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feechima

feechima

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feechima
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  • 99ing gates started when EGC was introduced in 2019. You must be new here. I don't 99 gates unless someone just went down, then I wait for the hook and then pop the gate. People who 99 gates and run away to cleanse a totem while their teammate runs to the shut gate with the killer on their heels are the worse.

    The concept of delaying the entities sacrificing everyone or denying blood warden is noble but mostly what I see is that the killer ends up with 5-6 more hooks (from trades) because no one will leave and they end up with a kill anyway. The same kill everyone 99'd the gate for.

  • So having a gen on a different level wasn't close enough, let's make them meters apart and count on the kindness of players to actually not take advantage of something so obvious. 😀

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310213#Comment_3310213

    Hard disagree, starstruck+agitation may be bs, but if the nurse failed her blinks the combo lost effectiveness, now nurse players can change those perks for slowdown, making it so there is less skilled required to play nurse as all the perks you used for basic attacks will be replaced with slowdown, and you will have more time in the match in case you miss blinks, your mistakes won't get punished as hard as before.

    Eh, debatable. I'd say a nurse could mess up her blink and make up for it on the next one with a one tap instead of having to hit survivors twice. Slowdowns won't be any more obnoxious on her than other killers or maybe even slightly worse (for her) because it takes her more time to blink to a Gen, recover, kick it, recover, and then try to pinpoint where a survivor got off to more so than wraith or Blight. Good nurses don't kick gens at all and will blink on you twice so with exposure it wasn't uncommon to 2-3 man slug. Mediocre nurses just had to get it right one time with Starstruck up.

  • @Sycamore said:

    Just because unlike Survivors. Killers don't have ways to counter Survivors. If a Survivor performs perfectly in the match the Killer just loses and their amount of skill doesn't matter even in the slightest. If Killer performs perfectly, depending on the map, or Killer you are facing you have many different counters and options as Survivor even before considering perks, and items.

    While the Killer is expected to be this entity in the game should be feared and more powerful. Which is just the opposite when facing above average survivors.

    You counter survivors by being better than them. If you're run for three gens your mistake is that you chased a survivor in good loop for too long. Rarely if ever are there games with no mistakes made on either side.

    Survivors are not the ones with 100+ winstreaks. And if you think a killer like Fungoose with 120 wins in a row on Plague didn't encounter really good survivors, I've got a castle to sale you.

  • I think the way it works right now is fine. Considering it gets burned away in seconds with several aura revealing perks and add ons. I still find myself in games where I have no tokens for a while. Then when I have tokens again I"m in chase so its of no use unless the killer has I'm all Ears.

  • I used to dodge TTVs but now I encounter one almost every hour. I usually check the videos based on how they played. I will comment if they are a good player in their chat. Seeing the killer end game is TTV I will usually visit their channel to rewatch the game, and see how well I played according to their view unless the game was truly awful.

  • About two weeks ago. I definitely spent more time grinding since I purchased this one than I used too, and the recolors all look better than the originals so I needed those.

  • As has already been said on here, most 'baits' are accidental, even if they occur multiple times by the same person. A lot of survivors are not situationally aware and will just run to whatever pallet or loop they can. Most gens are in or around jungle gyms and pallets, so you see where this is going. Also, maps like RPD have high stakes rooms like the main lobby and Lerys with the central gen, where you can almost be assured to have your gen repair interrupted by chase.

    Now the fact that the killer switches onto you could be A. you are repairing a gen and they want you to stop B. They couldn't catch the person they are running after and tried their luck with you C. You are playing really scary and this makes them think you're more of a hider than a runner--easy catch.

    Now intentionally getting a killer on someone else can and does happen, but you can usually see after game if the person has bond or some other survivor aura reveal but its usually bond. However, just because a survivor has bond and ran in your direction during chase doesn't mean they were trying to set you up. They may have had no choice but to use an already occupied tile to stay alive. But if that survivor is actually following your pathing while running multiple times you know they are trying to switch aggro onto you.

    Best you can do is stay alert and move out of the way sooner than later and return to your gen when its safe to do so.

  • Neither. Apparently they are both enjoying the game. Hostage would mean that ending the game is beyond the control of one player and completely in the control of the other. That is not this scenario.

  • For those snitching when you have pulled your weight, I attribute these people to just trolls. Some people who play the game both killer and survivor are just mean-spirited and childish. These are the people that think its funny to block people in corners, and stand in the exit gate for the full two minutes teabagging even though they did jack diddly the entire game. I had a David a week ago, trying to assist a Myers in tombstoning me by blocking lockers. Now, how they ended up as pals I can't be sure but I suspect he could no longer stalk David, as he fed him half the game. When asked what he thought he was doing after the game he said he 'thought it was funny.'

    Now in the case of the downed survivor, most 'snitching' is probably done because they expect you to pick them up off the ground or at least try. These same people will tap out every skillcheck on death hook with 4 gens up and two teammates dead.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/357521/why-are-gens-still-close-on-these-two-maps

    The reason for headonfield is pretty straightforward. It has 2 houses that are very easy to loop in. So devs decided to balance it out with giving the killer one hell of a nasty 3gen. Overall the map has 2 nasty things that balance itself out. I think the map is overall balanced with this regard.

    As for RPD - the reason is huge number of pallets present in the map. I still think the map and almost guaranteed 3gen or even 4gen (there are multiple rooms that can be chained to main for very close gens together). On the other hand the map is still on a large side with many different resources that can be used. For some killers these pallets will make winning the game almost impossible. For others they will not mind at all. I think they could buff the map a little bit towards survivors (by adding 1 or 2 additional windows or making some loop a little stronger), but either way I would not really remove 3gen even on this map.

    Did the devs say this or is this your speculation? Having a three gen strat from the beginning does not balance out loops as the killer can simply refuse to engage in chase in these buildings and only take chase or downs at the aforementioned gen spawning points, which they often do. Having these gens spawn in this way occasionally is fine, but a guranteed gen spawn every game is not healthy in my opinion, same with pallets. That means that if a killer has a 3 gen strat build and play in mind they can just play the Haddonfield or RPD maps offerings.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281191#Comment_3281191

    thats not really true sb is wayy better then dh its just that dh is the only interactive exhaustion perk its simply the most fun to use while also being strong dont get me wrong

    Exactly what I said there are 0 alternatives to endurance at your control. Sb being better is debatable but they don't do the same things. When is the last time you saw someone SB to bait out a hit with a killer carrying a survivor to deathhook?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281191#Comment_3281191

    The difference being that the survivor meta is whatever is the most broken, because for killer it's whatever is the least weak.

    Incredibly biased and thoughtless statement. Name a perk besides Dead Hard and CoH that some 'killer mains' agree is broken right now? Because from what I see survivors are using a variation of perks more than ever before and killers are still stacked with the same slow down regression builds they always use. And if Eruption isn't overtuned AND broken I don't know what is.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281191#Comment_3281191

    You don't think yeeting itself out of existence if it lasts long enough to see one kill had anything to do with that? I get the idea behind the change as a way to discourage tunneling, but its still a hex perk. It doesn't have any guaranteed value whatsoever, and its limitation discourages undying as an insurance perk for it.

    What nerf would have made it more useful than current eruption, call of brine, and overcharge? None. And going out when you have a confirmed kill isn't as much of a detriment as it sounds. If you kill early you have a lot of pressure. If you kill late you've gotten a lot of use out of the perk. But there are better alternatives that can't be cleansed. It was already talked about for years because it was 'always' cleansed too fast. On the flip side they nerfed self care AGAIN. So badly that it is a detriment to the team to use it but why is it still being used heavily? No better alternative for solos? Can't be snuffed. Can't be Franklined. You can do it anywhere.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281191#Comment_3281191

    im sorry am i missing something?

    is there another hex perk that regresses gens automatically?

    DH alternatives are literally any addons or perks that give endurance but alright

    Stop being literal and you might have something. Gen regression/slow down. Hmmmm are there alternative perks that do the same thing? Why yes. I think at my last count there was about 18 perks that did this. Survivor perks that give you endurance AT your control. Hmmm.... How many are there?

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277373#Comment_3277373

    But at least the killer won't get robbed as much anymore of their deserved 4k just because of random rng with hatch... only door rng stays... well better than nothing I guess...

    So because you killed three survivors and stopped gens you deserve the 4k? Okay, when the survivors power five gens and open the exit gate do you desist in killing them? They deserve the escape right?

  • Ruin fell out of favor because there are better alternatives.

    DH did not fall out of favor because there are no better alternatives.

  • No I don't feel gen-tapping is unfair. For one thing having a gen regression stop over time would not reduce gen regression perk usage, it would remain the same, just like adding 50 seconds of gen repair did nothing but stack on top of 2-3 gen regression perks each game.

    With eruption/Nowhere to Hide genkicking is at an all time high, not a low. If a survivor is able to constantly tap a gen you just started regressing then the survivor needs to be stopped, not the gen.

  • Solo I'd be the person to pop a gen. But most of the time the only one as the other two are either trying to save the camped hook or are standing around hook daydreaming about the perfect opening to make a save. Then if my team goes down like potatoes I just sit on my second or third gen and wait for the killer to find me. I'm not running. No chase points for you, since apparently you can care less about those. Hook and book me.

    • Chill out with the gens - if you see 2-3 gens popping very early, chill out. Trust me I run an all-seeing build with open-handed, bond, kindred, and alert. Thanks to the rift you can count on at least one survivor crawling down to basement to open a chest, cleansing a totem or booning every time the killer stomps a totem, collecting glyphs, standing in a corner, following someone in chase with a flashlight only to fail at saving. Besides that almost half the killer roster forces survivors to do side objectives-cleanse, mend, vaccinate, spray, snap out of it, solve the lament config. etc. So we already have a laundry list of stuff to do.

    • Chill out with SWF communication - Having information is only half the battle. You have to know what to do with it. You face swf teams all the time you stomp and never assume its a swf. Face 3-4 good solo players in high MMR and swf accusations come out. It's swat team SWF, I knew it.

    • Don't tunnel gens - very simple. With call of brine, overcharge, and scourge hooks on deck? Not a chance!

    • Don't hold W too much. Tell that to the last anti-loop killer the devs introduced. So I should stay in this unsafe loop and get a pigeon flown at me? A guard stabbing me? A Wesker deadharding and tossing me across the map? Trickster stabbing me with 100 knives because the devs shrunk the crates and bins to the size of bowling pins? Maybe I'll let Dredge mindgame me with his portal or Huntress throw her hatchet that she's been holding for two minutes straight through a crack in a barrel.

    Try to avoid using God Pallets. I'll resist using God Pallets when you let me meander through a massive dead zone until I can get to an unsafe one.

  • @th3syst3m said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279030#Comment_3279030

    Well there is a reason for that attitude. Playing solo I can tell you what is expected, you go down first and you'll be tunneled out, you go down last and you'll be facecamped, you run the killer for 3-4 gens you'll be facecamped and quite often left to die while your team escapes. I'm not excusing the behavior, but playing solo is just an awful experience most of the time.

    Do I like tunnelers? No. Do I like campers? Also no. Do I realize when I boot up the game that it is going to happen? Why yes! There has been times where I am tunneled the whole match and still make it out. There has been times when I pull off an almost impossible hook rescue last minute. With solo or swf I try and not leave a man behind. If I am camped I have the mindset to let the killer have their pity kill and hold on long enough to let my team do gens and get out. Hopefully, the 'only I' matter attitude will die when they add additional points for each teammate that makes it out. So you quit the game to escape misery for one person and gave it to three? To me campers at 4-5 gens have given up on the game as much as survivors who dc on first down. They aren't going to pip or get much bp and they don't care. I don't know why either continues to play the game. I wouldn't continue to play a game that makes me miserable.

  • @Rootlo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279030#Comment_3279030

    Do you really want to waste time in a game where you know the killer is only going to target you after being unhooked? You wont get any points or anything because all you are doing is just running the whole game. Minimal objective points (cause your team is probably not doing gens while being chased) no Altruisim, becuase you are the only target. No survival, because you will die. Its a big waste of time, i dont blame people who DC if they get hard tunneled. Ive had to play a lot of 3v1's and i understand why they do it.

    Both examples I gave were at the end of the game with one gen left. The survivor had done gens and made saves, and quit with one gen left in one game (on their first hook) and another the survivor dc'd on death hook which is no point. And they were not tunneled. That is a way different scenario than someone getting tunneled off first hook at the beginning of the game with five gens up.

  • Something has really shifted in survivors heads and it isn't just "I can't win". There is a defeatist attitude among survivors, especially solo queue that they are already dead or tunneled or camped before it even happens. Yesterday I played a game with a Zarina that killed herself on her first hook against a Wesker and we were 4 gens complete with only one on death hook. Completely baffling. She tilted that game all the way in the killers favor for nothing even though he was a tunneler. And another game where a Vittorio dc'd on his death hook circumvented Ruin which is supposed to extinguish upon the death of a player. His DC didn't register as a death and ruin carried the 3 gen Doc who played Gideons to victory at 1 gen left.

    On the other hand had 3 killers DC when they were losing or couldn't catch a survivor yesterday and that is a MAJOR uptick from the norm.

  • Nowhere to hide reminds me of Bamboozle when it first came out. An overuse by killers that are poor at tracking/finding players. Not saying you are poor at tracking but the constant genkicking kind of gives it away for some killers. I watched a Knight the other day kick the same gen four times within 2 mins.

    I just assume killers who immediately go in to kick a gen with 2% progress have it and/or eruption and make distance while they are doing so. Or switch to my build with distortion. I also never run CoH without shadowstep.

    I don't think it needs a nerf or will see one. No pun intended.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/355899/the-knight-terrible-killer-behaviour

    How about you tell the devs about the killer being weak, thats why people camp and tunnel as them?

    How about not blaming the players for a Knight being so weak so you can't do anything else but camp or tunnel?

    Don't fool yourself that people are camping because he is weak. It is literally part of his kit to patrol everything, including hooked survivors.

  • Six years of survivors complaining about camping and the devs bright idea was to make a killer who could -wonder of wonders-camp hooks more efficiently. That's literally his power with one Guard even being called the Jailer. This killer could have been A Tier and folks would still camp because why not?

  • This loop takes the cake for trash loop of the year, only one step above a giant deadzone. I mean if you're not in chase you can maybe stand behind the wall. If you drop a pallet or don't drop a pallet-take the window or don't take the window- you're still getting hit because that itty bitty piece of a wall the killer has to walk around is equivalent to you hopping over an open gate.

  • The way they do some characters is a shame. My boy Adam finally got a cosmetic after OVER a year dry spell. I've seen how cosmetic releases have changed player pick rates. If they gave Haddie, Adam, Jane, Jonah, and Elodie nice, creative or playful outfits more people would choose them. At this point I'm tired of outfits having to stick with the lore of the character. Just give everyone a playful pajama set for Christmas. Who cares if they are an explorer, herbalist, actor, artist, or musician. Maybe the call for community artists to work with devs will infuse new life into characters that fall out of favor. Then we can stop seeing Meg-Feng-Nea-Dwight-Mikeala-Kate on repeat.

  • All the time. I've only had cats for a little over 8 months so they're essentially in their teenage years. Neeko likes to jump up on my shoulder and put my dominant arm to sleep. She also likes to groom me while I'm playing. Her rough tongue I'm trying to dodge usually makes me run into walls/blow up gens.

    Zuri on the other hand nibbles my fingers and attacks my controller or mouse. She also likes to attack the screen while I am playing so I can't see.

    le sigh

  • @[Deleted User] said:

    Still the vast majority (like 98%) of survivors will be happy to stand at the exit gate for the full end game collapse (4 minutes) just to tbag the killer.

    EGC is 2 mins. Longer if someone is slugged or on hook. And unlike the killer who can force you out, nothing can be done while slugged. Not saying tbagging is right but not a good comparison. And 98% is a major exaggeration. I'd say closer to 97%.

  • I think survivors spawn close together for three reasons. 1. Makes it so they have to travel to optimize gen spread. 2. Maps are only so big and the farther you spread survivors out the more likely they will spawn close to the killer. Used to be a time when the game erroneously spawned survivors next to the killer. 3. The popular Corrupt Intervention would be less effective if survivors spawned near the uncovered gens. It does happen on smaller maps but usually it delays gen progress. That being said I pointed out ages ago how useless shroud offerings are.

  • I thought this thread was about Pinhead and I am sorely disappointed. Having to get off gens to run across the map to get a box just to have the killer TP to you and have to break two thousand chains gets old quick. I hate Pinhead with a passion. Worse designed killer in the game imo. Second being Pigeon lady. Who knew she was perfect for spamming hooks, gens, and gates and such a fun mechanic when paired with Dead Mans Switch.

  • Overzealous-First found (thank you Lethal) and hit immediately if I do manage to find a totem.

    Smash Hit-All I get is pallet respecters or killers that necessitate an an early drop.

  • They don't always, but when they do its for the same reason a lot of killers pick Midwich. More pallets equal more survival usually. It's also a terrible map for trap killers.

  • I wait. If I go into second stage I'm not struggling. Useless teammates are not worth my time. Killers love to see it.

  • At this point I think the devs could buff killers so their success rate is at 75-80% and there would still be a thread asking for 120 second gens and a buff for killers. Game is easier than it has ever been for killers. Maybe if you didn't murder so many casuals and inflate your MMR you wouldn't face squads that can only make it out if they sweat like the killers they face. It is sweaty at the top, take a towel.

  • If they revert the overcharge nerf killers would still stack them with more slow downs. It'd be like a forever Freddy game with any killer.

    Stopping gen repair is also not just down to giving you a perk that does the work for you with a kick. You stop gens by not giving survivors time to repair them, by forcing them to pick up slugs or unhook, heal, and be in chase. I'd work on ending chases quicker if I were you. If you main Doctor you should be good at denying pallet drops and zoning and forcing side objectives like snapping out of madness and Wesker is another killer that once mastered has decent map control, and chase ending potential with his power and is good at forcing survivors to do side objectives like using the healing spray.

  • My problem with this genrushing excuse is you some of you killers act like it happens 9/10 games. You get legit rushed one game a week with 4 bnp with toolboxes and prove thyself and now everyone is doing it. If you took on a 2 min chase with one survivor and three gens pop by the time you hook them, you ere not genrushed you committed to one survivor and gave the other three survvors 1 min and 30 seconds to finish their gens.

  • I question myself every time I load up the game. Perhaps I enjoy suffering. I try and play with at least one friend because 3 solo teammates dcing and hiding in lockers is more than I can take.

  • With the addition of saving 3 builds on each survivor I try and shake it up. There is no perk I can't live without now that they nerfed Iron Will into the ground, but I'll say most used on my builds are Distortion (to counter all the killers with lethal and DR) and Lightweight be doing work.

  • Recently, had a Nea with a flashlight throwing the game at 2 gens left. We had a teammate dead. I was playing with my friend and they were running the killer. As I did a gen from 0-90 seconds all during their run, the Nea ran behind them the entire time waiting for them to go down so she could get a flashlight save. When my friend finally went down-I was working on the last gen Nea could have finished- the Nea missed the flashlight save and went down shortly after the attempt. My friend died, Nea died and I got hatch.

    I honestly don't know how teammates who don't do gens expect to make it out of the match. If that Nea had just done a gen we all could have made it out.

    Worse things teammates do:

    -Not doing gens

    -Hiding and not doing gens

    -Booning and not doing gens

    -In a locker and not doing gens

    -Going through chests when we are pressured and not doing gens

    -Going for all the saves and not doing gens

    -Following a survivor in chase around with a flashlight and not doing gens

    You get my drift.

  • I run it on some builds and I have seen it quite a bit but it has fallen off some. When I stopped seeing so many Rebeccas I stopped seeing the perk. The issue with the perk is the distance you have to be to use it. If you're within six meters most people are committed to a save anyway. It is good for drive bys but only if the person is not being camped in basement.

  • My least seen killers are an echo of everyone else: Hillbilly, Hag, Pyramid Head, Deathslinger, and Demo

  • Because they take more brains to play 'except spirit which takes headphones' than say Oni or Wesker. Hag is extremely strong, she was the first killer I played, but you have to have good trap set up and not dedicate to chases because you are slow. A lot of people also don't like her FOV which on her own map is the worse.

    Playing as Victor has the same FOV problem some people don't like. It also feels bad to get kicked as Victor and tbagged after a missed pounce.

    Spirit fell off after they removed her collision in phase, which was a too easy way for her to never miss a swing. Also, nerfing/changing prayer beads hurt her pick rate. She's still a strong killer, but you have to learn to read audio and visual (grass moving) cues while phasing. I'm surprised she didn't make a big comeback after they nerfed iron will. But then again devs have consistently released nothing but ranged or fast killers for the last year so there are plenty more killers to choose from that never have to lose visuals in their power.

  • I've been a prime member for 10 years. The 'exclusive' dbd content was just a boon. A lazy, uninspired boon but one all the same. That's what happens when you move out to the country with few good stores-you order online.

  • @Tsulan said:

    Fascinating how the same people that complain about only facing nurse, blight and now wesker. Are the people that cherrish not facing hag anymore.

    You can be sick of facing the same killers just like you can be sick of playing the same map. Hag in and of herself is not the issue, its the camping nature of most hag players which people find tedious to play against. Yanno, the whole point devs gave basekit BT?

  • Usage of dead hard has gone way down and across the board but it is still a perk that extends chases and survivors have few of them to choose from.

    Currently:

    Lithe , BL, Sprint Burst, Dead Hard, Smash Hit, Overcome, Off the Record Of the three only 2 is not as situational as the others. Guess which ones?

    Perks devs essentially killed: DS (8 perks)

    Now, not only do killers have synergy with perks unlike survivors who are just skins, but there are more variety of perks that do the similar things which is to slow gens which has been Meta strat since the games inception:

    Dying Light, Thana, Overcharge, Lullabye, Pop, Corrupt Intervention, Thrilling Tremors, Surge, Dead Man's Switch, Oppression,Eruption, Deadlock, SH: Gift of Pain, SH: Pain Resonance, Grim Embrace, Merciless Storm, Call of Brine, Tinkerer, Hex: Pentimento (arguably overwhelming presence but I will leave this off)

    Perks devs essentially killed: Ruin (20 perks)

    Now considering one of the best tools for survivors is looping aka extending chases and killer is stopping gens and they have 12 more perks to choose from ON TOP of built-in powers that also slow gens you tell me where you expect to see more variety?

    If you want to change meta you don't nerf perks into the ground, you introduce alternatives. Being able to tank a hit is a strong advantage and until something equally as effective is released *which will never happen* for extending chases you will continue to see DH be used.

  • I'd rather have received enough shards to buy an outfit. Maybe they poured all their effort and manpower into the Res Evil chapter release but I'm kind of hoping they are also crazy busy with a new Halloween event for next month.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189690#Comment_3189690

    Circle of Healing is better than Self-Care in every way.

    Original chapters require buying them.

    A majority of new players and some existing players have not bought Mikaela.

    Self-Care got massively nerfed.

    Self-Care is freely available to all players.

    When the good option costs you and the bad option is free, that's what Pay-To-Win means.

    I'd say because Mikeala can be 'bought 'with shards she is not pay-to-win but you will need to put in some effort just to get her. So maybe play-to-win?

  • Teammates not doing generators. But oh if you mean perks, self care.

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