.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3259821#Comment_3259821
Equally free from pressure to rank up then. If you never have any hope of getting far in the first place. 🤣
It kind of makes sense. As solo survivor it's mission impossible to go high. But still, sometimes one can hope and I start to play in a more conservative manner instead of a playful one.
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@Bot_Salvo88 said:
I was playing doctor for a daily and I got 4 spicy survivors. 2 brand new parts and an insta heal.
The survivors were Zarina, Ace, Claudette and Meg.
I hook Ace, I go for Claudette. Ace gets unhooked as I down Claudette and something interesting happens. Meg unhooks Claudette right behind me. What do I do? I go for Claudette again since Meg did the mistake of unhooking right behind me for no reason. I hook Claudette again and this Meg unhooks her once again right behind me. I go for Claudette again and kill her.
The next one I find is Ace. I down Ace and (guess what?) Meg did the mistake of unhooking Ace right behind me. I go for Ace again and kill him.
At the end of the match when all gens got done, I hook Zarina and Meg escapes. I got 3 kills out of this.
In end game chat I got called "serial tunneler". I told them several times that Meg was the real killer but they only knew a few words. "Tunnel no skill" and some personal insults towards my family members and that's where I reported them for hate speech.
Moral of the story: don't unhook right behind the killer if it's not needed and don't blame the killer for going after you for your teammate's mistake. Thank you for reading.
You should just shrug it.
First there is no need for you to convince anybody they are wrong in their perception.
But there is nothing wrong with tunnelling in the first place. It's not always fun but it's a tactic. (And personally I'd rather be tunnelled than sit on gens and play QTE)
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I see no problem with slugging. Like for anything else you can do in the game, the only thing that may be a problem is intent.
When I play killer, I often have to slug. It's usually to slow the game a bit and apply some pressure. Sometimes it's to "help" survivors who have been badly matched and should be dead. Most seem to appreciate that form of leniency, some really don't.
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"From the void she kills" was by far the most difficult achievement to get (the iri addons weren't giving 3 blinks through obstacles : what kind of idiot wouldn't stop working on a gen or a door seeing a Nurse blinking right to him).
"Evil Incarnate" has been difficult but it "only" took a few tries (after 18 training matches)
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To each his own I guess:
As far as I'm concerned, mind-gaming and countering technical killers is a lot of fun.
My issue with the killers in two bottom rows is more about the playstyle than the killer itself.
The "Meh" range is mostly because almost every single one I've versed is using the best addons and it's just a pain. (Trickster with bouncing blades is just horrible.) And because, playing solo, my teammates are usually pretty incompetent against these killers.
And no, as far as I'm concerned camping Bubbas are a minority so the middle position is right for him. However my Twins and Wraith are almost always camping/proxy camping and teammates keep suiciding instead of rushing gens.
As for Legion, it's just a drag. There again, if the teammates aren't good enough it will be an awful 15 minutes.
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@The_Krapper said:
You still see the aura with blast mine I did it today, maybe they hid in a locker or something?
No, he was behind a wall or a rock every time, and no Distortion.
I'll chalk it up to a bug.
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@Akumakaji said:
Hax!
Lol, no. All Bonus blood points are in a separate pool that can break the limit.
For example you could just never spend your grade rewards and just keep adding. You wouldn't be able to earn regular BP, but also wouldn't lose any grade or login rewards.
This way some folks have amassed 14million BP or something, I think there was one player who went into 100 Million just to check out if this might break the system and cause an overflow (it didn't).
Another way to save up BP is by doing tome challenges in a strategic way so that you can proceed without needing to claim some nodes, effectively banking those BP for a new killer/survivor release that you would want to P6 day one :P
Thanks for the confirmation.
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@tippy2k2 said:
It was a unlockable skin you could get in Silent Hill 3
Oh, so one would have needed Silent Hill 3 during a specific time window?
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Why would a training mode give points? It doesn't make sense.
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It would be difficult, unless you have a wall-hack perk showing the killer obviously wall-hacking on video.
I've been accused of wall-hacking a great many times, even while using one or multiple detection perks.
But even without these, some survivors can't grasp the fact they didn't invent a mind-game that hasn't been tried thousands of times before.
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It was literally the first 5 seconds of the match, so the bloodpoints aren't really important ^-^
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/353803/what-now
There probably was a dc on the survivors team while loading up.
I usually get a message of someone DCing during load. I ended up restarting the game for safety.
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It really depends of your mindset.
I play both roles and I'm having fun most of the time, even as solo survivor.
- I don't play survivor to escape at all cost. I'd rather be in a chase, or tunnelled (camped is another matter, but I stay on that hook for as long as I can).
- I don't play killer to kill everyone either. I only care about chases, or to achieve some specific goal. Jump-scares, or try some combination of perks to try something insidiously fun.
Of course it doesn't always works and the MMR sometimes puts me with/against players who are too strong or too weak for me, but even like that I manage to get something out of it.
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Do you know what the hitbox looks like for a healing survivor? You need to hit them a bit behind their backs.
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@Grigerbest said:
Restart the game.
The next match happened normally without restarting ...
...
Well "normally", I've got the "match start" notification sound at two gens left.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3252678#Comment_3252678
I've seen real survivors do just that though.
Who said anything about real?
The keyword was "decent" ;)
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@Mr_K said:
Depends on how much of a difference the coding would be.
A lot of work is done automatically by the editor.
And the engine is more efficient. Instantiated static meshes would greatly benefit from it.
The devs have said they are upgrading the engine regularly. Sooner or later, it will be 5.x's turn.
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@MikeyBoi said:
Where’s the dignity in just killing bots?? Isint it more rewarding to down actual players rather then some fixated NPC? Where is this game going?
It's about training.
And bots don't rage-quit and don't cry when you slug them for a minute.
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/3252473#Comment_3252473
I would totally disagree that Blight is easier to use, in my personal experience Blight is far harder to get similar wins out of than Nurse. Since they fixed her many bugs Nurse is far easier to pick up than ever before.
Huntress may be easier to pick up and play but I would not necessarily say she is easier to master either. Sure anyone can throw a hatchet at a survivor running in a straight line (much like Nurse can blink on a survivor doing the same) but dealing with her slow base speed and high loops etc makes Huntress difficult against good players. I hate Pinhead and have not played them so cant comment on that...
Nurse is by far the most broken killer in the game, this is patently obvious imo
https://forum.deadbydaylight.com/en/discussion/comment/3252479#Comment_3252479
I can attest to this lol.
Though they do go for comp corner and get stuck on rocks with no DH to be seen, they are pretty decent at the hold W strat and do stuff normal players would not and I missed a few blinks on them that I really should not have (they dont hold tight lines etc).
Indeed. I've spent a couple of hours yesterday chasing them. They've never won a match, of course, but I've missed so many blinks. (Them entering a locker in front of me felt almost insulting xD)
Had they been real players, with a better gen tactic, they would have won a lot of the matches and pushed me into using a strong build with add-ons to keep-up.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3252721#Comment_3252721
I've noticed alot say that risk of losing pips has them play sweatier and use more "winning" load outs, once they get to iri 1 and there's no worry of depipping they play more "fun" builds and don't try as hard to win. I've definitely noticed myself changing how I play if I'm having bad luck with getting the last pip I need to make it up a grade.
Exactly.
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@RaSavage42 said:
Yes... recoding the game from scratch
Giving Killer more ways to slowdown the game... rather then just using certain perks and playstyles
Giving more incentive to getting all 4 Survivors to death hook
Stopping the gloating from Survivors at the exit gates... cause that has something to do with Killer's playing this way
I've almost done it a few times myself but was able to take a quick break and get over it
Bodyblocking also has something to do with it as well... Now I'm not saying everyone does it but it does get tiring for Killers whom don't Tunnel to then be bodyblocked into it (and then having the Survivors call Tunneling afterward)
Like what caused Killers to Tunnel in the first place... cause I remember a time when people said that Tunneling was "noobie"
If a survivor tries to body-block instead of going to safety, he is literally asking to go down.
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It's not fun, no. Not even for the killer I think.
However, I can make a distinction between a killer that starts to tunnel at 5 gens and a killer that only start to tunnel when only two gens are left.
One has no sense of fun, the other one sorely needs to tip the scales a bit.
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Many propositions have been made about this but I don't think there were any comment from the devs (although I've not read them all, obviously)
Just having the activation of a node working the same way as for the rift nodes (one click is enough) would already help a lot.
I dead the 13th of the month because I usually need to spend about 1.5 millions before I can even play.
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So, the flashlight change? It's nothing?
I'm pretty sure I've thought at least some of the new perks (4.6.0) had potential for solo-queue too.
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@bm33 said:
They should just remove the negative pip entirely since the devs have said grades are just a reflection of time played and grades now have 0 to do with matchmaking. Should only have 0, +1, and +2 pips.
One argument, for or against depends on where one stands, is that I've noticed that when I'm close to finishing a grade, I play very differently* than when I have nothing to lose.
And, as it was discussed a while ago, I know I'm not the only one acting like that.
*) as in : I actually try to win
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Without that habit of theirs to hide in front of the killer and vault three times in a row, they would be pretty decent.
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Funny thing, the bots of 4.6.0 aren't very good at all, but they are better than a lot of survivors against Nurse.
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Although I don't enjoy facing the Artist, playing her is certainly not a walk in the park.
Players say that for a lot of killers and they are always wrong.
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@AbsolutGrndZer0 said:
No, just they require you to get top score in all categories to get more than +1. Honestly the whole grade system needs a rework IMO, as even with you unable to lose your current grade, it's such a pain to raise grades each month unless you play super-sweaty every match.
I never had any issue getting to 1, and I've been up to 3 easily ... but then it felt like stuff is ignored.
@Laluzi said:
Devout is currently bugged and won't reward you for a 4k - the max you can get is gold, and you'll often have silver when you were supposed to have gold.
That would do it. I usually get the most point in chaser and devout.
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What? Why? Of course not.
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There is no issue with slugging. It's good to slow survivors downs as someone will have to come to pick him up.
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@Marik1987 said:
0,25sec doesnt seem much. We should wait and see how it will be played out on the PTB.
.25 is a lot, but yes, wait and see.
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I have the issue with Claudette (the only survivor I play)
I can fall from any place and make no sound whatsoever.
This is OP, especially for a stealth play-style.
PC/Steam/W10
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I've never encountered a killer using it wrong. Few use it though
This perk is really nice to punish gens-before-friends. The amount of kills I've got with survivors being slightly too late for a save is quite surprising.
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Sometimes, with any killer, when you get one down and two or three gens pop you have basically three choices : camp, tunnel or lose.
The map may be busted, too big, full of LOS blockers. The survivors may be very careful and stealthy and you found your first a minute in the game.
Camping could get you a down or may guarantee a kill and slows survivors down.
Tunnelling may get you a kill and, with altruism, help to get some hits and slows survivors down.
Moreover, if the three other survivors ignore the camp/tunnel and keep pushing gens, you get another benefit: the game ends fast and you can go into another match.
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@Grandpa_Crack_Pipe said:
The only people this change is going to really affect are the players who aren't very experienced with flashlights, who are probably going to be beyond useless anyway.
I believe all the just-safe blind dodges will now be plain blinds.
Not being very good with flashlight myself, I believe this will allow me to get them (as I'm always just a fraction of a second off). That girl in my team though, she will do ravages with this change.
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Soul guard maybe? Does that trigger it?
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@Grandpa_Crack_Pipe said:
The people who are good at flashlight saves are gonna make them anyway. I can't remember the last time I saw a survivor who didn't either make the save or screw it up entirely.
And you got locker blind immunity out of it, so I'd say you got the better deal out of this.
It's often a matter of a fraction of a second between a successful save and a failed one. I feel Lightborn will gain a lot of popularity.
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It would certainly drop her kill rate a lot.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245810#Comment_3245810
mmr is personal escape or loss, if your teammate dies, you won't lose it unless you die too
What are the chances of survival when these kill themselves at the start?
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I've been paired with potatoes half of the matches yesterday and today.
Most make me look good in comparison. At some point during the night, I just can't play solo anymore.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3238899#Comment_3238899
Oh i would have never guessed that the incentives would work so well. They are the best thing ever to help with queues.
Now on why survivors dc so often... There really don´t seems to be a pattern. I´ve seen my teammates suicide/dc even against the weakest killers that didn´t camp or tunnel or used full slowdowns. It seems that some people just "play" to ruin everyone elses fun by ending the match prematurely.
Now, what we need to help with that is what the mobile version of DbD already has: Bots + prevent survivors from suiciding. Those 2 things would greatly improve the game experience for everyone else.
They also have an anti-suicide? Marvelous. We really need that.
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Bait.
(Which feels kind of obvious with the tone of the replies.)
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@Marik1987 said:
LilithOmen has a over 150 games winstreak with Blight.
We all know some killers, IN THE RIGHT HANDS, are broken.
The majority of the playerbase, however, struggles at some point with these characters too.
The issue is that these guys are competition level and go against average survivors.
Heck, I have barely half their play time and I often massacre survivors with any killer I use. I even wipe teams as Nurse without blinking sometimes.
The issue is the MMR. It's why statistics show the Nurse is fine yet some badly matched players come here to complain when they get stomped by a skiller player. This is without even taking into account the ones who, instead of trying to learn, show the fortitude of a wet noodle and give up on the spot. (And are sometimes left to bleed-out by the teammates they are betraying, poetic justice.)
