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chieftaco

chieftaco

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chieftaco
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  • i have all characters except pyramid head

    HtyEkkLAmr.jpg nOPb7ordaK.jpg

    prestiged 3 times with all max perks.. i'm nearing 7000 hours.. today i notice half of my characters show the locked symbol and are greyed out as if i don't own them.. what is going on here? how did my game save get changed?

    how do i get my characters back? will they still have all of their stuff? i had a lot of year 4 event cakes on all of them.. what kind of bug is this?

  • @Raccoon said:

    Him throwing away a guaranteed grab has effected him the most in that video - If he had stayed in Treatment Mode the entire time, it would be an unwinnable scenario for you.

    You made a very bad play by going into the basement that was rewarded by a tremendously terrible throw by the Doctor.

    As a result of your success, you think that this was a good play, but it was a throw by the Doctor.

    https://youtu.be/x2wTRfWzz1Y?t=112

    If he had stayed in Treatment and mashed M1, there would be two people in the basement.

    If you do not understand this, there is not much else I can say :(

    Good Luck in your future games.

    i'm still just reading "the killer made a mistake which allowed me to save a teammate that would otherwise have just been lost". IMO that's not a very bad play, it's how the game stays fun and exciting.

  • @Raccoon said:

    Him throwing away a guaranteed grab has effected him the most in that video - If he had stayed in Treatment Mode the entire time, it would be an unwinnable scenario for you.

    You made a very bad play by going into the basement that was rewarded by a tremendously terrible throw by the Doctor.

    As a result of your success, you think that this was a good play, but it was a throw by the Doctor.

    https://youtu.be/x2wTRfWzz1Y?t=112

    If he had stayed in Treatment and mashed M1, there would be two people in the basement.

    If you do not understand this, there is not much else I can say :(

    Good Luck in your future games.

    our views differ in the sense that you are trying to discorage my "very bad play" of rescuing a teammate from a dirty camper, and i am trying to encourage people who would not help a teammate to understand that choice makes them silly at best.

    it's a game, go have fun. rescue your friends, don't just watch them die. once you get some practice in, you'll be a much better player in general, even if there are a lot of people out there who tell you that you are wrong.

  • @Raccoon said:

    Him throwing away a guaranteed grab has effected him the most in that video - If he had stayed in Treatment Mode the entire time, it would be an unwinnable scenario for you.

    You made a very bad play by going into the basement that was rewarded by a tremendously terrible throw by the Doctor.

    As a result of your success, you think that this was a good play, but it was a throw by the Doctor.

    https://youtu.be/x2wTRfWzz1Y?t=112

    If he had stayed in Treatment and mashed M1, there would be two people in the basement.

    If you do not understand this, there is not much else I can say :(

    Good Luck in your future games.

    i'm still just reading "the killer made a mistake which allowed me to save a teammate that would otherwise have just been lost". IMO that's not a very bad play, it's how the game stays fun and exciting.

  • @Raccoon said:

    Him throwing away a guaranteed grab has effected him the most in that video - If he had stayed in Treatment Mode the entire time, it would be an unwinnable scenario for you.

    You made a very bad play by going into the basement that was rewarded by a tremendously terrible throw by the Doctor.

    As a result of your success, you think that this was a good play, but it was a throw by the Doctor.

    https://youtu.be/x2wTRfWzz1Y?t=112

    If he had stayed in Treatment and mashed M1, there would be two people in the basement.

    If you do not understand this, there is not much else I can say :(

    Good Luck in your future games.

    our views differ in the sense that you are trying to discorage my "very bad play" of rescuing a teammate from a dirty camper, and i am trying to encourage people who would not help a teammate to understand that choice makes them silly at best.

    it's a game, go have fun. rescue your friends, don't just watch them die. once you get some practice in, you'll be a much better player in general, even if there are a lot of people out there who tell you that you are wrong.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/674624#Comment_674624

    Weird.

    Looks like he switched to Punishment Mode when you went into the basement, particularly when your madness stops building and you are near the hook, what with his hand not being raised and there being no electrical field.

    Are you sure you know what I am talking about? Can you please explain what you think I am referring to (serious question)? I'd be more than happy to go in-depth if you don't.

    you are only proving my point. you say, had the doctor just mashed the hell outta m1 in treatment mode, he wins, 100% of the time. i say (for the record) you're 100% wrong.

    when i go down there, he's in treatment mode. he attempts to shock me. everyone knows, if he just shocks me, he gets a free hit when i can't unhook. that's why people aren't fans of doctors. instead, for some reason, he switches to punishment mode. to me i don't really care what mode he's in, because the issue in the moment isn't about him, it's about the guy on the hook needing to come down.. i could care less what mode he's in.

    i need to make him make a mistake. per your own words / analysis i've already caused him to make a mistake by leaving treatment mode. he attempts to get behind me for the grab, but he can not. my back doesn't turn to him. after a while, he switches back to treatment mode to attempt the zappy-tap, giving me the opportunity to unhook the survivor without even taking damage.

    again, rank 5, not brand new. full build you would expect on a doctor in lower ranks, not brand new. he made mistakes, i capitalized on them. that's the name of the game. if i'm somewhere far away rushing objectives trying to "punish" the guy, which do you think effects him as a person more?

  • @Raccoon said:

    Yes/No - Binary question:

    Do you realize that if the Doctor was in treatment mode, that is a 100% impossible save?

    yes/no binary question first:

    do you realize in the video that the doctor was in treatment mode? lul

    what is your goal/glitch here friend?

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/674601#Comment_674601

    You don't need to be a "chump with a basement macro."

    You can casually press M1 at a 1-2 clicks per second rate and do this.

    You're talking about him swinging and missing with a macro - There is no swinging in Treatment Mode.

    You're literally writing walls of text without even understanding the technique that is being discussed.

    "just because you like a killer or think you have some super sweet killer kung fu doesn't mean you've been around the block enough to know yet." - Profound Sadness

    i'm not trying to be specific to doctor, only to a killer camping.

    if you're "emulating" a "chump with a macro" by just clicking the button all crazy like as if you had a macro, you're still a "chump with a macro".. just saying..

    again, none of what you're saying changes the fact that i do this all of the time and i very rarely get pulled off..

    the point is it can easily be done, and it works with a very high success rate. never was it ever said that it would work 100% of the time.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/674565#Comment_674565

    The "Joke" is that in Treatment Mode, the rescue that you made vs Doctor is 100% impossible. Literally 100%. If they ride your back mashing M1 - in this scenario, the Doctor is guarenteed a ZERO HIT DOWN (grab). You then proceeded to use this very, very poor example as the crux of your argument, going so far as to post a video of this Doctor. Without knowing/doing this (I'm imagining it was the former), this Doctor is throwing the game, whether intentionally or not.

    if you're a chump with a basement macro vs actually trying to play the game normally, i don't mind riding the hook out with that guy cuz you're a sad sack who apparently needs a hook/pip more than i do..

    in reality tho, as much as you are trying to make your point, i have been making clutch saves for years now and the scenario you describe happens in maybe 1 out of 15+ attempts. this is not a reason worth discouraging people from attempting to play the game over.

    also notice how i'm avoiding the doctor being behind me as much as possible? i'm trying to force him to swing. if he does hit that button and it isn't a guaranteed pull, no matter what happens i just won. his macro would cause him to swing, hit something, and recover, providing me the time i needed to unhook.

    also notice i was very generously rewarded with 2 WGLF stacks, that's right, an additional 50% total score bonus, making it more than worth my time to take a chance and see if i can best him.

    you say this doctor was too dumb to play or was intentionally throwing the game or whatever, but to you i say if your point was true, if Doctor was a "no-can-defend" hook guardian, we'd probably see a lot more of him in lower ranks than we do.

    just because you like a killer or think you have some super sweet killer kung fu doesn't mean you've been around the block enough to know yet.

  • unless of course i'm missing something in these cases and we're actually talking about people who legitimately disconnect from the game for whatever reason vs dying too early..

  • you guys are nuts..

    again, if you want people to stay in your games longer because you notice a lot of people leaving your game earlier than you think they should, there's a good chance you're doing something to make people not want to stay in your games.

    you can't punish people for maybe deciding they don't want to play with you as a teammate, especially if you're playing a different game than the other person or people want to play, e.g. a stealth, last man standing kind of game will make me leave as quickly as possible because i'm not trying to play that..

    contrary to popular belief, a game where you have to run for your life from a brutal killer should actually involve interaction with said killer imo. if i get hooked and see teammates spending too much time in lockers or crouching somewhere for no reason, i'm out. just because you're trying to hide for 15+ minutes doesn't mean i need to be there to help you do it. you only want me dead as soon as possible so it seems like you got what you wanted, right?

  • i punish it as well..

    if that's a game the survivors want to play i'm down. i will either tunnel and destroy the most toxic one quickly, or if they can actually back up their attitudes with game play, i will commit to them for the entire match and ignore all others because maybe this guy knows something i don't know yet.. i'm trying to learn..

    as a side effect, ignoring the other 3 members of a team guarantees depips for everyone :)


  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/673997#Comment_673997

    If the Doc was 'good,' he'd have stayed in Treatment mode and just mashed M1 as fast as he could (you can grab people in Treatment) at any Unhook attempts, literally guaranteeing a grab and a second Basement hook.

    So yeah, you can dance around someone that is not using a 100% GUARANTEED GRAB in the basement...

    Figured you'd recognize all this bad play at 5k hours.

    >_>;;

    i'm not sure where your joke comes in..

    a lot of people assume every killer they load into a match with is the sweatiest of the sweaty.. fact is most killers don't have much of a clue.

    were there mistakes made by the killer in the video? yes. the video is intended to show that even ol' zappy tappy is easy enough to best so get in there and get some experience learning how. for your reference, this particular doctor was rank 5, not rank 20.

    i assume that most people who legitimately complain about camping are closer to rank 15 than 5, where there would be even more mistakes made. lower rank players who don't save people are cemented in the mindset that is just wrong & boring & there's no helping them..

    surprisingly nobody's brought it up, but this can even be done successfully against 1 hit down killers such as hillbilly & leather face, with practice of course, and once you start pulling off clutch saves, the game will change into something completely different and way better than the old hide-and-seek stuff.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/673997#Comment_673997

    This only works if the killer messes up for some reason. And when you use Borrowed Time. That's really your counter to camping?

    I'm curious on your opinion regarding safe window loops that weaker killers simply have to run around three times until the entity blocks them, allowing for no mindgames and no skill. Do you agree with people saying just run Bamboozle?

    it's your job to make the killer mess up. that will never happen if you stay far away for whatever reason. and yes, that is the actual counter to camping. thank you for asking.

    i'm not sure what you're asking in your second question, but to answer what i think you are asking, i think the killer can do whatever they want. if they want to run around the window 3 times, go for it. if they want to run bamboozle, that may save them a loop or 2. if they'd rather go find someone not at a safe zone, that's cool too.

    if it's me and i'm at that window, i'll use it a lot. i love LTs. i also let the killer kill me at the end most of the time tho. not many people do. if i'm the killer i'll usually go look for a friend. you don't have to "prove" to a survivor that you can catch them..

    it's really about whatever they want to do. i'm good with it regardless. hope that answers it for ya & gets it cleared up.

  • you guys could just not leave your teammate on the hook getting camped.. i made a video to demonstrate since this seems to be such a hot recurring topic..

    https://youtu.be/Yao-R5NE5x4



  • @newavitar said:

    So, a perk that I have a huge issue with (and I feel others theoretically would too) is Rancor. But I rarely see it talked about. The instant kill of the obsession seems cheap and undeserved, even from a killer standpoint. And the instant down is a Noed that you can't cleanse. It's basically like...one free kill at the end with no counterplay? Or am I just missing it? Idk I don't use it because I think it's cheap but maybe others don't use it because they think it's not powerful? I'm legitimately asking

    you're just missing it.. it provides basic location upon each generator started that gives you at best a general idea of where survivors are.

    the counter for rancor / obsession is for the obsession not to be an a-hole. it's unlucky for me when i'm rancor's obsession, only because i like maximizing BP during endgame collapse. when i am rancor, i have to just leave without any extra fun endgame if i want to leave.

    i am aware that i can be 1 hit downed and mori'd for free if i stay. it only effects me, not other survivors, so in essence it does have counter play, you just leave.

    if you happen to be getting chased when the gates are powered as the obsession, you either just had an unlucky ending, or you were being an a-hole and the killer may very well deserve a little payback, not uncommon for people who choose to be the obsession.

    i dig rancor, even tho a lot of the time if the survivors weren't little b's i'll let them go anyway. it just provides a little "insurance" against a little b is all..

  • nurse has very definite counters. her power is blinking. if you take her where she can't blink you force her to "get lucky" or "bone herself".

    example is on the new Stranger Things map.. she's unusable due to no windows & no LOS & not being able to blink upstairs, nor to get upstairs.

    another example is in the walls under the pier, groups of tall rocks, trees, whatever, as long as it's a bunch of stuff close together.

  • @GrootDude i'm down with a mad stash of reds.. count me in.. just blendies or everyone?

    lmao

  • @Sziosis

    i feel like you'd be hard pressed to find anyone who makes it a point to interact with the killer every game that would complain about how "boring" doing generators is.

    while objective points may be the least "fun" of the other 2 scoring categories, it is also calming and allows you to regroup from the fun you were just having. with any luck, it's still pretty intense because the killer is nearby, very probably even looking for you, and you need to make sure you see the killer before the killer sees you.

    think of the generator as a reason you have to be stuck in a place where you can't really tell if the killer is coming directly for you or not. i spend more time looking around at all the approaches the killer can be coming from than being "bored". when i hear the skill check notification, that's my signal to stop moving the camera, focus the skill check, and then i'm back to looking around. i get bonus points and emblem points for doing this in the terror radius.. the closer the killer is, the more i get..

    i feel like in a way, this is the best mini game anyone could ever hope for while just holding the m1 button..

    if you're doing objective first before being found by the killer, you're really just trying to get your objective points right quick before you go have fun..

    take that statement for what you will.

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/671751#Comment_671751

    Red ranks barely means anything, half the people at rank 1 are still potatoes

    the best red rank games were always the ones where we never got any gens turned on and all 4 survivors died with double pips..

    nowadays red ranks are full of squatters & dc'ers cuz it was a little monotonous always playing with the same 20 people. rip real reds! i miss you guys!

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/671729#Comment_671729

    Except in his evidence he shows him making mistakes by overcomitting in chases, and applying no pressure on the other 3 survivors, same thing in another one of his videos when he was nurse, he took nearly 2 minutes to get his first down, and surprise surprise the other 3 survivors had literally nothing else to do but gens, no need to heal, no need to go save, what else are they suppose to do

    yeah i don't even need to see the specifics to know that whatever the evidence is is only relative to whatever games it happened to be taken from..

    i've been playing for a long time, and i've played long enough to know that dead by daylight trials are totally random.. you never know what is gonna happen in the fog, even with the exact same people in the exact same circumstances against the exact same killer.

    i know some of the most popular dbd players out there to be ridiculously bad at the game. they play the game complaining about how dumb their teammates are for the things they're doing, completely ignoring that they are the ones who showed their teammates that that's how you play the game :) honestly i love watching them get all worked up about it..

    when it comes to DbD everyone has an opinion based on bad times they've had but they forget that those bad times are usually relative to that one experience. having the same experience over and over again is usually because you're playing with the same people or you're trying to insist on playing the game the same way because maybe it works now and then.. either way, it's just a random DbD game.

  • @Johnny_XMan

    because he encouraged the "movement" by declaring the opinion with evidence, etc to his viewers as well as the world..

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/671712#Comment_671712

    Honestly with SWF and everything else, even the ranking system and asymmetrical nature of this game.... this game must be a NIGHTMARE to balance. That's why we need to give constructive feedback to help. Not just trolling and whining.

    my post was in response to someone who's constructive feedback was simply

    "there you have it, the most awesome guy in dbd ever gives lots of proof why you should change stuff and you're still not going to change it.." (paraphrased)


  • @Chickenchaser said:

    It's truly amazing. There it sits. one of the best guys to ever DBD saying gen speed is too fast. Hundreds of thousands of combined video from youtubers, and streamers providing hard undeniable fact based evidence that gens are too fast.

    It's in your face black-and-white, clear as crystal. But that's somehow not a good enough reason to nurf gen speed. And nobody wants a secondary objective. they say they do, but at the same time argue against any, and all secondary objectives. no matter how good the idea is.

    There's so many people in denial on this forum.

    just because a person or a group has a high opinion of someone doesn't make them infallible.

    all proof tendered is reflective of those particular experiences.

    generators having the ability to be completed as fast as they do doesn't make that the intended way to play the game, or even fun at all.

    when game play experience is modified to reflect only a group of users there are usually many more groups of users who don't agree at all, based on their own experiences.

    i hear popular people say weird stuff and give evidence of bad opinions quite frequently is all i'm saying.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/671669#Comment_671669

    Okay, now I see why you quoted it. Thank you. Though perhaps I used the wrong term. What I meant was the fact that if a gen is regressing all a survivor has to do to stop it is do one frame of fixing.

    Ruin normally works for me... for about 1 minute or less.

    "Ruin normally works for me... for about 1 minute or less."

    ---> exactly! this is why it is very important to milk as much free cooperative objective out of it as you can.. it could end at any moment and you never know when or if you'll get another chance at cooperative anything, so given the chance to max a category right quick cooperatively there shouldn't even be a decision to make.. even maxing it solo is a good thing because who knows if you'll get another chance to get more objective later.

    as for stopping the regressing generator, i'd rather it regressed so we could do that little bit of progress together again, all over, super quickly, unless we're at the point in the game where everyone has objectives maxed. even if i have my objectives maxed, you may not and i'd happily redo the little gen progress with you so you can get cooperative points as well while you try to top it off..

    again if a team in your game is stopping regression and rushing objectives, it's just a whammy lobby, not your fault.. let the weirdos go and let them giggle about whatever and just lobby up again and hope for a better team next time..

  • @UlvenDagoth actually, it had everything to do with what you said, and OP which was making an argument for why gens need to take more time to complete.

    i explained why the gen completion time is actually balanced perfectly for solo survivor play and making them take longer would not be beneficial in the slightest, but a bad thing. it would ensure more people die on first hook than already do, and no matter how you look at it that's a bad thing, not a good thing.

    also i quoted that post because i was going to agree with the "gen tapping being stupid" thing and elaborate a little bit, but i forgot to so i'll do that now..

    generator progress is generator progress, period. regressing generator progress does nothing more than allow you to make that much more generator progress. especially in scenarios where there are multiple people on a generator, that allows you to make that much more "cooperative generator progress" which is pretty sweet.

    if you regress a generator the equivalent of 100% while hitting good skill checks with other survivors, you've just been given the opportunity to make the equivalent of doing 2 full generators, cooperatively. that's really good. it's mega points all around and really doesn't take that long to do.

    a couple of a-hats tapping the generator together are making very little gain for time invested, look super dumb, and cost each other tons of points. if i'm on that generator as well, not tapping it, then really you're doing about 1/8th or less of what i'm doing and costing me a ton of cooperative points as well. thanks geniuses lol.

    ruin is a gift when killers bring it because it allows you to quickly and easily max scoring categories if you don't pretend to be a pigeon and just peck at things to show off your skills :)


  • @UlvenDagoth said:

    Gen tapping is rather stupid. It takes one frame for a survivor to boop a gen out of regression. That's.... so dumb. Also wanna point out the numbers on the wiki for gen times are WITHOUT tool boxes, perks, great skill checks, or any of that nonsense.

    gens are timed the way they need to be.

    assuming someone was just put on a hook, players then have 60s to get over there and get that person unhooked.

    right now, the timing works out where i can finish my generator (solo) and get to the person on hook just in time to save them before they switch states or die.

    before we argue timing don't forget about skill checks adding progress.

    on the rare occasion with gen regression or bad luck on skill checks, i know i need to leave the generator without finishing it to make it in time for that person not to die because i know better than to trust other teammates to not let someone die.

    this means any solo players like me that know and understand a person needs to come off of a hook essentially still has opportunity to make progress in the trial and go get their teammate before they switch hook states or die.

    extending the time of generators even a little would make generators a lost cause. people that understand they need to keep people alive would never be able to finish one, even tho they could put some miles into it here & there, and the people who don't save others would just spend that much more time doing each generator and watching people die.

    situations where entire teams are just trying to rush objectives and run out of the door, while unfortunate, just means you got a really lame team in your lobby and you have to suffer a really lame game and move on to the next one.

  • 10 minutes is about max i want to be in the game usually.

    at a certain point (somewhere around the 8-10 minute mark) if it's obvious nobody's doing anything anymore i just go play with the killer until i'm dead to let whoever's left stealth it out.

    by that time if it was a good game i easily have 1-2 pips.. if it was a crappy game that's easily long enough to take my safety pip and move on.

  • :) i laughed assuming you were joking cuz i dug the joke.

    on the off chance it wasn't a joke, again, it says "resembling", not "a facsimile of".

    a garden hose can resemble a snake, whereas a rubber snake resembles a snake, but is also identical to, or a facsimile of.

  • just in case anyone comes across this and reaps benefit from reading it in the future, allow me to add that this is not specific to indoor maps. this is intended for every map.

    if you explore a few tiles and build a route for when the killer comes, you will have a much better time in general. once you finish what you are doing and are moving to another area, do the same thing.. check out a few tiles on the way and see what you can use to get away when the killer comes.

  • @kamisen said:

    @chieftaco Sorry about the tag-spam but I re-read you second reply and want to apologize for my response - it was way off. Your reply was thoughtful, and I was ignorant. Sorry!

    no worries friend & tyvm as well. only trying to help, could possibly all have been avoided if i wasn't too brief and dismissing originally.. i apologize for that & will try to at least explain a little in the future if i'm taking the time to comment on something.

  • yeah @kamisen the exits on lerys are a perfect example. they are NOT always opposite of each other.. sometimes they're on walls in an L pattern.. it really just depends on how the map is generated. you are intended to look for the "exit" signs near the ceiling in the distance in outer hallways, and explore the outer hallways until you find them.

    ultimately the quicker the games of dead by daylight are, the less fun & rewarding they are (imo), the more tilting they are when things don't work out the way you thought they would.

    you're loading into each trial as a brand new experience with brand new people in a brand new place and seriously a lot of the fun in the game comes by slowing it down a little..

    explore to find your escape routes.. this doesn't necessarily mean fully explore the map before doing anything, it means walk down the hallway and pass 3-4 rooms, looking around in each one on the way..

    identify where you are coming from as a reverse escape route for when the killer comes, that way you'll know "okay this first room i can use the pallet between the bunkbeds and that will get me to the next room where there's a safe window on the right.. then i'm home free if ######### goes down.."

    now that you have a plan for when it hits the fan, work on a gen, hopefully with others, and cross your fingers and hope that the killer comes up so you get to try your super sweet planned escape route..

    the less you stress about getting things done or navigating or whatever else you got going on rn, the more fun you'll have period, and it'll actually help you become a much better player, even if you legitimately are a super awesome player already..

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/671242#Comment_671242

    So, you rather don't want have that mechanic because you would dodge and instead... You want to go into the match and just get tilted by your team mates? That's some logic from another universe lol.

    i put some thought into this a long time ago, and what i came up with is it's a catch 22.. nothing can be done.

    the only way to "fix" it would be to provide separate queues for different play styles. the problem with this idea in general is no killer would ever want to load into the stealth queue to play hide and seek with a full group of hiders by "choice".

    that means those players would never get a game, bringing them right back to the "everybody" queue where it's just a whammy when a killer gets that 4 person stealth queue.

    hopefully in the typical game the stealth guys aren't the majority, or if so maybe the killer gets lucky and tries to bait another one out of their hiding spot.. either way it makes for a super boring game. there are a lot of objects to crouch behind and a lot of lockers to stand in. plus you can see the killer coming and see what direction he's looking in using your superior 3rd person vantage. it only takes the most basic of skills to pull off stealth play and it comes at the expense of a lousy time for everyone except those so hungry for an "escape" they're willing to skip as many aspects of the game as possible to achieve it.

    while some people think this is super fun because the killer is so blind or whatever they say these days, for me as survivor on your team or as killer, i'm just motivated to end the super boring game as quick as possible and let you guys stealth it out.

  • i love the map.. i can't wait to learn and master it..

    unfortunately it breaks nurse tho.. or at least it's broken for nurse, causing nurse to be broken.


  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/671233#Comment_671233

    I don't agree. A lot of people just have skins because they like it or want and advantage. The skin doesn't represent their playstyle at all. I had "immersed" looking Claudettes looping the killer for minutes and helping everyone where possible and I hat neon "toxic" skin Neas who where urban evading in the corner of the map.

    And btw, I have over 2k hours, since hours is something to make a point more solid apparently.

    listing hours isn't good, because it isn't an accurate representation of skill.. as i say so frequently here, i have 5k hours, but i know people that have more hours than i do that have spent most of their hours in a closet or pretending to be a rock, which doesn't lend itself well to game experience.

    there are immersed claudettes that can loop, yes. sometimes they help people too, yes.

    that doesn't change the fact that they depend on stealth play, typically indicating a player who is at the very least slightly more likely to be playing greedily. anyone who consistently stops what they're doing to go blend into a shadow or a nook somewhere isn't someone i would ever want on my team, just saying. there are also "rambo" scaredettes that don't do anything but follow around the killer and watch what he's doing all game.. again, not someone i would ever want to have on my team. they usually end up just squatting in the middle of my loops & are overall a waste of a player slot in the trial IMO.

    in the same breath, i'll admit that loading into games with characters with bright clothing leads me to find out they're just standing in lockers a lot because their clothes are too bright and they don't want to be found.

    very generally speaking, i am much more likely to have a fun game with brighter colored players, and much more likely to watch immersed looking players squat randomly around the map watching people die for no reason.

  • you can't "navigate" something you don't "know".. it's a forced assumption. again, my bad.

  • hu·man·oid

    /ˈ(h)yo͞oməˌnoid/

    data:image/svg+xml;base64,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 There was an error displaying this embed.

    Learn to pronounce

    adjective


    1. having an appearance or character resembling that of a human."a small, green, and hideously warty humanoid figure"

    noun


    1. (especially in science fiction) a being resembling a human in its shape."a three-eyed humanoid"


    if you turn off the lights and only see it in the dark, demo definitely resembles a human in shape. it doesn't say it has to be the same size or proportionate even, only resembling in shape.

    demo clearly has a head, a torso, 2 legs, 2 arms.. where i'm from that's humanoid.

  • @kamisen said:

    @chieftaco you're actually the one dragging in your numbers to the mix.

    1. I make post about having trouble navigating indoor maps.
    2. You reply with vague comment: "it's not about knowing, it's about exploring". -//-Meta comment: Do you see the lack of mention of tiles? Not one question on my actual issues - just an assumption that my basic understanding of the game is incorrect. That's what I refer to when I say it's vague. -//-
    3. I reply that I don't agree with vague comment.
    4. You reply with long post about basic game knowledge, this time with actual definitions - which I on the whole agree with. It STILL doesn't solve my problems with navigation.

    i'm sorry if you were offended. i didn't want to take a super long time out of my day to answer completely scientifically with diagrams and such.

    i assumed from your post that you would understand the difference between the two and that would be sufficient to point you in the right direction.

    perhaps i should not assume, and that's fair enough.

    if the game wanted you to know where you were and be able to navigate, there would be non-random landmarks. perhaps there would be a 2d map, and maybe an on-screen indicator of what direction you are heading in.

    they do not want you to know this information. they want you to have fun exploring and to use your wits and the knowledge you've gained in the current match to try and avoid the fright that's coming for you. they are not only aware that it's difficult to navigate but it was done by design.

    i hope that clears everything up. again, my bad. and again, i was not dragging my numbers in here, you approached me as if your thousand hours puts you above my answer/response, where in reality it's irrelevant. i know people with more hours than i have that have spent 90%+ of them standing in a closet or pretending to be a rock.. that doesn't lend itself to in game knowledge or experience.

  • i have more than 5k hours in this game. why are we comparing?

    what you call vague i call precise.

    the only way you can understand the current map you're on's layout is by going and looking. why? because it was randomly generated. you can't "learn" it. most times once you leave an area, you'll forget where it was and have to explore again to find it again on indoor maps.

    hence the vague comment i left about "exploring" vs "knowing".

  • hag is super strong only because of how people play against her. she can close distance and get slaps sometimes, but people waste so damn much time being scared of hag traps and trying to flashlight them & a lot of super safe garbage that people just die.

    one of my favorite things to do in dbd is pop hag traps with my feet. hags usually place a lot around things that they're really trying to protect.. nothing better than running thru and popping all of them, inserting mass confusion and ecstatic joy.

    if she stops to retrap, i can save while she's trapping. if she chases, someone else is free to save and now there's no traps for the savior or the saved to have to worry about.

    not gonna put effort into proving you wrong, but there's a free tidbit on countering hag: have fun. works with every killer.. fun == the best counter. you don't need an item.

  • @Mr_K said:

    You have 50 seconds to chat.

    not any more. chat has been removed from the version of the game on PTB. post game still exists i think tho.. i remember saying gg a lot.

  • @kamisen

    you're welcome to do that, but i think you're mistaken knowing "map tiles" for knowing maps. you should recognize map tiles, but fact of the matter is everything is randomly generated, windows, doors, pallets, etc. so until you "explore" even if you feel you "know", you still don't "know".

    explore the map tiles. remember where you're seeing pallets, windows, etc. break totems if you see them.

    it'll help you find the totems and the generators, especially on the indoor maps, while giving you a knowledge for the current game of where to go and how to react when the killer shows up.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/671178#Comment_671178

    Why dodging them?

    Also killers can dodge survivors based on skins, names and items aswell. Is it unhealthy? No, not at all.

    because those players aren't conducive to team play, mostly. contrary to popular belief most people don't enjoy playing this game as hide-and-seek or king-of-the-hill.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/670194#Comment_670194

    The only thing you can ascertain by looking at a Survivior is that there's a minimum of their 3 teachable perks they have access to (okay theres a Claudette she likely has self care, okay there's a Meg so she probably has Adrenaline). You can't guess that the Jane has Aftercare or that the Dwight has Deliverance.

    please don't try to correct others on what they can or can't do.

    when i look at people in the lobby (after thousands and thousands of hours in game), i can tell by their characters and appearance what their play style is.

    if they are looking like immersed survivors, that means they are objective rush & leave players. this means most likely no BT, no SelfCare, they probably have Adrenaline, Iron Will, quick & quiet maybe, and maybe even urban evasion. if you end up on a hook in their game there is a very good chance that is where you will stay until you aren't in the game anymore.

    if they look like non-immersed survivors, they understand the flow of the game a little better IMO and probably do have BT and/or other perks useful in helping them do what needs to be done, instead of just helping them "stay alive long enough".

    so, in recap, over time, you can guess pretty well what perks players do and don't have, relatively well enough.

  • @kamisen said:

    I can't navigate them at all. The indoor maps are an instant joy kill for me. HELP! How do you do it. Also, I feel claustrophobic as hell.

    the point of the game is to "explore", not to "know".. i'm sorry about your claustrophobia.

  • i can guess with good enough probability what perks people do and don't have by their appearances in the lobbies.

    you'll be able to also after enough games. it's almost as if the lobby looks just like your screenshot.. i dug it. props.

  • i had a great time playing against demo personally.. then again i enjoy playing against spirit too. and freddy, and nurse, and all the other killers people dc against because they're extremely unfun to play against.

  • double BP is today! just play twice as good :)

    cheers!

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