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Lascivar

Lascivar

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Lascivar
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  • Not a whole lot to add here that other people haven't said already.

    Some players will find a reason to be salty no matter what the outcome of the game was.

    Camping was the correct choice. Ideally if you had extra Evil Within to stack still, then 99% it on the survivors that are doing the obvious "I'm over here, look at me while my teammate tries to save the other guy behind you", don't stay directly -on- the hook, you want a hit before they reach the hook so you can get the second swing as they unhook also so you can either trade, or get two kills instead of one due to altruism and greed. STBFL usually helps in these situations to get two quick hits in succession.

  • Fred and Diane. Diane gets a LOT of work done. Fred honestly is just found walking into a tree 95% of the time.

  • I've had plenty of occasions where I've downed a couple survivors, hooked one, closed the hatch and went back to find the other only to find they weren't where I downed them. At that point I'll take a little look around the area but if I can't immediately spot them I'll just let them bleed out, if they want to end the game they can come back to where they were downed.

    I ain't roaming the map to find a soon-to-be corpse if they chose to crawl away.

  • @Warcrafter4 said:

    I think minor hexes could have their own dedicated 5th slot while major hexes like NOED/Ruin/Devour hope/Haunted Grounds still take up a normal slot.

    Minor hexes can still be put into normal perk slots.

    A minor hex are simply the hex perks that have a minor effect or have a very situational effect.

    Minor hexes:

    Hex: Blood Favor.

    Hex: Crowd Control.

    Hex: Retribution.

    Hex: Thrill of the Hunt.

    Hex: Third Seal.

    Hex: Lullaby?(If it stays as is then its minor but could easily be buffed to be worth a slot)

    Minor hexes will also be labeled as such.


    Third Seal and Lullaby are definitely not minor things. :P Lullaby is brutal even against fantastic survivors when it's 5-stacked and can cause even the best survivors to mess up skill checks or have to stay visually focused on the skill check and no longer camming around.

  • As someone who's played the map about 50ish times now it's getting much easier to navigate. The map length itself is rather huge though but it's still much shorter than Ormond and Crotus Penn. The two floors does take some getting used to as the stairways are on opposing sides of the map and directly in the middle.

  • It's not bugged. You personally did not repair generators by 70%, if you completed the first one at the exact same start/end time as another survivor, it means you only completed 50% of that generator. Yes, the generator did pass 70%, but at that point it means you only completed 35% of it.

  • If I'm going to be honest, the usual perks I see come with Decisive Strike, Dead Hard, Borrowed Time, Unbreakable for the boosted package.

  • @UnentitledBunnyMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046840#Comment_2046840

    If survivor can't camp gens because gens are his object then killers can't camp hooks because hooks are his object. I go find a gen, I kick it, just like u unhook a survivor, then after I leave or not even leave very far, the camping gen survivor come back to my gen and tunnel it again. Tunneling means forcing on 1 object while ignoring other objects, which is exactly a survivor always doing: camp near a 50% gen and after killer leave immediately go tunnel it again. If survivors thinks killers should go for a 0 hooked rather than a 2 hooked survivor then by same logic survivors should go do 0% gens after a killer kick a 50% gen.

    While your typing leaves a lot to be desired, you actually somewhat make a reasonable point.

    Survivors will often return to a generator that's already progressing, because it's faster to get that objective done. In this same sense, killers often return to an injured (or even freshly unhooked injured) survivor because it's faster to get their own objective done as well.

    Each team has their objectives, how they go about it is up to them. People can and should play by their own rules that make the game enjoyable for themselves.

  • @GamerGirlFeng said:

    You don't like keys because you don't want the match to end too quickly.. so you make the game end faster by tunneling out a player if you don't back out all together.

    Oookay.

    Cause and effect. Someone bringing a key tells me they want to leave the game early. I'll choose the way they leave.

  • Totems are already awfully hidden as is with the occasional 1 wonderful totem placement every 20 games or so. I'd rather they didn't get seen through walls. :P

  • I'm always pleased when someone DCs out of frustration, particularly in SWF games since they're cutting down the time I need to hook and can just begin moving on to the rest of the team.

  • Now I'm upset there's no Australians. I feel excluded. How dare they.

  • For addons, use Forest Stew and Madeleine's Scarf for extreme speed and it prevents survivors from running around objects to endlessly loop victor's leap attack.

    You can use Charlotte to block windows/doors in a loop when swapping to Victor also. On certain maps with common loops this will help a lot.

    Try to avoid leaving Charlotte in the corners of the map, when you leave her in the center and start using Victor it will cut down travel time to the downed survivors or the survivors who tend to hide in lockers against him.

    Most importantly, most perks that work for normal killers don't function on Victor. You cannot see scratch marks, you cannot see auras, you get no effects from any perk that requires a basic attack. Pick your perks accordingly, such as corrupt intervention/ruin or things you may not normally pick like lightborn since you'll be using Charlotte often just for pickups and don't want that taken away from you.

  • @DemonDaddy said:

    I've seen a surge in Survivors understanding how little is needed for team success. Understandable that players are picking straight forward killers since the game doesn't Grant the time for elaborate strategies or drawing a match out against a functional team of solos much less if they are swf.

    You want killer variety, killers need time to play them in interesting and unique styles. 5min games means killer don't have the time to bother with your fun.

    This is actually pretty precise. Because the game meta has been forced into rushing and extreme time management, the "fun" killers seldom get to see play because they're just not as efficient as other, better-balanced killers.

  • https://www.twitch.tv/videos/788775290


    I think I was a little distracted when babbling on about the Mori but it was still amusing.

  • Had a fun little event where someone had brought a key and I had Franklins.. Just as they activated the hatch and were mid-air jumping in, I hit them, dropped their key and the hatch closed, they were stuck in a floating animation and running away again. It was a delightful game. <3

  • If survivors Dead Hard into a wall/rock/tree, they down themselves. :P

    Seriously though it's perfectly fine as is, it's a commonly used perk because it's easy to use and a bit of a crutch, but plenty of perks are just that. Be glad it's an on-use perk rather than something automatic like "When the killer swings at you, you automatically dodge the hit."

    As it stands, it's simple to bait out and even for distance they could have ended a chase earlier using Lithe or Balanced Landing etc.

  • By far it's my strongest map as Hag. Tiny size, 2 floors, plenty of high traffic areas for traps etc. Outside of Hag and a couple other specific killers though it's a rather unpleasant map to play on.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/235228/nurse-should-really-get-reworked-into-a-healthier-state

    Her difficulty has nothing to do with anything. But you are dead wrong about “not having counterplay”: a good player can make reads on her and win. Most people don’t bother to learn how to play against her since they are used to holding forward and slamming pallets.

    I find this to be the most correct reply.

    Certain killers don't abide by the rules of "Chase me in circles until I drop the pallet then run around it until you break it.", which really messes with survivors who have invested so much time learning only that one tactic without learning how to break chase and hide (and using the perks that actually suit said tactics, ala Urban Evasion and scratch mark modifiers and others).

  • @Gendiin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016930#Comment_2016930

    Addon usage for her would be useful not really sure what's the best ones to run for your average game.


    Average addons would be:

    Half Eggshell (Increases the duration that your phantasms stay up/time you have to teleport to triggered traps).

    Dragonfly Wings (Increases the distance you can teleport to traps, allowing a wider web).

    If you want to go hard and all out, it'll be Rusty Shackles & Dried Cicada.


    Please don't ever use Bog Water/Bloodied Water/Bloodied Mud, these addons increase the actual radius of your trap's trigger ring, this is a disadvantage because your hag appears in the middle of this ring, so when survivors step on the edge of your traps and you teleport to them, the distance you have to lunge to reach the survivor is far further and you will likely miss.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773021#Comment_1773021

    Ive hooked another survivor and still got hit by ds but noone ever talks about that i guess.


    This is such a common occurrence honestly.

    Have one person hooked, they run up, get the unhook.. You down both players (with a bit of chase), pick up the non-DS one first, return, come back for the second, still DS.

    The second scenario is just hooking someone, going about your business, get another hook.. DS person gets unhooked and doesn't heal up or get healed and begins working on a generator. You down them, pick up, DS pops.

    Often it makes no difference because if they're that easy to down you'll just do it again, but nevertheless people that claim "Oh just chase someone else".. Well.. Your teammates seem to die just as quickly as you so that doesn't help.

  • Honestly everyone has a different opinion on what toxic is, not just survivors and killers having different mindsets but even in those categories the players will have wildly differing opinions.

    Some things are bad manners, other things are the "survivors rulebook" (ie. No camping, no tunneling, give them a chance to survive, lol..) and others are actually toxic behavior such as blatant racism, sexism, homophobia, hatespeech etc at the end of games.

    What happens INSIDE a match though is fine, if you don't like how someone's playing, improve how you play and don't let them do that any more.

  • A lot of the -very- new survivors don't get to escape very often, even some of the boosted ones around rank 1. When they get a chance to escape they'll most likely want to show it off and take it out on the killer.

    Don't stress, it's not you doing anything wrong, they're just happy they won a game for a change.

  • I couldn't help but laugh at the start.. People running back to a generator ASAP even while injured and just throwing the game. That wasn't the killer being that skilled (He actually is rather good, but that situation was just the survivor having tunnel vision), it's survivors not understanding that they should heal instead of suiciding into a generator.

    @xEa said:

    https://forum.deadbydaylight.com/en/discussion/197243/message-to-meta-build-running-survivors

    So this streamer tunnels and shittalks because the survivor were running to many meta perks... while he is running nothing but Meta perks.

    Not entitled at all.

    He made fun of them for playing awfully and playing as predictably as possible. He barely had to do any work for the game, the survivors just did the basic identical plays, eg. Hook one survivor, down another one. When you pick up that second survivor, someone is going to rush for that first hook. At this point you know 99% of the time a survivor is already heading to that hook, why ignore it? Just put your survivor down and take the free kill because it's predictable.

  • As an anti-tunneling measure it's perfectly fine, but once the tunnel is over and the survivor is working on a generator/totem etc, there's no reason for it to be active any more, they obviously have the time to do a gen so they've obviously got time to run again.

  • I honestly feel that DS should be altered a little differently than a time reduction. 60s is fine, it prevents tunneling. The problem being that the person then has immunity for 60s from basically any contact, they're free to do their gens/heal teammates etc without the threat of being downed and picked up.

    As others have suggested, reducing the DS timer doesn't seem to be the solution for DS, perhaps just deactivate DS if the survivor begins any interactions such as healing others/repairing generators. DS should be there to get some distance from the killer and act as a deterrent, not 60s of free invulnerability.

    @Piwatte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645292#Comment_1645292

    I can't imagine, cuz I always find another survivor thanks to chili. So I never take a BT or a DS in my games. If you know you are wasting times to chase the unhooked survivor. Why are you not looking around the hook for the savior ?

    I can't understand. Are you playing survivor ? Have you fun by being hooked two or three times in a row ? I don't think. Let players play a game and play it. Stop trash talking the gameplay of someone if you're doing mistakes.

    Often times people will just target the person they see moving if there's only one visual target. To simply let a person go in -hopes- you find someone else is counterproductive because then you have the chance of losing both of them.

    I understand it may not be fun to be downed twice in a row, but fun aside, just ignoring a target when it's your only available target isn't logical. A DS target is better than no target at all.

  • There's been a lot of totem improvements, this was from 2018:

    381210_screenshots_20180921160035_1.jpg


    I don't think I've seen that kind of thing in a while. lol

  • No reason to really nerf DS honestly, a lot of new survivors still need a way to escape when they get caught quickly and those ranks are where it's mostly used.

  • @TargaryenChild said:

    First of all, the concept and the idea are great, I can imagine this killer in the game. I'd recommend changing some stuff like his chasing mechanic.

    I'd love to see a mechanic like: Slenderman stays invisible until a survivor catches him in their sight. When they see him, he gets frozen at the location he got caught. The survivor can catch him just in a certain range (maybe 24 meters). Slenderman will get unfrozen if the survivor stops looking at him. The longer the survivor tries to freeze him, the worse the penalty gets. Also, the "watching him" time would stack so they will suffer at the end the worst penalties.

    I'd also add an ability that allows him to teleport making a general sound. For instance: He can teleport making a television rain sound and shows the location where he was before teleporting. He can only teleport in a radius of 24 meters away for survivors . So he is forced to make predictions of where the survivor is going and maybe produce some jumpscares.

    I'd would say that the penalties should be (hindered, mangled) The first 2 seconds. When they look at him more than 3 they start going crazy seeing him everywhere, also survivors like him. And maybe 6 seconds they start being vulnerable.

    When it comes to perks I see the concern of the other guy that called then braindead. Maybe a little changes can be aplied and they would be great and balanced.

    Cant run is ok. Dont look is kinda op since 3 penalties of looking at "every killer" would be awful. Maybe just oblivious is ok. Always watches could be a meta perk but it would be better if it had a longer cd.

    Hope this comment helps <3


    Just a thought about the stun when being watched, it feels like this would be heavily used in SWF to troll a killer, stunlock them at the gates etc or just anywhere really once they've been found.

  • There's no code of ethics people need to follow in game. As a survivor, you can loop, teabag, flashlight spam, bodyblock and so forth as much as you like. As a killer you may camp, tunnel, bodyblock (basement stairs) and whatever else upsets people. What you choose to do is up to you, you're not there for the pleasure of your competitor.

    Being bitter and making snide comments about the "survivor mains" or "killer mains" just makes you look biased and clueless, particularly when people state they play both sides but obviously have a clear leaning towards one and ignore the other's advantages.

  • I mean you could just Alt-F4 out during the offering/load screen if it bothered you. A survivor's still a survivor, they all run the same direction, loop the same way, die the same way regardless of their equipment/skin.

  • Ideally, yes, was typing it up on my phone and so I just blurted out the thoughts without much construction. Perhaps even just a dropdown menu of all saved loadouts that you have created.