Avatar

Akumakaji

Akumakaji

About

Username
Akumakaji
Joined
Visits
0
Last Active
—

Comments

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/353848/survivors-still-tbagging-in-2022-at-exit-gates

    Now honestly, what is it so infuriating about survs t-bagging on gates?

    I mean, in a game where:

    you can encounter hackers frecuently.

    players can lock another players in certain places for hours.

    Killers can force surv to be 4 min bleeding out on floor.

    DCs and killing on first hook everywhere.

    Something like a t-bag feels like the lightest of thing that could happen

    And I feel the same about nodding and hitting on the hook.

    Tbh, before I learned about it here I wasn't aware that nodding was considered toxic, as well as the appreciation slap when someone goes to the hook after a hard chase.

    But in a game were a bully squad can make your gaming experience one of the worst, something like hookslapping feels like the lightest of things that could happen ^_-

  • Oof. Big no from me, but you really never know. By now, everything is on the table.

  • @C3Tooth said:

    1st case: Im also not sure how to feel about this. Me playing mid-low MMR just to have fun. If killer is too weak and we have 4 escape, my MMR will increase really high and instantly face try hard killer.

    2nd case: I know many people dont aim to get high MMR to get more casual match. If 3 of us try to help the 4th one to make 4 escape, it will not be preferred than leaving the 4th one to die, just to have MMR increased less

    3rd case: imaging Im not good enough and get tunneled to death at 2-3 Gen left, the other 3 gets lucky to have killer chased the best survivor and make 3 escape, then next match I get even harder match because teammates are so good

    Hmm, in my experience the killer and survivor MMR work inversely to one another: while as a killer you could just let everyone go and thus tank your MMR till you reach a bracket were you are comfortable or even go all the way down and start stomping newbs, the same isn't true for survivors.

    Yes, loosing will tank your MMR here too and pairing you off with more inexperienced killers, but so will your teammates. The rock-bottom is colloquially known as MMR hell, a place were your teammates are so afraid of the killer that they might hide in lockers all game, be scared of the sounds the gen makes while it is being repaired and am too frightened to approach a hook, even though the killer just injured a survivor on the other side of the map.

    If you reach MMR hell, you'll need a lot of luck to win enough games to be paired of with halfway decent players or you might linger there for all eternity (imagine this being said in a spooky voice and with a reverb effect). At low level killers are much more deadly and even the best looper will eventually create a dead zone and get hit by a bloodlust boosted killer... and if your teammates are too afraid to do gens while you're chased for a solid 2min, then you might indeed stay in MMR hell for longer then you anticipated.

    That's why losing as a Survivor is so much worse then losing a the killer. In both cases your MMR will take a hit, but in one case this will lead to easier games, while in the other one it will lead paradoxically to harder games.

    I think BHVR has tweaked their MMR formula a bit, as it seems more often that you are paired of with at least two decent players and two newbies, massively increasing the chance of success, but the team MMR will help a lot in this regard.

  • The hack is called "love and staying in a somewhat toxic relationship that in the end ain't that bad, because the good sides still far outweigh the bad ones... and of late he is really working hard on himself, getting rid of that old, ungainly meta and even doing extra pushups to get that sexy soloQ QoL update."

  • @Bot_Salvo88 said:

    Use it at a pallet or right before you're vaulting a window. The killer will have to swing at some pallets or windows and that's where dead hard comes in place. If the killer swings, you use dead hard and you're safe. If the killer doesn't swing you drop a pallet and you're safe.

    I have been hit by this so often, and when running towards a vault it often feels like a lose/lose situation. I have learned to anticipate this, but even then your window of opportunity (lol) is so tight that I maybe have outplayed survivors at this ploy 3 times at max.

  • This would be so cracked, to get stunned, but seeing the aura of the survivor who plonked down the mine on the other side of the map. I like this :D But .... Blastmine has it already tough enough and doesn't need another nerf, even such a slight one.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255768#Comment_3255768

    I get where you're coming from, and I by no means want unhooks to become super common. Dropping the base chance to 1% or even 0.5% would fit. And the survs would have to devote substantial resources, perks, offerings. So it would take away from other things, gen rushing perks, dead hard. Shake up the meta a bit. So they gain unhooks but lose other advantages. Because at the moment all of the luck based offerings, and there are like 5 of them, along with 2 perks are utterly useless to the point of being actively detrimental.

    Also, how about this:

    Slippery Meat - get two extra chances to unhooked you during he first hook stage and two unhooking attempts during und struggle (2nd) stage.

    You would probably devote two perks to this, ie Slippery Meat and UP The Ante, plus salty lips, but you would still bank on a chance stacked against you, while giving you and your team massive upper hand against the killer if it works.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/353749/perks-that-need-reworked-or-buffed

    I made a discussion on some of these: Can we buff Reactive Healing, Solidarity and Poised? — Dead By Daylight

    And honestly, I agree with basically all of these. But you forgot one, TC: Corrective Action. Oh and, that Haddie perk that lets you see Survivor scratch marks. Extremely useless.

    Red Herring also needs buffs tbh. I was thinking it could be good if Survivors had the ability to enter a locker and look in the direction of any gen they've touched to cause a loud notification at said gen. Maybe with Freddy red arrows, we haven't seen any of those in Survivor perks yet, have we? Would make the perk better. (And I know lockers cause Blindness, maybe BHVR could code some sort of exception?)

    Blood Pact might also be one of the worst Survivor obsession perks in the game atm. Perhaps buff it so it has a large lingering effect upon leaving the radius and/or the effect is replenished if you get close to the obsession again and/or the Haste status effect is stronger? Maybe all three?

    Red Herrings base effect is working as intended, but it's biggest fail is that tlit doesn't enounce itself to fellow survivors and you have a pretty high chance to lead the killer to a gen that your soloQ buddy over there just started to repairing, because it was already half done.

    That being said, Red Herrings combos very well with Blast Mine, Quick n Quiet and Headon: work on a gen till its at 70%, boobytrap it and jump into the locker right next to it. With some luck you will stun the killers twice and either get tunneled or throw them into a crisis of faith.

  • I love using Autodidact from time to time, but this perk really suffers when you don't get any skillchecks. Would be nice of it could get the Hyperfocus treatment: for each stack of Autodidact you get a +4% higher chance of skill checks, but the wheel also moves that much faster and a fail stuns you longer for each stack. There shouldn't be a regression to zero stacks on a fail, though, just more and faster skillchecks while you just breeze through successful healing actions.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256057#Comment_3256057

    im not talking about the DC here, after the game is done either u win or lose, it doesn't show u anything

    I think that's just a display error. Sometimes the game got a problem connecting to the server during the post game screen and you see nothing, but when you get back to your killer/survivor character screen your bloodpoints and grades will have updated.

  • @Aven_Fallen said:

    Gen-Rushing Perks? Potential Energy makes Gens take slower. And with the quality of the average Survivor, you will see Survivors who use this Perk, store their Gen-Progress and lose it right after that...

    And while Quick Gambit increases the Genspeed if you are near Generators being repaired, it will always be more beneficial to just go where no Generators/only completed Generators are. The Perk is not really good.

    I mean, when I am at a gen that's totally out of the loop and the killer shows no sign of hauling their ass over to me, I could totally see myself staving off that gens completion by a while and then drop a 20% injection to the gen in the middle of the map.

  • Yes. And like every three month when they attempt their murderous rampage, they will fail again. This BHVR guys are like a Saturday morning cartoon villain.

    Oh wait! Maybe, juuuuust maybe, they aren't trying to kill their game?

  • @drsoontm said:

    It would be difficult, unless you have a wall-hack perk showing the killer obviously wall-hacking on video.

    I've been accused of wall-hacking a great many times, even while using one or multiple detection perks.

    But even without these, some survivors can't grasp the fact they didn't invent a mind-game that hasn't been tried thousands of times before.

    Me too. And it swells my stony killer heart with pride when I get accused of wallhacking and can then point at the Garish Makeup kit, Amanda's Letter, Awakened Awareness or I am all Ears :>

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256044#Comment_3256044

    oh nevermind i thought that was like after playing the full game

    because sometimes the servers get a stroke and do that lol

    And this server hick ups can be very aggravating, because a couple of times it happened when I was on a good run, swinging at the survivor aaaaand BOOM. DC. (Or ddos-ed? Omg, now I am paranoid).

  • @DBD78 said:

    So I play probably 95% survivor, but invest in all characters in the game. The few times I play killer I always want to use this offering, since I'm very much against map offerings and survivors always use one map offering we all know this. I have 400+ cakes on Dredge and 200+ on Nemesis for example but I can never get rid of them, or all of the other BP offerings for that matter.

    Since you refuse to remove map offerings BHVR could you add like 20-25% BP bonus to this offering and make it more common so more killers and solo survivors use it, and we can all get less map offering games..win win for the games health!

    I like how you think.

  • @Pukenplag said:

    Pretty much the title. They are impossible to prove outside of guessing.

    I just faced a Deathslinger who kept ping ponging to us from across the map, slugging, and aiming from behind walls, hitting us perfectly when coming from behind them. There is no way one can just go from injured to injured person without any guessing, just straight up going to the exact location, while also preparing sights from behind a wall for maximum surprise.

    But outside of guesswork, what else can be done against these hackers?

    How to report wall hackers? Complain about destruction of public property and point at the wall. This will show 'em!

  • @drsoontm said:

    Just as enter the match, I rev my chainsaw and poof : black screen then this:

    https://us.v-cdn.net/6030815/uploads/UPGNWSAOETM8/20221105201102-1.jpg

    I didn't get any penalty though.

    What's going on?

    There probably was a dc on the survivors team while loading up.

  • @GlitchyGamer said:

    Because if we get that chest open we bring honor to our ancestors while you dishonor your entire bloodline. Better to die a hero at night than to awake a coward in the morning.

    "For the coward there is no life. For the hero there is no death." - Kakita family motto

  • And if you play against me, it's a 90% success.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255931#Comment_3255931

    I'm not being ridiculous.

    Standing in the game and using the chest as bait is playing the game. If the play is actively downing people for touching the chest, they are playing the game. They are still in control of their character and are still paying attention to what is going on in the match. AFK is when the player is away from the game and has zero interaction with it.

    You're just projecting what you want the definition of "playing the game" towards killers who enjoy this.

    Technically that's right, but so am the people who say that it's not a "normal game".

    A while ago I played Insidious,Bloodwarden, NWO and NOED Pyramid Head, I would go to the most middle gen right at the start and plonk myself down within 5m of it.

    Invariably the survivors would do that gen last, while trying to blind me or getting my attention, but just accepted that I was an AFK killer. And when the gen popped two often went down immediately and I even got a couple of 4Ks this way.

    I actually did this as an experiment and for fun while watching some Netflix and it was shockingly effective in its simplicity.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/353811/how-killer-sided-maps-should-be-bhvr-yes-2-0

    A 5 gen combo around main is way survivor sided it means survivors have access to main from any gen. Most the tiles that spawn on erye are safe tiles meaning the killer has to break the pallet.

    This. But you need to understand this and play to the maps and main buildings strength.

    When I started I thought that The Game was super killer sided because all I saw was 9 rooms that you could gaze through from one end to the other. But with a little more experience this map totally flipped its meaning for me.

  • @entertainment720 said:

    wow! what are the odds!

    Don't worry, I finished that tome challenge next game, first try!

  • Reactive Healing can be a very nice QoL perk IF the killer doesn't bring some haemorraging effect, which are sadly pretty common. The thing is that in DBD you mostly want consistently useful perks, I have had matches were I ran Reactive Healing and it gave me a ton of value, ie the killer surprised one survivor, anotherone took a protection hit and suddenly I was already 75% healed. But in other games the killer just hunts down one after the next. This just isn't good enough and too niche of an advantage for most players to switch out a perk for Reactive Healing.

    It can work pretty well with Self Care, because you get such a big head start at healing yourself when it procs, but if it doesn`t you are pretty screwed.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255489#Comment_3255489

    That's why I'm saying it should get a buff, because at the moment it isn't just an unlikely oay off if you brong luck offerings. If you trybto utilise them it actively hurts the game. Hell I'd be happy to see the kobe chance go down to 2 or 1% if we could just not slap ourselves on second stage going for an unhook. Having 1 in 100 or 50 survs getting an unhook on 1st phase seems fine to me.

    And not sure about your confirmation bias on every self unhook you managed directly causing your team to win. They certainly help but i doubt every one you got was the sole reason the game swung in your favour.

    You know what? I would love to have a regular (like every two weeks) short PTB where just one dumb and cracy stuff gets changed, a variable that would normally be too wild to see in a life game, just to see how it actually affects gameplay. 1-2% unhooks with no first hook stage progression, a game with all aura reading perks increased and buffed for every killer but the Nurse, more basekit perks, just to see the interaction etc. And every now and then this approach would strike gold and we would find something that actually benefits the game in a way that no one could have forseen and it goes life.

  • @HoodedWildKard said:

    I don't want it to be unbalanced, but we have so many luck offerings and 2 perks I can think of offhand that improve luck that at the moment are worse than useless.

    My issue with it is that if you fail to unhook yourself, you pretty much throw the game. I mean I've run meme builds with my swf using 4 vigos salty lips and slippery meat, up the ante etc. And unhooks happen but are still pretty rare. And if you fail? Straight to second hook.

    I don't want to see the percentage chances change, but maybe just don't progress the hook for attempting to unhook, maybe give people 2 attempts at base, and have slippery meat grant maybe 2 extra instead of 3.

    As well as introducing an interesting new build to the meta and maybe messing with proxy campers a bit, it'd also help with the suicide on hook problem people have been complaining about. Because as it stands builds and perks using luck are actively detrimental because either they are wasted slots by not using them or you're hurting the team by speeding up the hook process.

    Even killers may benefit because, correct me if I'm wrong not entirely sure. you get less points for a survivor progressing hook phases on hook than you do actively hooking them multiple times.

    I am torn. On one hand I totally get where you are coming from, but on the other hand a self unhook takes away SO much of the killers pressure and I have a good amount of safe, bagged up 4K games being turned upside down due to one unlucky (or lucky) 4% base unhook. When 3 peeps got nothing to lose they all throw the dice, and throw enough di00e and you will roll a lucky number.

    Its the razors edge dance with hope vs despair: it just feels miserable to be left with no other option and just having to watch the killer clean up, so the 4% give the survivors one last chance of defiance and to get away with their lifes. With 15x4% you get about a 60% chance at base that one of the team makes the throw, so with a teamwide salty lips and slippery meat build you could push this very much into the survivors favor.

    Especially with the new basekit BT a lucky unhook in the endgame can feel absolutely crushing to the killers morale. If its slippery meat or deliverance? Fine, ok, they build for it. But if its just the 4% chance? That feels unearned and unfair. Just imagine if the killer got a 4% chance to instadown any survivor if all 4 are still alive during the EGC. Tbh, that could actually work, but it would also massively increase the frustration levels when it happens.

    And what other options do we have besides playing with the numbers? We could add a skill based minigame instead of a pure chance of luck to unhook yourself: hit three hard skill checks in a row and you are out. But this would favor some very skilled players massively, while leaving others unable to ever do it. At least a 4% dice roll is the same for everyone involved, no matter your skill level.

    So in the end I talked a lot and got no where. I don't know how to tackle any of this and what direction would be a healthy one.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250400#Comment_3250400

    I am totally onboard with a small mission tracker in the upper right corner of the HUD showing current progress on your active rituals and tome challenge.

    Oh yes! That would be such a QoL improvment. No more guessing; this would also help with the more arcanely worded challenges. "Hide in lockers within 5s of initiating a chase", did it work? Do I need to do it again? What am I doing here?

  • @Buily09 Today I though about you, mate ^^

    20221105033225_1.jpg


  • @Kirahie said:

    Yeah, the BM at exit gates kind of flipped a switch in my killer games last night. No more hatch, no more mercy.

    ... and so the cycle continues, forever feeding off itself.

  • Discordant is a pretty good perk that kinda counters the gen rushing and proof thyself meta. Most of the time a match will start with the perk going off within less then 10s and you could have your first chase by the 20s-25s mark.

    Some insanely well coordinated SWFs could conceivable split up and pop two to three gens while you are in the first chase, but that's rather rare.

    Whatever the case, gen 3-5 are usually teamwork and the perk should give you value at this point no matter what.

  • I had always hoped for a return of Skybilly, but I will definitely settle with a Seabilly for now. You might laugh, untill you consider all the weird shark sightings in the game. Hah! Who's laughing now?

  • Okay guys and gals and everything else, okay ... phew ... I am a bit agitated, but here seems to be the best place to talk about it.

    I played around with a couple Pig builds and had a very stompy match at Father Campbells. Just for context, I had a Amandas Letter build and the survivors tried to hide to no avail, so I got hooks on one after the other. They all cowered in fear, there was just this Jill who was borderline toxic, always clicking her beamer at me and hurting my poor, lil snout with many a palette. Ouchy. After the unpleasant combo of Jolt, PainRes and Eruption had stripped away practically any progress my poor survivors had made, they one after the other surrendered ... all, but the Jill, who I then had to mori, just to set an example.

    All other survivors were pretty cute, but not one booped me. I had a Claire trapped in a corner, oinked at her and she even crouched, but didn't boop me. Neither did the Meg, nor the Nea. I was frustrated and pondered if I should just kill them all off, but then decided that they must have been baby survivors, who didn't know yet the proper etiquette of handling a pig. The exchange in the PGC clearly broke my heart in twain and made a mortal enemy! Read yourself, but be advised that this is preposterous stuff! Some survivors just want to see the galaxy burn.

    Pig_01.jpg Pig_02.jpg Pig_03.jpg


  • I could say something sassy like "cope" or "do bones", but I guess that you are right.

    The gap between a coordinated SWF team and soloQ survivors who just have to blindly hope, often against hope, that their rando buddies are somewhat competent and have the gamesense needed to predict the ebb and flow of the trial, is so vast, that it could be another game.

    In the same vein that sandbagging soloQ members are endlessly frustrating, so is playing against super coordinated SWF squads. You get the feeling that you aren't doing that bad, yet you just can't fight the current and get any footing.

    Mind you, this is only the really well coordinated SWF groups. Most of the time you see that "that Feng is always coming to save that Ace", so they are probably in a duo-SWF, but they aren't doing anything extraordinary and you can just play a normal game with them.

    So this leaves DBD in a very tought spot to balance: how do you balance this mess? In which ever direction you pull it, something gets tangled and rips. In the end, we will need a two pronged approach: buff soloQ in a way that they might perform at top SWF coordination level, if they are perceptive etc. and then buff killers to keep up.

    The big killer buff of 6.1 was severely needed, killer had become SO dayum miserable, that I often asked myself why I actually kept logging in and queueing. And now soloQ are in that spot. Everyone knows that. Everyone acknowledges that. And BHVR is working on something. We can only hope that it will elevate the soloQ experience, better next patch then the one after that.

  • @Chocolate_Cosmos said:

    None usualy.

    Based.

  • @steamed_hamzzz said:

    Not when you can stack them and use them multiple games in a row

    An Ultra Rare/ Iridescent item or add-on should realistically only be played once in a blue moon, they usually give incredibly powerful buffs or gameplay changes i.e. BNP, Anti-Hemorrhagic Syringe, Mother Daughter Ring, Judith’s Tombstone ect

    The problem lies in being able to stack these items, if a player mains a specific killer, or survivor then they can literally play hundreds of games in a row with these strongest items and add-ons, and that kind of defeats the purpose of them being “ultra rare” game changing buffs

    Another problem is that multiple killers rely on these add-ons i.e. Myers, Sadako ect

    I believe if we limit Iri’s in the inventory, so if you’ve already got a few, or even one then another won’t appear in your bloodweb until you use your current one, do that and buff some of the weaker killers powers the game will become much healthier, where you don’t rely on stacking Iri’s to win games

    *laughes in Pyramid Head, where the best combo is a green+yellow add-on*

    *chokes bitter PyramidHead tears, because nearly all add-ons suck and especially the Iri ones don't work*

  • @ATOMIC_ACE_PUGG said:

    The clown's yellow bottles can give the survivors and himself a speed boost

    And if you used the Cigar Box add-on it also gives them wallhacks.

  • @kensaimage said:

    So, the bug report section has blown up with Myers’ Evil Incarnate (kill all survivors with tier 3 evil within) glitch threads. On the 18th, a hot fix came out that has unfortunately bugged that trophy, as well as glitching the scoring system.

    I was one of the people affected by this glitch. My first successful attempt was on the 22nd, five days after the glitched patch. Lucky me, huh? Anyway, I made a tech support inquiry asking if they could proc the trophy for me somehow and they told me they couldn’t. So I asked if they’d at least consider an idea.

    Being this is a very difficult trophy to get (highly situational), I came up with an idea. A unique killer charm in place of this trophy for those who provided video evidence during this glitched timeframe. They can do that with Twitch streamers, so I figure maybe something cool for players that got burned on this. Call it “unsung evil” or something like that.

    If they can’t proc the trophy, then I feel this would be a cool way to at least have that recognition, as all of us now not only have to wait for them to patch it (been like two weeks now), but we have to then do it AGAIN.

    Thoughts?

    I would feel cheated out of a charm, just because I invested so much time and grey hairs into getting this achievment done and didn't know anything about some charm-summoning bug. But I wouldn't mind a charm for all the Incarnated Evils out there.

  • There is also the thing of just walking around the maps and explore and looking up close at all the details, without ruining another players experience or getting disrupted by t-bagging and flashlight clicking attention seekers.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254385#Comment_3254385

    I keep having this weird moment of disconnect where I suddenly remember Bill's a licensed character and just get suddenly jumbled.

    Like I've played him so long and he fits so well I don't even think about it, and then I remember "wait, he doesn't belong here" and my brain pretzels itself.

    For real. For all purposes he is part of the base set of characters and no DLC and I actually have the same weird disconnect in my brain.

  • Easy rework/patch: make her iridescent video tape basekit, or at least turn on the last 2 TVs. Reduce the cooldown of TVs. Reduce the cooldown at the start of the match from 30 to 15s.

    Ambitious rework: assign each gen a TV set and make the gens uninteractable unless the video tape is removed. This will force survivors to interact with tapes, progress the curse on a wider scale, lets survivors traverse the map to get rid of tapes and gives Sadako a headsup which gens are being worked at without direct means of teleporting there. Maybe give the survivors who pop a gen an extra stack of the curse, because of some revenge/grudge thing.

    Full/major rework: as you yourself said, it would be very, very interesting if we could get a killer with a totally different means of approach, ie no M1 attacks and only full condemnation kills. Obviously this would be really hard to balance and design as we have nothing even remotely similar to this, but imagine an invisible Sadako flying around the map, who has to manifest herself in order to stalk (curse) you. Maybe she can't move once she manifests? There would have to be a system in place that prevents you from fully cursing/tunneling a survivor out of the game without any countermeasure, but it sounds pretty interesting.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254308#Comment_3254308

    I literally haven’t seen one single person in those threads about the Halloween cosmetics actually defending this practice? Though I guess i stopped looking into those when it was obvious the vast majority is against it.

    https://forum.deadbydaylight.com/en/discussion/comment/3254294#Comment_3254294

    For licensed characters, it will be auric cell only. They even put their tome outfits in the paid track even though the main characters of the respective tome usually get their outfits in the free track iirc

    I didn't know about all the specifics. Thanks for the clarification.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254294#Comment_3254294

    Was that, like.. his special outfit from his Tome, or was it an incidental outfit from another one?

    https://forum.deadbydaylight.com/en/discussion/comment/3254308#Comment_3254308

    And you can (rightly) call out those practices all day, but those fishnets don't lie.

    The Cartoon Special outfit was in rift 8 and now returned. Rift 12 got a re-color of that outfit as Jesterfied and will probably return to the shop in 2023.

    The Legion outfit Never Stop Slashing was longer absent and firstly appeared in rift 5.

  • @scenekiller said:

    Like I said in the other thread, I'm ready for Feng to get versions of killer cosmetics honestly lol

    Awww ... that would be so cuuute .. oh, wait!

  • I am having somewhat success with Enduring, Spirit Fury, Brutal Strength, Safe the best for last. Its a basic M1 killer loadout and Pig needs to capitalize on the slowdown her party hats give her.

    I find it most advantageous to not use the party hats on the first down, but around the 3 gen mark. By that you can way better defend the gens that are left and if you are playing against a SWF, the game will often grind to a halt, while they will wait till their buddys got their hats off, were as against randos/soloQ's you actually might kill someone off if you pressure them off of the boxes.

    Its worth of note that survivors can't escape through the exit gates with an active trap, but the hatch will work. Also traps placed during the endgame might give you a couple of extra blood points, but this traps will stay dormant. So you will sometimes see survivors with an active trap in during the EGC gambling on getting the hatch and their friends might leave early in order to give them a shot at that. So don't patrol boxes too much, focus on finding (and closing) the hatch.

  • Tome outfits usually return after about a year into the shop and can then be purchased for shards. For example we just recently got the colorful Clown outfit (and prolly a much more drap recolor of that in the last rift) or the much requested Never stop slashing Legion outfit with the important Vandal dagger.

  • @GenJockeyNance said:

    I like how there's so many different answers. Really goes to show how it's not a one size fits all kinda question.

    I see it mostly from Nemesis. Oddly, I don't see a lot killers bringing mori's into my games so I'm usually more surprised there even was one offered when I see the skull by a teammate.

    I should probably look at the offering screen more but yeah.

    I had a recent game were I moried 3 survivors and the last one was on deathhook, but submitted. I really felt the itch to go for a 4 mori run, but pigtailed Feng moved my stone-cold killer heart and I let her go.

  • I miss it already. I got really used to the gameplay loop of downing and hooking survivors, while respecting paletts as not to lose my precious void energy. Also I gave survivors regularly a small breather when I broke chase to deposit my points. 75-100k BP on average was a very nice throwback to olden BBQ times and I finally managed to P3 every killer and survivor.

    I know that P6 would be the next logical step, but ugh. Thats daunting and I will probably just do that to selected characters that I like to play or that are licensed and so don't have many cosmetics. I think I will now enjoy the freedom to just build up a comfortable stack of add-ons on my favorite killers, so that I will never be wanting for anything.

    But the ending of the event is mostly felt in the way people play now. When I get palette stuned I don't think "dang, now I need to down you to get my 3 void energy back!", but its just "huh. Okay, I will run that way, then." ^^"

  • @tippy2k2 said:

    See, I feel like that would do the exact opposite

    If I'm a killer and I know the entire team has 7 lives, do you think I'm going to run around and chase various survivors or am I just going to hammer the hell out of the week link until it snaps and takes everyone out?

    The system definitely needs much more polishing, but I also thought about something similar in the past.

    Whatever the case, under such a system or gamemode, tactical hooking might become a thing: one player with Kindred+Open Handed+Kinship could let themselves get hooked, while the others extend the half-map-wallhacks with liberal seasoning with Reassurance. I know that a survivor hanging is a survivor not doing gens, but the wallhacks can be extremely strong on their own, and the killer would be forced to search for other survivors.

  • I wanted to chime in and say that I enjoy the chase and roam style of Bubba and next to never camped ... but then I had this game on Father Campbells Chapel, where I never saw any survivor besides the god looper. After beeing looped for three gens and then hit by an uncounterable DH, ie a lose/lose situation, I sulked and didn't move for the rest of the game, determined to end this with a 4E and relax my MMR a little bit. Well, on my way to the exit gates a Bill bumped into me and I downed and hooked him.

    On a whim I decided to face camp. Aaaaand it was a little disgusting and I felt somewhat dirty, but eventually I got them all hooked or slugged. Even the god-looper Nea got baited out by me to do a DH towards a window and then downed. After the game we had this short exchange:

    Bubba_unfair_game_01.jpg

    Next game was on Haddenfield, and despite my early bad gut feeling, this was an incredible fun match. I had several situations were I used the Halloween serum to slide right up to an unsuspecting survivor and breathing down their neck, before downing them. Or chasing them upstairs and gotten lucky with the tiles up there, ie now windows, just open walls. While falling down with the survivor I reved my chainsaw and downed them when we landed. Or had a fun one were I was right up to the survivor through a super tight loop and then just before downing them nudged a little bush or something, letting them escape.

    In short, all the chases were super fun and after killing two survivors off there were only two half finished gens remaining. I chased down the two survivors and let them wriggle free. We farmed all the palettes on the map, maxed out chase, they could both finish their void energy rifts and in the end they even donated me their items, before having one last slug race. It was glorious.

    Bubba_fair_game_01.jpg

    This are the two sides of Bubba. He can be extremely toxic or Billy levels of fun. What goes around, comes around and you got to sleep in the bed you made; sometimes its just the first chase that decided the moot of the killer, and thusly the match ^_-

  • @ATOMIC_ACE_PUGG said:

    You should be able to change the scratch mark color to whatever you want it's a good thing I remember debating this with so many people on reddit who thought it would break the game

    Every change is theoretically always breaking the game ... until its implemented and no big deal, or people try to play one evening with Shadowborn equipped and think "it was somewhat fun, but not so much that I would permanently play with just 3 perks. Doh."

  • @JustWhimsical said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251407#Comment_3251407

    It literally is in ptb and you guys are saying its op already I want to see more on it before I go ohmygosh its super busted, because half the time I play Nurse I do not kick generators.

    During last ptb killers lived in terror of Reassurances looming shadow. See how that worked out ;D

1 … 42 43 44 45 46 … 102