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ChesterTheMolester

ChesterTheMolester

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ChesterTheMolester
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  • Santa:

    Plunderers + Ace in the Hole + Bond + Open Handed or Lightweight and Coin offerings

    Loot all the chests and gift the team some items. If there is one left you can run up straight to the Killer and gift them one too.

  • @Shad03 said:

    @George_Soros Well if we're inviting people...

    @ChesterTheMolester Got any fun story?

    We got drunk, joked about Cosby (or Kevin Spacey maybe, probably both), one of my friends mentioned that name, i remembered that when i looked for a new one and thats it.

  • @Kilmeran said:

    Thanks guys.

    Yeah, as far as managing the bloodweb for cheapest paths, I remember watching a couple of guides on how to do that with the Entity while still getting needed perks. Fortunately, for Killers I will never have an interest in playing much at all (such as Cannibal and Nurse), going the cheapest add-on route isn't an issue.

    I highly advise you to only get the teachables that are actually worth something. Bubbas perks are all worth it, while Huntress for example doesn't have a single good perk, the Doctor only having Monitor and Abuse etc.

    I did the same as survivor and i will start the unlock the lesser teachables once Jeff is fully maxed out like my David is, i only got specific perks and plan to get teachables one by one later, thst made my life way better so far.

  • Nope, cause when BHVR refuses to make the game longer by changing core mechanics or regression while refusing to buff perks like PGTW and Overcharge then there is little choice about that.

    The fact that they changed Gatekeeper to accumulate more points during the first 9 minutes based on the amount of gens done makes this even more problematic as survivors compete for gen emblem points which are indirectly limited while the Killer is obviously not able to defend all the gens makes it even worse.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/384195#Comment_384195

    I could throw the question back to you, if it doesn't matter why do you need it? Since we are in a stalemate with that you have to look at other factors.

    Any game where players are given a choice like this, the ones that take it will ALWAYS have an advantage even if the it's less of a factor at higher skill levels. The reason people would abuse it would be because they would just always use it and thus always have that advantage. A crosshair should be there to help you learn how to throw hatchets, not as a replacement for practice needed to do it on your own.

    The reason Plaid Flannel is a purple add-on is to avoid this issue and make it a learning tool and nothing else. Otherwise every Nurse that would normally play without add-ons would use it, just because it reduces the chance they make a mistake. Even if they are good and they make a mistake 1 in 50 blinks, now it's 0 in 50 because the add-on removes the possibility they would mess up. At high levels that can actually make a difference, because every mistake counts. A crosshair for Huntress is in the same place. It should be purple rarity so that you start by playing without it, then you level up and get a few so you put them on to practice, then you stop dumping the BP into them once you learn it because it's a waste. But cut the BP cost in half and now it's just a no-brainer to always take them and use them. It's just not necessary.

    1. If everyone has access to it then there is no abuse.

    2. Its a projectile, not a hitscan. It will not tell you how long to charge and where to aim.

    3. Ever used Plaid Flannel? That disgusting light beam actually hinders more than it helps, and even if it would then avoiding a mistake that only one in 50 blinks (in the chase obviously) is not worth a purple addon anyway as it can be multiple games.

    4. Aiming a hatchet is the least skilled thing she does, there is not even vertical movement in most circumstances, and in a chase the survivor will usually take a good chunk of the screen on top of the fact you can hit anywhere. Its not an FPS like most others, head or nutshots don't matter.

    5. Mindgames, prediction, map knowledge and game sense are the true skills, which take a while to master, a R20 will not turn into an unfailable, omniscient super veteran that god himself would be jealous off just cause the guy got a crosshair. Crosshairs are not so huge deals.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/383959#Comment_383959

    No because then people would just abuse it. Huntress is about skill with hatchets and NOT needing the crosshair. It should be purple so that you can't just use the add-on every single game unless you want to spend the BP. It's there as a learning tool not as a permanent addition.

    If you have trouble aiming with Huntress then you need to practice. You shouldn't just be given a crosshair, that nullifies the skill needed to use her.

    If its not necessary, to which i agree, then how would you suddenly "abuse" it?

    Having a mere crosshair does not make you good at playing Huntress, her skill is a lot more about getting survivors into LOS and predicting their moves more than anything, that just comes with experience a crosshair can't give you. Aiming them is not even hard to begin with. The hatchets require a FRACTION of the skill required to use a projectile in games like TF2 and that game has a crosshair believe it or not.

    Its for those who are simply unexperienced with FPS and a lack of crosshairs, i have countless hours in KF and Insurgency so its not a deal for me, someone else might have some trouble and its ok.

  • @Eninya said:

    The only thing that maybe warrants a change is her lullaby distance being too big.

    Thats the biggest flaw, sure but i'd like to see changes that gives her more perk and addon variety cause she doesn't have much to work with.

    The only loadout that is does not make her bad is BBQ + Whispers + Ruin + PGTW, Nurses or arguably Discordence and Surveillance.

    See the pattern?

  • @ChestertheMany said:

    @ChesterTheMolester I AM CHESTER AND WE ARE MANY

    We sure are.

    Switch to a David King avatar if you plan to stick around, just to make people look twice.

    The option is on your profile, gotta enable full site if you use a phone.

  • @Delfador said:

    Good killers like umbra, zubat, scott etc. already destroy survivor teams with the huntress and I do believe that with her current state, she is one of the top tier killers in this game.

    I just fail to see your argument, the only part that I can agree on is that some maps do need more lockers for her to use. I would also argue that directional lullaby should be removed because it makes it damn easy for survivors especially around long loops. That's about it.

    The argument is that while she is good at sacrificing survivors, she is to lacking in pressure to deal with the new emblems, BHVR does not want fast games yet she has no tools to stall the game, hell she is worse than basic. If BHVR does not want to make games longer by changing mechanics and want to rely on the playrs to slow the games down themselves then she will suffer cause the lack of map pressure puts her at the mercy of map choice, spawn RNG etc.

  • @thesuicidefox said:

    Regarding the crosshair, the Glowing Concoction add-on should be removed and replaced with something that gives you a crosshair, like Plaid Flannel for Nurse.

    I can agree with most other stuff. I don't think her lullaby/TR should be THAT low, but it should be lower than what it is currently. Also IDK about the brown add-on that REMOVES hatchets, I would rather they have a brown add-on that gives an extra hatchet, yellow one adds 2, and the purple one adds 2 and increases her reload speed.

    The exhaustion add-ons and Begrimed Head are fine as they are, but the other effect types need to be changed. Rusty Head is almost pointless if you run Sloppy since hatchets will proc Sloppy anyway.

    The idea behind that perk was mostly taken from Padded Jaws and Speed Limiter. I don't see why it should not be a thing as its optional, like a challenge addon that rewards some potential extra BP.

    And for the crosshair i don't see the point of making it green or above, even yellow is questionable. Because by the time they got a stack they already got used to the basics and that would make them completely pointless. If it even should be an addon at all it should be easily accessible.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/383925#Comment_383925

    Yeah I agree I just remember the drama when Killing Floor 2 added crosshairs. It's funnier with that game because it's primarily a PvE game like who cares honestly.

    Worst case scenario for Huntress is if they ever rework her addons they could give her a common addon that gives her crosshairs similar to how Nurse has a very rare addon that shows blink location. Although honestly my bias is that addon for Nurse should be a common as well.

    Yes i remember that, i would have cared only when they didn't give the option to disable it, which most have. The ones who were still crying after that were kinda the same elitist shits that tried to kick you for playing SWAT after the perk release cause "muh meta" (despite being quite viable) while thinking they are gods gift to gaming.

    And im not sure if it should be an addon simply because people could become dependant on them.

  • @Dustin said:

    I'm in full agreement with everything you said in OP. I'd also agree that almost all of her addons should be reworked and her base kit should be buffed. Faster reloading at lockers would be a welcome change. I'm a bit biased but I personally believe her Iridescent Heads have never had a place in the game no matter how players spin it. They could perhaps rework it to have no downsides but make it cause Deep Wounds who knows. It just feels like such a lackluster and boring addon.

    I can see the crosshair thing being a subject of debate but I've personally never seen a reason to care about optional crosshairs. Most of the time if you miss without a crosshair you'll probably miss with one as well. It's only going to help inexperienced players get better it's not going to affected those who already play her.

    There should be one for the sole reason to help newer players, if inexperienced players have a chance to learn Huntress with some minor help that doesn't affect gameplay that much then we might have a few more players maining her then more Billies, cause there has been no shortage of them.

  • The thread was originally about how the changes of since 2.0.0 left her behind, especially the new emblems again but whatever... Talk about the iridescent heads.

  • Most likely the original trilogy. The Killer will likely be one of the more known Deadites like Cheryl or Evil Ash.

  • I was playing a match but died trying to save a rando from the hook I noticed Gens were getting done incredibly fast with my prove thyself once 3 of us were left earlier on in the trial after the game ended one of the people on my team had a perk called "Last Standing" there was no image for it, it was just text inside the perk box.

    That perk was released with Bill a long time ago, its just so bad that you rarely see it.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/383546#Comment_383546

    I'd say if wounded it wakes you up but doesn't heal you and if asleep but not wounded you get woken up but get no speed boost.

    Adrenaline is strong enough without such additions.

    I'd say we give such benefits (waking up and curing) to a perk like Hope or Wake Up instead.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/383333#Comment_383333

    I just believe a ranged one hit down as opposed to one hit downs like cannibal and hillbilly where the killer needs to come to The survivor are more fair I'm retrospect.

    Your idea of passive hatchets is honestly much more interesting and fair and I would love that in the game. Would save so much time for Huntress

    Keep in mind that Billy and LF don't have her downsides either.

    For me i don't care that much. It makes the game more boring and tedious in fact, get it nerfed or reworked, i can't care less.

    In fact i can count the times i have faced that loadout with 2 hands. Im not sure if its OP or not but its still highly exaggerated if you ask me.

    But i don't want to turn this thread into a discussion about the addon so thats all im gonna say.

  • @NoShinyPony said:

    On the contrary: Adrenaline should not wake up survivors anymore. Getting a health state + speed burst makes this perk good enough.

    True, Freddy already has enough downsides to add something that silly and try to justify that with "realism".

    Do you know what happens if a superhuman, nearly indestructable Killer like Trapper carries you on his shoulder and you both drop from height?

    Your entire spine and ripcage will be broken into pieces, your lungs will turn into a deflated balloon and depending on position and height some organs like your liver and pancreas will go bye-bye too.

    Should we add instakills by carrying survivors to buildings and jumping? Of course not, thats ridiculous.

  • @Larcz said:

    Great idea oh yes alredy see this crap vs swf ok he is going to shack turn on right side etc.

    after the game ends, its in the first sentence.

    He means a demo feature kinda like all source games, especially CSGO has.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/383408#Comment_383408

    There's a few that have Spiderman Sense though and video don't lie especially when with no addons they go from I to III in 5 seconds tracking 1 person. Then magically run to where everyone's at all over the map.

    Yes and there is no video or evidence here. Sure they are hackers around but there is also a ton of accusations with the only evidence being mere salt.

  • Maybe bad luck or predictable behavior.

    I don't need a perk to tell me how people act if they don't try anything to hide that.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/382481#Comment_382481

    I don't know. Typically with a license, every, single step has to be approved by the licensor. They had the current version of Freddy approved by the licensor. I'm also wondering if any rework versions they have done behind the scenes (and there might very well have been several) have not been approved, or the approval process is just slow as hell.

    When I worked in the DC Comics license during my time in the table-top RPG industry, you would not believe how slow they were with the approvals. I'm talking sometimes a year delay between submission of work and approval.

    Any Freddy rework likely has to go through approval as well. It could very well be on that end, and a licensee is usually unable to actually come out and state that.

    I wanna add to that that most Info they release to public on these subjects are most likely greenlit by their lawyers for safety reasons too.

    Im not sure though if the balance of this game, or game mechanics are subject to the license though. Freddy got nerfed very shortly after his release and Myers had a long and spread history of buffs and nerfs too.

  • @ABannedCat said:

    Probably because most of them are just toxic.

    Most of them are just bad.

    You would know why it should be removed if you ever dealt with clients/customers directly though.

  • @Kagrenac said:

    If they remove iridescent head I'm all for giving her better addons

    Im not entirely sure if its that problematic as many say they are, not only is this loadout expensive and rare (and therefore should be powerful) but i also think that the discussion about her ultra rare should not distract us from her base and how the changes over the last year affected her.

    Though TBH im kinda indifferent to that addon anyway.

  • We need a theatre mode so we no longer have to record all gameplay live because of exploiters anyway.

  • Maybe not ultra cause of bad optimization (yet, this will change) but your specs should be more than enough for higher settings.

  • Damage cycle.

    PGTW and Make your Choice, the other perks and addons are up to you.

    Hook someone, kick a gen and make sure you are outside of 32m range, come back and repeat.

  • dee.jpg

    I don't even know what to say.

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/380794#Comment_380794

    @ChesterTheMolester You have brothers, it seems.

    @ChestertheMany Imo the ranking system is a bit too hard. Like if it stuck to how difficult it is to rank and pip at rank 11 for instance, that would be fine enough. I've had successful games where I didn't pip (but almost did) and it's so frustrating to see a nearly every single time. Something's off.

    We are Chester!

  • Oh btw switch to a David avatar/PFP.

    Just for some confusion and weird looks you know.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/380586#Comment_380586

    Correct so both sides have to play the long game so to speak, and for the killer that means.

    Chases

    Hits

    Gens damaged

    Hooks, the more the better so no hook camping/patrol camping nonsense and you ant to avoid simply tunneling that same person off the hook. You need to play for time and keep gens from being repaired.

    For instance if the game goes 9 minutes and only 2 gens are done you get more bonus points than say if it only goes 3 minutes and 2 gens are done. So going for that isnta 4k punishes you.

    Pallet breaking

    For survivors you want chases, escapes, unhooks (SAFE UNHOOKS YOU IDIOTS),

    Full heals and gens preferably together for the cooperative actions.

    Totems

    Chest searches

    Pallet slams.

    Basically both sides need the other in order to pip and if the killer camps that person will probably just suicide meaning you're not pipping. But then neither are the survivors since they get no unhooks.

    Problem is that to even have a chance to pip all survivors usually need to get as much points from gens as they can before their chance gets taken away by the others. The fact that survivors compete in that aspect means that the game will not get longer. In fact they may get shorter because they fear the safety/depip.

    The changes look good on paper but are horrible for both in reality.

  • @DocOctober said:

    I don't want one as I'm sure it would be a big middle finger to all Freddy mains who put time into learning to play him successfully in his current state. All he needs are some QoL changes so that not literally every game mechanic is stacked against him anymore.

    The devs do not have good track record with reworks making Killers viable. Spirit was a thankful and great exception to that.

    There are some signs that it will probably suck. Like the speed penalty they accidently released (RIP mindgames) and the fact Devs call Freddy and the dream world overly oppressive.

  • @Bithard said:

    https://forum.deadbydaylight.com/en/discussion/comment/380480#Comment_380480

    Yeah, I hate how it works. The matchmaking is the biggest problem with this game for me. There should be a skill based matchmaking or something like Mortal Kombat where it tells you how good the other person is.

    It would be hard to get right as that would be ripe for abuse but I am sure there are smarter people than me who can come up with better ideas.

    They should honestly revert the changes and reduce the safety pip, it should be one or two emblems away from a pip instead being this huge margin of error.

    When bad games are more consequential then it will solve matchmaking over time without the need to tell players who and how to play.

  • Not to mention that survivors now compete for gens and unhooks which makes the game weirder for them as its a combination of hook bombing and gen rushing.

  • Thats what the matchmaking and ranking was originally for.

    But they busted it hard, some Killers like Trapper, Huntress, Billy, LF etc. Just get denied a pip no matter how good they are if they use their powers.

    If you pair that with the new horrible Gatekeeper you have a recipe for disaster.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/52365/early-feedback-for-next-chapter

    Not really, having to fully recover on the ground without the killer picking you up is super uncommon and hooks now are so close that even if you had your recover bar filled for the 50% wiggle, you'd most likely be hooked anyway. Not to mention pairing this with Boil Over wouldn't do much because that perk still sucks ass and needs a buff; if anything pairing this perk with either Tenacity or Unbreakable would be smarter, but still this perk (Flip-Flop) will be really situational. It doesn't need a nerf, it's mediocre as it is and can only be semi-effective with perk combos.

    You forgot that dropping a survivor by itself does give 30% to the wiggle bar, and moving away from a hook is not exactly difficult unless you are blind.

  • Hello, good people of the fog! We now have a team Associate Community Managers, as well as an updated in-game report system.


    Nicht gegen die Regeln und die haben etliche Perks gegen Camper hinzugefügt und strafen campen bereits.

  • @Mat_Sella said:

    Well they wouldn't have to disconnect if the killers would stop leaving said survivor on the ground for 4 minutes to look for the last survivor

    Back when they tested the hatch closing mechanics survivors railed against it claiming Killers should just slug the third for a 4k. Now they complain about slugging.

    But we don't want to call out hypocrisy now do we?

  • Here is an idea: Make sabo garantee a toolbox along with a sabo addon.

  • @megdonalds said:

    https://forum.deadbydaylight.com/en/discussion/52667/rank-reset-will-be-a-dark-day-thanks-to-broken-emblems

    The only horrible thing is that people always complain about anything in this forum, no matter what has been changed or not. The emblems were kinda messed up in the PTB, but the devs already tweaked them before the release and ofc it's not perfect yet. But it's definitely a good step in the right direction because ranking up always needs to be hard and challenging.

    I do like most of the update, i just disagree with the fact that this was the way to go.

    I believe it was easy to safety pip, if you can always play bad but do something almost insignificant to preserve your rank despite a loss, then of course the higher ranks will be inflated. It was arguably more difficult to depip than just safety pip.

    They should have gone for that first. The current system excerbated problems that should have been fixed first. Like DCing and broken Killer emblems.

    Oh and i do not complain just because i can. I wanna see the game improve.

  • Yes, DC and the grind are probably the biggest issues in the game. These have managed to make me quit DBD for a while.

    Hopefully they manage to do something about sooner than later cause this just breaks the game.

  • Survivors conspired to troll us by being nice for once.

    Obviously.

  • Don't hide in a corner if you don't want Killers to deny you an exit while they use their powers.

    I got multiple survivors by blocking them in a corner which allowed me to set a bear trap directly at their feet. The salt was delicious.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/375597#Comment_375597

    Yes it will only affect survivors inside your terror radius, so if you use add-ons / perks that increase your terror radius (you mostly want the increase in tier3 as you mentioned) then you can chain survivors. Kind of like a mini-Legion, but with instadowns.

    Mini Legion...

  • So does a survivor that ignores them.

    They should have changed the safety pip. The inflation of red ranks is probably because its to easy to secure a safety pip making a depipped round both rare and less consequential.

  • @Orion said:

    Survivors just need to stop tunneling gens so killers have time to actually win chases and hook them.

    A survivor who ignores gens will risk them getting repaired and not getting the chance to get any emblem points. So thats not how it works. I think it encourages gen rushing and trying to stay ingame for benevolence when its safer for them.

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