Avatar

AsherFrost

AsherFrost

About

Username
AsherFrost
Joined
Visits
2,429
Last Active

Comments

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906981#Comment_2906981

    I think they are talking about if the Artist decides to commit to a camp

    They stay near the hook and keep repeatedly shooting crows at unblocked gens until they become blocked, thus stalling them and preventing progress from being made while they camp somebody to death

    If you stay on a gen during DMS timer and you are injured, that counts as 'letting go' of the generator, which is what Artist players who use this playstyle are 'threatening' you with. The correct play is to simply tank the first crow, get that extra bit of progress then let go when the second swarm comes.

    Or alternatively, distract the killer/stop the camp altogether by hook diving with BT but that's really risky lol

    Ah, yeah, that's a seriously self defeating move for the artist, lol. People actually do that outside of the potato ranks?

  • @James4125 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906954#Comment_2906954

    You obviously haven't seen this build in action or used it.

    They don't care if you are on a gen before they get a down. At all.

    They make any effort to get you off the gen until someone is hooked.

    Then they have 45 seconds to shoot crows at 3 different gens. During this time you have no choice but to let go of the gen and when you do it gets blocked.

    While this is going on the poor survivor on hook is still getting camped.

    Letting go before they get the hook does not help anyone because again. They. Do. Not. Care.

    Again, let go of the gen before the survivor is hooked. As in, when they are being carried by the killer. You can hear each time a crow is shot off. Assuming you can count to 3, and pay enough attention to see the crow fly by, you just have to wait it out.

  • @James4125 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906950#Comment_2906950

    Yes. And she doesn't shoot the crows at the gens until AFTER someone is hooked. At which point she doesn't have to move from the hook. It's pretty straightforward and extremely easy to pull off.

    So again. What stops the survivor from doing what I do and letting go of the gen BEFORE the hook? You let go, take a step back, and watch the crow go by. It's literally that straightforward and extremely easy to counter.

  • @James4125 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906224#Comment_2906224

    Dead man's switch is what prevents that obviously?

    I like artist and current DMS but he's correct the two together are broken.

    Dead man's switch activates on hook. Not before.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906729#Comment_2906729

    Why do you need a timestamp to literally just click to the match in a video?

    Also if you're so worried about wasting your day off why are you constantly replying? You could have easily watched the match in the time it took you to type your messages.

    Because I can reply to you (and others) while watching videos I actually enjoy. It's a far simpler, and more fun overall.

    Why do you need a video from some streamer to prove something we all already know isn't the case? You can dodge crows and counter DMS, it's done every day (or every other day, artist isn't that popular from what I've seen). Will you always 100% of the time succeed? Of course not, that's the fun of multiplayer games, people have agency and make choices.

    Fact is the counter is there, doesn't even require a perk or item to employ, and works most of the time. A video where some streamer manages to Smurf his way to braindead survivors who don't know how the crows work won't change that.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906693#Comment_2906693

    Right, because it takes "your day off" to watch a match. 🙄

    Also I specifically replied to your "points" previously, I'm just not repeating myself.

    Considering it's been 4 hours since I first asked for a timestamp, I guess it does.

  • So putting one survivor (any one survivor, at that) into the dying state is "multiple conditions" to you? Or is it that you don't think jolt is powerful?


    To reiterate, a perk that has multiple conditions to activate (as in, more than one) that isn't powerful (as in, doesn't do much)

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906240#Comment_2906240

    Ok at this point you’re just willfully not understanding how it works I think, and you obviously didn’t watch the video I posted as an example either.

    Wonder how you found that out? Was it when I literally said I wasn't wasting my single day off this week watching some streamer I don't care about?

    @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906238#Comment_2906238

    Im not wasting 30 minutes of my one day off this week watching some streamer, do you at least have a timestamp?

    Seriously though, after reading your replies here to everyone else, it's becoming obvious that you don't have any points of your own to make. Some streamer said something and you're here to parrot that right to us, even bringing along the video that got you all riled up in the first place. That's why your only rebuttal is "mah video"

  • The entire emblem system, on both ends, is disconnected from how games actually work. I can only hope that the fact this dinosaur of design still exists untouched, like the bloodweb, is because they have a massive overhaul in the works. Until then, I just ignore it.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906236#Comment_2906236

    It's IN CHASE though lmao. If it just flat reduced your TR for the rest of the match it would actually be a pretty good perk.

    Like I said, it could probably be improved. I'd also say it's easier to hook a certain survivor than it is to put a survivor on a certain hook, especially with no real control over where they are downed. You've definitely shown why nobody ever picks that perk unless they have to for the adept, lol.

  • Im not wasting 30 minutes of my one day off this week watching some streamer, do you at least have a timestamp?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906224#Comment_2906224

    Again, watch a video of a killer doing it. You stay off a gen during the carry (which is already slowing down your progress), and wait for the first crow to fly by. You get on the gen, a few seconds later another crow. You work through it, a third crow and now the gen is blocked for the rest of the duration and all you’ve gotten done on it so far is the time between the first and third crow at most. Meanwhile a survivor is at least stage two or worse dead on hook.

    So now Instead of sending crows to 3 different gens, they are sending them all to just the 1 gen. Meanwhile you've got 2 teammates who wouldn't be getting any crows because the cooldown.

  • Is probably a bit low powered for the conditions, but reducing TR for the duration of the match is definitely a powerful effect.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906204#Comment_2906204

    Not really, it seems like you're just cherry picking examples to suit your situational idea. But if you look at the numbers, most perks are just situational, yet only a few of them are viable let alone strong

    Ok, can you provide an example of a perk that has multiple conditions to activate and isn't at all powerful? Also, as I didn't actually provide a single example myself, I'm not sure how I can be accused of "cherry picking" them. If I were to provide an example it would be IS (Or whatever they call it now). Basically self care, but faster and not seen by nurse's calling. Why? Because you have to fulfill a condition to activate it first (break a totem).

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906207#Comment_2906207

    I perfectly understand how it works, do YOU understand how it works in combo with Dead Man’s Switch? It’s pretty simple

    • Artist hooks someone, triggers Dead Man’s Switch.
    • Shoot crows at three generators, if survivors dodge the crows to avoid being swarmed the gen is blocked for a while. If they stay on the gen they get swarmed.
    • If someone is swarmed at a gen, fire another crow at them a few seconds later. Now they either get damaged which forces them off the gen anyway or they get off it to avoid the damage, either way the gen is blocked for the remainder of Dead Man’s Switch
    • Meanwhile the Artist never even has to leave the hook. She can literally stand and guard it the full duration of the Dead Man’s Switch and force the survivor to lose at least one hook stage while simultaneously blocking gens. (The main weakness of camping a hook is the other survivors can freely work on gens while you do it. But this combo negates that problem for Artist, she can camp and still block gens at any range this way.)

    Maybe you should watch some videos of people using this combo in this way before saying I don’t know what I’m talking about?

    In that scenario, what exactly is stopping the survivors from paying attention and just letting go of the gen before their teammate is hooked, waiting for the Birdy to fly by, and then getting back on? I mean, that's what I do, and it works every time without the gen being blocked.

  • The devs, by making them so situational and hard to get. If it was every hook, or even half of them that would be one thing. But it's literally 4 scourged hooks per map, no matter what, with no options to control where they go. As previous perks on both sides have shown, the more situational and RNG based a perk is, the more powerful the effects will be to justify the extra effort. This has been the same design philosophy for the entire life of the game to date.

  • @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905567#Comment_2905567

    so, a perk where hooking just 1 survivor initiates 2 powerful regression perks isn’t OP? How is that even close to being true? You don’t even need to use both on 1 gen, you can simply go pop a different gen.

    To get that regression you have to win 2 chases, carry the survivor to one of 4 special hooks placed at random across the map, and make it to the 2nd gen before the timer for pop is up. At that point, I'd consider the regression earned, especially considering the survivor can tap the gen that was hit with PR while the killer is racing to get the other one before the pop timer stops.

    Yes, it is an undoubtedly powerful combination, however it takes a large amount of both luck and skill to even pull off. Also, it directly encourages the killer to leave the hook, which judging by these forums, solves the #1 issue complained about by survivor players.

  • More people escape than die = Survivor side win.

    More people die than escape = Killer side win.

    2 die/2 escape = tie.

    That's literally how the mmr is calculated for killers, so it makes the most sense to use.

  • He doesn't seem to understand. Also he thinks the existence of a counter to a strategy means the strat itself is somehow invalid.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904766#Comment_2904766

    The fact you actually call camping a strategy really speaks volumes of your skill as a player. It would be like if a survivor went to the basement at the start of the match and hid the entire time, then once their teammates all died used left behind to find the hatch and escape. There is no skill involved and is incredibly boring. Yes... technically you won... congratulations you ruined the match for everyone else. Also, no, while camping has never been ban offence the devs have made multipole attempts to discourage it throughout DBD's history. Its been a contested issue because it does not allow for a match. There is no skill involved and is very boring to use and play against. Which is why BT and modern DS were created, not as a counter but as a hope that killers won't use it. The idea behind it is that killers won't use these strategies out of fear of the perk and less of an actual counter.

    1. No, it speaks to my willingness to admit what the devs have repeatedly stated, and what has been said here by the mods multiple times.

    2. Show your evidence that either of those perks were created to fully stop camping.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904816#Comment_2904816

    They do not complain cause it's not the main issue and we can't know for sure that is is used a lot, it's not like taking a pallet into the face for exemple.

    It is something you do not see/feel.

    But if i tell you (number just out of my head) that in every trial there is an average of 5 times a killer is near alocker with a surv inside and do not know it, we would see it differently.

    But it is maybe 8 times per trial. who knows ?

    So you don't know if there is an issue, you just feel like there is...

    That's paranoia, that is.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904805#Comment_2904805

    Fact that there are 20 lockers on every map and that you can hide inside one to the point the killer will never be able to find you ?

    How many times a killer goes past a locker with a survivor inside, unseen ? It is way more than what you think.

    I guess we'll have to agree to disagree there. Personally I feel like the lockers are good, both in number/placement and function. I don't think I've ever actually seen anyone complain about the lockers before.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904766#Comment_2904766

    Nope, DH/DS/BT/CoH are perks created to counter the killer's strategy.

    Corrupt, pop and iron maiden are bandaids to a bad game design. We could compare them to a perk allowing the survivors to run cause their basic kit is just walking/crouching.

    DH = 2nd chance if you made a mistake

    DS/BT = counter tunneling/camping

    CoH = counter hit'n'run

    Tons of strong loops = counter chases

    Pretty much everything the killer can do is countered.

    Corrupt/Pop = just slow down the gen speed, it doesn't help in chase, no 2nd chance perk and it does not help to camp or to down surv.

    What bad game design does iron maiden counter? I get that the rest you're going to say are "gen speeds are too fast", which I am not sure I agree with, but IM? I use it on doc literally to counter survivors trying to hide from the madness.

  • @ColonGlock said:

    I wish we had stats on what each of our killers has accomplished. Sacrifices of each survivor character, maps played on, matches and time played, and match results. Give us data!

    I would love to see that, for both sides. (And yes, I want survivor data separated by character, I don't care that their all essentially just skins, I use different strategy for each one)

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904731#Comment_2904731

    I still don't think tunneling is best stragedy well only if you can do it very fast like in less than 2 mins but you are going to lose pips and bp. Sometimes that only ends the way that you get looped whole match and you don't apply any pressure on others who just do gens. My goal is down and hook and go for another down him and hook and then if the first guy is on hook I go back there hit unhooker and slug unhooked and down unhooker and put him on hook if the first unhooked is not revived then hook him again. This way I apply much more pressure and I can stop then for doing gens so it's most of the time much better stragedy for me than tunneling. Usually I kill first when all have been on hook at least once so everyone can still have half decent game at least.

    I usually avoid the urge to do this, but it's just driving me nuts today, so sorry in advance for hurting feelings.

    There is no d in the word strategy.

    As far as the rest? BP I care about, but I've given up on the pip system long ago. I don't care if I pip, double pip, unpip or double unpip. I don't care if it pops. The emblem system is trash, and a relic of the past. If more end up dead than alive, I won as killer. If more end up alive than dead, I won as survivor. Far easier to judge, and it's all the mmr looks at anyway.

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904663#Comment_2904663

    I bought this game in 2017

    https://forum.deadbydaylight.com/en/discussion/comment/2904724#Comment_2904724

    shall we swap accounts?

    or what is your secret?

    https://forum.deadbydaylight.com/en/discussion/comment/2904727#Comment_2904727

    that's a good idea, because who needs seperate MMR for a new killer that is M1 based with a different trick up their sleeve

    Ok. So? I've got games on steam I bought during my first marriage that I still haven't played. As per your own posts less than 2 weeks ago was your first time seeing a map that's been in the game for some time. A week ago you learned about killers being locked in the lobby, which has literally been a thing for years. Both of those point to someone still learning the game. It's cool, there's no shame in it, but it means that right now you should still be facing equally new survivors.

    Those of us that have been actually playing this game the past few years since you first bought it already know that in the newbie ranks, killer is by far the power role. To the point where it's largely suspected as the primary driver behind the current kill rates.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904556#Comment_2904556

    Yeah this attitude is a prime example of why DBD has taken such a negative direction.

    You utilize strategies that are simply unfun. The devs have allowed this and players see no issue with abusing this. So others respond in kind and those same players seem shocked that people respond just as negatively.

    The devs stance on camping/tunelling is always amusing.

    "it's a legitimate strategy, so we won't fix it." However here are a bunch of small bandaid solutions, that don't really fix it but make it somewhat bearable. D strike, BT, soul guard, off the record, baby sitter ect. Its like they are saying, we know its awful and we want to fix it but we also don't want to upset killers. So please use this and we hope it helps.

    It would be far easier to just to outright fix it.

    So you are amused at the idea that the devs create perks to help one side counter the other sides strategies? Do you also get as much of a chuckle out of Corrupt Intervention, pop, or Iron Maiden existing? All of them also exist to help killers counter survivor strategies. That's literally how the game is designed.

  • @Jasonisanicefella said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904684#Comment_2904684

    and yet kill rates are over 50% and most matches end up with a 2k plus so your story doesn't add up.

    You are almost guaranteed a 2k with camping and tunnelling, especially with a one-shot killer. Camp and tunnel if you wish to win.

    Killers are winning left and right but since they are not having easy matches anymore and they have to try they are complaining.

    Oh yes, the kill rates.

    Let me just ask 2 questions about those rates.

    1. Are disconnects counted as kills? How about suicide on hook? Do those affect the rates? My gut says they do, but BHVR hasn't really confirmed one way or another, have they?

    2. According to those rates, Nurse is actually the weakest killer in the game. Do you agree with that assessment, or do you feel like there is a reason behind her lack of kills? If there is a reason, then surely it's not just nurse's rate that would lack context and nuance, right?

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904624#Comment_2904624

    So that's why some killers hard tunnel cause it's most effient and fastest way to win and be competive well that... I try to just have fun and play casually most of the time and try to avoid tunneling unless it's neccesary for win.

    Right now the best general strategy to get a 3-4k is to tunnel out one survivor as quickly as possible (generally whoever brings CoH, or someone who already used DS on you). The pressure it puts on the survivor team to knock out the other gens starts a snowball. Even good teams will play sloppier and more rushed, which leads to more mistakes that can be taken advantage of.

    Also, just to note. "Playing to have fun" and "playing to win" aren't mutually exclusive. Maybe it's because I started playing chess as a small child, but I always find the most fun in any pvp game doesn't come from being "relaxed" but from coming up with and adapting a strategy to another player who is also coming up with and adapting strategies to defeat my side. If I'm looking for a relaxed "casual" experience I play one of many single player games that don't require more strategy than figuring out what color I want to paint the fence around my tulips.

  • @toastcrusher said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904691#Comment_2904691

    respect and respecting others....who knows, maybe you will ever understand...even in online games where not everyody is going to be good or great in.

    Respect doesn't mean deliberately handicapping your own playstyle. In fact, if I was to play any game where the other side specifically chose to use inefficient or ineffective strategy because they felt I wasn't skilled enough for them to be at their best, I wouldn't feel respected, I would feel condescended to.

    I respect people by playing my best, fair game. By being gracious in defeat or victory, and not feeling like my personal experience is worth more than the people I am matched against. I do this as killer or survivor.

    Do I tunnel? Oh yeah, like a bastard. I'll tunnel someone out at 5 gens while making bad Doctor puns, and feel no shame. Why should I? On the other end when I am playing solo survivor (which is 80-85% of the time) and I am that first survivor tunneled out? I don't get mad. I accept that in an elimination based game, someone is going to be eliminated first, if your team isn't good enough to block for you, or just doesn't care to, then that's not the killer's fault. I take a shot, maybe grab a snack while I watch the rest of the match play out, then move on to the next one and try to do better.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904646#Comment_2904646

    You're not entitled to dictate how your opponent plays the game. Killers who play to win is acting like a normal human. You being bad at the game and not being able to beat the killer because they're better than you doesn't mean they're mean or are playing scummy if they want to play to win and not lessen up on the pressure.

    The only scummy things killers can do in game is cheat by using exploits such as hacks, abusing bugs or body blocking a survivor into a corner and perhaps repeatedly hitting a hooked survivor. Everything else they do, whether they tunnel, camp, slug or play by the made up Survivors Rule Book is playing the game like a normal human.

    Learn to get better at the game or ask the devs to improve their match making system so you can play against killers who are as bad as you are.

    Exactly this.

    This is the only multiplayer game I've ever even seen (in 30 years of gaming now) where one team routinely acts as though they have the right or duty to tell the other side what is considered acceptable playstyle outside of the rules established by the devs. Even in League of Legends, a notoriously toxic community, they keep that kind of nonsense criticism to the side they are playing with, not against.

    Maybe, if you find yourself consistently feeling like the other side in a multiplayer game is being "scummy" by not playing by your made up house rules, then multiplayer games aren't for you, or just get a group of friends who all agree to your house rules and play in the KYF lobby, where you can introduce as many of them as you would like.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904662#Comment_2904662

    A base-kit BT wouldn't really do anything, unless it's as good as the current BT. If it's shorter, Killers would just wait it out. Bandaid fixes aren't good

    Honestly I don't think basekit BT is ever going to be a thing anyway. No other perk has been made basekit like that, and the only "evidence" it would be comes down to BHVR not specifically saying they weren't, which by the same logic we could claim basekit BBQ will be a thing, since the devs didn't specifically mention that either, or like 60 other perks on both sides.

  • Literally replied directly to state you aren't going to respond?

    Screenshot_20220415-084458_Chrome.jpg


  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904514#Comment_2904514

    I wouldn't suck while playing Legion, or any other killer, I'm not bad.

    I don't need weaker survivors to have decent games, I need harder survivors or else I will just 3k because I let them escape like 200 times,

    I don't need to invest time to master every single killer to perfection, 90% of the killers don't even need that,

    mastering the killer isn't really easy when the enemy isn't putting up any fight,

    and lastly, are you really good if you get stomped on anything but your main? Or are you just OTP?

    Damn I miss playing in the potato ranks sometimes, lol.

    Let's see here. April 3rd you made a thread complaining about facing a killer in rpd, a map you said you hadn't seen before, so I'm just going to guess this is your first 2 weeks or so having this game. You're still at the bottom of the mmr ranking, hopping between killers as you see all the shiny new toys each one has. It's a blast. (Which, as each killer has their own mmr means you've been staying at the bottom, facing the weakest survivor teams) Unfortunately it's not indicative of the game as a whole. I'd love to see the ss of your matches, I'm guessing most of the teams you face lack full perk loadouts, much less decent items. But it's ok. You'll get there in time.

  • @toastcrusher said:

    yep i suck at looping....no problem admiting that...its just a fact...but i guess all other players that are in my team are just as good as me....so why wouldn't a killer take advantage off that and just stomp all those noobs right?

    See, now it seems like your real issue is just that you don't like losing to people who are better than you. Maybe pvp isn't really your thing. "Stomp all over those noobs" otherwise known as daring to try to win the game they are playing...

  • @Icaurs said:

    so your solution to deal with unfun playstyles, is to be unfun yourself. Also DH/BT still allow for a match of DBD, they do not deny the killer the ability to play the game. Yes it can be frustrating, but you as a killer can still play. Camping and tunnelling denies all players the ability to do what is the most fun aspect of DBD (the chase) so its not fair to compare them.

    Any players who says, I only do x because everyone else is was going to do it anyway.

    In order to tunnel someone, you have to catch them. Which means you have to chase them, the most fun aspect of DbD is assured. Camping can be countered by playing smart, which leads the killer right back to chasing survivors.

  • @dollidahlia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900272#Comment_2900272

    They don’t win by killing either. You can still depip if you kill 3 people

    I don't care about pips. If more survivors died than escaped, I call it a win. The pip system is too far beyond broken and useless to try and use as a win state.

  • 1. All maps are at night.

    2. Matchmaking prioritizes even game over quick one.

    3. Ability to toggle repeated sound cues in the bloodweb/loadout screens so they can be removed forever.

    4. Everybody gets a headset with comms handled in game.

    5. All perks that are designed to stop the survivor from being seen when downed also temporarily mute that player.

  • @Bubbalover said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892468#Comment_2892468

    still not possible to hook if they bodyblock correctly

    Drop the survivor

    Hit the blocker until they run or are down

    Pick the survivor back up and hook them.

    Or just run starstruck

  • Kindred, Lithe, Flashbang, IS.

    Seriously. Try it out. Dropping a grenade to blind the killer, hopping a window and running off like a freaking Gazelle without ever being touched, breaking totems when they're useless for boon placement so you have a heal when needed, and Kindred of course, aka the best solo survivor perk in the game.

  • Just because someone makes a topic coming up with a bad idea, doesn't mean anyone at BHVR ever promised to consider it, much less implement it.



    Thank the Entity

  • @Bubbalover said:

    This ######### is so ######### annoying. It makes absolutly zero sence tha t a little midget can block a non human beeing that casually breaks pallets and wooden doors with zero effort. The Killer shpuld be able to push the survivor aside without even realising that a survivor is in his way. Why does the entity enhance there physical capabilities if there is no possibility to push survivors aside

    You. Have. A. Weapon.

    Hit them. With the weapon.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892074#Comment_2892074

    Just get yourself killed then. Killer will know when you keep pointing at a hook. I get people like that on a DC farm.

    That's a very good idea. I'll have to start trying that, thank you very much.

  • Frankly, the more rounds I play as Survivor when one of my teammates disconnects the more I kind of wish the killer would just go into full sweat mode so we can just end the match and move on to the next one. I realize that's not a particularly popular opinion around here. I don't find "farming" fun. It feels like that bit in some multiplayer games where you screw around in the lobby before the actual game starts, which I've never really been a fan of. I would much rather if we don't have a chance because of multiple disconnects (as, depending on the killer and timing, 1 DC isn't always enough to lose the match) just end it quickly so I can move on to another match that I will have a chance to win and will therefore have a lot more fun in.

  • @Mr_Madness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891891#Comment_2891891

    You can find it in every blight video because....it always existed. You have to aim at a direction and then swing to curve your hit but takes a while to learn it because it's all about timing.

    Heck it could be the blight used turn add-ons or adrenaline vial.

    Thats not an exploit, that's his normal movement. The exploit was when people were using the dpi settings to achieve turns that couldn't be replicated with anything else.

  • Voodoo

    Possible body swap mechanic between dolls.

    Possible "takeover" mechanic where he can literally take control from a survivor for a short period of time.

    Possible stealth mechanics, that would actually work well because unlike GF or Myers, he's actually difficult to see on the map.

    Wonderful Mori opportunities.


    I have to disagree with your assessment.

  • @senki527 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891851#Comment_2891851

    He is clearly not a good player, when he is exploiting mechanics

    Do you have any evidence of this exploit? Like say, video? Because I don't even play blight and I've noticed a lot of the time people cry "exploit" it turns out what happened wasn't anything that hadn't been designed.

  • @Bladeisbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891844#Comment_2891844

    Ah I see. I am actually very curious IF they ever do add him, how they would balance out such a short stature as well, but I already threw in some good ideas right there to really make him unpredictable. As well as being able to teleport/reposition the dolls in the map itself would be pretty intimidating. Maybe even make it to where he cannot be stunned by pallets because he automatically crawls under it instead. So where normal Killers would be in a stunned animation, Chucky is forced into a crawl animation and be right at the Survivors feet who thought it was a good idea to put the pallet down. xD Idk just trying to think of anything they could do to make him work.

    He has been my most wanted after Pinhead so I hope he makes it someday.

    There was a delightful concept video made, but I'm at work right now and can't hunt for the link

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891841#Comment_2891841

    What would Chucky's Power be? I'm not big on Child's Play, or horror movies in general, so I don't really have an idea on what he'd do.

    All I know about Chucky is, he tried to merge his soul with Andy using voodoo magic, failed and then fully became the doll?

    Charles Lee Ray, other than just being a sadistic serial killer who strangled his own mom, is a voodoo master who used several spells, including the body swap that saved his life (by putting his soul in the doll) and others to locate and subdue his victims. In the first movie you actually meet his mentor (before he's brutally murdered) who taught him the secrets of the Loa. Also, it wouldn't be remiss to add a stealth mechanic, as he's a sneaky little bastard.

1 2 3 4 5 … 45