mouse0270
mouse0270
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The numbers would need to be tweaked, also they would have to be voided if the killer runs any slow down perks. Because this on top of thanta or dyning light or pop, would be stupid strong. A killer would literally regress a gen by more than you could have done to it.
To be clear, I am being sarcastic, as this would be crazy strong with the addition of any slowdown perk a killer may run.
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@supersonic853 said:
"Just apply pressure to the 4 survivors as clown on red forest" in all seriousness they nerfed toolboxes but still made them repair gens very fast. In the new otz video he lost a gen before he even got across the map. (27 seconds)
So looking at the video you are talking about, It takes 3 survivors working together to complete one generator in 34 seconds. Watching the video, I can't tell that anyone had a toolbox and cut in a manner to not show the end card or the lobby, so I can't really confirm that. Going to assume they didn't because you don't lose it anymore.
Taking that into account, I am going to assume someone ran prove thyself, once again, this type of match happens, its not a matter of if it happens, its a matter of how often it happens? Otz plays a ton of killer games, I bet if I got watch his videos this type of thing happens rarely.
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So not a dev and not really a believer in "genrush meta"
First off time your matches, I believe most people think games should last between 8-12 minutes with you using 2 gens in the first 5 minutes.
Now to be clear, I have been genrushed before, I just don't think it's meta. The problem is unless you are playing specific killers with high map pressure built into them base kit, if you get a team that wants to genrush you, not much you can do about it.
If you feel like it's happening often I would suggest certain perks, with the first bring Corrupt, as yes it goes away after two minutes, but that should be time to find and hook 1 to 2 survivors. before losing 0-1 generators. At least in my experience I can generally hook at least 2 people before losing even a single generator. Throw on BBQ, as it will help you find survivors working on gens and get them off of them. Then add a perk like Discordance or Surveillance, as either of these perks will give you information when a generator is being worked on. Lastly, I would either throw on a Chase perk or another slowdown perk. Honestly, the new killers perk that blocks gens after hooking the obsession is great in combination with BBQ.
I personally avoid perks like bitter murmur and tinker because they basically tell you when a generator is done rarely giving you enough time to stop it from happening
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I've got a list of people I one hook mori, not a physical list, but for as long as I remember your name, you get tunneled and 1-hooked mori'ed.
As for the t-bagging, I don't find it toxic if its done during chase or in the exit gate. Though I find it way more annoying in exit gate, your basically hold up the game, just leave. Or at least grow a pair and do it in a location where you have a chase of going down. Doing it in the exit gate is in theory more toxic, because you are kinda saying. "Na na na na na, you can't get me" to the killer, while during the game, its more like "Na na na na na, you missed me"
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@Tactless_Ninja said:
I've had killers prop me back up just because they want the other person so bad. Like alright, I'll do these gens in peace now lol.
As a killer, I'll do this if the other survivor is playing really stealthy. Like I had a Meg a few days ago, in which I never saw the entire game. So I showed david where hatch was and went looking for Meg... Took 4 minutes, but I found her, downed her, hooked her. The David saved her, I downed her, she DC'ed... David got hatch.
I get playing stealthy is a playstyle and all, but all it really does is make me want to kill you more and more the longer the game goes and I don't see you.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1164467#Comment_1164467
As someone who mostly plays survivor, this all seems fair and common sense to me. The worst part is, that MOST survivors will see common sense in it, they just don't like to admit it. It's a lot easier to insult someone rather than admit you might have made a bit of a whoopsie.
I mean it never gets me mad when they call me a camper, because I know when I camp or tunnel. I own when I camp or tunnel. They wanna be salty let them be, I'll just laugh and if I am lucky... I'll get them again in the next match and pull out bubba. lol
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@Nos37 said:
With a name like yours, I could see why killers never seem to venture far from your hook.
Generally I leave hook, but have been called a camper for more than one reason.
- The first one is usually BBQ. If I hook a second person and see someone going for the save but don't see the 4th survivor... I just go for the guy going for the save. I would like to point out I don't generally tunnel the guy who was saved, I usually go for the rescuer. But many have called this camping.
- The second one is, I left hook, but haven't found anyone and got the notification someone was saved, so I go to chase the rescuer... I am not going back to hook if I know where a survivor is or am in chase, but if I am currently just walking around and I know where two people are, I am going to that location.
- Lastly, after hooking someone, I will generally break the pallets and kick the gens in the area around them, as I rarely break pallets during chase. Usually in this time I see another survivor, which causes me to stay in the area because that survivor wont run away from that location.
Also keep in mind, I will get called a camper during End game too, because I avoid tunneling, slugging and camping while there are gens, once all gens are done, I play more like a no holds bar cage match. You get caught, unless I know I can down someone else, I am pretty much proxy camping.
If survivors don't like it, pretty much tell them to suck it up, I'll do my best to play fair while gens remain so everyone has fun, but once all of them are done, someone is dying.
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To be clear: this probably matters more on console than it does on PC, as Quick Aiming is probably easier on PC than console, I could see why it would be annoying if you are on console
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1164132#Comment_1164132
Quick aiming has its uses but some people react fast enough to your ADS to where flicking is necessary. The change makes it harder to counter these types of people and doesn't really do much except make "hard scoping" at max range slightly easier, which only really works against people who aren't paying attention in the first place.
I mean, there is no reacting with Quick Aiming, either they get lucky and dodge, I am bad and miss the, or I hit them. Those are really the options. With quick aiming, they never know when I am going to fire, and its quick enough since I usually only use it between 5-12 meters, that they don't have enough time to react.
As I said, I basically press M2 and M1 at the same time. Yeah, I miss some shots, but I am getting better with each game.
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Wait people flick instead of quick aim? Weird... I literally got this message in End Game Chat yeserday
Survivor: Been playing a lot of him lately?
Me: Yeah, I love him
Survivor: Don't like aiming?
Me: Naw, I just basically hit M2 and M1 at the same time.
Survivor: I know, I never knew when to use dead hard.
Me: Sorry, I think quick aiming is better
Survivor: No problem, you were good.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1163719#Comment_1163719
I don't get why people seem to think that p3 is necessary. Unless you playing some of the licensed charakters the shop has usually better outfit option imo and the benefit for items and addons is not that big and survivor don't need items anyway.
I at no point did I ever say it was necessary to P3 them. I was pointing out that it would take roughly 31 hours to Perk them out, and an additional 11 hours if you wanted to P3 them.
As for why I personally want to P3 my survivors... because why not. I had the game before the store was a thing. When your choice of characters cosmetics were not really an option. So now that some of them are P3, I want to personally P3 them all. However, I know many people that didn't P3 anyone, so they honestly don't care either way.
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I mean define win? If you are saying a 4k, then yeah I agree, with the exceptions you listed as Nurse, Spirit and Billy are all very strong killers. If you are talking a 2k with 2 escape, I think other killers like huntress, piggy, and freddy will probably also be fine without perks.
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@Supernaut said:
The archives say hello.
I've been helping my daughter unlock all the teachables for survivors and with the archive challenges, am breezing through them.
If all perk tiers were removed, you would be kicking your heels by the time you got to the teachables!!!
Yes, I probably have to go through the rift and determine how that mathematically accounts for this. As you noticed, I specifically left out, buying owned perks from the store as that will give you 600k. I also left out dailies when determining how much BP you could earn. Lastly, I left out Bloody Party Streamers/Birthday Cakes as well.
Please keep in mind that I also assumed you were buying the cheapest route every web and that you were getting at least 2 stacks of WGLF or 4 stacks of BBQ every game. I also went a step ahead and removed about 8-12 bloodwebs you would have to go through as due to after a certain point you would no longer receive 4 perks per bloodweb, it will dwindle down to 3, 2, and then 1. I also used the assumption that you always got 2 perks per bloodweb, but we all know the entity can be greedy and screw you out of perks causing you only to get 1 instead of 2 per web.
So the number's I am using assume best case scenario, when in reality, they will be higher. Yes, getting 25k-50k by completely a right should save you a few games.
But let's use some math, let's say you do all of the survivor rift challenges. That gives you 675k BP, that means you have to farm up an additional 3,970,000 million BP instead of 4,645,000. It should still take you about roughly 26 hours to earn enough BP to farm up enough BP to perk out a single survivor. REMEMBER this can be shortened by either buying already owned teachables getting 150k, or by getting more stacks of WGLF, or using BP offerings.
For example, when I help out my girlfriend earn BP, I play spirit with all BP perks and on average get around 80k BP per game, instead of 50... That means I can earn about 1 million BP in 2.5 hours instead of 4 hours. There are things when you want to Farm BP that does decrease this time, however the numbers were being used as if you were a casual player, just playing the game.
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@LiunUK said:
survivors are just skins with different teachables and little to no difference between them (besides ace who has a built in iron will 1), once someone finds a main and gets all the perks unlocked on them they will feel disinclined to swap to another survivor.
and unfortunately unless the devs make a big change like giving survivors a unique passives or effects to differentiate them, adding more survivors won't change much
The other big problem is, even if you like a new survivor, what is the point is spending 31 (42 P3) hours to perk out the new survivor. Like I actually love the look of the new survivor and her backstory is really cool, I just don't want to spend to P3 and perk her out...
So yeah, its a skin, I will rarely if ever use that I paid 7$ for... That is kinda crazy.
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@neekocheeko said:
Every person I've introduced to this game left because of the grind. It's way too much especially if you want to play both sides especially with how slow you gain BP. Tiers are pointless, and so many killers/survivors have only 1 good perk that you need (worse on killers since they all use different builds) so you end up leveling them just to get a certain teachable.
It's also frustrating that you can pay money for dlc, yet still have to grind for hours to unlock everything for each character/teachables.
I wouldn't hold my breath for any changes though. This is why I am always hopeful for another competitor to come out to dbd, so it can kick their butts in to gear.
They game should have a grind, the longer you play it, the less the grind should be. But spending nearly 31 hours to perk out one survivor, or 42 hours to P3 and perk them out is a GRIND. Given that most people are likely playing for 10-15 hours a week, you are saying they would have to dedicate all of their play time for 2-3 weeks to accomplish this. Something more like 17 hours means someone should be able to grind out all the perks they need in a week or two. So they can actually use the new character they just bought.
The only reason I can think of why they wouldn't attempt to reduce the grind, is because they feel like people use this grind to feel their time between releases... Which I am sure is partially true. But In the short term, I think it would give people a reason to P3 again. 28 hours isn't an unreasonable time sink to P3 a survivor.
Also making this move, would reduce the grind to 17 hours now, but in a year, you'll have 12 new perks. Adding 12 more blood webs to go through (As I said make it 1 perk per bloodweb) adding about 420k BP needed to perk out a new survivor.
@BeHasU said:
And remove the "gain 50% more BP in x category", they are just useless.. Let's say you use this offering in hunting category, if you max out that category you will get 4k bp more, minus the 3k you spend on that offering you will only get 1k bp out of that offering. They aren't really good imo. If they get rid of all these offering, including the 75% and 100% and leave the pudding and the cake.
To be honest, never thought of that. I really don't mind them to be honest, there isn't a lot of offerings they can do for this game, and they need something to feel bloodwebs up with.
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@Seltas0208 said:
Or at least, if they don't wanna remove perk tiers make it so you get 2 perks guaranteed per bloodweb. Not just at the max level
Alright, lets say you earn 2 perks per blood web, meaning at level 50 you would have a total of 100 perks out of the 234 perks. Leaving 134 perks to still get. As you are getting two perks per web, you need to complete 67 webs for a total of 2.3 million BP. Meaning to perk out one survivor would cost you 3.9 million BP and take you roughly 26 hours. To P3 and perk out a survivor it would cost you 5.5 million BP and take you roughly 37 hours to do so.
Which yes does shorten the grind, but 26 hours to perk out a single survivor seems kinda long to me.
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@Peanits said:
This is just a theory and I obviously can't say for sure without copious amounts of research, but I feel like a big part of that is because as time goes on and more and more survivors are added, most people have just found a survivor that they like. Back when the game first came out and there were only four survivors, you might not be too crazy about any of them, so a new survivor that's more up your alley would totally be worth switching to.
It's way harder to dethrone a favourite, though. I already like Dwight and Nea, for example. For me to switch to another survivor, I would have to really like them. I'm willing to bet that with a cast of 20 (now 21) survivors, most people have already found their Dwight/Nea – especially when they've gone the extra mile and started collecting cosmetics for them.
I can see the grind part too, although I don't think it's nearly high enough to stop you from playing the survivor you really want.
I mean sure, but it probably doesn't hurt that it takes about 7.7 to 8.9 million to P3 perk out a new survivor... Like I love the new survivors back story and look, but as I've already put all my effort into Kate, Jeff, and Tapp... I am just getting to lazy to farm up that much BP to P3 Perk out a new survivor...
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@indieeden7 said:
He could definitely use some buffs but I can understand where you're coming from. Kind of annoying when with certain add-ons he can drag you about 40 metres from the exit while healthy, hit you and still have time to reload and shoot you again. I personally think that he should be given 115% movement speed but harpoon attacks shouldn't count as basic attacks and breaking free from a harpoon shouldn't injure you.
If you make it so breaking free doesn't injure you, you better remove that 4 second stun from breaking free as well. Otherwise I am getting a DS punishment for using my power with no benefit, you would basically cause people to stop playing him all together.
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Don't stay in unsafe loops (small loops with a pallet, he can spear you and work around it to hit you), Drop pallets early as if you get greedy he can prevent you from doing it.
Run away from generators being worked on, he is slow and has not map pressure, if you pull him away, it takes time for him to get back to a gen being worked on.
Yes is strong(ish) but he has many drawbacks, his attack punishes him for missed shots and even failed attempts at reeling people with longer times and a stun. He is also a very slow killer.
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So to be honest, I find survivor way more stressful. Not because it's harder, but because my enjoyment relies on being lucky enough to get a killer that doesn't tunnel, camp or slug.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1160876#Comment_1160876
I mean, I can't say if it's a 4-man or not, but I think most people would agree that matchmaking like this isn't very fair:
https://us.v-cdn.net/6030815/uploads/201/DPXNXCWEQGAW.png
https://us.v-cdn.net/6030815/uploads/377/MF5A3DSU0WAO.png
You can't claim killers are "playing victim" when the proof is in the pudding, here.
The problem here, is it is much easier for brown rank survivors to rank up and out of their ranks. Also some of them are in SWF with lower ranks. And their current match making uses the highest rank player to match against.
So the red, purple, and green killers have much quicker queue times. however brown ranks probably wait between 5-10 minutes if not longer. The game is literally just expanding its search until it finds someone.
Is this fair, no, not at all... That is why they are trying to do their new MMR system.
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I agree with the idea that it shouldn't be base kit, I disagree it should be added to an existing perk. Knowing how many totems are left on the map is a very important information. It should be its own perk.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1160859#Comment_1160859
At Red Ranks, he's very strong. You either hardcore gen rush him or lose. Because he's an amazing duelist and good at ending chases fast. His only real weakness is his lack of mobility so he can't patrol generators very efficiently
You want to know how to loop him... early drop pallets. He is only strong on unsafe loops and if survivors get greedy... you early drop a pallet, you force him to break. Do you know how many games/chases I lost because I had one survivor that just ran from safe loop to safe loop dropping pallets. One dwight was literally dropping pallets before I even go to the chase.
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I had a game today, in which someone was pulled off hook, I injured a second survivor, and downed a fully healthy survivor and hooked them.
When I re-found a the first survivor who was unhooked, I downed him quickly as he was just self-caring on the tractor. He gave me the D... I caught up to him and downed him. I hooked him, before I was even 24 meters away, he was unhooked, so I downed him and hooked him again.
He called me a tunneler in end game chat, which sure I did... But if you punish me for tunneling, when I was not tunneling, you bet I am going to tunnel the crap outta you.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/137636/the-perk-grind-is-still-unbearable
https://forum.deadbydaylight.com/en/discussion/comment/1160456#Comment_1160456
Lets say it is 6.5 mill to max out one character, you have to spend (19+1)x6.5 = 130.000.000 Bloodpoints to get for every killer and a survivor all the perks you need. If you need 5 hours for 1 Million, you need 650 hours to reach the goal. Its not that big of a deal if you really focus on bloodpoints (BBQ /WGLF + BP Offering).
650 hours to just focus on getting everyone all perked out add another 200-300 hours to P3 them, this is only one side of the game. There are more survivors with more perks. So lets say 800 hours to P3 all killers, so about 42 hours per killer. Lowballing it because survivors have more perks, for a total of 966 hours to P3 all survivors.
Meaning to P3 both killers and survivors you are looking around nearly 1.8k hours. This is assuming you are spending about average per blood web, you are not getting screwed over. Because I know a few level 50 webs where I only got one perk instead of two.
It also assumes to don't spend any extra BP on a killer or survivor you like for additional items/addons/offerings.
lets say you don't even want to P3 everyone... lets say you just want to perk out everyone that is still about 780 hours, bringing the total to 1.4k hours. How many games do you have with 1.4k hours in it?
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Alright so to break this down:
There are about 207 perks you have to get through the blood web. Assuming you spend your BP on all of the cheapest stuff and are able to get the maximum perks perk bloodweb.
You need to spend about 1.6 million to get to level 50 which at that point you should have about 45 perks, leaving 162 perks to go. Assuming you can also buy all the cheapest items path, you still need to go about 81-90 more bloodwebs to get all perks. Spending between between 4.5 million BP to 5.7 million BP to perk out one person or 7.7 million to 8.9 million to P3 perk out that survivor/killer... Assuming you grind out the most, you can get about 1 million in about 3-5 hours.
So yeah, the grind is real. To be honest the devs really should look into removing perk tiers, because this would drop the total number of perks to acquire from 207 to 69 perks.
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So you do realize a missed shot is like 2 seconds. If he hits and you break the chain, he suffers a 4 second stun. Only unsafe pallets can he maneuver around to get a hit.
If you want to make it so he has to wait longer to shoot between shots, you better remove all of his stuns on his shot. You're comparing him to huntress. who has no draw back to her power other than having to stop so often to get new hatchets. However if I hit someone twice with a huntress hatchet, they are down. Many times I can spear someone multiple times and them still stand via them breaking the chain and me being stunned. I can only force them down when I M1 them.
The only reason I put up with his penalties is because he can shoot so quickly. Probably why his power has so many drawbacks.
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@TAG @Fibijean I've updated the post as I feel like the question I was asking was rather misleading in context. I am asking less about being reported or more about being fair. I know I couldn't get reported as at any point I could have killed the david, or the david or meg could have worked on the last gen.
I am more curious what others would do. I am going to change my title to clearly identify this too.
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To be fair, the killer my friends and I have the most complications with is Freddy with BBQ, Pop, Sloppy and some other perk with his slow down addons. As Freddy with BBQ and Pop seem to be 8/10, the ones with more slowdowns is 1/10, really only leaving about 1/10 games where at least 1 of us escape.
But no, A nurse who can play nurse is still the best killer out there, it sucks the up her learning curve because now I basically refuse to learn her. Billy and Spirit would be next followed by Freddy with BBQ+Pop.
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I am a killer main 70% killer 30% Survivor, which about 29.9% of that is SWF. Why am I pointing this out, I would basically stop playing the game if they removed SWF. I enjoy playing SWF because I want to play the game with my friends.
I enjoy going against SWF more often than a group of Solo's. Its more fun because to some extent they stand a chance of getting 2-4 man escape. Right now one average, against solo survivors I probably 3-4k most games. More often than not before all of the generators are done. Alot of those 3k games are because of hatch as I don't slug for a 4k. However against a SWF team, it feels like I have to earn my 2k and it's not just handed to me.
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@Cheers said:
That's why you need to decide whether you should shoot or save it for a different part of the loop.
Its frustrating, I know, but only use it if you know that if you hit the survivor, you'll hit them.
My point is that I am hitting them, the game is just still giving them the vault.
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To be completely fair, I just stopped shooting at people more than 15 meters away because, well more often than not their is enough junk between us for them to break free and then I have to suffer a 4 second stun... So unless its corn, I generally only shot at people between 5-10 meters.
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The most BP that can be earned by a killer is 96,000 (A perfect game 32k + BBQ of 32k + pudding/party streamers of 32k).
However the unlikely total is
- 32,000 Perfect Game
- + 32,000 BBQ
- + 32,000 Survivor Pudding/Bloody Party Streamers
- + 32,000 Survivor 1 plays Bloody Party Streamers
- + 32,000 Survivor 2 plays Bloody Party Streamers
- + 32,000 Survivor 3 plays Bloody Party Streamers
- + 32,000 Survivor 4 plays Bloody Party Streamers
- ============
- 224,000
- + 32,000 Double BP Event
- ============
- 256,000
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Well starting off, your not supposed to win, your supposed to tie, as in 2 kills and 2 escape. I believe the devs have mentioned this is what they expect.
As for rank matching, that one is tougher... because for the most part rank doesn't matter. Yes, better players are going to be red ranks, but to be fair a lot of bad players are also red ranks. They are attempting to resolve that with their new MMR system. But we still have no idea how that will work.
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EZ Iron Maiden and BBQ. Can't hide from me. lol
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I mean, I've DC'ed as killer before. More often or not the survivors are just playing in a manner that I find unfun and it was my last match for the day. So who cares if I get 5 minute timeout before hitting the sac. I really only get to play every other day at best now, so the timer is reset by the time I get back.
If the survivors complain, I usually just say, the match was boring and this was going to be my last one for the night, why should I suffer through a boring match for you?
I never really got mad at survivors who DC'ed unless they DC'ed because I found them first, but even than I usually just laughed. People will DC, who cares.
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But what if the killer camps? As a survivor you can't make the save or shouldn't until the last second, its best to in general work on a gen.
So if the killer is camping and you work on a gen to be optimal and than make a save the last second, you and everyone else risk being exposed for 60 seconds because the killer campped one person for 20 seconds?
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@Peanits said:
The in-game friends list should mimic whatever setting you have on Steam. If you launch the game in offline mode, it will show you as offline in-game as well. You may need to restart the game for that to take effect.
Although if they were using the in-game list to join you, you would have received a request to join anyway. If they're joining without asking, they're either joining you through the button on your Steam profile, or by right clicking you in their friends list and clicking join game. In either case, setting yourself to offline or invisible will prevent them from doing so as well.
Why don't you guys add an option to lock the lobby or something? What if I want to stay online on steam because I still want to message friends and stuff and I just want to play survivor without my friends able to forcible join me causing my long queue time to reset?
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Alright, I am going to throw this out here, if we are talking killer at base kit with not perks or addons. I would have to either say Demodoggy, Piggy or Ghost Face... I will explain why I am elimination the others.
- Billy, Low skill level, high reward unless you are playing against optimal survivors your more than likely 4k most games.
- Nurse, High skill level, high reward, if you are good with nurse, it doesn't matter who you play.
- Spirit, Medium Skill Level, High reward. Basically billy but requires a little more skill since her ability to transverse the map isn't amazing (I am excluding tactics like fake phasing as that lowers her skill level to play)
- Doctor, I had to exclude as I can't play him. Everytime I use is static blast my game loses frames permanently. So I can't judge this killer specifically.
So why did I pick Demodoggy, Piggy and Ghost Face. Well they are all killer who on average get a 2k and 2 escape ratio. Their powers are not so powerful that it forces survivors to play optimal to get a 2-3 man escape. They can still make mistakes. However their power isn't so weak that you can't make mistakes you can't recover from.
- Demodoggy portals gives him the ability to travel the map easily and his power is closes gaps and hurts, but requires some skill to use.
- Piggy doesn't have portals like demodoggy, but has a built in slow down mechanic as a power. Plus her dash can be used to prevent looping and can be used in interesting ways to get around the map.
- Ghost Face is probably the weakest of the three but given he can stalk well in chase for a much easier insta down that Myers can I included him here. However he lacks the same map pressure Demodoggy and Piggy can provide as he has no way to slow the game down nor a quick way to get around the map.
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@[Deleted User] said:
You can't just receive points for no reason, You have to do things.
Like BBQ, but you ALREADY have a perk that does that, We are gonna Live Forever.
You completely missed the whole point. Well done.
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Also don't forget you can't kick generators, Also, wasn't SWF a thing on release? I started playing almost a year into the release, but if I remember, SWF was still a thing.
EDIT: Version 1.0.0 didn't include SWF, but 1.0.3 did, meaning if you went to version 1.3.0 SWF would be in the game.
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@Jackel said:
https://forum.deadbydaylight.com/en/discussion/135703/wiggle-us-useless
https://forum.deadbydaylight.com/en/discussion/comment/1146332#Comment_1146332
Both wiggle and struggle are useless, I get that wiggle is to keep killer from base ment , but alot of times it is useless, and I know alot if player who fell the same....
I fully agree that struggle is pointless, wish it was more of an automatic thing... But wiggle totally works with team work.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1146468#Comment_1146468
Would like to play tag-team killer with my BF, but BHVR refuses to implement killer swfs.
Can I ask what this had to do with my response?
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Nope, I still play... But I never used ruin, so I am probably not your target audience
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For example, if there are two people left and one person is on death hook and the other guy I've never see, I go look for the other guy, I can't stand stealthy players. I've also given players the escape if they give me an item. I've also give the escape to a player I found more enjoyable to play.
In none of these cases have I hit someone at the hook, but there are lots of reason why a killer might let one survivor escape over another.
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I mean, I still find killer the much more enjoyable side to play. I mean I even stopped playing survivor with my Girlfriend to just play killer because killer is a 1000 times less stressful for me.
I find survivor extremely stressful, because my enjoyment is based completely on how the killer decides to play. I don't run second chance perks (while borrowed time, but that doesn't help me) so if a killer decides to tunnel, camp or slug, I basically have to lay on the ground or hook, which is just about as exciting as pressing M1 for 80 seconds at a time.
Last night I had a bubba that basically just proxy camped all game and because we just wanted to have fun playing with each other, we tried to go for a save (yes technically the wrong call, but its freaking boring to watching a friend essential unable to play the game). After he got everyone on hook, I managed to 4%... This dude literally slugged me and went AFK for 4 minutes.
Super fun times...
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Are you talking about wiggle or struggle? Because wiggle is not percent based, its more luck. Perks help it such as Boil Over, Flip-flop and breakout, but it's more based on how close you went down to a hook. Players taking hits and stuff like that will increase your chances of wiggling out.
If you are talking about struggle, there is no escape, another player must save you. I am going to assume you mean "Kobe" off a hook, as in when you are still in the first stage of being hooked. There are perks and offerings that assist in this, but its not meant to be a absolute thing.
It's supposed to be something you can't really accomplish. Otherwise why wouldn't everyone just Kobe on first hook so their other survivors wouldn't have to worry about saving them?
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I've had games where players just run to extremely safe loops, or where I got a phone call and came back to 2 gens left... I usually just go stand at an exit gate, Open up some Youtube, When the game is over, generally apologize and move on.
EDIT: To be clear, I am saying they will cut across the entire map and B-Line a specific loop... Like I get it, it's a really strong loop, that requires very little skill to run. I've been know to do this at times too. If you read any of my post here, I always argue for a 2k 2 Escape model, so I don't need a 4k to feel good in a chase, shoot I don't even need a 2k... I really just want a fun chases... If you are playing boring and safe playstyle, the game isn't fun for me, so why should I try and make it fun for you?
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NOED doesn't reward the killer for playing poorly, it punishes the survivors for being so focused on generators. I am a killer main but when my friends and I play survivor, or even if I play solo, I rarely ever see NOED activate, why? I do totems.
I rarely ever escape matches to be honest, though that is more likely due to the fact I find being chased by the killer 1000 times more fun than hitting M1 on a generator for a minute and a half.
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Is this guy really complain when he got an average of 2-3 kills per game? Rank means crap in this game. just because someone is Rank 1 doesn't mean they are actually good.