CLAUDETTEINABUSH
CLAUDETTEINABUSH
About
- Username
- CLAUDETTEINABUSH
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I mean....they're making content and try to have fun. I don't see something wrong with that. They wanted to have fun with their friends and streamed it. I don't think that being a streamer is the issue here.
-
Personally, no. If I have clear los I can see the little lights.
-
@LiunUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1777490#Comment_1777490
That's true but all defensive killers are really strong when the basement is involved if you ever go to the basement against a trapper/hag/bubba you are basically dead but don't forget trapper could only walk over a trap when carrying a survivor and his biggest counter is dead hard which is a meta perk so if he walks over a trap to basement a survivor they could still escape by dead Harding over a trap and the trapper will have no choice but to pick up the trap to chase after you so there is still counter play. Besides most people want him to be able to walk over his traps all the time which would truly be bullshit makeing it an addon that only works when carrying a survivor was the only way I could see it being added to the game
Correct, but no one can deny total access to the basement except trapper. If you disarm, he'll know. I still don't quite enjoy the idea since I like the design of trapper "place a trap wherever you like, but you'll be restricted of passing by that trap", so planning ahead is a no brainer. Not having to worry about trap placements could also create some op scenarios that couldn't work otherwise (for example placing a trap directly in front of a hook and then hooking the survivor, that survivor or the rescuer will 100% step on that trap and there's nothing they can do about it since the "desarm" option won't appear since unhooking takes priority. See what I mean?
-
NVM they're all s tier :/
-
As a killer main, I despise the idea of undying and ruin. I believe it's a cheap way to apply constant pressure. I'd make it so everytime they cleanse a hex totem, it does the same thing but the perk goes down a tier (for example ruin will start at 200% regression, then 150% and then 100%)
-
@gibblywibblywoo said:
I think the old Freddy flicker would be a good idea. It would still play into her mindgame aspect without destroying her but would also add more back and forth and not "First hit, down 9 seconds later". The mindgames would actually have a back and forth which they currently do not, increasing her skill ceiling further.
That's the most common change I've seen so far in the forums, and I am not that big of a fan. Since she uses her ears to locate me, I reckon that it should be the same for me.
But if she does flicker, I'd love to see the survivor in that split of a second. That would actually be very cool.
Into that topic actually, I do think that everytime she flickers in her passive phasing, she must be unable to see survivors for that split second or so. That could create a lot of mindgames, but I think it will get annoying soon. So let's just make it activate on chase :3
-
I never buy the new dlcs. Usually they're too weak after ptb or need some tweaks, so after they're done being adjusted, I consider if it's worth buying.
RN no, I don't suggest it.
-
Hex ruin you've been ruined </3
-
He's really addon dependant and has a lot of weaknesses as killer, which can be easily fixed with some adjustments imo. Having the yellow bag basekit could literally change the way to play trapper. I don't complain much tho since they did give us the ability to reset traps :3
-
I didn't like the stun reduction idea on traps, it will be useless imo. I like ste stack idea, but the very rare addon that grands immunity whilst carrying a survivor is really really overpowered for basement trapper. He won't need to make space to get in, but survivors will need to.
-
@Entity_Lich94 said:
To be fair, nobody did complain about her for a while after she was buffed then out of the blue everyone realised how strong she was.
The bug that she had were her moaning was directional i think would be an OK thing for her to have. You had an idea of what direction she was coming from but it wasn't obvious like when her whooshing noise was directional so it was more of a mind game
Wanted to say moaning actually, thanks for reminding me that.
-
I completely agree, I love the scientific approach and everything. The part of the lunge adjustments could be tricky cuz the new perk that comes with the twins makes your lunge huge. Also I wouldn't mind a nerf on freddy by all means, but hag and demogorgon shouldn't get the same treatment imo. Good idea I like it a lot
(Also the tldr message? Just excellent)
-
@Zayn said:
https://forum.deadbydaylight.com/en/discussion/comment/1775438#Comment_1775438
Based on the fact that you literally said that a Slinger can be looped for 5 gens and that you're talking from experience means that you either were looped for 5 gens playing as Slinger which is very bad for you or have looped a Slinger for 5 gens which means the Slinger was bad because no half decent killer will allow themselves to be looped for that long.
I never said that these counters are void because I'm a solo que player. It's because the way the killer is designed is flawed. The fact that you're making such a big deal about "Que" and Queue" means you're not worth debating with lmao. No decent player I know enjoys going up against Slinger which likely means you're a bit on the lower rank side which is okay. I'm not here to judge.
Also, you know why I've determined that you aren't worth anymore of my time? You say "be unpredictable" the most common answer to looping Slingers when anyone who goes up against him enough in the red ranks knows that this "counter" is only partial. Being "unpredictable" just allows him to watch you dance around until he walks up and gets an M1 or a point blank shot that is impossible to dodge if you're approaching a pallet or a window.
"Excuse me I don't understand, if you're in a jungle gym and throw a pallet early the only possible thing he can do with his power is to injure you and inflict deep wound."
This is terribly wrong lmao. Slinger CAN catch you at a Jungle Gym even if the pallet is already thrown. He just shoots you from the other side of the wall and reels you in to his side. Shack is also worthless against a Slinger and you would know this if you had more experience which it seems you lack. Anyways, reply if you want but don't expect one back from me since anyone who stated the same old "be all and end all" that you just displayed obviously doesn't play at high level which means this discussion isn't for you.
I bet you're meming. First of all the "que" thing was obviously a joke, but sure let's continue.
I did loop a deathslinger for 5 gens, so it seems that since one person looped a deathslinger for 5 gens (red ranked btw) that means that looping him isn't impossible.
When I meant being unpredictable I meant LITERALLY be unpredictable. Lose line of sight, double back throw pallets earlier than expected, duck in certain loops. Dodging aimlessly is also effective, hugging walls and then suddenly moving on the left/right is an easy mindgame. Act like he has his weapon ready at all times and you'll be ok.
You CAN loop on jungle gyms. He is a 110% ms killer so keeping line of sight is difficult in most scenarios. If he misses he has a cooldown before he can hit, and has to reload, so it will allow you to gain distance. Like Huntress, vaulting windows isn't really the best choice, but unlike huntress if you throw the jungle gym pallet even if he shoots you, the chain will snap before he can get a bit on you. So he's either forced to loop you with the pallet still down or break it. If you're on the shack, which is his best spot, you still have some counterplay: focus on being away of his fov, once he seems like he's gonna shoot, dodge and you'll be good. You really have to get on his mind to loop shack, that's why I don't recommend it since it doesn't have many obstacles to hold yourself when he's shot you.
"You aren't worth of my time" relax mr president we're having a conversation and I'm saying my opinion, you're not obligated to answer if you have more important things to do like trying to get away from rank 20 and complaining in the forums like a 3 year old. You say he's unfun to go against, so let's take another equal example shall we? Plague
Plague really sucks to go against and she's annoying as #########. But why is she, like deathslinger, not performing extremely well in high ranks? Because people learnt how to counter em and they have almost no pressure whatsoever. Good deathslingers and plagues are hard to go against, that's true. But literally everyone who knows hot to play their killer is hard to go against too. Make the same argument with killers like the nurse. She ignores every loop and was nerfed a while back, looping at shack is also really hard, so why don't you just complain about her? Because you know how much you have to grind to get good with her. She's hard to play and even harder to master, more or less like deathslinger. If he shoots you he either deserves it (predicted what you were gonna do) or you ######### up (didn't dodge or walked in a straight line.
You don't need to answer this message mr or ms President, I know that mere mortals like myself are not worth of your humble time.
-
On the daily rituals it's considered a mori, so I suppose it does.
-
She was nerfed a bit secretly, her footsteps can be heard a bit easier now, and for some reason the movement of grass is a bit more obvious now. She still needs a nerf tho, I rarely ever notice these things.
-
Same, my favorite perk :3
-
I actually enjoy playing and going against deathslinger. Every shot that land it's because of good or lucky aim. He's 110% movement speed so he really sucks at having map pressure. M8A is his best perk, that allows to catch survivors off guard a bit, but making him a normal 32 tr killer would make him useless because of his limited range.
He's like a no lullaby huntress with limited range, the reason he doesn't have a lullaby is that A. He can't down a survivor through a dropped pallet with his power, B. Cuz of his limited range, and C. Cuz cowboys don't sing lullabies.
Let's go over what you said real quick. I'll say my opinion as a trying to be deathslinger main also (started a month ago)
"Just dodge his shot and make distance, he'll have to reload and then use his slow movement speed to catch up"
No that doesn't work at high levels of play. It only works against bad slingers who blindly shoot from a distance hoping to get a highlight for their Youtube montage.
This really did hurt my eyes. Deathslingers tend to use their power on a medium range, it's common. You don't have to aimlessly dodge, you have to be unpredictable. Imagine deathslinger is like a killer with a bit bigger m1 range, they still have to mindgame and predict the survivors to get the shot close range.
"Split up and do gens"
What a great idea! Not like it's the counter to every killer in the game and unfortunately in solo que, I can only do so much as one player, relying on my teammates to do gens efficiently is less common than seeing a Detective Tapp in my lobby.
I know this isn't important at all, but it should be embarrassing that you wrote the word "queue" as que, even more so that a dyslexic person is correcting you, but anyways.
His insane lack of map pressure is his real weakness. He doesn't have the speed to keep the gens untouched, so a bad chase easily costs him 3 gens if you don't have corrupt. Because you're one player in solo queue which in some instances your team doesn't do gens, it doesn't mean that happens in every single solo q match against deathslinger. If you're red rank btw, most player tend to do gens, just keep that in mind.
"Throw pallets earlier"
Sure, until he zones me with his presence resulting in a free shot I can't dodge because of his instant ADS and he reels me around the loop to himself.
Excuse me I don't understand, if you're in a jungle gym and throw a pallet early the only possible thing he can do with his power is to injure you and inflict deep wound. If you go around huge walls that he can't shoot through he can't do anything. He'll have to chase you until he finds a perfect shot, which you can easily dodge if you have dead hard.
If the survivor is out of your fvo you're #########, you have to loop him so you can shoot em. And if you manage to shoot em, many things can get in the way in order to break the chain, so it seems fair to me.
"You're just mad we have another killer you can't loop for 5 gens"
No. Don't take this out of context. I want a killer that has an equal chance of outplaying me as I do of outplaying him. Not just being able to make me dodge by being there and then getting a hit no matter what I do.
Deathslingers can get looped for 5 gens, talking from experience. You have so many ways to outplay him and so many different perks. Even if he shoots you, it doesn't mean that he has a hit on you. He'll have to m1 you to down you. You literally went through his counters and the only excuse you had is that you're a solo "que" player, that's actually stupid. In chases tend to go for pallets and walls instead of windows, if you're forced to use a window then dodge. It's like playing vs a huntress with only fully charged hatchets, if you're good you can counter it.
-
I do whatever I can to kill all 4 survivors as killer. I don't play killer to be nice, but to kill, if I see only the unhooked person and not the unhooker I won't just ignore them when gens are being done, I'll maybe down them and slug em.
When I'm on survivor however I'm as immersed as possible, most of the times the killers don't notice that I exist. If they find me I'll either disappear in their face or put on a decent chase. With a medkit in my hand and spine chill+ iron will in my heart I shall stay unseen by the killer.
I'm the bush, and the bush is me, wherever you see a bush, there'll always be me.
-
Probably because they're trying to rush the new maps and the killer so they can see their performance live
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1768275#Comment_1768275
Which is why I hope they start adding in what perks you use to your MMR rating when you start matchmaking (whenever that's added). Though that would require a full lock on equipping loadouts in the lobby, both for Killers and Survivors.
Otherwise, the sheer perk grind for basic QoL on some Killers can make entry seem nearly impossible.
Correct, but until then bloodlust must remain, correct?
-
If you're queuing right now then it's because a lot of survivors play in these times (it's 3-4 hours before and after this specific time). If you go into killer queues they're basically 29 seconds, maybe less.
-
I agree with what you said on the most part. I don't mind having t3 go away since if you're t3 bl you're doing something wrong.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1768262#Comment_1768262
Bamboozle through one window and then loop around the other. An L T into another L T is still a pain, but I think that's poor spawning and should be addressed.
Im talking about a wraith without any chase perks. Some low rank killers don't have access to bamboozle (such as myself, I don't have all of clown's perks yet)
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1767462#Comment_1767462
For clown: If you haven't gotten a hit in with 5 bottles, there may be another issue. Reloading times I have heard are a pain point and could probably use a look into.
For wraith: Why are you waiting on The Entity to block the window? Walk up to the Survivors arse and uncloak, force them to drop whatever pallet you're so skittish about being hit by. You can also body-block while cloaked.
The largest problem I've seen with newer players is that they think that getting hit by a pallet means they're a bad Killer, and will purposely try to mind-game (to their own detriment) when brute-forcing it is far faster.
Simple: imagine a jungle gym that goes into an L and T wall, if you're cloacked the survivor can run you forever there without blocking any windows or pallets. A good survivor knows all the wraith tricks, so it basically makes cloacking a bad idea. The same survivor can run wraith uncloaked for a huge amount of time before hitting them or getting a pallet drop in that area alone without bloodlust.
-
Plague 100%
I've been in your situation before, and plague was my pick and I don't regret it at all. Corrupt is the best early game slowdown perk, infectious is great on some killers and dark devotion is really fun to use imo (have you tried doctor with it? You can shock form the tr that the obsession emits!
-
@[Deleted User] said:
Doesn't The Clowns bottle throws reset Bloodlust? Shouldn't you be using cloak (even during chases), to gain the cloaked movespeed bonus and gap close?
Bloodlust is useful if you literally don't use your Killers power during a chase, noticeable on Killers like Myers in T3 if he hasn't done the T2-T3 pop mid-chase using the reduced Terror radius of T2, and Trapper if they haven't managed their traps correctly.
Let me give you an example:
As clown, you've thrown all your bottles, you have 2 options, reload or use bloodlust to get a hit. If you reload the survivor will gain incredible distance, that's why the most viable solution is to normally chase them. Since bloodlust won't be a thing anymore clown in these situations will be a normal m1 killer.
If you're cloaked as wraith it doesn't count as chase, so windows cannot be blocked by the entity, so you'll need to be uncloaked on the most part, correct me if I'm wrong.
There are situations where it's more viable to use bloodlust instead of your power, by removing bloodlust completely the killer will be in an incredible disadvantage if there are strong tiles nearby (funbus to jungle gym to shack for example, midwitch hallways, ect)
-
Unpopular opinion, sometimes it's viable to camp or tunnel and generally don't at by the survivor rulebook. For example if you're against an ultra altruistic swf or they've opened a gate or you can't find the survivor that unhooked and you decide to chase the unhooked survivor to get rid of their ds. You're a killer that's your job, to apply pressure.
-
They specifically said that this is a test and they don't have future plans on removing bloodlust yet. They will have to make a lot of changes in order to justify the change
-
Yes.
-
Cuz some people are morons
I also have some ttv friends and they also get bullied constantly by killers (facecamp, mori,ect). What I've learned from them is that people want to be mean to streamers so they can get recognition on the stream, even tho most of the times they do not get any recognition whatsoever.
So the logical conclusion is: some people are morons
-
This is the scariest thing I've ever seen. I'm going to have nightmares....
-
I bet it's only you who thinks that....
Deathslinger is fun to face and play, and his perks are somewhat useful. With that chapter they introduced the breakable wall mechanic and destroyed most of the infinites.
Pyramid head is one of the most popular characters and fits perfectly with dbd and the survivor perks are also extremely powerful. If you are a fan of silent hills you can see how it perfectly matches with the series.
New dlc, phenomenal killer perks, incredible killer design, the survivor is hot af and they introduced nee graphics and animations.
If those are disappointing for you, good for you! I'm just saying that the past 3 chapters introduced a lot of stuff and I personally think that the powers are unique and interesting
-
@[Deleted User] said:
Are you sure your mouse DPI isn't switched to a higher setting? I know sometimes I bump my DPI adjustment on accident and go from 4000 to 8000 midgame.
I am sure. I don't know why....
Both my custom mouse DPI and my DPI on the windows settings are really low but in game it's incredibly high.
-
Freddy for me.....but I hate Freddy.
So Oni I guess
-
YEEEEEEEEEAHHHHHHH THANK YOU SO MUCH I'VE BEEN WAITING FOR AGES!!
-
Survivors would have a big disadvantage being first person and that would make the game so much spookier imo.
-
Nah I disagree
-
@SCP_FOR_DBD said:
Nice, this was pretty spot on. Just so you know its just Silent Hill not Silent Hills, Silent Hills refers to the cancelled reboot that everyone hates konami for.
Whoops, let me fix it right away xd
-
I'll be honest, I'm not entirely against it. I do like the idea of FNAF in the game, but I think dbd has a different taste, so a yellow bunny killer full of blood and insides isn't really the take here.
But let's say the design is good (let's be honest the design team is cash so they will do a great job, same with the audio team) it would be INCREDIBLY HARD for bhvr to convince Scott for a FNAF dlc. I am a fan of fnaf myself and I know how sensitive Scott is with his lore and creations. The references and the hidden mysteries that would help Scott with his lore tweeks will make the development of the dlc really slow. Not to mention that since almost every fnaf takes place in a restaurant, the new fnaf map would become an indoor map, which people don't like. Not only it will probably be small since all the maps are small (with the only exception being help wanted and sister location) dbd players HATE indoor maps. Let's give t1 Myers another map to play with.
I like FNAF and I like dbd. But combining them would be difficult and if done wrong, would lead in a disaster.
-
Noooooo don't do that.
In the first one, if by speed you mean movement speed then the 110% movement speed killers can be looped infinitely. If it is for everything like resilience then it boosts genrushing, which is also horrible.
The second idea is too op with enduring. You play spirit with enduring and keep walking into pallets, if they stun you, you get stronger. It's basically a more op version of fire up.
These are too old even as hex perks. They bring so much to the table and make em unfair imo.
-
If they do release an ancient Greek killer it would be neat, but the names of the skins aren't the actual names of the Greek legends, they differ a bit but their inspiration is obvious
-
Oh ######### I want the cells! I'm already behind, but worry not I'll find him! It's high noon boi
-
Should've made a forum, not a suggestion for q&a. They don't have a vendetta against you, neither they think what you said was wrong. It's like talking about lore in the feedback section, it's not gonna last long because, and rightfully so, it doesn't belong there.
-
@CashelP14 said:
I disagree with all of these tbh. The problem with the 4th option is that:
- Punishes Bad players
- Removes creative builds that some swf teams want to do.
- Killer seeing a swf team before the match will encourage them to dodge or bring an extremely sweaty build or mori.
- Gives the killer an excuse if they lose, even when they might play bad. I.e "couldn't do anything against a swf team".
- 1 DS will allow the killer to tunnel survivors guaranteed without any real repercussions.
Sorry but limiting players to only having 1 of each perk will just cause too many problems. Also I've always heavily been against killers seeing swf teams before a match.
@CashelP14 said:
I disagree with all of these tbh. The problem with the 4th option is that:
- Punishes Bad players
- Removes creative builds that some swf teams want to do.
- Killer seeing a swf team before the match will encourage them to dodge or bring an extremely sweaty build or mori.
- Gives the killer an excuse if they lose, even when they might play bad. I.e "couldn't do anything against a swf team".
- 1 DS will allow the killer to tunnel survivors guaranteed without any real repercussions.
Sorry but limiting players to only having 1 of each perk will just cause too many problems. Also I've always heavily been against killers seeing swf teams before a match.
First or all it's only in 4 man swf, so builds could work around 3 man with same perks perhaps. I doubt it punishes bad players and devs said that their intent wasn't to make ds an anti tunneling perk either way, so I don't see why not
-
@MaybeShesCrazy said:
https://forum.deadbydaylight.com/en/discussion/comment/1491195#Comment_1491195
I think it was you that started that with your attitude but as with life - it's about POV isn't in.
Speaking of POV, so we don't derail the topic with our continued unnecessary nonsense, since this thread is all about killers POV (even though topic very clearly states: SWF, Ideas that people suggested and my opinion on them." ) and solutions for the SWF issue:
How much better would a 2 man make it for you (other than less coordination than a full 4 man) - from your side of things. I mean I can see that only 2 is better than 4 but they would still make the game much more difficult for you even as a two man. Wouldn't it?
I like idea number 4 about not having the same perks. I guess the only thing I can see with that is that they would be able to coordinate very synergistic perks that could still de-rail a killer pretty well. Have you come across things like that? Have you managed to combat it okay - or did you find that had the same kind of problems?
Personally I didn't have a problem tbh, it could be flawed but it's better than nothing :)
-
Claud to be invisible or ace to have iron will at all times, the choice is yours :)
-
@MaybeShesCrazy said:
Believe it or not SWF can be a problem for survivors as well and I have had a number of occasions where a killer was in that SWF.
A two man SWF , for a solo teammate, is just as bad as a three.
I can tell you that as solo - not fun.
While your points address the Killers POV (if not part of that SWF) - it leaves the solo's high and dry.
So none of that , at least for a solo survivor, works.
Sorry.
That's suprisingly incorrect! My suggestion applies only to 4 man swf, the others are suggestions I heard on the forums :3
I do think about solos, as a solo survivor player :)
-
@C3Tooth said:
Nerf swf equal to punish. And better way is to reward people rather than punish.
So giving more BP to Killers would be more acceptable.
x1.5 for 2men
x2 for 3men
x2.5 for 2x2men
x3 for 4men
I dont mind losing, I mind that I bring high cost add-on and Swf rush Gen so hard I earn less BP than the add-on, offers that I brought.
I do agree but this won't be very effective with most killer mains. I would rather play a good game with a bps instead of playing against a swf with 4 ds/unbreakable/dh/bt and shittalk at the end game chat.
-
@Pawcelot said:
Here's my opinion.
There should NEVER be a punishment for wanting to play together with your friends. However, the game would probably improve a bit if there was a lobby indicator for SWFs and then give additional points for the Killer and any Solos in the lobby for playing with or against SWFs.
I disagree because some swf make the game extremely frustrating to play killer nowdays. So a nerf would be a good choice.
I do agree that playing with your buddies isn't a bad thing, but playing vs a swf with comms is a nightmare.
-
@Justalittlepeeck said:
If you ask me, I would like to get the following done with SWF:
Forbid using same perks or at least put some limitation so there can't be 4x4 same perks.
It's just so annoying to get matched against coordinated groups who take 4 head ons and bully you the whole match or take 4 adrenalines and pop 4 insta heals and so on. Having not to deal with that when facing hive-mind groups (even not very coordinated ones) would be so much help and would greatly reduce amount of stress against SWF.
That's literally number 4 xd
