MorelClaudette
MorelClaudette
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- MorelClaudette
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Sad news.
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But even with the changes, you just pair new WoO with Lithe, 5MA and Finesse/Resilience and you have a fine build.
If you want the map drenched in yellow anyways. I don't really consider those perks for my playstyle, as the nearest yellow thing not necessarily always is the best yellow thing to run to.
I get that it might be helpful in solo q too see intact pallets, but for this usage 5MA is better at this point anyways and windows do not change position or get broken.
The fact that DbD is obnoxiously beginner/casual unfriendly doesn't play that big of a role I think. That's just a given and doesn't depend on buffs and nerfs of single perks.
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I agree with the chase music, but that's not his exclusive issue (Plague, Cannibal, Trapper, Freddy…they all have no own character/soul and are rather boring - changes would be great).
His perks are alright. I would even go as far as to claim his adept build plus one very strong regression perk already would be a decent build overall if you pair that with strong addons.
Knock Out will get buffed and I think this perk might actually get really nasty on certain killers, BBQ is a very decent aura perk. Franklin's Demise got nerfed quite a bit (loss of item charges is no more) but it is still decent in anti-item builds - especially when you are an M1 killer who only deals basic attacks.
You also still can camp, just not as direct/easy/braindead as before. But against a decent Bubba who knows his distances there is no way you get someone out of a shack basement at least not with an unavoidable trade of hooks.
Plus you can always use Insidious and defend the basement chest, which can be fun.
And tbf, Bubba is just a very simple character. Lorewise. I am not sure if this should be changed. He is straightforward and should stay like this. Maybe tweak some numbers or addons from time to time.
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Every time I see a thread, a video, a social media post or something else about the Judgment, I have to giggle.
Why?
Because the Judgment is the community killer. Isn't it ironic?
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@NeverSolus said:
I've encountered this a lot, it's why I stopped 2v8 duo queueing with my friend as a killer: partially because it made her quit the game entirely. I have no kind or charitable translations of the opinion, myself, as it just comes across as sheer entitlement and due to that event I doubt I'll ever see it as anything but.
In a game where people regularly defend playing in pre-mades saying it's not that big of a deal and not that unbalancing, the moment the killers do so in an event there are pterodactyl noises about how unbalanced discord communication is. It's bizarre to me the cognitive dissonance left on open display on this particular complaint for as common as it is.It is an asym PvP game, it is dissonant by nature. And this will never change. It's literally the game.
I get it that SWF is frustrating for killers, but you are able to win against those too and solo q has a high chance of not being exactly fun neither. But if two killers are tunneling/focussing you in 2v8 there is nothing one can do. It is another case of helplessness which probably feels worse for a lot of people.
The fact that it is basically impossible to play this mode as killer alone because of the ridiculous queue times doesn't help with the overall experience.
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Funny to read that OP seemingly only wants to play 2v8 at this point while I just had 5 or 6 games in a row with a Nemesis involved and am close to uninstalling just because of this game mode and THESE GODFUCKING ZOMBIES EVERYWHERE. Or at least wait until it is over.
2v8 has become so obnoxious (and boring for that matter) that 3 weeks in a row is just…I don't even have words for this emotion. I also don't think it was the greatest idea to mix 3 weeks of this event with the MMR reset.
If not even their big DBD Creators play this mode, a developer maybe should acknowledge there's something wrong with it, no? The only reason to play this right now is the FOMO quests (which thankfully can be partly done in 1v4).
Which is frustrating enough on it's own.
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@HoodedWildKard said:
I've been encountering a lot of salt in 2v8 recently when it comes to both killers ganging up on the same survivor in chase.
Just today I had some extremely salty and explicit hatemail after a 2v8 where I'd been rather nicely synced up with my rando killer teammate and helped them end a lot of chases very quickly (stealth nemesis on lery's is pretty lethal) In the past I've had nasty messages for similar reasons and even been cussed out by a streamer on stream and threatened with being reported for it since it's apparently "against the rules" which is of course absolutely nonsense.
I find it weird that people get so mad at this since the shadow class seems tailor made as a support class to jump in on chases.
I'd be interested to hear the forum's opinions on this.
Because survivors didn't get a third health state would be my guess.
What sounds weird basically is caused by the fact that two killers can kill off any looping and chasing rather easy for a rather free down. Which just feels bad from the survivor side. Or frustrating in the worse/worst case.
It is the typical case of "no matter what you do, you will die" which - in my opinion - should not be in a game like this at any given point in time. No matter your skill or experience, you are on the losing side in those situations and that feels worse than if someone just outsmarted you in 1v4.
But to prevent that, I only see one option (see above): survivors go from healthy to injured, then to Deep Wound and only after that they go down. But that would need much balancing on the other side as well (gen speed, survivor classes and so on).
But to me it would be decently fair because two tapping wouldn't instantly kill but just put you into Deep Wound (which would feel better on the survivor side - this would make it possible to use the haste to get into another loop at least), yet still two killers should be able to delete the third/last health state for a down without it feeling too difficult for them.
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If it wasn't for the time limited quests you have to do, I wouldn't have touched that stuff by now. And why did they implement it as quests? Because they need survivors to somewhat keep killer queues remotely bearable.
If you ask me, that was the main reason to implement a survivor objective like this in the first place. Implement it and give the people quests they need to do if they do not want to miss out on the event rewards.
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Plague, Legion (to take them out of the equation was the best choice for this whole game mode), Ghoul, Knight come to mind instantly.
On second thought probably killers like Freddy, Pinhead or Jason because their gameplay probably breaks everything in that game mode. Also I think Houndmaster and Twins would break even more.
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I wouldn't call myself a killer main, but for me tunneling is very situational. I am aware that it is a valid strategy, but I try to avoid it until it gets "necessary" or "unavoidable":
- gens fly, you need to get into an advantage situation to keep your chance of at least scoring a draw → reach 1v3 asap
- survivors taunt you to tunnel them (DS players or whatever) and you go "Yeah, why not"
- survivors play so badly that they basically serve you a free kill on a silver plate - why not take it
That's roughly the main situations where tunneling seems ok to me.
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Exposed should work as well, so just try GhostFace.
Yes, it is his killer-specific power. But exposed is a general status effect. Broken with Plague's power should work too, as broken is also general.
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Banshee.
Rooted in Irish/Celtic folklore (there are other versions in Europe too, like the German Winselmutter - which roughly means "whining mother").
An old (ugly) woman (sometimes also pictured young and beautiful) in white night gowns, pale skin and long white hair who is sitting in the night in swamps, next to paths or under windows - constantly weeping miserably, sometimes also said to hide their face from you.
Whenever you meet her it either means your death or the death of a loved/close one (especially your family) is very very near.
If you ever hear her screaming, the scream will kill you. There is some versions who say she will definitely scream at you if you see her face (in the versions where she is hiding it).
It basically is some kind of death fairy.
As screams/sonic travels and ricochets it could be a cool concept with a killer who hurts with horrendous screaming
and edit: wants you to look away from her to avoid seeing her face.
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@100PercentBPMain said:
doc is OP and needs nerfs...shocking
I see what you did there…[insert Doctor giggles]
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I faced one up until now and that whole trial was achievement farming in mutual agreement. 🧐
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@Raven123456 said:
my counter goes to Negative… i have -566 / 300 seconds … #########
https://us.v-cdn.net/6030815/uploads/DIDZ9LV5S4MM/unbenannt-png.png
Well, you need to look AT the obsession not away from it. Duh.
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I don't know about others, but after a few days and doing the thing I always do (solo q) the matches somehow feel "better".
According to the profiles of other players the amount of hours played is not all over the place for me anymore. It is - very roughly - a bit more homogenous or even. The only exceptions were a 32 hour survivor and a 78 hour killer within the first 3 games.
Apart from that I get put into lobbies with far more hours than I used to be and those hours match mine "better" I guess?
And tbh it does make the matches more fun. Although I must admit my escape rate is a tiny bit high to me at the moment. But I guess that will stretch out within the next one or two weeks when the MMR has set down a bit and set people where they belong in this new system.
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I simply don't understand why they never explain MMR in more detail.
Now would be the perfect opportunity to do so.
I get it that they won't show a number or something to prevent bullying each others ranks (high MMR = no lifer/unemployed, low MMR = noob, no skill). They also do not need to explain what algorithms or whatever they use.
But some examples would help with understanding the actual system.
Just simple things like
- "If you play killer and get 1 kill, but 9 hooks → MMR stays the same (you would have needed 2 kills for a MMR increase)"
- "If you play survivor and get 3 out of 4 iridiscent emblems but die in the end → MMR increase".
That would help a lot of people to get the basic idea.
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I had that bug as well and what worked for me was the pop ups in the streamer's chat (if it doesn't show, just close all tabs and open the stream again):
Then you click on this "+3/+4 more" (don't mind the German in my example, ja?) and you get a list of the unlockable Twitch rewards on the bottom.
And THERE was a purple claim button for me for the reward I couldn't claim otherwise although it was at 100%.
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No they shouldn't.
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@ShanoaLegendaryPlz said:
I got my friend into the game around sadako's release. And we never really had a full swf just duo, so they would mostly stick with me and it was an extra challenge for me to keep them alive as this was the experience:
https://us.v-cdn.net/6030815/uploads/NBWZZA43X5YQ/derp.jpg
Infact that exact thing happened so many times i made this picture^ out of Ochido's funny dbd videos 'thumbnails'.
Eventually they got past all the tunneling and stuff and stuck with the game somehow, though they never switch their build which is unbreakable, left behind, bottony knowledge, and kindred. Perhaps being in a full swf pressures the killer further into finding the weak link. I know i've felt that way when 3 people are hard to catch and u know whos easiest but i also save them for last as their friends usualy throw themselves at the killer to protect them, and then i can pretend to chase them around till they find the hatch
That's one of the greatest pics regarding DbD that I have ever seen. Well done!😅
Topicwise I want to "quote" an imaginary patch note of something that could help:
- We are aware that our game is scawy (especially when playing against the Unknown or the Dredge) and new survivor players feel alone and overwhelmed even in groups with communication. Therefore, any new player will get a free shotgun until they reach Devotion 3.
Jokes aside, a good solution would be to play custom rounds to show them as much stuff one can show in a stressless environment before running straight into a public game. Ideally you can even play custom matches with 4 other people/friends to mimic "real" games for the first sessions. Maybe also start very chilled in those custom 1v4s as killer. Stop in certain situations and explain to them what is even happening at that point.
And also no joke, start with basic stuff like skill checks on gens and heals. I can remember how I missed everything like an absolute potato when I started playing.
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I actually choose the charms depending on the characters and in a way they fit. So I don't really have favourites.
Two examples of characters I play regularly:
- Claudette (yes she only wears two charms)
- Ghostface
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106884#Comment_4106884
'trapper or bubba never get a bad response' lol
"From what I can tell" lol
If you quote, quote everything and don't mutilate the sense of what was said.
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The others already said it all, but one thing to add:
Do not - DO NOT - buy keys for Myers or Pinhead for absolutely ridiculous prices on the internet at this point. It is not worth it, even if they never come back (which I somewhat doubt - I think there is a high chance, they will be back someday).
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From my experience there is a difference in killers and how they are perceived.
So maybe try to stick to the "generally beloved" killers for now. From what I can tell, Trapper or Bubba literally never get a bad response, while playing Skull Merchant, Nurse or Ghoul will get you bad comments on a regular basis.
Trapper and Bubba also are rather basic and can be played with fun add ons or perk builds. Or go for Myers/Ghostface with the goal of jumpscaring survivors (so kills actually aren't your primary goal).
Also try to be a killer who shows some "emotion" or gives funny interactions. If someone stuns you with a pallet, just stop for a second, look down at this wooden Nemesis of yours, do a 360 and run off. Shake your head when someone puts a chemtrap on a pallet and run off. Stop chase and look at a tree for a second. Sometimes doing stupid/funny things does raise the mood and lowers the stress. It really works - at least for me.
Maybe also try out survivor for some games besides playing killer and try to find out which killers feel bad to go against and which ones are actually fun to go against - no matter the outcome. And then maybe try out those killers you had fun going against yourself.
Last but not least, try to focus less on competitive goals for now and maybe restrain from tactics like hard tunneling at 5 gens. I know - it is legit to play like that. But it really does cause backlash as well.
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Regarding the phobias:
Yes, there are people who are afraid of Clowns or cannot stand vomit noises. But compared to people who start panicking because of spiders their phobias are rather rare no?
So the phobia issue with spiders might really be a problem. I would bet that arachnophobia is one of the most common and widespread phobias in the world.
But even worse in my opinion:
How do you want to make maps work with a spider killer? Spiders are meant to crawl around on walls, ceilings and whatever. And looking at the state of maps in this game (where Bubbas run into air and start a tantrum and Demogorgons and Hillbillys - or Victors - cannot catapult themselves due to invisible walls - and those are just a few examples) I see no way to implement this in a decent way. The killer would not work or every map would have to be completely reworked.
UNLESS you make some Spiderman guy who works with webs and less with crawling around (similar to Ghoul). But that wouldn't be a spider then, would it.
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They can keep it as long as related quests can be done in normal 1v4.
Some people seem to have fun in this game mode - which is actually completely beyond me. I think I played like 3 or 4 games before avoiding it.
But bringing it back in 2031 would be completely fine. Not earlier tho.
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The really annoying ones are the ones I don't really play, so I am fine on that.
But an option to disable it (on both sides btw) would be a decent idea and would not hurt anyone. People who want to listen to Ghoul for 5 minutes can just keep it enabled and do that then.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106326#Comment_4106326
In other words: I am not sure if I can handle a chat wheel when I try to loop a killer injured and dead on hook. 🤨
You would not need a Chat Wheel in this situation since the Chase Indicator shows what you are doing and what your teammates should do (Gens).
And if they need a Chat Wheel Command a la "I am being chased, do Gens", then a Chat Wheel does not help since they should know what to do when one Survivor is in chase.
Have you ever watched a SWF and listened to their comms?
I cannot recall that the only thing they say when one of them is in chase is "Oh, I am in chase, please do gens."
It is not about the basic actions of a squad if someone is in chase, but certain other things like "I am here, tell me where you are, so I do not run into you" or "I am in big trouble, can someone help me for a sec please - I am in main upstairs". The special and detail cases make SWF strong, not basic commands like "do gens".
And those special/detail things are hard to do with a chat wheel while trying to survive in a chase - even if this chat wheel would be THIS detailed.
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Not too bad and overdue for a long time.
But we will have to test it when it is on PTB (I hope they test it first). A chat wheel seems a bit hard to use from my point of view in certain gameplay situations where communication could win or lose you a game.
In other words: I am not sure if I can handle a chat wheel when I try to loop a killer injured and dead on hook. 🤨
On the other hand this chat wheel cannot be this complicated. It has to be simple stuff like "I go unhook"/"I need help"/"Stop running, I am right behind you and want to give you a heal, but you are panicking and running away from me and not looking back, so we both lose a big amount of time, please just stop running".
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I don't see any issue.
That's clearly a lamp on the picture. Only lights are out. Lamps aren't affected by the outness.
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On the survivor side I almost - surprise - exclusively play Claudette, first and only P100 at this point (I always pump BP into new characters and have all survivors and killers at least on P3). But I started to prestige Haddie and she is P33 right now. Not really playing her at the moment tho, because I use up all my 9th anniversary cakes on Claudette right now (over 500 left).
On the killer side I haven't found a main yet. Right now I switch between Trapper, Ghostface, Bubba, Legion, Clown and Plague with the highest being Trapper at P11 and Clown being my "shits and giggles, doing quests and easy archives" character. I basically never throw a bottle.
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@Arcturus said:
I guess to prevent the other offerings from being used they just disabled offerings as a whole. The other offerings shouldn't be usable, but yeah you should be able to use cakes / bps. Too much effort I guess
Does make sense to some degree, but they could also disable the offerings for Haddonfield, so why not disable all offerings except those for extra bp?
If it is possible for map offerings that aren't usable any more, than it should not be that much effort no?
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Every killer has strengths and weaknesses.
Bubba's strength is that he has immense snowball potential and can punish bad unorganised unhooks. That basically is his only strength apart from eating pallets for breakfast.
If you take away this one strength from him, he gets even weaker than he already is in an environment where high mobility killers eat their competition alive (survivors and killers alike).
Just leave him as is. That one game against Bubba every 30 games isn't that bad to endure.
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You think these changes would "mix up the meta"?
Like. Why should I ever equip this new version of Territorial Imperative (which is just a copy of Houndmaster's power with a few tweaks and Undetectable, but whatever) over Pain Res or Eruption?
The main issue with all these unused perks is NOT, that they are weak. It is that they are extremely niche. And just a bit of adjusting will not fix that.
It is by nature, that people will always choose those perks first, which work in almost every situation and not just in one certain one. Which then may not even occur in 90% of your matches.
Pain Res always works. Sprint Burst always works.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101175#Comment_4101175
You'd have 3 survivors perma stunlock the killer. I'd give it an hour before every content creator is making videos on it.
Tbh, the very last thing I expected for my obvious tomfoolery was a serious answer.
But congrats, you did it.
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@Xendritch said:
How does one buff the pebble?
Perk Update for Diversion:
- Has been renamed to Trebuchet
- Charges while being within the terror radius of the killer and not in chase. If the killer is undetectable, it charges automatically up to 75% worth of one charge. Working on a generator speeds up the charging.
- Every 35/25/15 seconds you gain a charge, up to 5 charges.
- When you have at least 1 charge, crouch to enable the aiming mode.
- In aiming mode, you can aim. Duh.
- Press the active ability button to catapult a head-sized rock into the direction you aimed. If the killer is hit, he is stunned for 5 seconds and all survivors gain Elusive for 20 seconds.
- If you hit a survivor (by accident or intentionally), the rock will hit the survivor and then ricochet into the killers direction, hitting both in the process. This will increase the stun time by 1/1.5/2 seconds and the Elusive state for 1/2/3 seconds. The survivor hit will be put into Deep Wound.
- Trebuchet can also be used to shoot in breakable doors.
There you go. Buffed AND fun to use. 💁♂️
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@coldflame said:
i keep getting games where survivors hard tunnel by staying on the same gen until it's finished instead of doing a third of the gen and then moving to a different gen
But why do we compare the gameplay of both sides you can play in an asymmetric game directly?
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@Condi9967 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100086#Comment_4100086
So your excuse to keep them in the garbage is because they were bad at launch???
Fellas I asked for idea's. Not "reasons why we shouldn't"But we REALLY shouldn't.
Legion is too simplistic to be buffed remarkably. The only thing I could imagine is a complete rework to make them more like in their trailer - subterfuge and stealth, mimicking survivors.
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099869#Comment_4099869
Twins Ive never played, Plague, nurse, Demogorgon, Blight who I played one time I think, and spirit who I cant play due to hearing damage.
I mean if you try out Demogorgon and like his power, then you can also try Twins. Victor is like a fast mini Demo of some sort and Twins brings a lot more map pressure being two people.
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I did not play that much.
But I could achieve a little step on my way to P100 Haddie. She is the only character I used bp on during the last weeks apart from Shane (went for P3, did the adept, wasted all the cakes on him, put him on the shelf of survivors I probably will never touch again).
She climbed from P3 to P31 and has 485 cakes. But you need to calculate the free bp into this, so it wasn't 28-30 million bp earned with actual playing. Wasn't it like 10 million for the code plus 5 million as compensation for something that went wrong at the start of the event, the daily login rewards and the little store chests? So probably around 20 million bp for free which I could spend on her (and Shane).
My main Claudette still has 530 cakes from last year and after Shane I basically only played her in the event (yes I know, evil me - how dare I use 109% cakes only for weeks) and a tiny bit of Legion and Unknown to do some killer event quests…using their party streamers.
Overall I tend to select one character during the anniversaries and then pump all the bp into this one survivor/killer, I never spread cakes over multiple characters.
🤷♂️
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I wouldn't call it hate - at least from my own perspective.
He is just extremely boring to go against, because the counterplay is stupid. Like, who exactly thought it is a good idea to design a killer where freaking Urban Evasion is a decent and valuable counter perk…
Plus his spear hitbox combined with ping is "interesting" to say the least.
And I just never really liked the franchise as a whole. Friday the 13th is one of the worse franchises of horror, to me it has not a single point against stuff like Hellraiser, Halloween, Alien or Texas Chainsaw Massacre. The classics of the 70s/80s. But that is just a personal opinion.
And as many others already said - on top of the points above he is just completely overloaded by design.
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Invisibility morsel basically is Spirit's power the other way around. You can still hear the survivors. The steps, the moans when they are injured.
The issue is indeed the combination with the portals. Invisibility alone wouldn't be an issue. Patience and 360ing if you cannot focus on the sounds. They'll reappear for certain.
I thought the sprint brust and the endurance/god mode ones far more annoying.
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The main issue for me is - by nature: it is asymmetrical gameplay, so one side always will have other issues or problems than the other. So any discussion about "well survivors have that too" is not really helpful in my opinion.
From my point of view (solo q main, never playing swf, rarely playing killer) survivor just overall is less stressful and also somewhat feels less painful. Which is a bit absurd as you are the one who should be scared and running for your life, but that's another topic I guess.
Like. If a killer has a bad game, everyone around him gets cocky, maybe even rude and in the end you just feel like you failed completely. Because you are the one who is supposed to have power and control.
As a survivor there are so many things that can happen which are out of your control. Teammates trolling, tunneling/camping, a decisive mistake from yourself or teammates…
It feels less frustrating when you can get into a mindset of "well, there was nothing I could do because the others…".
As a killer, there IS NO OTHERS. The burden is on you. Solely on you. And that can feel overwhelming and scary. Survivors will never get into this situation by default.
Also as a survivor you can have a game that feels alright although you die - you looped well, you saved someone else, three others get out…
A killer who has a game without any kills almost never can feel alright about it unless you went in with no real intention on killing in the first place.
Now. What could be a solution to make killer players feel better about the game? I don't know. One point definitely is the matchmaking. You just never know if you get the baby Dwight sandbagging Megs - or some 4-man-SWF with full meta that's going in to steamroll you.
I think this insecurity somewhat feeds the anxiety for some.
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@MilkToast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093716#Comment_4093716
Midwhich, Temple of purgation, a coordinated swf I've seen clips of you can trap the killer at killer shack
AHA!
COORDINATED SWF, not survivor in general.
No more questions, your honor.
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On which map can you be held hostage?
I doubt it as long as I have not seen it - but am really curious. Screenshots would be cool.
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He ain't even got the Steam Achievements available.
I won't buy and play that guy until I can do his Adept and whatever the side achievement will be.
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Same here, but one thing you can do right now is just doing the event quests and spend them instantly for the rewards.
The unlocked rewards do not get reset when you restart. I just tried (works for Steam).
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092857#Comment_4092857
You just described what Wraith does. Indefinite duration of the power is far from being the issue with Jason. Xenomorph can also stay inside his tunnels forever too.
With the difference that Wraith has basically nothing else going for him (plus he needs time to uncloak, if he decides to attack) and Xenomorph is easily counterable with the turrets and their beeping.
They both gain no big advantage with staying in their power forever. Spirit would do and Jason does.
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@Aven_Fallen said:
People will just say "Run Counterforce", but it is not like this actually counters this Build. Hens had a 130 Winstreak with that exact build and also said that he ran into a bunch of people using Counterforce, but there is not much which can be done.
You could add that he stopped at 130 (because of the "13" thing of Jason). He could have easily gone for much more wins in that streak.
And then the question really is, if that should be normal for any new character/killer in the game.
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@Angy_Quentin said:
What keeps you from just doing a gen and taking chase if he comes?
You wouldn't hide from a chainsawing hillbilly in a locker and then complain that his chainsaw does not run out would you.
The comparison is not ideal.
The better comparison would be a Spirit whose phasewalk is indefinitely as well. So she just stays in phasewalk, zooms around the map and only jumps "into reality" when she definitely can hit or grab you.
You can definitely question the particular design choice.





