StuMacher
StuMacher
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- StuMacher
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Comments
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@C3Tooth said:
May be bug? Nemesis M2, Clown broken bottle are universal too. Not sure if its bug or intentional, since alot of killers’ sound are universal (Demo, Oni are examples)
I'm saying, I could be hooked by Wesker and hear it. It's quite as if off in the distance but definitely present.
Seems like it's just me.
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@Seraphor said:
Which Nick Cage cosmetic absolutely has to be added to the game?
And why is it this one from the film Mandy?
"I'm Castor Troy!"
The movie Face Off holds a special place in my heart. Also, Nick Cage's character, Castor Troy, is a pretty cool guy.
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@shalo said:
And now you know, bots are a punishment for Killer's forcing Survivors to DC, it''s never the Survivor's fault for DCing.
I'm not playing chess with skull merchant over here.
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@Steakdabait said:
Think of it as the punishment for so unpleasent to play against that literally everyone would rather do nothing for 5 minutes than play out the match
Or, in my case playing a counter, deer stalker, to a new perk against a 4 man
Can't win. Am I right?
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@GoodBoyKaru said:
What did you do to make everyone dc on you lmao
"Being sweaty" with Deer stalker
Slugged nobody
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489320#Comment_3489320
every generator kick is 2.5% regression. 42x2.5% = 105% regression. that is enough regression for an entire full gen. it is dangerous to allow killer to continuously regress generator effectively because of that 3 gen gameplay. At least they won after 50 minutes. I am sure pre-patch, it would been hostage game. i think the long games like that need a faster ending like the hatch but that is just my opinion.
Arguing that a killer having to kick a generator 42 times @2.5% to get a full generators to regress from 100% to 0% is dangerous?
I can't tell if serious. I could play for hours and not get 42 generator kicks.
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This just happened to me. Also, have video.
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@Aceislife said:
When DH gets nerfed, you start to whine about SB. When SB gets nerfed, you start to whine about Lithe. When Lithe gets nerfed, you start to whine about Overcome. This won't lead anywhere. Without exhaustion perks the game would just be less fun.
Smash hit, they're coming for you.
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I guess my larger point is that it seems like an oversight/exploit and it should be patched out.
Anyone doing this is just trying to grief. I did test it for one hook trade after seeing someone play an entire match like this. It works. It's not fun but it works.
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@MaTtRoSiTy said:
It is not intended as far as I am aware and no doubt will be patched out with the next update (hopefully).
What is really sad is the people who will know this is an exploit but are abusing it anyway. This is why we cant have nice things...
I figure, might as well call it out now and hope it's patched out sooner than later.
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No.
When using it I thought "this is going to get nerfed" until I got wrecked on gens. The more gens done the less value the perk has. It's strong to start or when gens are clustered but thats it. No end game value and little late game value.
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I was just about to post this. I can recreate it with the knight and ghostface. Probably all killers. I've had it mostly going to loadout 1 but now to loadout 3.
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Define griefing using a scenario.
I think we're still waiting on an official definition. It's pretty vague.
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Just throwing this out there:
If you are prone to seizures, wouldn't your screen quickly turning red and pulsating also trigger that? They didn't remove flashlights, blinds or burns.
It's almost like there should be a perk that could prevent blinding.
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I felt the emblem system was better in the sense that everyone seemed on the same level of play.
It was also a clear indicator of skill level. It didn't feel like it was kept hidden. As a yellow rank ghostface getting dunked on by a red rank lobby of Meta Mike and the boys was frustrating but I thought "they are more experienced than me" not "I suck".
I know people will take issue with rank = skill but at the very least it indicates time played. I equate time played to experience and experience to skill.
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@Pulsar said:
His Nightfall hurts my eyes.
I always end up getting a bad headache after playing against him and I don't know why. There's not even any flashing lights.
I feel the same way. I'd rather play against any other killer. The nightfall really bothers me.
I also don't play nurse because the cool down, where she looks at her feet and kind of shakes her head. It makes me nauseous.
Playing as him is fun. It's like a way better Freddy.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3210004#Comment_3210004
Because if the developers cared about accessibility, it would've been changed to not trigger epilepsy years ago. Clicking flashlights has been a feature ever since the beginning. Not once did the developers care to cater to that part of the community.
I am criticising the developers for not having a backbone. it's a PR message to protect themselves had they gotten backlash.
I didn't know they made a statement about this but if you read the patch notes that's the only logical conclusion. Reduce strobing.
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I gave this some thought today.
TPing/killers flying : Okay, I think back to my first experience with online games and "glitching". Halo 2, many years ago on Xbox you might have heard of it, if you went out of the the map you were automatically killed by "the guardians". Those maps had strict boundaries you could not violate and if you did you got killed. This was in like 04 and they did a pretty good job. Seems effortless to implement boundaries and effective because every video a killer or survivor has to fly out of the map or drop through the floor to teleport, violating potential boundaries.
Speed cheating (repair, run/walk/crawl, killer swinging, recovery, healing): these are like physics with rates they can be accomplished at. There are perks to alter those values but at the end of the day there is a maximum value you can achieve. If those "laws of physics" are violated, kill the match. I would elaborate but there are so many conditions that would have to be considered and there is someone who gets paid to do that. BUT, it's not insurmountable.
Lets break off crawling speed. I know if you get downed while using lithe, you will crawl faster for 3 seconds, lol. That speed with lithe, for 3 seconds, + Tenacity speed should be the absolute upper limit a survivor can crawl. If they violate that "law of physics", kill the game.
I'm just afraid that the way the game is coded, it does not validate anything and there are no conditions to be met before a player can do action "X". What makes me this that is that cheaters can pop every gen without interaction. It seems like cheaters send the sever "gen was kicked" instead of conditions being met to say a gen was kicked. If that makes sense.
Tldr; if map boundaries were introduced, cheaters could not exit the map to TP elsewhere. If maximum "laws of physics" accompanied with conditional checks (of perks/add ons) to validate the physics of the actions were introduced, cheating could be detected.
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3088334#Comment_3088334
Maybe you should adjust your goalposts for what you consider "unwinnable". With killers being buffed it's going to be much more rare to have what was considered a normal dbd match before, where the killer gets absolutely curbstomped. I've been playing mostly survivor since the update hit and have had some real squeakers, including one where all 4 of us barely got out with everyone on death hook. It was much more exciting than the previous patch survivor matches where sometimes I'd hardly see the killer. I keep trying until I'm dead or the last one left.
I feel that. I have moved my goal post to "have fun". I'm not DCing but i am saying "I kinda get it". I understand people's salty distain for the current state of things. The game has undergone a big change. It's not game breaking but play style breaking for some. Longer gens against more regression don't make the game more fun.
Lately I'll get pumped if someone gets out based on our collective efforts. Plus you can afford to spectate, no que for soloQ.
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I would never play a 60 min match lol. 15 mins is long imo.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/336609/killers-should-not-let-survivors-win
Wat.
https://forum.deadbydaylight.com/en/discussion/comment/3084479#Comment_3084479
It has been game etiquette since...basically forever, that the killer gives the last survivor hatch. I know that people still complain in postgame if I don't do this.
https://forum.deadbydaylight.com/en/discussion/comment/3084501#Comment_3084501
Outside of someone AFKing, I've seen this...maybe twice in the last year. It's usually someone smurfing down their MMR, which - I agree - isn't good, but needs a mechanical fix.
That said - the mori changes will fix this all for you anyway.
I don't like that pending mori change. It does not seem "organic" to me. It'll be interesting to see what happens if everyone is slugged.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3088358#Comment_3088358
So its good sportsmanship for one football team to let the other have the win because they can't score points in that game? So you've never had a game where you got 4k but it was well deserved and the survivors almost escaped but you managed the win? If the devs do define outliers and prevent it from skewing data all they have to do is give the community some insight into how they come up with their numbers instead of just showing a graph of the average number of kills per killer that gets picked.
One person getting hatch is not a win for team survivor. Nor is that a loss for killer.
Recognizing that a single survivor is better than you but you crush their team so you commend them by giving hatch IS sportsmanship.
Same goes for someone who clearly has never played more than 10 hrs. I was given so many free escapes when I first started. Killer could tell I was genuinely lost lol. The killer and sometimes other survivors would make me sit on a gen, pointing at me, doing old ruin skill checks because I could not hit them (as a solo). That is sportsmanship. That changed my experience of the game.
Beyond that, it also acknowledges that the player on the other side is a person. Sportsmanship shows you kinda care about their experience as well.
As far as stats go, they'd be doing everyone a disservice if they didn't know how to DO Stats. That would be wild.
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3088376#Comment_3088376
I'm sorry, but one thing is not wanting to click on "Play as a Survivor". Another completely different thing is starting a game and DCing and letting 3 other survivors to die, that's just bad personality.
And no, in the past the momentum was always in control of the survivors and even if you gained momentum as killer, survivors could easily turn the tables with second chance perks and with the insane gen speeds. Now killers on the A and B tiers are finally viable and can maintain control of the match without having to depend on survivor's competence.
My point: "survivors could turn the table..."
That feeling is not there anymore. The match is set a lot sooner.
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How do you bully someone with iron will?
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3088303#Comment_3088303
I mean, it is true. Killer has been miserable since the game's conception. If being weak was an excuse for DC, Trickster and Myers would have 100% DC rate because they were miserable.
Now that the game is mildly fair for both sides survivors are DCing. That's not a problem with the game, it is with the players.
Saying that "people don't want to play and that's their problem" is a bad moto for an online only multiplayer game.
In the past, killer or survivor, in every match there is a moment when the momentum shifts and the outcome is pretty much locked in. That feeling comes a lot sooner as survivor.
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I've always thought letting someone go was good sportsmanship. If I crush your team but I can't catch you until it's 1v1 then you go free.
I get the point. It would throw the numbers but it's always been part of the game and not super prevalent.
If the devs knew how to define outliers, which I assume they do, they could prevent it from skewing the data.
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At some point, if the game isn't fun, you are asking them to do something they don't want to do. It's kind of like your boss asking you to come in on your day off.
DCs are crazy right now, true. But the game feels different. Shifted from a chase-based to efficiency based. Us solos are not efficient. When I see the match shift to unwinnable I just go for chases and hope someone gets hatch. That shift happens a lot earlier now.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3088277#Comment_3088277
Not according to a lot of the people on this post. They are letting them go in droves it seems.
That's not the game I play lol. I've played too many hrs on this new patch, soloQ. Even with the uptick in DCs, killers do not let up. Tons of bp offerings, 1 hook, next.
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Last night I just memed around with survivors, whom all seemed grateful. Gave me the opportunity to try 3 killers I've never played with.
I have bee playing 80/20 survivor/killer for the past year. I know it rarely happens.
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I played one against one last night. They then invited me to follow their twitch stream.
It wasn't fun. It wasn't just that they were an AI bot, they also had cheat codes. They spawned all 4 of us solos together in the same jungle gym with themselves. They had every perk. You couldn't not break their totems. It would have taken minimum 2 or 3 mins to break a totem. It was comically slow. Wish I clipped that. It was dumb. It's not some increased difficulty, it's just cheats.
The AI was not overwhelming in chase but what can you do against unbreakable devour totems, bamboozled, thana, ruin, infectious, corrupt... To name a few.
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The movie "Devil", the elevator movie, I found surprisingly good. Worth a watch.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2343405#Comment_2343405
I don't even need a spreadsheet for that, simple math.
Sprint burst lets survivors run at 6.0 m/s for 3 seconds. The killer moves at 4.6 m/s. That means if the survivor waits till the last second to activate it and the killer follows them, they gained 1.4 * 3 = 4.2 meters on the killer. Lunge range is 6 meters, so you just wait the sprint burst out and lunge at them. Waiting till the last second isn't optimal, it's better to use it earlier. But, again, if you do that and you play to the shift + w meta, again, all you did was gain 4.2 meters in the chase, which since a killer moves .6 meters faster than a survivor, if both are running in a straight line, sprint burst gained you a total of 7 seconds with 4.2 / .6 = 7.
Sprint burst is not as good compared to dead hard. It's strength is that you can sprint burst away from a dead zone and get to somewhere that isn't a dead zone.
Felt like physics class reading this.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2343411#Comment_2343411
No, i did DC once when i had lethal pursuer, undying and ruin and all 4 survivors spawned spread out. 2 of them spawned on 2 different gens, 2 of them spawned on top of my 2 hexes. I literally ran to the nearest hex perk, but couldn't make it, and lost both hexes in < 20 seconds, while the other 2 survivors had 1/4 of 2 gens completed. But in general i don't really like hex perks anyway, it was just all i had unlocked at the time for nemesis.
Fair enough. I'm no survivor main. I 60/40 typically and switch which side I favor every other month. Not happy when either side DCs because things don't go their way.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2343316#Comment_2343316
This is a similar point, DS had a single killer that countered it, it was nerfed. It was clear why, it was abusable and when used offensively (to just slam gens in the killer's face) it had no counter.
Let me ask you this. Do you think spirit should be nerfed/changed/counterplay added?
Do you DC if you lose all your hex perks in 60 seconds. If not, we can be cool. High risk/ high reward.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2343316#Comment_2343316
This is a similar point, DS had a single killer that countered it, it was nerfed. It was clear why, it was abusable and when used offensively (to just slam gens in the killer's face) it had no counter.
Let me ask you this. Do you think spirit should be nerfed/changed/counterplay added?
No. I'm in the spirit is okay camp. I suck with nurse so I'm not sure as I don't play her enough to comment. They are not a instawin by playing with them but they are like hex perks: high risk high reward. If you are good at playing them they are difficult to beat but that's the way it should be. Rewarded for talent. I will say, they can crush games and maybe throw the curve. I watched Otz's DH spirit video and I really didn't understand the argument. Yeah hard to predict but why would you just stand at the pallet and rely solely on DH?
I agree with you. DH resets loops making it incredibly strong. But I am an anti-nerfer. Coined that political party right here and now. Join us.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2343277#Comment_2343277
You can't counter dead hard for distance. You can't "bait" the dead hard for distance, it just happens. I'll give you the intsadowns, but not every killer has those options available to them, similar to exhaustion addons which are really rare at this point. Exhaustion addons also counter all the other exhaustion perks too, my point is comparing dead hard to the other ones there is no contest.
While it is not possible for all killers to Instadown, some can. Those that don't have other strengths. Like if my biggest concern was DS I'd use pyramid head. If I don't want to deal with pallets I'd use the many killers with antilooping powers. And if want to be a dick I'll play bubba and camp you in the basement.
There is a killer for most applications but no one size fits all. DH is strong and resets loops but it's a give and take with balance.
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@meatisadelicacy said:
Do you have any idea how often Dead Hard fails?
Yeah. This. Exhausted on the ground.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2343142#Comment_2343142
Like i said, it has no downside and no counterplay compared to every other exhaustion perk. Tell me, as a killer what should i do to stop someone for dead harding for distance? It's a similar complaint from killer players as survivor players complaints about spirit having no counterplay. You don't really have any good options when someone uses it that way.
bait it or...
Instadown with Billy, Myers, oni, ghost face...or
Use exhaustion hatchets.
I feel like I always end up in a game against an Instadown killer when ever I have DH or against plague with inner strength.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/264431/should-dead-hard-get-nerfed
It's just so much better than the rest of the exhaustion perks because it has no downside in comparison to the others. Dead harding to dodge a hit is fine but the "dead hard for distance" can extend a chase far more than any other exhaustion perk and has no counter. For example, right now we have:
- Sprint Burst
- Sprint burst can only be activated at the start of a chase, meaning the killer can break off of the chase and just go after someone else, or try to cut the survivor off somehow. In order to make it usuable in a chase, it must be 99'd, however then you can't do ANYTHING, because if you stop to heal, do a gen etc. you now ready it. Additionally you have to walk everywhere if you want to hold onto it, making you slower outside of the chase
- Lithe
- This one requires you to vault something, which means you aren't necessarily being efficient in a loop. If you want to hold onto lithe in a chase, you have to drop a pallet, which is a limited resource and carries it's own risks. Additionally, once you know the survivor has lithe, you can play around it and know now that they WANT to go through the vault, so you can loop a different way, or cut them off early since you know what their plan is.
- Smash Hit
- Unless the pallet is some really unsafe pallet, getting stunned is already a chase ender. This perk just makes getting pallet stunned to be even more of a chase ender. additionally it requires you to actually drop a pallet and get a stun. Both of which can be played around, as a killer, i can respect the pallet, and back off. Then when they see i do that, and just keep running i can react to that and no longer respect the pallet, creating our own little mindgame around it. Trying to go for a pallet stun can also be risky for a lot of different reasons depending on the killer
- Balanced Landing
- Balanced only works on a few parts of most maps, outside of that it is very map dependent. This means it won't always be readily available to you, and you are stuck to staying around a certain area if you want to use this perk, otherwise you might not get a chance to use it. Also, similar to Lithe, the killer can play around it, it becomes pretty obvious when you are going for that hill, which otherwise would be useless and actually bad for you.
- Head on
- Head on can't really be used in a chase unless paired with other perks. Additionally it gives you less distance than most other exhaustion perks. It's main extra function is that you can stun the killer that is carrying a survivor.
- Adrenaline
- I'd say the main function of this perk isn't really exhaustion related and is mostly done for the heal and the quick getaway. It also can only activate once per game and also only at the endgame, so it can't really be used to extend a chase.
- Dead Hard
- Then we come to dead hard. In theory the downside of dead hard is that it requires you to be injured. But in practice, this isn't actually a downside. Unlike the other main exhaustion perks, in which you give up some level of efficiency in one area to gain efficiency in another, dead hard has nothing but gains. If you are being chased, you are likely going to be injured at some point, meaning it has no downside. Additionally, you can activate it whenever you want, this is the only perk (outside of head on) that you can perfectly control when it activates. All of the others have some sort of condition that you need to play around or achieve in order to activate. Dead hard is just "press e". Dead hard for dodging a hit is actually fine, and has counterplay, just bait the dead hard, and then swing. Dead hard for distance though, has no counter, they just round a corner, press e, and suddenly they are at a pallet or window they otherwise would not have been able to make it to. There is literally no counterplay around that.
Ideally, to fix dead hard, i would do 1 of 2 things:
- Make it so you can't control exactly when it activates
- Make it so it actually has a downside.
If we want to make it have a downside, i would make it such that using it gives you a debuff that makes it take twice as long for you to be healed for like 60-90 seconds or something. This way it has an actual downside, as a killer, if i see someone dead hard, i now can drop chase with them and be confident that they are either going to be out of the game for a little while trying to heal somewhere, or that the next time i see them i can be sure that they will already be injured.
Another thing that could be done is changing what it does and how it activates. Since it is about being injured, what i would do is make it increase your movement speed when you get hit. This would be similar to what it is like when you get hit and use sprint burst at the same time, you get a super speed boost for a few seconds. If dead hard worked like this, then it has a downside, in that you CAN'T use it while injured. This means that if i drop chase now, again, i can be confident that you are going to spend some time off of the gens to heal, or on the flipside, if i run into you again injured, i can be sure that you DON'T have dead hard now.
Downside should be, when dead hard is activated the survivor let's out a loud obnoxious groan of pain like David and Elodie would.
I think dead hard is fine. Countered by baiting it, instadowns and exhaustion add-ons. Baiting it is the easiest. It is strong but once it's gone in chase it's presumably gone till the end of chase.
- Sprint Burst
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2 uses seems excessive. Perhaps allow one interaction. Maybe self-care or exit gates is allowed but not both. I wouldn't go any further than that. It could use a slight buff. 2 uses is too much.
I think the fear of DS is gone from a killer standpoint. When playing in the past, I'd slug you and move on. Now I pick up and hook automatically.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2257081#Comment_2257081
There's no counter to my argument because it's common knowledge that she doesn't have counterplay.
And I'm right as well. Their "counterplay" is just not leaving scratch marks, which isn't counterplay at all, and it does nothing against an even semi decent Spirit. As I said, she tracks by sound, and since most Spirits use Stridor, she has no counterplay even if you're running the counter perk.
And this isn't about opinion. I'm keeping opinion out of this. My opinion is that she can be really fun to go against. However, I also know that she has no counters, which is what this is about. Her not having counterplay isn't an opinion, it's objective.
I don't need a compelling argument, nor do I have the time to make one. That's not my job. If you want someone to do that then go to Scott Jund.
Common knowledge kind of implies everyone agrees, which clearly they don't.
But you used sound as a means to track so we'll shoot from there. A common tactic people use is dropping pallets when in phase or fast vault to a slow vault and vice versa. That's not even using perks. Wouldn't that be a counter?
Phase is a limited ability and eventually a spirit has to make a read. They can't just stay in phase till they know they get you.
I like playing against spirit. It's a different set of techniques needed to combat her power. Some times I do well, sometimes I get crushed but that is how the game is intended to be. 1v1 a survivor should never be immune to any killer because it's a 4v1 game.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2256144#Comment_2256144
So you go against trash.
That doesn't mean anything.
I don't even play Spirit. Maybe twice a month. And I always win easily, just because I have a headset. Scratch marks aren't how Spirit tracks. She tracks by sound. And so, to counter her, you need IW. But even if you have IW, she has Stridor, making it even easier for her to find you. She has no counters.
"your spirit is trash youdonnevenknow"
There is no COUNTER to your argument because you refuse to believe that anyone has faced a gud spirit except you. Also, it assumes the people you're speaking with are not as gud as you.
It's pretty flawed and doesn't present a compelling argument to defend your belief. You essential are telling people they are not entitled to an opinion in this discussion or it holds no value next to yours.
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This game goes from zero to sixty fast when leaving the brown ranks. It's also compounded by a lack of killers.
Some days are like that though. I'll be against four red rank players, tomorrow it'll be green and the next day will have all the colors together. Who knows how match making works? Nobody.
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Body: Jane
Face: trapper
Feet: wraith
I'd like to see wraith get a pair of sandals this summer
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@Wazzup said:
Yeah I lost a few friends who joined and had a good time (well except the one who tried killer and got smurfed till he gave up) but all soon left once they realized the amount of grind needed.
It is hard to endorse this game without disclosing the grind.
The only option is run a full party and play "offline" but that is not always possible.
@Sweet_Potato said:
BHVR is scared to give us more BP, because everyone would probably run broken rare and ultra rare Items and Add-ons.
The solution is to split blood web for Items and Add-ons and implement some other perk unlocking mechanics.
Didn't consider that tbh. Some of the ultra-rare add-ons really change the game for killer or survivor.
I just wish there was a way I could have my friends, who like this game, play on their own without the upfront cost of several hundred hours.
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I agree with OP.
It's like skill level and perk access models don't fit each other. Your skill eventually out paces your access to perks then your skill is hindered by perks.
My friends think this game is cool. They like to watch me play or even play on my account. None of them will ever buy this game because of the grind.
This being said, I do have just about every perk unlocked. I wasn't happy about doing it. I would often ask myself, "am I playing for perks or for fun?".
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@TwitchyMike said:
Bit of a rant but here it is.
For the record I know what grinding it out in a game is. I have a degree in World of Warcraft alright?
I am just getting close to 200 hours into this game. I haven't even played this game for a year yet. For those of you who don't know the average college course is 9 hours a week. Or worth 3 credit hours. 1 full time college course is around 135 hours in a semester. For those of you who understand what a full work week of 40 hours with a spouse and two kids can be. Trying to fit a whole college course and more while doing all these other things can be hard to do.
My point is I have 200 hours into this game and I don't even have the survivor or killer build I want yet on the characters of my choosing. At this rate it might take me another month or so. And when I recommend this game to someone I'll say, "It's really fun... but it'll take you months just to get where you want to be in the game. I'm not saying don't enjoy the journey on the way to your destination. But real life is enough of a grind as it is. And the game is challenging enough as it is. Overall I think there are so many useless perks in the blood web I just want the ones I need.
I don't have the time I used to when I was younger... If anyone has any tips please throw them at me. I love this game and want to be good at it.
I tell my friends this game is fun, I enjoy it but don't bother starting (due to the grind). My friends like to watch me play or play on my account but they don't want to drop hundreds of hrs to play a game and enjoy it. It's like the skill level and perk access models don't equate. Your progress is hindered by access to perks.
As much as I hate the concept, I wish there was a version you could buy with all perks unlocked like the money grubbing goblins @ EA did for battlefield.
I often think about what else I could have done with that time.
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@JHondo said:
I play with an Xbone controller and wireless dongle on my PC for both killer and survivor. I don't game at a desk and have my PC hooked up to my tv through HDMI and hard-lined to my modem so I can play on my couch and relax.
This.
Sometimes I'm tired and would rather lay on the couch.
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I was weened off DS because killers respected it and would not tunnel you. Now I'm back on it bc they run with no fear. When I play killer, I worry less about DS as well. The best part of that perk is that it was widely respected.
Also, you should have to crouch to allow another survivor to heal you. There is nothing stopping them from tapping you and deactivating your DS. I now run away from them and they just follow waiting to touch me.
I now alternate between DS and DC. When I get farmed and/or tunnelcucked I use one or the other.
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With a 0k on my plate an injured survivor kept waving me to the gate. I stood in a door way next to a pallet. I just kept m1ing the pallet "it's cool man. Come pallet stun me." The interaction was so skittish. The survivor kept coming closer than running back. Just kept m1ing the pallet. Then I turned my back. Survivor would get closer. Then I'd turn around. He'd scurry away. Finally he came out enough and I charged him and downed him. Carried him over to the hook danced around it then back to the exit and dropped him. Lololol. The whole interaction was hilarious.
I think we both enjoyed it?