MistressChara
MistressChara
About
- Username
- MistressChara
- Joined
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Ghostface, Legion, Clown, and somewhat Spirit.
I like killers that require strategy more than technical skill. Ghostface is all about mindgaming with your power and marking at opportune moments while balancing your stealth. Legion is about how well you can spread your focus to keep pressure on survivors. Clown is about predicting the survivor and manipulating their movements. And Spirit because she has a lot of mindgames she can do.
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What situation?
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Corrupt intervention is a lot of fun to run on him because it pushes survivors towards you and allows you to get the ball rolling really quickly when the game starts.
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I'm 6'3 (191cm) despite being a woman.
@TreemanXD @Ihatelife @PhantomMask20763 Happy pride month you three <3
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Female Vampire type killer,
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@Poweas He politely disagreed with you. Don't start accusing him of poor character because of that.
On the topic however, Killer is still fun but there are issues. Many of them are simply ghosts of an earlier stage of the game but they do still exist. The community is a big part of why killer can be frustrating or stressful due to the toxicity. My personal strategy for dealing with this is to always respond uniquely and kindly to everything (Such as having a different "gg" type saying, or responding to common insults with kind but also unique responses.)
It makes people realize that you're not just a bot but a unique person. From my experience it at the very least makes them think twice if not stop them from doing it to others in the future. Makes you feel a lot better about it as well.
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Tunneling can be bad sportsmanship but it depends. It's a hot topic not because it dosen't exist or because it's a bad strategy, but because it can be abused to essentially grief someone's game.
The difference between losing via actually losing and getting tunneled to death is that dying normally is often a result of your own actions (or at the very least the actions of your team) and is therefore not very frustrating and more of a learning experience. However dying by being tunneled to death very rarely has anything to do with your skill or your choices and is mainly the killer making that choice for you.
People who play Killer (rightfully) discussed in the past and to some extent today about how the flow of the match is largely controlled by the survivors. This makes playing killer stressful and frustrating since you are meant to be the power role. Tunneling one survivor removes nearly all autonomy from the survivor and gives them little to do other than stall you. If they stall you long enough then their teammates escape but they die. If they don't then they die. There's no winning for them. Therefore it's very frustrating for similar reasons as playing killer can be frustrating in general sometimes.
I'm not throwing shade at anyone going after the weakest link in a survivor team, or going after the unhooked person after an unsafe unhook. Those kinds of things are perfectly reasonable. But it's something to think about when Dwight is trying his best and you've hooked him twice and are currently about to down him again within the span of 2 minutes. Think about how you feel when desperately trying to do well against Toxic Squadettes and consider the human on the other side of the screen.
If enough of us did that, this game would in a much better place.
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Agree 100%
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Depends on how long it's dragged out.
Holding the game hostage usually is one of two things:
1. Preventing an end to the game
2. Dragging out gametime excessively for no strategic purpose
If you drop a survivor or chase them a bit when you don't have to it's not holding the game hostage. But if you did that for like 10 minutes or more then you are holding the game hostage because you're essentially forcing the survivor to quit or wait an extremely long time to die. Same goes for survivors hiding from the killer or similar scenario's.
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What are the chants? Church Hymns?
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I disagree with @FeelsVeryBadMan They are definitely not weak. If you're skilled with them you can mess up a killer big time.
That being said, they do have less use cases in general then pretty much every other item. I agree with @23flash in that they may not necessarily need a rework but having more use cases for flashlights (in the vein of destroying hag traps but more useful) in order to make them a more fun item to use overall.
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@SenzuDuck Freedom of speech and expression is the right to say your opinion, It doesn't mean anyone has to respect, listen to, or promote that opinion.
Especially because the opinions are harmful and promote tribalism. Regardless of if they are "toxic" or not, some of them actually act in poor faith and bully other players. The argument "It's always been toxic and always will be" dosen't mean we can't do our best to improve that.
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It has nothing to do with censorship. Literally nothing. It's just asking the developers not to promote toxic Ideas and bad behavior.
Anti-vaxxers are just expressing their opinion, but their opinion is harmful and not grounded in reality. This is what OP is talking about when they say that the Fog Whisperers need to be good role models.
Being incredibly biased to one side and bming the other side is not an opinion that deserves respect or deserves promotion. And it is not censorship to refuse to promote them.
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It has nothing to do with censorship. Literally nothing. It's just asking the developers not to promote toxic Ideas and bad behavior.
Anti-vaxxers are just expressing their opinion, but their opinion is harmful and not grounded in reality. This is what OP is talking about when they say that the Fog Whisperers need to be good role models.
Being incredibly biased to one side and bming the other side is not an opinion that deserves respect or deserves promotion. And it is not censorship to refuse to promote that.
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@Axiant said:
For @MistressChara and @BloodyTapp ,
The front page of my site is pretty bare. Do you have any ideas on what you'd expect to see when you load up the site for the first time?
@Axiant I actually like the simplistic design for it. The only thing I could think of that would improve it is making a KILLER / SURVIVOR in the same style as the DBD website for the main screen alongside any news or shrine stuff. After clicking on Killer / Survivor it would take you to the list of killers or the survivor builder.
But I say keep it simple, tools are at their best when anyone can use them to accomplish a lot.
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Definitely.
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Bamboozle for Killer and Urban Evasion for survivor. Love those perks <3
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When MoM first came out they responded to threads about it, and when The EGC launched they said they were gonna take a second look at it that may or may not result in a change. So they aren't ignoring discussions so much as everything that's been said has been said and they already decided to take a look at it.
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Prefacing a discussion by gaslighting your opposition is not a healthy way to discuss balance.
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@KillermainBTWm8 Wouldn't that be google translate doing it's job correctly?
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@ShrekIsHot Seems that way but gameplay and animations have been shown that tell it's not the case thankfully.
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@TreemanXD <3
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@xmenfanatic It's a great example of a perk that's balanced if only one survivor is running it. It becomes ridiculous when all 4 are running it. In my opinion it should only have the primary effect for the obsession and some much weaker secondary effect for non-obsessions. That way it's counterable by Rancor and still just as powerful.
May get some things wrong though as I admittedly have never used the perk on survivor.
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@Unnamed_Freak How can you call this a mistake???
https://www.reddit.com/r/deadbydaylight/comments/b5j2m3/when_you_4k_a_squadette_with_flashlights/
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Very Cool! I've already submitted a build, will return there often.
Would very much like to have a longform explanation of builds, like if you view the build in full that it has a more detailed explanation below so people can better explain how to use it to it's fullest.
Survivor builds should also just be one character. Separating them all out is pointless due to them being all similar. What I'd recommend instead is having a generic "survivor" tab that has all the survivor builds, but each build has a "recommended survivor" part to it so that builds that rely on certain aspects or outfits of a character remain intact.
I'd also think it'd be nice if there was a "comment" or "rate" system for each build, so people could see what others think of the build.
Otherwise it's very cool and I hope to see it widespread eventually = )
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The focus of Legion was switched from Deep Wounds being their main power to Killer instinct being their main power (the red aura when you stab people). Therefore while Deep Wound itself does not contribute to gametime all that much now, you have an exceptional ability to keep people injured.
Legion also has slightly more mindgame potential than the average killer due to their size. All the small killers suffer from a speed loss but Legion runs at average speed making them able to do mindgames at low hanging loops that most killers cannot do. For instance some of the junk on Autohaven Wreckers goes above your head and makes you unable to be seen by the survivor, whereas every other killer would still be visible.
To take advantage of Legion's strengths, you want to run perks that keep survivors close together while making healing difficult to encourage people to stay injured. Running Sloppy Butcher alongside Feral Frenzy time addons allows you to keep survivors injured for longer and reach them easier. If they heal then they waste tons of time due to Sloppy Butcher+the small amount that deep wounds adds, and if they don't heal you are a 115% speed killer with instadowns. So basically a perma T3 Myers. Corrupt Intervention is also fantastic for pushing survivors towards you in the early game while preventing some gen progress, allows you to get people injured faster. Other than that you can run standard looping perks but I perfer Bamboozle and Discordance for shutting down powerful loops and further taking advantage of survivors grouping up.
On how to play them, Use Feral Frenzy to locate survivors, sometimes hitting an injured survivor into deep wounds with Feral Frenzy is worth it to get the Killer instinct to proc on a healthy survivor somewhere else. Legion benefits from switching targets most of the time. When using Feral Frenzy make sure to fake pallet dives to get people to waste pallets (as they are looking to stun you.) And when you no longer need to use Feral Frenzy get as close to a survivor as is beneficial before canceling it. Often if they are no loops in the immediate area they will gain at most a 2-3 second head start on you, meaning you can quickly down them from injured. Otherwise take advantage of your small size to mindgame survivors. As a 115% speed killer you have a lot to benefit from mindgames such as light hiding, double backing, moonwalking, etc... and very little to lose. Your small size only further increases the chances you get to use it.
It's definitely a big change, but I think the main reason why people think Legion is so much weaker is due to their playstyle being completely different. I've actually done consistently better as Legion since the update once I got used to the playstyle.
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This tournament seems heavily stacked in the survivors favor.
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@MystiKasT They're the same as they always are. That change was reverted during the PTB.
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Really Really Cool! How does it work?
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Nah, I've been playing for a long time and have gotten to rank 1 on killer many times (have yet to get lower than Rank 3 as survivor). And like @Raccoon Said I made a post when the changes were released saying "Legions power was deleted".
So I am not a survivor main in disguise. = )
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@Sergei_K said:
I dream about the same rework(buff) for the Nurse. Make here m1 killer with long charge special power that cannot drop a survivor to the dying stage.
@Sergei_K I don't know about making her an M1 killer, if anything Nurse needs the decreased accuracy addons to actually have an effect, and have 3 blinks max. Default Nurse and 3 blink nurse is 100% fine, it's omega or cross map blinks with no downside that is the issue.
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Mettle of Man is problematic because the activation conditions are basically guarenteed to happen during normal gameplay no matter what. I think the perk itself is fine but the activation conditions should force you to go out of your way to activate it.
PWYF is a great example of a very powerful perk with stringent activation conditions (though I think they are too harsh, so maybe slightly less stringent ones for MoM)
As it stands after I hook my obsession once I dont even go after them anymore due to Mettle of Man, which is very similar to what happened with DS which is why people are calling it DS 2.0.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/445030#Comment_445030
There is no situation designed by Devs in which one of the sides is not able to win.
Take Pig for example, they nerfed her because they thought "hey, if she manages to get you in the end-game it's gonna be almost impossible to win" but every decision the Pig has made through the game has lead to that specific moment and she has earned it, why is she getting punished for that?
It's because it'd be incredibly difficult for the survivors to win and frustrating if the Pig plays in a specific way. Of course it would only affect edge-cases but the EGC is meant to stop bad edge cases, not cause them.
Not saying I agree with the Pig changes, just that she needed some kind of change. Especially with the EGC only lasting 2 minutes now.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/444801#Comment_444801
"If you create a situation where someone has no chance to win, it feels like a waste of time. If you know you're going to die and there's nothing you can do about it, it's going to feel awful. You'll just want to get it over with as fast as possible. The same would go for the Killer side as well. If you were in a scenario where you could not possibly win, you would have a miserable time."
That reasoning makes no sense.
Both killer and survivor have the same chance to win, the fact that a killer makes that "situation where someone has no chance to win" happen, is because every decision that killer has made in the game has lead to that moment, meaning that YOU, the devs, are not creating that situation, the players are doing it, therefore those players who make that situation happen should be rewarded for it because they spent time and effort to get to that situation and they take the risks that may come alongside it.
In other words, this game is chess, a game in which both sides have the same chance to win from the start, and you are just punishing the player who earned his checkmate.
They're saying that if the devs made the killers or survivors OP in a situation then it would be frustrating and unfair for the other side. How is that reasoning false?
If the Killer or Survivors are of equal skill, there should never be a situation where either side has "no chance to win."
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Would definitely be a cool idea if it were done well, but I don't think it would work overall.
Friday the 13th had that feature, and as I understand it became so primary that the survivors nearly every game rush to grab any weapon possible to fight or kill Jason. It made playing as Jason very frustrating and playing as survivor very boring since every game your teammates would rush for Jason kill and since they did nothing else if they failed it was game over and if they succeeded you would win without doing anything.
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She's statistically the most likely to be toxic. Somebody did a survey of 500 games and Feng Min accounted for like (rough numbers based on what I remember) 9% of the played survivors but like 22% of the total toxicity. (defined as teabagging, flashlight clicking, or insulting in post-game.)
That being said she's my favorite survivor and I love her <3
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It should just show Killer aura if they are near the hook, like a reverse BBQ. Just like people have been saying.
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Definitely a problem but I don't think it's a major issue because this is a reportable offense. No need to change gameplay when it's already against the rules.
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Yeah I miss the guy.
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Did this on the killer one so I might as well do this one too.
Introspection
-You tend to analyze your choices. Anytime you fail a skill-check or are put into the dying state, gain a token. For every token up until the 3rd/4th/5th token, gain 5% action speed. If you gain a 4th/5th/6th token, you lose the bonus and gain the Broken status effect until the end of the trial.
"I apologize I didn't give you a fair shake the first time, I promise I'll do better." -Chara
Solid Determination
-You have an intense passion to see your ideals through. Gain one of the following effects when leading the respective category in bloodpoints:
Boldness: Gain 3% extra movement speed and sounds emanated from movement are reduced by 25%/35%/50%
Survival: You are 25%/35%/50% more likely to get a Dull Key from a chest. You also gain 50% more bloodpoints in other categories.
Benevolence: Completing a Distraction or Protection scoring event has a 25%/35%/50% chance to not degrade a health state up to a maximum of 3 times.
Objective: Great skill checks give 3% extra progress and regression from Hex skill checks or failed skill checks is decreased by 25%/35%/50%
"But even with Deter it will probably take you awhile..." -Chara
Black Desire
-The nature of the trial and the minions of the entity intrigue you. Whenever a survivor is sent into the dying state, you are shown the killers aura for 3/4/5 seconds. Whenever a survivor is sacrificed, the killers aura is revealed to all survivors for 8/9/10 seconds.
"...You and I are not the same, are we?" -Chara
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Cool Idea. Actually be fun to see a version of some of these in-game, Hex: Confusion especially~
Here's mine:
Favoritism
-Survivors who act differently amuse you. You become obsessed with one survivor. Whenever you are within 2 meters of your obsession and are not in a chase for 3 seconds, gain 15% lower cooldown or higher recharge speed on your power for 180/200/220 seconds. The bonus is automatically cancelled if you attack your obsession during the duration.
"You aren't like the rest, I'll give you a second chance. Don't waste it." -Chara
LOVEly Charm
-You know how to get a rise out of people. Whenever your aura/aura/aura or location would be revealed by a survivors perk, reveal the survivors aura or location for 50%/75%/100% of the duration.
"Is it making you sweat with anticipation?" -Chara
The Final Darkness
-The thought of a hard-fought conflict coming to an end excites and invigorates you. Every time an interaction with a pallet, hook, or survivor is completed in the game, gain a token. The Endgame collapse will automatically activate after the last generator is completed and slowdowns caused by harmed survivors are reduced in % by the amount of tokens you have. Maximum of 50/75/100 tokens.
"Now we have reached the absolute." -Chara
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Don't think NOED needs a nerf, it's fair as it is for being a punishment for gen-rushing. Often times the best thing to do when NOED activates is to search for the totem. It's often not hard to find since the Killer isn't patrolling the map. That way you can secure your save.
Almost every game I play as survivor when NOED is active goes like so:
- Someone gets downed by NOED
- Someone goes and looks for the Totem
- Totem is destroyed
- Person is unhooked
- Game continues as normal
If you're really worried about it you can also just leave or run small game and destroy dull totems. To be honest though I would like to see a totem counter next to the gen counter for survivors. It's admittedly frustrating to try and figure out if you've broken all the totems.
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@TAG said:
I think both changes are bad. The first one to me is a "We don't mind throwing this particular Killer under the bus so we can push our update through" change. The second one is a "This will have the opposite effect we think it will have" change.
I also don't understand your idea of the first change being a slight buff. It means Survivors have a way to render her Traps 100% useless by just finishing the last generator. If someone has a trap on when there's only one gen left, they can just focus on getting the traps off and then doing the last Gen. Even if they just do the last Gen anyways, the Endgame doesn't start until the Gate is open, so Survivors can sti give the Pig the runaround until the Trap is off knowing that any Traps the Pig puts on by this point are dead. Even if the Pig opens the Gate herself, that's still plenty of time for the Survivor with the trap to get it off and leave through the now-open Gate.
Ahh right, can't believe I forgot that the EGC dosen't activate when the gates are closed.
Edit: Actually couldn't you just open them yourself?
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You basically just said that all killers have bad powers. And that survivors should be able to influence and control the pace of the game despite not being the power role?
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Tie between Curtain Call and the SAW Chapter.
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When not using exploits Legion is fun to go against.
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I don't think it would be any less frustrating. Maybe I'm just used to looping but if I was constantly losing survivors instead of being looped I'd feel like an idiot and be more frustrated.
It's a lot more fun being able to see your opponent and having that interaction with them. If losing someone in the chase becomes the primary strat you're removing a large portion of player to player interaction as the survivor wouldn't get to see the Killers reaction to getting outplayed and the Killer would never truly "outplay" the survivor, only be rewarded for the survivor failing to hide.
As it stands successfully ending a loop early either through perks or technical skill is very satisfying even though in contrast being looped is a little frustrating. Being good at tracking a survivor is also satisfying but it dosen't carry the same weight and feel.
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You tend to hit a brick wall playing as killer where you're good enough to realize how bad you may or may not be doing but not experienced enough to reliably counter things. It often leaves you feeling frustrated especially when the survivors teabag you because it fills you with a sense of maddening self-doubt.
Maybe I'm projecting, but I've seen a lot of killers go through it at varying degree's of hours regardless of the games balance and I hit mine right about where you are.
Back when the game was a lot worse for killers I got the same feeling and overcame it with time and improved a lot. All I can tell you is that it will grade on your patience for awhile but eventually you'll cross over the wall and get back to improving and killing at a steady pace again.
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They read chapter suggestions, Huntress came about due to a fanmade chapter idea. One of Plague's perks did too I believe.
Interesting perk Idea but we already have blood warden, might be kind of redundant.