johnmwarner
johnmwarner
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@Mister_xD said:
there is nothing better than watching my team run around the hook like headless chickens when the killer is still there, downing one after another.
Kindred is a blessing - but it also reveals all the mistakes your team does, which can lea to frustration.
Overaltruism kills! stop being overaltruistic!
@FellowKillerMain said:
I hate it when survivors run the killer to me, while I'm repairing a gen, or cleansing a totem, and the killer actually changes targets. I assume these survivors are part of a toxic SWF or something.
Survivors being potatoes is generally annoying, too.
This might be a weird one, but I don't like it when survivors try to farm.
How about teammates who loop the killer around a hooked teammate. They refuse to risk taking even one hit so they loop and loop and loop until the poor person gets 1-hooked.
For extra icing they also complain about camping post game chat
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/1325515#Comment_1325515
You are never setting out to make the new best perk, and I think you really should, the meta is really stale. Get some fresh air into dbd, be it by nerfing the current meta perks or, preferably, by adding actually good perks and buffing the old bad ones.
Scott Jund had some good ideas about this as well, buffing and nerfing perks in a rotation each month or week.
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@MiniPixels said:
https://forum.deadbydaylight.com/en/discussion/comment/1325472#Comment_1325472
I honestly think Iri head is cool when you have one hatchet, it's strategic and fun. I think the easiest change would just be to lock the number of hatchets to one when using it so that other add-ons don't change it. But I know that would be kinda weird since no other add-on in the game really does that.
if possible just make it so the last hatchet is instant down... if they wanna use the extra hatchet addon that’s fine it just means their first 1-2 hatchets are normal.
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@Dehitay said:
Considering how this barely affected him before, I'm guessing it will barely make a difference.
It was actually a bigger downside than a lot of people considered. It prevented you from using bottles to catch survuvors in a straight line chase
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1325038#Comment_1325038
Isn't that a placebo, though? It's possible to get skill-checks back to back and the events are independent. So, you can still complete event, release and blow the gen with a phantom skill-check.
If you let go immediately then the second won’t trigger, if anything you’ll hear noise but It won’t explode
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@Peanits said:
One add-on is not a cause to rework an entire character. But that aside, what do you have in mind for an alternative?
Actually here’s my other idea @Peanits it no longer reduces the number of hatchets, but the LAST hatchet is the only one that triggers one hit downs. A little strategy now is involved because if you keep reloading at 2-3 then you never get to use it, and if you use it and miss you have to quit chase. This would basically means stacking it with 2 extra hatchets almost hurts you instead of helping.
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@Rydog said:
My rule of thumb is that -- unless it's a KILLER SEES ME AND IS RIGHT THERE, GOTTA GO NOW emergency -- the only time I stop working on something is immediately after a skill check.
Me too, but sometimes when we get a gen to 95-ish I prefer to heal the other person BWFORE finishing the gen but now we run the risk of alerting the killer and adding 10 second of repair time
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@sekkima said:
The truth is that it is rare to run into someone who uses that addon, I would rather say that nobody uses it because people usually commit suicide when they see that you have it, which means that you do not make much points.
I have about 50 and rarely use them, maybe if I see a team of 4 matching blendettes with flashlights... then it’s time for Iri head and mori...
It gives you crappy results meaning you don’t get points or pip most of the time. Plus it just feels un fun for me as a killer even.
Also if you do “win,” with it you’ve given the survivors an opportunity excuse to why
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@Peanits said:
One add-on is not a cause to rework an entire character. But that aside, what do you have in mind for an alternative?
Make it so that it works like the Deathslinger addon... if you hit someone from over 20 meters away it’s a 1 shot down.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1325634#Comment_1325634
If youre running a slugging build maybe 🤷♂️
Ots the 2 hits AND a skill check that mess it up
Like gearhead would be great if after 2 hits the nearest generator being worked on lit up. THAT would be useful. No cooldown either :/
Yah, I guess the 2 hits could be a wraith or GF that’s doing the hit and run style too and hits 2 different survuvors. But like you said then it’s a skill check requires too
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1325585#Comment_1325585
I agree thats most of the problem. To many conditions to make a perk activate for a miniscule effect. Gearhead is a good example. As is the new one where you go undetectable for 15 secs.
Gearhead is a great example, and someone summed it up nicely before. gear head takes two hits to activate which probably means you downed someone so why use gear head if you’re gonna just hook someone and use BBQ or pick them up for tremors.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1325515#Comment_1325515
The issue is you havent settled on a quality base line for perks..surely you cant believe mind breaker for instance to even be SOMETIMES useful..? If anything it makes sb stronger..as you get to control it after that ..that's what people dont like..obviously making meta perks every patch isnt possible..but you guys have shown way better creativity than some of these
I also think anytime they have a perk that is going to be good they add some arbitrary cool down. Surge is a good example, but that’s still decently strong. Look at the killers window aura perk (name?) it goes on cool down when a survivor is injured... was it going to be OP without that last part? It may barely be playable if they didn’t include that.
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@Dr_Loomis said:
Sometimes it's better to bring out a perk which has room for improvement. That way, if a buff is later implemented, it's usually well received.
Buffs are often much more welcome than nerfs.
I addressed this point too, I think it’s their plan but, but, but then it never gets changed because “limited resources,” and “priorities.”
So if you’re going to release things weak knowing that a well timed buff is better than hearing players whine about a nerf that’s great! But you can’t say, “we’ll work on buffing perks someday.”
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@Peanits said:
Not really afraid, no. We aren't setting out to make the new best perk every time we add one. We've always been sure to avoid making things pay to win, of course, but we also want to make interesting perks; things that let you make niche builds, allow you to make use out of something you might otherwise ignore, or make you reconsider the perks you'd run against it.
Simply put, it's easy to make the new best perk and ship it, but that is not and has never been the goal.
Oh I enjoy the cool perks, I like coming up with combos or more accurately seeing good players come up with unique interactions. I just think once it in a while it would be cool to see a perk and say “this will replace dead hard,” or “this means I don’t have to run Pop every game.”
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@bingbongboi90 said:
The fact that in perks of Killers are given a lot of cooldown or a negative side is so disgusting. Like i dont understand that one perk of pyramide head making a gen yellow for survivors, the perk even has a long cooldown like what.
Then surge also has a cooldown which I dont understand.
The devs can make powerfull perks but these perks get a too long cooldown or too much downsides.
just a guess, but it almost seems like they are afraid to make it too strong and nerf it. Like they would rather start it off a bit weak then buff it later... but because of time constraints the buffing part never comes
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@goatslinger said:
I'd rather keep the cooldown but make it also proc any time a survivor is put into the dying state. Be that a grab, a chainsaw, whatever. I still honestly like it as it currently is. Sooooo many games the survivors have not been able to get anything accomplished because of surge/pop combo.
I’m starting to like Surge, Pop and sloppy as a slowdown build on most killers. If you can injure and down people they slowdown... if you can’t catch them they end the game quickly. Rewards you for chasing well and punishes you for being bad as it should be
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@csandman1977 said:
I think. Keep the cool down, allow m2 attack trigger and have it effect the 3 closest gens to the killer. Like corrupt intervention.
I like this, that would be 24% almost the same as pop without the need to travel and kick. But the cool down keep it from just overpowering pop altogether
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1325130#Comment_1325130
Yeah and other perks like infectious dont care as long as you down the survivor with a attack.
Right, infectious triggers from specials with no cool down and I could argue that it’s info is more valuable than the 8% surge proc. I know it doesn’t immediately do anything but if you can chain 2-3 downs quickly the game is over. I literally just made a post stating that it’s the most recent “meta,” perk just for that reason.
@Blueberry said:
It doesn't deserve a cooldown. It's just another of the numerous examples that a completely unnecessary negative was thrown on a perk. Like 90% of the cooldowns on the perks we have don't even need to exist. They're just so afraid of a killer perk being too strong that they all end up in mediocrity and never seen again.
I agree, although I would say it applies to even survivor perks too. Look at windows of opportunity, it triggers a cool down when you vault. Knowing where vaults are isn’t game breaking and after enough hours you basically know anyways and drop the perk. So why not let new survuvors have it on all the time. Plus it had a stupid short range
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@immortalls96 said:
Because the devs had the misguided notion the perk would be strong..but it's odd how they could think that with such a minimal effect
It’s sooo sooo close to being strong, like if it procced from m2 attacks and grabs, with no cool down it may be meta
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And let’s forget that it only procs on basic attacks... making it useless on like half the killers
I think I would be okay with one of these conditions but not both.
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@HP150 said:
For the last year or two BHVR has had a boner for arbitrarily slapping cooldowns on subpar perks and labeling them "balanced". Hey, works for MOBAs, SURELY it must work on DBD. They're basically the same genre, right?
Right! And they do it for both sides, they’re afraid to make any more good perks it seems. I’m thinking Surge, windows of opportunity, I’m all ears
@Dr_Loomis said:
Maybe it's a way of deterring people from slugging.
If a killer downs a survivor, they have to pick up, walk, hook and then find other survivors (or camp the hook, depending on personal salt levels). This gives a bit of time for cool-down.
If there was no cool-down, and a killer was to down a survivor (Surge activates) and then down another survivor straight afterward (in theory setting off Surge again), there would be big regression penalties in a very small space of time.
It could encourage rather disagreeable tactics.
What disagreeable tactics? You down two survivors back to back and all nearby gens go down 16%, if you hit 2 gens that’s 32% which is barely more than 1 Pop goes the weasel. If you think killers would purposely let survivors off to keep downing them over and over that would be super inefficient
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@brokedownpalace said:
I feel like if you're getting multiple downs within 40 seconds you're probably already doing well and don't need the extra boost.
So in this scenario you down two survivors and a third survivor is working on a gen, netting you 16% of progress removed from that gen, plus two survivors on the ground and you know one more is in your immediate area working on a gen that he can't possibly complete before you get to him? Now let's say you down him and you've got three survivors down and 24% removed from a gen. I don't see how all of that is really necessary. Plus if you use larger TR perks you could remove even more progress because gens are often close together. It would make 3 genning with Doc even more powerful.
@[Deleted User] said:
It could potentially be far too oppressive without a cooldown if the killer snowballed
This runs counter to why they claimed to nerf Ruin though. They said they changed Ruin because it slowed gens for nothing, they wanted killers to have to apply pressure and “earn,” that slowdown. Yet here we are saying if killers do apply too much pressure they still can’t earn that slowdown...
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@StardustSpeedway said:
So you want a very powerful perk (Kindred) to be part of the base kit for solo survivors? That is ridiculous. Just equip Kindred. That's what I do and I play this game as a solo survivor. Is giving up one perk slot for Kindred too much to ask for? I don't think it is at all with all the information it gives you.
Equipping it would also eliminate your 2nd request which is gen progress. When someone gets hooked and you have Kindred, you can see the auras of survivors and if they're working on gens, you know which gens are being worked on. If you're hooked, your kindred also gives information to the rest of your team.
The only thing for me anyway that would be helpful to know is if someone else is in a chase other than the obsession, but even then, it isn't needed when there's perks like bond, kindred, empathy, aftercare and even the terror radius to determine that.
In conclusion, use Kindred!
Solid points, I actually always use either Bond or Kindred as survivor. Mostly kindred although if I don’t have any self caring (inner or medkit) I use Bond to find people when I need it.
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@AvisDeene said:
I disagree with the concept of buffing solo in order to bring them closer to swf. There isn't a need for it since anyone can make friends and play swf if they want more information. I find that it is just an excuse for survivors to get more buffs.
What needs to happen is:
A. Matchmaking and Rankings need an overhaul. Thankfully, the Devs are working on this and hopefully, this would fix a lot of frustration with having bad teammates at higher rankings.
B. The game needs to be balanced more around higher ranking players rather than average solo players. This isn't to say that lower ranking matches shouldn't be considered. They should implement a system to where Perk Slots unlock depending on your ranking rather than your character level. So people that are rank 17-20 should have 1 perk slot available, 13-16 should have 2 slots available, 9-12 should have three available and 1-8 should get all 4 available. Then they could make it to where certain perks only unlock at specific ranks as well. This would make it easier to balance the game for each of those rank groups and to not overwhelm newer and weaker players while ensuring a more fair matchmaking.
I am not a game developer so I know I my suggestion can be bad, but with the way things are not, some of this stuff needs to change.
I’m normally against basing difficulty on rank because people will depip on purpose, but fewer slots and less perks available would be interesting.
Do you wanna play against a “good killer,” will all of your options available or go against a potato without BT and DS know that a lot of low rank killers tunnel...
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@Blueberry said:
The amount of buffs killers would need to balance the game after giving these buffs to survivors would be freaking huge. I just couldn't see the devs giving the killers those amount of buffs that would be needed.
@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1324365#Comment_1324365
I don't care as much about that part as I do the ability to see survivor and killer auras when someone ELSE is hooked. You get to see exactly where the killer is going. If everyone could do that, it would be super-strong.
But that’s the thing, SWF already have these powers.
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@Rydog said:
I used to agree with you about Kindred, but it is so powerful at this point that it would be super-unbalanced if all survivors just had it by default.
There are audio and visual cues to evaluate gen progress. Or are you saying you want to be able to tell from across the map?
Yes, when they’re the last 3 gens to do 1. Remember it’s not about survivor power level, I know these two changes would make survivors strong!!! It’s about balancing SWF and solo
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I’m curious, just because if it is a good alternative to bloody prestige l will save myself lots of BP and grinding
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@animalmak said:
Getting farmed off the hook. There's no reason to unhook me IMMEDIATELY when I have a solid minute to just hang there. Give the killer a second to leave first...
Alternatively, being left on the hook so long that I go into struggle on my first hook because teammates are just starting a gen (finishing one that's halfway, I get, but like... don't start a new one) or they're self-caring across the map.
As a killer, if I hear the flashlight click, I ignore you. Had a Claudette do that to me as I went for her unhooker. Like, thanks for letting me know you have BT, I'll ignore you for a bit. But the clicking itself is a peeve.
Also as killer: immersed survivors. Feels bad man if I go a whole match and get a 3k but never even SAW the 4th person. I don't get the fun in that from either side.
To be fair stealth should be the correct way to play, but it’s boring. In a “real life,” situation you wouldn’t run at a giant Oni clicking your flashlights to taunt him, you would creep around hiding behind cars and in lockers.
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@Peanits said:
It'll reduce her terror radius to 12m from 20m, but her lullaby is unaffected. The lullaby fills the entire 45m radius; there is no gap in between where you don't hear anything.
They'll still get a warning that you're coming thanks to the lullaby, but they won't know where you're coming from since the lullaby is not directional. A lot of people also won't pay attention to it since it's 45m, so you'll often be in the lullaby range even if she's not coming for you.
That said, though, I would not recommend Monitor & Abuse if you're planning on playing Huntress seriously. The shifts in FOV can affect your aim and make it harder to judge how far someone is, so you'll have to get used to aiming with two different FOVs. You're much better off getting used to a single FOV.
I didn't even think about the view switching that may be why I started missing a lot of "easy shots," lately.
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@ALostPuppy said:
This game will never be competitive because it's simply too random. The layout of a map can make it a walk in the park for survivors, or they'll lose within 5 minutes because there were no pallets and everywhere you look there is a dead zone. And this also wouldn't work because these survivors would be going all-out sweat with DS, Unbreakable, borrowed time and SB/DH. Unless you're a good Nurse, or a Spirit or Billy with the best add-ons you're not winning against these 4 survivors, period.
This. Yes comms make the survivors stronger but even if the killers were buffed to match that or the comms were somehow banned it wouldn’t matter. This game is RNG on top of RNG on top of RNG that’s never gonna make for a competitive game.
Maps in general.
specific layouts of loops, pallets and windows.
heck even the ridiculous 4% self escape can swing the tide of a game
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@Dr_Loomis said:
Pick only ONE for each of the existing licensed survivors. It doesn't matter if it's male or female, as long as it's a character from the franchise. Remember, only one per 'slot'.
Laurie Stode - Halloween
Dr Sam Loomis
Quentin Smith - A Nightmare On Elm Street
Nancy Holbrook
Detective David Tapp - Saw
Adam Stanheight
Nancy Wheeler - Stranger Things
Joyce Byers
Steve Harrington - Stranger Things
Jim Hopper
Cheryl Mason - Silent Hill
James Sutherland
Just give us Hopper yes please!!! As far as the rest I’m not too invested in the other franchises
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When my teammate self cares against Sloppy... multiple times in one game
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@Deadeye said:
The servers really can mess this challenge up, blows my mind that they designed that challenge before they fixed that issue.
Wraith should work with Coxcombed + the brown addon to gain undetectable for 6 seconds after uncloak, then you get that stealthed sprint burst around the corner as well. Scratched Mirror Myers can work as well, or by base any stealth killer. Just put some information perks on it like Surveillance or Discordance
Lery's in my opionion has too easy gen placement against stealth killers since the rework. Badham or Hawkins might be better for grabs now.
I did that challenge with Spirit, Prayer Beads, MD Ring, Ruin, Surveillance and Thrill. Map wide woosh to scare them off gens and give you a lot of information. And yellow gens then show you where you can grab. You just have to be cautious to not spam phasing on each yellow gen, because they will know about Surveillance then. Give them some woosh without phasing over there to make them feel more comfortable. And choose a map with some decent totem spots, like Saloon, Lerys, Hawkins or Badham
I thought the same thing, why put this challenge in when grabs are still buggy?
Thats why I didn’t feel bad farming it. I got this done and 2 survivors told me they got a rift challenge done too that game so it was win-win
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1320926#Comment_1320926
https://forum.deadbydaylight.com/en/discussion/comment/1321055#Comment_1321055
When I say I "get ready", I don't mean I start hiding in a corner or something. I am the exact opposite of immersed.
Her lullaby is non directional but it still gets louder when she gets close so it's not like you have no idea where she is. You can still somewhat predict where she is.
I could be wrong though since I seriously don't see huntress players use M&A that often so maybe it is actually really good on her.
Sounds pretty similar to me, although I usually run Spine chill so that gives me an extra leg up if I hear heartbeat but it’s not lit I can assume the killer is chasing someone or just wandering and I’m near the edge of terror
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@BigTimeGamer said:
if you cant play the game injured you probably shouldnt be in red rank
@Sonzaishinai said:
Most of these tips how to play vs certain killers (don't heal vs Legion, don't cleanse vs Plague) imply that you and your team are able to hold your own in a chase
If the entire team starts dropping like flies the second everybody is injured it might not be that bad an idea to heal up
These two points are kind of both right even though they disagree with each other. I think by red ranks you shouldn’t NEED healed instantly every time you get hurt. I see people run past 2-3 gens and spend over a minute looking for a teammate to heal them. I work on gens injured although if given a good opportunity to get healed I take it.
Also true if you aren’t a good looper then you should probably try to stay healed when it’s not too out of the way or wasting too much time because you’re right, people who stay injured and keep getting downed take more of time to rescue.
It comes down to playing to your strengths and weaknesses, but I will still say 99% of the time self caring against Legion is a waste. Also if you’re finding yourself hiding in a corner seal caring 3-4 times a game think about how much time that is. I even see people do this agajnst Sloppy UGH literally 4-5 minutes spent healing
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@Dr_Loomis said:
A nod, a tap of your weapon on the gen. Then we're on the same wavelength 😉
Same approach as the Iron Maiden locker grab.
Otherwise you could find that you're wasting several games on silly challenges.
I like how both sides are generally accommodating for these, it shows that not every game had to be a super sweat fest.
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@BigBrainMegMain said:
I don't understand what's so bad about healing against Legion?
I've gone against many Rank 1 Legions and we've always healed and escaped. But then I hear these """"high ranked"""" players laughing at the ones that do heal saying "whY dO yOu heAL aGainSt lEgiOn?"
Makes no sense since I've made it to Rank 1 with no issue healing against Legion.
It’s not that healing is always bad vs legion, It’s that always healing Is bad vs legion. It’s similar to cleansing vs Plague, there are times it’s “right” and times it’s “wrong.”
Most effective time to heal IMO is grouped to quickly double heal everyone then split up again so he can’t frenzy you all back. Also of course using something like Inner Strength is solid.
Running to a corner to self heal every single time is wrong if you ask me, thats 30 seconds plus travel time. If you so that twice it’s a full gen worth, if every on the team does it even once that’s two gens worth.
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@Quol said:
It's hard if you want to do it the legit way if not then you can farm it out:
- Kill all survivors but leave one alive
- Bring them over to a gen and M1 the gen
- Pick them up while they are working on the gen
It's always worked for me and it's my go to for any grab specific challenge, in fact I did this for the iron maiden locker challenge
I cheesed it too, just because dedicated servers kept robbing me. I didn’t actually kill anyone just hooked them all once for BBQ then next time I downed someone j smack the gen and let them wiggle free, they let me get both grabs. I let all four finish and leave after that as a thanks
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1322248#Comment_1322248
I don't think the top ranks in the entire game, in theory, should be people who just throw the best pallets without even attempting to loop them. You can run a new killer for the length of the entire match off that one pallet alone, and you are telling me a rank 1-2 can just stand at it and toss it and that makes them one of the best players in the game?
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1322252#Comment_1322252
If a Survivor knows how to chain loops and use every pallet, they can hit Rank 1 easily. Even if there's no real looping or much mindgaming. It's way more about having good pathing on a lot of maps to not get caught in a dead zone than actually being awesome at looping.
Here’s the thing I agree with Gatsby. You don’t need to do these 10 lap loops around one pallet, faking pallets and finally burning Dead Hard to get 5 more laps... there are so many pallets on most maps!
If you drop pallets safely and force the killer to commit to kicking before you run off you can waste so much time. If all 4 survivors simply play safe while looping, and do gens while someone else is being chased the math is almost impossible for the killer. Luckily survivors love to stealth and otherwise waste time, they also camp pallets and end up eating hits as they drop tjem.
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@Raven014 said:
Legion and Deathslinger. There is no running from me. Looping is overrated. Frenzy for the first hit, then reel in for the second. At 115 speed.
I very much consider Legion / X just because he could guarantee you that first hit... then I remembered he stuns himself for like 5 minutes after frenzy lol
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@bosieboyy said:
https://forum.deadbydaylight.com/en/discussion/157598/prestige-pyramid-ahead-thoughts
WARNING SPOILER :
If you look at the character model from the game his Helmet is slicked in blood so much that it appears dyed red, I'll go P3 not wearing P2 P1,P3 because that's the Pyramid Head I know,The Red Pyramid there's two Pyramid Heads the Rust Helmet and The One know as the The Red Pyramid they are the same person but you don't fight the Rusted Pyramid until the end.
I never played Silent Hill (don't shoot me) so I had to Goggle the Silent Hill 2 picture and I see what you mean. It seems my choice (p1 and p2 no p3) is actually going to be the opposite of people who want to stay true to the game Pyramid Head (p3 but not p1 or p2)
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@5thPerkSlot said:
If we had a @5thPerkSlot® we could make more creative combinations, have more fun and ofc take unused perks
Or we could just increase our build to the 5 "best perks." No more having to decide between Sprint Burst or Adrenaline, just take both for example.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1319265#Comment_1319265
I disagree. I get ready when I start hearing her lullaby, not her terror radius and I'm sure a lot of people do the same. I very rarely see anyone actually use M&A on huntress.
Each style is different, but I honestly don't even "get ready," when I hear a terror radius if I know it's a 32 meter killer already. Just because you hear them doesn't mean they're headed your way. So don't take offense because I am not necessarily saying this is you, but I see lots of people that crouch and hide as soon as they hear any heartbeat. I run Bond and/or Kindred every game so these are the people I watch crouching for literally a full minute while someone is looping the killer near them. If they waited to "get ready," they could have just finished the gen.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1320610#Comment_1320610
I most of the time use p3 heads, but anyways, prestige is still content waiting for me to be unlocked as I paid for
Who knows, once I get prestige 2 I may use my other killers with BPS and pudding to earn back my points for prestige 3
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@EmpireWinner said:
I would think of it more as rage quitting.
I guess it would be like an athlete walking off the field with 5 second left even though it meant he would get suspended from the next game.
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@MadArtillery said:
He might look cool all bloodied up but honestly if they have cosmetics for him I'll probably be rocking those. I'm not big on the whole throw away all my bp multiple times when I have a grind already to deal with.
I’m with you usually, I’d rather pay a couple bucks for a good store cosmetic than spend hours grinding prestige. They’ve been a little better about releasing cosmetics for licensed characters lately so I’ll watch for leaks. If there’s a bloody outfit purchasable I may decide not to prestige him
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@Angelicus23 said:
I don't get the point of the people refusing to get p3. They pay for the game, maybe DLCs for more characters, and then refuse to unlock the rest of content they bought (prestige clothes)
Personally I was getting caught up, I decided that before prestigious anyone I wanted to have everyone to level 40 so I would have access to all the perks on survivor and killers.
By the time I was done with that I realized the killers had so many addons built up I didn’t want to lose them. I am at a point now where I could finally prestige someone but I was somewhat burnt out of playing.
On top of that most killers and survuvors i play I already have a cosmetic that I like more than the bloody ones. I really like the look for bloody PH though and I’m curious how soon til they release any new outfits to buy.
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@EmpireWinner said:
They can't take the L. They're idiots willing to drop all the points at the end of the match and knowing that they will depip, still DC.
Do people really consider this “not losing?” I mean you lost, I guess you screw the killer out of a few BPs and maybe keep them from pipping but isn’t that cutting off your nose to spite your face?
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@LegionOfDumb said:
If you're good at mind gaming people into traps, Trapper can keep stacks and down people then pick them up out of traps without losing any trap. It's hard, but it makes you look and feel like an evil genius when it works
Trapper is fun if it works, infinite Myers can spend 4-5 gens building up to tier 3 evil and getting three stacks of PWYF.
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@Tiersis said:
https://forum.deadbydaylight.com/en/discussion/comment/1320419#Comment_1320419
Maybe I'm just using insidious but I forgot to take Insidious, and I'm waiting for the right moment to strike, but it never comes, and all 4 escape. Drat.
I joke of course. Being AFK isn't against the rules.
Not entirely a joke, I’ve done insidious/ noed/blood warden Bubba or rancor Wraith... watch the survivors all game or just stand in a good spot and after they start swarming around, teabagging, pointing you figure out the right time to strike.
Is it fun, not always, but doing it once in a while makes me laugh and I would say 9/10 times the survivors even laugh end game. I had a 4-man SWF I didn’t know but endgame chat they all laughed at their friend for dying, they swore they would never let him live it down and thanked me.
Again, if this happened every game it would be boring and killer and annoying/boring for Survuvors but if you’re playing 10-20 games or more a day something like this can break up the monotony of loop, gen, escape or kill, slug, hook