lagosta
lagosta
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1970705#Comment_1970705
Really? I didn’t think that would be something I could hear though. Kind of ruins the point of Stridor a little if I know she can hear me, imo.
Stridor is used as a counter to Iron Will for killers that rely on sounds, mostly phasing Spirits. The only way to become completely silent against stridor is to compound its effects with either No Mither or Off the Record.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/229994/breaking-ghostface-out-of-stalk
You have to see more than 33%of him and be in the 32m range to reveal him
I've had instances where I was around 8 meters behind him while he was stalking another player and didn't notice me. There were no obstructions between us, I could see his body entirely on my screen for quite a while and not even the reveal sound effect started. There were also instances of him been able to stalk survivors hiding behind objects (not my personal experience tho.
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@KasumiFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1968417#Comment_1968417
Please, burn this.
No :D
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Y U No stack luv?
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@fray1919 said:
https://forum.deadbydaylight.com/en/discussion/comment/1967187#Comment_1967187
I'm sorry, maybe I'm not being clear...I mean what is it that depipping does to me when I play the game?
And maybe there's a language barrier, it seems there might be and I apologize if that's the case, but I'm not seeing a difference between statements. *Shrug emoji* I'm open to your clarifications though.
No worries, I'll explain.
When you play a match certain actions count towards your emblems. So when a survivor rescues or heals another, they gain points for being Altruistic and helping others. If you manage to last long in chases against a killer and escape chases, you will gain points for being Bold and courageous. There are 4 categories of actions that try to measure how good of a player you are. I recommend you read this page:
Emblems are a new Ranking Mechanic that was implemented with Patch 1.9.4 into Dead by Daylight . 1 Overview 2 Survivor Emblems 2.1 Lightbringer 2.2 Unbroken 2.3 Benevolent 2.4 Evader 3 Killer Emblems 3.1 Gatekeeper 3.2 Devout 3.3 Malicious 3.4 Chaser 4 Emblem Qualities 5 Ranking 5.1 Pip Conditions 6 Change Log 6.1 Patch 2.0.0 6.2 Patch 2.3.0 6.3 Patch 3.0.0 7 Trivia The Emblem System is a replacement for the Victory Cube for Killers and the old Bloodpoint-related Rank Mechanic for Survivors. A PWhen you perform well in a match you are rewarded with a pip and if you do really well, you can even get 2 pips. On the other side, if you perform poorly, you are deducted 1 pip (what we call depip). When you get 5 pips, you go up on rank tier. The current matchmaking system tries to put players with a similar rank in the same match, using rank as a measure of skill. The matchmaking system is being criticized because at higher ranks, there is no distinction between players with 1 hundred hours and others with thousands. Also, the restrictions for matchmaking tend to get looser the longer you spend in queue causing situations where a high-rank killer is matched against new survivors or vice versa.
Regarding my statements, when I said "their punishment is being left in a 3v1 for not rescuing" I didn't mean that the punishment was fitting to the crime. It's unfair when a killer face-camps on the first hook, when a teammate hook bombs you, or when your team ignores you and lets you die on the first hook. Unless you're playing with 3 friends, you will eventually have bad teammates and if they let you go down on the first hook, at least you don't have to play with them anymore.
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@owlbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/1967283#Comment_1967283
I am brand new to the forum... I thought that is where I was posting. smh I'm such a ding dong.
No worries, you made well to raise the attention to the matter. :D
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You should make a post in the suggestions section also to help raise attention to the game's accessibility. Possibly some sound clues could help with skill checks for visual impairment.
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@savevatznick said:
https://forum.deadbydaylight.com/en/discussion/comment/1965896#Comment_1965896
If Ghostface successfully uses his power, that means he has already invested 5 (max unleaned time) to 2.5 (Max leaned time) of time setting up the stalk, not counting the approach (time expensive) and the chase (undetermined, between 1 and 60 seconds). He should get his power back if he successfully uses it to down a survivor. It isn't like he can directly go back into shroud after a down, considering down or hooked survivors reveal him anyways.
I'll clarify my point. Assuming your proposed changes, imagine the following scenario:
GF has his shroud active and is approaching a survivor. The chase starts before he can expose them or be revealed. GF is now chasing while undetectable. If he lands a hit, his shroud goes into a 10 seconds CD and he can activate it again to hide his red stain. Currently, it would take 30 seconds to do that.
Being undetectable inside a chase is seriously underrated by the community IMO. One of the main qualities of skillful killers is knowing how to moonwalk and hide their stain. When GF activates his shroud mid chase he is not interested in exposing the victim, but hiding clues from the survivor. The refund just makes it so that you chase while undetectable more frequently and reduces the skill floor necessary to play him effectively, especially in lower ranks.
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@fray1919 said:
https://forum.deadbydaylight.com/en/discussion/comment/1965859#Comment_1965859
I didn't forget it, but I don't care about what depip means, right? Rank is irrelevant, right? Or is that not true? Genuinely asking since the game doesn't explain this 'pip' mechanic well.
But yeah, good advice. "Just don't think about things and then those things won't upset you!" :D
My response was to your "the now 3v1 is punishment enough." Now your advice has changed, and I won't debate the new advice. But I stand by the unequal distribution of punishment mentioned.
Want you or not, pip is relevant. It has been a contentious point since its introduction and the reason why MMR is being analyzed as a possible alternative.
Also, my advice was not to "Just don't think about things and then those things won't upset you" it was "reassure that you did what you could, take the leave, and hope for better teammates".
Now, here's my first post:
@lagosta said:
Equip Kindred, helps coordinating SQ rescues. Also, their punishment is being left in a 3v1 for not rescuing.
I didn't state that "the now 3v1 is punishment enough" as you point or that there was "unequal distribution of punishment". Now, stop editing my words to suit your needs.
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@dspaceman20 said:
You shouldn't generalize all claudette mains. It's unreasonable.
Not all claudettes are blendettes, but all blendettes are claudettes. The stigma runs deep.
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Oh well. Do you know those middle-aged men that dedicate thousands of precious hours to a hobby instead of a few per week on a therapist? Or that acquaintance that speaks of nothing but their diet or pyramid scheme? Or that woman that desperately clings to her poor choices hoping that love can fix everything? Or those chads that purchase a huge truck and strap a pair of metal balls to it?
They are a bunch of delusionals trying to compensate for their emptiness, just like the ######### in those squads.
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NOED is balanced.
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Exhaustion addons are being removed/reworked to be more in line with current effects.
GF needs a CD reduction on the shroud, but the refund on hit seems excessive. For comparison, it takes 15 seconds for bloodlust to kick in, but your suggestion allows GF to use his power to hide stain mid chase with a 10 second CD if used effectively. Beast of Prey (bad perk, I know but a perk nonetheless) grants a similar after when BL activates and requires a perk slot.
Also, the refund on downed marked survivor promotes slugging a bit too much.
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@xxToken_420xx said:
I feel like DBD should add proximity chat it would be a whole new experience to the game adding that the killer could also hear you would make it such an intense game
Please no. I don't wanna hear how little Jimmy pleased my mom last night.
Seriously tho, I am not a fan of proximity chats. Even typed chat is a breeding place for toxic behavior.
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@honk137 said:
So I just had this idea tonight after playing against a michael using dying light. Which gives a gen repair speed debuff to all non-obsession survivors. So I had an idea of using thana, sloppy, dying light, and nurses. Making everything they do slower. Which is very helpful on ghostface, the only problem I see is not many intel perks. Let me know what you think please.
Dying light has the glaring issues of providing a bonus healing to the obsession and only being active while the obsession is alive. What is the main idea of the build? to sneak into unsuspecting survivors healing or to penalize actions? You don't need nurse's for the latter.
IMO, if you're too keen on using Dying Light, I would:
1-combo it with Rancor to dispatch the obsession quickly after not hooking them the whole game. You can avoid having your aura shown by activating your power as GF negating the drawback of the perk.
2- Use Bitter Murmur/BBQ to track the location of the survivors during the match. Bitter murmur has the bonus of showing the Obsession's location after all gens were done for the cherry on top.
3-Sloppy/Thana for the slow down effect. My choice would be sloppy as Thana doesn't slow down heals anymore.
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@fray1919 said:
https://forum.deadbydaylight.com/en/discussion/comment/1965834#Comment_1965834
And the OP's punishment is wasted time, inability to practice/improve, and probably trash talk from the killer who thinks they're good at the game. Dead by Daylight is fundamentally flawed.
You forgot the depip.
In my personal experience as an SQ main, reassure that you did what you could, take the leave, and hope for better teammates.
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@PerfectlyPink said:
Alright, so this thread will be a lot of "lists" since that's easier to read.
I am a rank 1ish killer on PS4
I play with crossplay on
I've never broken rank 6 as survivor since I barely play it
I play solo
The most sweaty perks I used are Iron Will and Kindred
So I've been playing a lot of survivor recently since killer ques have been kinda wack, and I've just barely started to actually care to do the tome, and holy ######### does it suck.
Everything about survivor is painfully dull.
The gens are monotonous
The survivors are bad
The Killers are bad
The match making is bad
The items are boring
I'd like to break each of these things down briefly.
Generators are uninspired mini games that take 0 skill or mental capacity to do. It'd be nice if they had some actual mechanics to them, or at least different mini games in place of the "sKiLl ChEcKs"
To many people have already explained how awful solo survivors are, so i wont bother
The killers on the other hand... god damn. Most of them chase 1 person for the whole match, leaving the rest of the survivors to just sit on gens, catch them, then camp with NoED. People constantly get tunneled hardcore, meaning nobody gets any altruism points
Stop giving me rank 1 killers ffs
The items survivors have don't change your playstyle so you the items all boil down to hold m1 for less time, hold m1 but not on a generator, get tunneled out first, or mildly annoy the killer
Killers don't really on teammates, if you lose then it was probably because you made a mistake, or they just played better. As survivor, your skill does not matter since you running the killer around does not guarantee anything. The form of "Carrying" for survivors is to have the ability to sit on a gen
Killers each play differently and have addons to give them even more playstyles. For survivors, it's the same 5 perks and playstyle or you're basically throwing
It especially sucks since as a killer player, I go out of my way to make sure everyone enjoys the match. Then I play survivor and see that most killers try their hardest to make matches miserable
Why don't we have a bunch of different items? At least items of differing rarities.
Why have generators been the same thing for the past 5 years?
How come there isn't an effective tutorial?
How come the Meta hasn't really been changed since the release of Decisive Strike?
Why are survivors just recolors of other survivors?
Even though killers also haven't really changed in what they do in the past 5 years, they at least have different ways to play, perks that have synergy with their power, addons that change their playstyle even more
tl;dr
Survivors fun is based off the killer's ability to play well, whether the killer wants to play relatively nice, and the skill of your teammates, and even if all of these things align, it's still boring to have basically no difference in characters, viable perks, and items. As it stands, the base game is repetitive, frustrating, and unfair for survivors (unless you play in a swf, in which case, everything above is kinda moot).
Thank you.
It takes a lot to have fun in SQ. Sometimes I wish I could throw away my medkit, steal the killer's weapon, and proceed to curse and chase my teammates instead.
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@WalkedMoss92 said:
Can we PLEASE start punishing our teammates for not saving us before our second or third phase on FIRST hook. All of my games have been like this for the past week, it's the most frustrating thing ever.
First, I get screwed over by the seven foot wide hitboxes, then I end up getting put in basement, last no one saves me even though the killer isn't camping or is any where near me. Even when I got hooked dead center of the map around three generators, everyone continued to do gens 20 feet from me and let me get to my second phase. Now since I'm dead on hook, the killer tunnels me to death, nearly EVERY game has been like this.
Please fix the damn hitboxes already and start punishing the trash teammates.
Equip Kindred, helps coordinating SQ rescues. Also, their punishment is being left in a 3v1 for not rescuing.
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Just reiterating bc what @Mr_K and @edgarpoop said is really important: stay far apart from each other. If you're confident in your chasing skills, lead the killer away to let your team reset. The nurse does not have the best mobility crossing maps.
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Killer rituals are much more frequent than survivor counterparts bc there are much more of them.
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IMHO None of the leftover killers have meta perks, so unlock one that has a compelling playstyle for you (luv doc, but that's me).
For survivors it depends. If you want sneaky ones, Zarina, Ace, and Adam fave nice dark cosmetics and are not too loud. If you're going for the fun pekrs, Adam, Jane, and Elodie have good ones. If you wanna give the killer something nice to look at during chases, go with Felix or Jane. Feng is for the cuteness overload, but she's loud as hell.
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It sounds like you really drew the ire of miss piggy. Did you boop the snoot? Was the piggy feral?
jk, when a killer throws away the game to get you and only you, take it as a compliment.
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@PerfectlyPink said:
It can be powerful, but so can knockout, which is not a hex perk.
Knock out only works on ppl on the ground. Third seal still needs to be more powerful tho.
Blood Favour also needs rework to be on par with other Hex perks. IMO, keep it a hex and also a CD, but give it a token every time it activates and increase its radius by 8 meters for each token. After a while looping pallets will be unbearable and the totem needs to be found and destroyed.
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Autodidact and profit?
jk, just don't heal vs legion and he wasted 3 perks.
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@6yXJI0 said:
For some reason, i can't get a Survivorface - Jake. I already have Dwight, Meg, Claudette faces for a long time, but couldn't get Jake, because nobody plays him. Recently i started dodging lobbies until i see Jake. I tunnel them, lightly and i think I already sacrificed like 30 Jakes in 4 days of hunting and still don't have the mask. Can it be bugged or something?
Counting only Hook sacrifices.
Poor Jakes are already on the endangered species list and you heartless monsters will not stop until you drive them down to extinction!
BHVR needs to institute hunting seasons to protect their mating and numbers! Do you hear me BHVR?????? They are DOZENS! DOZENS!!!
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@DownUnder said:
I know, I know another Noed topic...
I would like to start a civil discussion about this perk.
Majority of the DBD community know this perk is really unhealthy for the game for the following reasons:
-it is the only hex perk which lit up at the endgame (but why?..)
-it has a built in old undying with full value
-it has the devour's first hit surprise (no warning like Rancor)
-user gain unlimited exposed status effect until the totem is found
-user gain 1 stack PWYF
The perk is NOT Overpowered by any means, it's core issue is it rewards the user for bad gameplay. Hex perks should be high RISK high reward perks, but theres next to no risk bringing this perk.
Why? Because the survivors have to cleanse not just one totem but ALL OF THEM (built in undying). There is no difference between cleansing 4 totems out of 5 or not cleasing at all, so this "just do bones" argument is just ridiculous and you know it.
People fear and respect Devour Hope for a good reason, but anyone who uses Noed... well let's just say it's a Badge of Being Bad.
Maybe it's just me, but in red ranks when I go againts a killer who plays like a bot, without any mindgame, any tactics, just follow people like a zombie, I'm certain that person is a noed gamer.
This perk plagues low ranks too, because the players doesn't need to unlock certain killers to use it, it's base kit perk.
So that being sad I just wanted to shed some light on this issue. Devs please consider reworking this god awful perk with the next DS and OoO change, so we can get closer to even more balanced/healthy game.
Guys please share your opinion on this matter, I would like to hear it.
Ok, My feedback regarding NOED is the following:
1-NOED is more common than H: DH, especially in lower ranks as you said.
2-Unlike H:DH, NOED doesn't require work by the killer to build stacks into the exposed status. I don't think this is bad, just different perks being different.
3-NOED is NOT a high-risk, high reward perk. With the new map, totem spawns are significantly better. Also, unlit totems are harder to see and generate no audio clue, making them harder to detect. Chances are at least one totem will remain by the completion of the last gen and the killer will get value from the perk at least once before it is deactivated or the trial ends.
4-Many players (I changed my mind on this point) consider NOED an unnecessary safety net to boost the killer's lethality and score in a cheeky way by the end of the game.
5-To the devs, if the killer opted to play the early and mid games with 3 perks, they deserve their NOED reward.
6-In my opinion there should be more perks with effects tied to the other side's progress. NOED in that sense is similar to Coup de Grace, where gen completion gives the killer a powerful benefit. These kinds of perks act like catch-up mechanics instead of snowballing effects like Infectious Fright and DBD is already snowbally enough.
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@milwaukee354 said:
Has anyone else noticed alot of YouTube channels like fungoose or Monto either haven't been on the game or 90% of the time theyplay killer, I loved the way fungoose broke down the game as survivor I guess stuff like that didn't matter
I really like fungoose too, but it's been a while since he started streaming other games. I would recommend you watching Uncharted, they used to play together.
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@Zozzy said:
They want her dead and buried like hillbilly.
Then they complain about lack of variety at red ranks lol!
Hillbilly was probably nerfed to raise the visibility on Bubba as both are thematically similar, with billy allowing far more skill expression.
@Fantasy said:
Would making Ironwill counter Stridor be a good enough nerf? Then the players who hate her so much can always have an advantage.
I don't really like the idea of a single perk countering a killer power. See the situation of Doctor and Calm Spirit. It just creates frustration for both sides.
Back on Spirit, she doesn't need a nerf with or without buffs to compensate, she needs counterplay. There are 3 main issues with her at the moment and I'll try to trace a parallel with Nurse detail a few possible solutions:
1- When she starts phasing inside a chasing, there are no intended signs of such. Focus on the intended. The animation reset, shining shards, or hair bug are not reliable signs of her current state. A similar issue happened when she didn't have vault animation and every window was a source of mind games. In the PTB Spirit had an audible phasing sound inside the Terror Radius and that was changed. An example of a powerful and fairer killer power is the Nurse's Blink. When she starts casting, there are visual and audio clues that allow survivors to predict the distance traveled based on the duration and direction based on where she's facing. The survivor may react to that by searching for LOS, doing a 180 and running into her, or even run in circles. The nurse on her end can flicker the direction of the blink, blink downwards to stay in place, go to the last location of the survivor and proceed with a second blink or try to predict. Those clues mediate the killer/survivor interaction, That's also why lots of people don't enjoy playing against Slinger, he can no scope with no reaction time.
2-The seconds is related to her phasing. A spirit that started phasing can gather information through audio clues and visual clues (grass, scratch marks, blood pools if using the addon, etc), and there is little reciprocity due to poor design. The only audible clues a spirit provides of her location is her steps. While I believe that a killer's power is meant to make the killer feel powerful, it's hard to track steps inside a chase for both sides. Heavily invested players that dedicate time to main spirit have to make use of headphones and some use external tools to isolate important sounds. As a player, I don't think it's justifiable to make use of external tools to increase my performance against 1 killer of the rooster. In fact, I don't think those tools should be necessary at all. Her power is to make her feel scary, but also to allow skill expression from both sides. I dunno how to solve this issue, but if other sounds such as chase music and environmental effects were dramatically reduced for the spirit and everyone close so we could use the existing stepping sounds without resorting to external hardware and software, it would be a good start.
3-IMO, her power is low risk and high reward. The moment a Spirit loses track of a survivor while phasing, she can interrupt and keep the remaining charges. Some Spirit players just use her power as small bursts of speed and there is no sense of commitment to power. If you manage to dodge a nurse blink, she is fatigued and has to restore blink charges. If you manage to dodge a Spirit out of the phasing lunge, she can do it again in a few seconds. A possible solution would be making her phasing last the full duration once started and full recharge.
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@Dragonshensi said:
People may frown on it but I’ve done it a few times in some messed up cases. Like if everyone is already injured or downed and no gens are done I know it’s a lost cause or if my teammates are being extremely dumb or outright jerks. Had a few teammates before lead the killer right to me to lose him and then he downs me and hooks me. I’m usually done after that. I’m not helping someone who pulls those kind of stunts in a match. You can all burn by the entity for all I care. What is some of your stories of why you died on purpose on first hook?
Outlive their incompetence!
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@Canas said:
Haddonfield definitely feels terrible to play on but right now The Game (Gideon Meat Plant) is objectively the worst map in all of DbD. People counted around 30 pallets on that map alone with half of them being god-pallets, that is absolutely disgusting.
I guess the overabundance of pallets is bc the upper half of the Game has only 2 windows and one is a floor drop.
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LOS. If the nurse is competent, she will blink to the last position she saw you and follow up with the second blink. LOS that too and make her take a choice.
As others said, be unpredictable.
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1-That depends. In lower ranks, I believe that the game is more killer sided. In mid to higher ranks, killers get an edge as their performance is not tied to team members. But among the most skilled players in the game, it becomes survivor sided again.
2-Consistently reach rank 1. RN I am rank 4 bc I didn't play after the last rank reset (Sekiro is taking my time).
3-Since Jan 2020, between 500-600hrs I think.
4-My mains are David, Cheryl, Tapp, and Doctor.
5-I'd say killer survivor ratio of 3/8.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1940747#Comment_1940747
""If the Spirit is faking, she's wasting time. If the Spirit is not faking, don't walk towards her.""
This is not what I said, nor would I. So right off the bat you're starting out an argument for something I'm not even saying. This is what you interpreted me as saying, which was incorrect.
"Yes, bc when the Spirit stops I need to stop and a good look at her to see if the shards are shining, look at her animation resetting, the occasional hair glitch, all perfectly intended signs by the development team."
Once again, never said any of these. Nor would I. Yes, you're trying to be sarcastic, but it's for a point that shows misunderstanding of Spirit at a fundamental level.
"I'm so tired of people giving useless advice in these forums trying to justify a killer power that is unfun to go against and takes counterplay out of the table. Just by having survivors stop to assess if she is or not phasing, the Spirit is already in a situation that is impossible for her to lose. She either fakes and watches the survivor escape pattern gaining knowledge of how they will try to avoid her or immediately phases and gain distance on them bc they had to stop to look for the bright shards/hair glitch/animation reset."
This is a skill issue on your part, not a Spirit issue.
If you seriously think it's a situation that's impossible to lose for Spirit you need to get some more experience with the game. Speaking hyperbolic doesn't add anything to the conversation.
Based on these things you've said you don't have a good understanding of Spirit. I think you should practice playing as and against her some more. There are some educational videos out there you can watch.
"When you're deciding if she's faking it or not you don't walk towards her, problem solved. Then if she's faking it she wasted a bunch of time for nothing and if she's phasing she just had to guess where you were." <==== That is exactly what you said.
Also, your rhetoric is so generic that it could also be used to justify when Spirit didn't have a vaulting animation, prayer beads blocked the phasing sounds, iridescent heads, or even the existence of infinite loops. Choose an option (Spirit, Prayer Beads, Iridescent heads, Looping) and apply below:
"Once again, never said any of these. Nor would I. Yes, you're trying to be sarcastic, but it's for a point that shows misunderstanding of _______ at a fundamental level.
This is a skill issue on your part, not a ________ issue.
If you seriously think it's a situation that's impossible to lose for ________ you need to get some more experience with the game. Speaking hyperbolic doesn't add anything to the conversation.
Based on these things you've said you don't have a good understanding of ___________. I think you should practice playing as and against her some more. There are some educational videos out there you can watch."
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I think Clown's rework is serving a nice purpose to the community. Players tend to overestimate and underestimate the same things in different contexts. Movement speed is quite a dramatic one. Playing a 110% killer feels sluggish, but a 115% feels so much faster. Scott Jund made a video on the topic, showing that to traverse the map, it only took 31 and 30 seconds respectively.
When players get bloodlust, they feel like zooming around, but complain that Clown's antidote is barely noticeable when it's equivalent to BL2. Clown now has the potential to activate BL2 on demand, and that is amazing, but the good ones will do that while also denying the benefit to the survivors.
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@Blueberry said:
When you're deciding if she's faking it or not you don't walk towards her, problem solved. Then if she's faking it she wasted a bunch of time for nothing and if she's phasing she just had to guess where you were.
It's easy when you only address half of the possibilities, isn't it?
"If the Spirit is faking, she's wasting time. If the Spirit is not faking, don't walk towards her."
Yes, bc when the Spirit stops I need to stop and a good look at her to see if the shards are shining, look at her animation resetting, the occasional hair glitch, all perfectly intended signs by the development team. It's not like other killers that are also powerful don't give signs that they are using their power, no one sees a Nurse lifting her hand or give audio clues before blinking so you can estimate the distance traveled. /sarcasm
I'm so tired of people giving useless advice in these forums trying to justify a killer power that is unfun to go against and takes counterplay out of the table. Just by having survivors stop to assess if she is or not phasing, the Spirit is already in a situation that is impossible for her to lose. She either fakes and watches the survivor escape pattern gaining knowledge of how they will try to avoid her or immediately phases and gain distance on them bc they had to stop to look for the bright shards/hair glitch/animation reset.
Spirit is a dumb killer and needs change.
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Just like Linux, Bubba's greatest weakness is Windows, babe. You want him to be in the uncomfortable position of choosing between M1 and give you distance or risking hitting the window with an M2. Doing so makes him no better than a normal M1 killer.
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@Jesterflow said:
https://forum.deadbydaylight.com/en/discussion/comment/1938979#Comment_1938979
Appreciate the tips I’ll try these out next time I play against a doctor 👍
Whenever you need. Don't forget to check the Streamer and their youtube channels! :D
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Hexes are meant to offer a high-risk high reward. Yes, they need to be reworked. OhTofu made a video with an excellent suggestion, go check it.
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Survivor main here, but my favorite killer is Doc and I love playing against him too. My thoughts on the matter:
Doc is a mid-tier killer with no lethality besides M1. That leads many survivors to think that you can play against him the same way you can play against Trapper or other 115% M1 killers, and that is false. Doc has amazing tracking skills and good anti-looping IF the Killer knows how to use Shock Therapy.
TRACKING (Static Blast):
Doc can use Static Blast every one minute by default. The average Doctor will use BBQ or Whispers to know the general location of survivors and Blast when they are close enough to know their precise location. A good Doc will know where you are before blasting. How can you counterplay that? Be confident and do not hide. If the Doc saw you working on a gen with BBQ, came close to blast, and no one was revealed, he will search for scratch marks or investigate lockers close to the gen you were working. Rather than hiding in a locker, it's better for you to search for a good loop and start moving there. The doctor is the second-best user of Iron Maiden, even if you manage to hide successfully, many will come back after you scream and are exposed.
ANTI-LOOPING(Shock Therapy):
Many inexperienced Docs will overuse their power, but the trick is about the timing of the Shock, not how many Shocks you can deliver in a loop. You can abuse that as a survivor. Shock Therapy makes you unable to execute actions for 2.5 seconds, but reduces the Doctor speed and takes 1 second to charge + 1 second to shock. A good doc will shock you once when he notices you're between 2 or 4 seconds before reaching the pallet. You can avoid the shock by going through the other side of the loop or just leaving to another close loop. Some loops are impossible versus a good doctor and you need to avoid them if you notice the killer is experienced: Shack with a pallet down is a trap, Inside the gas heaven area with the gen, any loops where you need to vault the pallet back and forth to avoid the killer.
GENERAL TIPS:
-If you have downtime in a chase, you can 99 your snap out of it, just like you 99 a heal. No matter how much the doc shocks you, the progress is unchanged.
-Restraint addons are incredibly powerful, they allow him to see your aura after Shock Therapy. You can get a hint by him always predicting your mind games.
-He is annoying to play against, but not oppressive.
-Finally, play some matches as him. If will learn by checking his limitations and also see what survivors do against you.
-Archdruid drey is a Doc main, you can learn a lot with him. Another good streamer is Uncharted, he is a survivor main with good videos on youtube on how to go against many killers, including Doc.
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@Greencoffee73 said:
If you have 1 shot on this perk, why nerf it? There is no point nerfing it. Ds should be used no matter what. If they really nerf this perk, it would be a buff for facecampers.
Ps: i`m talking to survivor players, killer players will never understand this comment.
Survivor main here. DS needed a nerf. When a killer starts a match and see no obsession, they know they can camp. When a survivor is unhooked in a match that has an obsession and the killer is around, they can jump in a locker to bluff DS. Finally, if a perk is impactful that the killer has to play around it even when it is not in a match, said perk needs a nerf.
Also, I agree with the nerf. DS is still impactful but provides the survivor with a choice: if you want to progress the game in any manner, you deactivate the perk.
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@Rizer said:
I always hear the argument about how BBQ is used MAINLY for extra BP but this is a fallacy. Killer mains want dev's / survivors to believe this but the real reason is, they love wall hacks and praying on noob survivors.
The game is already tough enough on new players, why should every survivor have to waste time always hiding in a locker before a killer hooks someone? This is stupid and counter-intuitive to the way the game should be played... which is any way you want, everyone has developed a PTSD of sorts every time a killer hooks a survivor and it's dumb, it forces the player base to play a certain way and I'm tired of it.
While a killer is hooking and carrying another survivor this is one of the only chances survivors get to recover and counter play... but we're always forced in to lockers while someone is being hooked from half way across the map... this idea is ridiculous nonsense at this point... this perk literally makes no sense at all btw from a lore / game mechanic standpoint, just saying.
If killers want to use BBQ for BP, it should be used for that and only that... this wall hack crutch perk need to go... The killers have eyes, they can use them, and if they can't, they should just play another game. You might as well just allow 3rd party wall hacks to be used because as far as I'm concerned, this perk is no different.
What?? the only in-match benefit of BBQ is the aura reading and, if anything, it discourages camping.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/1937794#Comment_1937794
If the the killer runs a perk that rewards them for their actions and performing well (Pop, Ruin, Surge, Infectious, Devour, STBFL, Thana, Lullaby, Dying Light) that doesn't mean they're just going to win anyway and the perk does nothing, the perk might be one of the reasons you win the game despite already performing well. A clutch surge, a lucky infectious proc, not having your Devour cleansed and getting 3 stacks, getting a bunch of M1s with STBFL, just enough pressure with Ruin, etc, are all reasons you can win the game. In the case of Poop De Grace, rewarding the killer with a token, and them REALLY needing it in their next chase, which rewards them with a down, might be the reason that they win.
I am a survivor main but had to play killer extensively to complete all of the challenges on the previous tome. As someone who played survivor more, I used to despise NOED. On my mind, it was an unnecessary safety net that was given to killers who played poorly. Although I didn't use it in the matches I played as a killer, I changed my mind about it.
If someone played until the end game with 3 perks they deserve a reward, no matter if they played poorly or not. DBD is snowbally by nature, and there aren't many strategies, perks, or resources that provide hope to the losing side. The ones that come to mind are NOED, 3 gens, and hatch. And some of the perks that try to achieve that are just plain bad or too niche (Sole Survivor, Left Behind, Blood Warden, Fire up).
Don't get me wrong, players should be rewarded for their diligence, but if by any means you are having a bad match (versus a coordinated SWF, poor map or tile RNG, your SQ teammates are lacking, or you're just not on your best day) there should still be something to give a reason to continue the match. You surely know the feeling of getting sent to Hawking's as Nurse, the Black Forest as a low mobility killer, or having a teammate killed with 4 gens remaining. Catch up mechanics are essential as long as they don't completely invalidate the other side's effort and DBD lacks effective ones.
If you wish to buff For Coup the Grace, instead of turning it into a reward for a job well-done, increase the number of tokens provided by gen completion. That way it still can be used as a catch-up mechanic and not something that you blindly strap along with PGTW.
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There have been reports of bugs regarding the emblem system and pip. Some categories of emblems are broken (Unbroken on the survivor side BTW, not sure about killer) and after the match 1 pip is being deducted in some cases (so 0 goes to -1, 1 goes to 0, and on).
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Don't think of the gen completion requirement as being dependent on survivors, but the intended number of times the perk can be used in a match. More impactful perks are meant to be activated less frequently (DS, H: HG, Adrenaline, etc). In a sense, devs want to use Coup up to 5 times in a match, just like Inner Strength for example.
On another note, the gen requirement is a better choice than hook IMO. If the killer is smashing and survivors can't get progress a game, the killer will get a lot of value to snowball the game. On the other side, if the killer can't get the hooks, the perk becomes useless. In a sense, changing the activation requirement as you suggest would make it a "Win More" perk instead of something that could really help you when you need it the most: turning the tide in a difficult match.
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The hatch opens when there is only one survivor in the match and it stays open indefinitely. When more survivors are alive and the hatch has spawned, if one of them opened the hatch with a key, it will stay open for 30 seconds before it closes automatically.
In both cases, you can close it manually.
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Spies is fine, but not good enough to make the cut into one of the 4 slots. Some killers find the information overload annoying and, with practice, Whispers is more valuable. I'd rather see changes to it:
1-have a higher CD on the effect to make it less annoying.
2-whenever a survivor startles a crow inside the perk radius, it will follow the survivor for a few seconds making periodic Loud Noise Notifications, just like the crow survivors get when they go AFK.
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Better Together was a nice little perk, then Pyramid Head came with Trail of Torment, and then ToT was buffed, and then survivors developed PTSD of undetectable killers, and then other survivors noticed that and started running Better Together to scare their teammates, and here we are.
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@Sand said:
https://forum.deadbydaylight.com/en/discussion/comment/1936364#Comment_1936364
I honestly want to see what happens if you stretch a match out as long as possible now tbh, like the server has to give out eventually right?
There should be a hard limit implemented. It might be arbitrarily large tho :P
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Hear me out:
1-Equip Mad Grit
2-Down a Survivor
3-Use them as a backpack
4-Spam M1 to victory and impaired hearing
5-Profit
