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lowiq

lowiq

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lowiq
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  • Bamboozle is fine. It's only good in 1v1 situations.

  • Bubba is about zoning. You essentially want to either push people into a dead zone, or force pallets with the threat of an insta down.

    A lot of times, instead of kicking pallets, you should pick the side that you want to zone a survivor towards, pull out your chainsaw, bait moving in one direction and then chainsaw the pallet. This forces the survivor to stay at the pallet for as long as possible and gives them much less time to make it to the next tile.

    Tile knowledge is also pretty important. You need to understand whether you have enough time to get the chainsaw before someone makes a pallet / window or whether to M1. Also if you know a survivor is going to run to a pallet and drop it immediately, then pull out your chainsaw so you can break it instantly. Good survivors might know you will try that and will loop around it instead of pre-dropping.

    Edit: Play with your food is really good on him.

  • But I play both sides and XX, YY, and ZZ is uNFaIR.

  • @danderson2012 said:

    So what you're saying is that the only way to flashlight save is to know the following:

    • The exact duration for my current level of flashlight to blind
    • The exact modification to that blind duration based on my current addons
    • The exact timing of when a surivor is picked up
    • The exact animation time of when a killer will be able to move again
    • How to get into a position to be able to actually blind the killer

    And if i happen to know all of that, i might get a flashlight save if the killer doesn't happen to have lightborn or immediately rotates. Not to mention the difference in what I see vs what the killer sees in the form of ping.

    Did I accurately sum up the requirements for getting a flashlight save?

    How is this meant to be balanced given that flashlights are easily countered by

    • Not blindly picking up a survivor when there's a flashlight on the team
    • facing a wall while picking up
    • running lightborn
    • running franklins
    • slugging

    .. and given the fact that flashlights almost always trigger killers to be toxic, tunneling, first hook moris, etc.

    It seems to me that there are plenty of tools here for the killer to deal with flashlights. Further, animation locks like pallet kicking and picking up a survivor are the ONLY way to get killer blinds if they even barely try. With a small field of vision and the duration required to get a blind it's not possible to blind a killer in any other situation.

    Its mechanics like this, wiggling, trying to break deathslinger chain, that feel way too tailored to the killer to be effectively used. They rely on the killer being unaware of their effects or durations to work.

    As a killer, i should be worried about flashlights, i should have to think about where the other survivors are before i pick one up. Just like worrying about picking up a survivor under a pallet. As for the statement about pallet stuns also not working during the animation. I don't agree with that either.

    To recap: everyone here is saying that "Yes, killers have I-Frames before being forced to drop a survivor", I would love to have an actual answer from BHVR as to why that level of balance was needed. I'd also love to hear any stats they may have on the average duration of a carry before dropping a survivor during a blind.

    Flashlights are really fun for one side and not fun for the other. That's why it's balanced around being bad.

    And quite honestly, if you are missing saves because you are blinding early, that means you had the opportunity. Just go practice the timing. You can be extremely good at dead by daylight without ever touching a flashlight. If you want to learn flashlights to have fun, then you just have to invest time into it.

  • How does one CJ on console?

  • Flashlight saves don't rely on ping btw.

  • To be honest, I think you're focusing a little too much on perk builds.

    Like you said yourself, Ruin isn't working for you because you aren't applying enough pressure. No matter what perk build you run, you need to get your basics down before you can effectively utilize it.

    Try focusing on things like good macro play, mind games, understanding pallet spawn locations, etc. As you get better at the basics, you will find a perk build that you prefer :).

  • Bring a med-kit.

  • Yea. You have to aim top left now.

    It's just annoying that we don't know if this is a feature or a bug.

    I think it's supposedly harder to get saves at pallets but not 100% confirmed.

  • @wildcardyo said:

    As a game designer, an active modern fps player, and after having a sizable amount of experience on Deathslinger, I think I have some good insight for this topic.

    Deathslinger does have a small delay before the shot goes off when quickscoping. Unless it's close in range you have to lead. Dodging in and off itself isn't hard when moving back and forth near corners because of the hit reg with the servers and these delays at mid/long range. In fact, it is very hard to hit a player that does this.

    The fake shots are pretty strong, perhaps too strong and very necessary to rely upon due to the current deathslinger/survivor interaction and game balance.

    For the people saying play an FPS without a gun, try to dodge and see if you have fun.

    It's actually pretty fun in 2 modern fps games. Overwatch and Apex Legends.

    It is very easy to dodge at medium/long range in Apex Legends because of the travel time of bullets. The movement system also allows sliding, jumping and climbing. Some characters also have some movement abilities. Regularly in that game you have to abandon fighting when you are outnumbered or out positioned. Dodging and getting to a desirable location does take skill for sure, and it is very fun/intense when you are trying to save your team.

    In Overwatch, there is no movement acceleration meaning you can change directions very quickly, pretty similar to dead by daylight, but the overall movement and strafing speed is faster. People call it AD spamming and then you throw in random quick crouches. It makes it very hard to hit targets doing this even if you are good at aiming, especially if you are using a gun like Deathslingers that has a long time time period between each shot. Automatic guns function a bit differently. Furthermore, dodging as the heroes Lucio, Tracer and Mercy with her ultimate is extremely fun and super easy to do.

    Game engine movement style, movement abilities, direction changing acceleration and the rounds per minute/projectile speed of the gun at hand are the variables that determine whether dodging against a shooter is fun, skill based or even possible.

    With that being said, if survivors had more movement abilities at their disposal it would make things more fun imo. It is frustrating for survivors currently because their tools are line of sight and trying to predict a quick scope. And if they are not immediately right near an object or wall, the Deathslinger can continually fake shots and there is not much they can do. It doesn't feel very interactive, or at least the interaction is not fun. I think it boils down to poor overall design between current Deathslinger's gun functionality and survivor capabilities.

    The frustrating thing about playing Deathslinger is the unreliability of how his projectile functions. Besides intended mechanics such as distance, I think the server/lag changes the accuracy of the gun in any given game against any given survivor. It is not fun to miss when you feel like you perfectly led/timed a shot. It occurs pretty regularly that I have no idea why the shot didn't land.

    Perhaps a hitscan weapon and more mobility options for the survivors would make it better for both sides. since the projectile weapon is not very functional with the current netcode that exists and the survivors don't have any fun options to dodge the bullets.

    Thanks for this analytical post. Makes a lot of sense.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673266#Comment_1673266

    My question is why do so many killers just return to the hook now? Remember when you used BBQ and crossed the map to catch a new survivor?

    Returning to the hook has become the thing to do, which obviously is going to increase "tunneling".

    I understand the whole that's where the bait is argument. However we aren't fishing, we are hunting.

    Because when someone gets unhooked you know that there are at least two survivors in the area. So why would you run off to another area, especially if you don't even know if survivors are there in the first place.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/197233/killer-mains-i-need-to-know-something

    Personally I haven't seen a god tier team in weeks, usually I get babies which is annoying. Only time I see good survivors is when I'm playing with friends

    I think from the perspective of people who are "good"

    If you wanted to win, you have tons of hours in the game and probably have made a bunch of friends along the way. So you would just SWF.

    If you didn't care about winning, you could play solo Q. But if you're going into the game without the mentality to win, then you might as well meme, run around and not do generators. You're still really good, but you aren't helping your team win.

    tldr; i'm boosted garbage.

  • No problem. To be honest, solo Q can be quite frustrating.

    I would say, try to find some people along the way to SWF with. They could just be randoms you had a really good game with.

    That or don't take surviving seriously and just meme around. That makes solo q much more enjoyable and really removes most of the frustration. Although I guess it really takes at least a few hundred hours under your belt before memeing starts becoming fun.

  • @Thatgurl_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673473#Comment_1673473

    I dont wanna be one, I wanna find them. Reread if u didnt see that

    You asked where these god tier survivors were. Based on my answer I think you can infer that they don't play solo q.

  • Part of being a god tier survivor is not playing solo q.

  • Try playing a FPS without a weapon. Instead, your goal is to dodge other people's shots. Let me know if you have fun.

  • @Delcat said:

    I'm like a month in and I hope you are ready for the gauntlet my friend

    Let's start with those two, generator pressure and loops. I keep hearing about loops and wish to know of them, please and thank you!

    Three questions of my own:

    1) What do you do now you wish you had done differently when starting?

    2) In a similar vein, something you wish someone had told you when you started?

    3) For the love of Glob how the bad word do I not IMMEDIATELY get slugged in a Chase, I think I may just be overthinking it (lots of zigging and zagging to no avail and a knife in the back)

    https://us.v-cdn.net/6030815/uploads/5MOHRERGOWDY/thankyouthing.png

    My advice for any "new" survivor is to quite literally hold shift (run) everywhere (Unless you really need to stealth). It will suck at first because the killer finds you easily and you will die a lot. But you will learn how to run the killer much much quicker (I would say in around 50 hours). Also watch a looping video and put it into practice.

    https://www.youtube.com/watch?v=JtUa0F6FUss

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/197000/i-never-thought-i-d-say-this-but

    Welcome to the club. I see the blueberry I hit the dc tech unless it's a baby then its cute. All jokes aside spirit needs a change her entire powers encourages heavy gen focus because it lacks real 1v1 counter.

    Spirit is countered by Narnia tech.

  • Here are my thoughts:

    1. You need corrupt on myers
    2. In Coal tower, for the most part, you should give up the main building gen. Re-watch the video and count how much time you spent looping the main building. You could have spent that time pressuring generators and running much weaker loops
    3. Commit to slugging or hooking. During your T3, you wasted around 15 seconds by running half way and then deciding to hook instead. That loses you a massive amount of pressure.
    4. At 2:50 you get a really strong hook. Especially for a myers. You have to play around that area because it is a complete dead zone. Instead going back to point 2, you went back to the generator and lost at least one free down.
    5. You noticed this already but you had to break those pallets at main building. By themselves, they are semi-safe. However when chained together they become an infinite. Once again, going back to point 2, you wouldn't have to deal with these loops if you played around a different part of the map.
    6. I like that you tried mindgames and double backed. However, you should mix it up and try hiding your red stain. In this game, it worked really well, but against stronger survivors, they will exploit your playstyle if you always double back.

    Overall, you played well. It's just one of those unfortunate games. I think you're well on your way to being really good. Just a few pointers to brush up on.

    Edit: Would like to add I skimmed the video so won't have as detailed feedback as Heartbound.

  • @ringwinning said:

    I understand what the perk does, but what does it do for her gameplay? Is it meant for her to sneak up on people? Because I'm pretty sure it doesn't stop the whooshing sound.

    Survivors rely on terror radius to know when the killer is coming. This way, they can hide, get in position to run, or run away. By reducing the terror radius significantly, survivors have less time to react.

    In lower ranks, it also has the benefit of scaring people off gens when they hear the terror radius.

    Edit: As for spirit, I'm not sure if it helps since you have your phase to surprise survivors. The larger terror radius in chase will help you drop chase and surprise someone else, but the smaller terror radius outside of chase will make it so people can hear you phasing from further. Will caveat that I am not a spirit main.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671920#Comment_1671920

    Just give it a condition of only having 1 hatchet can’t be stacked with belts ...but honestly they should just probably change it to something like instead of a insta down your movement speed is 115% but you only get 1 hatchet and belts can give you 3

    That just rewards people that are bad at huntress and nobody who is good would use it. Almost like Nurse red addon.

  • Are you playing with your headphones reversed?

  • I play really meme games when I'm only going for challenges.

    Like for example, finding someone hiding in a corner with bubba, trapping them, very slowly looking down at them, very slowly looking back up. Then walking away as if nothing happened.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/196964/am-i-toxic-for-slugging-survivors-and-never-hooking

    It's very toxic so when you run into swat team swf dont expect sympathy nor come on these forums and complain.

    To be fair, he's new. Doesn't know.

  • @ABannedCat said:

    I get that survivors often suffer from unfair hits, and its good that the developers attempt to resolve that frustration.

    https://i.gyazo.com/634c99b1d781cefa9472a85d0f35d4d3.mp4

    But will killers also receive the same treatment? It is extremely frustrating when you get into a situation where you earned yourself a hard fought hit, but then game takes it away from.

    That shouldn't hit.

  • @ChesterKornflakes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1670075#Comment_1670075

    Still kinda new to the game, but isn't Unbreakable only used once per match? I'd just slug them again, and that perk would be an empty slot.

    Wait. You're doing this to new players?

  • The people who get most frustrated with any game are the people who absolve all fault from themselves.

  • Toxic. Yes.

    Bannable. No.

    Farming Salt on profile. 99999999999

  • I don't think anybody cares if that rank 1 claudette that doesn't know what pallets are escapes.

    Keys are a problem because you can be doing really well as killer only to lose the game due to someone cheesing you with an item.

  • Why don't we just make a killer that immediately kills two survivors when you spawn into the map, but can't move and can't attack.

    50% Win Rate. Very balanced and introduces a lot of variety compared to what we currently have.

    Edit: Oh and balanced by the fact that the remaining two players can do generators.

  • I just get in the habit of saying gg after every game unless one side played really toxic.

    If you get mad over "gg" then grow up and stop finding reasons to be triggered over everything.

  • Those are just icons. They will change the icons in character selection, but won't change anything cosmetically in game. People modify icons all the time (e.g., Perk Icons, Character Portraits, etc)

    EAC won't pick up on that.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668268#Comment_1668268

    Clicky I being object solo and I'm 89% sure I'm not toxic. Also what's wrong with coldwind og map thats fairly balanced if you exclude fracture cowshed.

    Thompson house is semi neutered due to lack of tiles and good pallet spawns. Bamboozle destroys on that map. Abattoir and torment creek are still very good though.

    Coldwind is definitely survivor sided.

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668418#Comment_1668418

    Thank you so much! Everyone seems to have different opinions on stridor. A lot of people (including otz, and even he said he felt dirty saying it) say I should use it, but then I was having a conversation with someone else last night who said it was a "baby" perk and apparently it distorts hearing? I don't want to rely too much on it.

    The reason he probably said that is because there is nothing a survivor can do against a good spirit running stridor. That being said, you don't need it if you're really really good at spirit and have really good headphones.

    Would recommend Fungoose for streamers.

  • Blood Favor and Spirit Furry Enduring have no synergy. Also on spirit, you can use your ability to ignore pallets so I wouldn't recommend that build. You definitely want to use Stridor on spirit.

    I'll expand a bit on the Safe / Unsafe Pallet point.

    God Pallets are pallets that you can never hit someone over with a M1 killer even with 99999 bloodlust (e.g., Shack, The Game basement).

    Safe Pallets if played optimally by the survivor, you won't be able to hit them unless you have bloodlust. A good starting point for a safe pallet would be the pallets connected to two cars on autohaven. Anything of that length on both sides is generally safe. All jungle gym pallets except for 4 walls are also safe pallets.

    Semi Safe Pallets can be mind gamed but may be a little difficult. An example would be autohaven pallets where there's a car on one side and the other side is short with something like trash.

    Unsafe Pallets are basically free hits for the killer if they play correctly and don't get stunned. If you want a good indicator, almost every single pallet on dead dog is unsafe.

    Obviously against bad survivors, you can hit them through even god pallets so pay attention to the survivors skill before breaking a pallet immediately.

  • Enduring is a decent perk. Will help with unsafe pallets.

    In general you want to bait out unsafe pallets without getting stunned and swing through safe pallets.

  • You always want to short hit if you can. Basically waiting until you are very close until you lunge.

    When you lunge you only want to hold W and aim with your mouse.

    Also if someone is going to get a medium vault wait until they vault before you lunge. You can tell if it's a medium by the angle.

  • 4 - 8 in the open: Nothing. You should be getting hit. Shouldn't be in the open anyways. Most killer abilities except for insta downs are useless in the open anyways.

    12 - 20+ : Every "ranged" killer except Nurse / Deathslinger. Will caveat that you probably can't react to a Huntress fully charged hatchet.

  • Is this another don't nerf deathslinger thread?

  • @ClickyClicky said:

    Survivor: Decisive Strike, Dead Hard, Sprint Burst, Unbreakable, self-care, iron will, adrenaline, spine chill, borrowed time

    Killers: BBQ, Ruin, Undying, Pop, NOED, corrupt intervention

    The killer list is a little harder because it depends on the specific killer for example Infectious is meta on oni and nurse, sloppy is meta on wraith, thana is meta on legion, stridor for spirit, tinkerer for hillbilly

    Can't forget no mither.

  • @gatsby said:

    Seems like people have had it done for weeks or are still stuck trying to finish it. Personally, I hit Rift Level 70 the day Tome 4 launched and honestly I thought there should've been more levels because I got everything done with weeks to spare. But other people seem to think the Rift is a daunting task and there's not enough time even if they do all the Tome challenges and everything.

    What's with the huge disparity?

    It's basically a normal distribution curve based on play time.

    If you finished it the day Tome 4 launched you probably play a lot more than the average player.

  • @RatQueen said:

    It's stupid tbh. I hate playing against Freddy, REALLY hate it yet I won't DC or kill myself early because it screws the team over.

    In a game with so many variables, disconnecting because of certain characters is just wasting time all of the people involved could be spending playing.

    They aren't screwing their team over because they are a 4 man and mutually agreed to it.

  • The way I see it, survivor perks can be split into active / passive. Since they don't have any innate unique ability unlike killer, active perks are things that modify the survivor with an "ability" instead of a passive buff (e.g., Exhaustion Perks, Any Means Necessary, DS, Saboteur).

    Similar to most killer abilities, DH situationally has counterplay. Just like how most killer powers have no counterplay in certain situations, DH has no counterplay in certain situations. I think more often than not, DH can be countered if you play around it. There are a lot of situations where you can recognize where survivors won't make it to X even with DH.

    It can be annoying when you go against too many "active" perks in one game, but I wouldn't call DH by itself unfair.

  • Just don't do gens to counter this build. ezclap.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665227#Comment_1665227

    Actually the dev stats last year indicated that on average 55% of games include a 2-, 3- or 4- person swf. It's a safe bet all those swfs are on comms as well. Now how good those swf players are and how coordinated they actually are can vary quite a bit, I've definitely gone against some pretty terrible swf players (e.g. they just immediately run in for rescues or badly timed flashlight saves because their friend is yelling for help in their headset). But at least in terms of how often players are in swfs in general, groups that include at least some swf members are more common than all solo groups.

    Right. That's why I said it's really rare to go against a coordinated SWF at Rank 15. SWFs are common, but coordination isn't at that rank. People still lack basic understanding of the game to understand what they should be doing. There may be one decent player, but that doesn't mean the game isn't manageable.

  • To be fair, they wasted 5 minutes of your time. Let's not pretend they are pathetic human beings for not wanting to skip a game they don't think is fun.

  • When you get to a certain point in the game, you come to realize that there is no point in winning as survivor.

    There is no game incentive and it doesn't make you have more fun.

  • If you're queueing at rank 15, the chance that you are going against a coordinated survivor team every other game is really really low. Chances are, you're just not able to put enough pressure on survivors.

    Always focus on macro play - For example, it might seem quite obvious but after you hook someone, you can deduce that 1 person is on the hook, 1 person is likely going for the save, and 2 people are on gens. With that information, you should decide whether to contest the unhook or contest the generator. (Do you know what generators are being worked on? Are they too far to contest? Do you see scratch marks around the hook?) After a while your macro play should improve a lot and will help you a lot in pressuring survivors.

    Also try not to overcommit to chases and focus on the weak link.

  • @justtrynaplay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665094#Comment_1665094

    Sorry if i wasn’t clear but i meant the loops on crotus pren where there are half walls which is a large majority and there are quite a few on almost every map those ones are the ones that are generally used as filler in the maps and they are the ones i find most tedious

    Safe filler pallets - 1 to 2 loops at most. 15 seconds of time at most. And even then there's mind games as survivor. If you expect killer to respect the pallet you can get another loop out of the pallet.

    Unsafe Filler Pallets - Definitely requires good play from both sides. Survivor must get a stun and killer needs to bait out the pallet without getting stunned. If pallet gets dropped then survivors need to decide to commit to a vault or fake the vault and killers need to predict or bloodlust.

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