Aneurysm
Aneurysm
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- Username
- Aneurysm
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Comments
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@Volcz said:
I do this and I don't feel bad. I'm a solo que player 100% of the time.
If something like changing items at the last 10 seconds upsets you to the point that you quit the game, go ahead. 'I'll just make them waste time and get back into their 10-20m que'. Well its more like 3-7m (at least for me at red rank) and I don't mind it at all. Not like I lose my item. I think killers that do this think they're getting one off on the survivors, but its never been an issue for me and I just que right back up.
I'll keep doing this and killers who suck/can't play around it, will continue to d/c in loading screens. Its fine. Keep doin you, pal.
I'm also solo queue and when survivor queue times are long I don't really appreciate the match getting cancelled because a teammate last second switched to blendette with a key and threw on a haddonfield offering for good measure.
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My first ptb match was against an IF slug nurse who couldn't catch me until I remembered it was a ptb match and I might as well let her kill me so just followed her around until she noticed. I think she saw the funny side considering she only hit me about 50 times on the hook.
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There are loads of perks that counter slugging now. I run WGLF for the points and even in solo queue when the killer starts slugging as long as I'm not the first victim I just go and pick teammates up faster than the killer can get them down.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1870927#Comment_1870927
Idk ive tried to 360 multiple times and it doesnt seem to be working anymore. Guess the devs were tired of it?
Something for console killers I guess
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1871021#Comment_1871021
That makes no sense. Individual ranks would not show you how good you are, you would need to see the MMR.
No but it'd show how much you've been playing them. Would be interesting in those cases where you wonder if the killer is just boosted or doing a daily
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11k escape, looks like you had some real gamers on your hands
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Thankfully I've seen less of this since the buff now he's good at other things
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/1870544#Comment_1870544
To add on to this they said rank will NOT be spread across killers and killers will have their own ranks differed from other killers
where did they say that?
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Time will tell if people manage to pull off cool stuff with the new bottle. His reload time alone means he's stronger.
But compared to what they did with doc, LF and especially Freddy it seems a lot more mild.
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It's not as bad since crossplay but late night ps4 was always terrible, especially on weekends. After a few games you'd feel blessed to get a squad of only 3 and without object.
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"Not hook and then hone in on the next kill, hook, wash repeat..."
That is exactly what you have to do though, killers are generally pressed for time.
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It's a buff to its combo with devour, 3rd seal + lullaby
It's a nerf to its combo with ruin, blood favor (lol) and probably haunted grounds
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The devs got sick of people calling them rank 20s so now they're going to make everyone rank 20.
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@Pirscher said:
Im in Europe, thousands of people play this game. They gonna make a list and remember me?? @The_Bootie_Gorgon
Yes
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1863899#Comment_1863899
Nah once the 180 seconds being totally injured was up the perk deactivated and didn't do anything. It did not reset the timer if healed.
Ah I read it wrong, you're right
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@Akito said:
I played LB just right now and did they already buffed it?
Every time I get full health it resets. So the only way to get it "used" aka deactivated is to be injured for 180 seconds.
Nah was always like that
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You feeling comfortable doing a gen while injured near a killer who can teleport and who knows where you are because you brought a perk is probably the more unhealthy thing for the game.
On topic nurse is an extremely weird killer and they clearly regret ever adding her so all they can do is make her as difficult and clunky to play as possible, letting her bugs fester so survivors don't see her often and they don't have to concern themselves with constant complaints about her.
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@ChurchofPig said:
The only bug with it is that the developers have said it is not supposed to work with flip flop and you've supposed to only use it after actually wiggling that amount.
Seriously? They churn out new perks and are horrified at the thought of them ever being used
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Another update where the latest popular killer perks get nerfed and the survivor meta is still treated with more reverence than the Qur'an is more insulting than teabagging, or jokes about it.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/1860783#Comment_1860783
I know this game pretty well and there is no Killer power that involves "crying." Please try to stay with the theme!
I'm up for a killer that can drown survivors in their own tears honestly. Power grows stronger with each dev update that doesn't mention object
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I went in the other direction and I wouldn't play killer on a controller again if you paid me. There's also a lot of performance issues, I was in base ps4 bit I've heard a lot of the same complaints from those with a pro.
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You'd think VPNing still happening might indicate to the devs hit validation isn't actually working...
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"If you fail, you get punished - simple as that."
It really isn't as simple as that, this game has plenty of ways to reward you for failing and punish you for succeeding. Throw in the ridiculous amount of issues with matchmaking, bugs, hit detection, optimisation, and unbalanced stuff on both sides and the "punishments for failing" are a small portion of the punishments you'll receive in general.
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interesting key nerf, seems a bit unimaginative but then that was the case with morís too
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All the killers that complain about swf the most would spend the entire time using the worst builds and playstyles possible, because the community is completely self-defeating.
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@Shirokinukatsukami said:
I'm sick of Killer Culture that uses Ruin, Undying, Infectious Fright and Iri Hatchet in the same game.
Well yes, the OP is probably gonna get into trouble if he brought iri head on twins
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Seriously? PWYF was great at turning plague into a vomit comet
Hope it's a bug :/
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Pretty much. I guess that's one of those situations where an ebony could still be useful.
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Pretty much. I guess that's one of those situations where an ebony could still be useful.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1855881#Comment_1855881
(Eye roll) everybody says this. Nobody reads/listens to me.
No, it’s NOT impossible for survivors to dodge up close. The closer I am, the easier it is for them to dodge. They keep disappearing in and out of my field of view and are impossible to keep visual track of, no matter how high the turn sensitivity is on my controller.
I haven't played twins on either platform (not really interested in them). Is it similar to demo shred at all?
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Survivors want to look good when surviving (or not). Two outfits and looking like a less sexy version of Victor just doesn't cut it.
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@slowbeice said:
https://forum.deadbydaylight.com/en/discussion/comment/1855692#Comment_1855692
I think they are talking about rank15 or something. Rank1 solo gameplay is fine.
Exactly, my teammates are in red rank but you'd think they were rank 15 or worse by the way they act.
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@sulaiman said:
Yes, some of them try to be funny when they post, but really are not.
Now that sounds even worse than what I've been going through
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Mods/devs on here have said before that if it starts before EGC then it is holding the game hostage.
@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/1855563#Comment_1855563
The problem is if we open the exits she will die. That is the issue. We would then be working with the killer to get him a kill by opening the exits because he isn't going to suddenly stop body blocking her when we open the gates.
No you're not at fault or working with the killer. Open it, let the game end then report them.
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It's a bit easier to get into red rank as survivor than the other side, so a lot of killers you'll be against (at least if matchmaking behaves) will have a good idea of what they're doing, will often have good perks, be pretty merciless etc
Rank reset doesn't do much anymore either. If you're willing to record + upload a couple of games here people can give you more specific advice on things you can improve on. Some youtubers do gameplay reviews as well but having that many people watching you might be a bit daunting
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I completely forgot about the perk after the twins came out and instantly got trolled to death by a 4-man, two with decep and two with head on. I
t was profoundly traumatic and my therapist agrees with me that it needs a nerf.Despite how much of a fool that made me I still think "haha you idiot" every time I make a killer open an empty locker. Even if they stop falling for it you can still just switch your scratch marks off for three seconds near a locker so it's nice to have.
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I think you can get reliant on them. Especially dead hard. Which isn't ideal, being reliant on something that's...unreliable (hi old ruin)
I don't run them much, and if you get used to not running them it feels amazing putting them on honestly. Also every time I get a huntress or clown with certain addons I get a good laugh. Oh no I'm exhausted now what a shame...
But run them if you like, they are. Ice to have. Or as killer, use their dependency against, them. Slap on blood echo and watch them rush to get healed.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1855419#Comment_1855419
It’s seriously an underrated gem, and is a “secret weapon” when a focus is put on slugging as a pressure tool. Having 1 or 2 survivors regularly slugged at any given point in the match pressures the survivors immensely and greatly slows gen repairs. Coulrophobia + Mangled makes dealing with the killers strategy very very difficult for the survivors.
Another one I've started liking is deerstalker. Although nurses reveals them when they're being healed and is the stronger perk anyway, slugged survivors assume you aren't reading their aura and even though there's no need to they often turn to face survivors on their way to get them up. Can be a spicy bit of info
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1855403#Comment_1855403
The Mindbreaker + Blood Echo & Coulrophobia + Sloppy always results in angry messages, both because of the regular slugging (threatening to report for being tOxiC, lol), and I’ll see DC after a down for what I presume is because they (out of ingrained habit) went to use their Dead Hard but forgot they can’t.
I can imagine. Will def consider starting to use coulrophobia now there's a lot of WGLF going round
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@TheClownIsKing said:
Here are a few builds I do built around Coulrophobia and Sloppy (use a Mangled add on instead where possible to free up a perk slot).
Coulrophobia, Sloppy, Blood Echo, Mindbreaker.
- Keep then regularly injured, and regularly exhausted. Every time an injured survivor is afflicted with 45 seconds of exhaustion, that timer is paused any time they are touching a gen. For any survivors reliant on their exhaustion perks, they’re either an easy target if found on a gen, or these survivors will waste time during their 45 second exhaustion timer before touching gens again.
Coulrophobia, Sloppy, Forced Penance, and either Unnerving Presence or Overwhelming Presence.
- The choice between Unnerving or Overwhelming depends on how many med kits I see in the lobby. For the purposes of a slugging build, of there are a lot of med kits I choose Overwhelming. Nothing more satisfying than getting downs because a med kit ran out of charges too quickly for either themselves, or when wrongly thinking they can get a slug up quick with their med kit before I’ve left the area. Otherwise Unnerving purely to make the healing skill checks more difficult. If gen skill checks are flubbed as well, then cool.
Coulrophobia, Sloppy, Dying Light, Thana.
- There’s an intentional strategy here in the knowledge that the Obsession gets a buff that can partially counter Coulrophobia & Mangled. It can lead to them making some reckless and daring assists/rescues resulting in the Obsession constantly becoming an easy target. So either the Obsession gets wiped out really quickly, really early, leaving the remaining survivors in an increasingly hopeless situation (as 3 survivors instead of 4 dramatically tip the odds in the killers favour), or the ability of 3 of the survivors to get gens done AND heal other slugs continues to become increasingly more oppressive.
Coulrophobia, Sloppy, The Third Seal, Undying.
- Never underestimate the power of permanent aura blindness in a slugging build even against a seasoned SWF group. Even with comms, all 4 survivors blind on some maps can be a very challenging nuisance in reaching slugs they cannot see. This is even sweeter if a survivor is running OoO. There is something incredibly satisfying (and hilarious) about a blind OoO that keeps giving away their position, getting into a chase with them while they are out positioned, only for the hex cleanse notification to pop, but I immediately blind them again mid chase. TTS & Undying can be incredibly strong.
Coulrophobia, Sloppy, Forced Penance, Bloodhound.
- The ultimate Iron Will counter. Plus with all the slugging, Bloodhound can help find lost slugs. It’s a great tracking build, amplified by how often you’re likely to get value out of Bloodhound either by healing being too difficult, or they temporarily cannot heal at all.
Coulrophobia, Sloppy, Nurses Calling, Deathbound.
- Pretty self explanatory. Know when healing occurs nearby whilst also making it unlikely they can finish before you reach them, or at least get SOMETHING out of a successful heal if they do it in Deathbound’s proc range. Great for knowing when a far off slug has been picked up and you may want to attempt interrupting the remaining healing that might be occurring.
I wanna try some of these but I'm not sure I'm brave enough to show up to post game chat afterwards
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Love it, you don't see it much so it's unexpected as well. Nice with lithe + quick and quiet too
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That still happens?
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/217411/my-suggested-changes-to-object-of-obsession
Been saying that when watching in each others direction for a long time now.
That is like how the old OoO worked and it was good.
I don't get why they decided to change it into this ######### perk
When did they change it?
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You should've left
A survivor remaining in the area of an opened exit gate for 30/25/20 seconds will cause the exit to be blocked, the gate to close and all survivors inside to be instantly killed.
"Game over" - Amanda Young
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@JPLongstreet said:
Or come on over to our lovely consoles. Never had a problem with the end chat evaaaaaaa...
True but I did have to disable messages and friend requests
@exp0zed said:
Consoles are far from lovely. They are made cheap. Graphics are sad and the auto aiming features are even sadder. The consoles cheapness also passes on to any games released on console. It would've cost more to implement a chat feature in game. Sorry you will nevaaaaaaa... own a PC evaaaaaaa... Millennial
You ok m8?
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1854854#Comment_1854854
Hexes as their current implementation tend to be either too oppressive or underwhelming. For a hex to be worth a perk slot, it needs to generate a lot constant value while active (Ruin) or an intense sense of urgency (NOED/Devour). All of this while under pressure of being fully cleansed, which can be frustrating for the killer when it happens minutes into the match.
Also, many hexes only bring marginal value to the killer and are not worth the risk (Third Seal/Blood Favour/Lullaby) and could be readdressed. The same could be said of the last category (Retribution/Thrill/Undying/Haunted Grounds to a lesser extent) that are used to protect and support other hexes.
There is so much room for improvement for killers and survivors here. OhTofu raised a suggestion brought by the community to only allow one hex perk in a build and that hex effect would be divided between all totems. For example: Ruin could have each totem powering 40% regression. Cleansing a single totem would reduce the effects of the perk, but not outright remove it, so both killer and survivors have a more streamlined experience. The issue is that not all hex effects can be easily translated into 5 totems and there comes the need for a rework of hexes as a whole.
Interesting. I'd miss all-hex builds but I'm sure I'd cope.
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He does feel kinda weak these days to me, maybe just bc there's a lot of stronger killers now?
I wouldn't change him that much at base, maybe make him 110 in tier 1 and bring back the immunity to spine chill/premonition. It would make his gameplay more interesting if tier 1 was something you might choose to stay in longer depending on the situation instead of something you want to get out of ASAP
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With old ruin if the stars aligned and you got both a good totem spot and survivors that couldn't hit greats you could pretty much ignore gens and spend as much time chasing an individual survivor as you liked.
New ruin and undying takes two perk slots and requires some actual input on your part into getting them off gens, one way or another.
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I think it'd generally be healthier for the game if the licenced killers weren't among the strongest (doesn't mean they have to be F tier, mind)
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@Freddy96 said:
You mean corrupt or that funny suggestion where gens would get slowed to infinity till someone get hooked or something?
Would like to see something like that being forced on people making those suggestions.
Neither, devs announced ages back some changes to the early game but no more info than that, and have been largely silent since.