thesuicidefox
thesuicidefox
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/605391#Comment_605391
"Healing progress will regress if you stop healing."
Instantaneously like Totem cleansing or at a rate like Generator regression?
If at a rate, what rate? Cause Generator regression would seem too slow. (And of course, we can't have anything too fast.)
Like gen regression, but not at that same rate. Whatever is deemed fair, it's just there to reward killers for interrupting heals.
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Blindness:
- Removes auras.
- Removes main HUD (survivor and generator status icons, item charge bar).
- Skill check UI is smaller (as in the actual size of the UI element, not zones or anything).
- Vision is slightly distorted (similar to Clown's gas but turned way down).
Hemorrhage:
- Increase bleeding frequency.
- Healing progress will regress if you stop healing.
- Successful skill checks have random chance to trigger a notification.
- Increases cries of pain by 25%.
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Shadowborn is bad for your aim. It might feel like it helps, but if you play with it all the time you get stuck using it, because now if you take it off your aim will be all messed up. I say rip that band-aid off now and start playing without it so you can practice throws.
You want to use Whispers instead. It's the superior tracking perk and something Huntress really really needs. Although with the recent change to lullabies she needs it slightly less, but she still needs it.
BBQ/Nurse's/Whispers/Ruin is the standard rank 1 build, and honestly the only thing that actually works. If you are a super amazing Huntress you can go without BBQ, maybe Nurse's, but Whispers and Ruin you just have to have at high ranks. Scott Jund and Zubat are 2 of the best Huntress players in the game, and they both use this as their primary build.
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LOL
You don't get to make those kinds of demands.
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Do you have a video? I'm not sure I understand what you mean.
You're saying Doc in treatment can somehow grab a survivor that only tapped the button?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/604632#Comment_604632
Disconnecting is still punishable by ban. I have never heard of this happening and none of them ever cited that as a reason.
Oh trust me it happens. There are killers out there that will hold a massive grudge and hunt you down. I'm not saying EVERYONE will DC because of this reason, just that I know people that do it because they are targets.
@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/604632#Comment_604632
What you describe are rare and extreme cases that can be reported.
Survivors don't know who their killer is. If they dc every time when there's a secret offering in the loading screen, it's not because they are worried about getting targeted. It's simply because they don't want to play a game where the killer has a mori. Punishments for dc's can't come fast enough.
Getting hunted down is actually not that rare. At least on Xbox in high ranks. I've been hunted down myself. And while I have reported these players, DBD support will only take action if you have proof this person targeted you. In fact I could tell you the name of a specific player that will bring a mori if they see me and tunnel me off hook EVERY SINGLE TIME, but alas name and shame is not allowed. And when I reported this person I was told that because they went and killed other survivors after I died its not harassment. But if you were to watch multiple games against this killer you'd see they are in fact targeting me. They do it to some other players I know also. This guy has a bad rep in the Xbox community for doing this.
And on Xbox you can find out who the killer is about a minute into the game by looking at your recent players. You can also see the names of killers that dodged you about 10-15 minutes after the fact. So if they check their recent players and see a specific person they know they are online playing killer. If they see a mori they know it's probably that person.
I'm not defending everyone that DC's because of a mori. I'm only defending the people that do it to avoid targeted harassment, which the DBD support team tends to not do anything about unless the killer only kills that person and farms with everyone else or something.
I'm all for punishing DC'ers, but the devs also need to have better ways to track and ban people that target other players. Otherwise you are forcing some players to stay in games against someone that is out specifically to ruin their experience and/or waste their time with mori spams. It does happen a lot more than you think.
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@martin27 said:
You are technically in a team even if you don't like it. The whole idea is if the survivors can't or won't work together then everybody is screwed. If all your team mates die then they have failed the most important objective which is to work together. 1 v 1 killers will win because they are stronger but survivors are suppose to use their numbers to work to out play the killer. Yes the hatch is their for the last guy but it's a random chance you get it. Opening the gates is less random and favours the killer since the rule is first to the hatch wins. A bad chance is still a chance worth taking.
No you're not a team. The game even tells you that you can work together or play only for yourself.
Getting hatch is not random, it's entirely on the killer if you get hatch or not. If they kill the last guy without caring that hatch could spawn anywhere, or without knowing where hatch is, that is THEIR FAULT. Killers have control over the situation.
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I know people that dashboard when they see secret offerings (which is almost always a mori).
Thing is, there are players that specifically target and hunt down other players. They bring mori's every game they see them (sometimes even scumming lobbies to get them in their game), then mori spam them until they bleed out or DC. So I honestly don't blame some people for doing it.
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@Kelmat said:
https://forum.deadbydaylight.com/en/discussion/comment/602692#Comment_602692
Stop complaining like you have no counter play options.
I'm not complaining about that. Since when this is about the killer having resources to get to the hatch?
You are still not seeing the important part: you have to win as a team. If all your teammates are dead, you simply failed. Don't complain if it's hard to win after that.
Whether your teammates are useless or suicidal, that is another argument.
So what you're saying is that if the other 3 survivors are complete idiots and make a bunch of mistakes to get themselves killed (or just flat out give up), I should die too even though I have absolutely no control over what they do or how good they are? I'm just totally at the mercy of other players. Right, that's really super fair to me.
Fact is you are NOT a team. If I want to be out for myself I can choose to do that. If other survivors are bad that doesn't mean I deserve to die with absolutely no chance to escape.
And you are complaining about hatch. It is so easy to counter now it's honestly not even funny. Here I'll break it down again...
1) Hatch hasn't spawned yet? Slug the third guy and find the last guy. It really shouldn't be that hard, and if they hide from you for a full like 3 minutes while the guy bleeds out then they actually deserve it.
2) Hatch spawned? Slug the third guy and go look for it. Once you know where it is, take the hook (be sure to hook as close to the hatch as you can) and rush over there. You should almost always be able to stand directly on the hatch as it opens. Close it, then patrol gates. Easy 4k.
3) Stealth killer? EVEN EASIER 4K!! Just standing directly on the hatch in stealth mode until the survivor shows up. They can't jump in because you are blocking the hatch jump prompt. The moment you see/hear them, close the hatch. Now it's impossible for them to get away unless you massively screw up.
I'm telling you, if I want a 4k I do this stuff and it works every time. The only way to beat this is with a key, and if you see a key in your lobby you should be playing to make sure that guy dies first, or use Franklin's. There are counter play options here too, though I will admit keys are a little too good at the moment. But in normal gameplay, you should never have trouble getting a 4k if you play smart.
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@Kiskashi said:
https://forum.deadbydaylight.com/en/discussion/comment/604465#Comment_604465
That killer instinct thing seems to happen in a few of my matches, do you notice it’s if a survivor is close and behind an object/debris at all? I tend to not get the notification if they’re too close to me at the time. Or at least that’s what the general trend of that seems to be.
But then thinking about it when I was revealed by a Nea recently from behind a window and those weird display stands in the gas heaven map main building I still got the notification then and she was at about the same distance as I’ve found survivors that revealed me without notification, seems even that is inconsistent. Maybe you are right, if the bugs were fixed maybe it would solve a lot of issues to be had with his gameplay.
Without the blip I have no idea who broke my stalk.
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Ghostface is actually a strong killer but it requires you to have a lot of awareness of survivors' general positions. If you never even have a clue about where they are you will not have a good time because they will break your stalk constantly.
The only change I'd want to see is just fix the buggy break out mechanic. It seems so inconsistent. Sometimes a survivor breaks my stalk when they are miles away or behind an object. Other times they will be standing there staring me in the face while I mark them super easy. Other times the Killer Instinct blip doesn't even come up at all. Fix the bugs and I'm sure most people wouldn't have a problem with him.
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If you can accept dying as survivor, then you can accept not getting kills as killer. They are two sides to the same coin.
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Learn from your mistakes. You sound like the kind of person to blame the game, when the truth is 95% of the time you lose because you made a mistake. Either you picked the wrong perks, you did something during the game, you didn't do something during the game, or you just straight up got out played and can't accept it.
Just take the L and try to figure out what you did wrong. It's actually very rare in this game that the results are beyond your control, despite what many will tell you.
Better yet, record a game and submit it to OhTofu's Youtube. He does gameplay reviews and will tell you everything you did wrong.
But if you keep getting mad and blaming the game you're never going to get better. You're just gonna get pissed off.
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@AChaoticKiller said:
@thesuicidefox dude do you even play as low TR killers in high rank like seriously enless people are out in the open your gunna get closer than normal and see them also before you post think about your point first cause i can simply say that there are no gens around corners that give you a view of the map that you imply. i would also like to point out is that killers have no stationary objective which means they can look wherever they want, enless its the beginning of the match or the killer cant find the survivors they are certainly not predictable. Also enless you suck at playing killer your not going to patrol gens the same way each time. Last thing, what you say implys that myers sucks hard since he couldnt possibly sneak up on survivors after they know its him yet every time i play him i easily sneak up on people at rank 1 even when theres only 1 gen left to repair.
I play Spirit, Hag (but not recently because I don't find her much fun anymore), GF, and Freddy (old and new) at rank 1. The only killer I found use for M&A is Hag, but there are still like 10 other perks that are better options.
What I said implies nothing about Myers. I said he's the only killer that gets actual benefit from M&A at red ranks. The rest is you assuming things.
I'm rank 1 killer and survivor. M&A will not help you against a survivor like me, and I know many survivors as good as me or better. M&A never helps me at red ranks, especially on normie TR killers. Stop trying to say it's good. I've seen it, I've tried it, it's not really that good. The chances of you sneaking up on me with M&A are null except for maybe the first time you show up before I've realized you have M&A. But once I do, then it's not going to work. Trust me.
If you're sneaking up on a survivor at rank 1, they aren't a GOOD survivor. They are probably boosted. Sorry but it's the truth. M&A is a gimmick.
EDIT: I also play Huntress, and even though she is one of my favs she too map dependent nowadays for me to have actual fun with her. I play her only for dailies or after a rank reset. Once they bring m/kb support to DBD on Xbox and/or fix some of the maps then I will probably play her more. So when you ask "do you even play low TR killers" I basically play every one of them except Myers, which I already stated is the only killer that benefits from M&A.
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Ghostface. IMO he is way more fun than Plague (as much as I love her), and he's actually a strong killer. A lot of people here say he's not because survivors can break your stalk, but he really is. He has stealth, one shot, and tracking. His power has a lot of utility and let's you employ different tactics over the course of a game. You just need to learn to use all the aspects of his power and understand survivor perspective so that you can break direct LOS to stop the break out.
But Plague is a good pick too. She's just not that strong at the end of the day because good survivors will just stay Broken and you never get Corrupt Purge, which is where her strength really lies. You can counter this by running Thana and apple add-ons (they make a fountain start corrupted), but if they are really good survivors you will only get 2 Corrupts at most (double apples) so you need to use them perfectly.
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@Marcus Discordance can force survivors to split up to do gens. As the game goes on this becomes more and more difficult, so when there are 1 or 2 gens left to do they are basically forced to proc it. As long as you prioritize that Discord proc you can prevent them from doing gens. Surveillance is very similar, and also holds value regardless of the survivor's skill.
As for M&A + IF, yea there is value but it requires 2 perks. You're not getting value from M&A alone, it's mostly IF, and you can achieve a similar result with Distressing. Not to mention that at 40m IF is rather easy to dodge. You're going to spend a lot of time looking for the survivor because it will take you roughly 9 seconds just to get to the position where they screamed. You are actually better off not even using M&A and just going with IF, because you're not going to capitalize on someone screaming really far away, only if they are relatively close can you even find them.
BBQ still has value at high levels because of the BP boost. It is easy to dodge, but it's so common that some survivors will just ignore it and continue doing whatever it was they were doing anyway, so you can use it to keep tabs on them. So there is more value there than what you'd get from M&A. Ruin also still has value because it forces them to hit great skill checks and can slow them down a little bit if they fail just 1 or 2. At the end of the day, both of these perks have LESS value than usual against good survivors (as any perk would), but there is still something of value there. M&A has 0 value against those same survivors.
@AChaoticKiller LOL, yet survivors can see around corners because they have a third person camera. And you act like it's hard to track a killers movement, it's really not. If you know where the killer was then you can predict the path they will take because it should be the shortest path. All the survivor needs to know is that you have M&A, so the moment they hear a hearbeat they know you are much closer than you would be normally, and with a third person camera they will likely see you long before you see them. I'm telling you M&A is worthless against good survivors. It's a gimmick.
@IamFran So then if I run Boil Over, and majority of killers can't get me to a hook, what will my conclusion be? That Boil Over is a good perk. But it's not. It's a garbo perk, because any good (or just decent) killer will know where hooks spawn and/or will be taking mental notes of where they see hooks, making it useless against players that know how to counter it. DS, on the other hand, can be countered but that counter is to slug the player. You get value out of the perk regardless if the killer knows you have it because it forces them to waste time. Just because it works against a lot of players doesn't actually make it a good perk. What makes something a good perk is that it has tangible results regardless of the skill of the opponent. Hence why I bring up stuff like Pop and Whispers, because it still hurt good survivors.
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I agree. This was something I noticed watching YT videos, I didn't try it myself but it makes sense now. If dream pallets have no collision they are literally pointless. Pretty sure it's a bug because the devs said they wanted them to look real, they even remove the broken pallet asset when you place a dream pallet where a real pallet used to be.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/602709#Comment_602709
https://forum.deadbydaylight.com/en/discussion/comment/602709#Comment_602709
Good survivors can make almost every killer perk useless, stop bringing up this argument.
I bet you can't tell me 5 killer perks which don't lose a lot of their effectiveness against good survivors, or even just 3.
I barely see Spine Chill in red ranks. This is what I see in red ranks : exhaustion perks, Adrenaline, BT, DS and Iron Will. In 10 matches if I see 2 Spine Chill users at best.
The difference is that there are perks that have tangible effects survivors can't ignore. Pop is one of those perks. Good survivors can play around it, but at the end of the day they will lose 25% gen progress when you kick it. The only counter play there is to commit to finishing gens when you have the chance. It still has value against good survivors, whereas M&A has none.
Whispers is another example. It's really hard to tell a killer even has it. But even when you know, it's not easy to dodge. And even if you attempt to dodge it a good killer will still find you. It has value regardless of the level of survivors you are up against.
Yet another example is Discordance. Survivors can know you have this perk but there will be a time where they will need to team up on gens. And if they avoid teaming up on gens to dodge Discordance, you still benefit as killer, therefore it still holds value.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/602653#Comment_602653
all 4 of you are working together to achieve one overall goal: escaping.
those 3 other players ARE your team. you rely on them just as much as they rely on you.
together you can win, alone you can not. its simple: 4 survivors go into the match vs 1 killer. the 4 survivors need to work together as a team to overcome the killer and escape - thats the whole idea behind DbD.
Except it's not really a team game. Your goal is to escape, but as an individual. What happens to the others does not matter to you unless you want it to matter. Survivors have the option to play selfishly if they want. It's generally in your better interest to help others, because the longer the entire group survives the greater the chance any individual has a chance to escape. But you are not bound to other survivors.
Otherwise they would change the game to be more like Deathgarden, where if 2 of you die the entire group loses. That's not ever gonna happen though.
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@ArecBalrin said:
I can't tell if the grass is moving or not. The picture quality is poor, the frame-rate low and it doesn't help that the survivor camera doesn't stay still.
Seriously? Like really... seriously.
I included the actual video if you missed it. The GIF was just so that you can quickly see the video without clicking on the link.
Grass/corn does not move. PERIOD END OF STORY. There is no debating this, the evidence is right there. And if you think she does, then you are welcome to make your own video, but that won't happen because it's not a thing.
As for the survivor camera, I wanted him to get a good view of the grass near him because I said "I'm phase walking right next to you". We did this in about 5 minutes, because we wanted to actually play the game. I just asked him to help me prove something. But it still very clearly shows that the grass/corn does not move when she phase walks. Stop trying to prove it wrong, that's a FACT. Accept it.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/602058#Comment_602058
those points you mentioned are assuming that the killer is an idoit. And i think you underestimate a low TR, here are my points on the perk since i use it a lot.
- if the survivors are going to be more aware it doesn't matter as you should be using trees and walls to get close also gens surrounded by walls forces survivors to rely on the TR to know how close the killer is.
- the decreased TR often catches survivors off guard and you see them as they go hiding or even after they hide since they cant get very far after noticing you.
- barely anyone uses detection perks and their range still makes hiding difficult. I haven't even seen spine chill used in rank one and as a rank 10 survivor i see it used only ever few games by one or two survivors.
I'm talking about playing as a GOOD SURVIVOR.
Once you know the killer has M&A it is super easy to beat. Doesn't matter how good the killer is, if you are a good survivor you can counter play M&A very easy. It's called game awareness.
Also I see Spine Chill quite often as a rank 1 survivor. I use it myself and I know many others that use it also. This besides the fact you don't need it to counter M&A, it just makes it way easier.
Fact is, no good survivor will fall for this gimmick of a perk. But majority of survivors are not good survivors, so killers get this false impression that the perk is way better than it actually is. This is the same fallacy as something like Sloppy, which is USELESS against good survivors that just play the whole game injured. It only has value when survivors heal, which again are generally the not good survivors.
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@Kelmat said:
https://forum.deadbydaylight.com/en/discussion/comment/602032#Comment_602032
If you kill the last survivor without knowing where the hatch was, then that is your fault as killer if they get hatch.
Not your fault, it can just happen. You could say the same thing as survivor. Though once there is only one survivor, it's easier to search for the hatch as killer than survivor, I can give you that.
If you do it with 3/4/5 gens and the hatch hasn't spawned, that's still your fault because now you gave the last survivor that chance.
So what you are saying is "don't kill them, let them do some more gens so the hatch spawns so you can search it and then kill them".
If you want the 4k, slug the third guy and find the last guy, or find the hatch before you kill the third guy so you can go close it immediately. You have literally 0 excuse if a survivor takes the hatch.
I find that a bit tryhard.
Only a few instances has someone escaped through the gates, either because I messed up or because the gates were farther apart and it was more difficult to patrol.
That is what I'm talking about, the gates should be more difficult to patrol.
This entire post is summed up as "I don't want to do what I should do to stop someone from taking hatch".
"So what you are saying is "don't kill them, let them do some more gens so the hatch spawns so you can search it and then kill them"."
No I'm saying SLUG THEM until you find the last guy. If one is slugged and the other in chase, you just got a 4k as killer. You don't have to let them do jack. Just slug and the last dude can't hatch.
"I find that a bit tryhard."
Then don't complain. If you're not willing to do what is necessary to get the 4k you don't deserve it. Kill the third guy and take the chance, or slug them. Stop complaining like you have no counter play options.
"Not your fault, it can just happen. You could say the same thing as survivor. Though once there is only one survivor, it's easier to search for the hatch as killer than survivor, I can give you that."
Yes it is your fault. If you take the time to look for the hatch after it spawned, then you can kill the third guy and be on top of the hatch ready to close the INSTANT it opens. It is very easy to do. Stop acting like a victim. It is entirely in your control if the last survivor takes the hatch. The only exception is when the third guy DC's, which is dumb and shouldn't work anyway, but that has NOTHING to do with the actual hatch mechanic and everything to do with the DC issues in this game.
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@NuclearBurrito said:
Does anyone know how to mod this game?
If so it should be possible to test out a bunch of this stuff in KYF (the hypothetical effects of things like grass moving ect)
..
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Didn't you know? Killers never lose because they are bad at the game. Also survivors just existing is toxic.
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If you are literally just starting and have no perks...
Pick Meg. She has the best 3 starter perks in the game. Yes Claud has Self Care, but you can equip a medkit and basically get the same result. Meg's perks are all good. Adren is hands down the best survivor perk in the game. Sprint Burst is not that great at high ranks but is actually very good at low ranks. You immediately gain distance on the killer, so that's always good (even if all other exhaustion perks are better). And Q&Q is a solid stealth perk that again is more effective at low ranks.
If you have a bunch of teachable perks unlocked already...
A good starter build is Deja Vu, Windows Of Opportunity, Bond/Empathy, and Premonition. The first two just help you learn where gens/pallets/windows are. Bond/Empathy makes it easier to find other survivors when needed. Prem is a good beginner perk for learning how to track the killer.
If you already know where gens/pallets/windows are then go with Lithe, Adren, Bond/Empathy, and Prem.
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@Guertena said:
that's true, old freddy used to move grass and corns, at least we can hear her steps
Yea I think this is why there's this Mandela effect where people believe she moves grass/corn. Because Freddy would, and he was also invisible when awake.
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IMHO it is way overrated. It makes absolutely no difference against good survivors because they will notice the change in your TR and realize you have M&A, which then changes their strategies. I really don't ever find myself falling for the smaller TR because if you suspect the killer has M&A you just make an extra effort to track them visually or by some other means (Spine Chill).
The only killer who gets actual tangible and consistent value from M&A is Myers, and that's mostly because of how it combos with Dead Rabbit. His TR is so small at this point that you can actually get the drop on good survivors if you understand LOS and survivor's perspective.
Hag and Spirit can get some value from it too, to a lesser extent, because they have already a small TR. But even then it can be countered by good positioning and awareness as survivor.
But for any 32m TR killer, M&A is a meme to me. Sure it may help against the 90% of survivors that are trash at the game, but against a good survivor it means nothing. I honestly laugh whenever I see a normie killer run this perk because it's an absolute waste or a perk slot.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/602010#Comment_602010
I'd actually say distance is more important than a good loop in this case.
If the spirit is right next to you (aka: starting at 0 meters) and waits 4 seconds then she will not be able to hit you out of phase walk without addons.
Since entering phase walk has an activation time, the actual time she can spend standing still is 2 seconds.
And since she's only doing this if there is already distance between you and her it's actually even less time.
And since she's most likely to do this when there is a pallet between you 2 (and thus an obstacle) thus further increasing the effective distance between you 2.
Thus if she fakes a phase and you simply run in the opposite direction as her then you will avoid the hit.
Well a loop is distance. If it's one of those bad loops (where either side of the pallet is short) then she can just walk around it and chase normally if you walk away. But if it's a good loop (where one or both sides of the pallet is long) then she is forced to phase walk if you don't fall for the fake.
She's not going to try this mind game where you are both just out in the open unless she wants extra BP for phase walk attack or something. It's only going to happen at loops, mainly pallets because she has a harder time dealing with windows and thus should just opt to phase walk anyway.
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@Kelmat said:
https://forum.deadbydaylight.com/en/discussion/comment/599802#Comment_599802
So I will throw the question back at you... why should the killer get a free kill just for closing the hatch?
If the survivor gets to the hatch first he gets a free escape (undeserved, because they didn't complete all gens), and if the killer gets to the hatch first he gets a (probable) free kill (kinda deserved because he killed the rest of the survivors). It's just a race, and even if the survivor loses the race, the kill is not guaranteed. If they change the doors distance to be more fair, you still have a THIRD chance of escaping. It's hard? Well I remind you that you didn't complete your main objective to escape, so just be gratefull you have 2 extra chances.
And besides, let's say that you played so good and looped the killer for ages and completed like 2 gens on your own so you feel like you deserve to escape... you are most likely going to rank up anyways. I died and still ranked up countless times.
If you kill the last survivor without knowing where the hatch was, then that is your fault as killer if they get hatch. If you do it with 3/4/5 gens and the hatch hasn't spawned, that's still your fault because now you gave the last survivor that chance. If you want the 4k, slug the third guy and find the last guy, or find the hatch before you kill the third guy so you can go close it immediately. You have literally 0 excuse if a survivor takes the hatch.
Any time I want a 4k this is what I do, and almost every time it results in a 4k. Only a few instances has someone escaped through the gates, either because I messed up or because the gates were farther apart and it was more difficult to patrol.
So at the end of the day, if a survivor takes hatch or escape through the gate it is KILLER'S FAULT for letting that happen. You have options to stop it, so you have no right to complain if they hatch.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/601296#Comment_601296
A mind game kind of implies that there's a super rational guessing game going on.
ie. you run to a vault on the T wall, you can fake or vault. You know the killer knows you may vault and might go around but because you know that you might just vault it anyways but the killer also knows you might just vault it anyways and so they might just commit rather than double back but because you know that... ad infinitum.
With spirit its just, okay survivor dropped pallet now I stand still, okay survivor didnt come back to me so now I just phase walk to where they are right now and hit them. If they walk they move so slow that with my light speed movement it doesn't matter that I cant see them because I just have go just about to where I saw them last and get a free hit, if they sprint they leave scratch marks that lead me to their exact location, and on top of that if they're already injured you can literally just know exactly where they are because you don't need to see them.
If survivors could tell when she was phase walking there would be actualy mindgame potential, since theres a guessing game going on between the survivor and the killer of where you went as a survivor.
Right now you can't really hide from it because they just stare at you until they get bead on what you're doing and then go hit you.
In fact after looking at that thread, spirit violates rule 1, no dominant strategy. There is stuff survivors can TRY to do to make it harder on the spirit but as long as the spirit follows the dominant strategy they'll get the hit on the survivor 90% of the time.
Except none of this is actually guaranteed or a dominant strategy. If the Spirit fakes phase walk and you walk away, then she follows she won't know your exact location unless you walked to a completely open area. If you walked to something that blocks her LOS then you can evade the hit out of phase walk. Heck even if you run to a LOS blocker then start to walk she can have a hard time finding you. It's a matter of understanding how fast you move when running VS walking, how quickly she reacts to what you did (which includes phase walk activation time), and how well you understand killer perspective (specifically Spirit in phase walk) so that you can leave as few clues to your position as possible.
It's actually not that hard to beat the stand still mind game, but it depends on the loop. If it's a bad loop, then yea she's probably gonna win that, as all she would need to do is walk around either side once you walk away. If it's a good loop then she has to phase walk which means you have a chance to get away.
The problem is that you see this as a "dominant" strategy when it's definitely not. It can be countered with clever movements. The success of her tactics depend entirely on how predictable you are as survivor. If you just do the same thing every time then you are predictable and yes, she will hit you. If you do something different every time then you are unpredictable, then there is a good chance she won't hit you.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/601256#Comment_601256
No you are suppose to hear woosh when in Terror Radius range? Otherwise you have No-mind game potential to tell when she is phasing.
No, if you are inside the TR of the husk you hear a TR. If you are inside her TR but not inside the husk TR you hear a woosh.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/601221#Comment_601221
Can you explain to me what you mean. You are suppose to hear it when you are inside the terror radius?
No, if you are inside her TR you hear TR not woosh. That's how it is supposed to be.
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@Kabu said:
Then, I think it needs to be added
Hell no. That would gut her completely. Remember on the PTB when the woosh sound was directional? Basically that.
@Jdsgames said:
Her phase sound is also delayed and sometimes not there. Even when the killer is not running Prayer Beads.
This is probably because you are on the very VERY edge of her terror radius, where the heartbeat sound is so faint that you can barely make it out. If this is an actual thing it would be a bug and yes I would agree it needs a fix, but I've never experienced this. It's always that I was just on the tip of her TR.
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Thrilling Tremors. It's like a half-breed of BBQ and Ruin, though not quite as effective as both.
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Because this is the appropriate way to contact someone
xD
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@cetruzzo said:
Its not called cheat with friends for nothing
It's not call 'cheat with friends' at all LMFAO.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/600653#Comment_600653
Just like the Legion example, BHVR doesn't have a great track record with that. I would LOVE if Doctor got the Freddy treatment, however, I fear he will get the Legion treatment. Power is useless but hey at least he isn't annoying now. I agree with the framerate, it SUCKS on Xbox. DW will not go down if you are in his terror radius. Before that change I would have agreed with you 100%. Now, however, if you go down because Doctor decided to chase you after you got BT, then DW had nothing to do with that. If he doesn't chase you, Snap Out of It and mend. If you go down to it now, after the change, thats poor time management.
Try it.
Next time you get a Doc let him put you in Madness 3 and on a hook. Have your friend save you with BT. See how well that goes.
PS. It won't go well. Like I said I've never seen someone successfully Snap Out and Mend before they went down. The only time I've seen someone get away like that is when someone ELSE Mends them first.
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When I'm in a group with all red ranks we STILL get green rank killers. It's broken matchmaking that is to blame. It's not an exploit.
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The devs said "mainly add-ons" when they mentioned Nurse, which is what really needs to be fixed. I'm sure that any tweaks to her base kit will be done to consider add-ons, like how they changed Pig's ambush but adjusted add-ons to have the same end result. Granted I doubt they would make her MORE powerful, but there is a chance they may do something like slightly increase fatigue or slightly reduce her blink speed, but then when you use add-ons the end result will be the same as it is now. And I doubt they will even touch her basekit unless they have to because of an add-on. They just don't want to say "only add-ons" then later end up having to change her base kit even slightly because people will flip. "YOU SAID ONLY HER ADD-ONS!!". So they said "mainly add-ons" so that they have some wiggle room on her base kit IF NECESSARY.
As for Spirit and Billy...
Spirit is just fine the way she is. The only change that is needed is Prayer Beads, it needs some sort of drawback to make it fair. I suggested making the footstep bug and actual effect when using PB so that you can at least react when she is right on top of you (specifically to avoid gen grabs). But removing collision when using PB would be an option too. Or maybe something else, IDK. Some have said change PB to a pink add-on, that would only make it worse. P3 blood webs usually drop at least 1 pink item, sometimes 2. For killers, the only options for pink items are Ebony's and add-ons (also splinters if you don't own DLC's) That means there is a 33% chance (not counting splinters) that you will get a specific pink item drop. But as a purple, there are 4 add-ons and 3 offerings. That means less of a chance to get a specific drop, even if there are usually 2-3 on average in a blood web. Also, someone like me that mains Spirit, I have like 45 or 50 Prayer Beads because I never use them. It would make no difference to me if I wanted to just use them every game for like a month.
Billy needs his add-ons reworked also. Carb Tuning Guide needs to be purple for how strong it is, and the numbers need a minor nerf. Maybe even remove the ability to stack certain add-ons. Insta-saw is the main issue here because it makes him really OP. His base kit though is absolutely fine.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/599945#Comment_599945
It isn't hard to snap out of it. I have never had that rubber banding problem you are talking about. Granted, my time playing against Doctor is somewhat limited. Since mending is paused while you are in a terror radius, just snap out of it when you get somewhere kinda safe and you should have PLENTY of time to mend since every doctor runs Distressing.
That actually isn't as easy as you make it. If you Snap Out close to the Doc he will just shock you, he doesn't even have to hit you, and if he wants to hit you he can. If he walks away at all or has Calm add-ons you are completely screwed. You miss a single Snap Out skill check and you will go down from the DW timer. I honestly don't think I've ever seen someone Snap Out AND Mend successfully, and I've see this situation many times. The only actual way to do it is to get someone else to Mend you but that's not always an option.
I've seen this exact situation play out way too many times. Doc hits a guy, they get BT but are also in Madness 3, they can't Snap Out in time and go down from DW timer. It's dumb. Your solution is to basically do it such that the Doc gets a free shock/hit on you. That doesn't work.
@gantes said:
Doctor can be weak AND have stupid stuff in his kit at the same time guys.
Since he's getting revisited, some fixes AND buffs would be good.
Yes exactly. Old Legion was weak but he had some really stupid stuff he could do which is why he was changed. It doesn't matter how good the killer is, stupid stuff is stupid. Not being able to heal or mend in Madness 3 is stupid. Rubber banding constantly when vaulting windows is stupid. Literally never being able to hide from a killer is stupid. A power that makes your frame rate take a giant nosedive every time he shocks is stupid. He needs to be changed, and if is made better while they remove the stupid stuff I'm fine with that.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/599910#Comment_599910
Doctor needs all the BS stuff as it is. I have never had a problem with him the few times I've met him. He is SUPER loopable, even with his shock.
No he doesn't need literal broken mechanics. It doesn't matter if he is loopable, the fact he can do certain things and is super inconsistent is game breaking.
I guess you missed the part where I said he should be made better just remove the BS.
How people can defend this stuff is beyond me. Yes, it's totally fine when you shock someone and they vault anyway with a 50% chance to rubber band back to the other side. Yes, it's totally fine that he can stop you from healing/mending because it's never important that you do that. No. It's broken BS, needs a fix. Make him better in some other way.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/599860#Comment_599860
If you mean broken in that Doctor just doesn't work then sure I'll agree. If you're implying any aspect of him is overpowered though, that's a different story.
I mean both. He is functionally broken and broken in a game play sense. Rubber banding is a dumb thing to happen, and with Doc it happens all the time. He is a walking lag spike. Plus as I mentioned before the whole "can't heal in Madness 3" thing is broken because it means if Doc slugs there is nothing you can do about it.
Nothing about his kit is good. He needs to be fixed in more ways than 1. I'm all for making him a stronger killer if that means some of the BS aspects of his kit were removed also.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/599784#Comment_599784
I will say on the he flip side, the amount of times I shock someone and then there's a pause between them getting shocked and them reacting, long enough to vault or throw down a pallet, kinda evens it out. His power is just inconsistent with when it does and doesn't work
"Kind of evens out"
No, just proves how broken his power is. If it's not consistent for the killer that's bad too.
I would be fine if shocks forced a slow vault because that would be consistent for killer AND fair to survivors.
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Just purple ranks? Strange.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/599814#Comment_599814
Also ‘calm’ add ons are popular.
https://forum.deadbydaylight.com/en/discussion/comment/599784#Comment_599784
I run calm spirit because screaming while being slugged gets old.
As much as I love Calm Spirit as a Doc counter, sadly you are still stopped from doing certain actions in Madness 3. I think it's time to revisit Doc and rework his power to remove this kind of BS. Not being able to gens is fair, but not being able to heal is stupid.
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Thanks guys. @GrootDude @blue4zion
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Exit Gates need a minimum distance, and the lights should all be lit so that you can tap a door and hide and the killer won't know which door you are on so easily.
@Kelmat said:
Why do people feel like they deserve a free escape when they are the last survivor? Your objective is to repair 5 generators to be able to escape. You failed at doing that? Well you lost, the killer did his job. Be thankful that you get a second small chance of a free escape if you get the hatch, and an even smaller third chance to open the door if the killer closes the hatch. He is THE KILLER and you are a tiny survivor, you are not meant to win a 1v1, the game is based around teamwork.
The only flaw i see (besides changing the minimum distance between doors, as mentioned before) is when the killer camps and tunnels the other survivors. In that case he kinda doesn't deserve to get the last kill, but for that we need more punishment for camping and tunneling, the EGC is fine as it is.
It's not about wanting a free escape, it's about wanting a FAIR CHANCE at an escape. As of right now, there is no fair chance unless the gates are on opposite sides of the map or the killer messes up big time. Majority of the time you will get caught before you even get 50% on a door, and the moment you get found your dead.
The amount of times I've seen a survivor escape through the doors after hatch was closed since EGC was introduced I could count on both hands (as either surv or killer). Closing the hatch is basically a free kill for the killer. So I will throw the question back at you... why should the killer get a free kill just for closing the hatch? You didn't actually catch the last survivor, you just put them in an unwinnable position. If they get away then it is 1000% killer's fault because it really should never happen.
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I want this even as a fully abled person. Stick wiggling is awful design. It just leads to broken sticks. You would think Mario Party 1 would have proven how bad this type of thing is, yet here we are.
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Yes. Doctor can do a lot of stupid things, this is one of them. Also stopping vaults outright. It's so connection dependent, I can't tell you how many times I make it through the window, scream, then rubber band back to the other side. It's also dumb he gets free slugs that you can't do anything about because you can't heal while in Madness 3. If it's the case of being the last 2 survivors, all he has to do is slug one and put the other in Madness 3. It's impossible to escape the chase to snap out because you are constantly revealing your location and it's impossible to heal the slug.
Devs said they are looking to make changes to Doc on the last Q&A stream. I really hope they look at all this stuff but it's stupid. IDGAF if Doc isn't really a top tier killer, his kit has some stupidly unfair and unfun aspects that need a fix.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/599210#Comment_599210
I speak playing with freddy, I would like to know if I can control the direction that freddy looks when he makes a tp
You can't. It's fixed based on the direction you are coming from. The best you can do is adjust your position to come from different sides of the gen.
