Akumakaji
Akumakaji
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- Akumakaji
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Comments
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@Pulsar said:
Susie.
She's close to my age and I also probably have like 6 inches on her
Plus, punk girls are hot
She was also my first thought, but then I looked up her age and dayum, she's 16. So scrap that.
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Franklins is one of this perks that can REALLY tilt survivors just by existing. I have seen twitch players yell out in agitation "that F** is using Franklins? Whats actually wrong with that persons head?". Some survivors just shrug it off, but others really REALLY dont want to lose their precious items. Especially if they are protected by a white ward or are from past events. I have seen survivors coming back time and time again to try to save their precious anniversary toolboxes or adorable halloween flashlights and it really fills me with inappropriate glee :) Franklin nearly never disappoint.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/3179476#Comment_3179476
I just want to say that technically you could see her belly button before they added crop tops:
https://us.v-cdn.net/6030815/uploads/S6DOBUGC93V8/download.jpeg
Thats some pretty big attention to detail. I am impressed :D
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/3178842#Comment_3178842
Karu.
You remember my Pyramid Posts.
Karu.
You can be just as thirsty for Pyramid Daddy, our Triangle Father. God what I wouldn't do to spend a minute longer with him.
In my restless dreams I see that Triangular Boi .. and one minute of his crooked knifework is worth an entiry month of Iri1 rewards. Of both roles!
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Yeah, the emblem system is sometimes pretty busted.
This one was an AFK killer. Some folks criticized me for calling this out, stating that you could "easily" just hunt down the afk killer and linger around them in order to farm evader points, but that doesn't feel right with me, that you have to jump through such hoops during a game that is already a lost cause, fun wise.
Just do away with de-pipping outside of DCing and the mood of many players would improve.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3179660#Comment_3179660
Very nice outlook. Yet again - I want more of you in my lobbies :)
Just one thing though. You should not consider staying at the gate always wanting "victory dance". I do that to get those last free points (protection hits and late heals are quite nice - also and this is more important for emblems to pip up) - but I will never tbag. If I enjoyed the game, it is very possible I will give you my item to show respect :)
Awww, thank you <3
Yes, getting some late heals and altruism points by staying in the exit area is totally ok, but nearly all of thoses "oh, I just wanted to give you a free hit, so that you got more points" peeps are lying into your face and are just in there for the bullying.
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3179600#Comment_3179600
Exactly you're understanding me because you play killer possibly
You see Survivors actual goal and objective is to get you mad this is their true goal
As someone who been playing for a year Don't give them what they want never get mad I try that myself but Eh sometimes i get triggered with certain players and gameplays but yea They just wanna make fun of you so play as dirty as you can
Yes, I consider myself a killer main, BUT I also play 30-50%, depending on the mood, survivor. Its fun and its half of the game, so you shouldn't skip on it. It also broadens your horizon, and slipping into the other roles shoes helps a lot with empathising with their problems, because they are suddenly your problems.
When you play killer good enough to blast through the lower ranks, you will invariable encounter survivors who are hellbend on making your game as miserable as possible, thats just their "fun" and goal. But these players aren't the majority, so the real object is not only to not give them what they want, but especially not to project their mean tactics onto the next group of survivors, who might just be ready to play casually and maybe even meme around.
I once felt the same as you and let a Nancy bleed out for 4 mins that was the last player in the game to punish her for being such a bully ... but that game, she wasn't the bully. She was good at looping, yes, but she never t-bagged me and clicked her flashlight at me or mocked me. We had a discussion in the post game chat and this encounter sobered me up for the rest of my killer career. YES, there are some really dispicable persons in the game, but they aren't the survivors, they sit on both side of the fence. My honestly best advice is not to give in into the bitterness and anger, but try to enjoy the cool and fun parts of the game. Contrary to what picture some peeps might wanna paint here, I still enjoy the game immensely, more so since the big patch.
Killer is finally viable again and even soloQ ain't half as bad (IMHO) as many people make it sound, but you also can't expect to get out half of the time, when all you do is running with strangers and no means of communicating. Still, I had some stellar soloQ games were everyone was bringing their a-game and we totally stuck it to that killer. So give survivors a try and see for yourself how godaweful tunneling off the hook feels when there are still 4 gens remaining. Oh, but one thing: just because you are playing survivor and you just got into the exit gates area: please, don´t be one of THEM and just leave quietly without any stupid victory dance. Be the change you want.
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I most often try to get a hit onto the unhooked survivor asap, even when I have no intentions of tunneling them, just to get rid of any endurance. Some will try to bodyblock their friend and expect you to do some gymnastics to get around them and aren't ready for the consequences of being "robbed" of their protection immediately. Also, in my personal rule book if you body block you aren't protected by any moral obligations to not go after you, ie YOU yourself put you back on the menu and I am ready to eat up.
What is also interesting is how hellbend some survivors are to get value out of their endurance. Even when both could get away they will linger around and sometimes on purpose let you hit them before vaulting away, as if they wanna see "fufufu see, you fool? You can't hurt me! Fufufu", but in situations like these I think "jokes on you, fool" and keep pressuring them.
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@Adjatha said:
People who DC after getting downed need to have some EXTREMELY AGGRESSIVE penalties. Minor time-outs are clearly not enough.
Like, if your computer DCs you accidentally, that's one thing. But when the disconnect happens when you're downed or just about to be picked up / hooked, that's somebody obviously pulling the plug. It makes the game miserable for both sides and frankly, DbD doesn't need them. Lock them out for a month or something.
I am always puzzled about those who DC in protest (ie ragequit) the second you hook them when they were on death hook or the last one remaining. Chill, dude, why ragequit and face 5min-72h cooldown when you could just wait 10s?
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/3179064#Comment_3179064
well same with eruption. solo q has no indication of when their teammate goes down and the perk triggers.
Yeah, but Eruption is one of us killers perks, so its noble and precious and must be protected, while your Wiretap is a survivor perk and debased and despicable.
Jokes aside, Wiretap has the potential to be really strong. Strong perls aren't a bad thing, but Kindred plus Open Handed has shown me how OP longlasting wallhacks are and how much it trivialises looping and renders all of the killers mindgames void, because there are no mindgames.
I still love the idea, but 80s wallhacks are a dangerous idea. I would like something like a Wiretap symbol on each survivors screen that acted like the cat from Spine Chill, ie shows proximity of the killer in relation to the gen, but not outright wallhacks. I think this would also be more in line with the "lore" behind it, ie some spy gadget that peeps, but no x-ray vision. With this you could also have a comfortable radius.
Regarding Blastmine, yeah that was a totally uncalled for and harsh nerf, and I am not saying that because I am an avid Blastmine user myself. Everytime I get hit by a Blastmine myself I jerk back and then smile a little and think "well played". Even with the old system you rarely got two successful Blastmines off. Best bet was when you were chased off a 80%+ gen to leave it there as a parting gift and even then the killer might chose to chase you for its entire duration. But right now with it fizzling out and wasting 59s of gen time? Oof, thats harsh for just a little stun in a non-critical situation.
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I learned from the best, I learned from Bruce Lee!
"Be formless, shapeless, like water. You put water into a cup, it becomes the cup. You put water into a bottle, it becomes the bottle. You put it into a teapot, it becomes the teapot."
So I poured my entire soul and being into a locker .. and I became the locker! Works like a charm. They try to hide within me and I go nom-nom-nom.
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@Mister_xD said:
I would rather face 3 Nurses in a row than a single Twins.
God awful Killer design with an extremely boring (and relatively easy to use) power that heavily promotes extremely boring / toxic playstyles such as hard slugging or camping.
And probaply the worst part about them: they had potential - a lot of potential - but BHVR didn't really seem to know where to go with it, so now we have whatever that mess of a character is. Very similar to Trickster in this regard.
I bet if you give it a bit more effort you could squeeze one or two more buzzwords in there. Don't give up, we belive in you :)
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3178131#Comment_3178131
I love reading this and agree with what you are saying.
Aww thank you. Your Reassurance perk worked and is highly appreciated ;D
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@Aven_Fallen said:
And this, Kids, happens when Killers get an actual challenge which is not only "Play the game".
You mean one dude complaints while everyone else points their finger at them and laugh? Yeah, true, we killers are a toxic bunch.
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@danielmaster87 said:
That's what I've been saying. People compare hatch and keys to how broken they were before and say, "Now they're useless." Not useless, in fact as you said, it can be free. The killer cannot patrol 2 gates AND hatch.
You are right, and that's the same kinda logic that surrounds IW now. "I don't get unconditional 100% noise reduction = trash".
I sorta get that its a bit thougher to swallow the exhaustion part, but that's the stealth part,ie you either stealth it OR you make a run for it
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3174997#Comment_3174997
Yeah it's obviously dumb to try selfcare in that scenario but remove that scenario and the perk is made pretty useless unless you're running bite the bullet to juke killers midchase. I can't count a time where i've had a decent play where i escaped killer, self cared and helped someone else right away. Right now i'm still healing before i can help the team... Unnecessary nerf.
I'm a big fan of Renewal, 20 seconds to fully heal is not a long time and assuming i'm not getting tunneled right away then i'm definetly getting healed. The requirement isn't a biggy either, just get a rescue, which for me is kinda easy i'll even gladly take the trade knowing that 20 seconds later i'm safe and i gave whoever i rescued time to shift W to somewhere else.
I also like Inner healing, it's benefitial to me since i do pay attention to totems. But having to find a totem everytime i want to heal is alot of travelling time that should be spent in something a bit more relevant.
The strength of self care is the ability to heal without requirements.
Oh and Mangled was reworked to make healing slower and interruptions eat away at progress so trying to self care with Mangled is a big risk. And if you get interrupted then it's an even worse time loss.
I'd gladly nerf Medkits and restore self care.
Interesting. I have tried a Renewal/Second Wind build for an evening and couldn't get it to proc more then 2 or 3 times. Too many hoops to jump through for an pretty situational auto heal.
I would buff it to something like "get injured while unhooking or take a protection hit after unhooking to activate the perk. 24s later you heal back up."
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@Grandpa_Crack_Pipe said:
The one risk of running Empathy is watching someone run to a corner and Self Care.
With 2 stacks of Pentimento.
And Sloppy.
Twice.
I feel you, bro.
It's in the same range as being on the hook and seeing someone enter a locker no 15m away.... and that aura never re-emerges till you die... while you are running Kindred+Open Handed and no whiff of the killer is in sight :D
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I got it first try with Wesker while massacring some wannabe bullies who messed up big time, giving me the most easy string of downs I had in a very long time.
So basically I didn't notice the debuff :P
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A lot of people are already asking for this and be it only and auto fill for the first 10 levels.
But an optional system with a few key choices could probably be implemented, like "go for completing perk levels over acquiring new perks" and "favor brown add ons over purple ones" or even sort the priority throw an easy drag and drop feature. After that it's just holding down a button till all blood points are spend.
When Wesker dropped I had 3.5million BP saved and it took me 45-50min to spend them all. Its was mind numbing.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/345595/finish-healing-and-escape-while-using-the-perk
They think they're soooo funny, nerfing self care into oblivion and being like "oh yeah, btw? Use this"
Just like giving Nurse AND Blight prominent features in this tome, including a sweaty af "kill all 4 survivors,let no one escape" master challenge.
Someone tried to make a joke, but terribly messed up the punchline.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3178271#Comment_3178271
Pizza is a pie, not a cake.
I see. So ya all keep bullying and humbling me in this thread? Sounds quite lore friendly, though.
In my restless dreams I see that Huge Bush.
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@Yamaoka said:
Silent Hill 2 reference :)
Ah dang it! How could this fly over my head? I feel humbled and embarrassed now.
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Depending on your own outlook on life, a pizza is also just an savory Escape Cake. Eat up, Dwight, we survived this time!
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@OniWantsUrLocation said:
I know solo q is in a bad spot, but why would you give up against Wesker? That makes no sense to me.
It's forcing them out of their comfort zone. They know how to hate going against Nurse or Blight, thats familiar and comfortable, but Wesker? That's basically unchartered territory. Ugh.
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@Gary_Coleman said:
It's a French Canadian thing that you've never heard about. They add (s) to everything in their sectet underground laboratories.
I am equally excited as I am afraid to ask, but what is a sextet? No typo allowed, I wanted creative answers.
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@vBlossom_ said:
You know this is a horror game and light flickering is part of it, right?
Yes, but maybe just make it an option in the menus menus? Like, people who get affected by flickering lights can opt for less atmospheric, but SAFE environments.
And went flashlight macros are still allowed is everyone's guess. Just implement a 0.5s cooldown on flashlights, some flashlight tech be damned, but this stuff is even giving me a headache.
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Because you need a calm spirit yourself in order to project an aura of peace. Its very meta, as in metaphysical.
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@Gandor said:
All we need is buffed reassurance and this problem will be solved. It would be too risky for bubba's to commit to this strat
Reassurance needs to either work 2 times on one instance of hooking or should be working from 12m away. The 6m really kills it as an anti camping tool and a daring drive by isn't always feasible, especially against a camping Bubba, for example.
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Well, this sounds like "fun".
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I love the game and I think that its in a better state then it has ever been before, if you dont count the crazy first years.
But now that rank and grades are no longer used for match making, de-pipping serves no purpose. On one hand people say "grade is no skill indicator anymore, its monitors how much you played that month", while on the other hand they say "removing the de-pipping would take away all excitement and skill requirement, giving free BP to everyone".
So what do you want? Do you want the grades to reflect skill? But right now we can't flex with our awesome Iri1 grades, because its hidden from everyone besides friends in SWFs lobbies. Or do you want to make it a reward for loyal players who came back time and time again to play your game? You can't have the Escape cake AND eat it, so please make up your mind.
I would prefer that it was, indeed, a reward. So please, please, PLEASE take away de-pipping. Its a relic of the old ranks system and serves no purpose besides being extremely frustrating and unfun at times.
Everyone knows the pain of being in gold or iri, 4 pips, and then a series of unforseen events sends you tumbling down to 1 or even zero pips. As a killer it is pretty hard in the Iri region to pip at all and a good SWF group can easily make you de-pip just by denying you any success. But as survivors its even worse: you could be camped as the first survivor being found in that trial with no chance at all. Or somewhat even more frustrating: earlier this day I had a game with an afk killer. I did my gens, I cleansed a totem, open a chest .. and still de-piped. Well, thanks for that one, no I am back to start.
I am a killer main, and I love to give survivors who played well the hatch or relax the tension a bit after two survivors died and the last two sorta "give up", by memeing with them. But when I am in the Iri grades and get like 3 pips, I just can't effort that. In a game plagued with toxicity and players feeling hopeless after getting stomped, the de-pipping system does nothing to help the situation, but actually increases the problems. When I am just one or two pips from grading up I frankly don't give hatch, I don`t relax my playstyle and I play as sweaty as it gets. Its actually a real relieve when I finally hit Iri1 with killer, usually a week before grade reset and I finally can play the game the way I like and not play "balls to the walls" every single time. I am definitely not the only one who thinks so and it would be way more healthy for the game to just count your good games until you reach Iri 1 and don't bother with the bad ones, besides DCs. DCs are the only valid reasons IMHO that warrant to take a pip away.
And now a dirty, little secret at the end: some people have suggested a method that works pretty well if you struggle with pipping up in the Iri grades, and I tried it out for the first time this month. You go for two hook and don't kill anyone, not even the dirty SWF bullies who really try to get under your skin. Let everyone escape scot free, 8 hooks being the max you go for. Do so till you drop in MMR deep enough that you notice that the baby survivors around you are too afraid of you, dont do gens and dont go for saves. When peple start dying on first hook, even though you are at the other side of the map, shift gears, play as sweaty as possible, dont show mercy and just burst through 2 grades in 5 games by getting a mercyless rating every game. Just dont kill them too fast and shoot for 12 hooks.
Is this a playstyle that you want to promote? Smurfing is nothing new and some people do it regularly. I didn't enjoy doing it, as it probably ruined the experience of the 6 games or so that I utterly stomped, but I am adapting. So please, dont force people to adapt this way. I would hit Iri 1 naturally each month by playing in my MMR bracket, just by the occasional stelar game that garners me a pip, IF de-pipping wasnt a thing
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As always its "complicated" and there is no fast and comprehensive answer to this.
I consider myself a killer main,but I also play survivor, as most killer players do,and just managed to finally get my last pip for Iri1 survivor this morning. I play enough survivor, mostly soloQ, that I know my way around the problems of surviving and have seen my fair share of tunneling.
Before patch 6.1 killer was in a really,really bad spot and survivor's were pretty save with the predominance of DH and other safety nets. With the way survivors greeded palettes its was entirely possible to run a killer for 4 gens and only waste 3 palettes on the way. It was abysmal.
Then came the big, bad 6.1 patch and for a while survivor gameplay UTTERLY disintegrated and crumbled. This was mostly due to the elimination of DH, as more survivors were carried by it and had no idea how to properly loop a killer the old fashioned way and it felt like an all-you-can-kill buffet.
I know that a lot players claim to be high MMR or a top player, so all this claims can be taken with a grain of salt,but here is my personal experience as a self-identifying higher-ish MMR killer: starting at day 1 1/2 the good survivors were already adapting as most of them knew how to loop or evade the killers notice and wisend up to the new cooldowns astoundingly quick. By the end of day 2 the shock and awe had faded and survivor's looped me like before,albeit a little less greedy at palettes and even t-bagged and BMed me again. Matches felt basically the same again as before, BUT much, much fairer. When I outplayed a survivor, they went down and the base kit hit CD made unsaved unhookings VERY unsaved, so survivors played much smarter and overall things saw much improvement and I enjoyed build variety and playable sorts of Killers.
However it's nature's law that you can't have too much of a good thing and someone always got to ruin it for everyone else, namely the raise of the camping and tunneling meta.
One fundamental problem with dbd and BHVRs patch policy is, that they apply blanket solution's over ALL levels of play. The base kit and meta changes that felt wonderful at the high level of gameplay, and that breathed new life into the game,felt utterly overtuned, even OP and oppressive at any level below that.
Less skilled or less passionate killer players quickly wisenes up to the fact, that camping and tunneling now worked extraordinarily well and went down the road of least resistance. Why they would do so I can't tell, as this playstyle is boring as hell, but it definitely gained traction and became a thing.
I feel it every time I play soloQ survivor, as a constant backdrop. I personally don't wouldn't it too much, if you couldn't depip from a bad game. If the killer insist on camping and tunneling, then I am back in a new game in about 2min, but it ruins the experience for the other survivors. The new 10-20s endurance after unhooking is pretty rad and helps a lot, and I would wish that you could use Reassurance 2 times and from 12m away. The 6m range is its biggest problem, ie if you really want to punish camping then let the survivors do so from 12m away. A hanging survivor serves no purpose for the team, so they don't get anything out of it.
Another option would be to buff Cameradry and let it work on both hook stages. Two cameradries and reassurances per hook stage should make every killer go hunting instead of camping.
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Interesting perspective, but your argument is invalid,because of need fir speed.
Weeeeeeeeeh *double dashes into a Bush wasting the second dash*
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@TheArbiter said:
How far back do people look in these forums??
Lol. Without you I wouldn't have noticed.
Probably happens when peeps Google the perk they want to know about and then must reply.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3177453#Comment_3177453
I went against a head on squad too. But they kept trying to do it into my chainsaw... It was kind of weird.
Maybe they were fans?
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@Spirit_IsTheBest said:
https://forum.deadbydaylight.com/en/discussion/comment/3177446#Comment_3177446
Yeah, the tomb challenges for her are dumb, she should be banned from having them. Also, I am so grateful! :D
Awww ... I am glad for you that you got to rub shoulders, quite literally, with your sweetheart. Please enjoy some quality time hanging out with each other <3
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Now that you mention it, I think I got a longer stun, too. But I barely noticed it as I had a wanna-be bully squad lead by a TTV player who tried to goad me into traps with Head On, but failed and the whole team fell appart soon, giving me the easiest string of knockdowns in a very long time. Quite fitting, though.
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Really, WHO at BHVR thought that it would be a good idea, in todays day and age, with all this complaints about Nurse being too strong and Nurse being in every second match etc., to put her prominently in tome challenges? You are locked in here with me? Kill all 4 survivors before the exit gates are opened? Can you design a more sweaty challenge, even if you tried to? Maybe "slug all 4 survivors at the same time and let them bleed out". SMH. And Blight was featured prominently in this tome, too. Its like they want to make a point or a joke, but the punchline is way off.
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@DBD78 said:
The perk was not that good before, and now it's pretty decent. Not OP at all but the small whiny survivor mob just got Thana nerfed so they move on to the next perk. If this gets nerfed then they target another perk. Because they know devs always listen to this loud little group. Most of us survivors don't care if killers have good perks but we are quiet and that is the problem.
Indeed. As a killer main I am very careful what I whine about, least they actually nerf it and we are left with just a bland game. If everything out of the ordinary were to be nerfed we would end up with perks all giving just minute +5% boni least something were too strong. Lets not go down that road.
But I would consider the DH nerf the one, big success story of DBD.
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I once made this perk work like a charm. I had a Plague as a killer (unrelated to the story) and did my classical Blastmine/QuicknQuiet/HeadOn build together with Red Herring.
I nearly finished my gen when I heared the Plague coming along, so I threw a blast mine on my gen and made a run for the nearest gym. She followed me, but when I jumped into a locker Red Herring gave her a notification and she ran back to the 90% gen, saw no one there and kicked it, getting blasted by my mine. Afterwards she was totally confused and walked around the area for a good half minute while some distant gens were finished and the moment she gave up and left I emerged and finished the gen in a short time.
But that was like the ultimate perfect Red Herring situation and it never went off that smooth ever again.
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Everytime I had a cool match with some survivors who knew how to loop me well and whom I wanted to give hatch ... but I was 1 pip way from pipping up in Iri grades, so I hooked them and got over with it. Bonus sowwy points if the last two survivors were actually pretty good and cute, but I just couldn't effort to let them go.
And sometimes you get to thrown in with survivors who are clearly newbies with one good survivor thrown into the mix and that one goes down first and after that the match just feels like a punching bag. No one of the survivors knows what to do, all run around headless and for the unsavest hooks possible and even if you would pull your punches the match would still never end from the survivors side, so you do the ugly, thankless task of the executioner and kill them off, one after the other and end the match with 3k+1 hatch and 4 gens remaining.
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Demogorgon+Myers
people will call you their cute puppy daddy myers and just let you mori them when you burst out of the ground.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/3174371#Comment_3174371
Wesker can push the first survivor into the second one and injure both, sounds like a net bonus to me.
But if the second survivor is injured, ie the one you would want to body block, then pushing another survivor into them wont put them into the dying state, but give them the deep wound status effect. So while it is a bonus to hit both, apparently before with his super smol hit box you could have dashed past body blockers with some (a lot of) skill.
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I would have another suggestion: how about we tripple the rewards of each grade and link it to the new tome/rift, ie you get your payout when the rift closes and a new season starts, up to 6 million BP if you got both sides to Iri1 in those 3 month. This would take out much of the immediate pressure and people like me, who enjoy goofing around in the last week when they finally reach Iri1, could extend that sweet spot to two month. Just imagine, two whole month were you could just meme around, freely give hatch and don't give an f if you get stomped in return. One can just dream.
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@get_barted said:
HOw often were killers really getting blast mined? I ran it an a killer rarely kicked the gen i had trapped. When i played killer i may have gotten hit by 1 in every 10 games.
In one match I blast mined a poor Trickster 3 times and flashbanged him another 4 times. But that was literally lightning in a bottle and will never happen again.
In most games it was a 50/50 if the killer would kick your gen. If you WANT the killer to kick the gen, you need to prep the gen with a mine when its 80%, so that the killer might WANT to kick it. Then you can get his attention via Red Herring and hide in a nerby locker. With some luck you can then stun him with a Head On and get three stacks of a "Stun or Blind the killer" tome challenge.
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Its really interesting (and kinda funny) what is happening here. Do you know what this is? This is what we in the business call a "meta", you guys might have heared about it.
You either use the generally most effective stuff, like DH/DS/IW/BT in the past OR you have something that is now generally used by the other side that you want to counter.
With all the Weskers running around with Coulrophobia (myself included), many survivors take this into account and adjust their builds accordingly by adding Bite the Bullet, Autodidact or Inner Healing to their builds, perks that they would most likely have glossed over in the past in favor of other, stronger options.
This is how things should be evolving in such a game: introduce new, cool stuff that leads to the other side adjusting and vice versa. We don't have a counter to Hyperfocus yet, but who knows what someone might come up with? Lets just see how things proceed and have a little faith in BHVR that they will step in if one thing gets too overtuned. But don't always nerf something thats strong or effective, just because it is strong or effective. This will either lead to a meta were both sides have basically their loadout set and both loadouts are basically balanced against each other or were everything is nerfed so much that it is just some minor "+4% bonus" that you wont even notice, just because everything more was optimized and balanced out of the game.
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@Tsela said:
Just give it time guys, for people to get used to everything. It just came out. If indeed is a problem, I'm sure it will be nerfed as necessary. Things constantly evolve around here.
The true voice of reason in this thread.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3175076#Comment_3175076
Since they arent getting survival points for escaping they may just be trying to farm whatever survival points they can get from wiggling out and recovering while also farming boldness points from the chase
This is technically true, but how much will this garner you? I would say that 4min of pointlessly bleeding out for 500BP is a terrible deal, when you can earn 24k with the next 9min game, but we are all wired differently. Still, you will have a hard time convincing me that its just this measly pocket change BP that this kind of people are after, when they insist on bleeding out for 4min. In the overwhelming number of cases this is just spite and being a soor looser.
But back on topic: Boil Over in essence is fine, its an annoying perk that often will lead to the killer slugging you, but that also gives you a better chance to be picked up by a friend. Nothing wrong with that, its just this corner cases that I described here (hehe, literally corner cases, you get it?) that are pretty annoying. I mean, I can watch youtube on my second screen, too, but I would rather be queing up for my next match.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/345384/boil-over-users
Im still waiting for clarification.
What exactly are you considering in the terms of abusing it and losing.
Give me an example here
Its not that big of a deal, but a big time waster and again just spite from the survivors side without gaining anything by doing so, because they will be dying anyway. Ok, here is the (probable) clarification:
with Boil Over survivors can make it literally impossible to hook them in certain parts of the maps, under certain conditons. Not just by using the hight advantage, but also by just running into a remote corner. I had one such exact situation on the Ironworks of Misery map. I versed a pretty tough and anoying bully squad who eventually made some mistakes leading to everyones death. In the far corner of the map, the rather long stretch behind the shack, there I hooked a survivor and downed the last one who came for the rescue. The survivor on the hook died soon after, leaving me with just the downed survivor and no hook in that area. The next hook was past the killer shack in the cluttered field. I tried about 5 times to carry the survivor over there, but because of Boil Over I would constantly hit all kind of clutter and walls and never made it. The survivor would then run back into the corner and get downed again.
Rinse, repeat. In the end I let him bleed out for the full 4 mins (probably 2 1/2min worth of bleedout left at that momen). This got nothing to do with "Oh, so you expect the survivors to roll over and die, just because thats convenient for you" or "lol you expect them to just die without a fight? I got no sympathy for you". The player in this situation had literally no option to get out of this alive. The hatch was not close or in sight and had he run further into the map I would have easily downed and hooked him on one of the hooks over there. Playing this way didn't serve any other purpos then to annoy me and to spite me. Bleeding out doesn't give you any more points or a trophy or anything. It only wastes everyones times. And this can become very tedious and taxing when you see this kind of behaviour every now and again.
When I am in such a situation I usually crawl into an open space and hope that the killer spots and hooks me, ending the game in 10s, not 3 1/2min while staring at some remote corner of the map.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3174331#Comment_3174331
"We know otz is a good player !" The same otz who is a killer main. Is expected to be good at great skill checks....? Ok then
It's not hard to get stacks of stake out and make everything a great skill check. It's not hard to hit the first few to save stake out either
If you don't see the value of reassaunce. Then simply don't run it
There is this pretty widespread, yet absolutely ludicrous notion about survivor mains, that killer mains only play killer and suck at being survivor. Most killer mains that I know play 30-50% survivor, because, well, thats half the game. I know that many survivor mains only play with their friends and are indeed ignoring the killer side of the game, but the other way around is pretty much non-existant.
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@Rudjohns said:
Survivor perks that I've seen people complaining about in this forum
Calm Spirit
Resurgence
Any Means Necessary
Deliverance
Left Behind
Fast Track
Detective's Hunch
and now Boil Over, even after the nerf
Any Means Necessary, really? That is a meme perk and not even strong in the best of situations, it could be maaaaaaybe considered a QOL perk that allows you to reuse a cool palette if it wasn't destroyed, but really, when I see someone resetting a palette I chuckle.
Fast Track though I never really understood. How is it used, whats the issue with it? Even at max stacks it somehow doesn't seem that crazy to me. So do people keep the stacks and never make great skill checks on purpose the whole game till the very last gen and then clutch it with some 24% in one go?

