pseudechis
pseudechis
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Typically I fall on the ground.
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Hag and Trapper, lay out your traps and herd the prey right into them.
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@nicknack said:
https://forum.deadbydaylight.com/en/discussion/comment/1462674#Comment_1462674
The reason you are locked is because that is that killer has seperate mmr skill ranks to others so when you que you que for that killers skill level not another which is why you are locked into that killer.
I understand the reasoning behind it. But lets look at the pragmatic outcome. While the effect is probably going to be minimal, there will be those that last minute switch to 4x blendette or 4x matching skin survivor with keys and tool boxes in order the maximize advantage. Again no skin of my nose but I reckon the lobby dodging on killer end is going to spike as a result, as are DC's. We'll have to wait and see though.
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That's why skill check madness doc exists, but everyone keeps yelling to nerf him. Who needs regression perks when the survivors regress the gens for you.
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With how broken the current system is can it really be that bad. Tonight has been the worst night for a while I usually peak around purple ranks, I don't play too sweaty but have been matched with ranks 1's and 2's all evening. I had to resort to basement camping and taking mori's just to get a few kills. I'm not that concerned about the losses but I'd like to at least feel like I had some impact on the game at some point.
If the new MMR makes for more balanced games eventually then great, if there is a mix of potatoes and elites then I know well enough who to chase and who to ignore. I'll at least get to game with the potatoes and maybe take a few elites with them.
The idea of level matching killers separately sounds good but being locked into the killer I queue with feels a bit limiting (not that I switch often but sometimes you change based on survivors set up) it just seems punishing to killers but we'll have to see how it goes.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1462703#Comment_1462703
You're "expressing concern" with extreme hypotheticals and complaining about something you haven't even tried out yet, no?
Even though I haven't tried it it doesn't invalidate the concern. I'm not saying the game is ruined I'm not screaming bloody murder I'm just saying this may not be the QOL improvement everyone thinks it is. But we'll see. That's an expression of concern.
Also your replies to others on this thread are very dismissive and insulting so I'm not going to reply again say what you will. I made my point I'll waste no more time on you or it.
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The learning new killer aspect of it will be an improvement, but does it also mean I'll need to sweat every game I play now with a killer I like. Given that you tend to be better with killers you enjoy simply because you play them more.
I think you are going to find more killers purposfully deranking just to get easy games.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1462683#Comment_1462683
If you're going to whine about what items are being brought, you can do whatever you please. Sure.
sigh, I'm not whining I'm saying I had the option to choose the kind of game I felt like partaking in without being panalised with extended queue by dropping out of lobby to change killers. So this change seems like more of an annoyance than an improvement.
I'm not whining I'm expressing my concerns with this change, giving the more rigid design. Think before you post it helps a lot.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1462674#Comment_1462674
Then leave the lobby. The point is to give you survivors based on your skill with an individual killer. Idc who you are, your trapper vs spirit skill level will never be the same.
Oh so now we have sanctioned lobby dodging. great. This keeps getting better and better.
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@Nickeh said:
Imagine being mad at devs for making a change that actively helps killers.
Keeping survivors locked doesn't do anything because survivors are just skins, killers are actual different playstyles.
I don't see how this helps killers. I queue as trapper I see maps, I think maybe I don't want everyone knowing where my traps are all game I'll switch out to someone else. Nope. Great.
Its not the end of the world but seriously it's disheartening when they reduce functional choice.
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well #########. This sounds rather crap. Yet more abuse coming our way fellow killers. Time to quit for a while I think, or maybe its not the best time to make that decision as its been a particularly toxic evening tonight.
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Lets call tunneling what it is hook rushing. Now my goal is to apply pressure and get blood points. Hooking multiple survivors (ie not tunneling) gets me more blood points and applies pressure so its ideal.
Therefore its not ideal to tunnel... however, often I end up tunneling because survivors do some very silly things around hooks. Unhook in my face, hang around the hook meaning I search there first due to no-one being on BBQ, heal under a hook even though I'm not in a chase.
If I'm not in a chase or checking a gen I'll go back and check a hook. Ok I find you both there, now I'll try and smack the healthy unhooker as applying more wounds is more pressure, but if fate drops the poor guy who was unhooked in my lap then its slug, quick search for the other guy and back on the hook they go. (an example would be the unhooker sprint bursts away to a strong position leaving the wounded one in the open just off to my right, what is the best play here now?)
Lastly if the game has gone for several gens and few hooks due to being outplayed by good survivors, its now a very viable tactic to take this game down to 3 on 1 asap by rushing a 3rd hook. One person out = more pressure in the absence of quick downs.
If you can draw a DS out early making it a non-factor in the late game then all the better. So its actually in your interest to tunnel out a DS more-so than not.
These are all reasons to tunnel without any malicious intent involved. Obviously I try not to but my objective is to kill you, so if you give me that option early I may take it.
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@Mister_xD said:
i have started running DS now, mostly due to the lack of others equipping it and the game ending up with no obsession - which then leads to the killer starting to hardtunnel anyone previously unhooked and playing in a super unfun way. so just to ensure we have an obsession and the killer is playing nice, i equip it.
however that doesnt mean i'd force myself on the killer with BT, DS and Unbreakable to be a toxic little #########, i try to be as not toxic as possible in my games after all - while simultaneously punishing those that are acting toxic towards me by insta tunneling me down.
NOED on the other hand is a perk i almost never use.
but thats not because it "rewards failure", was a "crutch perk for baby killers" or generally something i'd consider to be too strong to run - its quite the opposite, really.
i dont run NOED, because i think its a terrible perk. i am forced to play a trial with only 3 perks and the 4th one i have is 100% counterable by the survivors to never activate, PLUS can be destroyed extremely easily like any other HEX before i could make any real usage of it. its super inconsistent and therefore not worth picking over the other perks i run, which i can rely on and which will not let me down.
though when i see a genrush SWF that just outright ignores every totem, i wish i had it. just to punish them for genrushing like that, not giving a ######### about anything else.
I agree about the NOED here, you often get one good down from it against a good team before its cleansed or nothing at all. Its good on a killer like doc who can find everyone easily and then apply NOED pressure quickly. Otherwise you are basically running 3 perks and one easily counter-able perk that may get you a down.
I find its typically bad teams that ignore totems and then make silly rescue plays in the egc that get torn apart by NOED, they are also the saltiest about it.
DS otherwise is ok I only feel its oppressive when paired with unbreakable. Can't pick you up can't slug you. In that case I always slug, if they pick themselves up at least its gone and I suffer no consequence, or just count to sixty if its the last down.
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I've never understood the let everyone escape because I did well at the start play. If you let the last guy or two go after a full game sure but if it crashes and burns early just get it over with say gg and move on, it saves everyone some time.
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In truth I don't often see it but when I do it does lead to an audible sigh. Basically dictates the game as now I have a choice to focus on the OoO or risk getting little else due to the sharing of info.
Its not always abused by SWF on comms but it is the one thing in this game I just lament seeing, given how much it tends to dictate play.
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The problem with OoO is it allows people on comms constant updates of information about killer location. We have a system that already breaks the game aided by a perk the breaks it even further.
There is no way of knowing whether you are in this scenario or not as telegraphing SWF to killers pre-game is its own bag of problems and shouldn't be done. So your options are tunnel the hell outa the OoO user or suffer a heavily biased game where you never seem to find anyone.
Something that can be that abused needs to be looked at. As its generally balanced for solo player but easily abuse-able by groups.
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I do best with him without resorting to camping. You learn to corner with his saw well and you get your downs.
Problem is when it comes to the egc one hook he's the best at getting 4 downs when folks come to save, so a camp is basically the best strategy then.
Like all killers if he's camping one hook then the team need to split off do gens.
Also as LF no matter what you do people will accuse you of camping, even if you leave every hook all game they still do so what you gonna do eh.
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Who cares about rank, that's the problem, stop worrying about rank. No one takes anyone more seriously at rank 1 than they do at rank 10 its a game its not that important. Also who are you worried about taking you seriously? Anonymous strangers online?
If you think rank 1 is some representation of your skill then I'm afraid you are mistaken, like most things online, rank does not equal skill it equals time spent online. You play enough you'll eventually hit rank 1, how quickly you hit rank 1 is irrelevant because the only person who knows that is you and there is no way to prove it to others should you feel the need.
Personally I feel bummed out when I rank up to much as the game is far more toxic at higher ranks. Not harder just more toxic. I get very little post game abuse in green/purp ranks but red ranks is where folk who take things to seriously have meltdowns.
As killer I focus on blood points, the only thing that really matters in game, as its used to buy items to make fun builds. So that means whatever I can sacc, break, regress, hit, plus 4 bbq stacks.
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Save em or use em up to you. Yes you could save em for the next bloodhunt but isn't that kind of unnecessary and stingy.
Its kinda like shivering all winter so you can save a few bucks buying a jumper in the summer sale.
Bloodpoints are infinite as long as you are playing the game. In the time you spend saving the cakes you could have a p3 or two or three finished before the next bloodhunt rolls around.
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Having been playing him almost exlcusively lately, taking a break from hag and doc, I'd say his key weakness (not that I mind he's an awesome killer) is his map pressure lacks when he has to wander off to collect traps.
Refill from lockers wouldn't be a bad idea, which could cap at 6-8 traps max so you have to pick stuff up once you've put down your max total traps.
Refill from locker till you've placed max traps then you have to start collecting. That way you limit his early game setup weakness and make when to place and refill a strategic choice, drop a lot of traps early and can no longer refill from lockers or save a locker for the late game for some strategic late game play but have fewer traps out early.
Also I have been doing just fine 4k'ing with current base kit with no bag addons but I don't think 2 traps as base kit would make him over powered. (Because bags really do make a difference even the lowest level one).
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1452502#Comment_1452502
the counter can't be something like use borrowed time, because perks are not supposed to be essential, it wouldn't be fair
That's wasn't one of my suggestions. Crouch, flashlight, coordinated run through, a dash of caution and lateral thinking. The last being hardest to come by.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/663484#Comment_663484
The point was that this build is unfair for the survivor hooked, so if all counters to this build are gone, I'm just right
So basiacally if we choose to discount any suggested counters then there are no counters. Can't fight that logic.
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As someone who mains hag I can say the set up is strong however mint rag has a cooldown 15s and a good set up for using the mint rag, shackles, make your choice combo means limiting some trap placement so that you don't end up popping multiple ports in one big hit.
The best counter plays are a flashlight, crouch or just run through the area popping the traps before the save, apply a liberal dash of basic caution and you have a save. Its a strong set up but its not without counter play.
I love it when survivors crouch into the hook save and then run out of it triggering a trap. Its as if once unhooked all sense goes out the window and people just scatter like flies, triggering any traps nearby.
Its a potentially powerful but rather narrow (all your eggs in one basket type) set up that's fun every now and then and I'd rather have a web of traps around the map to auto port to for a hit, jump scaring the crap out of folks.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/172357/moris
Tbh keys and moris are the one thing people can unanimously agree need to go.
I'd rather they stay, doesn't bother me either way if 3 or even 4 survivors escape with a key or if I get mori'd. I like the kill animations, I haven't seen them all yet. Harder to do with DH totem and yes when you bring a mori its should be to have a bit of fun not to shelter a fractured ego for a past bad game. But hey I guess if the community takes issue with them they'll be changed eventually. I hope they don't remove them though.
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Not to be snide but this is an I'm taking my ball and going home kinda post.
Play the way you wanna play.
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Definitely, even if it isn't the Tim Burton version sleepy hollow it would make a great DLC.
Mobility killer summon the horse to traverse the map but can't hit people, in walking mode throw a flaming pumpkin and swing a sword.
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Getting some serious traction out of bitter murmur lately. Last game watched two survivors hop into nearby lockers to hide when the gen was done.
Resulted in 3 hooks at the start with 4 gens to go thanks to the gen being completed as I was hooking another survivor after the first chase.
With an insta down killer like LF also running discordance if the gen pops you'll probably get to saw both of them.
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@anarchy753 said:
You're living in the distant past if you're calling self-care meta. I don't see anyone in the red ranks using it any more for good reason. There's better options for healing by far, and even just any other perk is usually a net gain.
I can honestly say I don't understand the hardon people have for Corrupt Intervention, and never have. It relocates the survivors away from the outer gens, which means the grouped gens near the middle get done while you're chasing survivor number one. That sets the killer up for the absolute anti-genlock, which in the case of most killers who want to buy time, really throws most of their late game potential out the window. It's a big gamble that your early game goes well enough to play down a perk AND with a poorer layout in the late game. The rare exception is spawning up one end of Azarov's or Suffocation Pit. I know I'm gonna get "BUT X, Y AND Z YOUTUBER SAID I HAVE TO USE IT" but really I'd just prefer something more consistent and tangible. Especially with the fact that 99% of games these days you can just walk to a distant gen and smack 3-4 survivors off it, injuring them all cos they all think they're invisible the second you hit one.
Yeah I agree on corrupt a little bit, as a hag and trapper player I thought sweet when I unlocked it but often I do better without it. Yet to really leverage the starting bonus as usually I run into someone while setting up with the resulting chase chewing up the time on it anyway. I'd rather have another active perk for the whole game.
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Hag , Trapper and Leatherface.
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1442829#Comment_1442829
Because it's not me bragging about smashing them, it's me saying I rightfully won that game and deserved a 3k at the very least. Especially when it's haddonfield, every killers absolute favorite map and a totally well designed one. Probably right along side Midwich in amazing map design.
Under no circumstance did you deserve a 3k, you could have got a 3k but nothing you did made you deserve it. Until players escape or die everyone is in play and anything can happen.
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Again "I imposed arbitrary rules on myself and its the perks that stopped me getting kills" Yeah the DS run out the door play sucks as killer but it means you didn't hook folks enough during the match to avoid that scenario. I happens to me too, suck it up and queue again or run NOED and get that down.
Also don't waste time on loops like cowshed or the cow tree, if you get a hit in great walk away from those loops and find someone else or look like you will walk away and then catch the survivor when they try to leave the loop.
I hate the mechanic of run around and around the same structure to but its just one of the most effective ways to waste the killer's time. The onus is on the killer to decide how much time they want to waste doing that. If you are playing a killer with anti-loop tech then great use it, if not you have to assess whether its worth the effort to sink time into the chase or find someone else in a less strong position.
I spent a whole minute paying around with someone looping the two pallet tower in midwitch as huntress the other day. Trying to land a hatchet hit as they popped their head in and out it was just a bit of fun and felt kinda play with you prey killery. Lost two gens in the process and then surprised myself and 4k'd after taking advantage of bad plays for the rest of the game. Some games are a 4k steamroll, some games are balanced fun, some games are a write off. Win some lose some just queue again.
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Yeah endgame chat isn't a bad thing, yesterday I had to go afk as killer in the middle of a chase to get a package delivery, we had a laugh about it in endgame chat as it went from a game going well to a 4 escape depip.
Nothing wrong with endgame chat just ignore the salty children both the bad winners and the bad losers.
Perhaps an option to turn it off if you like wouldn't hurt.
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You can definitely feel the difference in a game with OoO perhaps it needs a cooldown so it can't be abused by teams on comms.
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why bother? I swear half the problem with this game's community is the non-existent rule set applied to themselves and others.
Just play the game, if you come across the same survivor twice in a row hook em why not? If you are on death hook perhaps playing bold isn't a great idea anymore. If you want to max your blood points/apply pressure injuring and hooking multiple survivors is better than one.
If its the egc and you haven't got any death hooks by all means camp that last hook. If people body block you smack em, more injuries means more pressure. Hooking one survivor with three healthy survivors is free run for the others to do gens and have a safe hook save.
If the person with BT body blocks you at the hook chase em down they are now injured and probably in a bad position and can easily go back on the hook.
Yes swf is broken especially on comms but saying I'm gonna tunnel and camp every game that I think is swf is just silly. Save the salt and play the game.
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I find typically when there is an OoO every survivor seems to know exactly where I am at all times. It becomes very hard to find people let alone successfully hit and down them.
The best counter I have had to this is Doc, with calm and distressing, who just finds everyone OoO or not.
As a hag main you either have to tunnel down the OoO and camp em or just eat your loss knowing that there is little you can do to counter it. It's not about being angry with it its about the most effective counter to it.
I'd say its the one perk that just needs to be removed or seriously reworked. Three matches in a row with folks running it, the last match I just dc'd I didn't want to sweat another tunnel camp just to get rid of it. Fortunately I don't see it often.
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The only thing that ruins this game is teams on comms. That goes for both sides. For killer its now a sweat fest to outdo people who can share up to date information they shouldn't have. For survivor all the thrill of the unknown is gone, the match has little to no tension outside of chases.
There is nothing wrong with playing with your friends but how much do you value winning over game experience?
Object of obsession seems a lil broken too in this scenario.
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Even if it is a facecamping bubba it still doesn't matter. You wanna camp then go ahead and camp. You want to clicky flashlight and butt dance go for it. Play the way you want to play but don't bemoan anyone else doing the same. Yes some things are more obnoxious than others and are best avoided and don't be surprised if obnoxious behaviour is answered in kind.
Remember you are probably not as good as you think you are so check your ego bragging about a win or bemoaning a loss is just bad form, at no point do you deserve to escape or 4k regardless of what has happened in the match and lastly you're not responsible for anyone else's fun.
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It has a cartoony theme that clashes with the dark gritty aesthetic of DBD (nothing to do with animatronics, an animatronic killer would be interesting). The same reason why even though I love classic scooby doo it also wouldn't fit in DBD. I mean springtrap looks more like a world of warcraft harvester bot than a gritty killer.
Would it ruin the game, probably not, but might increase the childish pain in the butt to play against crowd gauging from, as has been stated, the rather obnoxious campaign to get it into DBD. I probably wouldn't buy it either unless the perks were mad pay to win good. I think there are better franchises to put in game before FNAF, I mean FNAF really isn't scary its almost a joke.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1440064#Comment_1440064
Said this earlier but:
"Fun, for me, is being able to apply skills from both sides. Being able to use information you're given, or the lack thereof, to deduce something and react accordingly. Every killer has a tell to using their powers bar spirit. Every killer you can react to except spirit (and maybe slinger). Every killer I feel like I got well and truly outplayed by skill except spirit. With Spirit it feels like I guessed and guessed wrong, and guessing right just isn't satisfying. It's nowhere near as satisfying as predicting a blink from a nurse or a demo car tech."
ok I missed that and fair enough, but think of it this way, you can predict spirit by looking at the most optimal way for her to round the loop to get you. Try what would be a less optimal play with a killer who can see you and you may just escape. Its a different kind of mindgame that mixes up the current game state. If they change her to the usual then its just another killer to do the same loopy loop every other killer contends with.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1440057#Comment_1440057
I like to jump around on killers to play with. Been playin alot of Demogorgon lately, and had afew Oni games earlier til I found out mid match that an Oni glitch that I THOUGHT got fixed...wasnt fixed. Nurse is just kinda the flavor of the day. Been playing this game for over 2 years now and before today, I've played Nurse less than 5 times, so its kinda nice trying something so different.
Yeah I jump around a lot too, I just find her constant stun after using your power mechanic stifling and a lil annoying. I realise why its there as she would be crazy op without it but it breaks up the gameplay to much for me and I just can't get into it. Even when landing hits.
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@GoodBoyKaru said:
I mean, Billy I agree with, he doesn't need a nerf. Add-ons, definitely, but base-kit didn't need to be changed at all.
Spirit though- I've had a vendetta against her for ages. I'll never not complain about her until she becomes fun to face.
This is part of the problem though, define fun to face?
I think she's fine, it's nice having killers with different mechanics so every game doesn't devolve into a loop fest.
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I just don't have the patience for her.
Got her to 40 for her perk unlocks and haven't touched her since. A lot of that leveling was using extra BP's from leveling doc to grab a few levels of nurse. There are 20 killers to choose from and she is way down on the sink my time into this list.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1438365#Comment_1438365
No it's not juking the deathslinger its guessing correctly and mindgame are using past interactions to make a decision in a chase mindgames actually require you to use your brain rather than guessing whether hes gonna shoot.
I don't thnik you understand my post. Using past interactions to outsmart your oponent is one part of the mindgame, its still a guessing game using information to make the most educated guess possible. So part of that mindgame is predicting and avoiding killer powers. Where is the trapper likely to trap? Will the slinger shoot or is he faking it? and should I swing wide now or later to avoid the shot? same again with huntress or is bubba just reving to fake me out of the pallet or are they going to go for the full saw?
The term mindgames is used specifically for some aspects of DBD gamplay but if you think its just about when to moonwalk or not near walls then you are kinda missing the point of killer powers. They are part of the midngame. Your ability to predict or guess what the killer will do is how you successfully counter killers and their powers. Its also how you outsmart survivors and get hits.
You seem to think guessing equates to random actions hoping you are right, when utilzing prior interactions to best predict your oponent is just making an educated guess about behaviour, sometimes there is a lil luck involved too.
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@pizzamess said:
https://forum.deadbydaylight.com/en/discussion/comment/1437994#Comment_1437994
I'd says it's more just throw out the way the game is normally played which can be fun if done correctly but with spirit it just feels #########, and bro people who play survivor more then both of us combined still say spirit is just a guessing game.
"The typical game" That's my point it changes up the game in a way a lot of people struggle to play against because one of the most effective plays for survivors is to loop and that's all a lot of people can do. Enter killers who shut down and put a lot of gamble into loop plays and boom people cry because they can't rely on their one tactic as 100% as before.
If people who play survivor more than you and I say its a guessing game then hey they understand how the mechanic counters loops by introducing a gamble to them. Good for those players for seeing how it works and good on any polayer who cooks up outplays which I have seen plenty of video of.
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I’d say it’s one of the least traversable maps. Getting downstairs is way easier than getting back up which can be a long walk.
makes gen patrolling harder and perks like whispers less valuable.
The thing I dislike is the noise. Lot of sound pollution in that map and the siren just hurts my ears through the headphones.
it’s not terrible I’m just not a big fan.
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Sadly with comms you only need one person running object for everyone to benefit from it.
The solution you burn time tunneling out the object ASAP. Easier said than done on some maps, especially new midwitch. Then face the post chat tunnel abuse.
I’d say Object is the only perk I take real issue with as its rife for abuse.
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@RaSavage42 said:
I don't think there is a "second chance" perk... so I'll explain
DS: you have to be hooked in the first place... what second chance are you getting?
BT: if killers are away from the hook it won't activate... where's the second chance (side note if I'm running STBFL I'll hit you anyway)
Unbreakable: you lost the chase and have an oppertunity to pick yourself up... Barely a second chance
DH: you lose the first half of a chase to be able to dodge an attack... Not exactly a second chance
Adrenaline: end game perk... What second chance do you get if yer dead before the end game starts?
Anymore "second chance" perks
I have no real issue with them but I thought I’d have a crack at defining the ‘second chance’ nature of the perks.
DS, the second chance comes after the hook, so in the next chase and lasts long enough That you don’t need to be tunneled often to benefit from it when you get found again. 60s is a long time in dbd. The loss of momentum due to a failed ds chase can be crippling to slow map pressure killers. Especially 4 of them.
BT, gets abused by folks unhooking in the killers face and the body blocking for the BT hit. Giving all involved a chance to flee. You went for an unsafe hook made much safer by BT. Giving everyone involved free escape time from what should be a very dangerous situation. It does punish campers so it has its uses. Also deep wounds is really a non threat.
UB yeah you lost and it has little to no use if the killer doesn’t slug. But pair it with DS which the counter is to slug. You now have 60s of both hook and slug immunity. Slug me or pick me up I’m basically safe either way. That combo is the biggest second chance of all.
Adrenalin is the survivor NOED. I lost but I have an ace up my sleeve that can get me out the gate by saving my sorry butt with a free health state, just as I lost but I’ve now activated uber down mode and may get to make up for it with easier hits that deny the tank a hit and run out the gate play.
All are ‘second chances’ that make up for mistakes/bad plays with little to no downside.
The only change I would say is DS could be 30s and be less oppressive when paired with UB.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1438314#Comment_1438314
When I say be patient with the shot as at windows vaults where you either vault or fake. A good slinger also has good aim which makes those shots that you cant react to even more deadly and a guessing game isn't a mind game.
Ok then but hitting with the shot consistently is the skill again. I’m sure its possible to juke a miss out of even the best slingers.
Also there is guesswork in every mind game. The whole point of mind gaming is to fake out your opponent into thinking you’ve gone another way. The very premise of that is predicting/guessing which way they have gone and countering it accordingly. The whole mind game is a guessing game on one persons part, how predictable it is, that’s the skilled part.
if you do the same thing over and over I know where you are going I don’t have to guess. If you mix it up then hmm a more complex mind game is now underway. It’s all guessing.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1438134#Comment_1438134
No aiming in and out takes no skill and if your st a vault regardless if you juke a good slinger will be patient and wont shoot at all be cause a good survivor will try to juke giving him a free m1. Also a good deathslinger wont miss. It all boils down to a guessing game which you are trying desperately to defend.
Yes it’s a guessing game on your end. That’s the point.
Faking out a mistake by the survivor by aiming and bluffing your shots is again the point. Long time aimed shots are really not how the deathslinger works. I learned the hard way recently, its quick scope fast shots or fake outs. Which is it gonna be you have to guess, that’s his mind game. It’s an additional to moonwalking etc etc.
I like how you say it takes no skill but in the next sentence say a good death sling will be patient with his shot and get the hit, implying skill. Which is it?
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@Dead_by_Gadfly said:
Yeah but this is one of the times i think hes just wrong. His argument is essdntially "survivors want to be able to use the skills theyve learned" and by ghat he means looping.
Want to take a wild guess at what the most boring thing in the game is for killers? Running around in circles for 5 mi utes.
What behaviour is doing is creating killers that have different counterplays to their powers, some killers you can loop to ######### like wraith, some killers you have to counter a little more uniquely like Spirit. This keeps the game fresh and different. If every single killer was loopable the way wraith is this game would have died 2 years ago.
Scott's wrong on this, the people that find a killer boring its because they either dont understand the counter to thst killer and are getting waxed all the time, or they understand it really well and dont find it challanging. Either way, so tf what. Its better than every single killer having the same boring ass nascar counter
This is exactly the problem. I can’t loop this killer well. It’s ‘boring’ = I don’t win so I don’t have fun.
It’s different. It can be countered. It’s got more guessing and luck involved than just abusing loops.
I love how everything that prevents people from just running around and around the same piece of debris is somehow boring.
mix your game up, juke crouch hide double back try to guess where she will go and go the other way. Nah I just wanna loop that one thing over and over but oh I can’t boo hoo. Ffs.