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duygu

duygu

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duygu
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  • if the survivors are good players and smart like you say, you cannot do anything because he was actually designed to lose against people who know how to use his billion counters.

  • Yes, people will lose to trappers. It's little about how good the killer is, it's about how enjoyable it is to play that killer.

  • dont play too much, a few games a day keeps you from being burnt out. if you're already completely burnt out, give it a break, watch videos instead of playing, that might return you some willingness to play

  • not even 4 of the best perks will save me against a squad that is genuinely good

  • personally i think he's more fun but at the same time a lot more frustrating because of his limitations. spirit, nurse, blight, these killers you listed have one thing in common that makes them enjoyable compared to knight.

    technically speaking, the only limitation they have is their power's cooldown. yes there are things like blight can't hit on first rush and spirit can't see survivors but these are more like things you can get used to playing around and survivors can't really abuse it all the time. however comparably, these are so minor because the knight has, what, a banner to literally cancel his power and give free 2 best status effects for the survivor, information on when and how his power is being used, etc.

    there are no extra information or any counter given to survivors against their power. also they're just a lot more fast paced which i guess is more likable for most players in general, seeing as how hag, trapper, twins, et cetera, tend to be the less played

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278763#Comment_3278763

    Thats just false. Spookyloopz did a video a few months ago that shows how strong hold w can be if you know what your doing.

    well that's what im saying

  • most of the killers can't, so that shouldn't be surprising. if your killer can't stop W your killer is trash

  • do not chase survivors who are already a long distance from you and being chased by a guard. you're literally just holding W and the guard will not get a hit so he's pretty much useless. instead, let the guard chase that survivor and annoy them; go do something else more productive unless you really have nothing else to do.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276775#Comment_3276775

    The way it works is also tied to flashlight stun range. So, increasing FOV (or allowing increased FOV) also means leaving people more susceptible to flashlight saves unless they changed how those work. TBH, I think it's entirely possible that there'd be no safe way to look.

    i'll take that trade 100%, im tired of using a perk slot every build so i can comfortably look at my screen

  • excluding the few high tier killers, most killers play for the 3-4 gen situation because by the first hook 3 gens should be finished unless the survivors suck. realistically speaking you aren't going to snowball without a blunder from the survivors. so, if anything, those 4 regression perks balance the game for most of the killer roster.

    yea it will be too much if you use it against a clown solo queue troop but why should we care about the clown troops when there are actually decent teams out there. bad teams will lose to 0 gen regression perks on a mid killer and that's a fact. blame the matchmaking not the player.

  • yea, you appreciate the good moments more, if you go in expecting to lose

  • why should the killer not tunnel when it's common to finish at least 2 gens but usually 3 on a mid killer before the first hook. that's the only thing that they can realistically do in hopes of turning the game around. i say realistically because unless you're playing a high tier killer or the survivors throw, there is very slim chance to snowball. remember one survivor simply being on the hook is, in gameplay, almost like a 3v1, because that survivor is suspended.

  • nope, and it's just as many expected. what really matters in this game is speed, in the context of both moving around the map and how fast you can finish chases from healthy. there's no wonder why the best killers (wesker, blight, spirit, nurse) are the fastest and have ways to end a chase fast. the knight is literally just a 115% killer with no extra features and his "power" is a temporary AI killer with worse stats than the killer itself...

    something that also deserves to be mentioned is that these top killers don't have any counters (like free endurance and sprint burst) in their powers.

  • No, i don't think that DH is that unfair, because there are still quite a good amount of counters to a survivor who can time their DH perfectly, even if you're playing with a telegraphed power like wesker's or pyramid head's. Examples: VPN, network limiter, not chasing them, etc. You might increase your ping and lower your gameplay quality but that survivor's gonna have a hard time timing their DH against a teleporting killer.

  • because it's a perk that allows the killer to chase outside of their 3 gen instead of playing like an NPC and losing their control because they decided to chase a bait away who's banking on circle of healing or adrenaline anyway.

  • i just wish i escaped my robotic lifestyle for some time

  • it doesn't matter whether he is B or below tiers, because there're only 5 killers in this game who actually reward your skill and counter the most popular strategy that doesn't require more than a button's press, and the knight will never be one of them. you'd get held W no matter where his design goes unless they significantly change him.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/353811/how-killer-sided-maps-should-be-bhvr-yes-2-0

    You're either joking or a noob if you think that is a killer sided map.

    An example of a true balanced map is wreckers yard. It's good sized and the loops are spread out pretty fairly. Even midwitch is pretty fair since it is a very strong shift w map. Father campbell's chapel is another fair map.

    You will notice one thing in common about fair maps : they are under 9000m².

    midwich is fair? you gotta break about 6 breakable walls in order to get rid of some infinites first off. but that doesn't matter if you are not playing a killer who can counter holding W, because there's almost no outplay even against a braindead survivor who exploits the map's horrible design (which is literally a square with almost no cut-offs or dead-ends)

  • with a bit of luck, i think i could take pyramid head down all bare-handed

  • @Rovend said:

    Is he really weak? I haven't played the PTB

    bad artist, the only benefit you get is that the knights patrol gens for a bit longer so you can camp a hook and a gen close by better, but that is negated by the fact that u cant send knights to the gens on the other side of the map like crows can be and thus activate dead mans

  • they're going to see my arm sticking out from that tire i was immersing behind of

  • you shouldn't buy dbd on steam if you already have it on epic. just have both platforms, it's not like you have to devote yourself to only one platform.

    the difference on steam is that you will see more of the community and there will be steam profiles, but honestly none of these are that important for many people.

  • I don't think it's mainly nurse and blight, think it's the fact that if you get matched against these killers without a 4 man you will just lose. people will dc any unfavorable game with no dc penalty in hopes that the next game has a bot killer.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/351813/sadly-people-still-dc-to-give-hatch-in-2022

    "My well earned..." You just slugged for the 4. There was nothing creative or hard fought. You just slugged to deny the last played a chance at all.

    I hope things get implemented as they were tested so those scenarios do not exist ever again. Either the third will get themselves up, or the game will end immediately. You get 22-45 seconds to find the 4th Mr Sweaty. Good luck.

    I was playing oni. Should i not slug? They were literally always going for flashlight saves... You haven't even seen the match and you're assuming things. Or are you telling me that i should not have dropped the survivor who disconnected later because that's not fair and i should just let the other survivor escape for free knowing that they have just escaped with deliverance?

    How hard is it to comprehend that I did not slug the third for the 4k. They were all slugged because I was playing oni. Read: "So I am about to hook the last survivor" That means they were on my shoulder already when the other one was on the hook, then "drop the one i'm carrying". I could've simply waited out the hook timer as well but i didn't want to.

    Can you explain why that survivor should automatically be given hatch because they used deliverance? Does that make sense? They literally lost and you expect me to let them go like that?

    I know it's not fun to have to wait for the other to die as a slugged survivor, but why should the opponent care? Do survivors take a break from generators and doing productive things just to go break a bunch of dull totems to purposefully slow down the game? Do they give out free kills because the killer played really badly? No, and they shouldn't. In the end this is a PvP game and there are going to be moments that you won't have fun, on both sides. That's just how it is. I don't agree that DCing just because you don't like a gameplay strategy is a valid reason. It really isnt.

  • @HectorBrando said:

    We already have more than enough Killers, it has been like that for several patches, the game is so bloated they have to rehash powers to make "new and exciting" Killers, lets post some examples of this.

    • Wesker: Discount Nurse but cant teleport through solid objects, Clown slow and moves 115%
    • Sadako: Jigsaw RTBs (stalling objective), Freddy teleports and Wraith invisibility (and all worse than their original counterparts).
    • Artist: Traps+Hatchets.
    • Pinhead: RTBs (stalling objective) and a Deathslinger chain+Clown slow.
    • Nemesis: Discount Pyramid Head with 2 NPCs.
    • Trickster: Discount Huntress, more lenient if you miss and 1000% tackier clothes.
    • Pyramid Head: Discount Huntress with 115%.
    • Deathslinger: Discount Huntress with a hat.
    • Oni: Hillbilly but has to gain his power and is easier to land.

    Whats next? Leatherface but with stealth? Plague with a bycicle? You can only add so much with the game mechanics the game has.

    at some point mechanics like hindered will be common, which is completely normal. in theory these killers seem similar but in gameplay it's impossible to say that pyramid head plays like huntress. in some chases yeah, but how are you ignoring the cages, and the fact that pyramid head cannot 3 gen like huntress does or camp from potentially infinite range? there are more to these killers, e.g. wesker can zone and double hit with the charge, i agree sadako is pretty trash and her one thing (mori) almost never happens, artist can consistently camp and pressure gens at the same time because the birds go forever and thru everything, etc.

  • if i had to summarize: you're almost guaranteed to lose against any decent killer, if just one teammate is a bad player.

  • i dont see why ppl bother trying to argue against something that is encoded in this hivemind community's brain by popular streamers. there's just no point. why put effort in your arguments if people say "lol" in response and somehow gather more agreement. not trying to talk about whether what you're saying is true or false, merely that ppl won't care because it's like somehow every dbd player should know, without any thinking, as a "fact", that nurse is not counterable.


  • WAIT nevermind it is actually a story game that isn't even played, lol? im really interested in how they're going to make ascension work, if the ENTIRE silent hill community can decide how the story goes

  • these kill rates are always the biggest waste of time. all it tells you is which killers are hard to play (nurse) and which are played the least, because there's no other logical way a basic killer like dredge should have a higher kill rate than blight.

  • @Malkraz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229408#Comment_3229408

    It does nothing to "make it balanced" because it has virtually 0 effect on SWF who can just call out that they're going down, making it a worse Jolt. Solo Survivors, the weakest role in the game, get absolutely demolished by it moreso than any other single perk.

    I have literally never heard of eruption being called a worse jolt, even against swf. Not all the time can swf call out their down (sometimes they dont expect it) and even then you're assuming every single survivor is in the same group. Even if they do call it out, you're still buying yourself extra 10 seconds multiplied by generator kicked which can be game changing. Jolt doesn't regress that much and you have to be within the generator's radius for it to actually work.

  • me, but god i wish some hacker lowered my killer's MMR bc i just want to play sadako ONE TIME without feeling like i am walking into my own suffering.

  • No, this perk is way too good to be nerfed. It's like the old Decisive Strike but instead of making the game unbalanced, it makes it balanced and it require skill to use (get a down). When this didn't exist then what would happen is you would accept your loss in a 3 gen setup (very common scenario btw) due to survivors retreating to circle of healing zone and you can't follow to down them because you would lose the gen if you did. This perk allows you to follow the chase and finally get a down while also stopping gen progress. Also it can be half countered by swef but it's not always as ppl dont have the best reaction time.

  • i think survivor is a lot better than before with reassurance and base BT being added. i generally enjoy the gameplay of solo survivor. in fact sometimes it is even more enjoyable than playing killer, but really this is a back and forth between facing a loaded killer vs a loaded swf on something like RPD.

  • @BrightWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225661#Comment_3225661

    Lmao and a camping Huntress, Legion, Bubba, Doctor, Nurse or Blight doesn't do the same?

    Wake up, all killers have the potential to be toxic campers or tunnelers off hook. It's up to the individual player to decide if that's what they want to do.

    I think you got the wrong tone from my post. Idc if a trickster players camps or tunnels, really it's just the smart gameplay because that's without a doubt his strongest aspect. There's nothing toxic about it, it's a gameplay strat. Yes he can injure extremely fast in some situations like deadzones or unsafe loops but in common tiles and strutctures, he's not much different than other killers with mediocre chase powers. In fact I'd argue he's actually worse than the other ranged killers because he takes so many knives.

    Most of the time survivors simply run away before actually being in danger and you generally can't snipe them like deathslinger or huntress can, which is devastating because he's 110%. Furthermore if you get maps with too many god loops or obstacles you have lost the coinflip and most likely the game. That's why i think he's relatively garbage, although he is still not the absolute worst.

  • Horrible killer that is only good at camping and deadzone gameplay. He is also probably the best at tunneling right off hook because you injure the rescuer and still have more than enough knives to melt through endurance and then the second health state before they get to safety (most of the time and assuming you're already on the scene when the rescue happened)

  • I am pretty much the same as yourself in regards to the gameplay experience. You have to accept the fact that at some point, after a lot of wins, you don't have the leisure to play bad perks with bad killers anymore. This is the same for survivor. You cannot afford to have fun with various builds and bad killers until you derank back to that skill level, but then you'll easily get back up anyways (if you are a somewhat decent killer player). It is what it is.

    The harder your opponents make it, the harder you need to make it for them. There's no need to play by fictional rules; simply proxy camp and tunnel them out of the game if needed. Teams don't want you to do any of that so that you limit yourself into their plan and eventually lose playing like a good NPC killer. The moment you realize that the majority of these teams rely on terrible map design and their 16 op perks to win instead of pure skill is the moment you realize you have to rely on the killer counterparts and play dirty. Sometimes you'll get a genuinely good team that is unbeatable, and that is indeed possible. But they are not common at all.

    P.S. Some people's games seem to crash whenever there is a map offering.

  • Im not going to comment on the laptop because someone already has and it's a decent laptop for dbd. But i will remind this: be sure to keep proper maintenance (cleaning fans, replacing thermal paste every 6 months to 1 year depending on how much you use it). If your temps get too high some people suggest to reduce the voltage or frequency of the cpu, but if you have to do that, honestly why did you buy a gaming system? So that's why you have to be really careful with the temps, laptops can degrade performance and die fairly quickly if you overuse them without the sufficient care.


    In my experience with MSI laptops, these machines tend to be cool and very good on their first 6 months, then past that, if you didn't take care of the fans and thermal paste, they die down quickly. Make sure to keep CoolerBoost all the time on when playing games like DBD (if that specific model has that feature, it's basically maximizing fan speed reducing temps by 10-20 degrees). They should be fine for a long time if you take care of it doing things i mentioned, and also just don't push the laptop beyond its capability. It's still a laptop with a relatively old graphics card. You may think it's fine to keep the CPU at 85C or higher temps, which it really is because these laptop CPUs are built to withstand that temperature, but the motherboard and other essential parts located near the CPU will burn badly.

  • @MrsGhostface said:

    These people commenting simply don’t understand. Once you run into it more than once, any reasonable person would agree that this build makes the game unbearable for survivors. Out of the 6-7 times I’ve run into it, the killer has never even gotten a Mori, just some bleed outs lol.

    many killers have some sort of bs build that makes it a garbage experience for most survivors (redhead's pinky finger, skillcheck doc, iri tag blight, iri uroboros vial, mother-daughter ring, thanatophobia legion pin, mint rag hag, iri hatchet, whatever else other killers may have)

    the difference with sadako is that she's genuinely a bad killer otherwise. those killers that i mentioned do not need to resort to such builds, at least not nearly as often as sadako does. if the tv's didn't have such a long cooldown i'd say she'd indeed be a good *M1* killer, but in the end she'd still be a M1 killer whose chase power is holding W.

  • slowdown perks mean nothing if you can't actually get downs and snowball, especially given that most good ones (eruption, jolt, pain res) require you to down survivors. m1 killers simply aren't getting downs against survivors who use their brain and run to the god structure or window of a given map each time they're chased. alternatively holding W to any given corner of the map is perfectly viable. this is all assuming that the standard pallet loops have been used already.

    the disparity between killers who are forced to hold W and eventually basic attack vs killers who can reliably use their power to quickly get downs is getting worse and worse, just like the disparity between solo q and swf.

  • I'd imagine it would be garbage for any high level twins player because you're usually better off slugging out till the bleed timer runs out rather than wasting time going to the survivor and hooking. hooking means you're ok with the survivors getting to use their off the records and we'll make its which is why i never pick bait perks like dead man's switch or bbq on twins. if you are hooking when playing twins, then you may as well just play a chase oriented killer because at that point you're mostly using victor for chasing people. the only merit then is the occasional second down or injury if you don't get kicked or the survivor doesnt go into a locker.

  • i'll always play the most "tryhard" way (as some ppl would call it) because i will hard tunnel, hard camp, and use the best builds, but that being said sometimes i will let the remaining survivors finish generators and escape, when i realize that they are genuinely bad at the game, so that they can get their bloodpoints and excuse the unfair matchmaking.

  • there is no point in arguing this because forum members are very diverse; some are in low mmr, medium mmr, and some high. there's always going to be a group of people who won't agree because one group's reality is not always the other group's reality.

  • no they aren't bad they're going to be absolutely pointless. the only reason why you would play twins over another killer with a chase power is to spread the injuries and apply strategies with victor. if you cant slug anymore, what's the point?

  • i just love when players say stuff like "use lightborn/agitation/iron grasp (lol)" as if killers would put any of those garbage niche perks over stuff like corrupt intervention which are imho mandatory to balance the game (just like former decisive strike was used in every build to balance tunneling).

  • by the lack of it being mentioned in the new description, im assuming that they also removed a completely irrelevant part of rancor which is the notification of where each survivor is every time a generator is finished

  • i desperately hope so because they couldn't make each method to counter twins more obvious. and yet people still lose to twins because indeed they are good when you can slug against bad teams who: stay separated all the time, don't hold onto victor, or who don't even use lockers (which are absolutely the most reliable counter to victor and the slugging strategy in general).

    they're still a fun killer, just very annoying because you get punished for playing well. as long as they don't remove the aspect of controlling 2 killers in one and don't mess it up like 2.7.0 legion, i'll be glad

  • it's never a bad thing to improve the anti-cheat and reduce cheaters. surely a big company like bhvr is capable of releasing major updates and improve anti cheat at the same time.

  • just trickster and twins. i was a huge twins main after their bugs were fixed until the nerfs came. idk how anyone can enjoy twins now, they're so punishing for playing well that even noob survivors realize that they can kick victor after their mate gets downed 2 feet from them thanks to the huge cooldown (for even successfully hitting). like why did they even bother to make the killer in the first place, if they're going to punish the players for playing good.

    trickster is to me the most fun ranged killer since deathslinger was nerfed but against good survivors some loops are simply unplayable and that's really annoying when you're a 110% speed killer.

  • I see it when playing against coordinated teams as killer; not much in solo queue. Which doesn't make sense, because this perk is almost always useful every match regardless. I could go into detailed explanation why i think that, but, to cut it short, when camping is the only viable strat for a killer to have a chance at securing a kill, this perk comes into play, saves a hook state and buys 30 seconds, and now the killer is camping for literally no reason except maybe force a hook trade (not sure why anyone would do a hook trade while reassurance is active) until it runs out.

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