Iron_Einherjar
Iron_Einherjar
About
- Username
- Iron_Einherjar
- Joined
- Visits
- 24
- Last Active
Comments
-
Can confirm bugged on Xbox as well
-
Can add I've been working on these two for the past two days, three completions on ole' Weskyboi and two so far on Thalita
Can't exactly work on Onryo and these are the last ones I've yet to get
-
@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/3137837#Comment_3137837
If you lose to a Perma T3 Myers, you or your team MASSIVELY misplayed. It takes such a monumental amount of Evil to hit T3 that you should EASILY be able to finish all the gens and escape before he reaches it
Had a match as Myers, last second SWF swaps to bunny Feng with flashlights, so I switched to Infinite Tombstone Myers. I wandered around for five minutes but with no gen progress or even stalk at all I realized it was an AFK team. So I played their game instead. Hid in basement back to wall and help stalk but swung weapon every few seconds to mimic the AFK macros people use. Eventually one gen was done, a second, and then one person found me suddenly all four are down there crouching nearby, flash stunning, and healing after walking into attack range.
They all scattered at first when I went Tier 2, noticing I didn't move and kept swinging they all came back to farm more. Until I got tier three and immediately Mori one, then a second by the door to the shack. It may have ended in a hatch escape, but it was funny to trick the ninja bully squad.
-
@Crowman said:
People just like to ######### at killers for playing smartly and going for strategies that help them win. Until survivors go with the same standard of playing less optimally to make sure your opponent has fun, there's no reason killers need to.
https://forum.deadbydaylight.com/en/discussion/comment/3138958#Comment_3138958
If it doesn't matter if survivors escape or killers kill, then there's no reason why you should care if you get tunneled/camped out. At the end of the day it means nothing.
I... Do already? I've thrown struggling killers a hook state or even two or even waited with them through EGC on otherwise overwhelming rounds, I've even body blocked a few people at gates for tea bagging excessively.
While the majority plays the game like it's some sort of toxicity arms race "THEY were playing dirty, so now I have to play even dirtier!" I prefer to keep things chill. Even when playing killer, I still get the 10-12 spread out hooks for 3-4Ks more often than not, I still offer an unfortunate survivor who keeps stumbling into me an extra chance via slug and move on, I still go full stop if I see a glyph challenge. I still plop them right on top of hatch if I down them nearby. I still nod and walk into the pallets when someone's legit waving me over to them, And I still ALWAYS go for a hatch race at 3K, none of this selfish slugging for the 4K nonsense.
-
@bm33 said:
They should remove negative pips. Losing pips definitely enhances the feeling of "wasted" game. Just have 0, +1, and +2 pips.
I can agree to no de-pips being a thing, not like MMR does anything at this moment, we're still finding first day accounts going against five-digit hours played accounts every other match
As the only reason to continue climbing ranks currently is the monthly BP bonus, you can be awarded a whopping 1.5 prestige a month with both Survivor and Killer at Rank 1
Personally, I think they ought to reward BP at level ups alongside the mostly worthless post nerf Iridescant Shards
100*current level + 10000*Devotion seems nice
As for OP looking for a way to soften the blow of "Wasted Games" none of those are going to soften the fact you can still at any point choose to face camp till they end the match with less than 1k BP currently. If everyone on the team ignored the camped player and did gens, they'd get 3K BP which would be an improvement, but it's still exceptionally frustrating not being able to play a match at all simply because "wrong place wrong time" spawn location
-
As someone who's been on three ends of this:
1) Killer searching for last two sneakies - Iron Maiden shuts this down quickly, there hasn't been a single time this has happened while playing Trickster or Huntress that didn't resolve itself immediately by perk or idle crow
2) One person is still playing, but the second is hiding - Killer has searched hi and low, and not even aura reading perks aren't helping. Try to recruit the other survivor, chances are they have seen them while downed. Pick them up and let them escape, give them a nod, hit the gen or hook and shake no. Chances are if you pantomime enough, they will eventually understand the other teammate is actively betting on them getting killed so they can try for hatch and lead you to the hiding person. Rewarding helpful player with hatch should be customary. I've been on both sides of this one. It's almost ALWAYS worth an investigation when the killer isn't robotically seeking to hook everything in sight, though it can be hard to portray that info to the survivor at times through the limited gestures one can do as killer
3) You're both on death hook, and the killer prioritizes a 3 gen all within visual range from the start leaving you with the options to wait for the killer to actively search other places so you can try to double team the gen, get halfway done before having to hop off and hide again, and watch as they camp the gen while Call of Brine + Overcharge undoes all your progress and guarantees the killer sits there for another 10 minutes. Or just throwing the match.
"But this is taking match hostage!" No, in this instance it's the KILLER forcing a stalemate. Sure, the Survivors can't progress while Killer camps gens, but if the Killer doesn't have the skills to find the hiding Survivors and just camps gens nothings getting done. Unless you're expecting the Survivors to just throw themselves at your hook it's up to killer to search, A strategy I've used to end these stalemates is to let them get the final gen meanwhile finding a good place with line of sight on both the gates. Yes, it's gambling whether you're actually going to improve on the 2K you already have, but it's better than sitting around and complaining the survivors won't line up to be killed
Finally, as for the fourth situation: Full team members remaining, and all are full Bush Wookie mode, this is just trolling, and just like the eternal stun bully squads, the strategy falls apart if you just leave the area, not engaging, not walking into the trap, and breaking their formation. It kills the strategy. A fun way to do this is to turn the tables yourself, going pseudo-AFK in a killer shack can get them to come down with a deadly case of curiosity. Next level fun when using Infinite Tombstone Myers and replicating the AFK macro of swinging every few seconds while slowly amassing stalk. They will panic once you hit tier 2, but if you don't move and just continue swinging, they WILL come back to continue grinding heals, blinds, and time spent nearby allowing you to hit Tier 3 and pretty much guaranteeing 1-2 instant Moris
Now as for the people asking for changes to gameplay specifically to counter this, I'll offer you the same "It's a valid strategy!" as so many are willing to spout in defense for slugging, camping, and tunneling. BOTH "strategies" have perk reliant counters already present in game, BOTH offer a great disservice to the receiving party, and BOTH shouldn't be penalized without properly addressing the other. And defending one while damning the other is nothing but hypocrisy.
-
I think a way they can improve things is by changing how the points system works a bit
A bonus multiplier for length of time in match, a points penalty for hooking the same person twice in a row, and a much steeper penalty for time spent close to hooked survivors should help mitigate most of the reasons there are for D/Cing
If players felt rewarded for sticking with a match they wouldn't just dip out and try for more favorable one so quickly, they NEED to create rewards for actually sticking with the match, instead of just punishing leaving them
-
This still seems to be broken.
Not normal healing till 99ed and finalized with med-kit, (As the challenge specifies to FINISH 2 health states, not heal for 2 full health states) not healing someone from dying through injured to full in single segment, and not two separate people from injured to full
Its taken quite a few days to get each attempt done at least twice, but I can pretty definitely say NONE of the above work for the challenge
Rip all our med-kits, gauze rolls and gel dressings
-
Doesn't Hemorrhage disable exhaustion perks? So wouldn't just Sloppy Butcher be somewhat a viable option to severely weaken their build?