jmwjmw27
jmwjmw27
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I think they should cap rift tiers at whatever the last significant reward is, then once you reach it give you X bloodpoints every time you get enough rift fragments/exp/whatever that equals one rift tier. If this is infinite the grinders can keep getting bloodpoints without being capped at 200 and we don't have to worry about FOMO like Aven_Fallen mentioned.
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I love quick gambit as a solo player because I get full knowledge of my team's positions and can take the chase to the optimal spot. That part alone is the most powerful part of the perk. I think it could be increased to 7% or 8% repair speed without really changing much, but I'd rather either decrease the cooldown or, ideally, also show your aura to teammates while in chase.
If the devs opt to shorten the cooldown, 20 or 30 seconds would be better. I think it is fine that the perk disables for a bit upon being injured, both to encourage you not to get tagged and to reward the killer for getting a hit, but 60 seconds is a bit rough especially when you start the chase getting hit and can't use the teammate auras. But I think for solo queue the better buff would be showing your aura to teammates while in chase. I cannot count how many times I have seen people completely unaware of where the chase is rotating directly into me on accident. If all 3 teammates saw my aura it would allow solo players to be much more efficient. -
I like RPD West wing as both sides and dislike RPD East as both.
Holding the middle area as a choke point to defend objectives and/or a hook is very powerful but not very fun to do or fun to go against. With RPD East, the game is mostly played on the blocked-off West side with a 3 gen. With the East side having the outdoor garden, doing the same on RPD West is not as effective, so the gameplay doesn't boil down to that.
I think the upstairs area on the east side for RPD West is the most fun area to loop, it has 3 weak pallets and one decent one but a lot of outplay potential. The windows at the office below it can be fun to play too. With certain killers where the front desk pallet isn't a guaranteed loss, mindgaming that is also pretty fun.
Both variants suffer from failing to find a balance between "god pallet" and "completely useless pallet that you can't predrop, camp, or loop". Special shoutouts to the pallet below the flaming helicopter and the pallet by the basement spawn on the west side for being absolutely garbage.
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@Pirscher said:
I can't stand the bright, happy yellow sunlight on Coldwind either... It totally lost its horror vibe from the original
I also prefer the look of nighttime Coldwind. It would be neat if that was at least included as a variant of the maps if the devs don't want to remove the daylight version, but I know I'm being way too optimistic.
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@Equinox_One said:
Not really. Cow tree is still one of the strongest loops in the entire game and some of those windows are vicious.
That said - yes. Coldwind runs the gamut. Rancid is a bit killer sided. Cowshed is a bit survivor sided. It evens out.
Not really. Cow tree is still one of the strongest loops in the entire game
Really? I wonder about that. The pallet is pretty good and you can usually loop around it a bit, but with just the window I don't find the loop that strong, and I think it's not even as strong as shack or most main buildings. Since it was made a bit shorter some time ago, what would you say keeps it up there with the other strongest loops in the game?
Some of those windows are vicious.
I think the shack window is pretty powerful and a good resource in that area of the map, but I question how much you could accomplish with most of the other windows in the other sections of the map. The weak jungle gym windows are basically secluded L walls. Maybe I'm just not creative enough to see the vision?
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@TwinsMain2004 said:
Ngl i think coldwind is quite balanced now
Rotten fields i think it's called with the killer shack in the middle is probably killer sided
But the other ones are actually balanced in my eyes and survivors dont have the option of just dropping pallets willy nilly because theres always like 3 around you at all times
You actually have to outskill the killer at most tiles because as i said before your resources are limited and you best make use of them wisely
Also, rancid Ab was played in comp recently on pinhead and Dracula so it can't be that killer sided compared to something like coal tower and the other maps they use
If you're referring to the DBDLeague AHL tournament, that one had a special rule where the team who picks a killer also picks the map, so they were picking maps the other team wouldn't have practice on (and iirc, dracula was played on rotten, Mastermind was on Rancid). Not necessarily correlated to how balanced the map is.
Also, would you say the map in question detailed above contains outplay potential in all areas? Specifically the top left area? I find the new jungle gyms and the weaker filler by shack lacking in much meaningful outplay potential against good players without simply holding W, same with the harvester and main building aside from the pallet.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860937#Comment_3860937
What debuff effects could you see working if this idea was a perk?
Hmm…
Blindness would be interesting to disorient the killer, but I'd be concerned about the lowest level of play. Might counter too many aura perks, but I think it could be cool to test. Aura reveal could work as a sort of kindred-esque perk to show what general direction the killer heads in after the hook.
Could also try some more funky effects, like the hearing debuff that the severed ear (hag add-on) gives, same as what you hear for a bit after a flashbang. Or the survivor on hook getting extra hook time… but that stacking with reassurance/cama could be a concern.
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Doesn't matter, if an anon mode player does something against the rules, they are still reportable, as Shroompy has already mentioned.
I personally always use anon mode so I don't deal with out of game harassment, so I'd be fine with "no checking profiles" but realistically anon mode doesn't enable anything that people can't already do.
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@HerInfernalMajesty said:
I can’t be the only one who finds sabotaging hooks a nightmare. What if you could pre sabotage hooks with a toolbox, similar to how chemical trap and blast mine work? It could activate upon hooking a Survivor. Maybe it could do the smoke bomb effect or Hinder the Killer for a certain amount of time.
Idk what do you all think?
As long as the effect on hook isn't "the hook breaks and the survivor wasn't actually hooked at all" (which would suuuck) I wouldn't mind a perk or two with this type of gimmick, but sabotage doesn't need to change imo.
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Case in point for OP, just left this wonderful match. Pinhead tunneled out the first guy and then slugged everyone at 4 gens. Solo queue, no map offerings, no BMing, nothing of the sort. Just the type of players that are out and about during the event.
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Ignore the people asking about censored perks. I recognize at least one person who commonly concern trolls with issues like this (re: if there is some "justification" for killers doing things to waste survivors time).
What I would like to know is if this was a luck offering + slippery/ante match based on the up the ante symbol in the bottom right. If this was 4 self unhook builds I can see why he slugged you all because hooking is a waste.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859772#Comment_3859772
That's the thing though. Bringing strong stuff or going for blinds does not have to mean that they want to ruin your experience. Same with animation spamming after vaulting or pallet throw. Some people genuinely do it to win. They don't want you to have a bad time, they just don't care.
Humpings intention leaves little to imagination. It depicts an act that is absolutely horrible. It should have no place in a game, where people try to escape reality. Not so far back we had a person right here on the forums telling us that they could not play the game anymore after experiencing something like that.
Tbagging in exit gate is bm for sure. It's done to make tue killer feel bad and I see your point. However, humping goes waaaay further than just simple bm. It brings real life trauma into a space where it has no right being at.
Bringing strong stuff or going for blinds does not have to meant that they want to ruin your experience.
Agreed. I don't think either of those are ever really toxic. Playing to win or have as big an advantage as you can isn't an issue. I just think that even if some of us consider teabagging/nodding silly it can still be toxic if it's people doing it only to make their opponent miserable.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859683#Comment_3859683
Tbagging is not toxic, no. Hitting on hook is not toxic, no. Animation spamming is also not toxic. This is taunting. Fine by me although unpleasant.
Slugging, genrushing, camping and tunneling are also not toxic as isnt using strong loadout.
Humping on the other hand is. Why? Because of what it implies.
I would argue toxicity is anything that tries to make the other side feel bad/worse just for the sake of making them feel bad.
I personally am not too bothered by taunting but I understand why some others might be, and I think intent matters more than impact.
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I've played since 2019 and have never seen anyone WS on the floor until 2024. In my experience, hitting on hook and full team slug until bleedout has also increased. Facecamping for toxicity's sake has decreaased, but I think that's only because of AFC.
On the survivor side, teabagging and "watch me leave" + notification spam seems about the same. If anything, I've seen slightly fewer flashlight clickers since the flashlight change and locker flashlight removal.
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@joel84 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859333#Comment_3859333
"""It serves no functional purpose when the killer chooses to bleed you out solely to waste your time."""'
You die and the killer is happy. Its simple because sluggin is Part of the Game.
"""It is not a good part of the game, you cannot argue that it is."""
Of course, it's not a good part of the game, but like it or not. You will have to accept it (as we all do at the moment).
There are only 4 perk slots and you won't be able to cover everything, and that's a good thing. Incidentally, this applies not only to killers, but also to survivors.
Come to terms with it
You die and the killer is happy.
So make the survivors able to skip the bleedout and die instantly after X seconds on the floor. They still die.
Of course, it's not a good part of the game
good, so we agree, then let's change all the not good parts of the game so that the game can improve, yeah?
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current state of the game has perks as solutions for problems in the game. Because of this, this perk ban system is not a good idea.
Killer wants to slug, anti slug banned. Killer wants to camp, anti camp banned. Killer wants to tunnel, anti tunnel banned. Survs want to slam gens, ban slowdowns. survs want to abuse strong main builds, ban bambooze, etc. Imagine the meltdown several killers would have if survivors banned lightborn then brought flashlights and flashbangs. would not be good for the overall state of the game.
If we existed in a timeline where you didn't need perks to fix issues with the game, maybe.
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I play solo queue. Let's see what I should do to make sure I have a fun game:
- Run a perk to see my teammates, so that I don't run chase to them and know who is rotating for hook in odd instances where gen HUD can't help me with that.
- Run kinship so I don't get proxy camped.
- Run anti-tunnel so killers don't tunnel me.
- Run shoulder the burden to help a teammate getting tunneled.
- Run unbreakable so I don't get slugged.
- Run a perk to pick up teammates faster so they don't get slugged.
- Run reassurance so my teammates don't get camped.
what else should we add to the list? I shouldn't have to run any perk to avoid getting bled out on the floor for 4 minutes.
Seriously, if someone has a problem with being on the floor for 4 minutes, why are they even playing? ( Don't say anything about time, you're playing a computer game and everyone who plays a computer game has time) It's part of the game.
"Seriously, if someone has a problem with waiting at your monitor for 120 minutes, why are they even playing? It's part of the game."
this would have been you several years earlier when hatch standoff was a thing, your take is just as insane now. The entire argument is that 4 minutes of nothing is not something that should exist in the game. It serves no functional purpose when the killer chooses to bleed you out solely to waste your time. It is not a good part of the game, you cannot argue that it is.
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@joel84 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858261#Comment_3858261
You can't compare blessings with invocations.
"You can snuff Boons, you can destroy Hexes, but the Killer can do nothing once an Invocation is cast. Because that's the point of Invocations"
"It's about the whole package. You're comparing apples with bananas.
You were the one who brought up blessings as a comparison when you said:
This is not about whether the benefits are strong or weak. Have you not seen what happened to the blessings in the beginning? Have you learned nothing? That's right, you know everything better again. That makes no sense
As things stand, the effects of weaving spiders and treacherous crows would not be OP put together, even on a 60 second invocation, because of the broken downside. As things stand, they would be fine combined. As for what the killer can do when an invocation is cast, go to the basement, you now have a survivor who broadcast their position to you and can not be healed for the rest of the game.
If new invocations complicate things further, they can make it so stacking invocations makes the ritual take longer. But right now, I don't see any reasonable argument for why the current two invocation perks shouldn't be able to be cast at the same time.
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@TwinsMain2004 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858303#Comment_3858303
Was that the game where the anon said "Omg tru3 sign my profile"
I dont know who that guy is but i dont blame tru3 for calling that guy a sniper as thats a pretty toxic thing to do and something that a toxic sniper would 100% say to tru3 IMO
Yeah it was that guy. He didn't know that disabling anon mode doesn't instantly make your profile available to view, it was pretty funny when he realized it was seen as toxic
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As it stands anyone who plays doctors IS unbeatable. IS. Not can be. Not hard to beat. Unbeatable. Those skills are rigged.
Here are 3 different DBDLeague competitive VODs that have doctor sets, where survivors are forced to bring certain offerings, can't bring any items other than 1 flashlight and 1 firecracker, and cannot bring strong perks (no DS, exhaustions except head on, UB, deli, OTR, etc).
https://www.youtube.com/watch?v=1IqvmrygzCQ
Both doctors 1k.
https://www.youtube.com/watch?v=SteEesbb6-0B
Both doctors 4k.
https://www.youtube.com/watch?v=5P0yni54nbs
One doctor 1ks, the other 4ks.
You can watch the games yourself. Doctor isn't OP at high levels of play, he's a solo/noob stomper. These vods prove that he's not unbeatable - and this is with a set map and many restrictions on the survivor.
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@jmwjmw27 said:
I watched that game and I question every time someone says tru3 only lost because he got sniped by a comp full SWF. Watch the pig game he plays in that same vod afterward which had spitzzx in it (anon nancy). He accuses them of being another sniping SWF when spittzx was solo and the chat was accusing the survivors of cheating as tru3 tried a stand still mindgame multiple times that wasn't working and kept losing 50s.
As for "is it possible if you're being sniped", yes but no. If you're playing a high tier killer with full meta you can, if you're playing solo or need 3man out in a SWF good luck lol. The one thing I do believe that tru3 says is that he gets sniped a lot, I've seen knightlight's streaks and he is constantly being sniped by survivors who try to help him in copycat streak.
To be clear I'm pretty sure the game OP is referring to was a snipe considering the endgame chat + profiles, but most of the time when someone says "in this game tru3 got sniped by a real comp team" it was not in fact a swf comp team snipe.
And this is why that streak is called impossible, unless you get potatos or quitters (solo queue) you won't be winning with 1 perk clown
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I watched that game and I question every time someone says tru3 only lost because he got sniped by a comp full SWF. Watch the pig game he plays in that same vod afterward which had spitzzx in it (anon nancy). He accuses them of being another sniping SWF when spittzx was solo and the chat was accusing the survivors of cheating as tru3 tried a stand still mindgame multiple times that wasn't working and kept losing 50s.
As for "is it possible if you're being sniped", yes but no. If you're playing a high tier killer with full meta you can, if you're playing solo or need 3man out in a SWF good luck lol. The one thing I do believe that tru3 says is that he gets sniped a lot, I've seen knightlight's streaks and he is constantly being sniped by survivors who try to help him in copycat streak.
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@joel84 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858221#Comment_3858221
I TOLD YOU.
This is not about whether the single benefits are strong or weak.
Yes, and why do you think boons are allowed to be multicast and no others have been changed? Because combined they are still not a problem. I'm not sure what point you are trying to make here.
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@joel84 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857997#Comment_3857997
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858045#Comment_3858045
This is not about whether the benefits are strong or weak. Have you not seen what happened to the blessings in the beginning? Have you learned nothing? That's right, you know everything better again. That makes no sense
nothing changed with blessings. Circle of healing was busted and got nerfed, none of the other boons ever played a part and none of them aside from COH have been changed since released.
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@hxp said:
There is no MMR: The problem is that the worst killer with meta-perks is stronger than any swf in this game.
You're 2 for 2 on incorrect statements here
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858005#Comment_3858005
They complaind about giving the last survivor hatch, because they did 50% off a gen while I did chase someone and the other didnt do a gen in this time. I checked the gens and she did the 50% on the corner gen furthest away from anything 🤨
Im not mad she bodyblockt with her BT, but I think they say this would counted as me tunneling her even when I didnt chase her further. I cant think of anything else, that even come near to the term tunneling in that round.
An other complain was that I would come back to the hook and this also happend in the same situation, where the Kate bodyblocked, because they unhooked her right next to me while I kicked her genI see, I wouldn't worry about that complaint then. That's less about you giving hatch and more about "I dislike this teammate because they are useless". I wouldn't type it out in chat but I would also not be very happy if my teammate was ratting in a winnable 2v1 and got hatch lol.
If a survivor bodyblocks you with BT and complains about tunneling I would also ignore that, they want the chase, just keep on killing and don't pay it any mind.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858003#Comment_3858003
You forgot the 4k gives Mori and more BP. Also I say again, last guy will hide for 10 years with the 3rd survivor and that's because both are hoping the other dies…why? Because they both want hatch. So having the hatch as a mechanic doesn't prevent that, it just gives more reason to hide.
The mori and BP are basically inconsequential though. And yes, in 2v1s sometimes both survivors will hide which is an issue, which is why I think there should be a mechanic when exactly 2 survivors are alive and not slugged or hooked where they will be revealed with killer instinct if they don't interact with a generator or killer power every… 60 seconds?
Hatch and EGC existing prevents more hiding than it causes though, I'd say. There are plenty of situations where I've made it to a 1v1 and I'm able to find and close hatch where before I'd have to stand on top of it until the server closes if I really cared about a 4k. Hatch standoffs were awful.
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@AlexXHunter44 said:
I never understand when people say they want to play chill.
So as killer am I supposed to just not chase you when I see you? Not defend gens? What?
As survivor am I not supposed to loop you and just run in a circle while letting you down me?
I get it more I'm side modes that have something to offer, but throwing snowballs gets boring after the first 2-3 times and the snowmen are useless to hide in. So what should we be doing if not playing the game?
imo when people talk about "chill" they are referring to macro gameplay and not micro gameplay like chase. On the killer end, not tunneling, camping, or slugging is enough to be seen as chill. On the survivor end, this basically boils down to "don't slam gens as fast as possible", but it's also really hard to show that you're chill given that how you spend your time outside of chase is not something the killer sees.
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Unforeseen, Dark Devotion, Deathbound, Mindbreaker?
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Is there some complaint that was made by the survivors you didn't list, or do you have a problem with the Kate bodyblocking?
To answer your question, the answer is "there are too many different types of people playing the role to answer that". Most of them want to have fun. Some of them want to win by as large a margin as possible. Some want altruism at any cost.
A lot of survivors will attempt to bodyblock for their rescuer with basekit BT, I would not take this as a sign of anything.
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Internally, hatch is treated as a draw. The survivor doesn't gain or lose MMR for using it and you don't lose MMR for them leaving through it. The only reason to go out of your way to slug in a 2v1 (when you don't know where the other guy is) is if you need an achievement/challenge that requires a 4k or you are doing it for ego's sake. The latter is a huge issue in the game on both sides that can make casual play miserable.
By the way OP, this tends to happen in 2v1s even if both are doing gens. A majority of the time, killers will do it because they want the 4k, not because the other guy is hiding. It's nonsensical for me to blame my teammates or the hatch (which is a good mechanic btw, without it last guy hides for 10 years) for the killer actively choosing to bleed someone out to get a 4k.
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@joel84 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857813#Comment_3857813
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857843#Comment_3857843
You have to think further. Much further. These will not be the only Invocation Perks. More are guaranteed to come. Imagine 4 Invocation Perks all activated at once. Those are powerful effects for all survivors, and for the price of just one Broken effect and 60s (if you do it solo). That would be way too powerful. Not to mention SWF in combination with that.
If they release more then maybe, but no reason not to have them both activate at once for now imo. Given what has happened to teamwork perks I think it might be a while before we see another invocation.
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Not true. The only thing that impacts the bleedout timer is when you are being healed by someone else, which pauses it. There is no way to speed it up.
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Small survivor tip: if you press space to start a vault, you can let go of shift until the vault is completed and you won't lose speed, but your exhaustion will go down since you're not holding shift. If you don't let go of shift during a fast/medium vault your exhaustion timer won't go down.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857811#Comment_3857811
I think you kneejerked, I was not in any way referring to friend SWFs on Discord. I was referring to a specific kind of four man thta goes in with multiple map offerings and the best stuff every time. If that's not you, then it's not something you should be offended by, because my statement wasn't aimed at you. :)
I'm not sure where you got the impression that my reply was a knee-jerk reaction or that I was offended. Your statement said "stacking the odds in your favor in any way is sweating" and I disagreed, so I made a reply explaining as such. If you meant "in every way" instead of "in any way", then I agree with you, so no need for passive aggressiveness.
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Would it really be OP though? Permanent broken for the rest of the trial, 60 seconds in basement + killer notified on completion, and 2 perk slots in return for a BNP on every gen and situational aura read doesn't seem OP to me.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857726#Comment_3857726
This is it.
If you truly "play chill" and "aren't sweaty", that means you CANNOT also hold the idea thta you deserve to always win/escape. Like, you can't be running a ton of Meta if you really are playing chill.
And a lot of people say they are a chill SWF or Killer, then don't actually play chill.
If you stack the odds in your favor, in any way, you are not chill, you are sweating.
If you stack the odds in your favor, in any way, you are not chill, you are sweating.
If you intentionally stack them as much as possible with the intent of winning, sure. But when I load up DBD with 3 friends who barely play and we are on comms cracking jokes, I'm chilling out and hoping they have fun without being tunneled as they don't look behind themselves in chase and don't know anything about the game. I'm stacking the odds in my favor by being in a full SWF with comms but I'd argue that is still chill. Intent matters.
I'd say in a similar vein, running a shoulder/BT/babysitter/reassurance build is chill while running UB/deli/DS/OTR is sweaty despite both being very strong. But how you play matters more imo.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857127#Comment_3857127
Because then you give your hex's location away. The survivors will see you going to it, and assuming nobody was there, they'd still notice, "Why did the killer go where nobody is? That must be where their hex is." It's a lose/lose defending hexes, even with the killers who are "good" at it.
You stopped the totem cleanse. Then what? All you've done is push someone off a hex, as opposed to a gen, and the other 3 are unaccounted for. It's worse than just defending gens.
There are two ways to run a thrill build.
1 - you run thrill with hexes and pentimento, and don't interrupt cleanses. Survivors waste a lot of time, even more if thrill is cleansed later, and you get penti totems and a huge advantage. As seen here.
2 - you run thrill with hexes and play a killer that can defend them. You don't care if survivors know where the totem is, in fact you encourage it, since you will be pushing them off of it and using the effects of the hex to stop gens and make chases fast. The hex in question spawned inside shack where a gen is, there's no "giving away", survivors will know about it anyway. And stopping to check it once in a while is fine, especially pre-nerf where you would only have to interrupt with a killer that can interrupt it once every 40+ seconds. Not an impossible task while defending gens on twins by any means.
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Visually it is good, gameplay wise I hate it. The map is full of many deadzones, main has 2 playable pallets and a semi-god pallet (for M1s) as well as a wall that needs to be broken. There are only 3 actual tiles on the map and the fillers around it are boring and weak. The underground area is too bland. Most of the map doesn't have anything at all to use.
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Of course you are going to lose a totem you don't ever make an effort to defend. This thread is stupid.
He spawned opposite map of shack, where his hex was in a commonly known totem location. Despite playing as twins and having more than enough time (30 something seconds, forgive me for not knowing the exact number) to make it to the totem to check on it, he didn't. He definitely still had an opportunity to defend it with thrill, he chose not to, that's not an issue with the perk.
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@zoeedanielle said:
can dbd sponser streamers ?
They can and occasionally do, but it is rare.
For example, they have sponsored multiple DBD content creators for DBD mobile when it came out, and when 2v8 comes out they sometimes sponsor other streamers (like Berleezy)
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thank goodness they're leaving fandom, that platform is an ad infested mess.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856556#Comment_3856556
Moving around isn't playing the game, if it was then survivors would be able to simply move around and still win. It's easy for a survivor to simply crouch and swap lockers to avoid crows. So without aura reading yes survivors can and do wait until server ends which is especially an issue in swf as people communicate where the killer is making it very easy to avoid being caught especially on large maps. As I have previously said why use a perk slot when I can achieve 4k without it? I don't need to find the survivors because when server ends they get sacrificed anyway. If they want to waste time for the sake of it they have that choice but it doesn't accomplish anything
No need for all this whataboutism. It does not matter if killer has separate issues, or whether or not you think it is justified because of whatever the killer could have experienced. What matters in this conversation is "survivors can be left on the floor and have to wait 4 minutes to die, unable to speed it up. Should this remain unchanged?" And the answer is no.
If you can be put in a situation in a multiplayer game where you have lost but have to wait 4 minutes to fully "lose" and be able to go to the next match (and can't do anything about it), that is an issue. And the fix is simple: after 60 seconds on the ground, allow a "bleed self out" option. Some may argue a survivor could use this to go next - that is fine, survivors can already do this on the ground by holding shift to avoid being healed.
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@bazarama said:
Played event for first time last night.
Bully squad survivors every match.
Constant flashlight clicking, flashbangs , snow skull throwing, t-bags and insta heals.
Lightborn counters first two but zero effort to do gens or leaving one gen to prevent exit door being opened.
Sure they go down and don't escape in the end but game lasts forever.
Not much fun as killer so far.
I always laugh when people complain about "bullies" throwing snow skulls at them when they play killer. How dare survivors use a completely cosmetic event ability and throw a snowball at you
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If you find yourself often being the strongest chaser in your lobby I'd recommend my build that I run in solos a lot:
For The People / Shoulder The Burden / Reassurance / <Flex Perk>stick to gens, FTP allows you to quickly reverse slugging situations and can be used in conjunction with shoulder to prevent tunnel outs. If the killer is camping to prevent shoulder+ftp, use reassurance. Fourth perk is up to you, can be an exhaustion/DS if you want one of those for safety, otherwise I'd recommend an aura read like Kindred.
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Biggest tip for increased survivability: dodge killer map offerings. Especially during events. People running these want that one map/realm that gives them the biggest advantage and will probably be trying a lot harder and playing a lot meaner than average.
the perks you run are up to you, I like to tell my teammates in the lobby what I'm running so they are more prepared.
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Be very careful when you take sentiment expressed on social media as the views reflected by the majority, it is easy for algorithms and bubbles to over represent a viewpoint (X is OP) when it is not what most people in the community think.
Me personally, I think her cooldown for sending the dog out for chase is a little too short right now, but I do appreciate that the dog is somewhat stronger. Now if only they could stop him from getting stuck…
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I think wesker is not problematic. He has techs (bounce, skinny bert) at his disposal to help at some loops, but in a lot of places he just can't use his power to get you. In regards to lethality and closing the distance, Billy is just better in every way, and he can use his chainsaw infinitely and doesn't need tokens.
Tunneling off hook with infection was a huge issue, but now that the hinder was nerfed and the infection progress starts at 1%, it's not really an issue anymore, at that point you should be able to win the game (and although it's not fun to be tunneled sometimes, that's a different conversation unrelated to Wesker).
The insta pickup saves a few seconds for him but the trade-off is that he can't get a down with his power and easily follow up while slugging, as he has to waste time dropping. Considering you can also flashbang save a power grab I think this is fine.
The devs also gave enough sprays that you're unlikely to run into problems running out unless the entire team misplays multiple times, so I think in terms of problematic killers Wesker should be near the bottom of the list.
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Hellfire is fine imo. Now if you miss it survivors have a chance to make it somewhere. And there are still plenty of places where you can keep them in one place and spam hellfire, and if they move away you M1 (for example, nearly every hallway pallet on Hawkins). The 3 seconds isn't so huge of a deal that it mandates wolf form every time.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854205#Comment_3854205
What do you think they should do to "balance" nurse?
I have played around 20 games over last few days, kinda out of spite for nerf to Chucky…
You can easily create big difference in how effective and difficult she is.Trust me, if I say, she is not hard if you use several aura reading perks. There is no guessing, you don't need to know map, or predict how survivors run.
So I would do only two things to Nurse and I think she can take both:
- remove grabs from blink (it's not basic attack anymore)
- give her blidness while she charges her blink (just disable aura reading perks)
This way survivors can try to dodge her to lockers (less risky) and try to double back while she charges her blink.
Nurse would finally stop to gatekeep all aura reading perks in DBD.I've seen the blindness suggestion a fair bit and honestly I agree with it. When the predator change happened I tried it on nurse and it was incredibly unfair. As for what else to do, I think grabs are fine, I would nuke her blink-back and mangled add-ons from orbit. (No mangled on blink attacks for easier resets, and blink-back should only be usable if you have at least one blink left and not give you an additional one)
