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Underdawg

Underdawg

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Underdawg
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  • @appleas said:

    They could just disable hook grabs until all the gens are powered. Removing grabs would make endgame saves even more easy and uncounterable

    I like this idea. Hook grabs should be hook trades unless you're in EGC - when most people are fine with camping.

    As it stands, camping a hook usually guarantees a killer a 2k. 3-4k if the survivors play altruistically.

  • This just happened to me.


    I second turning off DC penalties until this is fixed.

    Also, Killers, if you notice this, please be kind and hook us. The first match this happened the killer would slug me, and a teammate would come pick me up. I was stuck in the match for over 10 minutes. 😂

  • Just happened to me too. PS5.

  • Sounds like a fun way to spice things up. Nice one OP.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206668#Comment_3206668

    Killers really don't have enough information against SWFs though. For example, when SWFs use voice comms to warn each other where the killer is, which allows them to hide much earlier than they should be able to, the killer doesn't have anything basekit to help find these survivors.

    Even when the killer isn't against a SWF, when a killer hooks a survivor, the killer doesn't have anything basekit to tell them if anyone is even doing generators. Because if none of the survivors are doing generators, then why should the killer leave the hook?

    https://forum.deadbydaylight.com/en/discussion/comment/3206655#Comment_3206655

    I have an issue with Duos and Trios getting buffed for free. Why should we listen to the survivors that complain about solo q balance, if we're completely ignoring the killers that complain about SWF balance? It's PAINFULLY obvious that people just want the solo q buffs, and want to give killers absolutely zero buffs to help them against SWFs.

    OK. So how would you realistically nerf SWFs in a way that doesn't impact SoloQ?

  • @dugman said:

    Just some quick tips if you’re a new killer having trouble with flashlights and flashbangs

    • If you can always look at a wall or obstacle when picking someone up to make it harder for a flashlight user to get a line of sight on you.
    • If no obstacle is nearby, keep a close ear and eye out if you think you maybe were followed by a flashlight player. You can sometimes hear them running around if you pay attention during the chase. Also if you take a split second to quickly scan the area before you pick someone up, or take a second to break a pallet or kick a nearby gen, you might spot another survivor skulking around for a save as well.
    • If you do pick a survivor up in the open, try and do an unexpected 180 so a potential flashlight player might be behind you instead of in front of you. That way the only way they can get the blind is by running all the way up to be in front of you and the timing is a lot harder to hit.
    • Lastly if you get blinded at a pallet, don’t worry about it, just listen for the footsteps or breathing of the survivor while you’re blinded and you can roughly chase them hopefully. In fact them blinding you means they potentially didn’t get as much distance as they could have had they simply run away so they may even have hurt themselves a bit by doing the blind (although they do get a nice bloodpoint bonus for it so they probably are happy with that. 🤷‍♂️)

    Everything dugman said is great. I'll just add that after you've been blinded the first time, you're not stunned in the sense that you can aim your camera to look down (some people prefer to look up). This will prevent you from getting blinded several times in a row.

    Sounds like you had a rough go. We've all been there. Sending positive vibes your way.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198614#Comment_3198614

    You can zone survivors to try to corral them a certain direction, but you can't dictate chase direction like they can. If you can zone them into an unsafe position due to a pallet break, they were the ones who led things to that situation by staying at the pallet too long or not misdirecting before the pallet break. Its not quite the same thing since its still reactionary, but it is a much lesser degree of agency in chase direction.

    Fair point.

    I still feel that having general map knowledge negates the advantage gained by WoO - and it is hardly a perk that I would say is an unfair advantage.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198513#Comment_3198513

    Zanshin Tactics is much, much less useful for killers than Windows is for survivors. Survivors are the ones directing where chases go for the most part so a survivor having solid information what path they should take to make good use of vaults and pallets is very useful even for experienced players. Killers though mainly follow the survivor’s lead and try and catch up to them so don’t get nearly the same level of benefit from Zanshins even though on paper it’s the same information.

    Basically it’s just an example of how certain information can be really very useful for one side and not as useful for the other side due to the asymmetric nature of the chases.

    The best killers that I have seen play don't let survivors direct where the chase goes. They cut them off and force them into dangerous situations and dead zones. It's a skill I'd love to have when I play killer 😥

  • Anything that disincentivizes camping is a healthy change to this game. Especially with the change coming to successful hit cooldowns, unhooking against camping killers will be more difficult. Healthy grabs on unhooking should be removed - except during EGC (or once all 5 gens are done) as at this point, the only task the killers have are securing those last kills.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2698069#Comment_2698069

    Why? Is there a problem with my relationship with Spirit?

    LOL.

    I actually love how passionate @TheGannMan is about Spirit and Artist. I wish we had more people on the forums repping their mains.

    That being said, I get where he is coming from. When I saw this, the first message I sent to my friends in our DBD chat was "poor Spirit." Still, it's so early that there is no need to get too riled up about it. My current theory is that they are going to recycle some of Demodoggies teleportation powers. Or maybe some combination of Demodoggie and Pig's traps. Some kind of a slow down mechanic that gives Survivors another objective, or Sadako pops up and one shots/kills you. I'm also expecting another scourge hook perk.

    All in all, this has piqued my interest. And if it means anything TGM, I'll still play Spirit! 😁

  • Is this one of those Russian state media type things where someone is creating troll accounts to seed discord between Survivor mains and Killer mains? That way, Killer mains have threads like this to point to and say "See, Survivor mains are always asking for stupid nerfs!"

    On the off chance this is a serious post: BBQ and perks like it are some of my favorite Killer perks as Killer and Survivor. Perks that reward hooking.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692912#Comment_2692912

    Oh okay. Well I better hurry up and get all the bp I can then! Thank you!

    ETA: Also, what's the point of doing the challenges if you're not getting the bp?

    You still get the bloodpoints for completing each individual challenge and the 1 charm reward for finishing each tome level (1-4 so 4 charms in total).

    What you don't get are:

    • Rift fragments (For leveling up in the current rift)
    • Rift cosmetics and charms (that came out with that Tome/Rift)
  • @brokedownpalace said:

    It's so funny to see people bend over backwards to defend this killer. But not at all surprising.

    I avoid the basement like the plague. That's just a rule of mine. But ESPECIALLY against a trap based killer. Whether or not you need to complete a challenge is none of my concern. Sorry, looks like you'll have to try again in another game. If you want to keep trying to bring me into the basement even though you clearly cannot, feel free because I'll be getting more boldness and survival points as well as XP for surviving in the match longer.

    I don't think anyone is actually defending the Killer's bannable actions, but this is a heavily Killer-sided forum (at least some of the loudest and most persistent voices are Killer mains) so you're getting a lot of (misguided?) empathy. It's easier for them to put themselves in the Killer's shoes trying to do this challenge and having a Survivor that is just not being cooperative.

    That being said, OP had no idea that it was a rift challenge - but even if they did, they had no obligation to be cooperative. Anymore than a Killer who sees a survivor doing an adept challenge has an obligation to let them escape. Anymore than a Killer seeing a Survivor trying to get the items from the event has a obligation to M1.

    Don't get me wrong. I'm all for normalizing kindness and "manners" when playing DBD. But the sad truth is: no one is entitled to it on either side.

  • If someone is running in a straight line away from Slinger, and not zigzagging or using cover, they're getting reeled back into an M1.

  • If by "Hold W" you mean running in a straight line to eat up time forcing the killer to catch up, I'd say:

    Nurse, Blight, Wraith

    Spirit, Huntress, Billy, Slinger

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689003#Comment_2689003

    I very much mean the latter.

    Saying "well, at least they're losers IRL" doesn't really help. In fact, I don't agree with that at all. Players are allowed to try and win with the tools at their disposal. I am always of the belief that it's not the players' fault for using unbalanced things. It's the developers' fault for allowing that unbalanced thing to go unchecked in the first place.

    Using and Abusing are different things. If I give you a hammer, you can either build a house or bludgeon someone to death. The solution isn't to remove the hammer.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2688979#Comment_2688979

    Their input is more about goofing around than about how the game plays, so I can't really say that it counts for a whole lot when it comes to the overall health of the game. You can't ask players to play how you want them to, but you can ask the developers to make sure that the game doesn't become overly miserable to play.

    The issue rears its ugly head when five players come in for a game of DBD, and none of them are interested in the holiday gimmick. What do you have left, then? What do you tell the Killer who is now highly disadvantaged vs. Survivors who are not interested in goofing around?

    If no one is interested in the gimmick, then wouldn't you just have a normal match with no one using the snowmen? Or do you mean survivors who don't care about goofing around, but want to abuse the snowmen to "win"?

    If you mean the latter, I definitely agree that you have a point there. You're left with Survivors who get the dopamine hit of "lawl we juiced that killer. GG EZ." But in the grand scheme of things, they're still losers IRL. Anyone who gets so amped about abusing game mechanics to boost themselves and make their opponents feel bad is trash. I know that doesn't do much to help competitive Killer mains, but it's really not healthy to let this game impact one's mental health so negatively.

    Honestly, I'd love to see an event benefit Killers. I'd love it if the next Halloween we got an event that buffed the hell out every killer. Something like random intervals during the match, every survivor screams and reveals their location - which gives the killer an immediate Tier 3 bloodlust. I would love that as Survivor - the sheer horror of it would be great, and competitive Killers would get that rush of being powerful for the entire event.


  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2688831#Comment_2688831

    What about the people who aren't having fun? Why does their input not matter?

    It's not that your input doesn't matter, it's that a lot of Killers who aren't having fun with this event are looking at it from a competitive standpoint. They are concerned about the possibility of the difficulty of their matches increasing (and rightly so). That input, however, is predicated on a personal opinion that this game needs to be "balanced" at all times so Killers can "win" because that is how they have "fun". This event seems to me to be about being silly and festive - and isn't taking "winning" into account.

    I'll put it this way, what would you say to a group of Survivors who complain to you in postgame chat that all they wanted to do was meme around in front of the TV in Gideon, but you 4K'd them? What would you think about their input? Or would you point out that your goals (maybe you had a rift challenge) simply didn't align with theirs and wish them luck in their next match?

  • I'll say the same thing I said to the Killer mains. It's not that serious. If being downed by a Bubba goes through the snowman without giving the cosmetic, then so what? Maybe you'll get it in another match.

  • This feels like a troll move on BHVR's part, and it's hilarious to me. Killers complain about Survivors having way too many health states with DH and Boons (I'm not disagreeing btw), so they come up with an event where Survivors pretty much gain another health state by just jumping into a snowman. The moment the news on the event was leaked, I couldn't wait to see the reactions on the forum. So far, I haven't been disappointed.

    Folks. It's not that serious. It's a silly event for a party game about fixing generators in goofy cosmetics, and running around pallets. There is no need to be ultra competitive all of the time. If it's not fun for you, don't play.

    Side note: Slinger's shot completely ignores the snowman. Lol. Was chasing a survivor who jumped into one, and I just shot them, reeled them in and got my hit.

  • Send yourself to Gideon. I find people are a lot more willing to drop pallets when they have a million of them to burn.

  • @itsquiet27 said:

    Can anyone here who has a lot of experience with Trickster on controller tell me what's the best sensitivity for controller? for some reason I struggle a lot with my aim. I currently use 30/35/40 or 45 maximum for him and i still wish i could do a faster sens on him. btw i'm talking about sony controllers not xbox because the ps5 sticks are bigger compared to xbox controllers so it feels way different

    I am in a similar boat as you. I picked him up recently (to try and do the current rift challenges), and did a bit of googling to see if anyone had good tips for Trickster on PS4. Sadly I couldn't find much of anything about aiming with him.

    I'm by no means good with him at all, but other than setting the sensitivity to 55 (I generally run anywhere from 80-90 on killer), I also learned from a Trickster main that you don't get recoil unless you hold the power button for 3 consecutive knives. You should test this out yourself as I could be misremembering. Unless they are locked in animation, your best bet is usually to tap the button for each throw so it resets the recoil. If you hold the button down the recoil makes it almost impossible to aim with a controller.

    I found Huntress to be much easier to use on PS4 once I saw a youtube video explaining where the center of your screen was. With Trickster, what I have been doing is using walls during EGC to get a feel for where the knife is thrown. I've found with the tap method that you can use the "AIM BLADE" prompt to estimate where the center of your screen is. I can't remember if it's above the "M" or the "B". Once I started using that as a kind of crosshair, I could at least hit shots in the open. My current challenge is getting them to hit in loops.

    I hope this helps you, and if you learn anything with your own experimenting, please share. I'm always open to learning new stuff myself!

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681641#Comment_2681641

    Yes this!

    @MandyTalk @DesignDad

    I think replacing the grade icons with their character portraits would benefit people so much more. I often find myself at the end of a match putting together usernames with character models because I often forget who was who. Especially if there was more then one of the same character.

    I second this.

  • I really wish we had more memes on this forum.

    UnsafeUnhookJillWTF.jpg


  • @DemonDaddy said:

    65-70% would be better, 3rd should be teetering between death and escape

    So Survivors should only escape 30-35% of their matches?

  • LOL. OP really feeling like...

    Run that back.png


  • My hypothesis:

    We know that MMR is based on kills and escapes. So how is it possible that even as you gain MMR as a Survivor, you still have teammates that still seem to not know how to play very well? Well, have you been in a match as survivor where that Claudette urban evasions around the entire map? Hides in a locker as soon as someone is on the hook? Only knows how to sit on gens and self care? These kinds of players will leave the lower ranges of MMR and get into the lower-mid/mid range. They will keep going up until they get exposed once they climb too high. They will face killers who will know all of their hiding places, or run builds that prevent hiding. Since they most likely never put time into learning how to loop, they will die, and drop back down to sabotage their lower and low-mid range teammates once again.

    I feel like we see a similar phenomena with Killers who only know how to camp and tunnel. Sure they can "assure a 2K" up to a certain point. Then they will face hyper-efficient teams running all the meta perks -well-. Teams that know how to coordinate, whether they are SWF or not. They'll get looped endlessly, lose MMR, and go back to terrorizing the lower and low-mid range once again.


    TLDR; SBMM evaluates efficiency/success, not skill.

  • Hot - Coffee

    Cold/Iced - Tea

  • @Pulsar said:

    I just think Survivors who have BT shouldn't have collision.

    Another idea: Taking a protection with BT doesn't give you a speed boost. You make no distance, get deep wounds, and pretty much invite being tunneled for using the perk offensively.

  • If we're talking about on this forum, not very much. I find a lot of the arguments here to be frustratingly lacking in empathy or desire to understand any view point outside of their own. If we're talking about in the game - even less. But every so often you'll come across normal human beings, and those moments wash away all of the toxicity. I treasure those moments.

  • I know I'm going to be in the minority here, but I just recently picked up Slinger and I'm enjoying learning how to play as him. Aiming is incredibly hard on PS4, but there is something that feels nice about landing a shot. Needless to say, I'm getting destroyed in my matches. 😂

  • Protection hits after being off the hook for 2 seconds should deactivate DS.

    Protection hits after being off the hook for 2 seconds while you have BT on should not give a survivor the speed boost.

    I mostly play survivor these days, but I think using these perks offensively is poor form.

  • This forum is heavily "killer-sided" so you're probably not going to get much from a survivor's POV. I'll give it a shot.

    As someone who splits time as Killer and Survivor (although these days I play 70% survivor), I will say that when I play Survivor and we are destroying the Killer, I feel bad. That's because I can empathize with the Killer. I've been there. I had a Doctor game the other day where I felt like it was a baby Doc. The guy couldn't catch a break. He got spun easily. He swung way too early and way too often. I was in a 2 person SWF with a buddy of mine, but the other 2 randos were enjoying humiliating this guy. Once we finished all of the gens, I pointed at a hook near the gate and let him hook me. My buddy knew what I was doing and just left, but the other rando tried to save me. I let myself get rehooked. A lot of Survivor mains can't understand that line of thinking because they don't play Killer and can only remember the games against Killers who showed them no mercy.

    Another issue here is that most people will tell you they play for "fun" - and that fun usually comes at the expense of the other side. Killers and Survivors alike say the same thing: "Well the other side isn't thinking about my fun". Which is often true. When you watch famous Killer streamers, you're led to believe that "fun" is killing all of the survivors. This is an extremely high bar to set for fun, and a lot of players destroy their own mental health by doing everything they can to achieve that goal - including behavior that most Survivors don't find "fun". When you watch famous Survivor streamers, you're led to believe that "fun" is embarrassing the Killer. This is the content that is usually entertaining.

  • @BubbaDredge said:

    After slaughtering three survivors, Nea's teabagging at the gate.

    "There was a Nea in the match?"

    LOL! I literally laughed out loud. I just had the same reaction in a match last night (minus the teabagging). "There was a Claudette on this team?"

  • Dear Mr. Killer,

    I know you've closed the hatch. I know I'm already dead, but I want to practice my chase and mindgames. I'm not trying to waste your time. I'm trying to get better and have one last fun chase before I die.

    Sincerly,

    OreHaMouShindeiru


    Dear Survivor Squad,

    You see that I'm not running any gen slow downs. If you want to hide, slam gens, and leave that's cool, but we're all leaving this match with sub 20K BP. I'm not sure if it was worth any of our time.

    Sincerly,

    LearningANewKiller

  • @Hoodied said:

    Knowing my clones, they would find a way to try and use 4 no mithers, so yeah killer

    I think this is my favorite response on this thread. 😂

  • This is an interesting idea. I really like threads like these. Good job OP.

  • @BaldursGate2 said:

    Cool Rift fragements, if you have allready max tier.

    Then it does nothing for you (while also costing you nothing) and you don't have to log on that day if you don't want to.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670552#Comment_2670552

    Yes it does.

    DH comes online the second you get unhooked. Oneshots deny one use of DH. They deny all uses of Overcome

    Touche!

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670383#Comment_2670383

    At least they activate and are available when injured.

    Any kind of instant down and overcome never activates at all

    But then, neither does DH.

    I can see where Overcome will have its uses. Thought it probably won't overtake DH in popularity. I've used it a couple of times, and a few killers immediately broke off chase. I used that time to heal and reset. Those that didn't break chase and couldn't make up the distance lost a gen or two - since I purposefully ran as far from where I assumed my teammates were working on gens.

  • @Laluzi said:

    In addition, this chapter update seems pretty un-buggy so far, knock on wood - so good work defusing those bombs before they could go off!

    Yeah, I noticed that too. I don't seem to be getting framerate drops anymore on my PS4 either. Good stuff.

  • @MoonSprout said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668035#Comment_2668035

    Sometimes I wish my teammates would leave me til second hook state and FIX SOME DAMNED GENS. Especially if there's like two gens and I'm on first hook and getting camped, I am going to beg the other survivors to finish the gens and 99% the gates before unhooking me, please, I don't want to instantly get downed and hooked again when we could have finished gens first!

    Here's my confession: I've been trapping the basement. I love putting one trap on top of the stairs, sidehooking the survivors and putting the other one just around the corner at the bottom, and then trapping one of the windows up near the top. I love watching the less skilled players hit every one on the way down, and then I don't even hit and hook up them - I use the time to reset the traps so I can watch them hit them again on the way out. Then I down a single person (usually the rescuer if I can, I'm not a tunneler) and put them back in the basement so I can do the whole thing over again. Maybe move a trap from a window to a door, or go get another one to add to the pile.

    No, I completely understand if I'm being camped. Sometimes I wish they wouldn't do immediate unsafe unhooks (unless they're willing to commit to the hook trade or to take aggro).

    What I'm talking about is when I'm the first or second down, the killer is not camping, and they sit on gens on the completely opposite side of the map. Meaning when I do get unhooked, I get immediately tunneled out anyway and the game ends in a 4k 95% of the time.

  • In SoloQ if my teammates leave me to second hook state on my first down, I suicide on hook. Even if they start making their way towards me. 😅

    I was playing with a casual 2-man SWF with a friend and I was having an unlucky string of matches where I was constantly found first and hooked (I was trying to do the unhook yourself 50 times trophy). I was caught in the first 20 seconds while hiding in a bush on Haddonfield. I spawned and within 10 seconds I heard the heartbeat. I got downed and put in the basement by a Blight, so I DC'd and stopped playing for the night.

  • I'm pumped to play against her. I don't have the shards to buy her yet. :(



    What I imagine my first game against her will be like:

    SGMeme.png


  • Play the way you play.

    Play laidback. If that causes you to get 0Ks, eventually you will be matched with people who don't play efficiently. Maybe they're new, or maybe they're just meme'ing around. Either way, the matches will be more laid back. I'm currently trying to learn Trickster on console. It's not going very well. I've played 28 games and I've had a 0K in 15 of them. I'm fine with that because I'm learning.

    Play to win. That will mean running the most efficient perks. The problem is, eventually you will get to a level where your opponents are just as efficient. At which point, the unbalanced aspects of the game will make it much more difficult for you to win consistently - thereby dampening your "fun".

    The culprit is not SBMM. Removing SBMM only puts the burden of "not fun" games back on the shoulders of new and intermediate players. The culprit is player mindset and game imbalance. If you can't change your mindset, then offer constructive criticism on how to improve the game.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665302#Comment_2665302

    That's actually exactly what you don't want as a killer - to have all 4 survivors separated at the start, and all be working on separate gens. That's pretty much 3 gens lost instantly after the first chase.

    I've always wondered... why don't we swap the shrouds for survivor and killer? Killer gets the shroud to start them all together, survivors get the shroud to start separated.

  • @Labrac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664244#Comment_2664244

    Insta-ADS was only really strong on zoning if you let him get really close to you, and at this range all other ranged killers are also very deadly. He is a 110% killer so there was no reason to let him get that near (except if he was running Monitor, which imo shouldn't work on him).

    Long range shots were always unreliable because his hitbox is so tiny that even just slightly wiggling while running (which doesn't really make you lose distance) would make it super hard for anyone that wasn't a god with him to land a shot. Now long range shots are even more of a joke to dodge because of the longer ADS, and the only real reliable way of playing him is going for zoning which is boring for anyone.

    https://www.youtube.com/watch?v=GUPM4pq-MSg&ab_channel=%E3%81%88%E3%81%B3%E3%82%82%E3%82%8A%E3%83%81%E3%83%A3%E3%83%B3%E3%83%8D%E3%83%AB watch from 5:54 to 6:53 to get my point. It's in Japanese but the footage is enough to understand. The Jake manages to dodge his medium-range shot just by walking a little to the side, and even if he was old Slinger there just a little wiggle from Jake would be enough to dodge. This guy is the 3rd Slinger with the most downs while Speared on the Leaderboard, so dodging Slinger was never "just hope he misses" like people used to say.

    What had to be done to Slinger were just three things: (1) make it so Monitor doesn't work with at all, or maybe give him a 24m lullaby; (2) make his TR a bit louder, until today it's one of the most subtle TR musics; (3) give Slinger a massive slowdown if he raises his gun without shooting, something slower than even Huntress, so Slingers who actually went for quickscopes at medium/long range are rewarded, while the cheap zoning Slingers are punished.

    Funny thing about that video is that he spends a lot of time going over the weaknesses and how to adapt to them. In that clip he recommends using Slinger's pressure to push survivors into getting hit. Either by 1. Shrinking distance and shooting or 2. Shrinking distance and M1.

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