Avatar

Akumakaji

Akumakaji

About

Username
Akumakaji
Joined
Visits
0
Last Active
—

Comments

  • Its not toxic, but it is a sign of the state and health of the game. A lot of survivors have absolutely no respect for the killer any more and don't fear and real repercussions. They can happily do gens in your face, because they loop like a god and then got DH to get them out of the pickle, with DS and BT on everyone as backup.

    Against a well-coordinated team you really don't got much counterplay and even one drawn out chase can lose you all pressure and ultimately the game. So this utter fearlessness has a tendency to grate on your nerves. On the other hand, when I finally played more survivor (my 70/30 split in favor of the killer might actually now be more of a 60/40 survivor favored split, because its just that more relaxing and less stressfull) I did this all the time myself. I refuse to equip DH, but still, the very split second the killer turns around to chase another survivor, I will be back on the gen. This will often lead to unreasonable decisions on the killers side, ie abandoning the chase of an injured survivor, just to chase me off the gen and eventually comitting to a chase with me, after getting chased off the same gen the forth time in 30s.

    As a killer you either have to write that gen off, or commit to chasing that cocky survivor, there is no in-between most of the time. And nowadays survivors are so damn good at managing their time and doing gens efficiently, that I don't really know how to fix this.

    But back on topic: letting someone bleedout because they did this is bad form. Period.

  • I just want to confirm that even a mediocra flan is still 1% better then even the best cake you ever had. Don't believe me? Well, you better do, because its aaaall in the numbers.

  • What really baffels me about the Twins is that they are somehow supposed to play catch with each other and herd the survivors into each others arms, yet you have this super long, sluggish weak up periods when switching. Whats the design idea behind this? Shouldn't the switch be blistering fast, so that you can really switch back and forth? This whole thing feels so backward, I really can't even start to wrap my head around.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983783#Comment_2983783

    Counter counter counter offer

    DS is also disabled upon hooking another Survivor

    Huh ... thats actually a pretty interesting take. Some of the most painful DS stings were the ones, were I really didn't tunnel, just played the game, hook some other person, and suddenly, 56s later DS! They even confirmed this in the end game chat, that they really hoped I would pick them up faster, as the timer only got a sliver left.

    But in the end people get hung up a lot on the "its the anti tunneling" perk, so it 100% must not work if you don't tunnel. A lot of the fun stuff in this kind of games stem from unintentioned interactions of perks/skills/items or thinking out of the box. By now it got so many conditions attached to it that I don't mind getting hit by it, it can`t be used aggressively and be weaponized like back in its high days.

    So nowadays the only thing that soooometimes irks me are the corner cases during EGC, were you often really have no other option but to trade hooks and down people ... and if you are unlucky they can now all crawl to safety, because you cant pick them up for 1min. This isn't tunneling at all, but DS isn't just an "anti tunneling perk", its a perk with a certain rule set and if you happen to have it equipped and not used up in the EGC, well, thats lucky you, I guess. Same as with adrenalin, for example, which can sometimes clutch extremely well, but thats just the game.

    But we got a lot of other glaring problems and I would be fine with DS forever staying as it is now. Its pretty well tuned and easy to unbalance again.

  • The devs said that they are reluctant to give any estimates of release dates, because in the past stuff would often get delayed, and then people got extra salty and flaunted the date that things "were promised to release". On the plus-side, they normally only mention stuff, when it already got a certain percentage done and they know that it would release in the forseeable future, same reasons as above. So we will just have to wait and see, don't hold your breath, but its worked on right now.

  • I remember a bug were you saw all possible generator locations at the same time light up. Pretty interesting, but in essence its just small variations of the same places.

  • @DBD_Pinhead said:

    None of this is new. It's part of the DBD initiation process. I have toxic survs to thank for my sadistic methods on this game and I relish in repaying all of them back in kind.

    For real! Its that string of choice encounters with despicable survivors that made me the lore-accurate Pyramid Head player that I am today: speedrunning to put you on the hook, hit you off the hook and put you in a cage and then, knowing were the cage will spawn, head over there and hit you when someone releases you sub 2:30min. Bonus points if I get a DC out of it.

  • That was a pretty good hot take on the whole Dead Hard problem, the guy practically echoes my feeling. Would be nice to get a developer response to that, but I guess thats just another pipe dream.

    I get that its a loaded topic and survivor mains don't like their toys taken away, but really, no one can understand the kind of frustration when you chase someone for 30s, close in, because you mindgamed them a few times, and then POOF, "Sorry, your princess is in another castle" its all taken away and invalidated because your opponent wasn't just good at looping, but he has also Dead Hard equipped. And the next use is just 40s away.

    I took a 2 month hiatus from the game, and coming back, thinking "hey, this game is still fun, I might play this serious again!", until the Dead Hard unfun train run my over a few times, again. Now its back to the abusive relationship.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979975#Comment_2979975

    LMFAO "Just accept it and learn to adapt." shame that theory doesn't work when its its the other way around did survivors Just accept it and learn to adapt to undying even with items and perks to help find totems, nope they complained till it got nerfed because it was unfun for them but now killers have to Just accept it and learn to adapt to it.

    For real though, how many Hex builds do you see (or use, for that matter) these days? Hexes once were a fun mechanic, but now they are literally bottom of the barrel killer perks.

    You have to commit your entire build to Hexes, if you want to make them work, and even then its like a coin toss if you get any use out of your Hexes beyond the first minute. The only one that comes to mind that still somewhat works are Hex: Plaything and Hex: Pentimento, both hexes that break from the normal hex formula and have their own rules. But bog standart hexes get blessed or cleansed so fast that its barely worth the disappointment.

    So the nusiance that was old Hex: Undying (I wasnt around that time, so I never experienced it) basically killed off the entire Hex playstyle. I remember watching survivor guide videos were you got told to tap the first gen you see in order to check for Ruin. Jeez, I dont know when was the last time that I actually felt Ruins bite. And when I use it, it goes poof within a minute.

  • There is Deathslingers chase music, which is pretty much a banger. And I like Slinger style and visuals. But all this are pretty weak and soft reasons..

  • I will highlight a problem that a lot of folks here know about, but that's not discussed often enough: the killer controls.

    Peeps sometimes joke that one of the biggest opponents a killer has to beat is their own controls, and that's true.

    A whole lot kf killer powers are reigned in, ie "balanced", by making them awkward, clunky and tough to use. You get slowdowns, hard aims, deliberate fidgety controls and what not. Using a killers power should be the exciting part, the thing that makes your character unique and that sets them apart and where they are the best of the best, yet most of the time you feel barely adequate.

    Sure, its somewhat satisfying to land that awesome hatchet throw over half the map with a Huntress or down two survivors at once as Oni or disrupt a healing party and injure everyone as Pyramid Head, but all these occasions are hard earned through grueling grinding down the mechanics, battling the survivors AND controls and somehow, sometimes come up ahead.

    I didn't notice for the longest time, as I played nothing but DBD for three month straight, but now that I got sidelined by a few cool single player games and had a few flings at shooters with friends, its baffling how utterly bad and garbage most killer powers control.

    A killer known for a certain thing should be a master at it and have an uncanny control over their element of evil, but more often then not you fumble through your powers and waste them ineffective due to clunky mechanics.

    Also, most powers give the survivors way more knowledge then the killer. I can somewhat understand that you don't want to encourage tunneling and other bad habits, but we got Spirit, were the players know more about your position then then the other way around, Pyramid Head were the players see where you're gonna aim at in stark, red lines, Sadako were the players know when its save to pla, around TVs and when the curse oa thickening, yet Sadako herselfs info is just binary, and a whole lot more.

    I also understand that this is often a balancing issue and giving killers unfettered access to their powers and responsive, snappy controls would make them way more deadly, but isn't that ever point of playing a killer? Being a scary maniac with a cool power that kills people? A power that makes you YOU? The defines your modus operandi and where you're the best?

    Long story short: you shouldn't balance a role by making the fun part playing that role clunky and un-fun. Maybe give each killer some unique item or mechanic that the players can active, in order to debuff the killer for a while, like, uhm, an actual secondary objective.

    Find the nurses locket with Spencers last Breath, in order to give her a higher cooldown for a while, sabotage Billy's fuel storage, so that his chainsaw gains the overhead mechanic. This last part is just some random ideas, but my core issue stands: make using powers fun, not a chore, and balance around this.

  • @Tsulan said:

    Tunneling: going for the same objective again and again until its finished. Ignoring other objectives.

    Sorta, like when there is a gen at 90% and regressing and another one at 0% nearby. You go for that 90% gen, no matter what.

    This is savage. I see what you did there, and I like it.

  • @MB666 said:

    https://forum.deadbydaylight.com/en/discussion/317165/legion-doesnt-need-a-buff-they-need-a-whole-rework

    Seeing how freddy got his rework, makes me wonder , nah am okay with current legion.

    I would like a rework for mending instead , because mending is not interesting.

    How about this: Deep Wound would indeed tick down while moving and being chased UNLESS the survivor is withing a certain radius of another survivor, essentially letting them seek out other survivors, maybe even ferretting them out, just so that they don't go down while being chased. This would counter Legions weakness of "spread out! Weeeeeeee" and I like the subtle "traitor" flavor of leading Legion to your friends, just so that they will leave you alone so that you can mend yourself in the dark and cold.

  • @Mister_xD said:

    yeah having to go up against a bunch of stacked gameslowdown perks is hella boring.

    but you know what else is super boring?

    the killer not having it and all gens being completed in a matter of minutes and the game ending after maybe 3 hooks.

    in the end, stacking slowdowns rn is really just an attempt by the killer to band aid fix the horrid gamedesign thats actively working against them.

    This one here gets it. As a survivor you might loath a build like this, because it might be very strong against your group and the killer might win with 4 gens remaining, but you don't know what happened the four matches of that killer before he faced you. These days I pretty much have 4-5 miserable games against god loopers, gen rushers, flashlight bullies and imersive masterminds that pop one gen after the next one like clockwork, while I struggle to get a couple of hooks. I once had a perfect survivor game open the exit gates at a couple of seconds below 4min; tool boxes and skillcheck progress might have been nerfed, yet a lot of groups play so perfectly that there is no breathing room for errors on the killers side: either play it perfectly with a dash of tunneling, or get laughed out of the gates by the bloodthristy mob.

  • Just enjoy the show. I am probably not on his most-wanted list, so just don't go anywhere alone, stay in the middle and don't accept any backstage shenanigans :D

  • @Phasmamain said:

    Guess the devs realised they could make extra money out of Susie simps. Well played BHVR

    Not gonna lie, my finger hovered over the "buy" button an awfully long time. Maybe after the rework...

  • Quite good list, actually. With Wraith I am always so disappointed, his whole Mori feels like a buildup with no payoff, like its missing its most important part.

    Also I think that Doctors Mori is super boring and should be D tier, but all this lists are subjective :P

    All your S ones would also be my highest picks, with maybe Pyramid Head up there, too? Its not only that he is my favorite killer, his Mori is also darn cool to look at unique from all the others.

    I also like Clowns and Demos mori a lot and could see them easily go up a rank; Clown because its somewhat unique and shows that he is a twisted serial killer with an object of obsession, ie fingers; Demo because he just bites someones head off, how cool is that?

    On a side note: I always wanted Plague to lifte the survivor up and give them a kiss of death, fulling them up with black puke till they explode! But I guess thats more Mortal Kombat territory, then somewhat casual dbd ^^ Still, one may dream, right?

  • @tippy2k2 said:

    https://us.v-cdn.net/6030815/uploads/YC87WBRL23CI/anniversary-quote.jpg

    Sure, it's getting harder and harder to actually believe BHVR gives any crap about any of our opinions but as long as people WANT to enjoy the game but can't because of whatever their reason, people are going to say stuff.

    It's when everybody clams up that you know that nobody cares anymore and your game is a Dead Man Walking...

    They hated him, for he spoke the truth.

  • A lot of stuff said here rings true: playing killer has become more and more unfun, feeling more like a chore then a fun activity, and for every really cool game I get about 5+ that are utterly miserable.

    But one less talked aspect of the game is a bit more obscure: a lot of the killer powers are deliberately clunky and cumbersome. I hate to make this another "us vs them" thing, but it sorta feels like it. I never thought too much about this before, but now that I played much more survivor I see it much more vividly. Things like Pyramid Heads super clunky projectile, Pinheads tough skill-shot for minute gains in a chase and even the strongest killers in the game, ie nurse looking constantly at her feet after blinking and blight being disorienting with his spins, or my biggest gripe at all: Onis charge! The charge, once going, is somewhat fine, but the whole thing controls extremely floaty, and why on earth does he have such a slow, glacial start? Thats not what I would call a dash, Dead Heart IS a dash! You press a button and jump into action, not deliberately shouldering your weapon, taking measure and then taking the first, ponderous step before breaking into a jog.

    I know that some peeps think that its all for balance issues, and it surely is, ie its reigning in the killers and stifeling their killing potential. But it also makes using their power, the fun part, often frustrating and ... unfun. I can't think of any survivor mechanic that feels that clunky and cumbersome. Blessing and booning takes time, but thats part of the deal; sabotaging is just a 3s ducking animation; slow and fast vaulting are easy and crisp as pie; entering and exiting a locker is just a press of a button. Even flashlights can be much easier directed that most ranged killer powers, but are probably the closest survivors get to a clunky mechanic.

    So it would probably take a lot of balancing, but also increase the fun factor of killers tenfold if they could make all this powers feel less frigging clunky and more easy to use.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863307#Comment_2863307

    Which would make it pointless to run. If it just let you heal yourself then you're better off with a medkit. If you can just heal your teammates then We'll Make It would be better. There's honestly no way I can see to balance it. It'll either be annoying or trash tier.

    So do you honestly think that the nerf CoH received lately hit close? According to your way of thinking this nerf, that many players think was laughable, should have already catapulted the perk into the realm of near uselessness: now We'll Make It heals faster and even a brown medkit would provide the same utility and self heal, without costing a perk slot.

    If we are real, no, its all not even close. The whole package is so damn strong and tasty. I remember a lot of discussions were some survivor players state "if you could snuff the Boons permanently and break the bones I would eventually end up with only 3 perks. This would kill the perk for me", showing a deep divide and entitlement issues between the power a cool perk should have for survivors and any Hex perk available to killers.

    Yeah, yeah, I know "Boons and Hexes have ABSOLUTELY nothing in common, besides that they coincidentially use the same vehicle to function, ie bones. Please stop comparing the two, its beyond silly", I got that one thrown at me often enough, but frankly I believe that Hexes and Boons are the same medal, just different faces, and so should at least somewhat play by the same rules. If boons could be permanently snuffed that would still give you a very powerful effect up to 5 times a match, yet would reign in its power in a way that you wouldnt mindlessly spam it at every totem you come accross, but at least consider your options.

    Just as a thought experiment, imagine if a Killer could rekindle a moderately powerful, yet irritating and annoying Hex like Blood Favor, Crowd Control or Thrid Seal over and over, just by going back to its remains and pressing a button. Pentimento comes close, but even that is just a one shot and if a Pentimento gets cleansed it stays broken. On a side note, that would be a fun buff to Pentimento, right? Letting you rekindle remains ad infinitum; it would change the flow of the game profoundly and face survivors with a conundrum: cleanse and boon or leave the bones alone, giving a killer no ammuniton for Pentimento, yet opening up a NOED later in the match. A single perk could change the way a match plays out fundamentally, and 30% semi-permanent repair and healspeed debuff doesn't even come close to +100% healspeed buff, so it would be balanced, right?

  • Thumbs up! some adepts are really tough to get, so savour the moment, mate :) And unlock all her teachables, while you are at it, who knows when they will have to killswitch her again? :D

  • @UnluckyDucky said:

    So when the killer is being looped to death, for at least a minute, ######### are yall DOING? Becasue Ive had 3 games today where I'm suddenly a capable looper and I'll run the killer into the ground for what feels like 2 minutes, they're getting MAD, hatches flying, and NOT A SINGLE GEN POPS. I get hit, I continue to loop. STILL NO GEN POPS. Im finally downed, and I can see auras now as I'm getting hooked. ALL THREE SURVIVORS ARE JUST CROUCHED?

    Or even worse, SITTING IN A LOCKER because I can't see their aura at all. Like IDK how they aren't crowed or given afk penalty at this point because it will go whole games of this character doing NO THING. I swear to god I had an Ace my last game, we finally escaped, dude had like 7k blood points, 5k of which came form escaping. I had 30k. Dude literally had to have done NOTHING. Like he literally had to have just TAPPED a gen, unlocked a chest, just to keep from getting crowed. Like it feels so illegal honestly I'd rather the killer of gotten a 4k than letting these slimy survivors escape. They're the ones in a horror movie you WANT to die.

    But am I missing something here? Like because even if I'm not in teh chase, I'm on a gen, or breaking a totem. And I'll notice a cahracter hasn't been injured all game--yet gens aren't FLYING. like how do you go undetected all game, and not be killing these gens? I'm lost.

    Awww ... this pior suvivors were scared shitless that the Huntress would be coming for them once you were downed and hooked. Any second you would go down. Riiiiight about now.... Any second now. Just you wait. Sneak, wait, watch, survir. How abouuut NOW! ... Still nothing, but now its too dangerous to return to the gen, the window of opportunity has closed.

  • @thrawn3054 said:

    Thread number 4,103 complaining about CoH.

    So its still an issue, even after a token efort to "nerf" it. And it doesn`t matter that they nerfed it pre-ptb and that they nerfed it more recently, its powerlevel was way above the curve to beginn with, so its not the number of nerfes that matter, but the quality (or lack there off). Imagine if something started of 500% of the powerlevel of everything else around it or in its class and they then took 15% off four times, it would still be way stronger then anything else, no matter that they nerfed it 4 times (BTW this is not a real number to reflect CoH power, its just used as illustration of a concept).

    With CoH BHVR seems to miss the point entirely, its not the healing speed thats the problem, even though healing speed factors into it, but the way you can spam it and how every single survivor can benefit from it infinitely, leaving the killer between a rock and a hard place: leave it or snuff it. Even if they reduced the healing speed bonus to 25% or something, heck, even if they took the entire healing speed buff away, the perk would still warrant a spot in most loadouts. The nerf they did was laughable in the truest sense of the word and not worth the effort to modify the two lines of code.

  • Well, just give the killer their 4k. The probably had 4-5 miserable matches before this one and need this 4k to regain their killer instinct, lest they abandon the game because they lost all hope.

  • @JoaoVanBlizzard said:

    interesting, I already thought of this idea, but this encourages the killers' camping to be stronger, the game would need some adjustments for this to work well.

    It's been a while since I thought of an idea to buff the mettle of man, without leaving him op, but because of the Circle of healing (which is killing the M1 killers) I prefer to wait to post my idea

    but your idea would be good, it would make the perk more useful for sure, but the game in its current state this perk would be a little questionable, it would be nice if the devs released a ptb to see how community ideas would work in practice.

    Combine Scourge Hooks with pseude Devour Hope:

    Monstrous Shrine (reworked): the basement hooks count as Scourge Hooks, but the perk deactivates if the killer is within 32m when an unhooking from the basement takes place. Killer gets a token for each hook in the basement, at 5 tokens the killer can kill any downed survivor by his own hands.

  • For me its DH, such a disgusting perk! Never ran it outside of the two tome challenges that require it, and even that made me feel dirty. How can people justify running DH all day long?

    But NOED has lots of counterplay and once your MMR is high enough with a killer, you usually only get a single down with it until the other survivors cleanse it away, so I guess its use is limited and more of a dice roll if you can get hit two survivors in quick succession.

  • @HexDaddyissues said:

    No. Its already bad enough with the FNaF crowd b####ing and moaning, i don't need weebs and degenerates talking about massive mommy milkers all game

    So just don't give her massive mommy milkers? Problem solved. Duh, she could be, I don't know, a child-bodied 9000ys old demon, thats how this things work, right?

  • How about it being an inverted PGTW? You see the killer apporaching, you activate it and for 30s an Entity claw hovers over the gen, visible if you pay attention, but missable if you just mindlessly kick gens.

    If the Killer kicks the gen while The Entity protects it via Repressed Alliance the killer gets stunned and The Entity progresses the gen by 3/6/9% instantly. The perk then goes into cooldown, either something like 80/70/60s, until you get hooked or, my favorite, until you finish the gen that you used the perk on; "You wanted to protect this gen here? Then bloody finish the thing! Duh."

  • @joschmoblo said:

    Probably 30-40% or more of the matches I’m in are hook campers, which ruins the game play.

    A suggestion I have is this .. if someone is hooked and the killer stays within or lingers close to the hook radius of XX distance for more than XX seconds teleport them to the emptiest part of the map and disable any special abilities for XX seconds. Basically give them a penalty for camping.

    I think that is fair and would discourage camping, and encouraging the chase and hunt the way it was meant to be.

    BHVR has stated that camping is valid, but they also acknowledged that it is ruining a lot of the player experience and decidedly not fun.

    But the thing is much bigger: most killers don't camp because they really enjoy the camping aspect, they camp because SBMM matches them with survivors who are too strong for them, too skillfull, too resourceful and who know how to loop them for eternity. Most killers, after an initial grace period of happy killing, will hit the wall of survivors true strength reality at full speed and suddenly feel like they can't get a foot back on the ground, not to speak from a solid stance, so they resort to the last method left to them: camping and tunneling.

    So why am I writing all this? Because you can handle this in two ways: with the stick or with the carrot. Most people instinctively resort to the stick method, ie "I hate campers every other game! Punish them! Burn them!! PUUUUNISH!!!111"

    But what would happen if you invent an effective punishment for camping and effectively take camping away from killers? All those not so hot killer players will suddenly have their last way of playing taken away from them, so even more will leave, and that in a time were Survivor ques during the evening are at a premium.

    So my hot take: give killers the carrot. Make not-camping effective and worthwile. One of the best anti-camping perks in the game is Devour Hope: the killer gets massive rewarded for abandoning a hooked survivor and roam around the other part of the map. After a few undistrubed unhooks the killer gets a very cool reward with Exposed status, speed boosts and eventually moris. Sadly, we all know how durable Hex totems are: you either dedicate your whole build to them, or you can only use a very selected few totems, rendering all other dead weight.

    But hear me out: give killers some sort of Devour Hope mechanic as base kit. Obviously not Exposed and moris, but let killers get a token of "Entities favor" each time a survivor is unhooked while they are 32m+ away and give them small bonuses with this token that counter the biggest gripe killers have these days: healing speed and gen repair speed.

    Each token could give a 1.5% or 2% penalty to healing/gen repair speed, maybe throw in some bonus BP, too. This would give killers a strong incentive to not camp and also counter the dreaded "gen rushing, game over in 4min" complaint, ie drawing out the game in a meaningful way and giving every player ample opportunity to play the game.

  • SBMM let the competent players all rise to the top where they just compete with other very competent players. This leads to either sucking it up, what not everyone wants to do, or to weeding out the weak, ie only the top meta being played, leading to all the Nurses and Blights and probably Hags at the top.

    This game didn't need a hardcoded competitive szene, people who want to do that organize among themselves and set up rules to make the game somewhat balanced, ie only one DH per side etc. But SBMM has soured so many players dbd experience, mine included. With my good killers I cant play anymore unless I am prepared to sweat to the max, and frankly, I don't want to do that. No other multiplayer game that I know of punishes players for being good THIS hard!

    So my options are now to either play survivor, which I do much more of late, or to smurf my killers into oblivion ... how fun for everyone involved.

    So, as much as you never wanted to, pleeeeeease split the game into two modes, ranked and casual. The up to 2million BP and rift cosmetics is already quite the incentive to play ranked, but if I just want to knock back and play a few fun games, please lemmy do this, too.

    in Sbmm Comment by Akumakaji
  • @danielmaster87 said:

    So who's the 3?

    Undecided. For the longest time it was Spirit, until they nerfed her in a way that half the community thinks (unrightly imho) that she is now trash tier. Huntress is the runner up with having a strong power and high skill ceiling and also being in the base game.

  • @GentlemanFridge said:

    Tilting the opponent.

    The true mindgame.

    I was once told that it already starts at the lobby when all players ready, but one, who lets the clock ride down to 17s before readying. This will start the killer with already +1d10% of tiltage.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858303#Comment_2858303

    No she’s still very fun. Have you even played her since her nerf?

    She is still fun, I just played her today, but it is so odd that the survivors got more info on you for free, then you with perks. She isn't unplayable, like some people try to put it, but I find the directional swooshing a bit too much.

    On a related note, I want a directional thunderclap for boon totems.

  • @bjorksnas said:

    Hypocrisy is fun and all but mans attacked you directly about forum posts because of a match of dbd, what did you do to this poor soul to incite such emotion.

    I don't know, but I wanna find out :D

  • @Kurri said:

    We should complain about Calm Spirit instead.

    The silent menace.

    People always behave like everything outside of the meta us utter garbage, which isn't true. A lot of the perks can be used effectively, somewhat even surprisingly well, but they will never be meta in the forseeable future, because they are so special and niche.

    You can be very effective with a Lithe build or even a Calm Spirit build, but here is the thing, you have to play a certain way in order to get millage out of those perks, and even then things can just not go your way: you didn`t alert any birds and the infectious Fright didn't make you scream! But the killer just randomly looked in your direction and saw you. Sad face :( While the meta perks will be helpful in any situation, thats why they are meta.

    Still, I made a vow never to use DH as a survivor outside of Tome Challenges, and I guess I die more often because of it, but it also improved my survivor gameplay by a lot. The really good survivors can loop most killers for a long time, so they sometimes opt to not use DH and go for something else, just for fun. But those that still take DH are borderline invincible due to their mastery of the game.

  • @ThanksForDaily said:

    Killer mains complaining on purpose everyday AND by the same people until the perk is nerfed.

    Classic forum strategy.

    Nerf, nerf nerf!!!

    Well, it worked for Spirit, so let us give it a try, too :)

  • @Sepex said:

    Considering the grind is saving Bloodpoints really even a thing 🤔

    Not for us late joiner folks, but tube veterans of a couple of years already gor everything maxed out and enjoy their BP banks to crack open and instantly P3 any new releases :>

  • @Nathan13 said:

    Survive while 3 others escape, such a ridiculous challenge.

    Fun fact: you can get this one while on the hook. I got hooked by a camping killer, everyone else wasn't in that great a shape, so they all left and I prolly completed this challenge.

    Blood Debt: ugh. This one is such a pain! And there is very little you can build for. Just play lots of games, go down first, then hover around that person without being too helpful.

    Killer Plague: black vomit on two survivors with one inhale... Two times in one trial. Dayuuuum! What was the person designing this perk thinking? This is so hard. Obviously you should camp for this one, because during the unhooking process both survivors are next to each other, motionless, but that's far easier said the done. And with plague and this challenge, good luck convincing survivors to farm with you.

    Billy: saw 7 survivors in one trial. This is tedious and most survivors know how to handle a Billy. Really, getting the occasional saw ain't that bad, but 7?! In one trial? Ugh. The Entity surely designed this one to drain Billy of HIS last hope.

    Legion: hit 5 survivors within one use of Feral Frenzy. This one can be easy, but most of the time, it won't. All survivors need to be reasonable close to each other, run your ass off, hope that no one jukes you and then hit the last survivor twice. Ugh.

    Huntress: I am a bad Huntress, so all of her challenges were a pain for me, no matter if I had to hit 15 hatchets in one trial, down 6 survivors with hatchets in one trial or hit two survivors from beyond 15m in one trial, this was all a royal pain and I usually slugged one survivor and then camped their body, downing them again with hatchets once they got up.

    Oni: I am a reasonably good Oni player (passabel), but the thought of hitting a survivor with a Demon Charge that lasted 10+s gives me the shivers.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852311#Comment_2852311

    Indeed. Our community truly understands the struggle of a new killer and makes sure, that the learning process is as soft as possible.

    Ouch. Hit me harder, kohai. Yes, right were it hurts the most. Smooth and easy learning curve like a jagged blade.

  • @SunsetSherbet said:

    It's fun when it goes poorly for them. Had a Claudette tbagging and clicking at the gate in one of the last matches I did. I hit her from the side and she fell far enough away from the exit that I could pick her up and take her to a hook. Shame.

    I don't really know what you can do to solve the issue, really. Tbagging can have some legitimate tactic during a match. It doesn't at the gate, but if you did something that forced the survivors to leave after too much time in the gate, then you'd be taking away survivors ability to wait at the gate not to taunt, but if other teammates are still out trying to get to the gate, and the survivor wants to not leave until they're sure their teammate is going to make it out.

    It would help if tbagging wasn't borderline encouraged.

    I still want a perk called "Just leave" that will block the exit gates for you personally if you T-bag within the exit area 4/3/2 times. This perk would wriggle its way into nearly each of my builds.

  • Fair enough :) I played her a few times today, got her already to P2.

  • Otzdarva explained this in somecof his PWYF build videos. You start a chase with your obsession and then quickly turn around and look at your feet. This way you can gain a stack in supersonic speed and sometimes even start a chase anew. And then you can go hunt down the other survivors with a massive speed boost. Its not meta, but kinda fun.

  • Yeah, kinda. I am, sorry to break this to you, but.... she is a ghost. A spirit. An Onryou. :<

  • @Tr1nity said:

    the problem is im ridiculously unlikable.

    I second that. Gosh, its unfathomable how unlikable you are. I think I even threw up a little bit, just by responding. No offense though, buddy. Luuuuuv. <3

  • @Clevite said:

    Tbagging at gate is no different then being hit on hook.

    Neither change the outcome nor are a big deal.

    Not true. You don't die on the hook any faster when the killer is no chiller and hits you repeatedly; it ain't pretty and is usually a show of bad character, but you could suicide on hook if you chose so, even though most people would hang in there as long as possible in order to spite that spiteful killer.

    But waiting at the exit gates for the sole reason that you can do one glorious t-bagging to rub it in that you won, just in case the killer failed to realize it, just wastes massive amounts of everyone's time.

    Now that I also play survivors regularly I see so many survivors, mostly with flashlights, that rapid-fire clickety click in the sky outside the exit gate and, of the killer doesn't show up, even run out and go looking for them... But never too far out, because its not about bravely, its all about being a douche.

    I know that some players wait to see if someone gets caught by the killer, in order to go for a late save, which is valid, but once all four are save its just childish behavior.

    Well, I counter it by being a bit childish myself, ie I walk close enough that they can probably hear their heartbeat and just afk and watch some YouTube on my second screen. Its insaaaaane how many survivors stubbornly insist on their stupid, little victory dance and will wait till the last second.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852522#Comment_2852522

    It's great that you actually bringt that up, because it really is a valid strategy, maybe not the most ethical one, but a valid one.

    As we're talking about sportsmanship, I see you've got one of those fancy new profile pictures. Congrats.

    With this I somewhat got to agree. And there's isn't much you can do about it. Some people dig ethics, some sheit on them, and the latter will always stick out because of how unpleasant they are to verse.

    But while you can laugh off a lot of this behavior it still stands that it is disrespectful. Sure, t-bagging/hitting on the hook is just some immature flexing and can be ignored, but its still showing disrespect to your opponent. And especially the t-bagging at the doors wastes so much time.

  • @Chocolate_Cosmos said:

    I like getting "outskilled" by pressing E, deleting my succesfull mindgame that I would otherwise won the chase and they get to shack palet just in time because of the distance and the chase gets increased by another 60s. Not kidding. Another 1 min long chase before you can finaly down that person. Lovely perk.

    But if you didn't get that down, was your play actually that skilled? Ponder this while I go and play some Ice Hockey.

1 … 79 80 81 82 83 … 102