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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3004088#Comment_3004088
Sometimes survivors show some mercy but ofcourse bully squad don't. But do you think survivors should just surrender and give you free kills? That can happen sometimes but after all killer is the power role so I wouldn't expect survivors to just give the win to the killer. Play some survivor and see how killers treat you that's what I mean. Killer can control how the match will go. Killer can tunnel one out, facecamp or proxy camp or just go for chases or farm. What is you want to experience I prefer the chaser one and he does not have to go for 8 hooks that actually bullshit lot of times you have to take one out at some point if you want to win 3-4K and that's perfectly ok. Sometimes even bit of camping is needed.
No, I dont expect free kills and no one should, I meant I have never had a survivor even show respect a single time in my whole playtime.
If I win I will get insulted because im a sweat, and each time I lose I have never seen a gg or a "hey cool trick with [inset power]", on the contrary I have seen infinity of #########, you suck lmao, go play something else etc... Why should I show any empathy towards survivors when they have made clear they dont have any towards me?
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3003482#Comment_3003482
Well let's just say treat others like you want yourself to be treated.
I apply this on a different level, as I treat other the way they treat me (in videogames), never has a survivor shown me a drop of mercy, why should I be playing in a different field?
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@sonata93 said:
It's funny how every single DH thread is anecdotal and tells stories of absolutely amazing survivors who impeccably time their DH so they can extend their chase by minutes. Sure, I know this happens, but I just find it curious that no one every talks about the myriad of DH fails you see or when survivors just do it in a panic and get downed seconds later. But yeah, sure, DH make survivors invincible....
Old deathslinger could miss even if he quickscoped, so not every slinger had a guaranteed shot by using the gun, yet people said he had no counterplay and he was gutted, if back then slinger had no mercy I see no reason why DH deserve different treatment.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3001863#Comment_3001863
Still worse than winter/new year events - during those it didn't matter when you died. You can't prevent the killer camping/tunneling you out or teammates DCing making it more difficult to get to that point in the game. Killer can just go grab theirs then go afk facing a wall and they'll still get theirs. Survivor that played their best all match only to die just before exit is opened gets nothing. It's pretty unfair/crappy system and it encourages survivors to sweat leading to that unfun vicious circle of who can make the match end faster for least blood points possible.
Didn't survivors used the snowmen from that event as a mettle of man against killers during the full duration of it and players had to just suck it up and continue playing the game regardless?
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Why tho? Never in all my playtime has a survivor showed me any empathy/mercy, Im gonna play normally in the event and thats it, I have no reason to change my playstyle for better or worse, aside from looking out for invitations.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3002376#Comment_3002376
That's...a little paranoid. Plus, even if that were the case - you'd still have gotten plenty of BP from them playing for fun :).
Its not paranoid at all, its reasonable to not trust the other side, never in all my time playing dbd have I trusted a single survivor thinking they will play fair, and its equally valid survivors trust no killer, event or not this is dbd I will not give any pity escapes because an event is active and I will not expect any pity kills because again.. an event is active.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3000250#Comment_3000250
Adding fog and darkness with the new engine (I believe Unreal Engine 5) actually won't cause any issues with FPS as UE5 was built to build better looking games with less stress a user's system. I recently played the Matrix demo on XBox Series X... The things UE5 can do is out of this world. It'll just take the devs time to get used to the new system and learn to incorporate it with a game that was built on the older engine. But I look at games like Fortnite that was also built on UE4 like this game, and they ported it over just fine. Of course, they are the same company that made Unreal Engine, so they don't have to learn the engine like the devs here do. So what I'm saying is it's in the realm of possibilities.
You are telling me they can pull if off when they are the same people who gave up on making hoarder work because they couldnt find out why it was not applying the rarity multiplier?
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3000181#Comment_3000181
There are a lot of horror games that have accessibilities and they don't make the game any brighter (other than having a gamma/brightness option in game). It's possible to make this game darker in a sense, and add more realistic fog on the ground without ruining it for people who need accessibilities. I just think the devs need to make it happen and I'm not sure what's stopping them from doing it.
If thats the case I also have another topic I couldn't bring before, which is optimization, dbd is horribly optimized and addind these things can be done right, hell it can even make the optimization better with certain rendering techniques and using the fog to hide it, but we are talking about bhvr, so adding fog and darkness will abdolutely destroy fps and probably make switch have polygonal fog again.
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Many people have complained that the dredge's nightfall makes them dizzy I don't have that issue but some people have spoke about it, and seeing as dbd has very limited accesibility options, making it more hard to play for people who have these issues is something bad.
Furthermore fog can really take away a big part of killer and survivor skill, using crows flying in the distance to track someone will be useless thanks yo the fog/darkness and overall making one aspect of thr game completely irrelevant.
Finally idk what veteran of dbd considered it scary, there is nothing really scary in this game, the game is a horror game but its more of a mechanically and multiplayer intensive game than a scary game like outlast or alien isolation.
I genuinly don't see how you can get scared in dbd, like stealth killers are mostly a joke, so even if they jump you, you know you can loop them for days on end so there is no need to be scared of their presence at all and personally a jumpscare is something that surprises you not really something that scares you.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2999413#Comment_2999413
IDK but survivors usually deal with them
Now I would like to keep arguing on how oblivious isnt dangerous at all, but you see, you have said something that is very true therefore I have nothing, so ima just go and find a discussion where I can make fun of sadako, cheers.
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@[Deleted User] said:
Those two perks with plaything is deadly. Plaything and pentimento was not so good before because survivors could boon totem. But now with shattered hope you force survivors to be oblivious or destroy the totem, because if they boon it they waste a lot of time and then you can destroy it with shattered hope.
I mean, its oblivious really something to be wortied about? Like you can just call out the killer's position if you are on a swf, and oblivious doesnt hide the red stain so you can still spot the killer in the distance.
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M1 killers are a joke, let the actual killers get those sacrifices done.
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@[Deleted User] said:
Has an item to counter Nurse. DCs.
Fam I have had iron will gamers that upon realizing I can still track them down and predict them as spirit, they DC on first down.
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If you are good at survivor you will probably never get chainsawed unless you are on a deadzone, because as someone who has seen and learned about curving, its very easy to avoid it as survivor, deadhard stops chainsaw sprints as if they had hit, so there is that, and most collision hitboxes on new maps or reworked ones make using his saw in loops absolutely imposible.
A killer that can kill bad/mediocre survivors if you get good with him but if you playing against someone who has any idea about the game there is so reason for them to get chainsaw (if you dont block windows that is).
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@WeenieDog said:
Maybe it's time to rework pig. Remove the head traps and give her a stick bomb so she can remotely blow survivors up.
Who cares about afk pig strat im all about the pipebomb pig tech.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2997853#Comment_2997853
Because I usually have fun playing her? Like the chase is what's fun for me hence why I go for 12 hooks, what isn't fun is knowing every chase will be them running instantly to a double locker and then the staring battle begins because I can't grab them without being blinded and they can't move since they just jumped into a locker right in front of me???
Like I know you don't like Sadako but this isn't even exclusively a her problem. Even Blight would probably have this issue (Nurse wouldn't but that's a Nurse thing) and he's defo not a basic M1 killer.
It's a fundamental flaw in map design creating a situation where neither side wins. That's my problem with it.
And the worst part is they weren't even good. Like I still got 7 hooks (2/2/2/1) on them despite them exploiting this with the intent to exploit it all game. I played well, all things considered, yet it was frustrating because the end of the game was just staring at a locker as they sat and waited.
I think in this particular situation you may be right as locker blinds do not really have a way for the killer player to react and avoid them, and if slinger got absolutely clapped by the devs for that reason I cannot see why they cannot change that regarding locker blinds.
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@GoodBoyKaru said:
Just got out a match with the fabled 4man clicky squad (I was playing Sadako, rip) who seemed to be enthralled by the fact they could do the Dead Dawg Saloon locker blind but literally everywhere on the map. Like, I get it, we had to have lockers added because of Dredge, but did we really need double lockers within 2 centimetres of each other so that hooking was a genuine nightmare?
Like, I still got 7 hooks that game (0k, I like to go for the 12 hook games as Sadako because I cba to play to kill, MMR was a mistake so the least I can do is exploit it for my own benefit as everyonw except Pyramid Head) so I'm kinda chuffed with the overall performance, but it wasn't at all fun hitting someone and having them run towards the Safe Space:tm:, with 2 people in lockers and the other two just sat there waiting. And waiting. And if you tried to chase them then out jumped the other two as the original waiters found another locker within licking distance and in they went.
Like, I tried. I got some sick ass mindgames. I'm actually really happy with how I played, I just don't know why we really needed to do this? Like, at least only have them spawn when facing Dredge because this was highkey kinda stupid.
Anyway, rant over, remember to play Pyramid Head both for clear skin and so you can deal with this :sparkles:
(And devs, can we make it single lockers, or at least add some walls in places like Cow Tree so that both lockers aren't safe and at least one of them is a death trap, cheers m'dears)
Addenum: oh as a little edit, they brought a Coldwind offering, they had clan tags. They knew what they were doing, and it was the fabled clicky 4man. I check these things before I make claims.
I dont wanna sound mean but isn't queuing up as sadako just playing to get stomped on purpose?, specially adding the fact that you play for hooks and not kills, so if you face a swf you already know they'll show no respect whatsoever and dunk on you, which honestly is fair since dunking on m1 killers is pretty funny, as they can do nothing about it.
Why even consider you fun when you play as an m1 against a swf? , It will make more sense to argue new ways to idk...nerf pig or make slinger more useless.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2995198#Comment_2995198
But fully marking someone prevents them from revealing him entirely and also lasts 60 seconds. So if you switch your strategy a bit from the prior method of always going for 99% Marks to fully Marking and treating it like mini-Haunted Grounds triggers then you can Mark from a little further away and either get the hit then if they're out of position or get them later and meanwhile they can't break you out of Stealth if you're stalking someone else.
I mean if you do that, whats stopping them from realizing they are now exposed and just opening their eyes for you?, if they see you approach ( even if you use cover in non-indoor maps its easy af to spot him coming for you) then they just go to a loop and dunk on GF like the m1 killer he is, Sprint burst helps with this too.
Now this is a problem pre-nerf ghostface had too, still completely making that playstyle you mentioned obsolete against people who use their eyes, but since he had it before I guess its not very related to the changes the devs did to him.
If I have to say something good about the changes is they made some addons be less bad that before, but ghostface got overall nerfed if you aint playing against people who deadhard into walls.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/2994532#Comment_2994532
you mean how they made slinger take actual skill to land shots on instead of abusing a mechanic that is physically impossible to react to? boohoo, slinger players actually have to aim before shooting and give survivors an actual chance to react. The only bs nerf he got was to his TR, period.
Yes even tho he now objectively takes more skill, the time to react is high and coupled with the sensibility restrictions of ADS dodging the shot is easy af if you can see the killer, now add to it the TR change so you can hold W before he can even see you, now you have to actively try in order to get harpooned by him.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2994532#Comment_2994532
Ghost Face was buffed, not nerfed.
To reveal him now you just have to look in his general direction, and if you somehow fail the reveal, the reveal progress gets saved for some time, making it incredibly easy to just deny his power without any drawback on your part.
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There has to be at least one person who enjoys losing a lot or playing really underwhelming characters so Id say yeah there are sadako mains.
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@dugman said:
Sadako hasn't had her full balance pass yet, they'll probably do one in the next midchapter patch.
Like how they buffed ghostface and actually nerfed him?, or how they dunked on slinger and replaced his gun with the cringe launcher and gave him artritis? Or how they made the twins have to go through 5 cooldowns before they can take a step? Or the amazing hillbilly changes?
I have so much faith in our devs to handle it in a good way based on previous events
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Depends on map imo, but if the killer is not playing blight/nurse/spirit the premade will win 100% of the time.
That being said, if the map is something like midwich or shelter woods the killer is in favor but if the map is something like coldwind, badham, eyrie of crows, the game(not for nurse tho) or RPD the killer will be eaten alive.
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I do hate playing against him, its not fun at all, no power to juke, nothing interesting in chase, just an m1 killer with haunted grounds, literally makes me sleep faster than freddy which on itself is kinda boring too.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2991218#Comment_2991218
Yes, I absolutely adore Sadako. She gives me vibes of killer design from 2017/2018, back when this game was still incredibly fun for me, and I absolutely love the fact that I have to chase on foot and mindgame and hit-and-run and actually counter loops again. It's a gameplay style I have sorely missed and, with nerfs to COH and a buff to Sloppy Butcher, is also a lot better than you'd think. Sadako has very little slowdown when using any of her abilities, is tiny, has semi-okay stealth and an instant teleport across the map. She feels fluid. She feels smooth. And most importantly, she scratches an itch that Pyramid Head probably never can; she can be looped.
What this means is that survivors will loop her. Which means that I get every chance to outplay them, to prove myself better, to shut down their loops as they feel confident and cocky and go on a proper power trip as people severely underestimate you. Nobody holds W and pre-drops against Sadako, why would you? She has been fun from game 1, and I absolutely adore her style of gameplay. I love everything about her and while I would like buffs to her kit, I also don't want the basics changed too much.
In my eyes, she's the killer I've been waiting for for over a year and a half. I now have a killer I can play when I feel in the mood to dominate chases, and the game in general (Pyramid Head) and another I can play when I want to surprise the opponents, and when I feel like dusting off the old looping.
Dredge... has none of that.
Dredge just feels slow, sluggish, and clunky. Sadako has smooth animations that just work. She is low to the ground, so feels substantially faster. Dredge is tall and because it's a collection of mismatched limbs it doesn't feel smooth to watch- why would it? Sadako's teleport, while on a long cooldown, happens instantly. Being able to equip Iridescent Video tape and continuously glide from one side of the map to the other instantly feels so, so good. Dredge can only do this is Nightfall, which is another major issue I have with playing him. Otherwise, Dredge just slowly meanders across.
Dredge's remnant reminds me more of an Artist Crow than of a Pyramid Head shot, and thus I hate using it. I despite Artist, I think she is an incredibly boring experience, and I do not gel with her gameplay style whatsoever. Dredge's remnant- set it up in a loop, zone them until they leave- feels much closer to a Dire Crow than it does to Rights of Judgement, where you can see someone and almost instantly fire off a well-aimed Punishment Of The Damned to hit them.
So, so far we've discovered I hate the teleport outside of Nightfall and I hate the anti-loop power for various reasons. Now, onto Nightfall.
Nightfall makes everything black and white, except for somethings very close to your character. It looks more like a badly made filter just plastered over the top than anything else, and I'm almost certain it is because Killer Instinct and Loud Noise Notifications are also in greyscale during Nightfall. Not only is this immersion breaking, and almost feels lazy, but it is hell for me to see. My monitor is broken and so is darker than it should be (and there's no in-game brightness settings, meaning I have to resort to filters), I have a hard time distinguishing scratch marks at the best of times, and I am colourblind. My eyes are almost as terrible as my wrists. During Nightfall, when I say that I cannot track while playing Dredge, I mean it wholeheartedly. I cannot see anything. And, naturally, losing someone you're chasing because of the passive effect kicking in feels awful.
This means that I am forced to strain my eyes to see things, which gives me a pretty awful migraine despite sitting an appropriate distance away and having very good lighting considering the budget I had at the time. Moreover, when playing against him, the limited FOV in Nightfall causes motion sickness to trigger and eye strain and that's a whole different can of worms.
TL;DR - Sadako feels smooth, even if she is weak. Dredge feels clunky and awful. I despise it's anti-loop, because it reminds me of Artist much more than Pyramid Head. Nightfall is horribly designed when you take accessibility into consideration. Dredge and I do not get along.
Sometimes, you just want that basic gameplay. Sadako gives me this gameplay that I crave, and always have done, ever since I joined in 2017. Dredge does not.
EDIT: I'm sorry for the essay, I've just had a hard time putting it into words for a couple of days now and I finally managed to think of a good way to express it so it just kinda all spilled out.
I read it all and understood very valid points of why you don't like dredge, points that I did not consider and think they are valid af.
But in regards to sadako, you like her because she is easily dunked on? I mean you can be the best m1 killer on the planet but a good survivor will make sure a chase will last for a minute in the worst case scenario for them, idk I have never feel threatened by her, on the other side I consider her free escape points, and I think I have never actually been killed by a sadako actually, I dont play much survivors so it might be I have low mmr tho.
Imo I hate her because of that, she is the most basic you can get with killer design in chase, stealth that is useless against people who can see and hear, very easy to loop and audio cues for everything she does.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2991180#Comment_2991180
Why is this a surprise?
Havent you said you enjoy sadako a lot?, if you enjoy the most simple concept that is an m1 killer with a lackluster teleport, how can you find a killer that has much more boring? Im not even trying to be mean I am genuinly confused.
Since to me sadako is probably as basic as wraith gameplay wise, with a worse stealth that is, and her teleport has such a huge cooldown or can be disabled by survivors if they want to.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2991153#Comment_2991153
So basically what im hearing from you is,
Just play wraith and respect all pallets and Never come out of invisibility...
That's what i'm literally hearing from the post you made my guy,
They have a thing called "Skill" for a reason, should learn it and then learn how to counter it,
It was sarcasm, its exactly what the post conveys, if every killer were to be as simple as wraith or the different things I mentioned for mutiple killers were removed, then what will be the importance of skill if just getting behind a rock/doing the bare minimum will counter the killers power completely, the post is a completely dumb take.
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@Remohir said:
https://forum.deadbydaylight.com/en/discussion/comment/2991012#Comment_2991012
It's not DC culture, but being unhooked to be taken down immeditely again, or left to slug for a whole minute because of DS fear because a bad teammate wants to farm you is not fun. It impacts how the rest of the game is going to be for you, and changes of it happening again are high.
Why would no one want to pay with someone who is going to throw your game?
If you offered a map that is of great advantage to you and you disconnect the second you are not winning its just funny, they offered coldwind, but when things didn't when their way they just dipped, its quite humorous.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2990800#Comment_2990800
Nemesis Linger is there for a reason, like a delay of a actual whip if you think about it =D,
Pig dashing in a Vertical Loop? i might have to look this one up...
Billy abusing the sensibility of the Curve? umm wut,
Its ironic, all this gives more depth to the killers that have them and makes it so that its not just play the killer 10 hours and you have learned all you can, it makes dedicating time to it worth it, removing most of what I said makes those killers more boring to play in the long term and simpler.
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I mean im sick and tired of this exploiters, not only blights but nemesis using the linger of the tentacle, pigs dashing in vertical loops, even billys abusing the initial high sensibility of the chainsaw to curve, and dont get me started on ph flicks and onis flicking too.
These killers should have this fixed and be as simple as they can so that looping them is easier and they are more one dimensional so its more fun for killer players too.
Edit: /s
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2990505#Comment_2990505
So long as you're consistent with your belief idfc, you got it you play how you like. I literally only give a ######### when someone sobs about how survivors are so toxic and tbag and genrush etc etc while they spend the entire 2 minutes someone's hooked hitting them and nodding like a lost puppy when someone asks "are you a good boy?"
Agreed.
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Depends on the killer, if its an m1 killer, boy you in for some fun since you control the chase not the nerd who decided to pick a meme character in the selection menu, so go for it loop em all you want.
But if they choose a killer that can fend themselves on chase, its gonna be more complicated to loop them for a long time, specially killers like artist who absolutely counter looping.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2989134#Comment_2989134
This is a perfect stance to have provided you accept anything that the survivors can do to make the game unfun, because the role is called survivor and not babysitter.
Never in all my hours of playing has a survivor showed me any empathy nor respect, so yes ill accept that they will try their hardest to make my game unfun since it is an usual behaviour and won't ask anything else from them. Nor should any killer player expect anything else.
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M1 killers are a joke anyway, play an actual threatening character.
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To say that every killer after pinhead, including the joke that is sadako, have no counterplay, is the equivalent of just announcing you have no idea how to play survivor.
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Idk fam, im a killer, if I see anyone who isn't fisherman Ace, they gonna be entity food.
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Sadako is way to high and twins are way too low, bubba can gurantee kills more consintetly than billy so he should be over billy, and I thinks thats all imo.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2988442#Comment_2988442
In the ptb didn't they make It so you can't teleport to hooked survivors?
Yes, lockers near hooked survivors are blocked by the entity.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2987301#Comment_2987301
Sadako has a teleport that applies an effect on Survivors that lets them become moriable, Dredge does not.
I'm not saying Sadako is fine, she needs a few changes to become perfect but she is MUCH better than people give her credit for. With the time I've put into her the most effective way to play her that I've found is to force condemned. if you can get a hook, then you go for it. But it isn't your main goal. Doesn't matter if they're at death hook or they're a fresh hook. A fully condemned Survivor is a kill
Actually take the time to learn her, she's super fun when you know how to play her properly
You have to be as smart as a sponge to get condemned, tou can even get rid of it midchase, how on earth do people actually get that effect?, Even with the ring addon, once you know the killer has that addon you can play around it, not to mention any decent survivor won't let sadako get a down before wasting at least a minute in chase.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2984165#Comment_2984165
But as I said, making map smaller doesnt balance it. You would have to make loops and pallets stronger. You would have hooks 2 seconds away, making wiggling completely pointless. It would 100% make gen rushing more prevalent. You would have to nerf and buff alot of perks to fit the new map realities.
Back to my question how does map size affect the killer who wouldnt be able to even sniff the unhooked survivor. You could make the map 1 by 1 meter long and the killer would have to stand there and do nothing for a minute so that he could finally down him the survivor. You could say that without it (1min immunity) they would just tunnel and camp the other person but the game will still end before that happens especially if the survivor got BT effect and DS. So instead they could know that they cant do anything to the person that was unhooked, instead focus on either the person who unhooked or stop the other 2 surivors doing gens.
Doesn't this neuter killers like ghostface and hag?, since while the unhooked person has this invincibility they can trigger all traps without punishment and follow ghostface to reveal him, same with freddy pallets/snares, artist crows, and even twins because they could kick victor without any drawbacks.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2985155#Comment_2985155
But DBD bad.
https://forum.deadbydaylight.com/en/discussion/comment/2985159#Comment_2985159
At least Viper is a tolerable controller compared to Astra but can she run fast like Neon?
She can literally create an incredible death pit where everything that enters won't come out alive.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2985135#Comment_2985135
Regarding her Stealth, you know she’s in the general area from the lullaby but not necessarily where she is since she’s on and off invisible, has no stain, the lullaby is non-directional and she has a low profile so gets better blocking of line of sight from objects. I agree though that I don’t get why she has a Lullaby at all. 🤷♂️ She’s the only Stealth killer that has one.
As far as time between when a chase begins and a down, I could see 60 seconds being the average if you commit to chasing a single healthy survivor from start to finish. That’s not necessarily the best play though a lot of the time, knowing when to hit and run versus stay on the same survivor is really important, especially with a killer like Sadako that has the map mobility to do hit and run tactics. The better strategy with her is to keep looking for opportunities for quick hits on out of position survivors to keep up the pressure so the net time for a down on a given survivor is less than that 60 second average.
You provide good advice however if a survivor has any knowledge of the game id bet they wont let sadako get any downs without looping her a lot first, even if you hit and run dh is there still, or CoH also can dunk on you, so they have the tools to absolutely trash her, why not use them?
And stealth wise I mean the flickering is pretty meh, when you see a single flicker you already know where she is so there goes the stealth, and if you hear the lullaby you will just be on the lookout for her so a surprise attack is out of the table.
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@GannTM said:
Should I do the same thing for all Valorant agents explaining why Neon is the best?
Viper is clearly superior in any way shape or form to every agent in the game.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2985070#Comment_2985070
SWF death squads are not as common as Nurse players. And honestly, once you learn blinking with Nurse, you way beyond what most players can deal with. Nurse is hard to learn, but once you learn her, does that mean you should just get 4ks all the time.
His argument still stands, a good swf, not a death squad will stomp the average killer player, because if you are using death squads as a metric, they are as rare as god nurses, a good nurse may be uncommon but very good ones are pretty rare, same with swf, both of them sharing that when you get good enough there is nothing that can beat you aside from one another.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2984727#Comment_2984727
Sadako is a Stealth killer who can teleport at will, part of her strength is catching players in hits before they have a chance to get to a stronger area.
Also I think you’re overestimating how long it takes to get a hit or a pallet drop once a chase starts. Typically the average time is about 20-30 seconds from when the chase music begins and either the killer gets a hit or forces a pallet. If a killer takes 60 seconds to get a hit or drop on most chases that’s a killer who’s playing badly.
First off I think we have a misunderstanding, I meat 60 seconds from start of chase music to the survivor going down.
Secondly, how on earth does any sentient being get surprised by sadako?, she plays a lullaby when near so you expect her, and if she tps she has a loud af and directional indicator, you have to be listening to music or doing something else for that killer to catch you off guard.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2984203#Comment_2984203
Nobody plays perfectly, mistakes always happen, so it's not a question of "if" they happen but how often and how much the mistake costs. Assuming you're against some idealized set of error free opponents isn't realistic.
Also Sadako's map mobility alone makes her better than Trapper. The ability to put pressure anywhere on the map pretty much at will isn't something to be underestimated. In particular she's a very good slugger because of map presence since she can very quickly move from one down straight into a new chase at another generator, especially if she's using the Green add-on which makes survivors who heal or revive each other gain Condemned stacks.
I don't know if Trapper is literally the worst killer, but his lack of mobility and slow early game definitely hurt him which is why he's commonly in the bottom bracket on tier lists. Yeah he can potentially set up a good late game if he gets the chance, but he might not get that chance is the problem.
If you as a team let a sadako down two of you and snowball the match ill bet a trapless trapper would 4k that team too, looping an m1 killer as a good survivor should take a minimum of 60 seconds.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2976995#Comment_2976995
Sure, but that doesn't explain why people think Trickster is "unfun" but Huntress and Deathslinger aren't.
Huntress has always been fun to verse and dodge her hatchets, and slinger got gutted like a trout so looping him is fun since you have the upper hand (if you can use his new artritis mechanic against him).
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Stfu, shadowborn is the only owrk I cannot play without
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2975891#Comment_2975891
okay then record ur win streak with her. gosh ur ego. man you need to calm down.
I really want to see this artist prodigee at work, it sounds like he is so absolutely good, he even said he only played a minute of nurse and felt opressive, trully a dbd god at its finnest.