βLAKE
βLAKE
About
- Username
- βLAKE
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@PigNRun said:
Unneededly long post to state that Stake Out should get stacks while hooked. No need for it to be stated on the perk's description. For devs worrying so much about consistency, this perk and Diversion make no sense.
I just wanted it to be specific just so others don't take it out of context or misinterpret.
-
@Clockso said:
not a day and night difference, since when you hide you'll be facing the wall so the killer can only see the back of your head which does not have blood,
The back of the head does have blood. I have been thinking that you give yourself away because of the redness of the back of the head, but that is why I am asking here.
-
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/634950#Comment_634950
Weird. I will try it out when i get home
show me video if it does work
-
@Milo said:
Wait doesn't this already happen? Im pretty sure it works like that for Diversion.
You don't get tokens when you are hooked. (At least when I was using it at the time of the original post)
-
I just had to ask because I felt that the BP distribution was odd. When I have WGLF equipped with no BP offerings I would get +30K. When I would equip WGLF and BP offerings I would get +8k and I would get the same amount of tokens. I notice the same thing during x2 BP events
-
Some tips I have when looping against certain killers:
The Pig: Sometimes Pig's like to ambush attack on short loops. If you see them crouch to do this, don't stand there to pallet stun or run around the same loop. Just leave to the next pallet or next window spot when they crouch to continue the chase. (Just be careful because Pig's might anticipate this and use this to lure you out of a certain loop)
The Hag: Some Hag's like to put a trap on a pallet during a chase loop. You could get a swf to trigger those traps while you go around the loop or you could leave that loop, have your friend trigger it and then go back to that loop later in the chase.
or if you are solo you could make a risky play and as the hag crouches down to place the trap, you could leave to the next pallet/window. (again be careful because some Hag's crouch and uncrouch to catch you off guard)
Legion: During their Feral Frenzy mode, do not drop a pallet on them to stun them. Just take the hit (you lose nothing for this) and keep the pallet for when they are actually about to down you.
Another tip: If you know you are dead on your next down and you are near another player, make sure you are the first one to get hit with Feral Frenzy (don't make it look like you are taunting them). Often times Legions like to get multi-hits and will leave the first person they hit during the chain attack.
The Clown: Smart clowns like to throw their Afterpiece Tonic ahead of the loop. Use this to your advantage by going to the next nearest loop (if you can) instead of powering through the smoke cloud. But, I will say that some loops you can power through and that most likely depends on the Clown's bloodlust level tbh.
Another Tip: Sometimes its best to just give up on the loop and stay on the pallet once you know that the Clown will cut you off with his Afterpiece Tonic.
The Plague: If you are still in the healthy state, just don't drop the pallet. In fact, it won't matter if you get hit into injured because most likely you are put into the "sick" state and she will have to hit you regardless. So, my advice would be to just keep looping without dropping pallets until you know you are going down on the lunge attack.
(Do keep in mind that some Plague's have addons that put the Broken status on survivors much more quickly and they might put you into the broken state before you make it to the next pallet loop).
-
Do you have a better technical answer than that? Like the specifics.
-
Cool. Thanks.
-
This is weird, but I don't see it and the link you posted takes me back to my original question.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/628944#Comment_628944
I get 3/4k’s most games with both of them, I often win faster with hag though.
Hey can you answer my original question? What is your build setup for Hag and Trapper?
-
@8obot1c said:
I’m sorry to tell you this, but when the new chapter isn’t released they aren’t adding a friends list and there will Ben cross platform. Also get gud
What? English please?
-
@GrootDude said:
And yet I destroy these groups with Trapper and Hag.🤔 SWF is balanced, my fellow killer mains will just blame their losses on anything.
What perks and addons do you use on Hag and Trapper? I used both at red ranks and I got destroyed when I used Hag and I got two kills as Trapper (but it was super frustrating and only got them because of NOED)
-
Alright! Well back on topic, maybe another alternative to my original suggestion would be to give killers a speed buff to all actions if the killer is unable to get a sacrifice/hooked survivor within a certain time limit.
-
@Grim said:
https://forum.deadbydaylight.com/en/discussion/comment/625281#Comment_625281
I believe what you should have responded with was an apology.
You were the one who derailed the topic when you started an argument over nothing simply because you misunderstood my post.
But to top it off, you double down and accuse me of derailing the topic. If you'd bothered to read all of my initial post, you'd notice that I actually had a suggestion and commented on that instead.
Edit: Just noticed the triple post. I love this forum.
Okay, this is the last time I am responding to you. No, I am not going to apologize to you (especially with the way you are behaving) because initially you came in insulting me and then shooting down my opinion and providing no other meaningful alternative. And now, I told you to stop derailing the topic or at least respond with good criticism and I still leave that door open for you to respond with a meaningful alternative to buffing bloodlust, but if you are just going to keep arguing and expect an apology then just leave and go to another forum post because I won't respond and I will report you for derailing the topic and harassing me.
-
@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/625313#Comment_625313
I was being sarcastic as those loops can not be run efficiently. The survivor always gets to take the window and the best choice for the killer is to leave chase and go chase someone else that is not around that structure. I have no problem with current jungle gyms or LT walls, only god windows on some maps like the ones I mentioned before.
Well the thing you might have missed is that most survivors know the game well and have the ability to communicate to their fellow survivor friends so if they find out that you are not willing to chase them at a certain loop then they will signal their friends or learn first hand that if they want to lose you in a chase then they will loop you over there thus, wasting your time. Also, I am glad that you are not having trouble with chases, but others are and I think that's why we need to buff bloodlust or provide a meaningful balance to looping/chases.
-
@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/623766#Comment_623766
So my point is not valid because OP only gave one example of a god window? Ok. How about telling me how to run Grim Pantry's downstairs window better then or give me a link like I asked in my last comment.
Correct me if I am wrong, but from what I understood from your previous comment is that you defend not buffing blood lust because you can efficiently run specific tiles. My problem is that those tiles and t-walls and shack loops are too long and punish killers because survivors gen rush regardless if ruin is active or not.
-
@Grim said:
https://forum.deadbydaylight.com/en/discussion/comment/620498#Comment_620498
4Head is a pretty obvious indication of sarcasm. And the fact I then go "in all seriousness" makes it even more apparent that I was being sarcastic before and am now being serious. Hence, "seriousness."
It's not complicated lol.
Stop. Just stop. Please try not to derail the topic and keep it civil at least.
-
@SkaRiot said:
Buffing bloodlust isn't the right solution, it's the broken loops like in Ironworks of Misery that should be tackled. Rebalance those maps so you wouldn't need bloodlust to keep up with survivors abusing those loops.
I agree that those loops are broken and should be fixed, but another concern is the amount of looping you have to do in chases. You have to get looped at least twice to get the survivor to drop the pallet or take a hit and you have to do this repeatedly for every survivor twice or even more (if they have BT, Insta heal or dead hard). These chases are taking too long that you are playing ring around the rosy while the rest of the team gen rush the heck out of you. There is a reason why 90% of killers equip Hex:Ruin.
-
@deadbydaylightfan24 said:
bloodlust should be removed periodt
oh no. you don't want to go back to the dark ages where survivors had infinite loops.
-
- You can just quote me or just post a reply here and I will be notified.
- You need to do better with your sarcasms because the way you worded seem like it was a serious suggestion by you
- Don't say, "in all seriousness" and then come back and say, "it was sarcasm"
- Go to the general section if you want less serious topics. I am trying to start an actual conversation with the community to solve a serious issue about long chases.
-
@Fieryaura said:
I'm sorry but i completly disagree with you. Bloodlust has been nerf some time ago because is was broken af xD.
For catch a survivor you need use your brain moon walk, double / triple back, fake vault etc.. The goal is to catch survivor using your brain no abusing bloodlust.
If i can tell you an advice don't chase the same survivor all the game. Chase him after he waste 3-4 pallets just leave him (because he will found another spot). The next survivor you'll find will DON'T have pallet cause de the first survivor has detroy them.
This is call "DeadZone".
I guess your problem is you continue ta chasing the same survivor even if he create a deadzone (because after create dead zone he run out and you, you just follow him)...
I understand your frustation but expecting your win on blodlust is not a good idea :c
That's a great strategy, but the one flaw is that you are not creating map pressure with that strategy until after the survivors loop you half the game. I rather attack first and start applying pressure by hooking survivors and not letting them go easily. The only way I let go of a survivor is if they are the ones that are trying to be toxic to you by t-bagging and blatantly getting your attention so that others can do gens and the other would be if the survivor goes towards a super long loop.
-
Not to derail the main topic completely, but if I may ask. Have they already implemented dedicated servers to DBD?
-
@Grim said:
OP should just learn how to run the Ironworks of Misery window more efficiently 4Head
In all seriousness, crutchlust should go along with the dumb loops that require it.
I know how the loops work and you need more than bloodlust to combat that loop. Even then, once the survivor has ran that course you lose about 2.5 minutes or more and that's if only one survivor loops you there. You seem to forget that there are multiple survivors with multiple chances to loop you there on top of that you have to defend objectives. By then the survivors would have done multiple generators. Anyways, these loops are getting ridiculous. I was playing as Freddy, Doc, Pig and Myers and in all cases I was only able to end chases much quicker when survivors would run to places of the map that I already broke pallets in and even then my gens would get done with or without ruin active (red ranks btw). As a killer, you shouldn't need to have ruin on all your loadouts (that's the case unfortunately) but also you shouldn't need a perk like Bamboozle or NOED to save you from long chases.
-
@Milo said:
I don't think this is the way. (also T3 Myers would be insane)
I would just wait till the map rebalances.
Obv have a max limit. I don't want people abusing this with Bamboozle.
-
I misclicked and I shouldn't had scrolled down
-
Pray that you can find the key to the hatch in one of the chests located in the map. (Assuming the hatch was closed by the trapper, if not then just go for the hatch)
-
...
-
I heard that they were planning to add a chainsaw feature which saw that once you fill the charging meter then LF instantly swings his chainsaw to avoid those ######### moments when you think you filled the meter all the way only for it to cancel once you let go.
-
@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/600426#Comment_600426
This is utterly unhelpful and flawed logic.
You played one game and 4k, congrats, but that doesn't mean that Freddy is fine.
I played one game as Clown recently and 4k. Is Clown fine? The community agrees that he isn't.
Sorry. I misspoke. I got the 4k with a poor loadout with a consecutive 6 wins with Ruthless/Merciless Killer on the high ranks.
-
I got 4 kills using Fire Up tier 3, Brutal Strength tier 3 and Nurses Calling tier 1 w/ brown addons (Lery's Map). I think he's fine.
-
Maybe make it so that you have to get two tokens however, you get 1/2 of a token when you safe unhook and the other half comes from fully healing the injured survivor.
This makes it so there are many ways to going about this:
Heal other survivor equivalent of 4 health states (2 tokens)
Safe unhook a survivor 4 times
Safe unhook a survivor and Heal one health state for 1 token or do this twice and you get two tokens.
-
I have a suggestion for Vigil:
You and your Allies within 8 meters of range recover from Exhausted, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10% / 15% / 20% faster.
Also gain an additional 3% / 4% / 5% faster recovery when crouching
Once out of range, this effect persists for 15 seconds.
-
@darktrix said:
They are just jealous of your trendy fashion sense.
I wish they would express their jealousy in a different kind of way. I mean I knew I would make myself easier to be found since I just bought the new Feng cosmetic, but I never really thought that game after game I would get face camped, mori and tunneled just because I wore the new cosmetic. It's like killers don't want me to enjoy the new content.
-
@Jdsgames said:
I mean you are generally spotted quicker in newer cosmetics as they are different?
Are you sure it is intentionally going after you because the cosmetic? That sounds slightly ridiculous.
Intentionally going after me. I literally got off a game just now in which the killer equipped a mori, found all of us at the start doing a generator and he immediately goes after me first. I didn't think too much of it because it was as expected he would go after me since I was closest to him from the group. But I looped him around for a while near my teammates who continued to do the gen to the point that he could have grabbed them off the gen if he wanted to. Instead, he continued to try to down me and when he finally did, the killer face camped me and hit me several times while I was hooked. The team did a cooperative save with Borrowed Time, but even then it was over. The killer went on to spam the mori animation on me and I just left. When I first made my original post on this I had already gotten face camped and tunnel w/ mori several times. It is no coincidence.
-
@prettyf said:
https://forum.deadbydaylight.com/en/discussion/72923/decisive-strike-idea
current ds is op
i think its the least amount of risk of it
and my perks are perfect
balanced,sprint,dstrike,OoO
The reason I pitched the cooldown idea is because the perk is meant to give survivors who are being camped/tunnel a second chance so I figured it would be nice to give a cooldown instead of a disabling the perk for the rest of the game. It especially sucks sometimes because the skill check is somewhat hard to hit especially in stressful situations. Also, myself and others that I have seen on Youtube have hit the skill check, but the game refused to recognize it and we got hooked instead.
If this cooldown idea was implemented on the old DS I would have said it would be OP, but now DS is a anti tunnel and camping perk so it would be nice if the perk had a cooldown if the user fails to hit the skill check so that they can use it the next time they are tunneled/camped.
-
Here I am going to copy and paste my idea about Endgame that I made in a different post:
Once the endgame timer has started, the basement chest will have a guaranteed key. However, if the survivor holding the key disconnects or leaves via exit gate then the key is returned to the basement chest that will still be opened.
Another idea: Exit gates will have tremendously hard great skill checks (similar to DS and Overcharge) that once successfully hit they will boost the meter for opening the exit gate. However, if a skill check is failed there will be 0% granted and and it will notify the killer (similar to Hex: Ruin, just with a notification added).
-
I don't see why you should reward the survivor who not only got downed, but also lost to the killer getting to the hatch. The other option isn't good either because killers can't grab survivors as they jump into the hatch so it seems unfair for the hatch to be open forever.
-
I think you need to play him more stealthier, by that I mean move around the map through the outer side (touching the wall), take the long route to get to survivors, don't be afraid to lose a chase to conserve your stealth mode, wait for survivors to be out in the open instead of a jungle gym.
Another good strategy is that you can stalk a survivor and when they are about to break you out of stealth just quickly crouch (kinda t-bag and stalk all together) that way you can stalk and keep your stealth long enough for you to mark them. Also, keep in mind that this strat wont work if there are other survivors in proximity (including hooked survivors).
-
Thanks for the tips guys. I will try them out soon.
-
Yes you can open an exit gate, but I believe you can open them as long as the exit gates are able to be opened by survivors and the hatch hasn't been closed by you the killer.
For how to do it, I believe you have to press and hold the action button on the exit gate panel (the same action button used to kick generators)
-
Two seconds into reading the original post:
-
If it's noticeable that a 4th survivor is not joining or if the 4th survivor joins but keeps leaving, then the lobby might be bugged. I noticed when playing with my SWF group that sometimes some of us don't load into the lobby and are forced to close the game through task manager. So the possibility might be that it might have happened to a survivor trying to join your lobby and it might have bugged it in the process. Just remake your lobby once this happens.
-
People getting banned now? What a shame because I actually need Wake Up to help me survive in the Endgame
-
I don't know why, but when I level up my Pig she gets at least 2 in every bloodweb, but when I go to level up my Ash he gets only 1 in every two or three bloodwebs. Both are level 50.
-
@TerminalEntropy said:
I think endgame right now is in mostly right place (and yes, Killer main here). If survivor needs to rely on finding the hatch it means that 3 sacrifices's been made before final generator, so this is Killer winning and there's no real reason for the last survivor to have truly good chance at saving his ass. And right now this chance is quite high, he might already know where the hatch is or simply be lucky and find it before Killer does, and even if Killer is there first there is still a chance that Survivor will unlock the gate. Odds are reasonable.
That being said.
I find the idea itself quite interesting, but before I go any further I have to to say this: no extra seconds, no real reason + it would only boost last survivor chances at opening the gate instead of the hatch.
Now to all those who swiftly said "No" up there - look at all variables in this idea. Acquiring extra key would mostly be viable with Plunderer's or maybe only then, 'cause without it would be pure luck, which is fine. The key appears after the hatch is closed so finding the chest, opening it again and then moving to the hatch would actually be possible only if a survivor knew already where the hatch is. Finding this random chest and then finding closed hatch would be rather impossible with the clock ticking.
So what that would give us - finding and opening all chests would become more important for S team in order to be able to identify the happy chest later = slows early-mid game. Survivor would have to act fast, so scratchmarks would be rather mandatory. Meeting all the odds to perform this would be very hard - all chests opened + localizing the hatch + Plunderer's to see the right chest. Without even one of those conditions this mission would be really impossible. And making Plunderer's a more interesting perk is an advantage in itself given the state of current meta perks. So yeah, instead of bombing the idea on the spot, it would be sensible to think how it should work in details.
E.G. How about making it not a key but a special item, a lock-pick that would start a set of special, difficult skillchecks during opening of the hatch.
I disagree on your statement that the endgame is in a right place because all it did was shift the power to the killers (before it was survivor side sort of since survivors could just sit on hatch before the endgame changes), I mostly figured the endgame should be equally balanced for both sides while still maintaining a competitive/fun aspect for the game. Unfortunately, the way I see it today is if the killer found the hatch first and closes it then it's almost a guaranteed win because then they could camp the gates. I guess you do have the counter to this by having a key at hand before the trial, but not everyone is going to bring a key in every trial (that is assuming they survive until the end). However, I do agree with your point about my idea being an impossible mission and that got me thinking of a couple of ideas so here it goes:
Once the endgame timer has started, the basement chest will have a guaranteed key. However, if the survivor holding the key disconnects or leaves via exit gate then the key is returned to the basement chest that will still be opened.
Another idea: Exit gates will have tremendously hard great skill checks (similar to DS and Overcharge) that once successfully hit they will boost the meter for opening the exit gate. However, if a skill check is failed there will be 0% granted and and it will notify the killer (similar to Hex: Ruin, just with a notification added).
-
@Milo said:
No.
Yes.
-
@LordGlint said:
only thing I'll add to this idea is that the key cannot be brought out of the trial, even if unused. This way, a player cant use this method to farm keys and get out via exitgates.
Well I don't think that would be a issue because the survivor is most likely going to need to use the key to escape. I don't think there would be a way for a survivor to farm a key and then open a gate.
-
I would prefer if instead of just adding blood splatter on the original clothing, instead they should add nasty cuts and wounds on characters with their original clothing. For example, instead of just adding blood splatter on David's cheek, maybe instead add a bruised eye with a giant cuts on his cheek (make it look like he got out of a grueling battle with a killer)
-
-
@Supernaut said:
https://forum.deadbydaylight.com/en/discussion/comment/521613#Comment_521613
A grand total of £0 and 0p!
Umm...no? Both are purple sets if I remember and they cost around +15k shards or $10 each if I remember correctly.




