SoShiny
SoShiny
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- SoShiny
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@ukenicky said:
Try running devour hope + undying.
We're so obsessed with slowdown, maybe we should instead be obsessed with killing the survivors before all gens get done.
All fine and dandy, but devour hope is awful if you want to get any kind of mileage out of your BP offerings. Because they have long since made it clear that killing survivors will hurt your BP.
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If it weren't for SWF I would be 100% against this idea. But maybe, JUST MAYBE, they could start evening the playing ground between the two and instead of balancing around how "hard" solo queue is (which it still isn't) vs how easy SWF is.
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I had the same issue on Coal tower w/ Legion. I couldn't kick the shack pallet from the outside (could from inside, ofc by that time the chase was dead dead)
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I've always wanted this and it would really help w/ the BP grind that is only getting more and more tedious. Hell if they tied it to prestige's (5%/10%/15%/20% refund) that would actually give a lot of people a reason to prestige.
@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1759185#Comment_1759185
when something is retired they discontinue it's ability to be used and it will stay in your inventory. why? because when you got it there is quite possibly a reason to get them, and you spent the points expecting to use them. you can get rid of them by prestieging your character as that wipes your inventory! why should they give you points for something you yourself clicked on to get? you chose to spend your points you could have used them before. (don't give me the well the game made me take it... i doubt that.)
As for this argument, I am inclined to disagree because of the design of blood webs. There are dozens of items/addons I have not because I wanted them but because they were on the path to something I actually wanted.
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It's good for newer players who are still learning how to loop the killer. In most cases if you can force a killer to break a pallet while you break LOS you can lose a lot of killers. But it's entirely for someone who isn't comfortable with taking long chases.
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If I remember right, the hook de spawn mechanic was added to fix a very old issue in the game(I want to say it had to do with old old sabotage) but the fix is now very outdated and now causes this issue. Unless they have some other idea in the works to resolve this issue, I would agree that hooks shouldn't despawn anymore.
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In its current state, it is total bs. If they modeled it after Deathslingers insta-down by putting a minimum range requirement on it I'd be fine with it. Then they could even give less hatchet reduction with the addon.
But without a range requirement, she should be hard capped at 1 hatchet.
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It would definitely be far more useful, especially on my 32 meter HB 'w' killers (I'm looking at you plague). But the perk was just released, it would be anti-synergy with the killer, and he is a copyright killer... never gonna happen. :'(
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1598278#Comment_1598278
so if you really want hatch and killer doesnt have whispers and he closes it without finding you and you dont have access to a map an you dont know where hatch is and you do have access to a non-green key then its useful? thats the nichest thing ive ever heard
I'm saying it was useful for that compendium, because I needed the killer to close the hatch so I could use the key to open the damn thing. Finding the hatch is as 50/50 as ever.. so having a perk that allows me to find a closed hatch is pretty nice. (I would never run it without bringing a key into the match though)
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@zoozoom6 said:
left behind. u see the aura of the open hatch when your last left at the distance u can hear it? why?
I've had one instance that it was useful so I cannot bring myself to bash it... Which was for the compendium challenge that required you to "open" the hatch with a key. Killer closes it and I can't hear it anymore? No problem I'll just aura read it and key it open.
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Rank really doesn't mean much... eventually you end up at red ranks even if your play isn't that good.
Although I would like to see an overflow system put into play... running a killer for the majority of the match and getting 10k BP because I maxed out my boldness in the first 2 minutes while they tried their darndest to tunnel me down is demoralizing.
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Even some of the very low tier perks have their uses... but bottom of the barrel... Poised.. such a useless perk.
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I used to, but I don't anymore after getting much better about reading killer movements and looping. Even still I would like to be able to use it, but there are more important perks.
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You can tap it and the skill check continues that you still have to hit. It's difficult but you can successfully tap an overcharged gen in chase, not blow up the gen, and not take a hit.
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I think the increased corrupt intervention play is due to the meta change bringing platforms together. It's resulted in matches going back to the rush the gens just as fast as your little feet can go meta.
It comes and goes and as people start focusing more on points over escapes you'll see corrupt intervention fade as well.
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I've had success multiple times with the tilting the camera skyward while running facing away from the rock (a bit to the right with wiggling).
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I dislike the hatch in it's current state because it punishes a killer's skill by giving survivors a shot at an RNG victories. If it were just that then sure, but immediately following closing the hatch.. it gives survivors ANOTHER chance at an RNG victory. And what is worse, is that these "victories" nearly punish a killer for having too many generators remaining (leaving the opportunities for it to just spawn in someones face).
Proposed alternative:
The hatch spawns closed for one minute when only one survivor remains. The killer can see the survivors aura for 2 seconds every 15 seconds. For every generator remaining uncompleted, the hatch will remain closed for an additional 30 seconds. Once the hatch is open the killer cannot close the hatch. (obviously all numbers are made up and adjustable)
Take the RNG, "woo I guess you got out for being lucky in a largely skill based game" part out of the hatch and I'd be happy to have a 3k at 5 gens remaining.
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Sounds an awful lot like you've fallen into the MMR trap. Instead of becoming a better killer, you've leaned on killers and add-ons that inflate your "skill". So now you get to continuously face on-comm SWF's without the actual know how, on utilizing the necessary skills it takes to face these kinds of teams. (Valuing gens, switching targets, understanding and predicting survivor movement, etc.)
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The biggest mistake I see a lot of Myer's make is that they favor getting their T3 over getting hits. Monitor & Abuse is your best friend for getting a hit or a pallet within the realist valuable time limit (16 seconds). And a survivor that is healing, isn't doing a generator.
The best time to stalk (outside of getting to T2) is usually right after a pallet has been dropped. Do the stalk, let the survivor run off, break the pallet, find your next target with your once again 8 meter heartbeat).
Myers is a snowball killer. Just because you have a healthy survivor in front of you, does not mean that it is a good time to pop T3. The best time to use it is when you can get more than one down with it (it has a long duration even without add-ons, use it!) Examples of such times; when a survivor is going for an unhook, when you find two survivors on a generator and at least one takes bad pathing that you can down within just a few seconds then switch to the other survivor, or any other reason why you can get multiple hits within T3. If you only got one down with your T3 then you most likely made a mistake, try to identify it and learn from it.
Myers mask is easy to spot! It sticks out like a sore thumb and even if you have an 8 meter heartbeat, he is really easy to spot. So make sure that when you are making your way to a generator that you use line of sight blockers as much as possible on your way there!
Lastly, identify survivors running spine chill. This is a more advanced technique but it is necessary with Myers as he is not a top tier killer. If a certain survivor knows that you are coming with no visual indicator or heartbeat, there is a good chance that they are running spinechill. It is currently a very meta perk to counter all the stealth killers within indoor maps. Most of these survivors also are the easiest to catch off guard once you have identified spine chill. They often make a habit of returning to the same generator feeling safe using their comfy blanket of spine chill security. So, when you make your way towards their likely locations (or are scouting a generator) try to avoid looking at it via moon walk or even side stepping.
Using some of these tips, I hope you find it easier to slow down the generator progress. But understand, that Myers is not a top tier killer for a number of reasons. Against the top tier of survivors, he is unlikely to reliably 4k.
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I actually had something very similar happen to me today as well. Ran a wraith for the majority of 5 gens, then the last one popped and he invisibly hit me with noed (i was already injured though), immediately broke a pallet on the complete opposite side of long wall, then came and picked me up.
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I'm experiencing this issue with 2560x1440 resolution as well. And I would add that auras are also really messed up and can barely be seen at all.
The HUD is fixed by reducing resolution to 1920x1080 and auras become... better... but still not fixed.