Avatar

Akumakaji

Akumakaji

About

Username
Akumakaji
Joined
Visits
0
Last Active
—

Comments

  • @Seanzu said:

    Spreading Abuse... I don't even want to know.

    Indeed. Why I somewhat share OPs sentiment, I would chose my words less biting. And peeps are using some phrases way, way, WAY too often, so that they lose any meaning. Abuse ... I could see that with things like green medkits, which are busted, but spreading up to do gens? Yikes, thats hardly an "abuse" of a game mechanic.

    And while I consider D3AD one of the best killers out there, even this players ARE allowed to lose. They sweat so much that they are against top notch teams nearly all the time, so just by statistics alone its bound to happen from time to time.

  • Its always a tough balancing act. On one hand, doing gens is the premier survivor objective, but on the other hand so is killing off the survivors. The sweet spot for a fun game lies somewhere in the middle, where you chase the survivors around, hook everyone a couple of times, while they slowly whittle down the gens.

    Most games sooner then later favor one of the two sides and sadly rarely keep thus balanced till the end. Thats why I think that a catchup mechanic would help a lot, ie buff the side with the worse ratio of hook states vs gens done. People always balk against such a catch up mechanic, stating things like "wow, so I get punished for playing well?" or "yeah cool, reward the other side for playing badly and not doing their job".

    The 6.1 patch showed that buffing alone sadly won't keep killers from tunneling, but often tunneling is an expression of desperation when the game is slipping from the killers hands and they need to quickly delete a player in order to regain some semblance of control. The stick can't be always employed, sometimes you also need a carrot. Make spreading hooks and not tunneling worthwhile while also not letting the killer sabotage themselves by not tunneling a survivor.

    In most games the first sacrifice happens at the 3 gens mark. If the survivors manage to do 3 gens while all four are still alive and kicking, I don`t know, make all gens break down until spare parts on the maps have been found (you could make this an alternative use for brand new parts, ie skip this search for one gen if you didnt`t use the parts up in order to slam a gen). And if a survivor gets sacrificed at 5 or 4 gens remaining make the one gen pop.

    Last game with the Clown I had just such a match on Ormont. I was doing reasonable fast chases and by the time I downed my third survivor the third gen popped. I then tunneled the recently hooked survivor hard out of the game. That wasn't nice for sure, but what other option did I have? Patroling Ormont from one side to the other, keeping the last 5 gens save and sound while spreading hooks? Yeah, well... so I tunneled that poor Mikaela out as hard as I could and then focused on another survivor. This way I could barely turn the game around and it ended with a 3k and hatch escape at 1 gen with the last gen being at least 90% done, if not 95%. Without tunneling this would probably had ended in a 4E. I actually hate sweating it like that, because this will just lead to more sweaty matches in the future ... but on the other hand I don`t like getting stomped.

  • Yeah, don't worry about it. In one of my latest game as the Clown I was pitted against a bully duo, who tried to t-bag at palettes, flashlight click, the whole shabang and going for each others saves (the last one is obviously not toxic, but you get my gist), I think the other two were soloQs, but during the game I just saw typical bully behaviour and shifted gears from "chill killer" to "mean killer".

    I had played around with a wallhack build, ie Cigar Box+Garish Makeup Kit and so could foil nearly every sneaky survivor trick. After the game they accused me of hacking and that I always knew were everyone was while I wasn't running any info or aura reading perks. I pointed out my add-ons, but that didn't satisfy them and they stuck to their version of me cheating. shrug Even if they had video footage of the game, it wouldn't show anything unusual going on. I bet if you could rewatch that match you would see a Clown chugging aroung an extraordinary amount of yellow bottles and spinning in circles.

    So, instead of worrying take such accusations as a batch of honor: you played so well and stomped them so hard that you MUST be cheating. ;)

  • I support this request.

    Thats all.

    Thanks.

  • Here is my story: as a Pyramd Head main my greatest joy in life were the very rare, but utterly devestating double KOs at an unsafe unhooking via POTD. This was an extremely rare occurence, since all had to be perfect: 1) you had to be there in the vicininty, 2) the unhooker needed to be injured and sorta unaware of the danger, 3) you needed to have the perfect angle to hit both AND send out our POTD shockwave in the perfect moment to hit the unhooked survivor the moment they touched the ground. Maybe not frame perfect, but any longer then a couple of frames and one or both could dodge or you would just hit the unhooker.

    If done correctly you would down both survivors in one fell swoop. While the feeling of pulling this off was great, I instantly pitied them for I know how a devestating blow to their teams moral this must have been. Save to say that I saw quite a couple of DCs at this instances. Nowadays this ain't possible anymore due to the basekit BT buff to the unhooked survivor. Sure, you can still hit both of them, but only one of them will go down, while the unhooked survivor gets away and has to mend. This also massively favors the killer, but in essence is just a normal bad trade, and not a deathblow to the whole team.

    So while my "fun" at playing Pyramid Head was diminished with this changes and this kinda situations will never present themselves again, I totally understand that its better for the game health and leads to more fun games. It was very situational to beginn with, and whiloe it was an expression of my skill, its probably good that its gone and replaced by a more healthy bad trade.

  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246681#Comment_3246681

    To be totally clear my main issue with it stems from the picking up animation being made without flashlight stuns in mind.

    I guess that is fair. I think I only ever got one or two flashlight saves during my time with DBD, and that was because a tome challenge forced me to try to do it. Besides of that I just don't mess with them, partly because I have no idea when to start the save, as the animation natively gives you no indication when to start flashing, pardon my word here :)

  • @Cybil said:

    It needed to happen. The frame perfect blind was an awkward mechanic and the "buff" they applied is basically a band-aid fix to make it less awkward.

    I wouldn't call it a band-aid fix, but just a change to the frame-perfect execution of before. As Peanits has said, you don't extend the blind or stun, just have the tiniest bit of leeway with the execution. Even in DS i-frames could very, depending on the loadout and ring-choices, between 8 and 15 frames, so fiddling a bit with this number seems totally ok. I just experienced one or two real flashlight saves this month, so its not happening that often and I get it that it feels very frustrating if you bring a flashlight into the trial, but don't ever get the timing right.

  • Today I had a really, really bad ping, so much that I had to hit some survivors three times in a row in order for the hits to register. One survivor jumped back up from the ground two times in a row. It was somewhat funny, but also pretty distressing. One of the survivors accused me of lag switching, but I think the others didn't think so, because I was pretty much at a detriment the whole game. A restart of the PC aleviated the problem, so maybe it was just some gunked up memory.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246101#Comment_3246101

    In addition, when Otz did his experiment about survivors without items and with the strongest items he had about a 20% difference in escape rates if I remember correctly (about 54% escape rate to 74% escape rate). Franklins is a hard counter to that. It's situational but how many other single perks can shift the odds like that back to the Killer?

    I once had a TTV player as my opponent and when I watched his stream after the match he got SO salty and vocal about Franklins, it was insane --- insanely funny! "Waaaah! He brought Franklin? Whats going through the head of people that use Franklins? Its such a dumb perk! Only subhumans would even consider using it!". Something along this lines. Verdict: Franklins messes a lot with survivors gameplan and can induce salt from the very first hit.

  • @Eelanos said:

    Why do people entirely disregard Franklin's and Lightborn as they level up. Like, I get it, they're not optimal, but when they work, they do work very well.

    And it sounds like you tunnel the crap out of people, so you're an easy target for that stuff. Just equip it and enjoy the hopeless faces of survivors as they realize there's no way for them to save team mates.

    Franklins is so good, though. Its not only that it disables an item for a time, it also leads to confusion, sadness and severe misplays on the survivors side. Mans survivors are grubbly little Goblins for their items and can't stand the thought that they are lying there on the floor, their charges ticking away, soon to be lost to the entity, and even if you down and hook a survivor, you can be sure that they will bee-line in the vast majority of the cases back to their item in order to pick it up. Sometimes they will even try to do this during looping, giving you a good opportunity to down them.

    Many survivors entire gameplan hinges on the item they bring to the table, and if you take that away, their resolve crumbles from the getgo. I love Franklins just for this psychological warfare factor :D

  • @Grandpa_Crack_Pipe said:

    Why are you surprised that people who dish it aren't ready to take it.

    Indeed. Had a Mummy Dwight in my last match on Garden of Joy who vigorously BMed me at the first palette he dropped in my face, some 30s into the game. At the next palette I got and downed him and slapped him once on the hook.

    Next time I saw him was when he bumped into me in the house of joys upper floor and took a hit. After that he jumped through the window, but I took a shortcut through the open wall and he landed right before my feet. When I downed him he instantly DCed.

    This happens so often, ie cheeky survivors BM you at every opportunity they get, but when you ######### gears and show them the love the so ask for, they get salty and either kill themselves on hook or even DC. Whatcha gonna do with that? Just kill everyone else and proceed to the next match.

  • @Mandy said:

    Thank you so much for making this for the other forum users - that's super sweet and much appreciated.

    Pinning this for visibility for others.

    Thanks again <3

    So how about you guys add an interactive version to the ingame event page of future events, with checkmark once you got something new unlocked?

    I bet the players would appreciate it a lot if they missed a post game notification and didn't have to click through all their characters to check for new cosmetics :)

  • This one was always one of my favorite, but I think it works best in conjunction with the Blastmine joke. The escalation, even if its actually the same, is just too funny.

  • Yes.

    EDIT: @HellDescent oh, you already beat me to dadjoke, and you even did it with a touch more style. Cudos :)

  • I am a Pyramidhead main, and even after couple hundred hours his power feels clunky and unwieldy to use, BUT if you keep it up and learn it's ins and outs, you will be better at judging survivors behaviour and how your ability works, where to aim etc and you can become such a menace, landing "unfair and cheeky" hit after "unfair and cheeky" hit.

    I mostly keep survivors damned for tracking purposes, the trail shows you which directions they went like an 2s after image, and for using the special mori at him stage 3, but sending them to a cage in a pinch can allow you to keep the pressure up mid-chase and even peel survivors off of gens and sends them to the other side of the map.

    Even if you are still learning, putting your sword in the ground will let survivors run through a palette instead of dropping it 90% of the time, so the psychological menace of a POTD attack might be bigger then its actual damage. Also if you can, equip Weskers Awakened Awareness, see survivors hiding behind bushes and walls and hit them with an uncounterable surprise POTD after hooking.

  • @Aneurysm said:

    By all means make ruin basekit, I'd ignore the totem to prevent any use of eruption, overcharge or call of brine, all of which are far more oppressive than ruin is.

    (Side note: never thought I'd see the day where I say ruin is nothing compared to overcharge, times do change)

    Ruin has been neutered so hard that I legitly ignore it every time I notice it is in play. The lost seconds are so insignificant compared to searching for a totem and potentially risk a Pentimento that an active Ruin barely harms anyone anymore; with the exeption of possible the killer who brought the perk.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205258#Comment_3205258

    Its not how it work. Its always 0.25 charge per sec. 80 or 90 charge doesnt change the speed.

    You said like 90 charge makes regression slower, like it takes more times to run 90m than to run 80m...

    Longer Gen is what killers always want. Regression speed should not be fast because its possible to have a Gen regressed from 90 to 0. Something like if you dont hit a survivor for too long they gain back a hook state.

    Gen should have check point, at least 30sec & 60sec. Gen doesnt not regressed further than the check point. After that Gen regression speed can be x3 faster. They can easily lose 30sec, but not losing more.

    Tbh, I never thought about something like this. Base regression is painfully slow, but if each piston locked into place once its fully repaired, regression speeds could be touched. I don't know if I would actually want that as a killer, as more then just a few games have been snatched out of the survivors hand by continuously regressing the same gen over and over, downing a survivor, hooking them on a painRes hook, coming back to the gen, rinse, repeat. A lot of this games would not have been manageable if the gen couldn't regress below a certain point, but maybe this is the kinda change, the breath of fresh air, that the game could need. Its definitely worth discussing and bringing to BHVRs attention.

  • This is pretty good thinking, OP. Its not that big of a deal, but still significantly enough that it should be discussed and probably changed.

  • I am as much a killer main as they get, but it's true what many people already said: in an asymmetric game you don't go tit for tat, you fix problems and sometimes one side got more glaring problems and gets more fixes.

    I am sad about the BT basekit, but that's somewhat on the killers community side. The patch 6.1 was a liberation act for killers, as the game was pretty much in the survivors hand and felt just so oppressive and suffocating to play, but when the patch dropped many killer players didn't shift gears, but doubled down and pushed their advantage any way possible, leading to unprecedented tunneling situations.

    So BT was probably the way to deal with that, but honestly I am puzzled by the Unbreakable/Mori situation. I don't think that slugging is that much of a problem or pandemic, but someone had this idea with the mori sudden death system and I really hope that they don't go with this as it works now. It changes the game up, but IMHO too radical.

    I also think that all this basekit perks should be severely limited. Of course, once the box of Pandora was opened, people would be asking for more, but too much basekit stuff will water down things too much and actually fight perk diversity, because peeps will get away with only playing their favorite perks, ie mostly meta perks, instead of running what their playstyle needs for then to thrive and survive.

    The only perk that I would consider for basekit might be a mini BBP. In the past everyone ran BBQ for the bonus BP and many tried to hook every survivor at least once, but while doing that they also got shown some survivors aura and just by opportunity this drove killers off the hooks and back into the game. In essence BBQ was probably the most healthy perk in the game and by giving killers a BP bonus for hooking everyone once and showing at basekit the most far away survivors aura after hooking someone, we would be seeing way less camping.

  • @Unimatrix00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243317#Comment_3243317

    Yeah, I know about prestiging. I was just hoping for a quicker solution. I'm working on a challenge in the first tome that requires me use agitation while hooking two survivors on basement hooks. I've tried doing this challenge as Trapper, but he seems quite clumsy in comparison to Pinhead. Like, I can win games as Pinhead but not as Trapper. I've been trying to do the challenge now for over a day. Thanks anyway!

    Just for reference, watch this video. Its a bit dated, but so hilarious and just an all-around feels-good video for Trapper sympathizers.

    https://www.youtube.com/watch?v=JyC0QbbJqNk&t=4s


  • @TeabaggingGhostface said:

    Trapper is basement king

    Bubba is basement camping king

    Sad Hag noises :'(

  • @JohnSsuitepee said:

    I've had several attempts to do this in 6.3.1 over the last 24 hours, and unfortunately I think this archive challenge is still bugged. A damn shame really, considering it's the last piece of Yui's archive story and the only one I need to 100% tome 6.

    I tried to attempt this challenge about 10 times today, but all to no avail. It seems to be indeed still bugged.

    Another challenge from the same tome though, that I previously couldn't get any progress on, was fixed (the one were you or your team mates needed to repair 12 gens).

    So its waiting for another round of fixes, I guess :V

  • @hiken said:

    that could help killers to recognize those survivors later as SWF and avoid them i dont know if i want that

    I have thought so often "grrrrr! That survivor played like *******! I will write their name down and never play them again!!!111" and not once dodged a lobby because I recognized a name, just because my chicken brain won't connect the dots and I am too lazy to look up some notes I might have taken ages ago, when I was a baby killer.

    I get what some people say here, ie that not all SWF groups play super good or coordinated, but are just some friends who want to have some casual games. But I still think that this info would pose no harm to the game. Killers would see that they play nearly every game against at least a duo SWF even though if they had never guessed it, and the times they get totally wrecked they might take some solace from the fact that "this was a legit 4 man SWF swat team!!!1".

    Of course any such change will also bring a new wave of toxicity, ie some killers who will go all out ala "fufufu, you were a 4 man SWF, but I just WRECKED your sorry asses!!! Fufufu please uninstall, I am soooo great at this game! Muwahaha!", but eh, you will have the small minded peeps doing their thing no matter what.

  • Just equip Whispers. We already have a perk for this, we don't need any more basekit perks (besides mini BBQ).

  • @HellDescent said:

    Killers would just miss more hits and survivors would run into obstacles

    I guess says all that could be said about this topic. We can close this now :)

  • @MeanieDeeny said:

    Why? Why are so many posts ..”this should be base kit/ that should be base..” I don’t understand why so many players keep advocating for what should be base kit…

    If you feel so strongly about a perk being beneficial…why not just run it?!

    You want kindred? Cool, pop it in your perk slot. Additional BT? Run it.

    I think having corrupt would be amazing…so…I run it.

    For real! The more stuff becomes basekit, the more it strengthens the meta perks, because you can effort to not defiate from the meta.

    I guess the BT basekit was needed because of how hard a lot of the killers started tunneling after the big patch, but we really need to stop this trend. If we want to encourage peeps to use some lesser used perks to see how they work, maybe introduce a new class of daily quests, ie "30k BP: escape 1 trial while using the perk XXX". This could actually be fun.

    If a perk is so cool that you want it in your loadout, but don`t want to throw out one of the meta perks, well then either don`t play that perk or change your loadout.

    There is one exeption, though: BBQ was probably the healthiest killer perk in DBDs history: everyone ran it because of the BP bonus, and the constant aura reading of distant survivors got the killer moving away from the hook because they got a new target; plus the aspect that many killers wanted to hook every survivor at least once for the full BP bonus.

    I strongly believe that we would see less tunneling if we got a mini-BBQ for killers. Something like "after hooking a survivior show the killer the aura of the most distant survivor and give them a speed bonus of +x% as long as they move in that direction. The speed bonus disappears once the killer is within 20m of the survivor or starts a chase."

  • Yes! I have wanted this for so long, especially with the ammount of very good and well coordinated teams that claim that they were just lucky randoms.

    I don't see the harm in showing killers after the match who was in a team and who was a solo player.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241826#Comment_3241826

    Bro akumakaji was trying his best to be obvious in his sarcasm.

    Awww, thanks for your support <3

    But I was 100% honest with every little thing I said about Blight /s

  • Self hooks can be pretty brutal if they go off at the wrong moment and it can indeed feel unfair, but their function is to provide hope.

    A game that's lost because everyone is slugged and the killer is just hooking one after the other can be pretty dull went you just waiting to die. Due to the rather lowish chance you should only try it in desperate situations, but if it works, it gives the survivor's a lie adrenaline kick and confidence boost.

    In know that nothing similar exist for killers, and that sucks, but in an asymmetric game both sides don't need equivalent systems for every game mechanics. In this case it's probably healthier to just accept that occasional 4% unhooks are a thing, but don't to dwell on it.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241150#Comment_3241150

    A lot of the time I will give the survivor hatch, because a lot of survivor's tend to waste the full EDC and then die. I just want to go next, I already won.

    "But whenever I feel like it, non of these rules have any effect and I'll do whatever I want."

    But every once in a while I have no mercy in me and will give no one the hatch.

    Spoken like a true killer.

  • "Survivor's shouldn't see the aura of other downed Survivor's ". See? Ridiculous claims and demands work in both ways. Maybe we should leave the absolute fundamentals of our game intact and look elsewhere for radical changes.

  • This is my go-to build when I have nothing else in my head:

    Bond/Kindred/Open Handed/ - open perk slot, right now I am running Distortion

    Many scoff at bond for being a learning perk and not needed when you have coms in a group, but I kindly disagree: actually seeing your teammates 3/4 the time and knowing exactly what they are doing is a real game changer: you can take all the info in without anyone telling you and make very well informed decisions. What gens are currently being worked at, who is chased, where a palette is thrown etc. And kindred with Open Handed is literally 1/3 of the map, more if its a center hook. You got perfect info on the killer and win any mindgame, because there is no mindgame. For real, you might be tempted to let your mates hanging, just for the fun you can have with the killer. And you always know with perfect accuracy how safe or unsafe an unhooking run will be.

  • Indeed, this perk was literally introduced to appease the "nerf Boons. Lemme snuff Boons permanently D:" crowd.

    I used it a couple of times enthusiastically, but after rather luke warm success maybe every 2nd or 3rd game I opted for something more consistently and fun, again.

  • @SoulKey said:

    Given nurse is still top killer by a far margin since release, you still have a couple of years before Blight is even considered.

    Pig: "hold my head trap. "

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241054#Comment_3241054

    I know this is complete sarcasm. But most people don't know how to play vs blight well. It's the only killer in the game with so much depth to it to warrant needing to play it yourself.

    Actually is the same with a lot of killers. Yesterday or so a returning player complaint about the OP kits of Wesker and Dredge, stating that they can do nearly everything, ie vaulting, dashing, teleporting, leaving a husk etc.

    But all this tricks have some counterplay or leave you in a bad spot when they miss etc. and you gotta play them yourself in order to fully grasp how complicated some of this abilities are to pull off.

    Blight is premium at this: he can do all kinda hugging tricks and hunt you down and be oppressive like no-one else, but if you try him yourself for the first time, you'll just dash past trees and walls and slide ungracefully all over the place.

  • Dropping your item is the sign of surrender and asking for mercy.

    The killer is under no obligation of any kind to honor this surrender, but some do and show mercy.

    If you are dying anyway you could always try to beg for mercy. Most killers, myself included, have convoluted, winding and inconsistent internal rulesets that govern who might apply for mercy, which actions void your appeal and thousands of minute details.

    In short, I happily give the last survivor the hatch or exit gate, just to keep my MMR growth a little bit in check, but I want to assert dominance first and kinda havex"won", ie downed the survivor, hauled them to a hook and slapped the hook with my weapon, signifying that I made it there in time.

    If the survivor surrenders before I down then I'll accept it, but I want their item as compensation. Also, if they flashlight clickety clicked or overtly BMed me over the course of the game, their chances are pretty slim.

    If I like their character or cosmetic, this raises their chances, if I think that their cosmetic is overtly popular and I hate it (*cough* green bunny Feng *cough*) it lowers their chances etc. Suevivors might be obviously newbies, so they can keep their items. Or if they do something cute during the chase.

    But whenever I feel like it, non of these rules have any effect and I'll do whatever I want.

    I hoped that this helped clearing up your confusion a bit.

    See you in the Fog :>

  • Bond/Kindred/Open Handed/ - open perk slot, right now I am running Distortion

    Many scoff at bond for being a learning perk and not needed when you have coms in a group, but I kindly disagree: actually seeing your teammates 3/4 the time and knowing exactly what they are doing is a real game changer: you can take all the info in without anyone telling you and make very well informed decisions. What gens are currently being worked at, who is chased, where a palette is thrown etc. And kindred with Open Handed is literally 1/3 of the map, more if its a center hook. You got perfect info on the killer and win any mindgame, because there is no mindgame. For real, you might be tempted to let your mates hanging, just for the fun you can have with the killer. And you always know with perfect accuracy how safe or unsafe an unhooking run will be.


    Blast Mine/Head On/Quick n Quiet/Windows of Opportunity

    This is just a very fun build. It's definitely not meta, but you can mess with the killer a lot. Perfect case: the killer interrupts you at your 75% gen and you boobytrap ot. While being chased and turning a corner you fast jump into a locker, confusing the killer who runs back and forth a few times till he checks the locker and you Head On stun them and run away. While fast vaulting to safety you hear the low rumble of the blast mine going off in the distance and chuckel. 20s later you sneak back and finish the gen.

    Granted, it doesn't work always like that, but that's the game plan and you decide on the go which part you omit and which you can still pull off. And lemme tell you, I pulled the whole thing off more often then distressed killers would care to admit, so give it a try.

  • @Edilibs said:

    This killer is so terrible im about to drop her! Everything that made her decent from like a year ago is gone and she is actually a ######### killer at D+! No matter what build or add-ons it seems like its just not enough! No even with STBFL Pig is sh*#!!

    Why does an already weak killer continue to get nerfs it makes no sense unless BHVR is taking liberties with the Saw creators!

    I cant believe how bad this killer is! I want Crate of Gears & Jigsaw Sketch Pig from 2020-2021 back! Screw this killer so bad....

    I will leave this one here, its pretty entertaining to watch and a great build to try out.

    https://youtu.be/vRMKxYkQ8jg


  • @Audiophile said:

    What this thread is not about:

    • Defending Blight
    • Telling me how it’s easy to counter blight
    • Discussion on how Blight is actually balanced

    Just someone tell me some good news about when this killer will get fixed.

    You are wrong on all accounts, watch this!

    *takes a deep breath*

    • I am still learning Blight and am not seeing the OP-ness that everyone claims, so I would say that Blight is 100% a-Okay and pretty balanced with loads of counterplay options

    • To tell the truth, Blight is actually embarrassingly easy to counter, just hold W in an open place were he can't hit/readh you with a bounce and you are golden. He can just aim straight at you, but then will slide comically along the place and needing to reapply his serum, giving you all the time in the world to t-bag him and then get away. Or run very tight loops where no one but the 1% best Blight players can follow.

    • Blight can be very strong in certain situations, especially for inexperienced survivors, but once you know this kit and how he works it's very easy to analyse the tile set at hand and see which is the optimal way to run it in order to minimise Blight pinball tricks. I would go so far and call Blight the most balanced killer in tver game, just a smidgen ahead of Demogorgon in terms of fairness and balance between effectiveness and counterplay.

    Someone at a discord group told me a rumor (because it isn't officially confirmed, yet) that they want to look at some of his add-ons, specifically the Alchemist ring, as that one is a bit underperformed right now. But fear not, I think just a few tweaks could unleash this add-ons full potential.

  • There is also this thing called aim dressing that should theoretically help you out, but gets confused by suevivors erratic movements and makes you miss by aiming dead center or something. Maybe looked around for that buzz word, ie aim dressing.

  • @JohnSsuitepee said:

    So I guess it's been a month or so since I last attempted to do this challenge; has this challenge been fixed yet as of 6.3.1 or is it still bugged?

    I would wanna know, too. Haven't tried it since, but would give it a shot in a couple hours when I'm home again. (About 5ish)

  • @ShyPirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/3240960#Comment_3240960

    Well I work at a high school so maybe that's where the rumored teacher ended up.

    So it's Legion then. Ngl, this figures. Stay save, mate, stab wounds in RL are notoriously deadly.

  • @e1ix said:

    I have recently started using NightLight to track games of the streamer Otzdarva (https://nightlight.gg/u/otzdarva_games) . It works by using image recognition of the end-game screen to track the killer, survivors, their perks, items, bloodpoints, prestige levels etc. It's quite simple and intuitive to use. However, after uploading and while reviewing the matches, one has to manually keep track of all matches and enter the map details for each match. This entire process could be eliminated if devs were to include map name (or a 3 digit map code) in the end game screen (preferably on the left half of the screen).

    I know this might be a whole new feature to add and is unlikely to be added, but I still wanted to request it. It will help thousands of users who are using NightLight to track their stats in a much easier way, atleast until the devs introduce a built in stats page in the game itself.

    Yes. And while we are at it, make it a new feature that we can see our last 5 played matches. Thus way I can't accidentally click on a finished tome challenge and leave the end-game screen or have to lurk for 5+min after getting killed just to satisfy my curiosity if the killer was actually running this or that perk.

  • @ShyPirate said:

    There is a broken pallet near where I park my car at work. I get excited whenever I see it.

    I just want to know which one if the roster is active around your work. Any guesses?

  • I had a lot of issues with this achievement, but that mostly stemed from "clever" locker play. If you really dod8 get your achievement/trophy, oof big oof, that really sucks monkey balls.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156086#Comment_3156086

    There's one of the wrecker's map and one of the McMillans that almost always spawn a three-gen from the start. Fun times on those.

    There is also Dead Dog Saloon with the Gallows and the far corner gen; if the killer commits to defending this gens, they nearly always got a strong 3-gen.

    Or Haddonfield: the gen in the front of the Myers House plus the gen inside and the one in the backyard are a neat little 3-gen, too.

  • @IlliterateGenocide said:

    Yeah i really hope they fix the animation.

    its neat that he has a seperate animation but game wise it should be changed

    What's confusing me about this one is the fact that BHVR stated pretty clearly that they wouldn't fiddle with the killers powers and cosmetics, as not to give certain outfits an unfair advantage. This is why Billy has the exact same frigging chainsaw, no matter what and why we can't have a Victor with a kept lil Pirate Hat or Cat Ears or anything. But not giving Hunk a running/frenzy animation seems to be OK?

  • @Nihlus said:

    Agree to disagree. I walk out with over 50k bp nearly every game, even when dying. I only have 7 more prestige levels to get across all survivors to be done with bloodpoints on them. I'm going to get that before the event ends.

    There are various reasons to look for totems as it is that already made hexes a high risk high reward scenario. Boon totems are very popular, so people are already looking for them. Most experienced survivors already check every totem spot while walking from point A to B anyway just in case of a hex.

    The bad matchmaking has nothign to do with the event. That's just how this game has always been. Really, the only complaint that holds merit is the sounds being annoying for you. Fair enough. But that's not a good enough reason to make everyone else miss out on an event and tons of BP just because you dislike them. If it bothers you so much, just stop playing until it ends in like a week and a half.

    This. I love this event so much and am farming loads of BP to no end. Only 13 prestige levels to go, then I got all survivors and killers at P3 and can play anyone any way I like :>

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239955#Comment_3239955

    That exact scenario happened to me as Feng. I also main Feng and I was pretty stunned it counted as a kill in the end-lobby screen. Might of been me, no cap lol.

    Lol, if it was you that would be a fun coincidence. That game happened just two or three days ago and it was on one of the farm maps, cow shed if I am not mistaken. And the shack was right next to the exit gates were the incident occurred.

  • @Unimatrix00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239959#Comment_3239959

    Plus they all give different amounts of void energy. I can't remember the spread for that though.

    3 for the Trick one

    2 for the neutral one

    1 for the Treat

1 … 44 45 46 47 48 … 102