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Atrushan88

Atrushan88

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Atrushan88
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  • At least your killers dodge lobbies when you bring a flashlight. My killers bring an ebony mori when they see a flashlight in the lobby. It's why I have to switch to my Quentin with nothing on before the game starts, then switch to my David with a flashlight at the last second so they don't bring those stupid ebonies because they're scared of the light.

    To the people who say that dodging a lobby is nothing like disconnecting. I disagree, both are used for the exact same reasons. If someone DCs, it's because they don't like what they're versing most likely. When a killer dodges a lobby, it's used for the exact same reason. The only difference is the killer knows what he's going to be facing whereas the survivors don't, so in order to "dodge lobbies", they have to load into the match. Also when a killer dodges the lobby that causes tons of issues on PS4, and longer queue times for survivors. The only difference is the method in which the game is dodged. If you couldn't see survivors, you'd probably DC too once you found out what you were up against if you didn't like it.

  • @MrsPiggyIsSoSneaky said:

    https://forum.deadbydaylight.com/en/discussion/comment/862657#Comment_862657

    All I've heard so far was just increase sensitivity, which is nice but that won't really do much if frames get in the way with having high sensitivity and that is not a good combination. I fear with all the added effects The Oni has, could just cause more frame problems if no proper optimization comes with this.

    https://forum.deadbydaylight.com/en/discussion/comment/862676#Comment_862676

    That bad? Big yikes

    Yeah, lol, got an error(I clicked through it so I don't remember exactly what it was, probably "An unexpected error has occurred") from switching chars 3 times in succession

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/862671#Comment_862671

    I'm pretty sure it goes away the moment you take the trap off though. And yea, it hurts you if you still have a trap but that's, like, the whole point. It's to encourage you to do the trap instead of gens (which good survivors tend to do anyway and only worry about the trap after it's active).

    You sure you don't have to also wait 40 seconds for your perk to become active again? Cuz that's usually how it goes. And yeah, I'm just saying, even if you're trying to do the trap, Pigs tend to check their boxes too, so doing them isn't always easy. I've actually died trying to get one off one time because the key was in the box where a survivor was looping, went to another box nearby while my head was about to pop, then died by the time she left the box.

  • I just used a black ward with Iridescent Stone and Trapper Bag. Wound up on the Game map, trapped in areas they likely would go through to get to gens, trapped my totems(just so I could see when they were being worked on). Because the traps kept resetting themselves, I got plenty of traps. They thought they were safe, but they didn't know I had Iridescent Stone.

  • Lol, you can even get kicked out back to the main menu if you switch characters too fast now. It's so bad.

  • @thesuicidefox said:

    Considering she is a slow killer and you have to actually hit someone with a hatchet, Huntress's exhaustion add-ons are just fine.

    Pig's exhaustion add-ons require you to have an RBT which is also fine because it means she caught you at least once. Do boxes, remove the trap, and it's all fine.

    Clown's exhaustion add-ons, however, I think are unfair mainly because he doesn't need to have good aim to have it affect you. Heck he doesn't even need to land it near you, you just need to run through the gas. The add-on should be changed to only affect you if he hits you with the bottle, BUT to compensate double the timer. Also make it so the timer stops if you are in the gas and for maybe 5 seconds after exiting the gas (which he can use to keep you exhausted if you already were). This way if he inflicts exhaustion he at least has to use some skill, not just toss it by a loop and push you into the gas.

    As for the Pig's exhaustion RBTs, honestly, it's kinda BS. You have to be exhausted while an RBT is on your head, then wait until the exhaustion effect wears off once you get it off your head. If it wore off as soon as you took the RBT off your head, sure, maybe, but even then to be exhausted the entire time an RBT is on your head while being chased and being unable to get it off sounds kind of unfair. If it's active especially, and if no one heals you. Feels like there are too many things working against you in that situation.

  • I don't, but at the same time it's pretty much a death sentence with the EGC + a bear trap on your head anyways. One or the other is gonna get you unless the other survivors get the hell out and let you get hatch.

    Speaking of hiding in lockers vs Legion. I actually had someone do this while the Legion had FF and hit a survivor, I had Head On and was gonna stun him, so I tried to open a locker before he got close enough and a Meg was in the locker, lol. She bitched me out when she got found and said that I intentionally tried to sell her out. Because I somehow knew she was in the locker I was gonna try to Head On stun the Legion with in an area where all the generators were completed without Bond.

  • @ygnea said:

    Idk why they don't just give up on dedicated servers, they've made the game so much worse.

    Been watching some Puppers videos of the new patch and he's been saying the PTB has been REALLY smooth, as others on those same videos were agreeing and that he never wanted to leave them. I'm wondering if perhaps those are fixes to dedicated servers that will make it into the next patch.

  • Wraith because he wasn't a bad guy. As long as the Entity doesn't have hold over him, he'd likely be the one to let you go. Aside from that I'd also say Hag or Spirit, as again, neither of them really had any choice in the matter. Hag probably less so because now she's basically a cannibal, but yeah. I'd definitely say Wraith would be the most inclined. You wouldn't get a chance with Myers, Freddy, Amanda, Bubba. Huntress wouldn't let you go either way though, because if you were a male, she'd kill you. If you were a female, she'd kidnap you.

  • I mean, let's be fair, a survivor using a map offering is nothing like a killer using a mori, of which survivors have no counter offering. If there's ANY offering in the game that's overpowered it would be an ebony mori. Even Ivories are pretty strong.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/862530#Comment_862530

    Yeah the Killer needed 2 downs in order to set that up. And what exactly was your plan to counter it otherwise? Even if DS didn't count down he's still slugged and needs to be picked up by someone and the unhooked can't do it if he's being chased, my counter is literally just normal gameplay.

    And this is why I can't accept applying your definition of tunneling as something we want to prevent, because it means downing players indiscriminately is being labeled as tunneling when the term itself is used to refer to a targeting methodology.

    One down is likely to happen the second they get unhooked. That's not normal gameplay. That's playing like a bad sport. The other down is only because you played that way. Then you get off scott free with your idea of a change to the perk, despite actually playing like a bad sport, and it's not downing players indiscriminately, it's downing specific players who already were unable to play to keep them from playing further. I see killers all the time have Ruin + Dying Light and then slug as well. Ruin and Dying Light are already extremely powerful. Ruin lasts long enough usually to get Dying Light stacks, then the game is slowed down naturally to the point where gens take forever to pop, but then you're still making them waste more time while also intentionally preventing a player from playing the game. It's almost exactly the same as old school shooters where you stand at the point someone is spawning, and shoot them constantly upon spawning. There's no difference, except you still get to move while doing this because it takes them forever to "respawn"(get picked back up) as well.

    @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/862521#Comment_862521

    The perk is anti tunnel. Not anti slug. With my changes, it is up to your teammates to get you up if you dont wanna be hooked again. If you dont want to worry about trash teammates or be time efficient with your swf team, you could bring unbreakable which people bring rn w ds. Tunneling would be to focus on one guy the entire game. i dont know about you but in no way is the killer going for another guy to prevent getting ds'd when LETS JUST SAY BECAUSE THIS IS USUALLY HOW IT GOES: Survivor saves survivor right near you like a pos and now one of them is invincible for 60 seconds, free to do an entire gen (almost) and you as the killer want to down him, well hes in a locker. Cant waste time so you go for the other guy. Now the ds wanker gets to work. While you are getting looped by the other guy. You down him quickly. NOW YOU HOOK HIM. You go to ds wank and he hides in a locker bc HE STILL CAN BECAUSE ITS A LONG 60 SECONDS! AND IM SUPPOSED TO SLOW THE GAME DOWN BUT THIS GUY IS IN HERE AND IF I PULL HIM OUT I COULD LITERALLY LOSE THE MATCH! With my changes however, I could slug him and he wouldnt be able to work, which is fair. I have to apply pressure somehow right? And so I hook his other guy after a few, teammates get ds guy up, not like i was trying to tunnel i just need to slow the game bc it takes 2 minutes to complete all the gens.

    WITH YOUR CHANGES HOWEVER:

    KILLER SIDE

    • Killers continue slugging because it will waste the seconds of their invincibility inevitably because when they get up they wont be able to head toward a gen as quickly
    • Killers would follow the survivor for 30 seconds and then down them because that isn't enough time and they would get the hook as if ds didnt even exist

    SURVIVOR SIDE

    • Survivors would crawl to gens after slug and wait to be picked up so they could keep their ds for working so they couldnt be caught whilst working
    • Unbreakable
    • Head on if killers wait the 30 seconds and then there's actually no pressure applied at all because they get away no matter what
    • Might spend time jumping in front of killer to slow him down from chasing other people

    IN CONCLUSION YOURS DOESNT FIX A THING

    For killers, if they slug, they'll still get hit by DS with the change I mentioned(it's not my change, a lot of people have suggested this, in fact I believe a lot of the ones that did were people who play killer mostly), if they follow the survivor for 30 seconds, then they wasted 30 seconds anyways. That survivor could stand at a pallet while they chase them, throw the pallet in their face when DS stops working, and continue playing the game,

    As for the survivor things that you mentioned, crawling to a gen only means they're not recovering. if someone picks them up at a gen, then they're wasting 2 survivor's time, unless the one who crawled to the gen recovered while the one on the gen worked, and still doesn't really change anything. Crawling while slugged is extremely slow, and this would only work with SWF. Unbreakable would be the same as it is now. It wouldn't change anything so I dunno why you mentioned this. I'm not sure about Head On either. A slugged survivor can't Head On, and a survivor who still has DS active doing the DS + Head On combo is honestly just a waste(and you can completely avoid it as killer by not going after them the second they're unhooked), because the DS stun is pointless as you're wasting it for the Head On. It's literally only to be funny. As for survivors running in front of the killer to waste your time, that's a possibility, but all killers are faster than survivors. You might be able to do this for like...3 or 4 seconds, but after that the killer going to outpace the survivor. I mean you can let them do it, they're only wasting their own time by not running to the nearest generator. You have 2 survivors off generators by them doing this.

    Also, yes, SOMETIMES people will farm you off the hook right in front of the killer's face. But I'm going to be honest, it's very rarely, and they're usually being dicks. That said, there are MANY MANY MANY TIMES(in fact I encounter this FAR more than I encounter the thing you mentioned) where a killer has left the general vicinity, I've almost went into struggle IN THE BASEMENT, and the killer is literally standing 5 seconds from the basement the moment I get to the door. I have to run into a locker, or start working on a generator to force a pull and there goes my DS. Totally the survivors' faults right?

    Also, you're telling me to bring Unbreakable to counter your bad behavior? Really? I mean it's not like most killers complain about that too or anything, despite it actually being used to counter that bad behavior. Maybe I don't like being forced to use perks to counter a killer's bad attitude, but people like you keep forcing me to when I play survivor. If only there weren't band aid fixes for this sort of thing and Behavior actually discouraged that type of behavior with game mechanics that weren't abuseable, but no, they continue making bandaid fixes that then people with that type of behavior complain about.

    As for saying the perk is anti tunnel, not anti slug, if you slugged someone who was just unhooked, you tunneled. That person is unable to play the game AFTER JUST BEING PUT BACK IN. If the suggestion I mentioned was anti slug, it'd work whenever you were slugged, not whenever you were slugged right after being unhooked.

    @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/862530#Comment_862530

    alot of ds users bring in unbreakable. So they get time efficiency out the wazoo and invincibility. Maybe if survivors didnt save right in front of my fat face seconds after i hook them, then there would be no "tunnel" Its bs. The survivors are putting themselves in a hot spot and winning from it because of a perm that grants invincibility

    No, there still would be. The times where a killer has left the direct vicinity of the hook only to come back immediately and chase me down right after I was unhooked when a survivor didn't unhook me in the killer's face is far more than when someone unhooked right in front of the killer's face. Most survivors from my experience only unhook in the killer's face if they're low ranked.

    Your suggested changes are to make killers get off scott free for being dicks.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/862521#Comment_862521

    Ok but that counter itself has a counter.

    The time it takes to down the unhooked is plenty of time for the unhooker to run away (minimum of 3 seconds even if the unhooked has no time to run whatsoever which means he can avoid getting hit for 20 seconds before taking into account loops), so if the Killer chases then that's plenty of time for a 3rd player to come in and pick up the unhooked player (which takes 16 seconds minimum).

    And if the Killer DOES successfully down both... then he still hasn't tunneled since he went after everyone which is the opposite of what most people mean when they say tunneling.

    The counter you're proposing is 3 people off generators. That gives the killer plenty of pressure. Nearly nothing is being done in the time you're chasing the unhooker while the guy on the ground is slugged. This is extremely in the favor of the killer, not the survivors.

    If the killer does successfully down both, he did still tunnel, because he downed the unhooked person first, which was the the action of tunneling, then chased the unhooker because the unhooked person was on the ground already ready for them to pick up.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/862510#Comment_862510

    Yes, but when you get DSed, there's also all the usual chase extenders. Head On it's one or the other and the chase is still the regular length.

    Usually when I get DS activated, it's because a killer immediately came to a hook and came for me. I don't get any real chase extenders because I'm usually placed in dead zones. Head On honestly for me feels better because I can delay them by them trying to bait it, if I have inner strength I can get fully healed if they do it long enough, and then I can just leave and try Head On again later.

  • @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/862491#Comment_862491

    What so you can get on a gen right after? I am not tunneling then am i? Survivors always say that "the killers just fail to apply pressure correctly" Well its kinda impossible when gen speeds are so quick and I cant even slug a survivor who is invincible for 60 long seconds. It should be changed to

    1. after entering a locker it goes away
    2. If a killer hooks a different survivor after you have been unhooked then it goes away.

    Thats all. Id be fine with them increasing the time even. But only if those changes were implemented. The perk is bs mate

    If they made it where if someone else was hooked, it deactivated, that would make it SO easy to avoid. Just slug the person who had DS, chase and hook the person who unhooked, then go back and hook the person who had DS. That seems to be standard killer gameplay and in no way would DS ever activate because people would do this actively to avoid it. It's pretty silly that anyone could think this would be a good idea. The only changes I've seen proposed for DS that I agree with are.

    • DS lasts 30 seconds.
    • DS timer only runs when the survivor is not in the dying state.

    That would make it 100% anti tunnel, and remove the issue of people who are applying too much pressure. People would still complain about it, but it'd be the same people who tunneled in the first place, which is very likely most of the people who complain about DS currently.

  • @anarchy753 said:

    Head On is frustrating as there's no real way to counter it, even when you know a survivor has it AND you know they're in a locker.

    Importantly though, it means no other exhaustion perk. It's much simpler to tank a stun at the start of a chase than to deal with Balanced Landing, or have Dead Hard add several extra loops to chases.

    There's also the times people attempt to use it mid chase which can result in a free grab.

    It really just has appropriate downsides for its power.

    You can use other exhaustion perks with Head On. I use Balanced Landing with Head On quite often. Sure you can't use both together, but it circumvents the issues where you can't use one, but can the other.

    @ASpazNamedSteve said:

    You are missing something yes, it's WHEN the stun happens that makes all the difference. DS stuns the killer when a survivor is in their grasp, after a chase has ended: nullifying the chase, freeing the survivor, and meaning the killer cannot yet hook after the work he put in for the chase.

    Head On almost always hits when the killer is just looking for survivors, or chasing them. The stun is much, much less impactful. Head On is just a 4 second stun whereas DS is actually a lot more.

    I don't think either are OP though, for the record.

    Except usually in the case of DS, that chase is a 2 second long one in an area with no pallets. I say usually. If you managed to hook someone else and DS is still active, you should have enough pressure that you shouldn't care about 4 extra seconds. DS most of the time will be active in dead zones anyways from my experience, and Head On can do the exact same thing. Especially in the basement. If I know someone caught someone near the basement and I have Head On, I'll rush down to the basement locker in front of the stairs, Head On them, and we both get away. As long as I have time to set up, it works quite well. Also a lot of people complain about DS because it drags the time so much. Doesn't Head On do the same thing? I mean unless you're checking lockers and someone uses it at the beginning of a chase. Most of the time Head On is used to increase wasted time.

    Feels to me like people just don't like DS because they don't like being punished for their actions.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/862436#Comment_862436

    Well in that case the term is meaningless in terms of morality or game health especially since your definition excludes situations not involving the hook from being tunneling (such as slugging).

    It also means that if you slug someone off the hook then you aren't tunneling, since you aren't going after them so you can hook them again but are instead going after them for some other function, in this case slugging them.

    Fine, let me adjust my definition. Preventing a player from being able to actively take part in the game after they are unhooked. Is that better?

    @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/861120#Comment_861120

    thats funny. You know what good survivors do? they hide in lockers right in front of you and deliberately try to get caught again just to waste time. You cannot slug from locker, you have to pull them out. There are times as killer where I have hooked someone and still got ds'd bc i caught the previous person. my fault for tunneling...

    The thing is, if I'm unhooked and you're right there coming after me, of course I'm gonna jump in a locker. I'm not going to allow you to circumvent the consequences of tunneling me by slugging me. Go chase the guy who unhooked me and I won't need to get in a locker.

  • @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/862262#Comment_862262

    camping is a bad strategy. It takes what 2 min 30 sec to die on hook yes? Okay so it takes like less than 3 min to complete all gens.

    Of course people will slug, i slug when the team i verse is dicks but if theyre nice, i play the hatch game. I also try to slug ds. That is just smart. Would you rather get tunneled til death or slugged?

    Camping is trash (unless at end of match) and I wouldnt have to slug if there wasnt a ds. This doesnt compare to how strong survivors can be. This is annoying playstyle vs OP playstyle.

    2 minutes, each hook stage is 60 seconds, not 75. People use DS because of your tactics, not because they want to bully you. No one takes DS off because of the way people play. It's no fun being stuck on a hook until you get unhooked and then having only 2 seconds of freedom to being forced to eat dirt. Might as well be playing an old school shooter where people just stood at the place you spawned and constantly shoot you upon spawning. That's fun too right?

  • @NuclearBurrito I consider what you mention(focusing on one survivor the entire game and ignoring all other targets) tunnel vision, rather than "tunneling", and while I do think that they share a particular trait, tunneling as I would define it is going after the person who was just unhooked, so that you can hook them again, preventing them from playing the game at all. I consider it an upgraded behavior of camping, because in the early ranks you encounter camping, in the later ranks, to prevent being called campers, you experience tunnelers, because that gets them more points than if they were simply camping. Tunneling also isn't target specific. You can do it to any player in the game, there's no specific target, except for it being the one who was hooked, and therefore injured, being the easier target.

    I wouldn't see this as a bad thing, except for the fact that people who are tunneled don't get to play the game, which is bad sportsmanship imo. I don't feel there should be any situation in a game where a player is unable to play the game, except for being hooked normally. I'd also rate this as similar behavior to older shooter games where you spawn in the exact same spot every time and the enemy just waits at that spot and shoots you on sight. There's a reason mechanics like these were updated over time to be unable to exploit. Behavior obviously didn't learn from those games.

  • @NuclearBurrito Yeah, I meant the unhooked in that first sentence. Every other one I used it correctly however. And it is still tunneling. That person just got off the hook and you hit them again right after they got off the hook. How is that NOT tunneling? Sure, that may not have been your intention, but you finding the unhooked and downing them instead is still tunneling.

    Yeah, the situation is your fault. You created the situation in which you are in. I'm not saying to ignore people being unhooked. There are likely two survivors nearby, but you still created that situation. Saying it's not your fault is pretty silly when you created the situation in the first place.

    You can do whatever you want, obviously. I just don't like to use bad sportsmanship when playing, unless the situation is deemed necessary.

  • I think like a lot of other people, I think it's pretty bad. You can heal someone fully and not get a single skillcheck until they're almost healed then the skillcheck stops because they're healed by the time it gets to the thing to hit it. Or they can be nearly full health before you're fully stacked autodidact actually gets a skillcheck. I usually only get one skillcheck per full heal of someone else(a lot more healing myself generally), and even then, I don't get to heal all that much because of people bringing medkits, or finding other people to heal them, etc.

  • I think it's kind of silly you're saying this when you don't even know that the people hook suiciding are the people making these "youtube epic montages", and there are just as many videos of killers as there are of survivors, I'm sure.

    I get that you just wanna use your ebony mori to deny survivors BP in a game while also being a jerk and crab walking left and right between your hook waiting on them to be unhooked, but I'm not gonna deal with that. If I'm not gonna get much BP, I'm getting out of the game as quickly as possible because it's a waste of a game. There will be no fun in it for me, and I don't want to give you the satisfaction of being a jerk. We're most likely not gonna get 5 gens done anyways, and you're likely gonna get your 3 or 4k, so I'm just gonna die on my hook, unless I kobe, and then you can run straight to the hook and kill me like you intended so I can get out.

  • I welcome the decision. I'd like it myself. It'd also mean if I wanted I could play on PC without losing my stuff, which is a big reason why I've never bought the PC version.

  • @NuclearBurrito I'm just saying you hitting the unhooker is still tunneling. Claiming it's "not your fault" is just silly when it literally was. You chose to look where the person was unhooked. It's pretty obvious you're gonna find the unhooked person there. Your intention may have been to find the unhooker, but you can't claim that your own conscious decisions are not your fault.(couldn't quote, forums being bad)

  • @Cetren

    How is this a stealth perk now? It still gives a speed boost, which is a chase extender? What, am I supposed to quietly jump down from a building and walk around with a 150% speed boost to hide from a killer? The perk has an identity crisis with these changes. Not to mention all buildings except Crotus Prenn give you clear LOS on the survivor pretty much, so if you're being chased losing them with this perk will be pointless as well.(couldn't quote)

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/861325#Comment_861325

    If someone is unhooked there is by definition at least 2 Survivors there. That makes somewhere that a Survivor was just unhooked at by far the best place to look for a Survivor.

    And once I'm there it's not my fault if it's the unhooked Survivor that sucks at hiding while the unhooker vanishes without a trace

    Yeah, but in that case you should take the DS instead of slugging them. You still tunneled(I had this situation when I was playing Spirit myself, and I took the DS because I technically did tunnel. I couldn't find the other survivor, that survivor I found and downed deserved the stun). Still 4ked.

    In most situations I find taking a DS stun doesn't really do too much. You just down them a few seconds later unless they dropped close by a pallet. But usually when I down someone, the pallets around where they're hooked are gone.

    The only time I slug a survivor is if there are other survivors around the person I downed, or I'm playing Legion, and hit the person who got off the hook with FF to find other survivors, then that person who I'm trying to avoid tunneling pallet stuns me. Then I get even by forcing you to bleed out on the ground the rest of the game.

    @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/861441#Comment_861441

    Regarding DS specifically I do think it could be more specialized around anti-tunneling, but it's subjective nature makes it impossible for it to ever perfectly mirror it, thus we can only (and should) approximate it.

    Currently the simplest solution I've come up with is to replace the timer with "hook someone else = DS deactivates", which removes several scenarios where someone is tunneling but not DSed and isn't tunneling but IS DSed.

    It's not perfect of course, it would still trigger in the scenario we were just discussing for example, but it would at least mean that if you do go after someone else then you won't get hit by DS no matter how effective you otherwise are. But also that if you go after the unhooked then no matter how good they are at looping DS will still trigger.

    And then just make the stun length the scaling stat.

    Killers could play around this too easily. Slug the person who got off the hook, down and hook the unhooker, hook the slugged survivor. Honestly that's pretty standard killer gameplay for avoiding DS. In fact I would honestly believe that's why people are like "I didn't tunnel, so why am I being punished for it?" when in reality they did.

  • @Viceus said:

    https://us.v-cdn.net/6030815/uploads/437/7RAUPAVUCMQ0.jpg

    best quest which never finished... almost all of them only this one

    @Go_Go_Roboto said:

    Oof imagine not being a Trapper main.

    Iridescent Stone makes this easy.

  • @Revansith said:

    Well the unhooks do have to be safe ones. Thats there to stop players simply ripping people off the hooks regardless of the Killer camping or not.

    An interesting challenge would be "escape as Feng Min using only her three unique perks" as less than 0.0% of the player base has done that achieve.

    Except Borrowed Time counts as a safe unhook, which is why irregular gameplay is still happening despite requiring "safe" unhooks.

  • @[Deleted User] said:

    No, it actually makes more blood orbs for Onii-chan because you're injured all the time.

    Yeah, honestly I disagree with this being a thing because No Mither's description says "Your thick blood coagulates practically instantly". I think it should at least give significantly less blood orbs, considering you're already putting yourself at a disadvantage using it. You don't need to basically be giving the killer their power by existing.

    I mean, Even if it gave NO blood, and people ran 4 No Mithers, you wouldn't need your power anyways. That said I think it should at least give significantly less blood orbs, rather than none at all, or normal rate.

  • @Thasard said:

    Before we get to the fact that we will soon be to the near impossible chapters, I think my current frustration with The Tome is it's lack of flexibility. Here's what I mean, tonight I had more Trappers than I've had in any given week. Clearly there's more out there trying to get the trapper tasks done, but it does get monotonous after your third repeat killer in a row. I'd prefer more perk, add-on, or offering based requirements over play this character only requirements.

    The tasks do seem to be tough, taking multiple rounds to complete. Players will have trouble getting through this chapter especially if they don't devote all their free time to just this game. I'm looking forward to Holiday time off to get caught up or push ahead. Unfortunately that won't always be an option though...

    The killer challenges are the only ones with actual difficulty and not artificial difficulty, imo, which is my problem with the tome. Well that and it adds real world politics into their game, which I disagree with real world politics being added to any game. Games are for fun.

    As for what I mean about the artificial difficulty. It's not really HARD to use self care 2 times in a match. You probably won't win that game if all you brought was self care without a med kit or anything, but it's not really HARD. Safe unhooks basically ensures people bring BT and farm people off hooks. Most of the survivor challenges basically require you to play in a way that's abnormal and/or self defeating, while most of the killer challenges I can complete by playing normally.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/858210#Comment_858210

    eh even if I die I still feel bad at these types of games

    I guess, I just mean objectively it looks like the killer did fine.

  • I mean they did get 2 kills 2 escapes, and similar points to the survivors that did escape at least.

  • I posted a suggestion for a replacement of ebony moris a long time ago that I thought would be fun for both sides. Here it is if you want to look at it:

    @Atrushan88 said:

    I have a new offering in mind to replace Moris, that would be new and fun for both killers and survivors imo. A lot of survivors are wanting a secondary objective, so I figured, why not make an offering that allowed the killer to force survivors to play THEIR game, rather than the Entity's? This would give them a new secondary(well actually primary since gens wouldn't be in this new offering at all) objective as well as allow the killers to have a unique offering that isn't something that makes them basically win. Basically, Moris should go in their base kit after 2 hooks+1 down. They can choose to mori the survivor or hook them.

    Also, the new offering: Killer's Wish

    The killer is given permission by the entity to force survivors to survive their own hand crafted trial. Each killer has their own original trial that survivors must overcome to survive. The offering always chooses one of the killer's specific maps.

    The Trapper: There are four keys to four hatches hidden around the map placed inside bear traps. You have to disable the bear trap to get the key by succeeding several difficult skill checks. If you fail a skill check, you are immediately trapped in the bear trap. All traps are pre-set(meaning the Trapper does not have to set them up, unless he wants to move them around) and the Trapper cannot move the traps with keys(this is just my idea, there could be other objectives I suppose).

    The Pig: Every survivor starts with an active RBT on their head and must play Amanda's game to escape. There are 10 jigsaw boxes, one has the key to their specific RBT. Placing an RBT on a survivor's head if they manage to escape one will activate the RBT immediately again. RBTs have an extended timer to make up for the extra jigsaw boxes.

    I just thought of these two in general, if anyone wants to add any more killer trials, or has any other suggestions or something, feel free to chime in.


  • His lunge is fine, Demogorgon is actually a really good killer, and I can't imagine people would want buffs for him considering how good he is.

    You can counter a lot of loops with him and I'm pretty sure even killer shack is in his favor.

  • @LordGlint said:

    Alot of times, I'll equip a mori with no intention of actually USING it... just to curb survivor behavior. With perks like DS and deliverence, I've had ppl Kobe in my face, knowing I can't pick them up before they crawl out the exit gate. If the survivor expects to be moried... They're alot less likely to go for suicidal risky plays just cuz DS is on.

    Whenever I see a mori I 1 hook myself. No sense playing a game you're gonna get no BP in, as well as have absolutely no fun in. Killers who bring moris don't get to mori me, unless I accidentally kobe. Then I just run up to the killer and suicide. I know when I see a mori, or at least expect, that that killer is gonna be crabwalking around the hook if he manages to hook me. So I don't give them the satisfaction if I can.

    Also in that scenario that you mentioned, that was their literal only option of escape. Should they have remained on the hook with all that in place? I mean if they just remained on the hook they'd die anyways. I don't think their perks should be disabled just because it's end game, and if it was their first hook in the end game, getting Deliverance and DS is pretty rare imo.

  • @Shaderz said:

    https://forum.deadbydaylight.com/en/discussion/comment/465928#Comment_465928

    Just like every killer runs Ruin? We wouldn't be talking about perks like this if survivors didn't gen rush the ######### out of killers. It'd be a slap in their face for trying to play low, and on the other side give killers a second chance because why can survivors have so many second chances but killers can not, right?

    You talk about how the repair progress can be decreased but forget the other side of the coin, as in how it can be increased. Toolboxes, action speed perks, teammates nearby, etc, etc. Again a slap in their face for trying to gen rush.

    As for the last generators being close together, you can't blame the perk or the killer because of that, but survivors because their game sense is low and all they care about is to gen rush rather than know what gens should be and shouldn't be done so they don't end up together in the end. That's completely the survivor's fault.

    This has got so many upvotes because it balances the game. Killers are ridiculously weak in this game, but this perk may the light at the end of the tunnel.

    This is essentially just adding a base mechanic of one extra generator to repair. Also killers do have OP things as well that cannot be countered. Pop Goes the Weasel, Dying Light, etc etc etc. Let's not forget they have 3 offerings that survivors do not have a version of, moris, and their addons are generally game changing. I once brought Judith's Journal and Fragrant Tuft of Hair on Myers, with Furtive Chase, because I thought "If I find my Obsession, I can get stalk extremely fast, drain them, hook them, then stalk the new obsession and get unlimited tier 3 super fast". Only drained my obsession to get to tier 2, couldn't find them again, and managed to get tier 3 with 3 gens left still. They lost that game so hard one guy went afk near the end of the match. I also had Ruin and Dying Light, btw. And again, your idea is literally the exact same as if they added an extra generator. Generator repairs are the most mind numbingly boring thing in the game, and you want to give survivors an extra 80 seconds on top of that doing generators. People would literally run small game 100% of the time just so they'd know if there was a fake generator.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/858083#Comment_858083

    What about a killer running Bitter Murmur?

    I’m not a big fan of perks on either side passively countering the opposing sides loadout 100% of the time.

    I mean there are plenty of situations where a killer's power or perk renders the opposing sides' loadout 100% of the time. Franklin's Demise vs White Ward, for example, and killers already have an offering that is far better, whereas survivor's best offerings ARE white wards, aside from map ones(and killers still have Black Ward on top of that).

    That said, Bitter Murmur wouldn't be countered by it if you had 0 tokens, because it'd likely proc before you gained your tokens back, if that's what you're getting at.

  • @PinkMochaV2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/857995#Comment_857995

    Not really. Killers have tons of ways to track you aside from Aura Reading.

    Distortion is just really a trash perk. Especially when you consider how many other options killers have to track survivors. It already affects just a small band of the killer's total tracking options, and it's limited to a pathetic three uses to boot.

    I mean you're right, there are ways to track you outside of aura reading. Perhaps they should add the stipulation "You or anything you are interacting with" in addition to my proposed change.

    Then it'd pretty much just be Spies from the Shadows that counters it. I still don't think it should be infinite. Completion of a Generator to refill your tokens though sounds like a good buff imo.

  • @MightyDwight said:

    Heaven forbid a Killer tries for a 4K, amirite? I mean dude, you already got the 3, so just let the last guy go! How selfish to actually try to get all 4! Just stop trying after 3, you selfish player, you!

    Better yet, stop after 2! I mean, you got the 2K! Going for 3 is just RUDE and Killers are only meant to get 2, so stop trying at 2!

    Or at 1! I mean, once you've hooked 1 person, the match is basically over! That 1 person is not having fun, and it'd be sweaty to try for 2! How rude can Killers be, trying to ruin the fun for TWO whole players!? Just be happy you hooked one person and go stand in a corner!

    Or maybe 0! I mean, the first person hooked is being removed from the game unfairly! They did not get to earn allot of BP, so how can you Killers hook that first person!? How can you keep them from playing the game and still sleep at night!? Just stop hooking people alltogether! Be a cool guy and don't hook anyone!

    No one said "let the last guy go". I don't slug for the 4k and I still get 4ks. Sometimes the survivor gets lucky and makes it to the hatch first, sometimes I do. Slugging for the 4k is only for people who don't have confidence to get a 4k by their own skill.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/858014#Comment_858014

    That is true, but also because BBQ gives double bloodpoints. I vastly prefer discordance, whispers, or thrilling tremors to BBQ, but still find myself using BBQ for the double BP because DBD is a huge grind.

    Yeah, being able to get 64k BP just for doing what you already do is pretty nice, compared to WGLF where you have to go out of your way to play differently just to attain that extra BP, and even then in most cases with the math, only two survivors would be able to get 4 stacks, outside of protection hits, which are buggy, and that's IF everyone is hooked twice each.

  • I wouldn't say I'm a survivor main, but I do play more survivor because being in higher ranks guarantee being with less campers and bad players overall, whereas as killer, being in higher ranks only grants you more difficulty.

    As for what I enjoy about playing survivor, there are many things. Some small, some big.

    Hiding from the killer, having them look all around and not find you and then leave is a pretty fun experience. Tension is in the air because you don't know if you'll be found or not, and when you're not it's a big sigh of relief and then you get to complete that generator(most likely) before they're back. Being chased by the killer and managing a long one is also a big rush. Things like that are fun, but then there are also those rare moments when you know 100% that your random teammate has your back and you have theirs.

    I remember this one game specifically where it was just down to me and one other person getting out. We were both on death hook. We tried our hardest to keep each other from dying. Body blocking, each other when we were healthy so that the other could get away, then managing to get away ourselves somehow. Eventually I was injured and the Quentin was healing me. I was running, he took a hit for me, but then stayed around. I ran in front of the Doctor so that he would hit me instead, and then the Doctor set his sights on the Quentin. Quentin had Unbreakable though, and when the Doc came to hook me, the Quentin managed to get up and out through the exit gates once the Doctor closed the hatch. It was a really heartwarming moment.

    The same can be said when you meet a really good killer who doesn't tunnel or camp. It's a nice change of pace and if you die you can applaud the killer still because they played well. And then there are those situations where 2 people DC right off the bat, and the killer feels sorry for you(and most likely their BP), and farms with you for the rest of the match and lets you go. Heartwarming experiences like that make you have faith in the game again.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/857995#Comment_857995

    Even if it were infinite, it still would not stop the best killer tracking perk (whispers). It needs a buff in some way to make it more viable to take over the current meta perks.

    While that's true, I don't see whispers terribly often. Usually killers just rely on BBQ to find their survivors and then run 2-3 gen slowing perks, because that's what does the work for them. Dying Light + Ruin + Pop is a really popular build.

  • Distortion simply couldn't be infinite, because it'd ignore all aura reading all the time and you'd basically be invisible. That said, I do think it should have some sort of way to get more tokens or something because I don't think Distortion is a good perk at all.

    Perhaps it could recharge fully for every generator you completed, or something. It'd work great with an immersed build then.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/853992#Comment_853992

    No it is bloody not needed all the time.

    As I've stated in previous posts you have to go out of your way to blind or head on a killer you could simply just not do it.

    Contrary to popular belief you don't need to bring a flashlight into a game and for the most part unless you have a plan on or you're trying to do a coordinated save wasting time staying in a locker just for a head on stun isn't beneficial to anybody.

    Also it is not impossible to just drop the pallet early.

    So people who stun the killer with a pallet deserve to be one hit downed by a power that's meant to be for information gathering? Feels a bit silly to me. Deep Wounds should be based on distance from the killer, not terror radius, or being in a chase. This would prevent all kinds of exploitative scenarios with Deep Wounds. I don't think they should have removed Dark Devotion from Legion. Sloppy Butcher might have been a little strong, who knows, I don't know what the data looks like, but healing is pretty much pointless with a Sloppy Butcher/Thanataphobia Legion, and Thanataphobia + Sloppy Butcher is kind of overkill on healing anyways imo. I would have been fine with Legion keeping it though. I don't think Legion needed any of these changes, and I definitely don't think their power should down someone just by getting pallet stunned. In all scenarios it feels like Legion is wasting their potential by doing this.

    That said, how do people use this? Do they just not go in Frenzy until AFTER being stunned by a pallet, then use Frenzy to get their down?

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/851466#Comment_851466

    Breaking line of sight is a thing, you know. You can also use it before they've even seen you. Now you won't give yourself away by grunting. LOL HAHA

    Also you have bad takes on the other exhaustion perks so it seems like you have no imagination or just don't really understand the game.

    Yes, let me break line of sight in an area where you can only go in one direction. Using it before they've even seen you is pointless, because at that point they wouldn't have seen you anyways. Dropping down and making no grunting sound makes no sense, and even then, grunting isn't the only sound that happens when you fall.

    As for my "bad takes" on the other perks. You're saying using Sprint Burst ISN'T annoying to use? And Lithe with all the windows FACING WALLS forcing you to go one direction. Sure there are some TL walls and other things where you can use Lithe more effectively, and certain buildings, but those are generally only on certain maps. Using Lithe on Gideon Meat Packing Plant is almost impossible, and even if you DO use it, you're going to get hit either way unless you wouldn't have gotten hit NOT using it, because they are literally designed with walls all around the windows, forcing you to go in a straight line, then turn to go out, practically wasting your speed boost. Head On is extremely situational, to the point you have to be in a SWF for it to work decently. I've gotten plenty of Head On stuns, but usually it's because I forced them into taking it, and they failed at baiting me. I only take Head On when I take Inner Strength or DS, and it's basically my second exhaustion perk in case I don't have a use for another one at the time.

    As I said in the other post. Any vertical area generally has windows beneath it. If you only use BL to get to the next loop, it will be worse than Lithe because you can just use Lithe without doing all that BS just by taking a window under the place, meaning you'd never have to go upstairs. The only time BL would be even remotely useful would be when a generator is up on there, and there are only like 3 generators I can think of, maybe 4, in the game that are up high where there's no other exhaustion perk you could use to get away.

    Balanced Landing is going to be weaker than Dead Hard.

  • No, it isn't. It's a Yamaoka, but not Rin's father.

  • @brokedownpalace said:

    I think BL will still be good. It would be better if the removal of fall grunts wasn't tied to exhaustion though. Wouldn't be a huge buff but it would be nice

    Yes, running from the killer, dropping out a window and grunts being silent. That's just what the perk needs, when the killer is on your ass while you're using it, lol.

    @TheHourMan said:

    Balanced landing is not being destroyed. It is being balanced to be equally as viable as the other exhaustion perks.

    You mean equally as unviable? No one barely uses Sprint Burst. It's semi decent, because it allows you to run for a while, but when you're exhausted you're stuck walking to get it back up. You can't run when it IS up unless you want to waste it. It's just plain annoying to use. Lithe is so situational it's trash unless you use a map offering, Dead Hard is literally only useful to close distance in the situation you're close to a pallet(and I have still been hit after Dead Harding to a pallet and dropping it immediately to stun the killer, btw). Head On is the only semi useful one aside from Balanced Landing, and Balanced Landing is only useful BECAUSE of the stagger reduction.

  • @ClogWench said:

    This is a very good change, and really helps balance the perk out compared to the other exhaustion perks.

    You mean it balances pretty much all to be ######### instead of just 3? I agree. Let's all run Prove Thyself instead.

    Making vertical maps with BL the way it is now is just gonna make people not want to play. Hawkins is already crap if you don't have BL.

  • Guess I'm switching out Balanced for Prove thyself.

  • I feel like the styptic has too little time before it goes away(still uses the med kit), and the syringe is pretty bleh. I'd rather take heal speed increase addons.

  • @lunaticlifter said:

    @ChiTenshi actually very often, i play at presitgious rank 1 you know, evey game at least 2-3 survivors got ds..well we have different opinions, i will not try to change yours anymore, i just recommend you to play killers more.

    If people didn't tunnel so hard the higher you go, people wouldn't be bringing DS because it'd be pointless.

    Here's the thing. If you managed to hook another person before a person was unhooked, or directly after, and you down the unhooked survivor, you have significantly more pressure anyways. Eat the DS, don't tunnel, or slug. It's not like they'll get away from you in most instances anyways, and after that you can tunnel them all you want.

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