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redsopine00

redsopine00

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  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854031#Comment_1854031

    That's what happens when you become reliant on exhaustion perks to do good.

    IKR and 2mins no using it changes everything it shows who’s actually got skill and who’s gonna quite for it

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853713#Comment_1853713

    Use Huntress' 120 second exhaustion add-on with it.

    The only time survivors have Dead Hard is after being unhooked.

    90 seconds, remembered wrong. Very strong with Mindbreaker though.

    It’s 120 when you use both on people so many survivors give up healing after I tagged them or gave up chases because they can’t do or lithe away

  • @indieeden7 said:

    So 4 players DCd because you used the most broken add-on in the game? Congrats I suppose?

    I’ve met red ranks and lower ranks that have played with it in a match and have beaten me well at it

  • @GamerGirlFeng said:

    Why slug the last guy? People complain about DCing players.. but you wanted to punish the only one who tried to play anyway? Why?

    Because as soon as they went down they dc I didn’t even get to hook hence slugged them

  • @Animal_Mother said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852373#Comment_1852373

    You never know on the internet, but it doesn't seem hard for me to believe. I have very little time in this game (<100 hours), just started playing killer maybe a week ago, and have already experienced this. I'm still running a naked spirit with no perks, rank 8, and had two rank 2s and a maybe rank 4 d/c from a game today. Some guy was trying to taunt me and got downed twice quickly at the start of the match. One of the other guys was doing dumb plays trying to rescue him from the hook, probably assuming I sucked, and got downed. First guy disconnected, and then the other two high ranked guys quit right after this. I felt bad for the last guy, so I led him around to finish all the gens, do the totems, open boxes, etc. He ended up being a low ranked dude and thanked me afterwards. I've also had several other matches where one red rank person would d/c after getting downed, but this was my first 3 person d/c. Do you not lose pips if you d/c? Maybe it seems easier to d/c and move on to an easier match rather than prolonging a losing battle that might not result in many bloodpoints.

    Exactly my point they screwed up hard by 4maning same gen and quit because 1 hits and there grouped

  • @QwQw said:

    I'd be down to TEST it. If it could stop swf's from stacking ds+ub over and over it'd be pretty nice. It might ruin meme builds or perk stacking that isn't op though, which would be pretty boring. This feature would be pretty hard to implement correctly.

    Exactly why it’s a idea to try on the ptbs to see if it’s possible

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852373#Comment_1852373

    Tried it wouldn’t upload it il check if its still here

    Damnit but I swear it was 4 reds and I was a purple

  • @alaenyia said:

    I have doubts about the validity of this story, especially at red ranks, people in red are generally more choosey with their DCs. Maybe a pic would have helped, pics or it didn't happen as the saying goes.

    Tried it wouldn’t upload it il check if its still here

  • @EvilJoshy said:

    I was prestiging my Huntress and I tried using all of her good add ons/offerings to build up some bp. I had so many survivors send me hate messages in the end game chat for using iri heads. I never use them and I had like 8. Didn't want them to go to waste.

    IKR I save them for kill challenges but it’s still hilarious as beep to make red ranks dc

  • @ChurchofPig said:

    The funniest thing is until joining the forums I never once saw/heard of someone dc because of iri head hatchets.

    It happens more then you know they can’t take a challenge of screw up your down so they dc how are you red ranks if you can’t even take a one shot on

  • They was a pc self as well

  • @lagosta said:

    Many perks have synergistic effects that are the sole reason of bringing them together. Limiting access to types of perks could also invalidate survivors going for adept. I'd much rather have 2 queues, one for SQ and one for SWF so they can balance them adequately.

    True it’s not a perfect idea hence ptb idea so it’s tested out

  • Guys the perk thing is to balance it out so no more people combing ds and unbreakable it’s one or the other and safe won’t be able to bully a killer with 4 flashlights or gen rush with 4 toolbox’s it makes picking your stuff more important for the role you want to play

  • Might explain why they go for my jake all the time

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850443#Comment_1850443

    At the time I didn't have Lightborn or Franklin's on Freddy and I didn't want to lobby dodge cuz for some reason that day wait times were exceptionally long.

    I know the pain there they really should limit how many item types go into a match

  • @ChurchofPig said:

    I'm not a killer main but play both sides fairly equal. Matches like that I still try to kill them all to try and show that their harassment doesn't affect me even though I really want to scream, cry, and throw the controller at the tv.

    They'd have to be really over the top with their harassment for me to want to cry though.

    I had a match where I was playing Freddy (one of my first matches as him) and there was a 4 person swf (very obvious swf cuz of names) where they all had flashlights. I loaded into the match and found that only one had a flashlight so I was like "Oh no". The problem is this one person was very immerse so I never knew where they were and the only time they'd appear was to blind me through the corn and I was never able to pick anyone up because I'd just get a flashlight to the face. All 4 remembered to tbag at every moment and all 4 tbagged me in the exit gate. I even looked at their builds. All had the small pp build with purple flashlights with the pink bulb and sapphire lens. (which all were given to that one person). All of them got out, but none deserved it.

    That’s why I always run light born people play like that waste of a flashlight

  • Dude why are you trying to use the Konami code in a non Konami game I mean just saying your trying to use sounds like your trying to access cheat codes Konami hides in games or was you after a weird cosmetics

  • @brokedownpalace said:

    Is no one gonna mention Hag's mori? Huntress' is brutal as well. The whole point if this game is to literally murder people and they are screaming for their life the majority of the match. Plenty of people would say that it too intense for a 13, 14 or 15 year old.

    you forgot that the hags mori leaves a mark on the body’s of there guts hanging out and the legions kill looks like something that rl psychopaths might do to people and there story even depicts them as ordinary teens who decided to terrorise a town for fun because of boredom then they stab a guy to death and tried to hide the body.


    as I said that sounds like stuff that could happen irl and that’s more horrifying then the entity’s world as it seems real.


    plus sexual elements for anyone seeing this read the hags backstory i mean taken by cannibals eaten alive slowly while chained to a wall to the point she becomes a animal who knows what else they did to her think on that

  • @[Deleted User] said:

    it's a really bad play, you're meant to take decisive strike at every opportunity so you can give the survivor a second chance or let them get away

    Why is it bad please clarify why I should let them stun me end game

  • @Slashstreetboy said:

    Well sorry for your bad encounter, but also how dare you? Fengs are precious little cupcakes who need to be protecc and given hatch!

    so I’ve been doing it wrong when I kill them first then

  • @Freddy96 said:

    Bring belt and saloon offering, get on top of the saloon and start throwing hatchets at gens. You're gonna miss them, that's ok, they're gonna come closer and tbag you so it will be easier to hit them.

    Makes sense though I’m a pretty mean shot lol I mean I’ve caught people back of the head with hatchets in a vault clipped people running for a loop and my best a insta slug start of a game

  • @bjorksnas said:

    just camp a hook from 15 meters away and throw a hatchet when they save, even if you hit the saved survivor early getting the points means you got progress

    Ah that I can do I use it on midwich a lot to screw with survivors in hallways lol

  • @Rivyn said:

    Let them teabag you at gate.

    I try but they run out to fast

  • Also light born is a must lol so many cheeky or jerks do the pallet blind light born easy hits and downs and no more losing your grabs throw in iron and other 2 perks your choice

  • Combo both the berus toxin and venomous concoction when you hit the hatchets 2mins no chase perks or head on as they can’t use it and often they give up the chase as they cannot escape you

  • @OldHunterLight said:

    Think of 1.5/2 shacks then try landing a hatchet, it sounds easier than it is since that challenge is/was bugged.

    so there’s a chance I’ve hit it a few times but it’s not registered I had that on the earn 75k bp had to restart the challenge

  • @Raccoon said:

    I am tired of survivors that don't do at least 1.25 gens, a totem, at least 1 unhook with a heal, and can't hold a chase for 1 minute minimum thinking they are good.

    /s

    One up I had a survivor who blamed there ping for me getting them when they was wounded wasted 3 vaults had no pallets and I was in bl and saying I’m bad when I caught them mid vault and would have caught them no matter what happened.


    pluse ended that game with a triple basement sacrifice I mean 1 basement hooked catch another going for a rescue then last guy has the audacity to try without bt in front of me and I might play a 1shot huntress a lot but it’s the best counter I’ve found to red rank pc players

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839177#Comment_1839177

    I think why it happens more in the 10's especially is that at red ranks killers don't necessarily expect insta-rescues, while in those lower rated ranks you often have survivors who understand how to play ok but are not great at decision making. Like they know not to sit around in a bush hiding or run around at random, and that they should be brave and rescue, but aren't quite at the point where they can think about how the killer thinks when rescuing and do things like delay the rescue.

    So from the killer perspective at those ranks your expecting an insta-rescue basically every time, and thus will end up with tunneling being the 'correct' play far more often.

    At red ranks, survivors are much more clever about making when they rescue very unpredictable, sometimes rescuing 10 seconds in to punish the killer just zooming off to a gen, but usually rescuing more at the 30 to 40 second mark where the killer really can't afford to still be there. So you get some of the benefits of insta-rescues but avoid most of the pitfalls because the killers at those ranks are more conditioned to expect some survivors to be very good at sticking to gens and forcing them away from the hook before they go for the rescue.

    Again the twins can now counter that strategy by allowing you to be 2 places at once

  • @dezzmont said:

    Nope. If you unhook right in front of the killer, and the killer hits the person who was unhooked, it doesn't mean the killer was toxic.

    It means you are bad, and farmed your teammate. The pip system punishes YOU and REWARDS the killer right now, and that is a good design. The killer should be rewarded for high skill plays, and punishing survivor mistakes is a high skill play.

    The devs experimented with a few more anti-camp/tunnel penalties before, and found that it just results in the game breaking, which makes sense: Any further punishment to killers defending the hook other than what they already got would mean making hooking actively bad for killer, and removing any skill from survivor rescue plays.

    If you wanna unhook in the killer's face, run borrowed time and eat the hit for your buddy so that all together the killer needs to land 3 attacks to down the hooked victim. If you don't want to do that, count to 30 and rescue then so the killer isn't right next to the hook. Insta-rescues, aka hook farming, is a very low skill survivor play that FORCES the killer to tunnel to maintain pressure.

    Plus with the twins you can severely punish people that hide and try to hook rush by finding them slugging them or insta downing the unhooked player with victor and being close enough to grab or stop the heal to mess with them

  • @Nikatara69 said:

    Recently got match against Freddie with cheats I guess, cuz no addons but from aura reading perks was only nurse calling but the thing is as soon he was hooking someone he was seen where you are. And this is not first time when I facing against cheaters. Same thing was against huntress...

    One up ya wounded survivors that use no medkits with the purple extra hit add on and no perks to take a extra hit and suddenly when you cut them off at the gate they have a extra hit on them

  • @Mistercookie said:

    https://forum.deadbydaylight.com/en/discussion/215256/killers-that-are-only-good-for-exploiting-broken-mechanics

    I don't think any of these things are exploits and it's just how killers can utilize their powers to the maximum.

    Hag/Twins- Their power is basically being at two places at once. This is why there's at least a minimal distance from hooks at which you can release Victor and why it takes longer to return to Charlotte from her dormant state.

    Spirit- Standing still is just mind gaming. The survivor can still decide to start walking to the side and keep/increase the distance between them and the killer if she wasn't actually phasing. It's not really more of a free hit than actually using their power. This is like faking to break pallets.

    Pyramid Head- His power is all about avoiding to pick up a survivor. Of course it would counter a perk that is about being picked up. Hitting two survivors in one ability usage is just as fine. You can bait the punishment, stop the unhooking, avoid the hit and then unhook while PH has his cooldown between uses. Leatherface can also down multiple people in one ability use, it's similar.

    Demo/Pig- I think the way they can avoid to lose tokens is fair. The cooldown of missed abilities (for these two) is much more punishing than basic attack misses. If they choose to risk ONLY using their abilities on the obsession rather than just hit them, it's up to them.

    Huntress- Hitting Survivors with close range hatchets is actually hard to do without experience because of the FOV. It's beneficial, sure. But much more easily said than done, believe me.

    Wraith- Bodyblocking is a thing with every killer (windows, pallets etc.) it just so happens the wraith is harder to see (not really invisible) while trying to do that. Up to the survivor to take a better look around them... it's basically the lowest killer on everyone's tier list.

    Ghost Face- Now yes, this killer's ability is bugged. No doubt about it. Is it really unfair? If the survivor spots ghostface first, they shouldn't get exposed and have a chance to reveal him anyway. In a chase, well, I believe he's slowed when using it so whatever. It's like Myers.

    I don't believe anything here is a stretch imo. These aren't ''exploits'' as much as mechanics in the game a player can use to their advantage whenever possible. Mind gaming and outplaying your opponent is a part of PvP games.

    True but town players slug near a hook unbind victor and park him directly under the hook facing towards Charlotte then swap back and hook the slugged survivor enabling victor to be unkickable and with a instant swap back he gets a free grab or down with Charlotte nearby enabling them to reslug or double down a hook even in the basement

  • @lagosta said:

    My advices on doc:

    1- Do not loop predictably. If you run the same path several times before throwing a pallet, he will shock you just be you reach it and hit you. just looping both paths of the same loop can do wonders.

    2-Do not stealth, don't even try. Continue with your activities and pressure gens. Doc doesn't have amazing lethality and if at least 2 people know how to loop him, your team will be fine.

    3-Be unpredictable. If you lose LOS with him, change tiles, you'll be impressed by how powerful this is.

    4-Learn to hit altered skillchecks and do not rely on Technician. If you ever play doc you'll see that the amount of information that you need to process is quite overwhelming at times. One failed skill check will not necessarily bring him to you.

    5-Low skill doctors tend to overuse their Shock Therapy and lose Bloodlust every time they do it. They also depend too much on Static blast to find survivors. A good doc will keep track of most of your team at all times and chase whoever is most convenient or highest priority.

    6-Most important, play Doc. You will see his pitfalls and weak points as well as what other survivors do to evade him. Have fun

    I use tec for a lot of reasons but primarily nowadays in case a Freddy shows up same as why I always use calm to negate a doc

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1835698#Comment_1835698

    Don't do both. Calm spirit prevents the scream but not the bubble. Doctor is also the second best user of Iron Maiden and many good docs make use of the perk.

    Really because I’ve never been revealed by a docs shocks before and with tec before it’s change I managed to stealth a gen with the doc trying to camp it and failing to find me

  • @Renfear said:

    I've played this game for a few hundred hours, here's what I've learned.

    How to beat a Doctor:

    1. The doctor Disconnects
    2. The doctor is AFK
    3. The doctor is farming and lets you go
    If none of these happens:
    1. Suicide on hook. Hope you get someone else next match. This match is a complete waste of time.

    I hope this has been a helpful guide.

    One better just run calm spirit

  • I only ever used ruin for the hag adept I’ve got no use for it lol my main build I’m going to try and stick on all my killers is light born blood warden deerstalker (changes depending on time challenges) and iron grasp makes it so much easier for me being able to slug find and not worry about blinds and when you mix in basement over saving hook rushers and cocky teabaggers you get 3-4K easy

  • @PlantCollector said:

    I honestly don't really see where you draw the line between camping and the new moris.

    Make your choice has a limited range and insidious only works if you stand still. The moment you get back to the hook to down the unhooker they have at least a decent amount of time to react to that because they hear the TR.

    Insidious hook camping is always annoying but at least you can DS the killer now if he wants to immediately hook you again.

    The new mori change was definitely necessary (keys changes too) and i don't think it encourages camping more than before.

    Have you met victor he’s the ultimate camping tool against hook rushing survivors and allows you to face camp and chase at the same time

  • @Felnex said:

    By far, one of their worst designs yet. It's like they don't play their own game, literally anyone who plays a match once/week would have seen this coming. They need to think about how exploitable things are before they release them

    It’s exploitable to use on hook rushers and is helpful catching people out

  • @Eleghost said:

    I don't really get how the twins made it through and they never thought people would abuse the camp ability with them. I don't think it's too fun to play as them, and its not fun playing against them.

    Meh there fun to play as just people have not figured out treat twins hooks as a hag/bubba hook and ignore them or crouch walk and do that as victor only shows up walking and running survivors or just wait 45seconds to then unhook or make sure killers in a chase

  • @SasukeKun said:

    This game is very survivor sided, you can bring all these OP perks with your voice communicating team and bring keys, maps, and all the different exhausted perks to make it absolutely hair gripping to put pressure on 4 different people doing the same thing.

    Lemme put a game into perspective here:

    If you're not a 1 hitting down killer then in most cases you have to chase through a dead hard loop, then once they get unhooked you have the choice of either chasing the unhooked survivor with DS and Head On in other m0sT cases, or chase the survivor with sprint burst, balanced landing or dead hard then by the time that person goes down pretty much 3 gens are done, not to mention you're almost forced to chase the unhooker because of Borrowed time's bs

    What even is the point of EXHUASTED? They should really change the name since the only thing that limits you to is not using the perk. It doesn't slow you and you can still run the same speed, Maybe if they tweaked how these things are supposed to realistically work then maybe we wouldn't even need Bloodlust or data about Bloodlust to begin with.

    Exhausted should make survivors run slower until they recover, that would be the point. Then it wouldn't be a free ticket to gen rush, they'd have to choose to hide or risk it..an ACTUAL risk but most times even then it's still beneficial because then the others can still gen rush you while you take the killer on another spin because you're injured and exhausted and whatever but still can run fine at top speed. (with Dead Hard, etc Included)

    So you have 2 gens left with 2 people only on first hook, and that's if you really aren't quick about finding them at the beginning.. But then again there's not much to do since undetectable works and it doesn't work in your favor. You'll never be totally invisible to a voice communicating team which is the sad part..

    Keys I think should have an activate of some kind, similar to chests. The insta click escape is really not balanced imo and i thought you were supposed to be able to grab them as they jump in but for me it almost never never works with the way it is rn. In past I've grabbed people mid air but now they can jump in with NO penalty, even if you down them first they can spam click into it.

    With all this it makes only the most powerful, pressuring, one hitting killers at the top like Freddy, Oni, Huntress, Twins, Nurse, Billy and LF for the way their power works and how they play. Others that require mostly chasing will be a nightmare because there's not much to slow down 4 injured sonics.

    At least Pink Mori's helped with the weaker killers and applying an extra layer of pressure but even then it wasn't much a reward because you get bullied for using them and you'd get "Entity displeased" on top of that for winning which made no sense.

    They removed hatch grabbing and changed it to closing the hatch to kill standoffs so it’s a first come first served with hatches now

  • No one was hooked and they had a heathy player I was just using him to track the 2 I slugged

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813314#Comment_1813314

    Well there were plenty of killers who woud chuck on moris whenever they saw survivors with half a brain.

    Moris were also used as a way of bm, to tunnel and kill people the killer may not like or to be toxic. You don't see keys being used to bm the killer.

    Teabagging on hatch before using the keys are bm

  • @danielmaster87 said:

    I don't understand how people can say "Just take the DS". We would not make such a fuss about a perk if its consequences were not so heavy. Do you even realize how long a 5-second stun is in this game? It feels like 2 years! The survivor gets a huge lead on you, definitely makes it to a loop, and their teammates can plow through 1-2 additional gens at the least because you just gave up any pressure that you had.

    I don't care if you say you've 4k'd after taking 4 DSs, because that simply means you're went against absolute bot survivors and would have won anyway.

    Taking a DS earlier in the match does not lessen the pressure later either, because like I said, you give up all of your pressure when you get hit by DS. In many cases, that is what CAUSES you to do worse later because now you're at 1 gen and nobody is dead. You could tunnel that 1 person of course, but tunneling leads to ez gen rush. Or you can let that person go, basically getting stunned for nothing. You get trumped by DS no matter what you do!

    Why do people say to take it early anyway? "Because you don't want to deal with it later in the game." If I'm forced to camp someone as the exits are powered, DS is not necessary for the hooked person to get out, even though it helps as an insurance perk. All they need is for their rescuers to have Borrowed and/or body block for them. They get out no matter what in that scenario, so you "got the DS out of the way" in the beginning for nothing. Another lose-lose scenario for killer!

    You can also slug the person, but if they make to a locker they're invincible. And unless you're watching their body constantly for 1 minute, they will just get picked up and get away. If you do watch their body for a minute, gen rush happens. Another lose-lose, who could have guessed?

    This "counterplay" is as ridiculous as the "solution" to Tombstone Meyers as a survivor. With DS, just take the stun and hope for the best. With Tombstone, you jump into a locker to avoid getting insta-moried. So the counterplay is literally to get insta-downed. Both of these examples are laughable in that you avoid punishment by a perk or add-on by punishing yourself in an arguably less severe way. And the worst part about them is you don't even know for sure if the other player has them until they use it on you! You could be playing around something that they don't even have, and that's why these things are so polarizing to have in the game. When you, by default, play around something because you must assume everyone is running it, doesn't that show how broken the perk is?

    I think I've made my point. Taking the DS is not adapting or switching up your strategy. It's glorified Russian Roulette, and when you play it you lose the game most of the time, both metaphorically and literally.

    That’s why I love the twins lol if I suspect ds in play I can slap victor down and track camp them and wait out the timer then hook them or my best case made a red rank dc because they decided to was there ds near the basement on haddonfield and then tried to loop the building but victor was down so I could easily track them and I down and go to basement they dc then say I’m a bad player when they decided stay in victors tracking range to loop

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832949#Comment_1832949

    A Funny trick with Victor currently:

    When you down and hook a survivor you have to travel about 20-30 meters away from the hook before you can unload Victor and start switching between him and Charlotte. This is an obvious attempt to prevent camping the hook by the devs, but there is a fatal flaw. While Charlotte can't switch to Victor while she's in range of a hooked survivor, She can switch to Victor and back anytime if He's within that range of a hooked survivor. So some have taken this into account, and after downing a survivor, they briefly switch to Victor, place him near the hook they intend for the downed survivor, switch back, hook the survivor, and leave Victor literally right next to the hook as both an early warning of rescue, and a switchable deterrent to would be rescuers since Charlotte can switch to Victor in only 0.25 seconds, but switching back to Charlotte from Victor takes about 3 seconds.

    Eventually the devs will likely make it so that you can't switch at all between Victor and Charlotte if there is a hooked survivor near to either of them, but until then, this is highly exploitable, but given the twins currently underpowered limitations, and encouraged "Slug Based" mechanics... actually not a bad strategy... Just really frustrating to Survivors.

    So when a entire teams slugged because they don’t kick victor and I’m able to hook them and track is me playing well and not like trash thanks some jerk was saying I’m bad at the game when all I’ve done is use them against each other and even after one game as the twins I’ve leans treat hooks as a hag and bubba mix

  • Sounds decent and wee thought out

  • @gatsby said:

    Standard Build- Ruin/Undying/Tinkerer/BBQ

    Variation Build- Ruin/Undying/Surge/BBQ (Killers that down with an M1 only)

    This build is overkill most of the time with mediocre Survivors. But in the case you encounter some actually skilled players, this is what will give you a chance at winning on Killer.

    My go to on my huntress build depending upon if I got endgame challenges iron grip warden deerstalker light born and if it’s endgame challenges I use noed you’d be surprised how many kills and slugs I’ve got with iron grip on flashlight players or just at pallets because they can’t blind me more should use it

  • I have a hard time doing survivor ones ( points at random scrubs I keep getting) either that or in the span of 24hrs I was targeted for 50+ games off the bat not fun.


    upside I pallet slammed a clown 5 times in a row before first hook one time

  • New one having my tea yes triple hatch ditch me with a legion who had noed who then gave me the gate escape

  • Just now rough game against god their nurse I’m last hook slugged I’m crawling to the last guy to be res nurse kills him and closes hatch right in front of me sees me and she knows I have a key carry’s me to hatch as I’m nearly bleed out let’s me wiggle free and escape

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