Avatar

Akumakaji

Akumakaji

About

Username
Akumakaji
Joined
Visits
0
Last Active
—

Comments

  • @yobuddd said:

    Based on your own experience. This may be different for everyone.

    Here’s my list:

    Rank 0-3: Wildcard. No telling if it’s a newbie or a pro behind that character.

    Rank 4-15: Solid teammates. Good but not great. They only make minor mistakes and can handle tense situations. Fun games all around!

    Rank 16-35: Killer beware, these guys are good! They’re bold and brazen, but have the skill to back it up.

    Rank 36+ : Tough chase, but once they get downed or hooked, they’ll D/C or suicide (especially at very high ranks). Free win for killer.

    Rank 55+ "I know that I shouldn't focus them, but I was curious and they just went down like everyone else."

  • I am pretty miffed. I have had Amazon Prime for years, but always assumed that Prime Gaming was just another paid service that could be added to your account; like the genre movie channels etc.

    Turned out that I missed all this cool outfits. I only learned about my mistake last two months ago, so at least I got the amazing Jeff outfits, but I had rant liked that artist. Sad crow noises.

  • @sizzlingmario4 said:

    Nurse is the issue here, not the perk.

    Starstruck isn’t overpowered on anyone except her.

    Starstruck / Distressing/ Infectious Fright Wesker wants to have a talk with you :>

  • Best exit gates interaction I ever had a with Pyramidhead. I interrupted the cheeky heal at the gates and dove between the survivors gathered there, but caught none.

    Turning around a Feng stood directly in front of me and gave me a somewhat polite t-bag (2 quick ones, not the full machine-gun t-bag) and then tried to run past me.

    As she was wounded I downed her and she crawled past me. But, being chad Pyramidhead I noticed the "Final Judgement" prompt and pressed it. Feng crossed the barrier into safety, but I was already locked in animation and prolly executed her behind the finish line.

    Maybe it was bugged, maybe it was a strange once in a million interaction and animation lock? But we both had a good laugh in the post game chat about it.

  • @Nos37 said:

    Can we remove the camera changin perspective when being unhooked? Other survivors are spamming it while I'm on the hook and it's very hard to look at

    No. That's something bad for soloQ and I like it how it is. Don't change it for the better.

    Obviously /s, but for real, does the Forced perspective change offer any advantage? Like being able to jump right in the action?

  • You are welcome. The shoulder mic can make for some pretty ridiculously long smash and grabs, though, but it's much more meme-y in nature. Combine it with the add-on that increases fling distance and try to displace some surprised suevivor one third of the map.

  • @LylakLavender said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239805#Comment_3239805

    Oh. How was I to know. Most people put j/k. Hard to know what people think when just online.

    You are right, but that comment was so silly and absurd that it worked pretty good as a joke.

    But with all jokes, sometimes they fly over your head or flat on their faces.

  • If I recall correctly, the shoulder mounted police mic lengthens the second bound by 20% and and Horse Coin shortens is by 20%, making both bounds basically equal in length.

    The Horse Coin is much more useful IMHO, as it makes the bounds that much more predictable and manageable.

  • @FreddyVoorhees said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239796#Comment_3239796

    He could fit indeed , portals would need rework as you say. But given that the werewolf is my favorite monster I would hope they would give him the complete treatment and make him a separate killer :P. Not to mention that he would sell well as many would like to main him. As long as they make it look like the werewolves from Van Helsing . Add a tail and it's perfect. More monstrous one would be a bit less interesting as classic is classic :D

    They could just slightly sidelines the Werwolf and make that an ice-cold wind riding, cannibalistic, vengeful Wendigo skin for Spirit.

  • I second your guys sentiment that Midwich is a though one, as I as a like am doing pretty well there, but I had this ONE game, where everyone was running spine chill and I never saw a survivor the whole game. That was a really engaging match. Ugh.

  • Tbh, Demogorgon would make a pretty good Werwolf with his shred and killer Instinct. The teleport could be reskinned as more generic "stalk through the bushes/woods".

    But of course, Demos current state won't allow him to be made into a legendary skin, not to speak about a non stranger things franchise. I guess that would be the biggest hurdle, as the rights holders want to be recognised, not be generalised. But Demo would be a really good Werwolf fit

  • I have made it a habit of hitting unhooked survivors immediately, if I am in a position to interfer with the unhooking process. 9/10 times I have no intention to tunnel, but it's always good to get the BT or OTR out of the picture ASAP or it might come back to bite you soon after with a cheeky bodyblock, or a minute later when you stumble about the unhookee and least expect it.

  • I tested this out and yes: this seems to be a consistent bug. Makes double pipping nearly impossible. Here I had a basically perfect game, I had a lot of chases that I all won, defended my gens, and yes, I downed and killed that poor Kate that had the exit gates at the 3 lights stage already ... if I wasn't this close to pipping up I would have let her go, but alas, can't risk this.

    With 10 hooks or something like this I should have gotten an Iri devout emblem, but as you said: the last kill somehow doesn't register. We should drag this into the bug section.

    Devout_bugged.jpg


  • Yes. Always has been, always will be. Try Adept Plague, it will be fun :) Pig and Twins are another highlight on your way to all adepts.

  • Dwight Toilet Paper Mummy also falls in a similar category for me. Some goofy stuff is ok, but there should be limits. I know that its just a Halloween costume, but we will be seeing TP Dwights all your around, now :V

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238846#Comment_3238846

    Killers already want everyone to spawn on hooks anyway. I'm confident that most on here would not be satisfied with them simply removing the exit gates, as it would require them to still have to find and chase survivors. That's still too much work for the average killer main.

    yawn of all the boring cookie cutter copy pastas of this forum, this is most boring and yawn inducing snoozefest of them all. At least make up some creative accusations.

    But no, all survivors want is shooting lasers with their beamers to hurt killers feelings from a safe distance :<

  • My guess is that the knight will actually be Shad from Shadiversity and he will project his love for medieval weaponry and channel his rage for machicolations into a deadly power.

    Halfswording for the 4k

  • @Wolfven said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237902#Comment_3237902

    How does blast mine even work with this? DO you need to stay close to the blast?

    No, you just need to stun the killer in order to pry 3 void energy out of them should they carry anything.

    I will use the tried and true combo of Blast Mine, Head On, Quick n Quiet, DS. A lot of chances to stun the killer and DS is basically the easy seal the deal one if nothing else works: first feed the killer your own void energy, then steal it back.

  • @danielmaster87 said:

    They messed with my archive muscle memory.

    This! No nothing works and I hold my button ineffectual. It's such a mess :c

  • @jamally093 said:

    So I was playing Wesker when a Dwight who was on death hook basically dropped his item infront of me. So I know that's the universal symbol of *please let me leave sir* but what I don't get is why do it though most of the time the killer won't listen or better yet they just see has a way of a free kill. So can someone explain why people still do it?

    Well, they are applying to the player behind the killers sense of altruism; a ploy that has a much higher chance of success then the other way around.

    It might not work for you, but unless that player BMed me all game I usually feel pangs of sympathy and spare the cutie. Might also be a kharma thing, because I got a pretty good record on getting spared when I apply for it as a Survivor.

    Why people do it? Simple: compared to a 100% chance of dying in a match with a dominating killer who might already have killed someone at 4 gens, with this altruism tactic you at least got a chance.

  • I have nothing to add, but OP, I feel you and your anger. I have had similar cheap tactics being pulled and raising awareness to this definitely isn't the wrong move.

    In the end its just one game, so "just get over it", but it stands that this kind of system is open to abuse, albeit in just small and isolated corner cases, but still, you are definitely in the right with your anger.

  • @Objectively_speaking said:

    If you cannot beat survivors by just doing what you WANT to do, do not start doing tactics you do not want to because it will come back to bite you later. Trust me I used to do that and all I got was sweat squads and sadness.

    This one speaks the truth.

  • @mischiefmanaged said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237132#Comment_3237132

    I guess I don't really understand this idea. "You get punished for playing consistently good." I'm going to assume the punishment is you play against better players and have more difficult matches which means you lose more. But, what would the alternative be? Should there just be no matchmaking at all? This seems like it would get ridiculously boring after awhile. If I get good at a killer, why would I want to keep playing against the same "installed the game yesterday" survivors?

    It's a PvP game. At some point, one side is going to have to lose the game. It's really a choice whether or not the only goal is winning. I've definitely thrown games before because I could have taken a strategically good decision to protect a specific area, secure a kill, and then win the game, but I just kind of enjoyed playing against the players and chasing them and it was a random Tuesday match so I didn't care. I'll "lose" those games but it's a choice I made to play the way I wanted to have fun. If the only way you have fun playing the game is to win, you're going to get disappointed since, again, it's a PvP game and you can't always win.

    There's already a ton of builtin imprecision to the matchmaking. While you can have a specific MMR, the range goes pretty wide pretty quickly specifically to make it more likely that your matches will be more pseudo-random when it comes to skill levels.

    But yea if you choose to play in a way where you're always treating it as the world championship finals it's not really surprising the game will try to find you matches where that feels like it's always true. You've been playing that way.

    You are not wrong, but it seems that DBD has sort of a identity crisis. On one hand its a casual party game fun, but on the other hand it got competitive DNA baked into its code and people have started to take it way too serious.

    Yes, it is a PVP game, but it's MMR system is faulty and either not granular enough or way to broad.

    For example both Overwatch and Leage of Legends have a ranked ladder system with Bronze, Silver, Gold and Grandmaster ranks etc. and if you win you will eventually rank up, but if you win a couple of games in a row you aren't suddenly thrown into grandmaster matches and after losing 3 bounce back to silver or something, yet DBD is that volatile.

    If you are good at a game you shouldn't dread winning, but just win and reap the benefit, yet at DBD this is somewhat the case.

    And DBD is asymmetric, not just in its gameplay loop, but also in the stress level. A high level game of dbd can be cool and exhilarating as the survivor, while still interspersed with moments of calm when you do a gen or even hang from a hook, but as a killer it's nonstop high octane stress with never a slow moment.

    When I started out DBD I had a phase were I sweated a lot and gave every match my most and I quick rose up in MMR. But eventually every single game I got was so sweaty as if someone's life dependended on it, ie every game felt like it was the championship finals, even if it was just a random game.

    At a fundamental level it feels wrong that I, as the killer, wouldn't want to kill everyone, because I don't want to sweat so hard. So even when I stomp I am somewhat inclined to let one or two survivors go. This sounds pretty schizophrenic to me, but I am interested in your pov.

  • The thing is that most games aren't against hyperfocused seal teams and you can make a good figure without tunneling the first person you meet. Mind you, going for 12 hooks only works in the lower ranks, but altwrnating between two survivors while taking opportunity shots is fair game IMHO.

    Also, while you could probably win a lot of games by just hard-core tunneling the first survivor, this will let your MMR skyrocket and send you against progressively meaner and badder squads, toll you actually need to do so just to stand your ground. In the end, unless you are here for the sweat, winning every game ain't that cool.

  • I wouldn't say that new killers are overtuned, but they tend to be more mechanical complex and thusly confusing when facing them for the first couple of times. Some killers like Oni or Myers are very intuitively to verse, even the first time, ie get away from them, especially when they are powered up. Or Huntress: she is slow, but chucks mean hatchets after you that work like melee hits.

    Dredge and Wesker both got a whole page worth of text and you gotta sit down and study their wiki in order to grasp what they can do. If you verse them naturally and without any prior knowledge, then all their tricks surely seem totally over the top, but if you were to play them yourself or watch a YouTube video, you will see that things are much more nuanced.

    Dredge slows down a fair bit when leaving their husk and can easily bamboozle themselves with the sudden change of direction, and once all teleport tokens are gone it takes aaaaages to cool down.

    Wesker has a lot going for himself, but vaulting palettes isn't for free, after the vault he can't pull out his knife till 4/5 of a short loop is over, so in order to hit you he has to play it nearly perfectly with next to no margin for error.

    But its good to have you back :) Enjoy your stay and maybe look into the new killers. I really enjoy both of the ones you mentioned and really love Dredges jumpscare potential and Weskers is so edgy that you will cut yourself on the mouse/joy pad.

  • Is this existence?

    EDIT: I see ... if the limit never approach anything, then it doesn't exist.

  • @SpinZard said:

    It's not exactly those two things that have a problem but it effects them. Since the 6.5.1 update when a survivor dies on hook when either every survivor has escaped and they are still being killed or when all 3 survivors are dead and the last survivor is dying on hook it doesn't count that last kill on daily rituals and on the devout emblem. With this bug being a thing its impossible to double pop in iridescent ranks and impossible to get an iridescent devout emblem which could potentially effect archive challenges like six feet under with sacrificing 4 people. Since it doesn't seem to count the sacrifice.

    Huh, interesting! I had noticed that I hardly got any merciless ratings of late, no matter how much I stomped. I chalked this off to gold and red grades, but I always ever got silver devout emblems. Something seems to be off, that's for sure.

  • Too much QoL. It's just impossiburu!

  • @Crowman said:

    I've noticed that all the RPD matches I've lately have all been West Wing.

    Dayuuuum, you're right!

  • @HectorBrando said:

    We already have more than enough Killers, it has been like that for several patches, the game is so bloated they have to rehash powers to make "new and exciting" Killers, lets post some examples of this.

    • Wesker: Discount Nurse but cant teleport through solid objects, Clown slow and moves 115%
    • Sadako: Jigsaw RTBs (stalling objective), Freddy teleports and Wraith invisibility (and all worse than their original counterparts).
    • Artist: Traps+Hatchets.
    • Pinhead: RTBs (stalling objective) and a Deathslinger chain+Clown slow.
    • Nemesis: Discount Pyramid Head with 2 NPCs.
    • Trickster: Discount Huntress, more lenient if you miss and 1000% tackier clothes.
    • Pyramid Head: Discount Huntress with 115%.
    • Deathslinger: Discount Huntress with a hat.
    • Oni: Hillbilly but has to gain his power and is easier to land.

    Whats next? Leatherface but with stealth? Plague with a bycicle? You can only add so much with the game mechanics the game has.

    Something similar can be said about stories. There are a few different schools of thought, but in drama theory you got about 36 situations that cover basically every movie, book or theatre plot on the most basic level and if you want to go even more basic, then there is the "seven basic plots" theory.

    Everything else is just window dressing and settings. But does something like those even matter? I watched a lot more then 36 movies and shows and I am not bored yet, even though some plot points get recycled, and same holds true for the killers in dbd.

    Yeah, if you were so inclined, some powers are "just" remixes of others or bits and pieces yadda yadda, but they all come with their very own set of personality and character, and that's why we all vibe differently.

  • @DBD78 said:

    Killer reworks, buffs or looking at/changing bad addons (Freddy, Pyramid Head hello?) can take years and years we all know this. So what about when we have 10 or 20 more killer than today? When will we reach a limit where we simply have too many killers in the game? Are we already there? Everyone seems happy when new killers are released but it does have a nasty downside.

    How long can they continue like this?

    Easy: till its time to migrate over to DBD2 with its vastly improved mechanics and overhaul of the system and a fun re-release of all your favorite Killers and Survivors :>

  • I am at the forefront of the people advocating to remove depipping unless you DCed. It's was said time and time again, even by BHVR themselves, that grades nowadays serf no other purpose besides your own satisfaction and as a measure of how much you played since the last grade reset, and that it isn't any representation of skill, yet we all know the awful feeling when you slowly inch yourself towards the next grade, only to be hit with a couple of bad games in a row and go back to zero.

    Heck, the killer might just decide to tunnel you, or most frustrating, you might face an afk killer that doesn't hit the air in front of them. Apparently there are some Arcane techniques to barely scrounge up enough boldness points by loitering around the killer, so that you get a safety pip, but that just shouldn't be a thing: depipping because the killer is afk.

    So every month I now do this: I play normally till I reach high silver or gold ranks, then smurf my account hard by not killing any survivor's and when my MMR hits rock bottom, I shift gears and stomp baby survivor's way too hard for my own good while farming them for 12 hooks whenever possible. I blaze through the ranks and just shut off my bad conscious for ruining so many newbies games, but I just can't stand the dumb depipping anymore.

    This way around this time of the months I reach Iri1 and can finally relax and fool around and meme with cute survivors without the fear of paying the price for that next game via depipping. Its a dog ear dog world and I would just prefer to just play like that all month long, but the depipping forces me to play as tough as I can till I reach Iri1.

    I have had this situation often enough: I sat at 4 pips, the last survivor was really cute and begged for mercy and then I was one sacrifice too short to pip up. The next three games were against seal teams and send me basically back to start.

  • @sizzlingmario4 said:

    Feng main here.

    Idk for me I always liked the green bunny cosmetic and just stuck with it. When I was a new player I primarily played Meg before switching over and then pretty much exclusively played Feng for a long time and never used any other cosmetic besides that one. It was also partially because I had the perks I wanted on her and not on other characters (since this was long before the grind reduction).

    Now I play a much wider variety of survivors (I play different survs depending on the builds I want to use; I have several different builds I like running which helps me with variety/not getting burnt out of survivor), but I still play her more often than most other characters.

    I have mained Jill from the moment I started doing survivors earnestly and she is bae. I thought about buying her very cool original outfit, but it's too clean and I love my bloody cosmetics.

    I sometimes dabble in bloody Heather and bloody Yoichi (noticing a theme here?) and contemplated to branch out into Nancy, buy she is still P0. I guess that Nancy and Steve both unlock their bloody cosmetics like everyone else at P4-P6, even though their P1-P3 are utterly d3void of anything?

    On a bloody sidenote: Heather's bloody head cosmetic is one of the more fun and impactfull ones. The poor girl got doused in so much blood and gore that she legit turned from blonde to brunette. I love it! <3

  • Apparently the engine, or more precise the processing and computing, can't handle any more Zombies. In the beginning before optimization even two zombies brought certain consoles to their utter limits so we won't be seeing a veritable, even though it would be pretty cool if we could start the trial with like 8 or 10 Zombies and kill them via palettes and only the two special one respawn.

    It won't be happening :< So here is something to cheer you up.

    https://youtu.be/UiUPR4ckbSw


  • Have you heard the sounds she makes when you knock her down? Pure UwU! I love versing Fengs and strike them down and down again, thanks to that sound design it never gets old.

  • Reworked Insidious: After staying still for 9/8/7s the killer is teleported to a shadowy corner within 24/20/16m of a random survivor without direct LOS to said survivor. Until the killer moves and for 3s afterwards they gain the Undetectable status. The perk has a 2min cooldown and ceases functioning once the 5th gen is repaired.

  • @Ashes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237170#Comment_3237170

    doesn't all of this suggest that even though DH is popular and people try to use it, it just doesn't really do what it's supposed to in a lot of situations? 3 or 4 dead hards and you don't care because it's not a big threat, it's obvious when they're trying to use it, perfectly timed DH in front of a pallet is rare enough that it doesn't affect you every game. sorry to steal your words, it's just to me this paints a picture of a perk that can't compete with a lot of other top choices, and i so frequently see brazen survivors on my team go in with dead hard and just get downed without managing to soak a hit with it. i did spend hours learning to dead hard properly, escaping a few times directly because of it, but i still found it unreliable, with the latency hits pushing it fully out of contention for anything other than a protection build personally.

    Hello, thanks for taking note of my post, I'll gladly give a bit more info.

    When I said "I sometimes see 3-4 DH and I don't care", this needs to be contextualised with old DH stranglehold on the game and how oppressive it was.

    Old DH made you die a little inside each time the survivors danced on your nose, BMed you, greeded palettes like mad and then DH to safety absolutely risk free.

    In the higher reaches of the MMR the perk had a solid 75% pick rate, so a game with 3 DH wasn't something to take note of, it was the expect norm, and it was terrible.

    BHVR did something that most of us, myself included, deemed impossible: break DH stranglehold on the game and nerfing it WITHOUT making it utterly useless. Most players, killers as also survivors, will tell you now that the perk feels fair and fun to use.

    It's now much harder to use then before, as the margin of error and opportunity to mess up is very big, but so is the payoff.

    What distinguishes of from new DH is that it now demands skill to use and has counterplay, something that was basically impossible before. When breathing down a survivors neck, but you know that they have DH, it becomes a test of nerves and a mindgame in itself. Sometimes the survivors lose their nerves and DH ineffective and rather comically in the open field and you send them to the floor for it, at other times your bloodlust gets the better of you, you swing the moment the survivor comes within range and they DH through your swing and run off into the sunset. That's what a perfectly healthy perk should look like.

    DH is still much better then the other exhaustion perks, that's why you still see it so often in high MMR, but the other exhaustion perks have become more valuable then before because of their ease of use. And I guess that I see the backside of a survivor leaving me in the dust equal as much with Lithe or Balanced Landing.

  • @Ghostofsnow said:

    no, its already the only exhaustion that has a time sink built in when you use it effectively. no other makes you mend for 12 seconds each successful use

    Making a problem where there is non. DH is also the only exhaustion perk that's not heavily restricted when you activate it, it's literally on the press of a button, and also available when you are in the open, wounded and most vulnerable.

    All this combined is a big reason why DH always was, and still is, the most popular exhaustion perk.

  • @DragonMasterDarren said:

    I think the current version of Dead Hard is fine, it rewards survivors for good reads and mind games, while not breaking the game in half by allowing everybody and their mother to extend chases with hilarious ease just by pressing the E key

    HOWEVER, there is one *small issue*, that being Dead Harding at pallets

    At windows it's fine, unless you somehow space yourself out perfectly, you will go down at a window if you fail the DH due to you either medium vaulting the window if you DH too close to it, or just because the killer is right on top of you and can down you anyway, at pallets though, you're pretty much completely fine unless the server lags and eats your input, if you DH and they swing, you get away, if you DH and miss, the killer has barely any time to hit you if you're right on top of the pallet

    So i propose a small change to the perk, If you use Dead Hard and miss, you become unable to throw down pallets for 1 second

    A simple fix to a pretty glaring problem

    (that and patching the stupid Auto DH cheat but that's beside the point)

    Thoughts?

    I also feel that DH is back at the top of the perk food chain, with some matches sporting 3 or 4 DHs and the survivors all know how to use it, but nowadays I hardly care. Its not like back in the days, when survivors danced on your nose all game and then, when you should have rightfully cornered them, just DH to safety while you died a little inside.

    Yes, you have to have DH in the back of your mind when you chase a bunch of survivors and can't mindlessly flail away all the time, but often it's rather obvious when they are trying to use it.

    I give it to you, the perfectly timed DH in front of a palette feels like a lose/lose situation, but it's rare enough that it doesn't effect me every game, and I guess such a moment of triumph for the survivors for a well executed move isn't a bad thing. How often do you get a survivor juuuuuuuuust with the tip of your weapon when they vault the shack and you feel that flush of triumph yourself? We can't just take all this cool moments away from the game, unless we want it to be hollowed out and left as a husk, devoid of any surprises or excitement.

  • The thing is that this time the killers have it a bit easier. Besides pumpkins the void energy chain begins with survivors on a gen, they are the ones who mine the precious energy for everyone to use in the first place. Killers get 97% of their void energy by ripping it out if the bloodied grasp of freshly downed survivors, so for the survivors to bonk it out or a killers head with a palette/flashlight/mine/head-on, said killer must have first gorged themselves.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237044#Comment_3237044

    DS, BT, Off the Record are anti-tunneling perks not anti-camping.

    Reassurance and Kinship are anti-camping I guess and there's an argument to be made about Reassurance being behind a paywall.

    Tbf, when I nowadays get hit by a DS I got confused what's going on and why someone is wasting a perk slot in such a way and then continue the chase just mildly inconvenient, often ending it 10s later. Back in the days I was more conscience which survivor got unhooked recently and even had an eye in the desktop (the real life one) clock, now I just down and hook whomever I happen to stumble about.

    I 100% support the "make DS great again, just not in EGC" movement.

  • @I_am_Negan said:

    Honestly just play fair if you turn it into a 3v1 get 3K-4k's every match you're just increasing your MMR.

    Which is giving you tougher teams which seems to be why you are upset.

    But if you must win every match then by all means turn it into a 3v1 as fast as you can.

    This is actually the thing that galls me the most about the MMR system: you get punished for playing consistently good. I nearly always let the last survivor go, sometimes even two, just as not to inflate my MMR too much. Really, a killer that is afraid to kill.

    I have been in the high sweat heavens for long enough to know that "sweating it like you are playing in the DBD world championship finals, but this is only a random Tuesday match" everyday, all-day gets old very fast.

  • @bm33 said:

    So I managed to do it (yay!) with Head On, DS, Quick and Quiet, and Blastmine (although didn't have chance for Blastmine). Killer saw me at start of match, I got in one Head On stun but no void energy. After first hook I missed my first DS attempt (bummer) buuut after second hook I got in a Head On followed by DS and got the void energy I needed. So basically I needed to be downed/hooked for killer to get void energy and then I needed to be tunneled out which lucky me that's the killer I got.

    I do think they should either adjust the challenge to be stuns only OR adjust the mechanic to always award void energy from stuns because right now you need the right variables to go your way in order to get your void energy.

    This is actually how I planned to do it. Cudos :) With this build I also did one of the "stun the killer 4 times in a single trial" challenge. The Wraith got really tilted by all the stuns and camped me, nut I didn't care :)

  • @[Deleted User] said:

    I have the same experience. Since the last mid-chapter my killer queue in the morning to mid-day are like 5+ minutes. I am EU EAST.

    ONLY HAPPEN AFTER MID-CHAPTER (META SHAKE UP), PRIOR WAS LESS THAN A MINUTE

    I guess a lot of people have either forgotten or never experienced how utterly miserable killer felt pre-big patch.

    I distinctively remembered a lot of games were I just died and died inside, as I got looped around the same structure for ages while the survivors greeded the "scarce" resource that is the palette for as possible and when you finally got to them, they still had DH and could drag it on for another 40s. And if you broke chase with that one, the next survivor was just the same.

    During the hight of survivors might, when DH reigned supreme, some matches would end with 2 or 3 hooks and sometimes I wouldn't even defend he hook during EGC, because why bother? Three survivors with two second chance perks each would just swarm it and escort their mate to safety.

    Really, something needed to be done about the state of Killers,and a lot of the changes felt very liberating.

    But now we got the problem that sadly a lot of killers didn't got the memo that things had changed and they tunnel and camp and 4 gen regression perk their way to 4k after 4k. As always, egos will always get in the way of a nice thing, doubly so in competitive online gaming.

    To influence behaviour you got the carrot and the cane, and while most peeps angrily ask for a biggerans badder cane to be smacked down, I believe that the way to go would be to give killers more incentives to hook different survivors.

    Most peeps don't realise how a well designed and healthy perk old BBQ was. Yes, you had to face it basically every game, because nearly everyone had it equipped for the BP. Many killers didn't care about killing and made it their objective to get all 4 stacks of BBQ, ie hook every survivor once. And while they did that they saw the aura of some survivor and said "that one ain't too far away. Why not, let's give this a try" and left the hook. BBQ was really healthy, but it really limited perk loadouts, because there was basically no way around it.

    So, how about giving killers two things as new basekit: 1) a new +5000bp score event "everyone hooked" or "Entity got a taste" or whatever when you hook everyone once. Maybe even a second one if you hook everyone twice without killing someone off (in that case 2k for the first, 3k for the second event).

    2) a mini BBQ. After hooking a survivor, show the killer the aura of the most far away survivor (with some minimum radius) and give them a sizable speed boost to move over there as long as they move in the general direction and aren't in any chase. Especially the M1 killers without map mobility are prone to camping, because they have no option and might feel overwhelmed.

    I would so love to see a BTB with this two options and see how it affected gameplay.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236541#Comment_3236541

    And because she just has so much potential she hasn't gotten a Tome about her with an outfit to boot yet.

    Also, did you forget Jeff is an artist, too? Do you know how much creativity you can get out of outfits when the only thing you're limited by is "artist"? Yet BHVR seems to have forgotten that and have just slapped on the "metal fan, leather jacket" label.

    Jeff's Amazon Moth mantle outfit doesn't scream metal fan, though, and is pretty creative and fashionable.

  • @CaptainLoin said:

    I tried it with Sadako and realized quicklly that since i start demanifested, I couldnt attack anyone until I used the serum. It was a terrible game rife with bad luck, terrible ISP performance, and nothing working, so I wasnt in-game long enough to see how it is mid- or end-game.

    Oof. This sounds like such a miserable game :V

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236757#Comment_3236757

    And then you camp the basement, and go to down the rescuer but end up shooting right past them instead!

    Ngl, this would be hilarious 😂. Maybe I'll try out a meme basement Bubba build with the explicit aim of scaring survivors by saling past them. But probably won't work, because no one goes into the basement, when Bubba is in play.

  • I don't have any memorable blunders, but one thing that everyone should try out at least once every season is Blight Serum Bubba! Its sooo much fun to utterly surprise a survivor by sliding accross half the map into a tree beside them and then reef your chainsaw! I tell ya, thats what Bubba was made for. He and the Serum complement each other like nothing else.

  • just play and bring Arcane Dowsing Rods.

    Peasants ...

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236023#Comment_3236023

    ^ this, I have like 70 drafts I've just walked away from. I come back an hour later and just don't care anymore lol

    This is very wise and many could learn from your example.

1 … 45 46 47 48 49 … 102