The_Trapper
The_Trapper
About
- Username
- The_Trapper
- Joined
- Visits
- 145
- Last Active
Comments
-
110% killers usually don’t chase survivors the same as others. You can loop 4 or 5 more times around certain places because of this speed.
But if you use PWYF and get that extra movement speed your basically have a permanent tier 3 miers whose even more powerful.
-
Another post about iridescent hatchets.
How original.
Can’t wait for the next rant about NOED, been too long.
-
They tried totems to be like a second objective, but survivors don’t always see that, hence the complaints about NOED.
Someone said that finding fuses for the gates would be a good bonus objective.
-
On the asylum there’s a window in the conservatory bit that survivors often loop (has a tiny drop, the bit with the green window frames), as as killer you can actually jump off the balcony and lunge attack through the window from the outside.
Demogorgon’s lunge doesn’t remove stacks of save the best for last.
A fun trick as survivor is to throw down a pallet that stuns, flashlight the killer then use quick and quiet with lithe to completely confuse the killer. Requires good timing.
-
As stated in other posts, don’t camp, tunnel or be toxic.
Moris and add-ons are fine, you’re not here to spoon feed them victories. The best games come from the ones that are tense and fun.
I get the occasional thank you message for not camping or tunnelling.
BUT, if survivors are being too altruistic in front of you such as unhooking right there, down them both. I usually slug the one straight off the hook and hook the one who saved him.
-
I think the Devs commented once saying they didn’t want futuristic/alien killers since it would look out of place.
Deathgarden is a good place to go if you wanna play as a futuristic killer though haha
-
@Thatbrownmonster said:
future maybe
past can't work
Devs explained survivors from past wouldn't work well in the game since they wouldn't know what a generator is and how to fix it...but all modern survivor apparently know very well how to fix gens
I think, based on the lore, any survivor from the past or present would eventually figure it out. They’d just keep dying in the entity’s realm until they learned themselves or through another survivor on what to do.
I would rather keep survivors modern though anyway, would feel a bit silly to see a Knight, Cowboy and IT Technician on a generator together.
-
People who say she’s easy to play are the ones who run in a straight line from me.
-
Thana and sloppy is a must have in my opinion.
Thana slows them down, so they have to heal, but sloppy means they have to spend ages healing themselves, or waste time finding another survivor.
Ruin complements this because the survivor then has to waste time healing and letting that sweet 200% regression rate swim.
Last, I think it could either be Monitor and Abuse to help close the distance, or BBQ for that map information. The thing is that FF already gives you good info.
-
If you’re playing for fun; Ghostface is great since it makes the game more about jumpscares if you play it right.
I main Oni at the moment and have a lot of fun, usually stomping 4Ks every game at rank 1. He’s enjoyable but takes some getting used to.
That being said, it’s become almost mandatory for BBQ & Chili on most killers according to popular belief. So Bubba is worth investing if you want to be competitive, but you might as well just wait for it to appear on the SoS.
-
Since Legion got nerfed, survivors moved onto the next thing they could whine about.
-
Don't need it. I play killers and survivors based on how they look, not who they look at.
-
Leave as soon as you can, say GG, move on.
-
Too powerful in my opinion.
Survivors will cry if I am that strong.
-
Nice bait attempt, but this fish ain't biting.
Wish I could say the same for the other fish.
-
Nurse is fine, but I admit a couple of specific add-ons do make her very difficult to dance with.
What I like about her is the fact she promotes stealth, Tru3Ta1ent also has a lot of videos against high-prestige nurses where he makes mince-meat out of them and he's not even a good survivor.
What I like about her even more is that she's one of the original killers who actually makes the game a better place.
Lastly, she solely relies on her power. No M1 capability, which means her power is high risk-reward.
-
Trapper.
Can't enjoy a good chase without clenching your butt cheeks and praying there isn't a beartrap between you and that vault/pallet.
-
Moris are fine, is it really the end of the world if they stay the same?
They already got nerfed once.
-
Freddy's change only changes affects Freddy. Quentin's perk effects survivor as a whole, ain't fair in my opinion.
-
It's gotten to the point where I get a DC more often than I don't.
My ping is good, survivors just want easy games as the guy above me said.
DC'ing became a little more rare for me at red ranks.
-
It definitely feels like it.
-
@miaasma said:
the main issue with discussions regarding spirit is their propensity to describe her playstyle as having to do with "mindgames", the problem being that there's no mindgame because the survivor can't know what you're doing ever and spirit knows where the survivor is all the time thanks to visual and audio tells. spirit's playstyle is a guessing game for the survivor, and a reaction for the spirit
What do you mean? Survivors get just as much visual and audio telling as Spirit does. Terror radius, phasing sounds when she is outside of the terror radius, red stain etc.
The reward for risk is equal on both sides, if a Spirit uses her power and the survivor manages to avoid getting hit, that's like 30 seconds of a powerless M1 killer.
And before anyone mentions her add-ons that remove the phasing sounds and what not, that's the equivalent of Survivor's using iron will or dance with me.
-
I haven't used NOED in ages, but it's fair, it's not even a "crutch" perk.
It was a "crutch perk" back when exposed status was more rare, but now we have Myers, Ghostface, Leatherface, Hillbilly, Iron Maiden, Rancor, Redhead's Pinky Finger, Devour Hope etc.
One-hit downs are not rare anymore, and everything that applies exposed has a requirement and a counter.
NOED is useless until all gens are completed, and can be removed at any point during the game.
Myers needs to charge up his exposed.
Leatherface and Hillbilly need to be close, with survivors being somewhat in the open.
Redhead's Pinky Finger needs to actually connect with the survivor.
Devour Hope needs 3 tokens without being destroyed.
See what I am getting at? It's no different to any other methods of exposing.
If you call it a crutch perk, you need to let go of the old days of DBD.
-
@toxik_survivor said:
The perk is already useless.
So why nerf it even more?
You just defeated your own argument.
-
Killer main here.
Survivors don't deserve longer gen times because that would be so boring for them, that's reasonable. The game really needs a second objective after gens, like placing fuses in the exit gate switch.
-
Spirit is one of the most balanced and fun to play as/against killers the devs have released.
She requires a lot of skill to use effectively at red ranks.
She has strengths and weaknesses.
She promotes mindgames, which you genuinely have to be experienced with the game to understand, mindgames are the most balanced element of the game.
She is one of the few killers who live up to the horror genre of the game.
I don't even use her all that often, but have watched plenty of gameplay.
-
Batman: Arkham Origins Multiplayer, the only multiplayer where I KNEW I was one of the best (The competition was about 80% teenagers).
Basically, there are 3 teams. Joker's gang, Bane's gang and Batman & Robin.
The two gangs have members of 4 and need to kill the opposing gang and eliminate all their lives.
Batman & Robin have to attack both gangs enough to raise their fear up to 100% in order to win.
At one point during the game, Joker and Bane knock on a door on the map, one of the gang members have to open the door to play as either Joker or Bane.
My team was part of Bane's gang and we got obliterated, we ran out of all our lives which left me the last man standing.
I hunkered down into a strong position, holding one of the 3 points on the map, the Joker gang were coming after me, but I just kept taking them down one by one, sometimes two at a time. Batman and Robin would often try and take me down, but I always beat them.
The game dwelled on with this one dude in Bane's gang, who was the ultimate killing machine. Won the game for my team.
One of their team even managed to pick Joker, and I managed to beat him too.
-
For me, it feels like the problem with Legion is his ability, more specifically what it does upon hitting a survivor. I have always viewed it as a way to apply pressure to survivors by forcing them to mend, but it just seems like the time to mend without add-ons is too short to make it worth while.
I like the idea, my only change would be to make the Legion do a short animation with the knife instead of roaring, perhaps throwing it up in the air and catching it with the blade facing downwards.
-
Survivors cry for nerfs waaay more than killers cry for buffs.
Survivors: Nerf Nurse, Hillybilly OP! NOED OP!
Killers after DS nerf: ....Buff Ghostface?
A buff doesn't mean it becomes more powerful than the opposition. A nerf (based on devs previous nerfing experiences such as Freddy and Ghostface) quite often means it becomes too weak to even consider using.
-
@Munix said:
https://forum.deadbydaylight.com/en/discussion/comment/565169#Comment_565169
Those perks are ONLY good as counters to slugging. Other than that are useless in every other aspect of the game. instead of tying up a perk slot to counter slugging they should just put in a passive mechanic. And slugging is not "a much needed tactic" IMO, but you're entitled to your opinion.
So you want a perk that counters slugging AND more? That's like having BBQ reveal survivor AND blocking all generators for 16 seconds. Perks and styles of gameplay work in some ways and negate others, that's how it is and should remain. Nobody wants perks that counter more than one style.
-
Nope, Entity put me there to kill. If I have a cypress mori, I might even drop the survivor close to the hatch to begin crawling, just to mori then before they get to it. Works great with moris that involve dragging the survivor back such as Wraith or Legion.
-
Bring the classic Iron Will, bam! She can't hear your cries of pain.
Then you have a good selection of perks that counter her, my personal favourite is: Quick & Quiet, Dance With Me, Lithe.
Quick & Quiet so she doesn't know the fast vault you just pulled off. Dance With Me to cover the track marks, the only way she could follow you. Lithe to gain that sweet distance, but Lithe is optional.
If you don't want any of these perks, then it's similar to mindgaming nurse, breaking line of sight and possibly walking back towards her when you know she is phasing. I don't think many people phase as Spirit just to return to the point where they began.
In my opinion, Spirit is one of the most balanced and high-tier viable killers that the devs have released, they did a good job. She's just very mind-game hungry.
-
Nurse is fine.
-
I know it's been ruled out by Not_Queen, but my most requested killer would be The Creeper from Jeepers Creepers. Yes, yes, I know we refuse to give money to the sex-offender, but there has already been a debate about who actually would profit from including the Creeper, and he might not make a single penny from it.
I don't think anyone has really been affected by it enough to mean it when they say "If they include the Creeper I would quit the game!!!", stop being dramatic.
Creeper was my childhood nightmare, I love the creation of him, sucks that Victor had to go and stare at children.
-
Nice idea, it's really solid!
I thought of maybe a perk where all totems are 'blocked', much like the generators can be.
When the killer hits a survivor, the totems become protected by the entity for five seconds.
However it only lasts for 5 seconds but does reset the survivor's progress on the totem, meaning they have to waste time cleansing it all over again. If the totem is being blocked, you do not get the benefits of it, so five or so seconds without that perk until the block is removed.
The good thing is that, if you have the momentum, you can protect the totem for a long time. On the other hand, you will be denying a survivor from potentially cleansing haunted grounds.
Sounds a little too strong for killers now that I have typed it out though.
A while ago someone came up with the neat idea to let killers choose which totem has the perk by summoning it on the selected token they run up to.
-
If you have a perk like insidious, you have to respect camping, there's a few situations where camping is more than fair, it's a legit strategy.
The first situation where I think it is fair, is when the generators are powered and the killer has just hooked someone, especially if the killer is having a bad game.
The second situation, is when a survivor is hooked in the basement.
The basement is a killer's feeding ground, it is the one area of every map that survivors should avoid being close to. So if a survivor is hooked in the basement, you have made a serious mistake to end up there.
Bubba's basement is a viable strategy, sucks for survivors, I know. But if I end up hooked in the basement, I can only blame myself for being close to it in the first place.
Tunneling is annoying too, but there are perks to counter it (Decisive Strike, Borrowed Time etc.). It depends how well I am doing as a killer for me to decide whether tunneling if worth it, but if a survivor unhooks someone and I am less than 20 metres away, then I will definitely down the injured survivor. I might not hook them though again though, depends how well I am doing.
-
Picture this:
You start the match, hungry for a win.
Your Hex: Ruin, designed to buy you match time, is destroyed about 20 seconds into the game, you've just completely lost one of your perk slots.
You find a survivor, immediately, they run to a pallet, the looping begins. This survivor knows how many loops they can do before they are forced to drop the pallet.
They drop the pallet, you cannot mindgame them, as the majority of pallets are safe, you are forced to destroy the pallet.
The same survivor, knows exactly where the next pallet is, and the cycle continues.
You land a hit, things are getting tough for the survivor, one shot and they go down. 2 generators have already been done, which means if the survivors have split up; the last 3 will complete at roughly the same time.
The survivor your chasing knows that on most maps there are 2 locations that have VERY safe loops, the killer shack and another specific part of the map (E.g. the asylum).
If you ignore this survivor, you have just accomplished nothing. That survivor knows you have given up and will heal, before finding a generator.
Before you know it, all the generators are completed and there's a survivor at each of the exit gates.
Welcome, to red rank games.
-
Might as well remove the killer's ability to close the hatch, because if the doors always spawn too far apart then the killer can't win unless he's lucky enough to spot you AFTER closing the hatch.
Way I see it, you've got 3 ways of escaping.
- Run for the hatch
- Bait the killer to search for the hatch while you camp a gate (Then it's 50/50 which one he chooses since you'll open the other before he arrives)
- If all generators are already done, ignore the hatch and go for one of the doors
I think it's healthy to allow a killer to 4 man a team every now and again, just because you're last man standing doesn't mean your victory should be spoonfed to you as a "thanks for trying".
The game is all about teamwork and mind-gaming each other, the 3 methods i've provided are forms of mind-games.
Just my opinion, but the pleasure of these sorts of discussions is that you will always find someone who thinks you are wrong and your logic is riddled with flaws.
-
@BeanieBoyBob said:
Out of all the Killers in the game, you can only pick four/five tops that are actually viable and you have to play them every single time to have a chance to pip to higher ranks, usually using a combo of BBQ + Ruin, or something like Enduring + Spirit Fury at least. Now THAT is not fun.
Well said, I think all my killer builds involve Ruin because you have to be crazy not to take it in red ranks. Spirit Fury + Enduring are almost a must have as well since Ruin usually vanishes instantly and survivors have become way more capable of ignoring Ruin anyway. There's simply not enough time in a game to NOT use these perks.
Basically I get 1 free perk slot to choose a perk I desire, but that's just how it is for me. And since it's more difficult to hook someone and have no idea where anyone else is; you usually have to take BBQ, discordance or something else...
-
Why do people use mettle of man, or borrowed time, or carry insta-heals when they are experienced survivors? Oh that's right, because it works to their advantage. Just like ruin.
-
Ruin, Monitor and Abuse, Enduring, Spirit Fury
Ruin - Best perk for killers still, it explains itself.
Monitor and Abuse - Lets Legion get close enough to see survivors, often before they hide, also buffs his ability by revealing survivors further away.
Enduring + Spirit fury: Classic combo since Legion is now an effective M1 killer.
I only use the ability to put survivors into wounded state, and to buy some time since they have to mend.
Overall, use frenzy to get the first hit, then run up nice and close to the survivor and end the ability, get the final hit, repeat.
-
We need the Creeper from Jeepers Creepers. I don’t care about the director being a sex offender, the idea of the monster is still awesome. He could be so terrifying.
-
I concur.
-
Hex totems are getting an update, so there’s a tiny bit of hope. What are the changes?
They will now spawn much closer to walls and other objects, thus making them more hidden. The spawns themselves don’t change however they will be much more concealed and survivors are more likely to miss it unless they properly check.
Lastly, they will no longer within the survivors line of sight. What that means is when the circle does a 360 at the beginning; the survivor won’t be able to see the totem.
Hope this makes you feel a tad better about it. It’s not perfect but that’s the way it is -
@CornChip said:
@The_Trapper said:
@Yamaoka said:
Apparently people can't just play this game without acting like total brats.Better to be the brat who utterly won, than a brat who lost though.
I swear I've seen you in-game, are you on PC? If it was you, you did something pretty trash. I could be wrong though.
You have a worse attitude than the people you posted about.
Still a winners attitude in this regard, I am content with that.
Also, you could not possibly know that. Since you don't know how they behaved in-game. You didn't agree with the post, so you thought of something negative to say, accurate or not, I will allow it.
-
@Arroz said:
@The_Trapper said:
Caught this bad boy, like a fisherman catches a fish, or a hunter catches a deer. I don't agree with these things, but what I have caught should be encouraged:
These guys were super toxic 4man SWF.
Did I need the mori? Probably not, but when in Rome!Would love to see if any of y'all get something similar, we should have a damn trophy room for these things.
Edit: For the record, I always taunt survivors now. Because survivors often taunt me, if you don't like it, you don't have to acknowledge it.
With all this, what you do is encourage more toxicity, and you killer main are the first to complain about the toxic survivors, then do not come to cry the forum.
PS: I've noticed that the forum is more toxic than the game.I've never personally been affected by toxicity, when I speak, I speak on behalf of other killers who would agree with me. As the printscreen shows, I am quite happy to throw dung back at the dung throwers.
I've never seen survivor mains cry about toxic survivors, so i'm not sure what you did there other than state the obvious.
I never have, and never will, make a thread crying about toxic survivors. Since my games usually go very well, and I follow the saying "You win some, you lose some."
PS. That's most likely because you can only communicate through a couple of means in-game.
-
@Drowsy said:
This is still a post that's promoting taunting. Your overall intentions wasn't good by posting this.Have not considered intentions, just know some killer mains out there that would appreciate this haha
-
@powerbats said:
@The_Trapper said:
Hot damn you can read the future? Spoken as if you were CEO of BEhaviour.
No I just use common senses and logic.
Sounds like you believe this would happen because it would prove me, and anyone who agrees with me wrong, which would give you satisfaction.
Again no because if the game dies how can I play it? Now see how your logic doesn't make sense since being proven right by destroying the game isn't going to give me any satisfaction.
I have no problem with high skill solo players, because they are the ones who, for the most part, have earned their talent for the game without the cheese.
Yet quite a few killers still have said they'd dodge because they don't want a challenge, they don't like items, or outfits etc.
I'll reiterate what I've said before that I'm all for a solo only lobby but for all your solo only complainers you get stuck there FOREVER. Once you choose that option there's no going back and you're forever stuck playing solo only lobbies.
If you don't like the wait times due to lack of players oh well you got what you wanted and now you're stuck with it. As a further requirement they should add lobby dodging penalties so if the ping is fine from the dedicated server and you lobby dodge you get a timer penalty.
Then we'd see how much people really want to play solo and how much is just more of the excuse making and if I ever hit the lotto big I'd pay for it to happen. That way both sides would get what they want and then there'd be no more lobby dodging excuses and it'd be easier to balance things out.
If you think a game would go from playable to unplayable for this particular reason, that's not common sense and logic, the people who frequently play solo would merge with people who accept that they will still play the game solo.
No need to answer about the satisfaction since the game won't get "destroyed", moving on.
That's great that you're up for solo lobbies, personally it depends on the killer I play for whether or not I want to deal with obvious SWF.
Me personally, I alt-tab to Netflix or YouTube and the forums while I wait, waiting times never phase me with this particular game but I only speak for myself.
No, there shouldn't be a penalty for lobby dodging. I personally do it maybe 2 times in every 50 games, but if 4 P3 survivors with items and bloodied clothing jump in, I don't blame them for avoiding the salt-torture, it's not fun, especially if they want to have a competitive game without the potential toxicity (of our city).
-
@powerbats said:
@The_Trapper said:
@Yamaoka said:
Apparently people can't just play this game without acting like total brats.Better to be the brat who utterly won, than a brat who lost though.
I swear I've seen you in-game, are you on PC? If it was you, you did something pretty trash. I could be wrong though.
If you're a toxic jerk it doesn't matter if you win or not, you're still a toxic jerk whether you're a killer being a toxic jerk or a survivor being a toxic jerk.
It does matter, the forbidden fruit is the sweetest. No pleasure in being toxic if you lost.
-
@Yamaoka said:
I'm on Xbox360 and I was talking about toxic SWF. They always act like total brats antagonizing the person who plays killer no matter how he/she plays. It's disgusting and causes killers to be toxic towards solo players who do nothing wrong (for instance).Fair enough, on the bright side, I managed to wash my hands with this bunch.