kaeru
kaeru
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- kaeru
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>>you should be able to always see lockers within 12m when you have less than max hatchets
Please no. Don't you know how annoying this auras are? Try to play with Pungent Phial. It has 36 meters radius though. But you actualy very rarely need to reload when you have hatchets. And when you play enough, you actually have basic idea where the closer locker is.
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I don't care much about opponents skill level, but during the daytime survivor queue times are instant and killer queue takes forever. While evening-night queue times are absolute opposite. So as killer I prefer play at evening.
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@hiken said:
many times BHVR said that when is the FIRST TIME appearing will cost 2700 then only 2000, but this was said A LOT of times.
That makes more sence.
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@undoredo said:
https://forum.deadbydaylight.com/en/discussion/comment/1911266#Comment_1911266
possible
https://forum.deadbydaylight.com/en/discussion/comment/1911267#Comment_1911267
1) *silent hill
2) actually? that's stupid. i guess it's to encourage buying the DLC
My bad, for some reason i thought it's a babysitter perk you screened.
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It's weird. Usually perks from most recent chapter cost more and all the rest cost standart price. But Stranger Things was released long ago.
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I don't get why you need tokens.
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I would remove bloodpoint cap. Then made bloodpoints earn multiplied by 4 to reduce grind.
Then I would add a fow slider and brightness settings.
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I only dodge when ping is 130+. And I may dodge if I have kill/sacrifice challenge, and there is Dwight in my lobby. I can't force myself to kill Dwight.
I don't care about any outfits and items, so I never dodge lobby prejudging survivors.
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I started to play killer and it helped. So when you see survivors doing dumb #########, it always works in your favor.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1898264#Comment_1898264
Funnily enough while DS ultra rare is trash...there are still many ones even worse or at least just as bad. Honestly I would probably even say the majority of ultra rares in the game are bad. Most of them range from "memey" to just trash.
Well 10m is actually still pretty dang close, that would be working enough that survivors would still think it's op.
I actually prefer the change of keeping it a 1 shot but she can't have more than 1 hatchet even through addons. Now it can be strong if you are good enough but would actually be much worse if they aren't a good Huntress. Risk and reward here with reward favoring skilled players.
Iri hatchets is worst insta down add-on. But having only 1 insta-hatchet makes you just a noob stomper. So if range condition will be added, it should be at least with 3 hatchets in stock.
Having 1 insta-hatchet is a downside no matter how good you are. Even if you never miss, you still waste a huge time to reload your 1 hatchet. And all this time just for 1 down. While you busy with reloading, survivors do gens. And with 1 hatchet you will give them a lot of free time. Having a power like this doesn't let you win against any competent survivors, because most of the time you will be harmless 110 killer with 40m lullaby. Not a single instadown killer have such a restriction to their power.
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I was playing with this combo, sometimes it helps. Often I didn't have enough time to gain 25% of struggle while slugged. And almost everytime killer pick me up before I crawl away. Sometimes power struggle helps when killer carries you trough the pallet. Power struggle is ok by its own. Not worth to put your entire build if you don't have a friend who will distract killer for you.
As killer I never played against survivors abusing power struggle this hard, but I'm affraid to carry survivor trough the pallet anyway.
Also there is a theory, that you can avoid power struggle stun if you swing m1 right after pick up. If it's true, then this combo is counterable.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1895192#Comment_1895192
No, we made the decision to go against Custom Avatar's and keep them as the DbD icons. It makes things easier for us to moderate - so we don't need to moderate avatars as well, it also keeps things looking a bit more uniform.
You can make custom avatars sent to premoderation. So it wouldn't be as hard to moderate. And users wouldn't spam with avatar changing every day and every hour. Or if they will spam, you can just temporary block avatar upload for this users.
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You have 1 killer vs 4 survivors. If there equal amount of survivors and killers, then survivors have to wait for queue 4 times longer.
It's only evening/night time problem though. At evening players have their friends ready to play survivor together. While daytime survivor queue is short, and killer queue takes forever. It happens because most players are busy and those who have free time have to play solo. And playing killer is much more interesting than solo survivor, so there is more killers and less survivors at daytime.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1890877#Comment_1890877
You really missed my point didn't you. I clearly was not saying hold the Hatchet forever, obviously I am talking about the fact that the longer she holds it for, the more it removes certain outplay potential in tiles and distance juking...more or less word for word what I said in initial post.
My changes would reduce scumminess and lazy play drastically, since the Huntress would have a solid punishment. So many Huntress' hold for ages until the get the angle they want...my new way makes them actually aware that the angle is only available for a certain time slot, it makes them get better, yeah, a higher ceiling, but that is only because her current one has too much room for error and way too leniant, it's lazy.
Huntress should not be sped up without Hatchets, at base or with add-ons, otherwise it gives rewards for spanking your power and gives way too much reward to a power that is already great at 2-tapping instantly
Don't you see your changes will make her just a noob stomper killer? How huntress would play vs expirienced players then? It will remove her power at open areas. It will remove patient longshots which is already not that easy. It will remove her power at short wall loops. It will completely remove her zoning ability. Things that make her strong just for holding hatchet.
All she left is melee hatchets, window hatchets and pallet hatchets. Don't you want to remove this abilities too? Let huntress have only random hatchets, it will make her not that lazy.
People struggle with huntress only when they don't know about how powerful holding hatchet is. And holding hatchet is only thing that make huntress playable vs good survivors. She already has difficulties in form of 40-meter warning lullaby. Almost half of map pool has high ass walls only, some of them even indoor maps. A lot of maps are ######### huge. She is slow to control map and long shots most of the time are impossible even on open maps, because so much people aware about bbq, because of obstacles, and plus it's easy to miss. If you try to +24m longshot someone in chase, this hatchet will probably gonna be avoided if survivor see you charging, no matter how long you hold hatchet, on that distance survivor is capable to dodge.
If you want to suggest so much nerfs, then suggest a buff to her another problems. She is not an S tier killer to be nerfed that bad. In my opinion she is balanced perfectly. Only thing that require rework is some of her add-ons, and Glowing Concoction is not the one.
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@sulaiman said:
FIrst of all, i am diagnosted with Protanopie (Redblindness). You have to understand that there are differences from person to person how strong that is, however.
The second thing is a misconception i often see. I can see the color red. BUT i cant distinguish between colors based on the red part in them.
Basicly, while other people see colors shift from red to purple to blue, for me its either red or blue, but never purple. (i know which shade of blue might be purple, but i cant tell).
So the answers might be true for me, but not for others.
https://forum.deadbydaylight.com/en/discussion/comment/1889631#Comment_1889631
I doubt that you can develop a decent color scheme over night. I fully believe that they have been working on it. The first thread i opend about colorblind support was about 2,5 years ago, and at least their answer was clear: While they would like to do it, the priority wasnt very high, maybe because too few people were affected. But maybe that changed.
https://forum.deadbydaylight.com/en/discussion/comment/1889659#Comment_1889659
When i started playing, there was an event, beach party or whatever, where event gens and hooks were actually blue. They were the best ^^.
However, all options above are better for me than the default. Funny thing, the Protanope filter isnt the one i can see best ^^.
But i have to observe them ingame, it might change then.
https://forum.deadbydaylight.com/en/discussion/comment/1889716#Comment_1889716
To me, the default one is much harder to see. The Tritanope one is just...redder, red enough to be seen by me.
Out of interest, can you name the colors the gens have on the other filters? Someone mentioned orange, but i dont see any orange there.
I remember summer bbq event, but I don't remember event gens auras. Those was probably bright pink same as chest and totem, but I may be wrong. Which auras you can see better on this picture?
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Tritanope looks same as default but with more contrast. So I'm affraid colorblind people will struggle with Blendettes even more than if they played on default. But maybe I'm wrong. And it's a wip screenshots so it may change.
I personally expected colorblind modes will be absolutely different. Something like bright blue auras isntead of red. But actually I don't know much about color blindness and I have no idea how to make it work.
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Looks like one horny paddy wagon won't be enough.
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Casuals always asking to buff/nerf things that don't need any change and have working counterplays they don't know yet. So balance game based on casual playerbase would be absolute mess for hardcore playerbase. But balancing on expirienced players opinion would make this game harder for beginners.
Beginners become expirienced someday, but expirienced players can't unlearn to beginner level.
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If you don't spin under her feet and you know where you going, you have fair chance to reach the pallet or window. Window is risky though because she can hit trough and you can't stun killer with it.
Melee hatchet only works in dead zones and when you trying to juke hatchet with wild spins. This technique is situational and avoidable. No reason to change it.
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I'm not colorblind, but would like to try all modes when it come out.
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I had one or two situations when last survivor escaped from my whispers. First one escaped when I didn't guess right which gates I should check first and gates was far away.
But second case is far more interesting. It was Lery institute, and gates were on one side. But last survivor tricked me somehow by leaving early while I patroling gates. When whispers lit I thought he is on gates #1, but then whispers gone off I thought he went to gates #2. So I got to gates #2 but he wasn't there. So I went back to gates #1, but he already made enough progress to escape.
I had enough expirience with whispers to not let this happen, but this guy tricked me anyway. I know my fauld that I relied to whispers more than on looking around. So sometimes you can even trick endgame whispers if you expect killer have it.
Sure you can't escape from whispers everytime, but endgame 1v1 is situational as well. Killer invested one perk slot for one situation that could have not happen, so he deserve to have an advantage.
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So as former huntress main you really think she don't need holding charged hatchet ability?
It will be a huge downside to her. Sometimes I hold hatchet for 7-9 seconds while waiting for opportunity of 100% accurate shot. Most of the time I need less time, but 3 secons is not enough. In tiles I often hold hatchet while survivor don't show up. It works most of times. Having only 3 seconds on aiming would make me more nervious and I would make more mistakes.
If survivors knew your timings they would juke huntress effectively, so she become useless vs expirienced players. She already has learning ceiling, which is high, but there is absolutely no reason to lower it. Holding hatchet already has downside of being slower than survivor, so there no reason to "balance" it.
Also Glowing Concoction is my favorite add-on. Aura reading provide so much unexpected shots, I don't want it to be replaced with couple of useless status effects. You don't really need broken status effect because survivors healing right after hatchet hit was never a problem.
If something should be changed in Huntress is some of her add-ons. And I would be happy if she was 115% killer when she out of hatchets so you could choose between being m1 killer or get reload. Now chasing without hatchets is almost always a bad choice, unless survivor in dead zone, or it's a last survivor while egc.
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You could repair last 2 gens back in 2016. It gave nothing but repair points.
Not sure if this feature will comeback. It's an interesting concept though.
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Well. If deep wound could down survivors more often, legion would be hated even more than now. And survivors wouldn't farm with BT like it's a easy free points.
I actually get someone downed while hiding with deep wound active. He probably didn't noticed he have deep wound to mend.
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Take shroud of separation if you want a handicap. But you don't get extra bp for that though.
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When I play killer I only annoyed by incovinient maps and stupid rng spawning long window right next to shack window. When I lose I most often blame myself, not survivors. Sometimes I win because survivors were doing anything but gens.
When I play survivor I annoyed with everithing. And most annoying thing is teammates that can't handle being hooked once. I hate playing survivor for many reasons, but teammates suicides make me hate them personally.
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I think they will answer something like they not responsible for EAC decisions, so you can use it at your own risk.
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Main some killer you enjoy playing and you will destroy them more often. You can't just relax and hope survivors give you an easy game while you are beginner killer. You also need to learn some advanced basics to play without lose streaks like this.
I agree their ######### talking is not justified. Maybe they deserve their victory, but there is nothing to be proud of.
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It's not easy to slug 4 people at 5 gens on purpose. If you playing decent, he will never succeed. Unless you let him slug your whole team.
Did he only slugged you or whole team?
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@Adriang14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1885864#Comment_1885864
I can’t it won’t be able to reach my router
Here is your second problem, wifi router is too far. Wifi signal goes worse with distance and obstacles.
You better buy some long ethernet cable to plug it in at least while you playing.
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I used my wallhack build with Bond, Open handed, Kindred, Alert. It was before Alert was mapwise.
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Won't you comeback someday?
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As survivor I most likely give my item if killer was nice.
Rarely I played against survivors who pointed on hook at the match end. But only if I was memeing around with something like M2 only Billy. I remember playing as pig vs memeing swf on Game map. They let me put beartraps on their heads and then they repaired last gen and tried to find boxes. Someone died from trap, someone escaped, and couple of them waited for egc to kill them.
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Not much actually. Base game I bought on a 50% discount. I bought only licensed dlc's when it was a 30-40% discount, and I bought only 1500 auric cells. Plus I live in region where all this stuff half price cheaper at base cost. Too lazy to do the math.
But still it's much more than I spend on any video game ever. I actually have enough money to buy all this stuff for the full price, but for me, waiting for discounts and unlocking free stuff become some kind of sport. I played 2300+ hours and I feel like dbd deserves more of my support, but I don't know why I'm this greedy. I can't even force myself to spend 1000 auric cells that BHVR gifted to me for some reason. I will probably spend it to next licenced chapter.
Edit. I forgot to mention that Binding of Kin was unlocked in my account for free. Not even for shards.
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Im rarely playing survivor, but one of your questions is adressed to me. Why are you allergic to totems?
Yes, i'm allergic to totems. Why? We are not choose which desease we want to be sick with.
I don't care about dull totems, but if it glows, it goes. If it's haunted grounds, well, #########. But most of the time it's something else. Now, when undying is almost nerfed, dull totems is only worth cleansing if killer has noed. I'd just take my chances instead of wasting valuable time on totems and not gens. And sometimes I'm allergic even to lit totems. When teammate is around, I may show him a totem and go to gen.
All the rest of your questions are not about my playstyle.
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When it's daytime, survivor queue times are better, because there more killers in game. Friens are busy, and playing killer is much more interesting than playing solo survivor.
When it's evening or night, there is more survivors, because people are ready to play with their friends.
It's not gonna change even if survivors will treat killers better.
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Don't drop chase just because survivor is a good looper. Drop the chase when you see someone doing gen. Protecting gens is more important.
But don't kick gen. It's a waste of time that make survivor gain distance, plus your effort kicking gen without pop will be easily restored in 2 secons. Just chase the survivor off gen. Survivor off gen is rarely ready to loop so it's most often an easy hit. Look back at gen while you wiping your weapon, because survivor you chase before might get on hot gen. If he not there, keep chasing survivor #2.
Don't be affraid of pallets, it will prolong the chase. When survivors see you stop by the pallet, they just bait you and make it to another round. If survivor is healthy, he probably not gonna drop the pallet before he take a hit. When he injured he will drop every pallet on his way (unless he is greedy). This is how survivors play against me.
When pallet is dropped on safe loop you have 2 choises. 1. keep chasing around this loop untill you gain bloodlust. It's only good choise when you won and it's a last survivor. 2. bait him to run away by looking at pallet for 2 seconds. He will think you breaking pallet and run to another loop. Then you just chase him, it's always an easy hit. But if he not baited, then just break the pallet.
If it's really short loop, good survivors never loop around it. So you just need to chase ignoring this pallet. If he deside to loop, he will take a hit if you don;t break the pallet. So you better never break pallets on short unsafe loops, unless you somehow struggling to catch survivor around it.
If it's a god pallet which you can't walk around quickly, than you just break it. Bonus points if you get rid of god pallets early, even if they stun you. Don't be affraid of stuns.
If survivor camping pallet, it's an easiest kind of survivors. You may bait a drop by stepping forward and back. Or you may pretend you want to walk around but then swing trough the pallet. It may work or you may just get stunned. All scenarios are good for you, because you got rid of pallet or even hit survivor.
Survivors often use exhaustion perks. Srint burst, lithe, dead hard. If you see survivor don't have sprint, you should suspect dead hard. Dead hard is avoidable if you patient enough to wait it. Memorize which exhaustion perks they use to counter it.
And posts above already said about hiding your red stain to mindgame, so I don't want to duplicate it.
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@HellDescent said:
Tunneling is not always the right choice. A lot of times it ill cost you your games
Not a lot of times. Only if you deside to tunnel a good looper.
If killer will tunnel survivor out of the game at 4 gens remaining, it's an easy win for him. Someone would say it's a good strategy, someone would say it's a miserable victory. But it's definitely not fun for survivors.
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Some survivors just asking to be tunneled when they bodyblock their rescuer with BT thinking it makes them invulnerable. It's always surprising. I'm trying to be nice and focus on another guy, but unhooked one wants my attention again for some reason.
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@Endorb said:
All three of the comments above me (original post included) would actually make the generators get done faster than applying pressure, I don't understand your logic. Are you just using a different generation of "genrush"?
How would spawning survivors closer to killer get gens done faster?
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Shroud of separation has to be reworked. I hate to see it in my bloodweb. It's a great offering only if you want to smurf back.
It probably should spawn survivor(s) closer to killer instead of separate them all over the map.
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@SaintDorks said:
https://forum.deadbydaylight.com/en/discussion/comment/1875428#Comment_1875428
(Stuff I notice as a Killer..and a bit of Survior exp)
Quentins all run Spine Chill cause they know If a Killer sees em they will tunnel them. They are Hyper Virtuous and will go out of their way to save you. But,otherwise they chicken as hell and their looping and a result of them having a panic attack.
Cheryl and the Nancy will always leave you to die...If they have a chance for Hatch they will always go for hatch..Also, their Virtue is super low..They will only save someone If It is 100% safe and even then they might not. They all are basically wannabe Lauries..But, with less Balls and more smugness...Usually needs a SWF to play otherwise will be wiped quickly.
Laurie-Every Laurie ever has a massive stick up her ass and tries to 1v1 the killer..I am assuming this is from her brother killing her in every map..Lauries are not scared of ######### will take a Noed to the back to save someone from a hook and usually are always running at the Killer..Lauries got balls of steel and is tried of the killer's #########.
Dwights-It is ironically, based on clothing..The brighter a Dwight is the more likely they are gonna give the killer a bad time..Unless, It is four pizza dwights then they summon some kind of ######### up demon on the map..I think It was the entity.
Ace- You don't play Ace for his perks..You play him for his class...All natural zero "Second chance" perks..100% skill..If two Aces are in the map Double down on the fact If you get hooked at end game they will come and save you with their Ace Hivemind Tactics. Seeing a Ace is race..Because, they fly solo But when they in a game get ready for some actual crazy plays.
Tapps- They are almost as Rare as Aces...They are not horrible players in fact they are rather good. Only downside is, Everyone seems to think he has a gun and lures the Killer to him..I don't know why but everyone sees Tapp trying to gen or break a NOED and they lure the Killer to him..Also, He much like another Survivor of darker skin ton have a habbit of memelords camping them to keep the "Black guy dies first" meme alive..I don't do that however because I just keep that for flashlight spamers and pallet tossers.
Jake Park-This guy tries to do everything..And he somehow does It. Mind you he will die, but he is gonna save you cleanse that totem,break 3 hooks while duck walking from one side of the map to the other..But,he gonna die...Note, a Good Jake Park is a nightmare because usually they are actually skilled and not easily reable in they are up to.
Ash-"God hates me."
Megs-They have too many to count, But usually hotty..like to try and pallet loop the Killer stuck on themselves..However, will say most Megs will try not to 100% snadbag and make sure they don't hit any gens spots while being chased. They are obnoxious..But, they seem to have a logic to It...
feng min-Terrible, horrible people..Always in a SWF team or deadweight... They wanna be Meg but they lure the Killer to you. Infact that sums It up best..They are usually Crapy Megs who wanna be Asian Wifu..THey run every "Second chance" perk possible and always try to flashlight spam..However, If they lose a chase they basically will have their SWF protect them from failure..######### FENG MIN!
Claudette-Claudette are good at hiding and at first glance they are helpful..But,once one person dies..Get ready to see her almost, hover around where ever the Hatch is at...You will then notice gens are getting repaired..shockingly slow..Turns out Claudette has no faith you 3 will survie so she is more or less sandbagging til she can hatch..Basically, as longas everything is prefect Claudette is fine once a person dies she has a deafeatist problem.
Fleix is a scumbag- And most of his players think they are better then they actually are...Truth is most of these guys are the Male version of Feng Min..(So,they are wannabe Jake Parks but trash) Contrast much like Min they need bailed out..Usually on teams with a Feng Min.
David King- Tries to be Laurie but fails..In his defense he actually is as Virtuous as he acts..David King will die for you If he is not sandbagging you with "We are gonna live forever"..Note, he will more then likely piss of the Killer mid game and either Die first or second.
Steve-Most likely to die first because of the Scoop ahoy outfit. So,many killers see that outfit in their eye's turn red..Reder.
Jeff and Jane- People avoid playing cause "THICC"er hitboxes..But,the few who play them are shockingly chill folk who are none toxic to either the Killer or teamates..They are virtuous but not like "Hurhur Borrowed time wins" they will not sandbag and If they ######### up a genny they take the hit and go away from you. They are usually nice folk.
Adam-You would think Tapp would of started this meme but It happened to poor Adam.."Black guy dies first"..Everytime someone plays Adam the Killer will drop whatever they are doing and go after him...Then,If they down poor Adam he getting camped..Oh,god they gonna camp him hard. Is Megg down after the Killer went and pissed them off? Screw that I just saw Adam go run out of a locker time to kill his ass. What did someone fail a D-strike and now you can hook em? Err forget that and drop the ho, Adam was seen next to a genny. The saddist part..This is why Adams are so damn rare..They are up there with Aces and Tapps in rarirty.
That is all off the top my head
It made me laugh, thank you, I will save it xD
Totally agree about Felix. I often see them trying to take the agro and then get downed very next second.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1875428#Comment_1875428
What about me being feng :(
I remember when I started playing killer, I could never catch any Feng. They seemed so good. I thought it's impossible to kill Feng Min because they always know what to do. They was absolutely untouchable. But when I become more expirienced killer I killed a lot of them same as any other survivors.
So Feng Min is just a noob-stomper.
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Quentin mains are the best survivors. They always save you at the match end and they best loopers. Even better than Aces. And Quentin never waste time, they always do gens if it's a good time for that.
What else stereotypes you know?
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@EvanSnowWolf said:
I tend to 99 the gen, then do the heal, then finish off the gen so we can both scatter and bolt.
It's a good strategy if killer don't have Discordance. If he have, your injured teammate is screwed.
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Can't wait for reset to 20s again.
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I don't like to see survivor gameplay for another reason. it's just seem boring. Gens progressbar is tedious. Chases always ends with getting downed. Only measure of sucsessful chase is how long you ran. Yes, you can run away from killer, but only if you matched with less expirienced killer, or if he drop the chase for someone who repair gen.
Survivor gameplay is only fun at endgame when streamer deside to save someone on late hook, bonus points if this guy hooked in basement. All the rest of survivor gameplay is boring. I play survivor just for challenges and for me it's a worst part of the game.
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Maybe it's their way to have fun? They enjoy bitching.
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If swf survivors are not meming around, they will win. Even if they bad at looping, they have all the info to do gens non stop. At least one survivor will always do gens. No urban evading at corner of the map, no 3 survivors going to unhook, no suicides. All that makes swf much stronger than solo queue. Even best killers rarely beat survivors at this point.
