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rogueplayer00

rogueplayer00

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rogueplayer00
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  • @Clevite said:

    "You didn't do that. You engaged in the same cringe worthy shaming behavior "

    Kinda what you did with this quote.

    Pot and kettle my friend.

    Although I will not respect a forever freddy build, I will respect ones right to play it.

    But is there a need to post it? The victory itself is win. If you need to reminisce with strangers it seems one is searching for more then they can ask from a video game.

    Also why are we talking about this. It's OPs post. Let them defend themselves if they want.

    I'm Not gonna say much, I understand that my point wasn't made clearly. I wasn't trying to celebrate the victory, I was bringing attention to a hypocritical player for being salty after doing one of the most toxic and salty things you can do in the game (DC and stressing your team to now have a 3 player game at 5 generators), and how they wanted to tell me I was wrong for simply playing a fun build I enjoy thats strong and gets the job done against SWF's with that unofficial 5th perk called Comms. Youre right, its unbecoming to need to "reminisce a win with strangers." But its worth a conversation about entitled SWF's who think they do no wrong, and only think of their own fun and not the killer's. I didnt make the post to toot my own horn and say hey look I won, I made the post to say hey I played well and fair, and was still trashed on, isn't it funny how survivors are?

  • @Missing_Toe said:

    To me Forever Freddy is like running a stall/burn deck in card games. Which was my style, so I personally like running Forever Freddy too.

    I can confirm that the salt is very heavy~

    YES IT REMINDS ME OF PARASITIC PARACIDE LAVA GOLEM DECKS IN EARLY 00'S YUGIOH AND ITS MY STYLE

  • In my defense: its a fun build as killer, control feels so good when done right, and my points (31,200) proved that I played the game fairly and didn't do anything toxic other than bring the build. I wanted to have a laugh about survivors who DC being toxic just because they lost, but i guess since I played a specific build im a forehead

  • Freddy incites salt and hes fairly easy and fun to play. I love it.

  • Resident evil has their own competitive asymmetrical game, itll never happen sadly.

  • My only issue with hatch is keys. I think hatch is fine, by the time the killer gets a 3k or someone DC's to give hatch, you should pip at least 1 as a killer. So i don't give a damn. What I do give a damn about though, is the fact that I've gotten MULTIPLE games where 2 die, and the other 2 leave with a key. I think only one person should be able to leave through a key hatch, and the hatch should break when one person escapes with it. But thats just me.

  • @Enlyne said:

    Tbh it's so tiring to see people saying it gives you InVincIBiliITy, as if you cannot get downed even if you're hit or something.

    Just make people use it early it's not that complicated.

    People choose not to use it until endgame, and its a contingency if they get tunneled, making it impossible for the killer to do anything but slug them after they get unhooked no matter what the situation. Its still unfair to punish the killer for playing well, and thats what DS does sometimes. Not all the time. But sometimes.

  • If killers just play smart the perks really mean nothing. Im currently a purple killer, and i do declare myself a killer main, but I have most survivor perks unlocked. Pressure gens, use slowdown, and down people selectively, and boom. You just got passed all of those perks just by being smart. I dont see why people think they're OP. They are 100% necessary for dealing with ######### tunneling killers and for the opportunity to be aggressive against killers like freddy and spirit that can cross the map in seconds and pressure everyone at once. I do see the issue with the combos being used TOO aggressively, but honestly if you play smart it only eats up about half a minite of your time as killer. "Oh I hooked this Feng recently, leave her slugged. She get up on her own? Cool. She doesn't have UB for endgame." Theres the big brain counter to DS UB. Just ######### play. XD

  • Straight uo, I never played huntress before and just picked her up for the first time last weekend completely perkless and add-on-less and oh my lord shes so fun. I love her gameplay so so much and i know she's a stronger killer but damn. Never have I had so much fun.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576074#Comment_1576074

    My opinion is it’s an overhyped garbage perk for 1 it forces you to have 3 perks most if not all game 2 it doesn’t give kills it gives free hooks if the killer got a kill when using this they probably would have got it anyways then and 3 you shouldn’t need a perk to get a hook

    bonus it also has the easiest counter breaking totems so can’t really complain too much about hex perks

    Respect. Garbage slug game man, sorry that happened to ya. I dont slug just because "insert perk being used here" I normally slug if someone's a bully. If you've got DS unbreakable and you tbag and click at me then yeah. Get slugged for the whole game. But I never out the gate at 5 gens just "lol slug and bleed".

  • I'm not trying to be a sarcastic #########, I promise you, but I have to ask. Whats your honest opinion on NOED?

  • @nursewannabe said:

    In a game that actively revolves around chases and killer/player interaction, saying that the counterplay to spirit is avoiding the killer entirely is admitting that the way it is designed isn't suitable for the purpose devs made the game for. Same for deathslinger: janky movements are not outplaying, they revolve on the same rng based luck that you have when spirit ######### up her phase and doesn't find you. It's not about who's the best mind gamer between the killer and survivor, it's about how often the killer ######### up.

    I will say spirit has more counterplay than slinger. Im a killer main, slinger is probably (when you hit your shots) the most brainless killer in the game. Spirit though? Tracking with sound is hard enough as it is, but here's the counterplay to make the spirits time even harder: when you see the husk go still, stop sprinting and walk an adjacent direction, hell even right back at the husk. If you're healthy, the spirit player will almost 100% walk right passed you or realize you disappeared, come out of phase, and realize you're 20 meters away in the opposite direction and have to chase you at 110. Thats the counterplay. One of the only killers that you as a survivor can mindgame back. I understand slinger. But spirit has some fun as hell counterplay.

  • I would like to take a moment on this thread to say that the devs did say no matter what side you're on the connection will change the outcome. Meaning if you as a survivor have poor connection or the killer has better connection than you, theres a good chance some weird hits will happen, because validation goes both ways. That hit, on video, from the stretched resolution (not saying thats bad or done on purpose in just saying the resolution makes distances harder to tell) and the fact that you medium vaulted, tells me that hit 100% registered on the killers side before you even vaulted that window. Meaning your connection was weaker. Killers are getting more "questionable" hits because survivors aren't being helped by poor connection either, like they used to. If you lag switch as survivor, youre gonna get screwed, judt like if you lag switch as a killer. Thats the goal of the system, fairness.

  • @WeenieDog said:

    I wonder if you're more likely, as a solo, to have a situation where the MM gives you 2 highs and 2 lows to average an MMR that accommodates what ever killer it finds.

    I wish I could feel as annoyed as everyone else is, but my queue times are too long IMO to warrant playing more than 2-3 matches.

    I'm Fairly certain this is what it does to soloq's because that's what we've been seeing. 2 rank 20s and 2 red ranks versus a green or purple killer. Thats what I've been getting a lot of, too. So I think its on purpose and it kind of makes sense because its 4v1. 4 5000 mmr survivors will always beat a 5000 mmr killer unless the killer literally applied perfect pressure which is impossible against good loopers. It makes no sense, but it also makes a ton of sense.

  • @Pipefish said:

    No killer is complaining about DS anti tunneling. They are complaining about DS 60 second invincibility. You could slug but most of those survivors also happen to have unbreakable. Literally no counterplay...

    Yuuuuuuup

  • The only thing I disagree with here is your saying that ds unbreakabke and such are meant to not be used. That is anything but true. The issue with DS and unbreakable and now soul guard added in is that there's no counter to it at all, and it can be used aggressively. If i don't see the unhooker, and i go for the unhooked, even if i play around DS and slug, i still get hit with UB and sometimes UBSG so i can't even go back to them at that point. I agree that a totem counter needs to be put in place, i agree that noed is kinda broken. But until they make it so that survivors with 60 seconds of invincibility can't do a gen in front of my face with no consequences, then either hit the ds and run, or miss the ds and dc, i dont think its fair to nerf any killer perk that people think is OP. Because there's nothing more unfair than a team of survivors who have a cumulative 4 minutes of complete invincibility with the ability to normally heal themselves off of the ground, not to mention the ability to see the killer at all times with object and know when to move thanks to perks like spine chill. If you want a totem counter, cool i do too. But I also want ds to deactivate if you touch a gen or someone else gets hooked. Because the killer has no pressure on you if you have enough time to do either of those things.

  • @Roobnus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516773#Comment_1516773

    What the ######### dude, that's not how balance works. You can't just put 2 pros and 2 noobs together and create 4 average players with that. Jesus ######### christ some people in this community trigger me more than vegan feminists.

    I Understand that thats not how balance works, but thats what THE SYSTEM IS DOING. IM NOT SAYING I THINK TBIS IS WHAT ITS DOING, IT IS WHAT IS DOING. Im not trying to trigger anyone im trying to explain why these games are happening to people who are angry. Guess I'll just shut up and let people be angry then

  • @Axx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516773#Comment_1516773

    So people just need to suck it up and play with lower skilled teammates? Please. How is that balanced? How is that an issue of people just needing to practice and get better? No one wants to play with lower skilled teammates. The whole point of mmr is to put people close in skill together.

    Thats how mmr works in literallt every other game. In cod, in competitive strategy games, all of them. If your whole team has an MMR of 500, but one of your mates is 100, it goes the other way too. The reason its not efficient for dead by daylight is because its 1v4 not 4v4. The power role needs to be as good as ALL of the survivors playing against them, and that would be unfair if they kept it to that, not to mention matchmaking pain. So letting in a random sitting duck rank 17 thats been in queue for 5 minutes to a team of purples and reds to verse a killer thats a purple makes sense.

  • Its trying to on purpose do this to your teams. It wants to give an average mmr to work on you. So if two people are at 500 and 2 are at 100 and the killer is at 300, thats a "balanced game" in regards to MMR. Its working as intended and people need to stop complaining and just practice and get better.

  • @Xbob42 said:

    Yeah, it can happen. A single generator takes 80 seconds to complete for one survivor, with no toolboxes or perks. If all four survivors are left alone on gens (not saying that's what happened, just making an example) then you've got 4 gens in less than a minute and a half. If you get multiple survivors on the last gen, we're looking at a match over in possibly under 2 minutes.

    Of course, that's absolutely optimal, the-killer-is-AFK time, they took over double this time, so it's clear your pressure was at least somewhat effective. But if they get back on gens immediately and wasted little to no time doing anything else outside of chases/unhooks, then yeah, 5 and a half minutes isn't unheard of.

    When the gens pop fast, it can be really disheartening, it feels like some sort of otherworldly version of DBD they're playing that you never get to, at least if you only play solo queue most of the time like me, or SWF with a single other person.

    God I hate it lol

  • @Alice_pbg said:

    do you have it recorded?

    seems like quite an exact time in the title, how do you know it down to the second?

    Time stamped on my GeForce now. I dont have a full recording, i literally tried so hard to figure out if i could get the footage.

  • @thrawn3054 said:

    If a killer only chases one survivor they can finish gens in less than 3 minutes. Assuming they glue themselves to gens and do nothing else that is. Even less time with tool boxes. These are the absolute most extreme examples though. Much like a killer that manages a 4k in 2 minutes. It happens. But it's rare.

    See Thats the thing, I literally chased all of them at least twice separately, and I jumped off after 20 seconds without a hit. I literally did everything almost perfectly.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1507603#Comment_1507603

    It is more like you are writing for people who want to read what you say, not how you say it.

    I'm just tired of people saying "its not working" after 4 matches when its literally been said multiple times that its going to take a couple of DAYS of in game time to accurately matchmake for you per killer. Everybody on the forums has played 3 matches and said wow mmr is #########

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1507585#Comment_1507585

    tHeY AlReAdY SaID mMr WAs RuNing IN ThE bACkGRoUnD BeForE THEY reLEAsEd It TOdAY. That being said, almost everyone's MMR should have already been established, yet everyone is still having ######### games.

    And i understand that, but still. Give it more than an hour of gameplay before shitting on a system. Maybe those rank 20's are winning a match or two and are getting paired against high ranks to actually judge their skill in correspondence to a higher ranking player to better place them? In which case, sure, a ######### couple games of number crunching. But then, you'll be put where you belong.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1507585#Comment_1507585

    1. Caps.
    2. Grammar.
    3. Punctuation.
    4. Improper sentences.
    5. Spelling errors.

    Thank you.

    Fat Thumbs, sorry Professor Meg. I didn't realize speaking on a forum required perfect grammar, capitalization, and punctuation in order to be read coherently and effectively portray my point. Oh, and by the way, when making a list, unless you've constructed one of full sentences, they aren't supposed to have punctuation. Have a nice day.

  • TO EVERYONE SAYING JTS NKT WKRKING PROPERLY: YOURE SUPPOSED TO PLAY 10 TO 20 MATCHES BEFORE IT BEGINS TO WORK WELL. STREAMERS WHO HAVE PLAYED ALL DAY TKDAY ARE GETTING TO A POINT WHERE EVERY MATCH IS A FAIR SPORT. THIS IS A GOOD SIGN. STOP SHITTING ON A SYSTEM YOU DONT UNDDRSTAND.

  • You need to play 10 to 20 matches with each killer to get a proper skill level read. Its a hell of a time investment but its showing to work. Streamers matches are getting harder and harder for them by the hour depending on their skill so its showing promise.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506242#Comment_1506242

    I mentioned nothing of survivors being optimal. You just assumed I like survivors being as much as a power role as they are, which I don't. You're list of reasons were justified and definitely not tunneling, especially if half the team are immersed gamers. I just hate when killers play like that, yet claim it was all skill. I play killer, realize when I'm tunneling, and would never boast about it, simply do the necessary evil *when I'm losing*. There's no justification for killers hardcore slugging or tunneling when 1 or no gens have been done, or when the match is in their favor already.

    We Can agree there, friend. Sorry for misunderstanding ya. Appreciate you for being mature and explaining reasoning rather than being an ######### 😂

  • I have 3 rules as killer:

    1. If you unhook and im right next to it, I got for the unhooker. However, if i cannot see the unhooker, I will downcand slug the unhookie, and whether or not there's an obsession, determines my hook or slug.

    2. If I'm in chase with a survivor who I know is better than me, I will break the chase at first sight of another individual, regardless of how many times they've been hooked. This sometimes leads to a tunnel death if a survivor makes the decision to be where i am and i see them.

    3. If I see an OoO I will immediately assume SWF and play as harsh as possible no matter how scummy it may be due to how many toxic 4 mans ive run into. Im not saying "boohoo swf bad" im saying ive ran into too many toxic groups to just "play normally" against a suspected SWF. I go hard, and if that means tunnel killing ANYONE, or slugging rapidly and repeatedly, so be it.


    Side note: stop looping killers around hooks. They're not camping, youre making the decision to keep them there. It just creates a safe chase for them and a jook timer drainer, ultimately keeping killer pressure.

    Survivors who play "optimally" are told that its fine they do so, so why is it bad and scummy for a killer to do so? Double standards, man.

  • My suggested solution: lock perks to 2 of the same per team (solos change nothing. But if youre in a swf, 3 or 4 man, only 2 ds, only 2 unbreakable.) This will promote actual team orientation, planning and more strategy then the same small pp build for all 4 toxic people. And wont hurt solos that don't have communication. Basically, if you have communication, less perks in your teams perk pool overall.

  • I honestly think BT is one of the most balanced survivor perks in the game. It does what its intended to do and the killer can counter it by simply not being near hooked survivors.

  • If you saw a survivor, and they bring you back to a hook mid chase, its not camping, and thats literally ALL THEY DID. so nah man. Youre not a camper. Good game.

  • I would absolutely love to see a zombie killer of some kind.

  • My number 1 main killer right now is Wraith, it used to be bubba before the buff but I personally don't like new bubba.


    As for surv, I like claudette, I have iron will dead hard BT and DS on her for sweats, but casual i like to play a We'll make it sprint burst healer Claude.

  • Id pay for a pirate killer with a pirate ship map

  • If you rely on noed, you suck. But I love getting to the endgame with 2 survs left and get a free easy kill

  • I dont think a punishment is in need, but it should give the killer the lost BP. A DC gives me 625 BP. BS, if I 3 hook to kill I get 2500 in total. A DC should give you 2000 BP because you played the game and got robbed of that sweet sweet BP. DC penalties plus extra BP for Survivor DC's would he much better. Also give survivors free 15K if a killer DC's. That way if he dca early it wssnt a complete waste and if he dcs late its a sweet bonus.

  • how are people checking what you're using? I didn't realize there was a way to do this

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1501253#Comment_1501253

    There are a ton of perks that do that and it would negatively affect Pop and Overcharge. That and wouldn't do much in the long run.

    But thats why it would be a random one just generally normally regressing. Luck on your side? Pop still totally effective, almost better now. Same for surge and overcharge. It would be like you said, not necessarily rewarding or hindering to either side provided that you play well

  • Maybe make it so that whenever you hook a survivor and exit a 35 meter radius a random generator begins regressing automatically? Just so that its one less gen to kick, and allows the killer more time to search, and if they try to go back to hook, it takes about the same amount of time as it would for the killer to run and kick a gen so it evens out unless the killer actually stays away and searches?

  • @Peanits said:

    Just to make one thing clear, we already have zero tolerance for extreme insults (e.g. racism, homophobic slurs, telling people to kill themselves, etc.). These people do not get warnings, they are banned without any hesitation. We have always acted on these sorts of reports. The issue is more so that there is no feedback on the reporter's side when action is taken: You don't get a message in-game letting you know that someone you've reported was banned.

    Odds are if you've reported someone for that sort of thing, they were most likely banned shortly after.

    Lol Can you explain all of the alt account experiments then? I've also reported people for them calling me the n word and telling me to kill myself, but I've hopped on and found the same people a few days later.

  • Killer main here: being nice before you confirm your third kill almost always results in something like this, no mercy, be a KILLER. im not nice anymore because of how toxic the survivor community is. If I down you right in front of hatch? Nah. You still getting hooked. You wanna farm? Nah. You gonna get fooled into thinking im farming until i pull you off the gen i let you start to hook you for free early game. Its just how it has to be, because any and all survivors have and will use your kindness against you. Its a 1 V 4 not a 1 W 4

  • Honestly with how big of a grind this game is in general, they should just double blood point gains as a whole base and make the extra BP perks a 50% boost. That way its uo to 64k a match, up to 86k with bbq or wglf. Im a fresh account on steam, 200 hours in now, and only 4 level 50 killers and 2 level 50 survivors, and about half of the teachables in the game at my disposal. After 200 HOURS. I played on ps4 so im cool with the grind I respect it. But any new player wanting to play is in for it.

  • @Guiltron said:

    He literally made a critical mistake the first minute of the match by committing to the dude holding W instead of patrolling.

    Yeah. One mistake. How many mistakes can survivors make and have no real consequences for?

  • @Mdawgu said:

    I dont think people want perks that are just "This is better" As questionable some of the perks are id rather much more interesting ones. Slap some more conditions on it maybe?

    Maybe kinda a token system, after landing 3 hits, your next lunge is twice as far maybe?

  • @Mister_xD said:

    actually, new ruin is a LOT more reliable and consistent than the old version, simply because the killer has control over it and it is no longer 100% bound to RNG to ever take effect.

    i also dont really like that good vs great skillcheck part of it, as its just basically a huge penality to lower skilled and newer survivors for, well, being new.

    now, i have a few questions for your idea:

    1) what do you mean with "good skillchecks are 10% less effective"? you are aware that a good skillcheck does nothing in regards of gen progression, right? so are you asking for the gen progress to decrease by 10% any time a survivor hits a good skillcheck? cause thats just insane.

    2) what exactly do you mean with "great skillchecks are 10% more effective"? do you want them to give you 10% (+10% of the overall gen progress value) of the gens progress or 1.1% (+10% of the current great skillcheck value)? if its the later, thats pretty insignificant - if its the first, god help you with teams that can hit their greats.

    in the end, for me that wouldnt be worth picking.

    i already played without old Ruin when that was a thing, due to its inconsistency so should any perk like that return, it certainly wont make it into my builds, unless the vaules were absolutely broken to make up for it.

    I Wasnt super aware of the fact good skill checks dont provide progression, I always thought they did, im only a couple hundred hours into the game and I dont pkay survivor, so I apologize for my lack of that knowledge. I just wanted old ruin back, but in a less overbearing and powerful way, that doesn't punish survivors just for being new. The old ruin seemed to wreck people who couldn't hit greats, and i didn't wanna wreck them i just want to slow it down a little while they're repairing it, just like old ruin used to do.

  • @Mtom912 said:

    tunneling may seem good in concept, but it actually is a terrible strategy, if a killer is tunneling a survivor off hook, that would also normally mean they are near the hook at all times, so they are not pressuring gens, that means the other 3 survivors can safely do gens, and 1 occasionally save while 2 continue to do gens, add in BT and DS that should be 5 gens done

    No, tunneling actually is just choosing you in any situation. If your Feng just got off the hook, and i see you getting healed by a David twenty seconds later over by a safe loop, im gonna pick you, because you're already closer to death. I can still patrol, use my perks and track and apply pressure effectively, even when I tunnel, i just need to not let chases drag too long and choose the easier target to go for in every "choice" between two chases.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/174197/an-idea-to-restore-ruin

    Ruin didn’t get nerfed. It got buffed.

    Pressure the gens.

    You realize there are killers that can't pressure gens properly, and setup killers that don't pressure gens for the first 30 to 40 seconds of a match without getting lucky, on top of gen speeds being fast enough that thats enough time to finish 2 of them at early game. Its not that I want it to be OP, and I don't want it to be overbearing. I want it to be worth the risk it takes, and I want it to do more help than it does in its current state.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1468661#Comment_1468661

    It's hit or miss really. Sometimes you will have a really good totem spot and sometimes you will have the ones in you pic. What people don't understand is that hexes are supposed to be risky, and to an extent unreliable. If you play hexes expecting nothing to go wrong, well, I don't know what to tell you.

    And Thats understood, but if a totem can spawn in the middle of an open field, it deserves to be stronger. Ruin doesn't slow gens if theyre consistently being worked on, and its easy to check for it and neutralize it quickly as a surv. It needs to be worth it. And right now its not.

  • @GoodBoyKaru said:

    10% increase on a great.

    The current percent is 1.

    No thanks.

    Numbers could be adjusted, what do you think of the idea as a whole? I think promoting play on both sides is important for a perk as strong as ruin, so thats why the bonus to greats and debuff on goods, while not being crazy overbearing, is still fair in my opinion, and can make survivors feel rewarded, or slightly annoyed at their own performance.

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