Timebomb0800
Timebomb0800
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I NEED ANSWERS
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Thanks guys!
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So I wanted to thank my teams bill for saving me during EGC post game. So i wrote "ty bill" and i twas censored. The censoring system is ridiculous, and I'm surprised they don't have an option to disable the censor, given that we should have a choice to.
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@bleep275 said:
Dude yes. Especially with the 7 pages of perks we have now. Even in alphabetical order it's tedious
Yeah, 7 pages and growing. Hopefully after seeing the huge patch notes today about upcoming add-ons and perk changes, this is also something they're considering to improve the UI QoL
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I get this stupid issue after every patch lately. Normally verifying integrity of game files fix it for me. But it's ridiculous that this happens every patch.
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Try verifying integrity of the game files?
Use to work for me when I got random dc's
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I posted this more for a laugh than anything.
Yes, the indoor maps (and backwater) can have some ridiculous totem spots, but as someone mentioned, there are fixed spots and can be found. However this spot is just so ridiculous, I don't even know why that's a totem spot. As totems can spawn in the same places as some generators, I assume this is the case in this scenario. However, I feel this spot shouldn't be allowed for a totem spawn. Although I haven't seen such a ridiculous totem spawn in a while, or at least not a hex one. Maybe it happened to the recent map changes?
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@chaosdriver said:
Broken link
Thanks, fixed
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@rickyray101 said:
https://forum.deadbydaylight.com/en/discussion/comment/1304520#Comment_1304520
How else am I supposed to get the damn platinum Trophy then?!!!
Nurse is one of the hardest killers to get decent with, so practice. Also, unless you're already an experienced or decent nurse, you're gonna have a hard time without any gen regression perks, so if possible, try and add either Hex:Ruin, Dying Light, or Pop Goes the Weasel. I've been running Hex: Ruin and Dying light on most killers since the ruin change, but if you don't have them, try to get at least one of those perks, or even the corrupt intervention.
Alternatively, you could also probably just wait until she gets buffed, since I feel like she will eventually. I play often and red ranks in both roles, and I both have barely touched nurse since her rework/nerf, and also never verse her, she's probably the killer I've seen least, with the exception of clown, but I'd say those 2 are neck and neck in terms of play popularity ATM.
Oh, and if you play her on a cornfield map, just prepare your patience, everyone hates playing her on those maps. So frustrating playing nurse in cornfields.
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Well going by this, pointing out that you're hiding in a locker to a killer is also a legitimate strategy, as hopefully the killer will now target you instead of me, and I can be the last one to survive. On that note, if I come across you in the game as a fellow survivor, I will very much play to your disadvantage so that I can survive, because screw teamwork as a survivor, like you mentioned. I'm here to survive, and if making you die achieves that by letting me live, then it's a legit strat, and I'll sure be having fun :)
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slugging is part of the game, sure, its not always great, but its not THAT bad, plus, if u dont like being slugged, just take bills perk so u can unslug yourself
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So I haven't been playing DBD as much since the new rank got implemented, along with the new matchmaking system, but was previously rank 1 every season before the changes to the badges, but now along with these changes and not playing ass much, the highest I've hit is rank 4, but I still stand by this post about the gatekeeper badge, another 32k point game, 1 gen left, 4kills across 11 hooks, so almost max hooks except for last survivor, game lasted probably 15mins, but because most of those gens were still done early, only got a silver gatekeeper badge, and therefore only 1 pip, andall other categories were iridescent. While I could understand this being the case at the top 5 ranks, this game again was only at rank 11. I feel it is weighted too heavy for such low ranks, and that if you dominate a game that well as killer at that rank, should be a double pip.
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@FireHazard said:
The legacy players are rolling in their graves right about now.
Those legacy skins are bad-ass still and no one else can obtain them. I'm sure they'd also agree the common BP gain offerings are a bit stupid and pointless too. I know they use to be worse at 25%, but they're still fairly pointless. They either need to be improved or removed imo.
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I'd like to see the purple fog bottles kept tbh along with the killer ones. I'm a killer main, and while I don't currently use the bottles on my killers whilst I'm still prestiging them, it's nice that it's available and I would use them when I have p3 killers and not worrying about the BP's as much. The purples bottles change the fog significantly and that's why I'd like to see them left in the game. I personally think it's a fun concept being able to increase the fog density to try and be a bit stealthier. I actually a little bit excited when I see a survivor use a purple bottle, adds a bit of spice to whatever map we're playing, because I know it's now going to be a slightly different experience and it add's more atmosphere to what is meant to be a horror game. The grey and yellow bottles for survivors can go, I agree, as they barely make a difference to the fog unless they get stacked (which never happens unless a group of SWF decides to, which also never happens). But yeah, I do like the option and ability to use an offering that can can be used for a variable to change up the map slightly and adds atmosphere and that's why I want to see the purple bottles stay in the bloodwebs at the very least if they do remove the others.
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@Orion said:
Camping is inherently bad because it puts the power in the Survivors' hands, but they decide to misuse that power and reward camping, which makes it the best strategy for getting kills nine times out of ten.Or you know... being a good killer is the best strategy 9 times out of 10....
If the survivors are bad enough to make dumb saves/misuse that power when the killer is camping, then the survivors are bad enough for the killer to beat them easily without camping... -
@Dreamnomad said:
@ASurvkillivorer said:
I could just NEVER in good conscious pay that much. That is just throwing money away even if you love the game beyond belief and want to support them.
It's all relative. Whether you think the cosmetics are cheap or expensive. If you are in college and you are barely making ends meet then 10 dollars is a lot. If you are in high school living with your parents working a part time job with no expenses and a fair amount of disposable income then dropping 10 dollars on a hobby isn't a big deal.
To me the biggest factor is how much time do you spend playing the game? If you were to calculate your expenditure on a per hour basis then how much value are you getting? A 2 hour movie that costs 8 dollars is a 4 dollar per hour expenditure. To me, this game is one of my main sources of entertainment. For a hobby, it is incredibly cheap.
I realize that for this game to continue getting balance and event updates, community reps keeping the players informed, customer service resolving issues, etc, etc, it costs Behaviour money on an ongoing basis. The initial sale price of the game and a few DLC's aren't by themselves going to be enough. The more profitable the game is then the longer they will continue supporting it.
So even if you personally, can't afford or don't want to continue supporting the game then obviously that is your choice. But it is in your own best interest to avoid discouraging other players from supporting the game. Cosmetics are 100% optional. You don't need them to play. So if you don't want to spend the money on them then don't. But instead of trying to make players who do support the game feel bad about wasting their money, you should be grateful to them for supporting the game you enjoy playing. So you're welcome.
While I do agree with you to some extent and understand what you're saying, as someone who has brought DBD skins with $ when they first came out, I do feel that $10 for a a single character cosmetic in the game is overpriced which his why I've decided not to purchase any more with $ since. While yes, making $ and being able to cover costs keeping the game up to date/relevant/constant updates/events is all part of running a business, if a significant portion of players are complaining about the price, then changing the costs can be better for them; or at the very least have sales. Just as an example and using a simple round figure, if 1000 people buy/are willing to buy a skin for $10, but 2000 people are willing to buy it if it costs $5 who won't buy it at $10, then they will still make the same amount of money off that same skin. Perhaps even more beneficial if that number of players willing to spend money if it's cheaper is more beneficial. The other thing is if people are then willing to pay that amount, they're probably more likely to spend that little bit extra and say get $20 worth of auric cells rather than just $10 and get that skin that they really wanted, along with others because they feel like it's decent value. Whilst they really just wanted that 1 skin and otherwise would've just paid enough to get that one skin, they've now spent more because they feel like they're getting better value. At the very least that is why they should have sales at some point for the same reason.
And whilst I also think the iridescent shard(IS) pricing is high, I don't feel like it needs to be changed. I do however feel like that the IS is a reflection of the current $ cost of them though, as in I feel like I'm spending $10 worth of iridescent shards for a $10 skin for example. So if they were to keep the shard pricing of the skins but had the skins feel liek they were cheaper to buy with real $, then I would also be more enticed to spend actual $ as the shard pricing would feel more like a grind.
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It's hard, just do your best to follow the scratch marks, but at the same time try and find the survivor (in terms of vision) as quickly as possible with your eyes. What I mean is try and lock onto the small glimpse of them you might be able to see through the corn ASAP. It's easy to keep track of them that way rather than trying to find them by getting close enough to them by following the scratch marks
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@Judgement said:
I mean you could always not save a survivor while the killer is right there and has already hit you.
Or you could avoid this problem entirely by not taking Self-Care, maybe.lmao
IT's called borrowed time>
Also @ OP, I've never had this problem, so I assume the advice of people saying press W when making the save will be helpful.
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You just gonna stay and play that red ping game? xD
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@Orion said:
Camp if you think it's the right strategy. If you win, then it's the right strategy.Ignore this. Camping is a horrible strategy and will only work against bad survivors who still try and save without Borrowed Time. Might get a win but you'll always be in low ranks. Also, it's not fun for you as the killer or the survivors. I'm a killer main who's hit rank 1 every season since I started playing 6months ago and I never camp. It's unnecessary to win, and again, not fun for anyone. Even as a killer, it's a lot more fun (and rewarding in terms of both bloodpoints and personal satisfaction) when you do well and secure 4k's without camping. You also won't learn anything about the game mechanics and killer/survivor strats by doing so.
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You know you can just keep picking them up and dropping them and they'll eventually go back to the injured state by automatically escaping right?
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Rank 1 here, I'd put her mid tier
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That's actually hilarious.
"We've done a pretty good job so far"
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So this is just a bit of an idea that I have only put a little bit of thought into. Something like increasing gen times at the start, but decreasing them towards the end, but in a way that kinda balances it all out overall.
So for a quick example, lets say the first 2 gens that get completed require 100 charges to complete, the 3rd 80 charges, and the last 2, 60. Now obviously these numbers could be tweaked and be something like 100 charges for first, 90 for 2nd, 80 for 3rd, 70 for 4th, etc. So what would happen is that it would work out to take the same amount of time to do gens, but slows down at the start to I've the killer more time to start with and relieve pressure or feeling of being gen rushed to begin with. Assuming this is an average game, chances are you've likely hooked someone at the very latest by the time 2 gens are done. Assuming this is the case for this new version of gens, the new problem/option of needing to save your teammate is now something that needs to be addressed, thus taking at least 1 other person off a gen. So the idea is kinda like creating a balance by to a small extent, punishing the killer for playing/doing poorly for the whole early game (remembering those first gens now take longer) and rewarding survivors for avoiding the killer/escaping without really changing anything except the curve of the game. It also punishes survivors for playing poorly early game if the killer has manage to dominate them with 4 gens left, but makes it easier for them if they've still managed to survive and get past those first two gens.
Now obviously more than 1 gen can be worked on at a time so the question is how is that implemented into the amount of charges required for each gen and my solution would be to reduce the amount of charges of the remaining gens by 10 charges minus the current % completion of that gen. So for example, first gen is completed so the next gen only needs 90 charges to complete. So all gens will now need only 90 charges or less to be completed). So lets say a gen is at 60%, the next gen was meant to be 10 charges less, however the gen is 60% completed, so we'll subtract 60% of 10 which is 10-6=4. So that gen only gains 4 charges rather than 10 (This stops gens from being auto-completed when another gen is powered and big jumps when it's nearly finished). So at 90% a gen only gains 1 charge when the gen before it is completed. So the idea is that by the time there's one gen left, that gen was only required to need 60 charges, which is 40(40%) less than the first gen, but lets say it's sat at 10% progress all game and not been kicked or touched, then the amount of charges it was getting reduced by each time a gen was done is 9, meaning as the other 4 gens got completed, the amount of charges it need was reduced overall by 36, rather than 40. Obviously there's the issue of reducing gens by (10 minus current completion % ) as it means if lets say in that last example, has only been reduced by 36 charges, rather than 40, then regresses to 0 means it needs 64 charges rather than 60, but that could be worked around.
The other quick idea which I literally only had whilst typing this, so I'll literally just throw the one line of the idea out there, was something along the lines of the same thing, increased gen times at the start, but reduced the first time a survivor is hooked or something like that.
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@ChesterTheMolester said:
8 minutes? AmateurI have been in AFK for 45 min once before i smacked the flashlight out of Quentins hand with FD.
It ended because the survivor decided to just disconnect, I was prepared to wait it out because I really wanted to mori the meg aha
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I'm not a hundred p% sure, but im pretty sure if you have lvl 3 enduring on wraith, getting stunned is a faster way to uncloak than doing it manually xD
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You can still pip up even if you die. Yes, there are a lot of brain dead moron survivors at low ranks that will unhook you without borrowed time while the killer is slapping distance away. Unfortunately just have toi deal with that bs until you rank up past them.
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@mzombie1431 said:
Here is an idea for a change in the game, I know this is gonna catch alot of flack by player that play like this but let face it if you depend on tunneling and camping you're pretty much ######### at the game anyways so those opinions won't bother me.
I think there should be per say a timer for in which a killer can't hook a survivor again with out a penalty to the killer or no penalty to the survior. My idea is basically if a killer downs a survivor immediately off hook and then re-hooks that same survivor it should be counted at the previous hook not a second if done in a certain time frame. This would deter farming and tuneling. It wouldn't eliminate it but it would give survivors a weapon against this type of play.If a killer immediately downs a survivor off the hook, then that's your teammates fault for farming you, not the killers. Assuming the killer wasn't camping or face camping, however it also doesn't count as camping if the killer is aware that there are 2 survivors waiting for a save nearby, after all, killers objective is to kill the survivors, so if one is on a hook and there's 2 nearby he's trying to swat like flies, then that's not camping. It's also not camping if the killer has left the hook and kicked for example, 2 nearby gens or a pallet and then comeback to check assuming that someone is about to go for the unhook as the killer has just moved out of terror radius to kick gens so they're aware that that's when survivors go for saves. So in most cases, if you get farmed, it's not usually the killers fault, 80-90% of the time it's the survivors fault for making a stupid unhook (and yes, I've encountered many teammates like this while playing survivor). Also as a killer, sometimes you don;t intend to farm, but the person that got unhooked is the person you find/see first or really easy to down again quickly as I've had happened many times where the person that saved them is out of sight, and the unhooked person is spotted, again, you're not not gonna go for that injured survivor to waste time trying to find the other one that's hiding or got away (unless they're exposed due to MYC perhaps)
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Awesome, there's nothing like the suspense of being in a chase as a survivor while getting off to weird fetishes and the thrill of it with the other hand. xD
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I would actually like to see roadhog from overwatch as a killer, I know it would never happen, but roadhog was a character that I saw being played on OW before I even had it and it kinda drew me into getting it. Would love to see him have his hook ability in game that pulls a survivor to him which he can then whack with a melee weapon in the other hand. could have a cd of sorts and would be a skillshot obviously, kinda like the huntress' so that you can still use obstacles as cover. And give the attack cd animation an increase since it would pull the survivor to you as well as getting the hit on them, so it would need to be longer to do a sheath or clean animation or whatever to give them that extra time to get away to compensate.
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@MegMain98 said:
Why play Leatherface when Hillbilly is much better?
When you have survivors make incredibly dumb saves as your approaching the hook to check on it and get a double down, it is super satisfying. Nothing like hearing multiple screams at once that you can't get with any other killer. (and on the rare 1 time occasion, a 3 man down in one saw charge when 2 survivors came to rescue the basement hooked survivor so that they could get them out, and no i wasn't even memeing the insidious LF in this game)
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Hillbilly, literally can't stand playing him. the only killer I actually hate/dislike playing, but apart of me still wants to become alright with him before I leave him untouched. I just find the swerve of his chainsaw so frustrating when a survivors right in front of you, then for some reason, you literally just insta turn as you start saw sprint and miss the survivor that was right in front of you. Can literally do at least alright with every other killer at high ranks and have no concerns switching between the other 11, but give me a hillbilly daily and I want to die and just trash it for a new one, aha.
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@Master said:
@mintchapstick said:
Given that he's invisible, #2 would be pretty OP.Not really, you can hear him
Even if both #1 and #2 got implemented, he would still be way below nurse level. He would leave the trash-tier and become a mediocre killer next to the other ones waiting for a buffWould be OP with the ultra rare paint brush addon and level 3 monitor and abuse (would literally have no terror radius) because he would be able to pull every survivor off gens insta downing/grabbing them because they'd have no idea he was right on top of them
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@Mister_xD said:
the devs had some ideas too:
healing skillchecks wont wake you up
dream transicion phase reduced to 4 seconds
no more generator process while in dream world
somehow give freddy the ability to interrupt awake survivors from their actions (like cleansing, healing, repairing, etc.)
they'll also have to rework his add ons, since 90% of them are horrible.I would be happy if they just made it healing skillchecks from self care don't wake you up, at least, if they wake up from healing skill checks with medkits, it's a finite resource unlike self care. Given how standard using self care is, kinda sucks when every survivors can just exit dream world by healing without any item.
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@Frockz551 said:
I don't even understand why the Pig is Amanda and not John Kramer tbhIf you've seen the movies, you'd know it's because amanda is the pig, not kramer. Also as someone else responded to already, the lore wouldn't fit in with DBD playstyle of merciless killing.
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By the sounds of it and the fact your actively posting here means you probably still play? Won't recommend, but happy to keep playing? Doesn't make a lot of sense...
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@franticpig29 said:
The new add ons.
Omg, I wanna try "The Serpent" add-on whilst running brutal strength + fire up
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I didn't play when those perks were like that, so I'm not going to comment on 2 of them, but the unrelenting perk I agree with being changed, keep the current missed attack cd, but give the successful attack cooldown back to it but nerf it slightly and make it 9%/12%/15% cooldown of successful attacks, because atm it's only good for newbies who are still learning killers and don't have better perks to use, apart from that, it's pretty much useless and untouched by any (decent) killer main.
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@serabeth90 said:
Yeah, she kind of is. I started playing the game just a month ago and I was content to just be a rank 20 killer and have fun learning the game and messing around. I now inadvertently pretty much am constantly ranking up and got to 15 just tonight with pretty much 4k each game. I'm queueing games with rank 10s somehow which I would think is way too high for me, given my permanent rank 20 status throughout the month and sure enough I am running into survivors that are so mean and nasty (no matter if I kill them or don't even hook a person). I am just playing to have fun and I want to be where I should be but I still want to do my best so I'm not sure what to do at this point.Anyone know if you can just turn off chat? I've tried just leaving quickly but these ######### have their nasty comments all ready to go before I can click "Leave". I don't have any desire to speak to any of them beyond a gg whether I win or lose but at this point I just want to leave instantly. I know they're just idiots and their salty comments shouldn't really get to me, but it's kind of alarming when you realize these people are either taking something so seriously you're just playing for fun, or are so intent on harassing you to tell you how bad you are that they try to friend you and send you hate mail through Steam :X.
Ahem. But yes, back to hag. I don't even have OP perks on her. I do have rank 3 ruin but the rest of my setup is rank 1 trash. They typically find and kill my totem pretty quickly anyways. I have no tracking perks, unless you count the new bitter murmur (rank 1) that I use for lack of anything better in that slot. It generally doesn't help me at all. Her far range is pretty glorious though and I love the trap setting time.
I'm a rank 1 killer main, and don't play much survivor, but I did get my survivor rank last season to rank 9 or 8 and I can tell you now as someone that plays against high rank survivors as well as having to play killer against low rank survivors, and as well as playing survivor with low ranked survivors, that 80%+ of all survivors that are lower than about rank 11-12 are complete trash. And even then, the rank 10 area of survivors aren't crash hot either
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@Master said:
@Timebomb0800 said:
Haven't played this game for a long time, only last few months, people always complained about SWF but I've personally never noticed too much. However with all the attention brought to it that I see here on the forums, I've noticed when it happens now and I make good fun when I see 4-man SWF join my lobby. Now I just save my ultra-rare add-ons for a 4-man group and have my fun, making them regret ever 4-man'ing up in my lobby. Nothing more satisfying then using iridesescent heads with 3 hatchets on huntress and making them suffer, ehe. And if you really want to make it hell and overkill it with a short game, bring a pink mori with it too. I mean, that's a bit extreme even for my taste, but if you're feeling super cruel, go for it XD. Huntress is just my favourite one to use, but using other awesome UR add-ons for other killers in 4-man situations is also fun
If ultra rare addons would actually compensate the SWF factor, sure.
Sadly this is not the case and in your case, the iri hatchets only work against bad survivors.Since you need to hook for a mori, that doesnt really work out as good anymore either. There simply are too many crutches and lightsabres in the game to prevent hooks
Only work against bad survivors...? This is rank 1-2 I'm talking about.
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@Envees said:
You were using one of the few killers who can handle coordinated groups efficiently while the rest of us have to use subpar killers like the trapper. Not everyone wants to or can play the huntress. I cant. For some reason i am not able to "hide" the song telling them from which direction i am approaching. I have never done well with the huntress. I am ok throwing hatches and chases but the initial finding of the survs is hard for me. Even using detection perks. The song gives pretty much gives her exact location away.I do better with billy but he is about to get a pretty big nerf with the impending changes to tinkerer that slow down chainsaw windup.
Was just 1 example, there's other killers with good UR add-ons, such as freddy, doctor, trapper. shape. And I've had many SWF groups in my lobby's, they're not always a big thing to worry about, only sometimes if they're taking something like 2BNP's or 2 VR flashlights. but other than that, most of the tiem it's not too bad. The saving UR add-ons for them was just something i started doing liek a week ago, but i've only had 1 4man group since then.
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Up the antie + slippery meat. Gonna kobe myself off that hook.
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Dunno if it's a delay or positioning thing, but they made it so you had to be completey out from underneath the pallet to throw it down, so standing full outside the pallet. So you kinda have to hit that sweet spot where you have to throw it down from, which could be the reason it feels slower? But not 100% sure. Just what it seems/feels like to me.
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@Jack11803 said:
And for clown, the healing perk is just another distressing doc perk.Well no, also I think you mean 'Overwhelming presence', not distressing, since the latter is the one that increases terror radius and bp gain and overwhelming presence is the one that increases item consumption rate. The clown coulrophobia perk slows down healing of survivors within terror radius by 50%, whether they have item or not, so it affects self care- healing teammates, and medkits, not just the kits. So it's barely the same thing. And overwhelming presence doesn't low down the item action speed it, just consumes it faster.
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Mori's aren't that common in the bloodwebs, and the ones that are are only the yellow one. They are also basically the only thing that actually makes killers...."killers". They're fun to use, and allow for the whole hooking survivors to be changed up a bit. Even when playing survivor, I'm never annoyed if I get mori'd, sometimes it's actually refreshing tbh. I get sick of mashing space bar to struggle anyway xD.
NOED, while yes it can be annoying to verse at times, most maps are usually quit easy to find all the totems, with th exceptions of perhaps the game and the backwater swamp maps, but the rest, not too hard, a lot of survivors just ignore them however and then complain about being noed. The other thing is, most of the time I ever see noed coem into effect is when killers are getting wrecked (myself included), so theres usually 3 or 4 survivors left if noed is active, so it kinda helps oput the killer if they've had a bad game, and if you do get sacrificed after NOED activates and there's still 3-4 of u left, you've normally pipped up anyway so it's not really a big issue.
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@Someissues said:
Not until people realized that on High Ranked only very few killers are viable, and yet there still people thinking Killers like LF/ Pig/ Myer is fine on Rank 1. Sure you can still get 3/4k but it doesn't mean they are balanced and does not need any buffsIf you can still succeed at high ranks with "non-viable" killers and get 3/4k's, wouldn't that mean they're okay then?
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If you're trying to "give people a fair game" and they're all surviving every game and taunting you, then you're giving them an easy game, not a fair one. Some tunneling (not particularly a lot, and not heavy tunneling), and some light camping are fine, and in fact necessary at times to do well as killer. My version of light camping is when you're in bad situation as killer, aka 3 gens done and you've just got your first hook or something like that. Stick around in the area (aka keep the hook survivor within your terror radius which is 32m) kick nearby gens, break any pallets that you may have not broken in a chase, and just generally search for other survivors within a 32m radius around the hook. And in regards to not hooking survivors back to back, why not? I get if you mean, having an unhooked survivor and then just tunneling them for half the game or as the only survivor until they're dead, but you have to evaluate your situation as killer, can you hook the other survivor in a short amount of time? or will it be detrimental to chase a new survivor when you can down the injured one when they screwed up? Me personally, I'll try and injure the saving survivor if i get there in time, and then decide which of the 2 running injured survivors i'll be able to down/hook faster.
Also, if you do some light camping, or even if you've gone further and kicked some far out gens (from the hooked survivor) and then go back to check, your hooked survivor, that's not camping, that's playing smart and knowing that by now, someone is most likely going for the save since they haven;t when you've gone out far to patrol other gens. (all this assuming you didn't start a chase with someone else you found). And don;t feel bad for insta hooking a freshly save survivor, punish them. I like to "play fair" and make it fun for all survivors too, but if they're gonna make a stupid save while i've just started walking away and kicked a gen 15-20m away 4seconds later, you're damn right I'm gonna punish the survivors stupidity and rehook that same survivor (even though I know how much it absolutely sucks when my teammates a s a survivor make stupid hooks like that, I am purely mad at the idiotic survivor who unhooked me without borrowed time when the killers coming for them, but I;'m never angry at the killer or blame them because punishing such a stupid save is logical as a killer).
Don't let survivors have easy games (especially when they make big mistakes), just punish them for bad decisions without worrying about what they might call you. I'm a killer main and have been playing survivor a bit more often lately, for something different but also to understand better how survivors play (so i can become an even better killer), and I personally hate and despise face campers or killers that stay within 20m of the hook for a tonne of time and not even attempt to do anything else (I extremely despise it), because I'm a rank 1 killer and it's completely possible to get that high without ever face camping like I've seen some low ranked killers do. So hopefully some of my advice helps, I am a rank 1 killer (before season reset), currently back up to rank 8 and still climbing. Don't give survivors an easy game, they have no issue running 2 BNP as a team, and you shouldn't feel bad about doing what you have to to win. So tunnel a little, make smart decision in who to go for and when to back to back hook people and hopefully you'll climb. I'll also say that I almost never get called a camper or tunneler, in fact I have quite a lot of games where survivors thank me for not camping. Played a game just before coming on and got 3 sacrifrices and the last one got lucky and found the hatch when they were downed. Got merciless killer and 2 gens left to spare and someone said "thank for not camping". Even the 2nd last guy I hooked I deliberately moved away and checked gens, the save means you know where the last 2 of them are, and they're happy because you're not camping.

Gl in the fog.
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@Lowbei said:
what? so you climbed the ranks to get to rank1 where the pros play, then finally reached it, and dont want to compete at that level now?Is there a pro scene? Or are high level players considered pros at the game? I've only really been playing for just over 2months. You've sparked my interest now
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@Detective_Jonathan said:
1. Soul at Stake is better than DBD
2. David King is ugly
3. Sit back and watch the mass amounts of hate you might get. Either that or you might get some free LOL's and Awesome's-rep
Makes thread about 3 ways to trigger the entire DBD but only gives us 2 ways and the 3rd is just about watching the first 2 trigger the community. I'm disgusted, and also triggered by that. -
@EpicFailTryHard said:
i do not desire ranking up. impressing people i will never meet with "gaming skills" just so i can endure more toxicity with higher ranks is not for me. i have a very clear idea of who i am and what i am about. i'm not saying but i am just saying. besides, i am consistently playing single digit players where i am.As a high ranked killer(main) and currently a mid ranked survivor, I can definitely say people are less toxic at high rank