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CantDeadHarder

CantDeadHarder

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CantDeadHarder
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  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307924#Comment_2307924

    Yet here we are with you making a post about it. So it clearly bothered you in some way or another.

    Maybe because I wanna hear other people’s experience? Even if that was the case, killers can come here and vent when survivors teabag and flashlight click.

    I just wanna hear other people’s story. You’re trying so hard to make something out of nothing.

  • @danielmaster87 said:

    I have a friend that is literally like this, even though the roles are reversed. He gets mad at the killer simply for playing the game, and if the killer plays well he gets really mad at him. "Wow, you're so cool" and all of that, basically projecting this cheap, toxic personality onto the killer, when that's not the reality. Sometimes the other player is just playing the game. Remember that. Because if you act that way towards non-toxic players, what is your reaction towards actual toxic players?

    yeah, but this guy was literally hitting me off cooldown on hook, he did not like me and it was clear lol.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/260828/fellow-survivor-players

    I feel like this is bait...But alright Ill bite. I dont think this game is for you if you get offended and react negatively to someone playing the game(hitting you on hook) To the point you need to post on the forums about it.

    did you miss the part where I said I laughed it off?

  • @DwarvenTavern said:

    Yeah. I get offended that you're a survivor. Dick. I'M KIDDING! It's probably a stereotype haha

    come here I dont have DS I promise >:)

  • @pedrolito said:

    It's a weird way to present things. ^^'

    I'll never understand how body block or using palet to help oher survivors not getting hooked can be considered toxic.

    Honestly. I'm not even super altruistic as I use to be back in 2019. I do gens and run when the killer comes, nothing else. Yet I'm mostly finding myself on the receiving end of BM. I understand that some matches can be frustrating, but if they are just that good, BM'ing and being toxic isn't warranted. Everything is considered toxic at this point.

  • @Jasix said:

    Congrats?

    you and I both know that I wasn't even close to gloating about making killers angry. Your reply implies very much that, I'm just bringing a discussion to the table.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230540#Comment_2230540

    No, no they didn't. As someone who plays a Stealth Killer, and who argued at length for removing the Terror Radius requirement for BT, I find your comment funny. Most Killers I know agreed with the change, and we were all pretty vocal about it. I found it very unfair and nonsensical that my Spooky Myers never had to deal with BT. Statements like yours, continue to push this "us versus them" dichotomy that doesn't actually exist. Please don't do that. Most people play Killer and Survivor. Borrowed Time got changed because it needed to be changed for consistency and because they created a number of new Killer Perks which turn non-Stealth Killers into Stealth Killers. :)

    mhm and when there were perks which made these killers stealthy it made them avoid BT. You just said you didnt think it was fair for stealth killers like Myers to completely avoid BT. The "us vs them" does exist, is it a good thing? No, but it surely exists in this commmunity. However that's not what I was trying to push. Survivors also got their fair share of nerfs too, DS got nerfed because people took advantage of the 60 second timer. Wouldn't you agree that in that case survivors brought that on themselves?

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230540#Comment_2230540

    Borrowed Time was going to be unbound from the terror radius and instead of making it a static distance, they completely removed it and Survivors get 12s invulnerability no matter what. It’s not an anti-camp perk anymore, it’s a pro-bad gameplay perk.

    why are you following someone for 12 seconds then? BT only really becomes a problem when its egc and you're trying to secure a kill or they managed to take a hit for the rescuer. BT is not that big of an issue.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230488#Comment_2230488

    Another person missing the point of my post. I like what bt does but at the same time it enables bad survivors to do bad saves and trade hooks when the guy just got on the hook. I like going against good survivors and i even dodge lobbies where there's a chance i think the survivors are bad. Good survivors use bt smart by not just rushing straight to the hook as soon as someone is put on one.

    that's the nature of perks, they give you more options. Kind of like how Noed also promotes "braindead" styles of play, not just BT.

    BT got changed due to killers insidious camping or using their stealth to avoid BT and tunnel people. People will use perks however they see fit, that's just how it is.

  • @Judgement said:

    It’s Borrowed Time. It’s meant to protect the unhooked. What are they borrowing from?

    When a Survivor is rescued with Borrowed Time the rescuer should be Exposed for 24s, twice as long as the Endurance status effect lasts. This punishes stupid hook bumrushing from Survivors who can tank a hit, and prevent the rescued Survivor from keeping their stupid teammate safe from damage by tanking a hit.

    The new Borrowed Time is rewarding Survivors for playing unsafe. It’s gone so far that I’ve noticed an increase in Survivors doing unsafe saves without even having Borrowed Time, maybe hoping for a Decisive Strike that isn’t there to begin with.

    So what if you get camped because the perk gets “butchered” like Decisive Strike? It’s part of the game, move on. You aren’t meant to escape or 4K every single game anyway, that’s how an Asymmetrical works.

    BT got changed because stealth killers would camp the hook, rendering all saves unsafe. Killers caused this one on themselves.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2190737#Comment_2190737

    Isnt the perks point to avoid a hit? Not extend like 40 seconds to a chase? I forget dead hards intention at this point.

    DH is an exhaustion perk, exhaustion perks are meant to extend chases.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230457#Comment_2230457

    Jesus man people are missing what im trying to say. Im saying that bt used by bad survivors allows them to get to red ranks easy because of braindead saves. The perk also makes bad survivors think they're making good plays but really they're screwing over their team

    I'm beginning to think that when killers refer to "braindead saves" they mean unhooking in the killer's face because their facecamping, as majority of my experience with BT has been that. Go after the rescuer, not the person who was unhooked.

    if BT is posing that much of a problem for you then maybe you're doing something wrong.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2216708#Comment_2216708

    Yup it isn't getting fixed and I want to have fun again so why fight it the sweats showed me the error of playing killer don't want the money I spent on the game to go to waste

    if everyone had this mindset, nobody would play the game. Everyone would purposely derank to get more "fun" matches. I understand that high level gameplay can get boring since you kind of have to run certain perks to win and it gets repetitive, but I assure you deranking only adds fuel to the fire. No rank would have "fun" matches in the end, as everyone has deranked.

  • ruin other people's experience because of matchmaking and toxic players, become the very thing you hate.

    All you are doing is continuing the cycle. I could understand maybe wanting to stay in green ranks or something, but if you are going to stay in gray ranks that isn't exactly a flex. If anything your skill potential will just go down the drain if you aren't trying to rank up. But you do you I guess.

  • @Huge_Bush said:

    They hate her because she takes away some of the control that survivors have during a chase. Survivors hate anything that causes them to work harder or more, which is why they complain about perks like NOED and BBQ. They don't want to get off of gens to hide in a locker for three seconds, nor do they want to cleanse totems. All they want to do is kite a killer through an obstacle course that is designed for them to have every advantage.

    there is always someone who makes a strawman argument for many people. Nobody is mad that Spirit is strong, Nobody is mad that they cannot loop her normally, nobody is mad that she forces stealthier gameplay, people are mad because when you do get into chase, she will have all the tells to know where you are but you have to do complete guesswork. Atleast with nurse there is a visual and audio cue to know what she is doing, however a nurse can still outplay you and that's fine. Spirit has no downsides to using her power since she can track super easily, since all you need is ears and some headphones. While nurse has to make constant reads, and gets punished for misreads.

  • @Sabraiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211893#Comment_2211893

    You're forgetting Spine Chill, which can be used to determine if the Spirit is faking or not. If her husk is staring right at you and it stops lighting up you know something is up. Maybe not the most reliable everywhere but it has it's use if the Spirit stops looking in your direction while phase walking.

    But honestly, no perk or item should counter a killers power, in that case something else needs to change rather than making an already overly powerful perk, Iron Will, even more oppressive.

    Side note, isn't Iron Will bugged since it practically makes survivors able to exist without breathing, when it is only supposed to remove grunts of pain?

    Might be a better idea to make her emit some of her sounds even while phase walking, though at a reduced volume and maybe a bit distorted since she is phasing in another world. Personally I have also been wondering if the husk should disintegrate/turn to dust over the duration, similar to Sandman in Sam Raimi's Spider man 3, at an exponential rate. Starting slowly at first to give the spirit time to move but also giving survivors a visual queue to react to. A real one, not "glowing" shards which may or may not be real.

    Also, we cannot just blindly nerf Spirit since she is one of the two killers that stand a chance against the really good survivors.

    spine chill wont help at all, as the Spirit could just look in your direction as she phases.

  • @psionic said:

    Why can you use a crutch perk (Iron Will) and the killer can't (stridor)?

    how is Iron Will a crutch?

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186157#Comment_2186157

    Yeah but this is the thing:

    Ayrun seems to claim the devs had a patch TO have the footsteps hearable, when it's more likely that it was a bug that didn't call for setting the footsteps' sound being set to off when she's phasing.

    This kinda bug is hard to spot (especially in spaghetti code), cause even if it's just an *if function, the culprit for it not calling the operation can be anywhere.

    after straining my eyes for like 30 minutes reading patch notes i cant find anything about footsteps. So it might just be a bug then which makes them non-existent.

    But I've never been able to hear her footsteps for months, and if this was a bug I'm pretty sure tons of people would've noticed it already. All I know is that Spirit's footsteps are non-existent. and she has no collision with tall grass when phasing.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186144#Comment_2186144

    well, a bug not disabling her footsteps sounds is def NOT the same as a path enabling her footstep sounds.

    If ayrun claimed they know there was such patch when there wasn't...

    Idk cause I'm watching this Anti-Spirit guide and it was made Mar 8, 2020 which is a little over a year old. In the video i can hear her footsteps.

    https://www.youtube.com/watch?v=rGXx8dhp3sM&t=1s

    However in more recent videos I cannot hear her footsteps. Still tryin to see if I can find patch notes on it.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/249680/so-i-learned-something-about-spirit-from-ayruns-stream-today

    well, did ayrun provide any proof for that claim? cause, y'know, judging by how they are on twitter they are quite bigmouthed and spiteful...

    welll GrimReaperJr1232 here said that survivors hearing her footsteps was a bug, but I'll see what I can find.

  • @GrimReaperJr1232 said:

    From my understanding, that was a bug. Now, I agree that it SHOULD be a thing but that's the reason.

    Not even just that, the fact that Spirit has no collision with grass in phase is ridiculous.

  • @Axe said:

    She is fine as long as she doesn't run stridor.

    so she's not fine, cause every Spirit ever runs Stridor lol

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149873#Comment_2149873

    Its because she has inherent counter-play, a lot more than people give spirit for. Spirit is such well-designed killer. Its crazy. Most of spirit's gameplay revolves around making predictions around the survivor's movement, her mechanical skill very low meaning she has a very good skill-floor but high-skill mastery as her skill allows her to beat any team with good prediction and solid tracking skills. Its like perfect formula. The reason why survivors feel like they can't beat her is because their movement is too predictable and no single action done repetitively will work against spirit. you need mix it up and she has answers to what you mix up but you also have answers to their mix-up. I wish more killers were like spirit where either side could make a good play.

    With nurse, She's more raw mechanic skill and raw power, you can make nurse miss few blinks from extremely far away but eventually you'll get zoned in the corner and a lot of her blinks will start become more reactional than prediction based if your too close to her. She is just as fun to face as spirit when you go on Hawkins,Lery and like Rotten fields as the large amount of wallblockers makes her closer to prediction based killer. Ironically these maps are.... very hard for nurse compare to the others.

    surely doesnt feel that way to me. It usually just feels like I'm getting punished because of not knowing information I'm not allowed to have.

    She can hear me, has an addon which allows you to see blood so it's more accurate tracking, and she can hear the little "umpfs" you make when you slow vault things. While all I hear is blaring chase music and/or the loud terror radius which covers up any sound she might make.

    tbh I'd rather go against a nurse cause atleast with nurse I dont feel like I went down because of bs, I went down to a killer who has great muscle memory and has good game sense, so when I die to a nurse I don't feel as miserable. But I hate Spirit because I have to use more brain power to try and not get hit while they can just hold W at me and use their ears. I just feel like she's too easy to play for her to be that good of a killer.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150509#Comment_2150509

    Try the 'you're bad because I disagree with you' argument on someone else, I'm not the one.

    In technicality you can outplay them. The issue is that they have much more control and leverage to outplay you than you ever will to outplay them, if all things are considered equal. I don't consider guesses to be counterplay.

    You can break LOS from Deathslinger to avoid getting shot at, but that's a "counterplay" credited to the map rather than the survivor. Léry's is a good example because of how many walls and LOS breaks there are. Majority of maps are very open in comparison if not in general, so I stand by what I said again: you don't juke a deathslinger, he simply misses his shots.

    True, it's physically impossible for you to react to a shot from deathslinger, you have to anticipate the shot.

  • @Harold_Shipman said:

    Some people like to be choked so..

    this made me laugh too hard. The doctor pfp really sells it lmao.

  • @[Deleted User] said:

    The discussion around Spirit is weird to me because people list things they try against her and express frustration that those things don't work. And people consistently list the same things as counterplays they've tried.

    The reason it's weird to me, and I say this as someone who plays Spirit at a competitive level, is that those aren't even things that work against a decent Spirit. Apparently the commonly accepted counterplay, yet players CONSISTENTLY express frustration that those things don't work. Like...maybe those aren't the things players should do against a good Spirit? Nurse has a bit of the same thing. Doubling back will almost never work against a good Nurse.

    Fast vault followed by a slow vault is the easiest thing in the world to hear for a Spirit. Same with dropping a pallet and vaulting it. You can even see a dust cloud on the pallet in the direction they vaulted. Doubling back in a straight line means you're going to breath in her face at some point. Want to chance that on a Spirit with $900 headphones, an amp, and an EQ?

    So what do you do? Healthy breathing at a stand still has a distance of 8 meters standing still. Hard cut off at 8 meters. Running is 12-16 plus footsteps depending on the character. Injured is whatever. You might as well be screaming.

    The answer is always make distance and create a 50/50 at a further tile. The answer is NEVER stay at the tile or go towards the Spirit. She has a finite amount of charge on each phase walk. You need to make her burn some of that closing the distance. It takes practice to gauge the timing, but I like to wait and bait her to commiting to one side of the tile and then vault or drop the pallet at the last second of her phase. It's the most effective counterplay but the hardest to pull off.

    Lastly, it is 100% patently false that she has no tell when she goes into phase

    https://twitter.com/SeyItAint/status/1384471343685582853?s=19

    Some of the idle resets dont even look like resets, still nonetheless it's information I didn't know beforehand so thanks!

  • @The_C12H15NO2 said:

    The upcoming lucky break changes will really mess Spirits up. besides sound they depend on the blood & scratch marks. You can muffle your sound in a couple different ways(even without iron will) to help misdirect a Spirit. I've been mildly successful with this. I don't usually escape but am able to extend these chases so the team can get gens progressed.

    The Lucky Break buff is nutty, but there is no way it's making it to live.

  • @TheWarNung said:

    I enjoy playing against Spiries. Spirits hunt using sound. That thing you mentioned about not being able to hear her footsteps because of your own breathing and footsteps? That's how she's tracking you. Minimize your sound to confuse her and apply that to the mindgames you've already been trying.

    Better yet, play as Spirit and get a grasp on what her range and limitations are.

    Yeah but like 99% of Spirits run Stridor so Iron Will kind of doesn't help. :(

    Also another thing I've noticed is that when she's phasing, ambient sounds and even the chase music kind of get muffled out a bit so you can hear the survivor's better, idk might just be placebo or something.

  • Will to Survive

    As you approach closer to jaws of death, your will to survive grows stronger and stronger

    your wiggle speed is increased by 10/20/30% respectively to your hook stages (10% on first hook, 20% on struggle, and 30% on death hook)

  • @RaSavage42 said:

    You were chased for 5 gens not tunneled :)

    From what you were saying- if you got hooked before the end then yea I'd say tunneled as well

    that's still tunneling, if the killer threw the game chasing one person that's a tunnel lol

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131548#Comment_2131548

    Then same as you're trying to survive the killer is trying to kill, hope you don't go around crying about the evil slugger "holding the game hostage" because he made you waste 4 minutes cuz you refuse to be put on hook. If the survivor refuses to end the game the easy way then they'll have to wait.

    https://forum.deadbydaylight.com/en/discussion/comment/2131568#Comment_2131568

    It's not the same at all. If you have to slug a 3rd survivor to find the 4th because of some bullshit mechanic that gives whoever is the last man standing a free win with no effort required then the 3rd one has no right to complain, specially when it's his teammate the one just waiting for him to die so they can go through the hatch.

    Survivors crying about killers making them waste the full 4 minutes on the floor when they refuse to be picked up, put on hook and accept the loss so the game can end immediatly does give the killer the right to complain. They put themselves in that situation and could have easily ended it but choose not to.

    Survivors are not entitled to a win.

    And killers aren't entitled to 4ks.


    Besides, in most situations hatch has been closed and egc has begun so once that survivor is found it is kind of GG. But to try and imply that survivors are being entitled for having the will to live despite the circumstances is really pathetic. People like you should not be playing PvP games if your mindset is that people should give themselves up to you and make the match easier for you.

    You gonna also make a post about how survivors who vault windows and use pallets efficiently are "refusing to end the game" too?

  • either matchmaking screwed you over like it does to many solo queue players, and gave you newbie teammates. Or they are just really boosted (most likely the latter).

    These killers on here who complain about how survivors gen rush them to smithereens need to direct me to those survivors' queue pool, cause I get teammates like that all the time, and I'm in red ranks.

  • @GhostMaceNotCrusty said:

    As much as it sucks, you gotta play in a way that they like or else they just gunna leave. Cant play a killer they dont like it risk them just throwing the game. Cant use certain add ons. Etc

    I mostly play survivor, I just made this post from a survivor's perspective cause it's 1000x times worse for us. These people just give up so easily and make the match harder for teammates, and the killer gets free pressure because of that dc or hook suicide.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055544#Comment_2055544

    I didn't realize that. Either way, it's a wasted perk in solo when most of your team refuses to heal.

    AfterCare is nice sometimes, however most teammates dont know how to turn their freaking camera around so they'll stop running and let me heal them so we'll be able to see each other. Of course there's the chance you get hooked and loose the buff but yeah, it's pretty nice sometimes.

  • @SacrilegeGG said:

    Assume that, if you're solo, everyone else is too.

    Let's say you get hooked.

    Player 2 may be doing a gen and knows it's (usually) the smartest play to stay on it rather than go for a rescue. Player 3 is wandering the map looking for a totem or something for a rift challenge. And player 4 is hiding.

    All three players assume someone else is going to help.

    If you're solo, run Kindred. No matter what.

    The information boost for both you and your teammates is godly. Almost on par with being in a SWF.

    until they let you hit struggle or die straight up die when the killer wasn't even nearby 😀

  • @Huge_Bush said:

    You need to prioritize yourself when you play solo. Too many selfish or really bad players in solo queue, you have to always think about your survival first. I always run Plunderers and Self Care. Plunderers is great for the chance at getting a key and Self Care is great since 8 out of 10 times you can't rely on your teammates. Inner Strength is better than Self Care if you're good at finding totems.

    I wouldn't recommend bringing a key because that'll be just the excuse the killer would use to justify their tunneling. Instead, I recommend you just stop bringing bond because all it will do is let bad teammates bring the killer to you.

    Another thing you should do is hide near a gen at the start of the match. Then when the killer finishes their patrol of that gen, you work on it while he goes to look for others. Play as stealthily as the match would allow you. The moment the killer downs someone, get in a locker before he picks them up since most run BBQ. Once they're hooked, go back to the gen if the hooked person is on their first hook and they have hang time.

    If you find yourself as the last one left in endgame, Hope! is a nifty perk to have. Hide by a gate, wait for the killer to come and see if you're there and then power it up to the point just before the first light comes on and go back to hiding. Wait for the killer to do another pass by and then proceed to open the door. Hope! will let you open it 15% faster.

    I know stealth is frowned upon by most players, but when playing solo, it really is a must if you want to last long. It's also a great way to punish sweaty killers who want to tunnel and camp from the start. I always run Spine Chill and the moment it flickers, I'm off of the gen and into the shadows I go. It wastes a lot of time for the killer since many of them pretend to leave and always come back 5-6 seconds later, multiple times. Some even waste much more time looking for me in lockers and then behind rocks and trees, while I vanished in the opposite direction.

    It's weird how much things has changed in solo q. I remember I would get atleast 1 person who knew what to do when they weren't being chased, and they knew how to handle chases too.

    I suppose that i should carry plunderer's instead so that I can use the key for when the inevitable happens. Getting chased is the most fun part of the game, but it becomes a chore when your teammates are not utilizing the time you are buying for them. I guess I have to just play the boring stealth game :-(

  • @danielmaster87 said:

    Maybe you should stop trying to bm him with 360s and he won't play like that. It's worth a try.

    How is doing a 360 bm? It’s a last resort if you are in a dead zone.

  • @DemonDaddy said:

    @Pulsar

    @th3

    So I'm not allowed to use pallets for a distraction or to run the killer for a loop back to where I know the pallets are?

    Yes I am using up a resource but I am using them and the killer is still attempting to kill me. No different than forcing a killer to give up a chase.

    You can get the same result by repeatedly fast vaulting a window or locker, this way you aren’t being that dead weight teammate that nobody likes.

    You. Are. Wasting. Resources. Stop it.


  • You mind game by combining fake vaults with actual vaults.

    What you are suggesting is basically dead hard on steroids, in the sense that you can just keep correcting your mistake as many times as you want. If you are getting mind-gamed on a pallet, then that pallet probably wasn’t even safe when it was up.

    Learn to read the killer better, learn when to fake vault, and learn when to actually vault. This idea will just make every pallet safe when it’s dropped, which removes any point in mind gaming for killers.

    Oh and I main survivor.

  • Lol, all you need is a tv advert and this is perfect.

  • I mean, how can flashlight saves be discreet?

    If you get blinded for the first time fine, but eventually the killer’s brain is gonna hesitate before the pick up.

    If the killer has more than 5 wrinkles in his/her brain, flashlight saving is impossible.

    I mean it’s cool that you can use your senses to, y’know, sense people. Just know that any decent killer listens for grunts of pain, footsteps, etc. (don’t mean to burst your bubble)

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848501#Comment_1848501

    The killer shouldn't be denied the 4k because the team sucked or dc'ed

    You aren’t entitled to a 4K just like how survivors aren’t entitled to an escape.

    So many killers feel like they lost when you killed 3 members of the team, like bruh you won, just take your W and move on.

    That is like me saying “It’s not fair that my team didn’t escape because the killer robbed their lives from them”

    Many solo survivors have had the same annoying story about how their teammates are complete dog at the game, and they end up dying before 1 gen is completed, they deserve a chance to escape after their teammates screwed them over.

    And I don’t mean to burst your bubble or anything but, sometimes the reason you get 3k before a gen gets popped was because the survivors were babies, or just bad, not because you were good. Same goes for survivors, just because you escaped doesn’t mean you are good.

  • The issue is that time is a very hindering restraint. I don’t think it’s because survivors want to be lazy.

    Running around the map like a headless chicken to find bones ends up buying time for the killer, because now you aren’t doing a gen.

    To make matters worse, sometimes the killer will get a crazy good totem spawn, and that hex will never be cleansed.

    Games end way to quick for people to cleanse bones and do gene at the same time, it’s a risk taking time to scout the map for totems as you aren’t doing the main objective. Not to mention that sometimes the killer wasn’t even running a hex perk, and you might be responsible for people dying or gens not getting popped quick enough.

  • @EntitledMyersMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664114#Comment_1664114

    You've been hit by

    You've been struck by

    A spine chill counter

    Dun du-du dun dun dun dun dun dun dun dun dun dun dun dun AH

  • @EntitledMyersMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661633#Comment_1661633

    Object makes trapper completely obsolete if you're in SWF.

    Spine Chill does the following:

    • Allows you to know when a Myers is most likely stalking, allowing you to use the perk to help EASILY starve him.
    • Lets you know when a Ghostface could be sneaking up, which makes it a matter of turning around and revealing him. Oh wait, the reveal is broken. Spine Chill is only balanced against Gf because the reveal mechanic is bs.
    • Wraith...poor Wraith. He's already pretty bad, and Spine Chill is just the icing on the cake. Wraith shouldn't be able to be revealed by it when cloaked, if you ask me.

    As for Gf, I think Gf should only be able to be detected by Spine Chill if you're far enough away from him. Within reveal range though.

    The only change I'd make to Michael is he can't be detected in tier 1. This makes getting out of Tier 1 easier against Spine Chill, and Michael past tier one can't even be called a sheath killer.

    Just moonwalk to a gen if you suspect there is spine chill. People who use spine chill usually don't pay attention cause Spine chill will tell them when to run.

  • Right?

    And also it doesn't help that they made generators OMEGA LOUDER.

    But it's not just deathslinger for me, maybe I'm just hard of hearing but The Oni, Demogorgon, and some of the original chase tracks are super hard to hear from 32m until the killer is like 24 or even some cases 16m away.

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663408#Comment_1663408

    Hard disagree. While Freddy is quite strong, I think balancing him out needs to have BT work on him. OoO against Freddy is basically killing any and all mindgames. If I'm playing Freddy and someone has an OoO I will throw the game to camp the hell out of the person with OoO if I manage to get them down.

    you say it like they knew you were gonna be a Freddy lol. But tbh nobody likes Freddy and nobody likes OoO players, so they are just at the bottom of the barrel duking it out.

  • I disagree.

    I understand what you are saying and it is a really good connection. But Among Us is a completely different genre, it's a murder mystery. DBD is a solo or team game (depending on which side you play). Technically through aura reading perks and even emotes are communication, but then again it's not as strong as call outs.

    However still it's a team game for survivors, communication is the best tool for them, better than even Decisive Strike. Then again I'm just rambling, so I could be wrong.

  • @Ryan489x said:

    Yeah DS is annoying too. I feel that borrowed time is crutch that some players can't live without. I used to use spine chill quite a lot but I think that's a crutch too. I've stopped using it and I'm relying on my own eyes more, the game still plays about the same without it in my case.

    I challenge any high ranked player to play without any of these 4 things

    • Borrowed Time
    • Spine Chill
    • Decisive Strike
    • premonition

    If you can hold on to your high rank without them then you truly deserve to have it

    many high ranked people I've seen are all running 3 of those 4 things Spine chill can be switched out with prem

    I run BT and DS so i can play the game when the killer wants to try endgame tactics in the beginning of the game. Running strong perks doesn't make me or anyone here bad.

  • Tbh It's been the console players for me who have been DC'ing, atleast just in my past few games today.

    They'll DC for the dumbest reasons.

    >first down = DC

    > game loaded = DC

    > AFK = DC

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