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Zakkusy

Zakkusy

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Zakkusy
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  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2532405#Comment_2532405

    Well, if you’re camping without gens being done.. then you need to learn how to play the killer role! Keep practicing!

    There is such a thing in the world as toxic positivity. Not only that, but this is pretty hostile for such passive-aggressiveness.

    This forum has alot of things in it, but I think we could do without such arrogant behavior.

  • Honestly, very impressed too! While I barely play Survivor these days, I'm still excited at the prospect of facing perks I rarely if ever see. That Babysitter buff looked sexy af, and I do dig Vigil getting buffed too. For the People is such a rare, but fun perk to witness that I'm also glad it's getting more love.

    Sorry if I sound super biased, but any nerf to Spirit makes me happy XD Not a fan at all, despite playing Killer most of the time.

    Also more addon changes?! And alot of them on Trapper?! Holy hell, let's freakin' go! Here's hoping that especially Pig, Billy and Myers get some addon love, and some addons get toned down (here's looking at Tombstone piece, topknot for Oni and many of Blight's addons. Also cough Tampered timer).

    All in all, looking forward to it!

  • It was already mentioned sorta, but different goals make a whole world's of difference. I get frustrated alot throughout the years in the game, but everytime I notice it starting to affect my judgement or my actions in-game, I take a step back and switch to a different goal.

    I reflect on what made me so frustrated (it's usually an unrealistic goal I had set for myself, often without noticing) and switch to a really easy goal. Recently, I've had a goal with Killer where I go for either 4 BBQ stacks or 1 dead Survivor. And it honestly feels like a switch flipped in my head and made my playstyle change. I always play with whatever perks I feel like, so forcing a 3-4k goal, even if unintentionally, makes me feel so bad. Easier goals doesn't mean you're belittleing your ability to perform in the game. It's to make you feel more relaxed.

    When you're relaxed, you tend to play better and usually outperform your very simple and easy goal.

    And what if you don't even reach that goal? There's the next game waiting somewhere in the future. It isn't the end of the world. This game has a way of sometimes making sure you lose through a combination of player input and RNG, but realizing that makes dealing with losing easier. You can always make even sillier or easier goals for yourself. Again, easier goals don't mean you don't improve in the game, you seriously do.

    As a side bonus, when you're relaxed or have obtained your goal early on in a match, you notice those players harrassing you don't really matter anymore. It's a nice feeling!

  • It is silly some players are such whiners. I love facing Head-on for example, for three reasons (and these can applied to all manner of other builds, not just so called meme ones):

    1. Players who do this tend to be creative. Creative players are fun to face as a Killer. They play less predictably, tend to have a sense of humor and you can learn SO MUCH from them yourself for both roles. Also, the best ones, while creative and humorous, don't throw and still play to win.
    2. They aren't very likely to run effective, but boring to face stuff like Dead Hard, various numbers based perks (Spine chill, Prove thyself etc.) They still play confidently, and confident players are good for learning mindgames from, because they tend not to panic or overreact to sudden situations. They are also a good example of how one can, just through general attitude and game sense in a match, make an amazing difference in playstyle regardless of the character, perks or items you bring.
    3. Kinda ties to the first point, but they also tend to be good sports regardless of how the match proceeds.

    All the qualities I mentioned I think for me make up the most interesting, fun and informative match. Sadly, these are more and more rare these days and I do hope we as a community reach a point where we can go back to not playing each match with a clenched fist and high blood pressure. Play to win, but not to crush.

  • While I'm used to Iron Will for the most part, it IS one of those "it's annoying because it's frequent use perks". Kinda like some Killer perks.

    I think IW shouldn't be nerfed (assuming other sounds are consistent and IW isn't bugged, even then other options should be considered first), but just like with alot of other frequent Survivor perks right now; other weaker perks should be brought up to snuff so we could have variety. I am SICK of IW for the record, because of the frequency. It does affect a base mechanic of the game in a major enough way and makes alot of plays much less risky with no downside (as been repeated here).

    Other tracking is too inconsistent to justify the effect IW has, but again, not saying it should be nerfed. IW's powerfulness depends alot on how other perks and especially game mechanics behave at any current patch. Remember when sound occulsion and Dedicated servers were introduced? The jerky, teleporty movement of Survivors combined with both non-IW and IW users made me lose Survivors left and right. IW users could just disappear after a simple shack window, worse if they were the Sprint Burst walking type or Lithe user. I remember as a result there was a short popularity of Lithe/Dance with players playing against me at that time because how easy it was to lose Survivors (anyway this is offtopic and I'm rambling).

    tldr; Frequency of a perk and the researched culture around making plays using 1 or more perks is the reason IW is strong, combined with patch to patch changing consistency/inconsistency of other tracking present in the game (blood, marks, sound and it's occlusion etc.). It shouldn't be nerfed, other weaker/non-used perks should be buffed for variety.

  • @Bennett_They1Them said:

    cool concepts, but most merciful killers don't really care about bps as much. Giving someone hatch is worth a lot for the game's storytelling.

    It's not always about the bps, I've seen Killers (including myself) give hatches/exits just for the heck of it, or because someone played well or felt sorry for someone. This would just solidify the act as an actual feature. There's a reason why DBD is one of those games with loads of so called "honor codes" and "in-house rules", while not directly prevented or endorsed by the game's features, are still sometimes expected between players.

  • Hey! Can confirm this is the case also in Ormond, on path pallets with some rocks that face towards the floor on one end. You can climb them pretty easily as Killer and Survivor, going on top of Pallets. I think they spawn on some non-pallet rocks too (like near Hooks for example). It's a specific rock formation that does this, didn't find any more. I didn't take a screenie sadly, but it wasn't a single instance, every rock with that particular model allowed it.

  • I've noticed small differences in Survivor movement (Killer perspective). They seem to be doing sharper turns now, but the flip side is the movement is slightly more consistent (smoother) now. Movement's been pretty choppy ever since Dedicated Servers went live the first time.

    That said, been missing some easy hits on both M1's and close range Chainsaws because of this. I'm using the Shadowborne perk so I can see more than usual close range.

    Edit: Forgot to mention, I've had two different Survivor teams wonder why my Killer seemed faster than usual after the patch. I was playing different Killers and wasn't running any perks that apply Haste (like NOED, Play With Your Food etc.) and I wasn't Bloodlusting. My own movement looked normal from my perspective, but thought I'd mention it.