mentalpopcorn
mentalpopcorn
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1490602#Comment_1490602
Exactly! For only €6,99 and a day or two grind all your problems will be solved. ;^)
Or a lucky week in the shrine... It was there recently lol
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@MeltingPenguins said:
Not going to work. The issue is less what one plays, but what goals people put up for themselves. Lots of toxicity comes from this 'dog eat dog' mentally we have irl, resulting in people thinking they not just have to win with flying colors, but to degrade and humiliate their opponents.
By it's design dbd sets clear tasks:
look at the four original survivors and the add-ons:
map, flashlight, med kit, toolbox.
the idea seems to be to have someone with a map taking care of totems and pointing the group towards gens, etc.
but in practice it's more of a 'how fast can we rush this and how obnoxious can we be to the other side'?
i mean, how often have you seen people get nasty in the aftermath chat because... they didn't even die, but the match took longer than 5 min? how often have you seem them mock the killer if they managed to hook only one survivor, ignoring them all very much killer-tunneling with flashlights.
how often have you seen people throw a tantrum for a killer mori'ing them despite hooking others, when they were nothing but a pain in the backside?
same goes for killer mains. how often did you have people gloat how 'ez' a match was, despite them excessively camping and tunneling and generally being a pain. how often did you see killers bring ebony mori not as an insurance against obnoxious survivors, but just to get 4k and STILL complain how little BPs they get.
Your comment has one fatal flaw. Totems didn't exist when this game came out.
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@Bloodlust_Gamer69 said:
I am going to try and keep this short. In my opinion the toxicity in this game derives from the clear division between killer mains and survivor mains. That leads to bias and then toxicity. I don't think that this issue can easily be fixed so my suggestion is making people play the other side.
There should be a rift pass that only has survivor cosmetics but all the challenges are killer challenges. The next one is the exact opposite, killer cosmetics for survivor challenges. This is far from a perfect fix but I think it would help. I am open to discussing this matter and I want to see suggestion.
Or maybe things like tbagging near the exit to wait for the killer/ general toxicity when exit gates are powered and open. And actual face camping. (I'm not talking about a pig being near the hook and patrolling. I'm talking about literal face camping in situations where it wouldn't benefit in any way) should receive bans. These are the most common methods of toxicity in the game. Let alone the fact that their report system is absolute garbage in the first place.
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@nesseychomp said:
I usually play as swf just cause i have alot more fun playing with others. I prioritize fun over winning cause honestly i can win 10 games in a row but that doesnt mean i had fun playing any of those games. My swf usually its either 4 people fighting to get chased by the killer or 3 people with one doing gens. Either way we all just enjoy getting chased by the killer and watch someone get chased and talk ######### when said person getting chased messes up.
That's really cool actually. My problem lies with the people who get super sweaty on sfw. Voice chat Is inherently unfair when you're trying that hard to win because survivors have access to information they literally shouldn't have.
I'd literally rather deal with someone using wall hacks in an fps than a sweaty sfw party
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@Justalittlepeeck said:
Well, before 4.1.0 (aka lobby-lock patch) if I saw SWF I would just switch to Oni with PWYF and Nemesis + charge&speed addons, ebony mori and would get ready to bash their heads into the ground, but now idk, I would just dodge unless I'm playing said killer or something heavily oppressive like slug king doctor or Nurse or pyramid head. Despite me being demo&gf main, I just don't want to play against survivors who have a lot of information on my movements and who can coordinate their actions too well for me to do much harm to them unless I start tryharding with all these nasty strats like hardcore camping, 3genning and etc.
How can you tell it's a sfw from lobby?
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@a_good_player said:
all i can read is "i only enjoy killer when i easily win"
I'm perfectly fine with all survivors escaping. It sucks, sure. But getting outplayed is fine. My issue is with the survivors who sit and wait at an exit gate tbagging. Or the survivor who doesn't leave just to hide in a locker and use head on when you come near it. There are so many survivors that make it their job to just ruin any sort of fun found in the game. In higher ranks there's literally no such thing as survivors winning humbly
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@Boss said:
Idk, just been playing Plague today, cause why not, and it was going alright without Corrupt Purge (CP).
Not denying CP is better, but i just never feel like going out of my way to pick up a CP charge.
It's also kinda too bad you can't infect stuff anymore with CP.
I mean sure, that'd make CP OP if you could still use the VP benefits, but i still miss them.
I like having my Generators infected, y'know?
Oh, also: This was a really cheap move of mine, but that's only cause i didn't think it would work..
I trapped a Survivor between myself and objects, they wanted to stay so they could finish cleansing a Dull Totem.
I just Vile Purge'd them until they were Broken, then downed them.
Cheap & easy, but idk, didn't they also just allow for that to happen?
Final note: I'm having a Plague day.
Gotta step out of my Wraith-comfort zone every now and then.
I find vile purge to be a lot more fun honestly but corrupt purge is just so much better. You can just spray that ######### everywhere so easily, get multiple injuries, then down easily too because it's not nearly the amount of time it takes after a hit. If they're genrushing with 3 or 4 you injure so many if you're good enough and down one or two
That being said you can make a build around vile. Something like sloppy + thana + stridor would be really good and then maybe surveillance or discordance for gens. You don't need ruin or pop with a build like this because you can stop the gen progress from knowing where they are and the healing takes ages. Plus thana slows down gens slightly too
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@KissingxToast said:
I play SWF just because it's more fun than solo and dying on first hook a lot. Tbh, I wish my friends and I were as coordinated as some of these posts seems to suggest all SWF are because we mostly just screw up and laugh about it. xD
My point is not all SWF are looking to give you a bad experience or are sweaty. Keep that in mind :)
Maybe above rank 10, but from rank 1-8 you find a lot of SFW and they're generally all toxic garbage who like to spam tbag, wait at exit gates, and make it their job to do everything toxic. Then if they even come close to being outplayed they DC. From my experience almost every SFW player is a piece of #########
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/1489741#Comment_1489741
https://us.v-cdn.net/6030815/uploads/PZ1RAOVZBKLH/image.png
https://us.v-cdn.net/6030815/uploads/EROLA5RLQRC4/image.png
The wiki could be wrong, but im basing my opinion of mint rag off of what the wiki says.
Also doctor mains seem to have an unlimited supply of kings and queens so i dont see why hag wouldnt.
I'm a hag main, though I haven't played since the most recent update. If it was changed this update then yeah that's pretty dumb. But I recently used the add-on, traps did not trip. You had to tp to all of them at will. You had to be looking at the trap you want to tp to as well. This means you have to actually be good at hag. It's much easier to just set traps and spam your tp button so you insta tp to whatever trap triggers. It's much more noob friendly in getting reliable hits. Mint rag regardless still takes thought. Though if this is how it works now and you can tp to any tripped trap, that's kinda dumb.
I always thought the add-on was fun but I get better results with other add-ons. I usually run 2 add-ons that increase the distance that I can tp to the trap on. It gives you huge range with easy to find add-ons (so you can do it basically every round)
I personally REALLY enjoy devour hope so I don't trap hooks too often. I trap areas where they'd walk away from the hook so they trigger a trap after I already get my devour hope stack.
Anyways I can say for certain unless it was changed in the latest patch mint rag traps do not trigger with survivors.
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@snozer said:
I personally find it boring. The moment i see the communication flying i want to just switch off because there is no point.
I can down and hook them all i want, but nothing can stop the gens being done when they evenly spread out and warn each other about where you are going.
The most simple example is this. Chase a survivor off a gen at 80% and they just call over someone to finish it while being chased.
You can't keep them injured as they just organise group heals so gen "pressure" goes out the window as every chase starts from full health
You can't make plays as a killer because they just tell each other what you are doing so what is the point?
I really don't get where the "challenge" is in a stacked game.
And no.. they are NOT overly altruistic like everyone keeps spouting.
I'll start this off by saying I hate sfw. I camp sfw pretty hard just to abuse the fact that they will almost never let a teammate go. Sfw needs to be removed from ranked and placed in a normal mode.
However, if you want to deal with their gen rushing take surveillance and hex ruin. You chase one survivor off the gen, ruin and surveillance activates, gen is white. As soon as it turns yellow you drop the chase on the current survivor go back and surprise the survivor on gen. This is a really easy way to get hits for a while because most idiot sfw expect you to tunnel (though it only works for so long before they catch on to it)
Surveillance and ruin is a good combo in general. You can see exactly when they stop working on a gen because of ruin making surveillance work. You know when to go to the gen and when to peel away and look for the survivor who either ran or hid
If you're an sfw player and you get face camper, you have no right to complain. sfw is easy mode and you deserve punishment for it every few games.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/1488401#Comment_1488401
in regards or mint rag or the hag as a whole?
In regard to mint rag, i just didnt know she could teleport to untripped traps.
In regards to hag, i always felt that she was insanely powerful. But now i have to deal with her constantly
She's okay. It takes a certain kind of player to play her right. Newer hags can always pray on dumb survivors who don't crouch over hooks in games with her, but realistically a good survivor easily beats a hag that isn't truly good at setting traps.
Ideally as a hag you want to form a web and chase survivors through that web. You down healthy survivors very quickly and because of this you can continuously keep very high pressure on all the other survivors even though half the time you're setting traps.
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@Auron471 said:
Just faced a mint rag hag with MYC.
Apparently mint rag lets you teleport to untripped traps? Thats unfair AF. Like, you're crouching over to the hooked survivor to avoid the trap, and BAM. you're dead regardless. "Oh just bring a flashlight 4-head" Ok, sure ill just bring a flashlight every single game, because just casually have 999999 flashies sitting around.
Anyway. Non-stop hags for this archive season. God help us all. I guess this is basically a buff to urban evasion >_>
Build idea for vsing a hag:
Blendette with, Urban evasion, Sprint Burst, DS, Unbreakable.
Urban evasion constantly, and when unhooking a survivor, if the hag has MYC, Sprint burst away and let the unhooked survivor get smacked. then the unhooked survivor DS the hag and sprint burst away.
I can't stand when people don't play something but come to forums to complain about it. This hag add-on isn't amazing. It's fun and can change things up, but normal hag is honestly better. There is a 15 second Cd on traps, and traps no longer get tripped meaning you have to know where they are at that time. It's good for hook camping, but if you're playing hag the way she's really supposed to be played then it's useless.
Hag is strong because she can down a healthy survivor in less than 10 seconds if you have your traps set properly. The add-on is also ultra rare so it's not like you can do this every game. There are a lot of strong ultra rares. 1 shot huntress is a thing that exists.
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@Financial_Stability said:
https://forum.deadbydaylight.com/en/discussion/comment/1483747#Comment_1483747
My view is that if it was just needing to look at the bar, it wouldn't be that bad. But bubba has to pay extra attention to geometry lest he gets a terribly long tantrum.
He already needs to pay attention to geometry, so should he need to look at a gauge too?
Every killer needs to pay attention to the obstacles... Sure bubba more so but no killer should be walking into walls besides nurse
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Gotta admit, this would be the best addition ever to dbd. I enjoy killer but I haven't played billy since the game came out. I would legit play billy just for this
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@_McCain_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1486569#Comment_1486569
I suppose everyone has their own thoughts. I tried him today just too see how bad it was & its Far better on release. In 4 games (r1 console) I never even made it past 2/3 of the bar with no addons & 4k'd all but 1 game (3k w/ hatch)
Definitely still viable, to me at least. I just think it gives him more of a skill curve as you've gotta choose wisely between m1 or saw. Skill curves seem to be what the reworks are aiming for in my eyes. I think base nurse was hit a tad too hard but each to their own.
I think there was an update today though right? I haven't been on in the past few days but iirc people were complaining about billys overheat before it was changed. I think they increased the time it takes to overheat with the update.
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"I only play half of the game but here's my opinion on a game changing mechanic"
I don't get it. If you play only survivor or only killer you just don't know enough about the game to comment on changes that effect BOTH of them. Make comments on survivor changes but to not play killer and make a comment on a change that heavily effects them is just ignorant. It's no worse than people who only play killer and call DS broken.
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@_McCain_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1481702#Comment_1481702
Tbh, the nurse is best but not by much. Just sucks how much effort you have to put in (compared to other killers) to get good with the nurse for what is a pretty minor difference in capability.
Its especially skewed when you look at many of the survivor perks which can constantly give people free passes at the push of a button (especially against nurse due to fatigue... I'm looking at you, dead hard)
I understand nurse is very hard (it's why I don't play her) but my point was bubba and nurse are very different. Nurse getting the treatment she did was fine as she's very strong but not unfair. Billy on the other hand while strong, has gotten a nerf that makes him not nearly as strong. Yes he still has great map mobility but what of his chainsaw in chases? Just block Los for long enough and he's screwed
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@BigBrainMegMain said:
Billy's dead. That's it.
They'll give him the Nurse treatment, they won't fix his bugs and that'll be that.
Survivors will move on to someone else and get that killer nerfed as well.
Give him nurses treatment? They're vastly different killers. Bubba isn't that great, nurse is for sure still a very good killer that just takes a good bit of skill. The fact remains though, that nurse is literally the best killer in chases if you know how to use her properly. Can't really say bubba is the best at anything besides sucking
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1480499#Comment_1480499
The problem is Tactical Disconnects are possible in the first place. Yes the survivor got penalized, but that's not going to give you your BBQ stack you rightfully earned or your bloody party streamers you burned (if the killer DC's) back.
Not having a penalty but having harm-reduction in place (Player becomes a bot or AFK "husk") is better than it still being possible but punishing the player after the fact. Because even with the penalties entitled players will still do it.
IMHO if you DC as a survivor, you should fall into Dying State as a "husk". You can be hooked and insta-sacrificed or Mori'd by the killer base-kit (Killer's preference. Don't like it? Shouldn't have DC'd!) unless you bleed out over the usual 4 minutes. You can't leave the lobby and are forced to spectate the husk until it is removed from play via bleedout, mori, or sacrifice. (You hit Leave Match so something came up IRL. Whatever it was, it'll probably take you longer than 4 minutes to sort out.)
Disconnecting is not an escape. I think the amount of ragequits would lessen if survivors didn't see it as some kind of "draw" because apparently disconnecting means the killer didn't kill you. (Source: A few quitters I've asked.)
Now not only does disconnecting mean the killer kills you, you get to watch.
You could probably bypass this by pulling the plug or hard-closing the game (Genuine emergency then?) and the husk thing would still happen, just you're not forced to spectate it. Hey, this is a good thing since now it'll mostly affect people who press leave-match and then stick around to insult the killer in post-game-chat. I have a pet peeve for that.
Anyone who disconnects early shouldnt be allowed to queue for the rest of the matches duration + another 20 minutes once the math is finished. If someone quits like this there should be a really annoying rule in place that will make them not want to quit, or quit and stop playing for the day.
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This just leads to game ruining Power creep. Why should we buff everything else to accommodate to sfw?
Alternatively, there could be a casual queue and a ranked queue with only solo queue allowed in ranked. The idea of buffing everything just to accommodate for the fact sfw is ridiculously op is absurd.
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@I_Am_Goblin_Boy said:
https://forum.deadbydaylight.com/en/discussion/comment/1449877#Comment_1449877
I did some testing in custom matches, and there is literally no visible difference between a phasing spirit and one who's just standing still. Again, her so called "counterplay" is literally just guessing and hoping you're right
Hey man, it's not my fault the games broken. All I know is that's how it's supposed to work. As someone who plays spirit it was very frustrating to deal with buggy sounds for ages. Not being able to hear survivors due to bugs hurts the spirit a lot more than any other killer really.
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/1465134#Comment_1465134
I agree, the meta on which gens survivors would need to complete to avoid a 3-gen would definitely change. I think an easy solution for that is for the portals to have a lengthy cooldown that increases for every generator that is complete. Less gens to protect means less of a need for the killer to teleport across the map. I don't think Demo would become useless, but players who use him could afford to put his portals in more interesting locations for surprise angles instead of just placing them at gens. Again, I know it sounds like an OP suggestion, but I believe there are ways to implement it that would make it balanced.
And suddenly bubba becomes one of the most op piece of ######### killers because the one thing he lacked (mobility) is made up for.
The game isn't made to have teleporters. It would break too many things. Think about it this way, imagine a spirit had surveillance (I run that on spirit with ruin) and she sees a gen near a teleporter have a yellow aura. She can use her special near a teleporter, go through while phasing, having come literally from the other side of the map being invisible the whole time then grabbing a survivor off a gen. A portal would only hurt any counterplay many killers already have
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1472047#Comment_1472047
I never said a survivor should always be able to escape a chase if they can outplay the killer though. But if a killer has very little counterplay, beyond semi niche perks, then they are not fun to go against. I personally care little for how fun a killer is to play against since I usually only play killer. But its still a fairly valid argument from a survivors view point.
Yes a killer should always win the chase. But, a survivor should be able to extend the chase with outplays, and some killers do this much better than others. Thats the problem.
I understand the fact that some killers are better than others. I take the issue with the statement "no counterplay" though. I specifically referred to that. I take issue with this because there is counterplay to literally every killer. Spirit? Her hair stands up when she phases, so if she's phasing stop running and hide somewhere if you're not injured. And don't make any loud noises (rushed vaults) deathslinger? Just crouch. When you think he's going to shoot, crouch. Most of the time the shot will just go right about your head. There are other things like moving unpredictably and breaking LoS. The fact is, if a survivor is good enough at breaking LoS, then making their scratch marks go one way, then walking to a hiding spot, you can outwit just about any killer. You don't need killer specific counter play to counter a killer. All killers can be inherently countered by mind games.
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1465134#Comment_1465134
Im not here to argue whether or not the idea is good. But you misundestand one point. The boring aspect of his post, was from the survivors view point. Its the survivors that are calling killers boring to go against. Killers like spirit, Deathslinger, and others like them that leaves survivors with little counterplay in a chase.
I love when people say there's no counterplay to certain killers. Every killer has counterplay, this is just a fact. If you don't see the counterplay it's your own lack of skill not others. The problem is survivors think they should be able to 1v1 all killers easily. The killer should obviously be able to win in a chase unless the player is just bad.
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Discordance normally will be better to counter gen rushing, but if you ever get that group of survivors that does more hiding than progressing the game, whispers will be the MVP. It helps you find the scummy guys who hide all game.
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@DeadFreakWalkn said:
https://forum.deadbydaylight.com/en/discussion/comment/1464887#Comment_1464887
I typically run Whispers. Again, I am not a great killer, but if you cannot find someone for 30 mins, seems like a faulty killer.
Also, I do love slow paced games. I couldn't care less about maxing blood points or rank. This IS a game and when you don't enjoy it you better either switch up your play style or find a new game.
You really must be dumb. If a survivor is playing with the intent to only hide and not progress the game, that survivor could go without being found for an extremely long time. The fact you can't see this is ridiculous.
Even with whispers, if the survivors goal isn't to progress the game you'd better believe it wouldn't be that hard to avoid you.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1465233#Comment_1465233
lol you keep changing your answer to fit your narrative. look you play your way, i'll play my way, and YES I have also survived without a swf and gotten win conditions without a team as well. just because you play differently does not mean that my way is incorrect what so ever. Stop making it that way, this game has the room for you to play and for me to play. my comments stand and STOP telling me how to play the game I know how to play and how to win just like you. I have not altered how i say my comments yet you keep having to clarify yours. take a walk, if you tell me i'm playing it wrong I'll tell you that you are playing the game wrong and if you antagonize me over it I WILL report the harassment. I've even suggested we call it but you keep coming back trying to make your point the only one way to win, it is not.
I comment twice and you're talking about reporting for harassment and that I keep changing my story. You are a complete idiot. You can go ahead and report me, ######### if I care. The fact you're crying that much about 2 comments just shows me how "well" your playstyle works.
The fact that you think people are afraid of your reports shows what a garbage snowflake you are. What's the worst that can happen? I get banned from forums and have to make a new forum account? Ohhh nooooo
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1464751#Comment_1464751
Well in the last few hours i played about 10 matches as survivor with friends and i died 2 or 3 of those 10. so 30% "LOSS" rate. BTW your comment about having 20 seconds cool down on your sprint burst while in a chase and suddenly you have it again? what are you doing? WALKING the killer? because Exhaustion does not clear while you are RUNNING! And for your information I have played the game for over 2500 hours, and I know everything you said is situational. take my games today: 70 percent we GOT OUT of the match, did bones and totems. I never said anything about doing all the bones solely, as a team it's great... I take one or two totems down, the other 3 take one or two down (if there are any left) and we have lost maybe 1 minute combined while the others run the killer, do gens and heal each other. your outburst and final statement that the sprint burst cool down will come back mid chase makes you even worse than you make me out because that's impossible, and if you are getting it back in a chase you're cheating.
https://forum.deadbydaylight.com/en/discussion/comment/1464870#Comment_1464870
lol read the above.. my team I was playing with today did quite well!!! gotta love how you are making judgements. fine, here is my judgement of you: You are the kind of person that doesn't want to loose and will take any chance to feel big by trying to cut others down and make them feel bad....(didn't work... welll my side hurts from all my laughing so hard) sure I'll leave your damn lobby if i can, and i'll take my team with me! you can find another 3 survivors to play with! and enjoy the ones you MIGHT GET that aren't up to your calibur of players.
2 things here.
1. You're not special for surviving on sfw. Sfw is literally easy mode. It's hard to die in sfw unless you're just plain bad or the killer is face camping.
2. If you're running for the entirety of a chase you're doing it wrong. When you're looping there are areas where you just shouldn't be moving much until you know what the killer is doing.
Getting 20 seconds of exhausting back in a chase is not hard if you're looping the right spots.
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And suddenly demo is an utterly useless killer because of these ridiculously op suggestions. Hell, I'm a killer main and I find these to be ridiculously op. I wouldn't want something this op as a killer, it would take the fun out of the game.
You realize if there's a teleporting system it basically gives killers the biggest advantage right? It means by the time survivors only need 1 or 2 more gens, since you can teleport across the map it'd be easier to3 or 4 gen survivors into Oblivion. What this would also do is completely change the meta around for what gens to save for last. Instead of doing the middle gens to save outer gens for last, you'd have to do it in a way that leaves a gen on each end of the map and one in the middle. This would still be super unsafe for survivors. A teleporting system would make a survivors late game infinitely harder.
If you're getting genrushed it's because you don't have enough pressure on gens, or you're camping and tunneling too much. If a killer is "boring" for you, that's just your personal preference.
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I think a survivor being able to have a killer chase them to buy time for their team to finish gens should always be a legitimate strategy. Therefore "looping" should always be possible. However, looping shouldn't be as easy as it is. A survivor should have to be genuinely good to loop, but me, a baby survivor, can easily loop so many killers just because I know of some really good vault loops on some maps.
Survivors/killers don't need buffs/nerfs here. Maps just need to get rid of the really op loop locations. I'm not talking about really safe pallet loops. I'm talking about op vault loops that are guaranteed to be somewhere on the map. Like some easy haddonfield vaults, or crotus prenn asylum window vault from the building, or the wild west (don't know map name) stairs vault where it's just a set of stairs, straight path, and then a vault locations. These are all vaults that are almost impossible to mind game. You just have to chase until you catch up with your increase move speed buff as the chase goes on. Looping should not be based on op locations. It should be completely based on the skill of the survivor with some lucky pallets
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Otz has shown us many ways you can get by without slowdown perks.
If you're not running a slowdown perk you have to make sure you're keeping the survivors busy and scared. Lesion is pretty good for this as he can see heartbeats of all survivors in his special. As long as you're consistently keeping all the survivors off gens it's fine.
I don't really do this because I run surveillance and ruin on most of my killers. I don't actually do this for the slowdown though. I do it for the information. If someone stops working on their gen I instantly know where, and if I'm coming up to a gen and they stop working on it to run away I instantly know they did that because of surveillance. It's especially nice for spirit, being able to know that everyone left gens when you're sneaking up on it. Since ruin immediately puts gens in the regression state surveillance procs on them right away giving loads of information. It's nice to have ruin slowing things down, but it's mostly me keeping survivors away from gens that stops gen progression. This is thanks to surveillance telling me where the survivors are most of the time.
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If you're having trouble pipping you could just be camping too much... The easiest way to pip is intentionally letting survivors unhook and going for the 12 hook 4k
Getting as many hooks as possible results in pipping most often. If you hook enough all 4 survivors could escape and you can still pip. Instead of thinking you need the 4k, just go for the best BP method.
Easiest way to win games however is tunneling 1 person until they're out of the game. A 3v1 is infinitely easier than a 4v1. It sucks for that survivor but it's a legitimate tactic that leads to the easiest wins.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1460813#Comment_1460813
Hope they learned their lesson with their ban they got because either way they broke the rules i didn't. Anyways im dumb trying to explain what the devs have set. So have a nice day!
It's cute you thought they were banned. DBD report system is god awful, nobody gets banned.
It's too bad though, survivors like that literally don't deserve to be able to play the game. They deserve complete IP bans. I'd rather go against literal hackers than someone hiding all game with no intention to finish the game. At least it'd be more fun to chase someone.
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@DeadFreakWalkn said:
Hey guys,
Let me start with saying I am a newer player with under 100 hours of gameplay experience. I try to play both sides evenly, and I AM a pretty weak killer, though it is fun.
With that being said... This game is a hide and seek game. Why, so often, are people whinning that people sometimes play the game as such? I find it interesting when I have a couple survivors left hiding on me! People's comments always reads as if they have no time to play a video game, which in itself is a time waster. If every match lasted 5 - 10 mins, I would get amazingly bored with this game fast. If everyone is freaking out about games that may take longer, this game really should implement a timeframe, no different than F13 does. Make every match 20-40 mins. The Lore could justify doing such by stating if you do not escape by Daylight, you are trapped forever. You could even make this a new game ending: stalemate or To Be Continued. I would rather this approach is taken rathet than seeing people whine about a video game eating up time. Really guys? =/
~DFW
"Whine about a video game eating up people's time"
You sit in an hour and a half long match of survivors doing nothing but hiding from you. Not doing gens or anything, just hiding. You sit through that, tell me how fun it is, then post something like this again. Until then just shut up. You have no idea how annoying it is as a killer when you're held hostage in a game. You either have to DC or just waste an hour of doing literally nothing. Why should you have to DC for playing well and backing survivors into a 3gen?
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@cloudface said:
😕 in F13 the game is just set to end in 20 mins, if killer doesn't kill in that time it counts as a survivor escape-maybe should be the opposite in DbD.
I've had some past matches with Trapper where it took 45 minutes to kill the ladt two; so boring and not worth the bp or shards wasted.
I think games should have a 40min cap and survivors die. If survivors won after time limit it would only encourage more hiding like this. Killer really wouldn't get anything for reaching the time limit because it just means they don't get the BP for hooking hitting and sacrificing leasing to more black pips or depips.
There is literally no advantage to the killer winning after a certain time, all it would do is prevent survivors from hiding all game to troll the killer.
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@Customapple0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1460149#Comment_1460149
He stated he looked only a couple of times. If you have trouble locating survivors there’s plenty of tracking perks to use.
Killers objective is to kill & protect gens
Survivors objective is to survive & do gens
When the killer chooses to protect gens & survivors choose to survive it makes a stalemate. Killers fear that the gens will get done if they leave the 3 gen & survivors know they’ll probably get killed if they attempt to complete a gen that’s being camped.
What are survivors supposed to do in a 3 gen situation exactly? Jump into the killers arms?
1. If they are 3 genned it's their own fault and they shouldn't hold the killer hostage because of their own mistakes.
2. A survivors objective is to do gens and escape. If they are avoiding these objectives entirely they are holding the game hostage. There are ways around 3 gens too. Split up or have 1 survivor be bait while others do gens.
3. Why would a killer stop patroling gens when that is literally their objective?
It's idiotic to argue survivors aren't holding the game hostage. They were completely avoiding their objective while the killer was doing literally all they could do to find the survivors. If your tactic is "let's see how long I can make the match go to see If the killer quits" then you're complete scum and honestly deserve to be banned permanently from the game.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1459308#Comment_1459308
I am not saying it is not a dirtbag move. I'm just saying it is part of the game.
Same with tunneling ebonies, face camping LF, DS locker BS, Heal Tech at the gates and all that BS.
It is the game we love, why whine about it? Search and destroy, is it harder, sure.
But you can find them and kill them.
"You can find them and kill them" no you can't. That's exactly the point. If survivors are really trying to hide without progressing the game you will likely never find them.
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@supersonic853 said:
Long story short survivors 3 gened themselves got pissed and are now hiding. Been 30 minutes so far. (Edit:finished with a hour and 10 minutes)
This is why I think there should be a defined time period. An amount of time the survivors HAVE to escape in. And if this isn't how it is, then there should at least be something that prevents this level of hiding. Like if a certain % of a gen hasn't been done in a certain amount of time all survivor auras are revealed. (Kinda like the afk crows but this is easy to avoid)
I'm not saying make changes that would effect the normal player. I'm only suggesting changes that would force someone who's been doing literally nothing for 10 minutes to come out.
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@lerohi said:
Imagine calling Micheal OP OMEGALUL
I can't imagine how bad you'd have to be to think this. I mean I'm not good at survivor, but I'm not THAT bad.
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@Hetameme said:
https://forum.deadbydaylight.com/en/discussion/173620/nerf-michael-myers-and-the-doctor
You've literally picked two killers that specifically require a certain amount of skill to play well. I main doctor and I don't think he's unfair at all, he requires knowing map layout, shock range/timing, and slowdown perks since he's already good with detection. On the other hand I had my first two games as Micheal yesterday and got hella bullied. Now I give props to any Micheal main stuffs pretty difficult. His base movement speed is slightly less and even more so when stalking. His lunge is also reduced which messed me up multiple times, even in tier III evil within (which btw I've activated on accident multiple times) is still pretty easy to loop and avoid.
Okay, I'm not about the be the idiot calling doctor op, but you're a whole other kinda idiot. Doctor takes skill? He's legit one of the easiest killers. Please don't be the idiot on the other side of the spectrum. Doctor is an easy killer with annoying mechanics, this is why people call him op. He's not op, but he is most definitely not a skill based killer either.
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If you think Myers is op you're just plain bad at the game. You must've never played killer before to think these 2 killers are op. Instead of screaming into an echo chamber about who's op why not try them first and realize you're just trash. I bet if you played either of them you would consistently do badly.
Neither of them are strong, they just have annoying gimmicks that can catch you off guard at times.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1464263#Comment_1464263
you misunderstand me. I will do what I want, it is not about math but about surviving. I hate and rail at people that say you should run just because it's faster. I don't CARE about that, if I'm running and the killer is chasing someone else then sees my scratch marks he may go after me. This causes me to have issues with dying and I do not want to die in game if possible. people like you are the ones that will not listen to reason because you think your way is the only way. You run all over the place I don't give a damn, however I demand the same respect I give you in return. If you don't like it don't play with me in your group but know that you're the one that doesn't know the difference between tactics and math, because math is more important... I bet you're someone that thinks cleansing totems is not worth it as well since that takes away from getting the gens done, and I laugh when i see people like you taken down to noed because bones were not done.
Okay your idiocy knows no bounds. You're implying it's better to do all the bones in a map to avoid noed rather than genrushing and escaping? None of your arguments are valid after trying to say sometime as stupid as that. You're the survivor that wastes literally everyone else's time and causes the loss. You're the survivor that sucks so bad at chases you do everything you can do avoid them. I wouldn't be surprised if you're a perma rank 20
The fact is at higher ranks you should run, because it's faster. And if the killer finds you because of it, good, waste their time in a chase while your team rushes gens. The fact you don't know that this is the easiest way to winning games shows how inexperienced you are as a survivor. It also shows you shouldn't be commenting on a post like this with the extreme lack of knowledge you have.
I run sprint burst so I know this from personal experience as a sprint burst user. Let's say a chase starts and your sprint burst has a 20 second Cd on it. Imagine being mid chase and getting that sprint burst. That will help you a lot more than a sprint burst just at the start of the chase.
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I use sprint burst. It's got like a 40 second cool down to if you use it once you finish a gen to get to the next gen, you're perfectly safe. By the time you get off that next gen you will have sprint burst back.
However, using sprint burst to get to a hook isn't always a good idea. It's good to hold it so you can bait the killer to go for you instead of the unhooked survivor and then sprint burst away. There are different situations to use it for different reasons. Sometimes the killer is far away and it's a better idea to use it to unhook faster.
The point is there are sometimes actually good reason to hold sprint burst and walk, just not all the time.
It's not even bad to not have sprint burst at the start of a chase either. Let's say you have it on a 15 second Cd after having used it recently and you start getting chased. You won't have your sprint burst so the killer might think you have lithe or dead hard. 15 seconds into the chase you get a fat sprint burst outrunning the killer by far wasting even more of the killers time.
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@chase131119 said:
Gen rushing is imbalanced, but a killer killing an entire team in two minutes is "the survivors were just really bad"
You'd have to be a pretty bad group of survivors to all go down in 2 minutes.
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I'm a killer main and I wouldn't take gen rushing away, are you insane? You're leaving out such important information. There are very few things that counter camping. Gen rushing is by far the biggest most efficient way to counter a camper. Without it what would survivors do against campers? Hopelessly run at the hooked survivor, get downed, and lose the game?
All you have to do to not get genrushed is don't tunnel or camp. Patrol the gens that survivors will most likely be at. You don't need a perk to slow or stop gen progress. Keeping survivors busy with you is also a way to stop gen progress. It seems like so many people who play this game forget there are ways to counter playstyles other than using perks. It seems to come from a lack of skill, so all I can really say to you is "git gud"
Do you want perks to do everything for you so you don't actually have to play the game?
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@Toybasher said:
Well I think it depends on what the MMR will consider a win. Winning isn't black and white secure the 4K or escape. I assume MMR will try to predict the outcome like "Killer should get at least X hook events this match. If he gets more, he did above expectations and his MMR goes up" etc.
I hope it's hook events as just kills would make facecamping everyone to death an easy way to rank up. Personally when I play killer I've had matches where nobody died, I got 8 hooks (So everybody was hooked twice) and I still felt satisfied and that I did my job.
I've gotten 8 hooks and tons of hits with no kills, still pipped up. If you pip no matter what the outcome of the game (as a survivor or killer) you should gain MMR.
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@danielmaster87 said:
I was looking forward to the MMR system because currently bad survivors can win without even playing well. But the more I think about it, the less enthusiastic I am because I know it's gonna be the same old DBD. Gen rush will still exist and so will hatch. So really good killers will lose MMR while average survivors rise to the top with ease. All it takes is a hatch eacape to secure your win, and it spawns no matter what. Even with 0 gens done, it spawns to give the last survivor a pity escape, which they abuse and rub it in the killer's face as they claim it was skillful. And keys will still exist, which is a literal short cut since gens can be left and you still escape. All 4 survivors can escape through it btw, as long as you do those quick 5 gens. Keys are uncounterable. Unless you get lucky and down the key holder or hardcore slug, they're gonna use it and get their free escape. Closing the hatch also does not save you, even when nobody brought a key, because that for some reason powers the exits. Exits which, if far enough apart, give the survivor yet another chance to escape. Hatch grabbing was also removed since, according to to eye witnesses, killers abused this to hold the game hostage every single game. /s
Now that endgame collapse is a thing, hatch is no longer needed. As soon as there's 1 survivor left egc should start and maybe power the gates. Hatch and keys suck and reward immersed gen rushers, and also whoever happens to be the last survivor. They will surely skew the results of the mmr system, and it will be all for nothing.
MMR doesn't have to be calculated based on if you survive. It should be based on how often you depip, black pip, pip, or double pip.
However, the original ranking system was so much better. Resets always put you back at 20 making high ranks actually mean something. Now just about anyone can get rank 1
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1459781#Comment_1459781
your dumb to think people shouldn’t be able to talk to their friends
You were talking about what was part of the game and now you're just going back on that completely. Oh well though, calling me dumb is meaningless coming from someone who doesn't even know what the proper "you're" is
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@RizeAki said:
@mentalpopcorn I am a killer and solo que main there is no reason to punish players for playing the game at all how about instead of everyone saying nerf nerf nerf we say hmm maybe we should buff solo que and killer instead the way op and others want is not a fair change adding auras and bans to anyone playing a literal option in game
That's the thing, voice chat is not an "option" in the game. It's only available through third party software. It's not possible to ban people for it, but to say it's intended and fair in the game is just plain ignorant.
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@D_Orien said:
https://forum.deadbydaylight.com/en/discussion/comment/1458074#Comment_1458074
Kindred doesn't prevent camping. Knowing where a survivor is doesn't prevent camping. Nothing can prevent camping, slugging, or tunnelling, but these 3 actions can be punished which Kindred cannot do.
BT doesn't prevent camping. Camping is literally trying to stop others from unhooking you. The killer chasing you after being unhooked is tunnelling and BT does help to an extent but compared to my perk, it doesn't get the killer off you. BT is only 100% useful if you are close to an open exit gate.
Forgot that about Soul Guard but it's still very situational like Unbreakable and No Mither which rarely happens and more than likely, killer will pick you up or immediately down you after recover.
I've played the game at least a year I'm pretty sure and I do prefer playing survivor. I'm not so good at killer rn.
The fact that you're talking about bt like it's useless except around exit gates shows how little you know about dbd. Are you like stuck at rank 20 or something and refuse to learn the game?
If you have unbreakable and DS you are so safe from tunneling and slugging
Either they proc DS or go chase someone else and you get up with unbreakable.
The fact that you're talking about no mither like it is actually a serious skill is ridiculous too. No mither is literally just hard mode survivor. Do you have no concept of what a good perk is and a joke perk is?