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thesuicidefox

thesuicidefox

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  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036074#Comment_1036074

    If you were going up against survivors whom you could do that to, you were gonna get a convincing win anyway. Win more is not what Killers need, and definitely not on a Hex perk.

    New Ruin gets stronger the fewer gens there are to repair. If survivors pop 2 gens in your first chase then it's easier to pressure the others to 0.

    I've been picking the 4 closest gens to my Ruin and protecting that area. It's very effective even against good groups of survivors.

    Maybe stop for a second and think tactically. The devs said that gens aren't supposed to last for 4 minutes. Expect 1 or 2 to pop your first chase. There's nothing actually WRONG with that if you have Ruin and take time to pressure gens. It works.

  • Oh damn.

    😭

  • I'm actually liking new Ruin on some killers. With Surveillance it is REALLY strong. You just need to pressure survivors off a gen. If you can do this regularly you can keep most gens at 0 progress.

  • People are really sleeping on the new Ruin. It's actually still a very good perk, especially combined with Surveillance. If you play a killer that can scramble survivors or push them off gens from a distance it is very strong. Basically any time you catch a survivor on that gen you save time kicking the gen AND chances are it will fully regress before that survivor or another come around to repair it.

    I've already had games where it's like "we need to find this Ruin or we won't get out". The only MAJOR difference between it and old Ruin is that you need to actively push survivors off the gens for it to be useful. If you NEVER pressure gens then yea it will seem useless. A lot of killers never learned this skill because old Ruin did the pressuring for them. Then they come hear and complain instead of trying to pressure gens. If you pressure gens with new Ruin you can slow down the game IMMENSELY.

    And for alternative options, Thana, Pop, Sloppy, Dying Light... all these perks do a good job too. But all of them require some skill on the killers end to get benefit from, hence why a lot of killers don't like them or new Ruin. They don't want to put in the effort to defend gens, they just want to find survivor - chase survivor - down survivor - hook survivor, like a bot.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1035316#Comment_1035316

    But this is up to the Player. If you give the same Killer and Build (including Perks and Add Ons) to a less experienced Killer Player, he will most likely not win every time.

    No we are removing skill from the equation by assuming the killer plays perfectly. That means they would automatically be at the highest skill possible in the game and almost never make a mistake.

    Someone mentioned Huntress with Iri Head/Belt and that's pretty much what I was thinking. Played perfectly (as in never missing a hatchet) this build is unbeatable. Even if you miss some hatchets, this build is unbeatable. It's only once you start missing a lot of hatchets that it becomes beatable.

    This is all hypothetical. However there was a build that I felt was truly unbeatable.

    Old Freddy, with old Dying Light, old Ruin, Haunted Ground, PWYF, old Class Photo, and old Z Block. I literally had 0 survivors ever escape this build, I ran it maybe 30 times or so since I first discovered it. The only catch was it required an ivory/ebony mori to work, which is why I'm not sure if I would consider it unbeatable since it uses a mori (which can potentially make any killer build unbeatable). The idea was that you use Class Photo to find the obsession, then use PWYF and Haunted to catch them quickly. Once they get hooked the game is over. If they sit on the hook, you walk around and sleep survivors with Class Photo which greatly slows them down (along with Ruin). If they make the save, you tunnel the obsession and mori them. At this point you will repair gens at 80/(0.75*0.5) = 213.3s, or 3 and a half minutes! With 3 survivors left it would be IMPOSSIBLE to finish a gen. Two survivor would take 80/(2*(0.75*0.5*0.9)) = 118.5s, almost 2 minutes. Combined with the fact Freddy will ALWAYS be able to find you, there is no way to escape this build. Your only hop is that Freddy kills the other 2 and gives you a chance at hatch, but since he gets a free deerstalker he can easily slug for the 4k.

    However a key can beat this build. That's the only way honestly, even if the Freddy plays perfectly.

    So considering the key and the mori, this build is not exactly unbeatable. But it is, IMO, the closest to a true unbeatable build as you can get. Again no one ever escaped when I ran this build. One group got down to 1 gen, but that was because I messed up a bunch (ie. did not play perfectly).

    I have discovered another build for another killer I think might be unbeatable. So far I've played maybe 10 games? 9 games were 4k & 4/5 gens (this is AFTER Ruin update). Red ranks BTW, and I dominated them like they were all rank 20's. It was THAT easy. Only one group managed to get to the gates, and that's because they got Ormond and I got enchanted by this Dwelf that did a really amazing job of not getting caught for about 2 minutes. However I could have stop them if I just stopped chasing the Dwelf, but guys I REALLY needed to catch him. LOL. Still I got a 3k and they didn't get the doors open. The last one took hatch, mainly because I gave it to her since they did so well I felt someone earned it (gave it to her as in just killed Steve and Dwelf so the hatch would open, I could have slugged for the 4k though).

  • I run BBQ, Shadowborn, Thana and M&A with cooldown and killer instinct range.

    I just run around and try to get a hit on everyone. Whoever I end my power on I chase. If I can't catch them I will use Frenzy on them and find someone else.

    M&A with the KI range means you can track from really far away and you can get really close before the survivors realize you are coming.

    Thana just synergizes well with Legion, as it forces survivors to heal. If you use Legion Pin it's even better.

    Shadowborn helps with fatigure and I don't have to deal with the FOV shift of M&A.

    BBQ for points mostly.

  • @MrMisanthropy66 said:

    https://forum.deadbydaylight.com/en/discussion/123930/make-toolboxes-give-great-skill-checks

    I think there might be something here. What about repair boosting perks, prove thyself, spine chill, resilience? I like the idea tho. Although keys and mmoris should be gone first imo

    I think those can stay. It's toolboxes that are really the problem.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030444#Comment_1030444

    It would help them .. and even with the FPS drops nurse would actually be viable on console

    Well like I play her with a controller at red ranks and the hardest part is the frame rate honestly. I was playing on Game and went through the ground to the bottom floor and the game lagged for a full second. I probably wouldn't have gotten a hit anyway but it was very jarring.

  • While I would like this to happen, the major things actually holding back killers like Nurse/Huntress is the frame rate.

    But this would be a good start to helping them.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030345#Comment_1030345

    I completely understand that, but people are distracted by the fact that I'm a killer main and don't know about the survivor sided videos I've made in the past. Or at the very least, the ideas I've presented that do take the survivor side into account.

    https://youtu.be/eGeoZHq1RwU

    https://forum.deadbydaylight.com/en/discussion/comment/1030355#Comment_1030355

    Your life will improve by 10%. guaranteed.

    **guarantees not guaranteed, consume coconut content with caution**

    I like your content and I say this as someone that doesn't have a problem with you, but you REALLY do have a massive killer bias dude. Your "considerations" for survivors are way out there and just not at all reasonable. Sorry, just sayin'.

  • @MegHasCuteFeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029280#Comment_1029280

    Devs said on stream that they aknowledge the problem of people getting hit by it without actively tunneling. Or you know maybe they already forgot about it again idk

    No they said they acknowledge the COMPLAINTS about this. They never said it was a problem, and they never said they are going to do anything about DS. All they said was "we hear your complaints".

    Don't get yourselves too excited.

  • There may also be a bug with his lunge being way too long.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021871#Comment_1021871

    I’m glad somebody else sees it.

    When I play Spirit I often see Nea plays just sit on the other side of the pallet....as if they think if they wait long enough Spirit will just go away.

    A lot of playing against M1 killers is reacting to what they do. With Spirit and Nurse you need to predict what they’re going to do. I think people struggle with this part.

    And unlike reaction skill, prediction skills are not easy to learn or teach. Some people might never be able to do it.

    I know pro eSports players that have a hard time with this stuff. And then there are others where they just do it naturally. You can tell the former because when they get put against a player the doesn't quite follow the "norm" of what they are used to they struggle. You can tell the latter because they have the power to condition their opponent and read every move they make.

    Tokido of Street Fighter fame is a good example of the latter. This guy is able to condition his opponents in high level matches and BODY them. I remember seeing him facing off against someone on an Evo stream in SF4, I think it was top 16. These games are best of 3, so he literally threw the first match to condition the guy to expect wake up dragon punch every time (among other things). He almost perfected him the next two matches because they guy couldn't help but to react to what Tokido wanted him to react to, then he punish him for the mistake.

    It's an innate ability. Either you can do it or you can't. Most people can't, hence they struggle against Spirit. You can learn it but it's not at all easy. You have to become very conscious of what you are doing and actively avoid patterns, which goes against human nature.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023335#Comment_1023335

    1) I repeat: THEN this is killer lazyness, not Ruin, preventing the killer from learning. That's my point the whole time!

    2) That's what you do. I'm still aiming for the greats. Well, we can't discuss here if you dont wanna make use of your skill. Others do, others would be slowed down, removing great skill check bonus progress is a slow down. Why would I refuse the bonus I'm granted for performing well? Laziness? That's maybe why you refuse to accept my first argument then

    If you don't realize you only have a very limited time you're not going to see a need to improve. It's not laziness, it's the perk doing a lot of work for you thus you never learn.

    Doesn't change the fact that a good survivor against old Ruin could still do a gen in 80 seconds. I'm not going to go out of my way to get great skill checks every time if I don't have to because it's a risk. It's much safer to just to the skill check normally. If I'm under pressure THEN I will go for greats. Ruin forces you to go for greats. But if you can do then it's like the perk doesn't matter. The whole idea of a slow down perk is to make gens take LONGER than normal. 80 seconds is not longer than normal, doesn't matter if you are hitting greats or not.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023143#Comment_1023143

    1) ok agreed on the gen pressure. But regarding mind games, timing hits on windows and power usage optimization I think we can say Ruin doesn't affect it, right? And at least, chase duration is, beneath gen pressure, one of the key skills a killer must have to be able to perform well. Or do you disagree on that?

    And still my argument is valid. You said, it doesn't help in red ranks. That means to perform well at red ranks, you need to learn to get better. If that doesn't happen, it is not Ruins fault. This is what initially was said. I say, Ruin doesn't prevent you from learning. This is just you and yourself.

    2) Yep, the clip is exactly 80 seconds. So the Yui helped you to negate the failed skillcheck. But Ruin slowed down that gen. Without Ruin, you had 6 great skillchecks, you would have had 18% bonus progression on the gen. That gen would have finished before Yui even arrived. That is in this case even stronger than a fully stacked Thanatophobia. I think that is quite a bit. Or to make it clear: in red ranks, without ruin a gen needs 62 seconds to complete

    1) You don't need to mind game or loop efficiently if you have tons of time to waste. So you never learn to do that stuff properly because you have all the time in the world to catch them.

    2) I wouldn't be aiming for great skill checks, I would just do normal skill checks. The fact I still do the gen in 80 seconds means it did nothing to actually slow me down. It would require me to do the gen in MORE THAN 80 seconds for it to be a benefit. Fully stack Thana would have added 15 seconds to the gen time. You're looking at it backwards saying I would have done it in 62 seconds and then comparing it to Thana.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021722#Comment_1021722

    Two things. You still don't explain (what was my question regarding the line you quoted) why Ruin makes killers bad. You still will learn and get better, Ruin doesn't have impact on your playstyle in any way. In more detail: more time doesn't affect you negatively. If you 4k green ranks just because of the extra time, you will pip up and get to purple ranks where you don't 4k anymore. And then? Get better, eventually reaching red ranks. If not, that's not due to the ruin, that's the killers laziness. Pretty sure that killers with ruin, that could not get past purple ranks, are now also not able / willing to improve to get past yellow ranks without Ruin.

    Second, even if you manage to hit all the greats, ruin does its job. How many skillchecks do you have on a gen on average? 5? That's 15% bonus progress denied by Ruin. That's like a constant fully stacked Thana, isn't it? And I'm pretty sure the one or the other skillcheck is failed by uber pros as well. Even "god tier" streamers like Monto or Fungoose even hit too early from time to time, making the gen explode

    1) You get accustomed to having more time than you should because low ranks spend the entire early game looking for totems instead of doing gens. That means you never learn how to properly defend generators, you just let Ruin do the work for you. So yes it does impact your play style (which BTW doesn't exist, playing optimally is not a play style, the only actual play styles that exist are aggressive or defensive, everything else is derivative of those two). You don't learn and get better, you have a perk do a large chunk of the work for you until you get to red ranks where it stops doing the work for you. Therefore that would make you a boosted killer.

    2)

    thesuicidefox playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com

    The clip is exactly 80 seconds. I miss 1 skill check because I went to scratch my nose. The Yui shows up with 15 seconds left but gens taps and thus the gen doesn't go much faster (if anything her being on the gen merely made up for my 1 missed skill check). Ruin does nothing against good survivors like me, and I'm not even the best survivor on Xbox. In these cases Ruin actually did nothing to slow down the gens. I still finish it in 80 seconds. If I bring a toolbox or PT or Resil I can do it even faster even if I fail a skill check.

  • You had me at glowsticks.

    Untitled Image


  • The only time I don't feel outplayed by a killer is if I vault a window or drop a pallet and still get hit. That's lag 100%.

    As killer the only time I don't feel outplayed is if I whiff when I should have hit. The camera pulls towards some object and I miss even though I didn't want to move that way.

    Other than these BS moments where the game screws me, I can accept when I've been beat. I'm generally very impressed with survivors that managed to lose me in a chase as I have pretty good tracking skills.

  • Game or Haddonfield.

    I feel like Haddonfield needs a rework more desperately, but Game is very bland with textures/atmosphere compared to newer maps.

  • @Hoodied said:

    Console FPS

    Sometimes it looks like should have hit, but instead, magically, misses

    She is way too add-on reliant

    Not true. I can play games without add-ons and still do very very well. The only times I feel like I need add-ons are on large maps where I feel like I need range to maintain map pressure, or against good SWF groups where I feel I need cooldown to not get punished as hard for missing a blink.

    My favorite add-on is Spoon because it means I get Stridor without having to equip Stridor. I also really like the one that gives undetectable. Oh and the one that makes them scream is fun too.

    I agree about the hits though. Sometimes it's like "how did that miss??"

  • The only reason Spirit feels easy is because 95% of survivors go full potato against her. It doesn't matter the rank either. They just make stupid decision after stupid decision. Get someone in that 5% I guarantee you will change your tune. She's not actually as easy as you think. You are getting false positives because majority of survivors don't know what to do against her.

  • Why do you need incentive?

    Is there incentive for survivors to play nice?

    I don't understand.

  • No. If you increase gen times you need to increase hook times. It's been proven the two are connected, and increasing one without the other means killers can just camp you to death and get rewarded for it.

    Maps need to be re-balanced, specifically all the large maps need to be made smaller. That is the real problem with the game. Put any killer with any build on Coal Tower, pretty much the most balanced map in the game, and they can win just fine. But when you have a map the size of Temple and the killer is slow like Huntress, it is massively unfair.

  • I don't feel any difference honestly. I'll try to be more mindful when I play later today, see if I notice anything.

    Xbox

    EDIT: I haven't played as killer yet, but against Doc I've been getting hit from MILES away. One game on new Lery's, he chased me to the top of treatment center. I drop down the hole behind the couch to use Balanced, take 5 full steps and he hit me while he was still falling. Literally like a 4m difference and I still got hit. Then later in the same game he again hit me from like 4m away, THROUGH ANOTHER SURVIVOR! My friend just rescued me and was body blocking to protect me, he swings at him and passes right through and hits me. From really really far away. I had a couple other very questionable hits in other games too, but this was the most egregious. And then watching my friend stream afterwards, I saw the same things happen to him against Doc. It seems like the lunge is bugged to be way way longer than it should be.

  • @Deadeye said:

    Just one thing about the Ruin debate. I don't see how Ruin makes killers worse. It is not increasing your lunge or movement speed, everything you do is as you do without ruin. The only thing Ruin did was buying you time. Even if it was cleansed within one minute. At least there were probably 1-2 survivors walking around to search for it. If you hoooked one person and Ruin is gone: fine. The game just started to roll. 1 on hook, at least 1 to unhook, 50% slowdown.

    This is gone now. Almost every game begins with 1 gen done after the first hook, second done most likely during the second chase. Apply pressure? Tell me how to pressure 4 survivors.

    Really curious about the next stats release. I'm expecting to see something like "average game time needed per gen pop: 50 seconds"

    "I don't see how Ruin makes killers worse. "

    When there is a game where Ruin goes in 30 seconds you can definitely tell the boys from the men.

    The men will maintain composure, buckle down, and secure kills. They win at loops/mind games. They know when to let a survivor go and when to pressure gens. They play optimally and don't make many mistakes.

    The boys will completely fall apart like their whole game just went to #########. They make tons of mistakes. They never make the smart plays. They panic. They get hungry for kills and end up getting hit with DS or a flashlight that was easily avoidable.

    The first player actually thinks about what to do and makes good decisions. The second player is a bot, and never really learned good tactics because Ruin buys them tons of time in most games at low ranks. They can basically ######### up all over the place and still get a 4k because survivors at green ranks and lower don't do gens with Ruin up.

    And then there is the alpha men who are just men that stopped playing with Ruin in the first place realizing it wasn't a good perk to begin with.

    @Erland said:

    I agree and disagree on that. I think a good amount of the people complaining about ruin do it because that's one of the only perks they run. But also survivers can win the game very quickly and ruin made it so if they tried to, it wouldn't be as fast. I mostly play surviver and normally get beaten by killers, ruin or not. But I know that if everyone on my team did nothing but gens and one person looped the killer long enough we'd have 3/5 of the objectives done in about a minute. I think the devs should just made gens take 10 seconds or so longer to complete.

    "ruin made it so if they tried to, it wouldn't be as fast."

    This is only true up to red ranks. At red ranks you might as well not even have Ruin because survivors can do great skill checks and know to just keep working on gens. My SWFs and I would regularly pop 3 gens through Ruin in the first 2 minutes of the game. I've played games as killer where my Ruin was up the entire time yet they still did 3 gens in my first chase.

    Ruin is worthless against good survivors. It only works against the bad survivors that you could beat without Ruin anyway.

    @korean_zombie said:

    Also since I severely don’t give a ######### about 4k’ing or having an enjoyable experience or providing an enjoyable experience for survivors at the moment I did a little experiment on rotten fields. I chased a pallet camper. The pallet camp used 0 window vaults. He performed zero loops around a pallet and he dropped them before stun 90% of the time. He went from pallet to pallet instead of running through a pallet. So basically the least efficient use of pallets. I was running brutal strength at tier2. I kicked all pallets and chased. 5 gens were done and the map still had 1/4 of the map with pallets. How exactly would a killer counter skilled survivors who can run you for 3 gens using 1 or 2 pallets. Under the most efficient circumstances you can’t get through survivors defenses. All this BS about git gud is dumb. The maps are terribly unbalanced for skilled players especially on the killer side. Some maps are more AIDS than other maps.

    again I was not worried about winning so please comment about not chasing 1 survivor for one game, once to see for myself how broken the maps are.

    To be fair, Rotten Fields is a seriously unbalanced map. According to the stats released some time ago, it has the highest escape rate of all maps for survivors. Even higher than Haddonfield, which is also a poorly designed map.

    If you tried this on an actual balanced map like Coal Tower I bet the results would be different.

    Not to mention, if this player was playing this way and you were actually trying to catch them you should have easily been able to much sooner. Of course if you spend the entire game basically pallet farming with a survivor the others will have plenty of time to do gens. You should have actively tried to catch the guy, players like this are easy hooks. Make them waste shack pallet, put them in basement right after. You could win a game by doing that.

  • @Calabrum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019544#Comment_1019544

    If a survivor hook bombs right in front of me why should the injured survivor be allowed to get away safely? If they did an unsafe unhook in front of me you better believe I'm downing the injured survivor. That's just common sense. It's not tunneling if the other survivors can't be bothered to come up with a better tactic then unhooking in front of the killer. Don't want them tunneled? Don't stay at the hook, especially when I know your there.

    If they have BT it's not an unsafe hook. The fact you look at it this way is why you lose as killer.

    Go for the guy that made the save. If you hit them before they finish the save then you down them and take their hook. If you got for the guy that got saved and they end up having BT, then you just took the bait and failed to capitalize on the rescue.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019550#Comment_1019550

    I’m rank 1 too mate, it is indeed playing dumb to stay near the hook against a camping doc who obviously isn’t gonna hit you, I should be doing a gen and not wasting time, I can’t save my teammate without BT against a dedicated camper.

    If you’re punished for playing optimally then the pip system is flawed.

    Yes you can, it's called a trade. Which is a risk. Run in, bait a hit, rip them off the hook. If you do it perfectly then you should get the unhook while still healthy and you can take a hit for the guy you just saved. If they get away that's gold Benevolence and you bought the entire group more time. Maybe the guy on the hook has DS. Maybe he runs to a god loop. Maybe the killer decides to chase you thinking you gave the guy BT or they have DS.

    It can be done dude. If it's a Bubba doing it I could understand, but pretty much any other killer it's possible to trade and make the save without BT. I've been playing without BT the last few weeks and I can confirm it is possible.

    Alternatively, if you are so convinced you CANNOT make the save then don't do gens with another survivor. Find a gen and do it solo. Hog the gates, do a few totems too. You can get iri LB in these situations.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019460#Comment_1019460

    Also, if I have to play dumb to pip then that already shows how emblems need fixed.

    It's not playing dumb though. Just bait the killer to chase you a handful of times and boost Evader. You could easily do this and get yourself silver Evader.

    Alternatively you could take a hit maybe lure the killer away from the hook.

    It's really not that hard to gen rush AND pip at red ranks. I'm rank 1 I do it all the time. You just have to take some risks.

  • I'm going to.... agree.

    I stopped using Ruin a while ago on most killers and it's made me a better player. Often when I take Ruin I end up regretting it because I mess up the build I enjoy and perform best for a perk that isn't really that good against good players. Majority of the time if I won with Ruin I could have easily won without it.

    Killers have this mentality that they can only win if they kill survivors with 4/5 gens left. You don't, especially now that Gatekeeper is changed. You can actually relent on some gens to focus more on the ones that are easier to defend. I always find it funny that most killers on the forums somehow expect survivors to not do gens. IT IS LITERALLY THEIR ONLY OBJECTIVE. So what if they do 2 in your first chase. Unless those two gens are critical gens that would split the map, it's really not a big deal. I've 4k'd with 1/2 gens left many times because I played smart and focused on keeping them off the gens I needed to.

    A good example of this is the gen in Myers house on Haddonfield. Yes the map sucks for killer, but if you let this gen go you will almost always lose the game. If you protect this gen like your newborn baby you can get a survivor in the basement, and if you basement a survivor on this map you can snowball very very hard (unless the window at the top of the basement stairs is open that will screw you over, yes). And there is usually a gen somewhere outside the Myers house nearby. Just pick one more gen and focus on keeping them off as much as possible. If you wear down survivors enough you will win through attrition.

    Killers also do exactly what you say... chase - hook - BBQ - repeat. They play like bots and expect to win. No you have to play to your opponent and your strengths. Sometimes that means giving up a chase. Sometimes that means slugging at key moments. Sometimes that means playing defensive on gens and waiting for the survivors to mess up so you can capitalize. A lot of the times I lose is because I just end up chasing one guy way too long. Yesterday I was playing Nurse, I was catching these guys quickly. Until I got to this one Laurie that ran me for a solid 2 gens. She was smarter than the others, and the only reason I really wanted her was because she was my last stack of BBQ. The smart thing would be to let her go and go after the others until some die, THEN go after her as I could afford the time. I knew by chasing her I would throw the game. Thankfully I still managed to pull out a 4k but I had to make quick and good decisions in the moments after I caught her. The got a gate open even and I caught 2 of them before they could get out. One could have easily just run out but she wanted to try and bodyblock then rescue the other, and I got them both. They messed up, I capitalized, turned a 3k into a 4k.

    Too many killers play like bots then complain the game is unfair. Yes, in some cases the game is unfair I won't deny that. But it's actually not that common as people would have you believe. Maybe 9 of 10 games I play as killer I think to myself at the start "this is going to be an L". The rest is me screwing up if I lose. And even in those games where I think I might lose out the gate, I just play scummy. Camp, tunnel, slug. It sucks but it's my only option sometimes. I feel bad but I don't have a choice. And yea it's not fun to play this way, but it's also not fun to get bullied. I'd rather not have fun and win, than not have fun and lose. Playing scummy is generally an easy path to victory, even if it's not that fun, and killers overlook this fact. DS, Unbreakable, DH, etc. You can beat all that if you play scummy majority of the time. It sucks to do but it works. Stop being pushovers and trying to play nice, get your hands dirty once in a while. You will win more because of it and thus be less tilted at the end of the game.

  • @DBD_Pinhead said:

    I like the fact that you put a lot of thought into him but he's simply too small. It does not look like the devs would be willing to overhaul killer mechanics to cater to just one killer. That backlash from survivors on such a small killer doing such things would be immense, probably forcing him to be nerfed anyway.

    They don't actually.

    If the doll needs to kick a gen/pallet or pick up a survivor the ghost of the real Charles Lee Ray appears around the doll and mimics the actions. This ghost is a normal sized person and only appears for these actions. This let's you play as the doll without having to come up with a new pick up mechanic.

  • If you either hung around the killer a bit more or never went down you would have pipped. If he was camping then you could easily run in start a chase and run out a few times to boost your Evader, as he wouldn't commit to a chase on you.

    Also if you do 3 gens that is 300 points on Lightbringer. Iri LB is 270 points. So if you actually did 3 gens you would have iri LB and thus safety pip. If you were sharing gens then you didn't do 3 gens, you did about 2.5 gens at best.

  • "Hex got found within 45 seconds for the first game, 9 seconds on the second game and 25 seconds on the third"

    Just want to make a point here... it wouldn't matter if you had old Ruin or new in these games. The end result would be the same honestly.

    Not to diminish the point of the rest of your post but it seems like killers tend to overlook the fact that Ruin was never really all that good at red ranks to begin with.

  • I kind of agree.

    The most annoying thing about Doc was the fact his shock would block vaults and you straight up teleport back across a vault. They did nothing about this. I'm still making vaults and lagging back to the other side. I doubt dedi's will solve this too.

    To anyone saying Madness means nothing... you realize how EASY it is to put survivors into Madness 3 now? Between Shock Therapy and Static Blast it is insanely easy to do. Way more effective than Static Field. So the fact Snap Out is better doesn't matter when you are constantly tiering up anyway.

    Oh and he is still a walking frame drop on console. I feel like I'm watching stop motion sometimes.

  • @liquidlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019407#Comment_1019407

    Whoa! What the heck?! That skin is so cool. We don't have that on PS4. 😭No fair.

    This was the skin you got from the paid track on the Rift. You definitely should have gotten this unless you didn't pay for/complete the Rift.

  • Oh Shrine. LOL I thought you were making like a Stephen King reference or something.

    And yes I'd like to know what's going on too. I see the same perks you are on Xbox. I really want to get Infectious on my alt account for Nurse.

  • I actually got a compliment from a Claud I mori'd as Nurse yesterday LOL. This was on my alternate account which is currently a purple rank (I only play Nurse/Huntress mainly on this account).

    I lost 2 4k's because of keys, so when I saw 2 Clauds and 1 with a key I put on a mori. I 1 hook mori the guy with the key, and then got a hook on the other Claud that was pretty good at running from me. Got the other ones, then found her again and mori'd her, then finished off the last 2. They did 2 gens maybe? I forget, but she sent me a message and said I was good. Turns out they were smurfing too and they could tell I was definitely NOT purple rank because I was way too good with Nurse.

    Actually I got 2 compliments. A guy I played twice (one the managed to get an escape with the key previously, got him a second time and got the 4k). He messaged me and just said "you're insane". LOL. Thank you.

    I feel like there are more players that respect good Nurses on console because she is so hard to play. Of course I still get complaints... but I get more compliments on my Nurse than any other killer.

  • See I put my vote to Nurse because I think she has the most potential as a good Smash character. All her specials would be some variation of a blink but with different effects. Her Final Smash would be her mori, think like a super grab. IDK she is as much of a poster child for DBD as Trapper, just not on the actual cover of the game. But Trapper seems too one dimensional to have a moveset in smash. Like what would he do? Put a trap down? Seems boring. Nurse would have a good recovery and some interesting dynamics even though all her moves would be blinks, they would be different which means she can be a mind game sort of fighter. You're not sure which special she is performing during the startup.

    Also her down throw would be she puts you on a hook and can smack you around, sort of like a lock down attack like DK's ground pound.

  • It also counters Infectious and I've had 2 Oni's with it so it's not just for Doc anymore.

  • "I was once arrested because I told my friend to sit down before the cops shoot him."

    I'm gonna press X to doubt.

  • @Latin_Kidd92 said:

    lol this community i swear 😂 ...just mute your TV in the lobby.

    1) I wear a headset that doubles as my mic, so not an option.

    2) Is this really a solution? Just shut off the fireworks, reduce their frequency, or reduce the sound effects.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018479#Comment_1018479

    This isn't a post about doctor. It's a post about the bug fixing priority.

    Not all bugs are equal.

    Sound bugs are cooked into the engine. Fixing them is not easy.

    Lunge bug is animations or possibly collision. Again it's likely something more complex.

    A bug related to a perk not working is more high level, therefore it is easier to fix.

    Furthermore, just because they haven't said they are working to fix these bugs doesn't mean they aren't fixing the bugs.

  • Doc is way better now than he was. Anyone that says otherwise probably isn't as good of a killer as they think they are.

  • Could be a bug related to the change to Freddy's snare placement. There was something having to do with getting stuck in the snare placement animation when you get pallet stunned.

  • @NullEXE said:

    Last time I spoke against Self Care people hammered me down, with some mathematics that if you self care, and 1 person works on a generator then that's faster than the survivor getting off the generator healing you, then both jumping back on. Which makes sense, but my argument was that Inner Strength is infinitely better because it changes the self curing time from 32 seconds to 8 seconds.

    At the same time Inner Strength has other benefits;

    1. Counters NOED - Clearing Totems
    2. Counters Nurses Calling - You're not mending
    3. Counters Sloppy Butcher - Ignores ailments
    4. Counters Broken - Ignores Ailments
    5. Pairs Well With Perks - Decisive Strike, Head On, Quick & Quiet, Dance With Me
    6. Is faster, so you still are not taking someone off the generator, but instead get on the generator faster - which means the generator get's repaired even faster.

    Hmm?

    What's that?

    Did someone say Iron Mai-

    Here's my Dwight Build

    Spoiler Spoiler Warning ▲ ▼

    Dwight - Commodious Toolbox w/ Socket Swivels, and Wire Spool

    Dance With Me, Head On, Decisive Strike, Inner Strength

    Wait it heals through Broken? That has to be a bug.

  • Because majority of red ranks are boosted.

  • I'd rather when he hits you he says "would you like fries with that?"

  • @Leo said:

    In the patch notes it says that if you are using a cosmetic from Doc's Hallowed Blight and Mental Patient sets it could cause some performance issues. If you happen to be wearing those, switch them out and see if that fixes anything. If not, your best bet would be to ask Peanits.

    No this has nothing to do with what the OP is talking about.

    Doctor is a walking frame drop. It's the same thing on Xbox. Even as survivor the game lag horribly.

    We need optimization on consoles very badly, ESPECIALLY when it comes to Doc (new or old).

    And yes my platform can easily handle it. I can play Gears 5 in 4k at 60fps with little to no performance issues on my Xbox One X. That's better than most PC rigs can even do.

    It's not the platform that is the problem, it's the game and devs lack of support for consoles.

  • Luck can work in your favor as Pig though.

    I've seen survivors die to traps or spend a large chunk of the game trying to get them off and we lose because they weren't on gens.

    But killers only tend to focus on the times they trap is removed quickly. They overlook every time the trap actually does it's job or even kills someone.

    The negativity bias,[1] also known as the negativity effect, is the notion that, even when of equal intensity, things of a more negative nature (e.g.

    It doesn't say on the Wiki, but I learned doing user experience research that it takes 4 positive events to equal 1 negative event.

    So in order for you to feel like traps are working, they need to be effective 4 times more often than being not effective. That's not how RNG works though.

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