lowiq
lowiq
About
- Username
- lowiq
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Comments
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@justtrynaplay said:
https://forum.deadbydaylight.com/en/discussion/comment/1665024#Comment_1665024
Half walls on autohaven maps as well as crotus pren asylum where the survivor can see you the whole time
Asylum is a very annoying loop but it can be mindgamed by dropping down from the second floor. That being said it spawns in one map. There are maybe 2 main buildings that can't be mindgamed, but once again only spawn in one map.
If you're talking about a long wall jungle gym, they can be mindgamed by faking running one side and then vaulting the window to cut a lot of distance.
Either way, as both killer and survivor, there are a lot of things you can do to swing typical loops in your favor if you don't play on autopilot.
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And killers not breaking pallets must be BM also. What a show of dominance.
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@justtrynaplay said:
https://forum.deadbydaylight.com/en/discussion/comment/1664338#Comment_1664338
Yeah i agree it seems that the problem with looping that makes it feel so tedious is not only the sheer number of loops that there are but also the fact that as you get higher in the ranks survivors and killers both are able to run the loops more optimally and because there isn’t any real variation of things you can do at loops it just ends up being the same thing over and over
Name one tile that can't be mindgamed.
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@mightygiraffe said:
https://forum.deadbydaylight.com/en/discussion/comment/1664380#Comment_1664380
Who gives a ######### who I am and what perks I use, you probably suck ass at the game period.
You clearly care a lot about who your teammates are.
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And you're a blendette. Who cares?
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DS is a fun perk on survivor.
Don't let anyone convince you otherwise because they don't want you running it.
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Survivors are definitely more toxic verbally.
Killers will hop on freddy equip a ebony mori and proceed to play in the most toxic way possible.
It's a never ending cycle.
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Don't queue at rank 1 and you will have more fun.
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I don't think people hook farm for the points. They usually just do it because they feel too committed to stop.
Unless you have IS, while cleansing dull totems is beneficial for yourself, you are hurting your team by not being on an objective. That's probably why it gets a bad rep.
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Play how you want. Your build doesn't even seem that unfun for survivors.
I would put Doc as B Tier - He's probably in the complete middle of all killers.
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I would run DS if you're playing solo. Never know when the killer decides to camp or when your team decides to farm you.
In general, I would say the key to pipping up is game awareness. You should always be doing something, either running the killer, working on a gen or saving a teammate. If you're wasting time hiding or running around the map, then that's time you're not getting points and making your team lose.
Try to think of the game at a macro-level to understand what you should be doing at any given time. And if you ever find yourself doing nothing productive during a game, try to review after to see what the correct play was at that moment. Just always ask yourself if a certain play is the correct play at any given moment. (e.g., should you working on a gen when two teammates are down / hooked? should you going for a save across the map when you are injured? are you hiding even though someone on your team just got injured / obsession lit up?)
Once you better develop game sense, you will get much better and ranking up will be easy :).
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They saw the cows video and wanted to do it themselves.
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@justtrynaplay said:
https://forum.deadbydaylight.com/en/discussion/comment/1661542#Comment_1661542
I said fewer and what i mean by that is make it so that there aren’t 2 loops in such close proximity that a survivor can stun the killer and make it to the other loop without the killer having any time to catch up
Which would then be balanced by larger maps with more dead zones.
Basically you're asking for every map to be like shelter woods. Which is miserable for survivors and not that fun for killers.
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@cannonballB said:
Can someone explain to a noob how ooo is toxic? I'm confused. It's a perk that is a double edged sword isn't it?
It's really annoying to go against if you are up against a SWF with comms, since one person can tell everyone else what you are doing at all times.
As a solo survivor, how the perk was designed to be used, there isn't much of an issue with it because then it is a double edged sword.
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@justtrynaplay said:
https://forum.deadbydaylight.com/en/discussion/comment/1661533#Comment_1661533
I would honestly prefer fewer loops because that would at least make it less of a consistent annoyance and more bearable in my opinion
That would take most of the skill out of the game - replaced by larger maps where the killer has to run marathons with no chase in between.
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@justtrynaplay said:
https://forum.deadbydaylight.com/en/discussion/comment/1661474#Comment_1661474
If you had actually read the thread you would’ve seen i don’t have a problem with chasing it’s just looping that i find tedious
So would you rather just have chases be running in a straight line?
The only tiles that have no variation are filler pallets and to some extent main buildings (Unless the survivor is good enough to chain tiles). Filler pallets can be run for 1 - 2 loops which is at most 15 seconds. Other loops can be mind-gamed and actually have a lot of variation.
For example, shack is known as a "safe" tile, but there are a lot of different ways that it can be played out.
In general, survivors are supposed to approach shack from the right so they can get a fast vault on the window. The killer then has a bunch of choices. They can either follow into shack, fake walking into shack and moonwalk backwards to window or hide red stain and follow into shack. As a survivor, if you expect them to moonwalk to the window then you can either run to the pallet or wait at the window. If you run to the pallet and the killer actually hides stain and walks into shack then you are forced to drop the pallet. If you wait at window then you need to react fast enough to them hiding stain and walking into shack to fast vault the window and not get hit. There's a lot more variation to this but this is just one scenario.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1660319#Comment_1660319
bu-but i thought coding was like CodeMonkey and stuff(codemonkey is a really simple coding game that i used in school)
But seriously i hate when people hate on devs. Like chill out you want to say they can't do their jobs go get a degree in computer science then complain. Jeez
I can't. iM MaLDiNG.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/1660268#Comment_1660268
Literally one of the first responses to this was that "most SWF just want to play with their friends and aren't depip squads"
...
But sure, "Strawman".
SWFs don't have as high of a win rate as you think.
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People who hide behind rocks and do nothing are usually new players. Seems like this type of mechanic would punish them.
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^ Discord is probably the most active in terms of finding people. Followed by large streamer communities.
Also don't be afraid to add people if you had a fun game with them :).
If you're on NA or EU I'm down for a few games.
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Just get some friends and run it down together.
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@OBX said:
https://forum.deadbydaylight.com/en/discussion/comment/1657686#Comment_1657686
Metrics based off of this nonsense matchmaking and pathetic rank reset is entirely pointless now. There would need to be a stable/balanced matchmaking and have it run for several months to get any kind of usable numbers. It’s going to take a while to filter out all the potatoes in red rank because of the terrible rank reset also.
While I agree that matchmaking is terrible and that it does distort the result of metrics, directionally, metrics will still give you a high level understanding of how the games go.
Unbalanced matchmaking balances out over the course of millions of matches. The margin of error will be higher due to bad matchmaking but not to the point where you can't make informed decisions based off of the data.
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Iron Will just seems better unless you are running this perk with object.
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Because grabbing is the only "hit" mechanic that is based on the survivors perspective.
All other hits are registered from the killer's point of view.
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Cage should instantly kill the survivor and should be able to be used without torment. Only way it would be useful.
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Why would you want to balance around the top 0.1%.
That just makes no sense from a business and game perspective.
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If you're playing on console you're probably hitting everyone through deadhard anyways.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657735#Comment_1657735
The penalty is being on death hook, which these survivors often get to because they tried to self-unhook.
Most people who 4% usually don't do it at <20 seconds before struggle in my experience.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657718#Comment_1657718
It's definitely the fastest way to get me to leave you on the hook. I'm not interfering with your suicide attempt.
https://forum.deadbydaylight.com/en/discussion/comment/1657719#Comment_1657719
Except they're just ######### themselves over because they get pushed to death hook.
Then just go next.
People attempt it because there is no personal penalty for doing it since they are getting unhooked anyways. And if they do get it, then they feel temporary satisfaction in being lucky.
It is annoying if you are rescuing though. Although it's better than someone waiting for you to run over to kill themselves on hook -- that imo is being an #########.
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Fastest way to get a stealthy survivor to unhook you is to attempt to Kobe.
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Devs should just release detailed game statistics. The problem is that everyone judges things anecdotally which is heavily based on negativity bias. Yes, people have many valid criticisms, but you are also much more likely to remember the one time that something negatively impacted you rather than the 10 times nothing happened.
The devs have their own internal metrics that they are balancing things around which is driving their decisions. That being said, they should release these metrics and have a two way conversation with the community so people can understand the rationale behind their decisions.
Although I guess from their perspective, releasing these metrics will lead to "OMG SURV/KILLER NEEDS TO BE NERFED BASED ON X WIN / USAGE RATE".
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Doctor is really annoying for newer players because they can't hit the skill checks / like to hide everytime they hear heartbeat / and don't have good objective awareness.
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Considering how easy it is to hit rank 1, should you really be surprised?
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Aren't beamers just for clicking????
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Niche for looping at best.
Perk is decent against new tinkerer meta though.
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No.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1651689#Comment_1651689
🤦♂️
I don’t know how many times this needs to be said.
Undying is fine. Undying does not need any changes.
Ruin is the problem survivors have. No other totems have an always active effect 24/7, only Ruin does.
When you cleanse Devour/Lullaby/Third seal the tokens reset which gives survivors downtime in which they can comeback.
Haunted grounds and retribution don’t have any effect until the totem is cleansed.
There’s no other totem like Ruin. Ruin will likely be the one that gets changed. Probably token based to some degree.
I dont want to hear about Huntress Lullaby. Sure that 6% always applies but nobody outside of rank 20s are gonna be missing constant skillchecks with 0 tokens of lullaby.
People need to stop picking on Undying.
Can you imagine the mald fiesta if ruin gets nerfed?
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Who is mad at you? Stop playing victim.
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i would put doctor middle of the pack. It's only bad if he tries to hold the game hostage. Freddy is a 10x more annoying doctor.
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Where is the find the killer option?
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The problem is you don't know what type of killer you are up against.
There are killers that don't like chasing the same person, in this situation, the correct play would be to try to get the killer on you.
At the same time, there are killers that will have already decided they will tunnel, so you're better off doing a gen and hoping whoever you unhooked has DS.
In general, you should try to get the killers attention and if it's easy take a hit. If they ignore you, then you should immediately leave to work on a gen. There's no point in trying to force taking a hit.
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Most survivors don't understand what tunneling is.
I think hard / soft camping is a bigger issue. Getting chased off hook isn't terrible. It's only bad when the killer refuses to leave 10m of the hook and doesn't give you any chance to make distance.
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Dave18 for the best bald stream
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It's a very effective strategy.
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It's not that much of a difference but can help when you're looping a semi-safe / unsafe pallet and gives you a bit more time to react to a double fake. That being said, it is still pretty marginal.. 15% on a .5 second vault isn't that much.
You can especially tell the difference if you try a dumb tech or a CJ.
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Freddy in Hag Tier.
Clown and Bubba in Meh. Bubba is just a face camper and most clowns aren't try hard.
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DBD is more popular than ever based on steam stats so they are doing something right.
That being said, do you really expect more from a group of people that are trying to rant and look for confirmation bias?
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If you get hit as survivor and you see this perk, just laugh and keep holding W.
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It's almost like every player that plays this game is in the top .01% with 5,000+ hours.