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El_Gingero

El_Gingero

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El_Gingero
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  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903631#Comment_2903631

    it feels like there is alot more interaction going on too which makes her feel much more enjoyable imo. You can almost constantly be applying some form of pressure and depending on the team you can very effectively halt progress least when i am having a good combo game with jolt and resonance. with her you wont ever have a game where 4 gens are done before you find a surv which are probably the most frustrating games to have. I just lost my last game(4 escapes) but still had a good time. Survivor still called me trash at the end tho =(

    Yeah that’s part of why I enjoy her so much, combined with the high yet rewarding skill cap, but most of all it’s hitting those juicy snipes by predicting where the survivor is moving/standing. It’s like blind hitting people through walls on Pyramid Head, but even better and more versatile.

    They’re probably unhappy in their life and are acting out, or they’re just some douche bag who gets joy out of being one. Either way, any comments like that aren’t a reflection of you, so just take it for what it is, disregard it and set your mind to more Artist domination.

  • I have relatively limited experience with her as I’m just getting to grips, but I don’t actually find the hold w boring. The survivor running away is always under threat of a snipe, and you can use this to your advantage to either snipe them outright, which is highly satisfying, or to zone them into a bad position, which I don’t mind as there’s a bit of a back and forth between me and the survivor with some fun little strategies such as cutting them off from their intended direction and towards a loop or dead zone.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2902700#Comment_2902700

    Yes, but securing a kill doesn't make you appear a better killer. No one has ever said "well at first I thought he sucked but then he camped and got that 1 kill so I was wrong and it's obvious he is penultimate." It just makes you seem desperate and tryhard. We've all done it but I definitely am self-aware in how it looks and do my utmost to avoid it.

    When and if I do it is typically out of spite.

    Killers who camp typically don’t care what the survivors think of them. Example when I camp to generate pressure or bait the survivors into altruism, I don’t concern myself with how they perceive it, I’m just playing the game as intended and using the tools available to me. Being camped is boring and I can sympathise with that, but it’s just a game at the end of the day.

  • I don’t see it. Her power can be used in multiple ways and she has a high skill cap which greatly rewards improvement. I’ve seen people say it’s because her power is an amalgamation of other powers, though the same can be said for many killers, and I don’t see why that should make her inherently boring regardless.

  • @DeliciousFood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903223#Comment_2903223

    Kind of in bad faith to present these reasonable contexts yet forego the actual bore that is killers camping as a default because 'muh mmr 2 hard' or just to grief. Both extremely boring and the only shred of fun to be had is to try and save the hooked from the killer.

    Why would the killer leave the hook in these situations? They shouldn't. But are these realistically the main reasons they hang around the hook? Of course not. Most of the time it's some dumb facecamping Bubba or a guy that tunnelled for two minutes.

    And yes, survivors whining when your specific examples are brought up is indeed entitled mentality.

    It’s not in bad faith, the point is to demonstrate that camping is legitimate therefore survivors are not entitled to free unhooks.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903208#Comment_2903208

    I would agree with you more if brand new survivors were actually against brand new killers. Since ranks were abolished, I don't think that can be guaranteed anymore.

    What would help player retention even more, though, would be having brand new players only against other brand new players. Right now, it really sucks for both roles that people brand new to the role get thrown against people with a lot more experience in the game. New killers get humiliated and tbagged even worse than before when starting out by more experienced survivors and new survivors get tunneled out when they don't even have which button is sprint and which is crouch in muscle memory yet.

    Until that gets sorted out I'm all for QoL improvements for new players that would have virtually nil impact on more experienced players. Imo, I think this would qualify.

    Hmm fair enough, when you put it that way it seems more reasonable.

  • Deadlock is decent but it’s not even that strong.

  • @DeliciousFood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2902902#Comment_2902902

    That's not what gaslighting means. God people throw around this word a lot, and this is just a way to make some 'side' in these crappy debates sound more irrational and even abusive than they really are.

    Let's face it, when survivors unhook in front of the killer, it's because the killer isn't going to leave the area anyway. What's the other option? Just hold M1 again because killers refuse to play the game beyond one chase and patrolling a hook? After the fourth game in a row it becomes extremely boring. You can easily secure a trade even without an insta-down.

    Why would the killer leave the hook if someone (or multiple people) are coming for the save before they’ve even had a chance to?

    Also, why would the killer leave the hook when they’ve got it right between a strong 3 gen?

    Etc etc

  • Camping is a valid action/ strategy and vs the majority of the killer roster, it’s easy to counter. Why should survivor’s be entitled to free unhooks?

    Also with roll back, grabbing off the hook doesn’t work half the time anyway.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903177#Comment_2903177

    Because tunnelling isn't fun and likely to get new players to leave while brand new killers versus brand new survivors is the only time DbD is killer sided.

    I get that, but all they need to do is hit a skill check. After a handful of matches the majority of people will be fine, and if they’re going to leave the game after a few matches because of bad luck with tunnelling then it’s probably not for them anyway.

    I’ve honestly no issues with removing the skill check, but being objective, I just don’t see the “punishing new players” thing as a particularly good reason. Makes no difference to me either way though.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903145#Comment_2903145

    But you also have to realize the killer can completely deny this perk by not tunneling or by slugging. It's not a "f--- you killer" perk like you're making it out to be. This isn't old or slightly older DS. This is a "he's tunneling me out of the game" perk.

    And let's be real here, if you're wasting 4-5 pallets, using dead hard, and other second chance perks as you're saying, your DS timer should have been over. Or as an efficient killer should do, you should break chase with the tunneled survivor and rotate after 15 seconds or so.

    Tunnelling is a valid action / strategy. Being able to deny this is very powerful, and as it stands, a simple skill check is a low requirement.

  • @TheSubstitute said:

    Get rid of the skill checks. It only punishes new players (who are not going to have DH and DS at the same time since they're, well, new) and experienced players who do have anti-chase perks and know tiles aren't going to miss the check. The game being more new player friendly isn't going to hurt it.

    Everything in this game punishes new players, even skill checks on gens for example. Why should killers be punished for tunnelling new players, which is a valid action, when the new players can just learn to hit the skill checks, just as they must learn to loop, etc.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903146#Comment_2903146

    Most perks requiring you to do something is patently false. Botany Knowledge, NOED, Deadlock, the list goes on. Aside from DS’s laundry list of activation needs and deactivation conditions.

    Most perks have requirements for either one side or the other. I could give plenty of examples.

    DS has a simple skill check requirement, for the massive upside of being able to break free from the killers grasp. It’s more than reasonable.

    edit: to clarify, I’m referring to active perks, not passive perks.

    Also, my exact quote: most perks require you to actually do something to get use out of them - an accurate statement.

  • @MikeyBoi said:

    Freddy takes hardly any skill to play and what was in his kit pre nerf was pretty ridiculous. Fully ignored BT when survivors were in the dream world oblivious, didn’t get slowed down when spamming snares and boring to go against add ons like swing chains, jump rope which offered even more game slowdown.. Good riddance to old freddy. He’s still pretty decent in all honesty post nerf..

    Playing any m1 killer to a decent degree takes considerable skill. But I agree if you mean mechanical skill (outside of m1 mechanics.)

  • Tunnelling is a valid strategy / way of playing. Most perks require you to actually do something to get use out of them, so I don’t think you should be able to avoid being tunnelled by simply equipping DS. Skill checks are a mechanic in the game after all.

    Everything in DBD is punishing to new players. Your friend just needs to practice hitting the skill check.

  • Deathslinger had (and still has) one of the worst 1v4 in the game. Even though he may have felt bad to face in a 1v1, nerfing his 1v1 (whilst making it feel clunky to play him) without compensating in other areas was a bad call.

    He felt bad to play vs in chase specifically. But now he feels bad to play all around. And his already terrible 1v4 is now even weaker.

  • If you’re decent in chase and get lumped with bad teammates often, try running this build:

    Bond, Kindred, Open Handed, Prove Thyself.

    Kindred combined with Open Handed means people seldom get left to die on hook because your team can see the killer for miles.

    Bond combined with Open Handed shows you where your teammates are and what they’re doing over a considerable distance, allowing you to compensate for any bad plays by making efficient ones yourself

    Prove thyself, with Bond + Open Handed, allows you to chunk through gens comically fast.

    The only downside if you have no DS, so you need to be decent in chase and play it safe.

  • Bond is one of the best solo queue perks in the game and when combined with prove thyself, can outright win you the game regardless of bad teammates.

  • He actually has quite a few decent addons. The zombie detection range + fov is probably the best.

  • Ultra is a disadvantage because the visibility is lower. It’s a shame consoles don’t have some graphics options.

  • Remove overheat, reduce stun duration when hitting objects with chainsaw.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/319015/4-stack-swf-on-comms-the-reason-why-is-it-so-broken-beyond-belief

    That's just not true though. SWFS are NOT and have never been the issue. Maps are the issue. And continue to be the issue.

    Map design is an issue. However, on any given map, there’s a significant contrast in power between solo queue survivors and a SWF of equal skill using comms.

    @Tiufal said:

    With this logic coms would been an issue in any koop-game. Like, go play some BR games you can play vs random groups or vs teams on comms. But no other game ever made an issue out of coms, but dbd players are crying like hell. Its obviously an issue on player mentality here.

    And @DragonMasterDarren how about not telling lies about swf being unintended in first place. It was always an intended feature. This was already told thousand of times by BHVR.

    The majority of multiplayer games are designed and balanced around comms - DBD is not, and is in fact designed and balanced around a scarcity of information, hence why you must spend perk slots in exchange for limited information, or utilise third party software to communicate with your team, as the game doesn’t even have voice chat as a feature.

    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901537#Comment_2901537

    The Devs knew that it will happen that people jump on Discord (or Teamspeak at this time) and play together with communication.

    Nobody creates a Multiplayergame and does not know that people will communicate via 3rd party software.

    While this is true, it does’t mean the game is designed/balanced around comms. If it were, they would be a feature, and BHVR wouldn’t be looking at ways to bridge the gap between them and solo queue.

  • I find her to be pretty fun. She has a high skill ceiling so there’s lots of room for improvement and her power does multiple different things.

  • Yeah comms are the most OP thing by far. Luckily not everyone utilises them efficiently, but when they do, it pretty much breaks the game for all but the top 1% of killers, and even they’ll struggle occasionally.

  • @Ula said:

    What about buffing noed then? When exit gates are powered, boom! All survivors DIES!

    I can get onboard with that,

  • @Mr_K said:

    Almost No Way Out doesn't sound as good. Next you want Blood Warden to block the hatch as well.

    That’s actually a good idea.

  • @RakimSockem said:

    Someone has to say it because apparently everyone thinks this perk is god tier.

    Most arguments for why it's supposedly god tier always describe DH being used in its BEST case scenario where you're at the perfect distance to dead hard to a pallet, but the reality is that you're not always going to be in position to be in the best case scenario. And there's even a group of people (i think a small group) who claim the perk has no downside as if the requirement of being injured to use it isn't a downside.

    • It's useless against instadowns
    • The usefulness of the perk drops drastically as the match goes on (because there's less pallet AND because once the killer knows you have it, they just play around it or bait it out)
    • If you play injured and are against a stealth killer, you may have to use it before you want to just to avoid getting downed

    I personally feel I can get better use out of Lithe or even Overcome than Dead Hard (Spring Burst has always been garbage in my mind and I will never use it).

    I know pretty much the entirety of the forums will disagree with this take, but I stand by it. It's a mid perk at best

    1) There aren’t many insta-down killers, none of them can insta-down all the time, and even if they do manage to pull it off, you can just stay injured.

    2) It doesn’t matter because DH steals so much pressure from the killer, by that point in the match, the advantage has already been decided.

    3) Staying injured just means that you get to use it on demand, or to make it to a pallet/window before the stealth killer has a chance to hit you.

    The main issue with DH is that it’s near guaranteed value with little counterplay, rewards you for playing poorly, and allows you to undo a mistake or steal well earned pressure from the killer. Just one DH can turn the tides of a match by negating a vital down at a vital moment, and it can be used any number of times by up to four survivors.

  • For killers, strong = OP, average = strong, weak = balanced.

  • Hmm 5 changes is ofc very restrictive but if I had to choose

    Built in comms with the option to disable/ mute + something to compensate for when people don’t want to use them

    Significant buffs/reworks to the majority of the killer roster

    Rework DH

    Buffs/reworks to the majority of survivor perks

    Reduced grind

  • For killer:

    lethal pursuer - often equals out to the same value as corrupt but with faster results and less counter play, meaning you generate pressure faster, thus translating into greater pressure over a given timespan. (Depends on the killer though. S tier for Hillbilly)

    infectious fright - even on killers with low mobility or lethality, a nicely timed infectious can generate tons of pressure. Get a down, go chase the other survivor, first one gets picked up but now you’ve downed the second. Instead of 1 hook and 3 people sitting on gens you’ve got one slugged, one going for the pickup, and one in chase, and you still get a hook out of it. Plus the first survivor is probably being healed as you hook the second, so now two people spending time healing.

    Survivor:

    quick n quiet - great for dukes and sneaky locker plays. If used well it can get you out of a bad situation and waste plenty of time for the killer.

    empathy - being able to see injured teammates across the entire map is incredibly valuable and can help you make the right calls instead of simply guessing.

    aftercare - same as empathy but they don’t need to be injured

  • Some proper winter gear would be cool.

  • You underestimate how seriously people on these forums take…everything.

  • It’s very difficult to give survivors new meta perks without making them OP as the current meta perks are already incredibly strong. You’re left with three major options:

    1) Introduce perks which are as strong as the current meta, which either won’t be used or will be used in conjunction, making the meta even more overbearing for the majority of the killer roster

    2) Introduce perks which are more powerful than the current meta - power creep

    3) Nerf the meta in order to replace it

  • Dead hard takes very little skill when utilised for its most powerful effect which is gaining distance. Just pressing a button as you run towards a window or pallet is not exactly a big task. However, there’s still a decent difference between an average and a highly skilled survivor when it comes to overall deadhard utilisation, but even overall, the skill cap is low. The perk itself is busted.

  • One issue is that comms are so powerful, any SWF with average/decent skill who actually play to win, should only be matched with high MMR killers, however there aren’t enough killers at that level to be able to do it without excessive queue times, because there just aren’t enough killers in general, resulting in not only average killers but also new ones being matched with them very consistently, which creates an unbalanced and often frustrating experience.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894124#Comment_2894124

    I think people are just being snarky.

    if you're up against an afk pig, make sure to 99 the gens. pop them all at once, and you can get hatch to escape.

    Maybe a little 🥲

  • @oldandrusty said:

    the amount of biased baby killers on these forums is insane. skill issue lmao. let me exploit or else you're a bad player. PATHETIC.

    Relax, it’s just a game innit.

    If you’re not escaping, are you really playing skilfully?

    The only metrics that matter are kills and escapes, everything else is irrelevant. Anyone dying to afk pig is being outplayed.

  • I think some people are missing the OPs point. When a survivor is being tunnelled, sometimes the rest of the team will band together to try and prevent it. This can make a nice change of pace. Instead of slogging from gen to gen, checking lockers and bushes or eating a billion pallets, the killer can chase one survivor and the rest will follow.

  • @oldandrusty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894093#Comment_2894093

    Pig blocks a box the whole game while some or all players got reverse bear traps on! it's just ZZZZZZZZZZZ

    Hmm it may be boring but according to the devs, if you’re not escaping, it’s a skill issue.

  • It’s a…horror themed game 😂

  • What’s the issue exactly?

  • To get rid of camping the whole game would need to be redesigned.

  • @Waterfall said:

    I think a good buff would be once per trial when the killer vaults a window and a survivor has Alert equipped. The entity immediately sacrifices all survivors and the match ends in a max bp and double pip for the killer. It’s only once per trial per perk to balance it and make sure they don’t stack Alerts. What does everyone think of my buff idea? I like it.

    As long as it’s only once per trial, I see no issues with that.

  • You just turn during rush then turn again during the attack animation.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890523#Comment_2890523

    Oh yeah my bad I guess I probably should of clarified on that

    No worries it’s an easy oversight to make.

  • He’s only half right. The licence has expired but they aren’t exactly getting rid of him, they’re just removing the ability to purchase him like what they did with demo.

  • @Aven_Fallen said:

    The Overheat is barely noticeable. You have to overheat on purpose to actually feel it OR mess up A LOT with your chainsaw to a point where you really need to stop trying to go for every unreasonable chainsaw.

    He is also not the worst Killer, not by far. He feels bad, because his animations and FoV changed, but his strength is still up there. I dont really play him because of his FoV, he does not feel right when you played a lot of Billy before they changed the animations and stuff. But when I play him, I use Shadowborn to negate this a bit, but it is totally understandable that not everyone wants to use a Perk Slot for a design decision nobody asked for.

    People often say this but it’s just not true. I think it started with some youtubers and now everyone just repeats it.

    Overheat is noticeable even if you play efficiently. If you want to consistently curve at tiles and use your chainsaw for mobility, you’re going to overheat.

  • Alien with ai controlled face huggers, stealth, mobility and acid. Instead of hooking it puts the survivor in a cocoon.

    Ripley.

  • With m1 killers it’s often a damned if you do, damned if you don’t situation.

    What’s the usual advice if you’re stuck in chase for too long? Drop chase and find someone else, right. But what do you do when you’re stuck in the next chase for too long? Doesn’t matter. The games already over by that point.

  • Status icons + a ping system and then buff all the weak, outdated killers accordingly. There’s also an argument to be made for making perks like Kindred and Bond basekit. But the majority of the killer roster would need serious work to compensate.

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