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DarKaron

DarKaron

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DarKaron
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  • The way hitreg works is that the KILLER'S GAME tells the server "Hey, I hit someone. Does this count?".

    The server then looks over the info present, and tells both parties "Yup. That's a hit.", or "Nope. That's a whiff."

    Then what follows next is pretty obvious.

    But the key is that it bases this judgement prinarily from the Killer's end, which is why a laggy Killer can still hit you through a pallet despite it being down for at least a second or so.

    This is also the reason that Killers frequently get "pallet hits", where you drop a pallet at the exact moment you get hit, even though the Killer was nowhere close to you. It's latency.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766890#Comment_1766890

    I'm not saying that all "x is unfun/boring" posts are bad... just that the majority of them happen to be. If there is a genuine concern that needs to be discussed based upon experience and forethought, then I'll gladly either agree or debate it. Unfortunately, this isn't often the case. Most Posters/commenters would rather ######### and moan about anything that doesn't make things easier for their side, and are by nature heavily biased.

    If you make a fair point about something that is affecting the game, then I'll agree/debate it, If not, then I have no qualms with tearing you down over it.

    Inb4 those people go "TWiXT is unfun and boring in forums! Why should I be expected to provide valid arguments and cite my experience for something when I just want to bully Survivors/Killers?!1?1!!1?!1?1!??1!"

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766855#Comment_1766855

    Another thing I've said repeatedly in these forums: "Survivors never hold back on their builds or tactics, so why should you?"

    While it's true that there's very little even a good killer can do against the best survivor teams, that just means that there's literally no reason for a killer player to hold back, no matter who they are up against. "School of Hard Knocks" rings both ways, and I never begrudge any killer or survivor for bringing in anything that gives them an advantage against me, because, If anything, I relish the challenge. Yet often times I come to these forums and find that others simply aren't like me. They complain that killers/perks/items/survivors they face are "Boring" or "Unfun" which I've translated to = "challenging", and they want x to be reworked so that they're "Exciting/Fun" = "Easy" and honestly, I'm sick of it. Against a fully decked out SWF team with all meta perks and items, I'm thrilled to bring my all against them, and win or lose, I take it as a learning experience and proudly give them a "GG" in the endgame chat. It may be too much for me to expect the same respect back from them, but at least I won't walk away from it saying that I didn't give it my all. If they begrudge me for that, then that's just bad sportsmanship in my book.

    "School of hard knocks" is my creed, and if you can't put up... then shut up.

    This is also true, though I do have some sentiment with people who say that X is unfun/boring.

    I see like, 18 second chance perks in a match consistently, and I find that unfun and boring simply because it removes any agency on my part when I get DS'd into a pallet stun into a Head-On from some guy behind me that I couldn't even turn to look at.

    It's like, "This is fine. I didn't want to play the video games anyway.".

    It's the same feeling I get in For Honor a lot of times when enemies can counter everyhing you do because they have split-second reaction times that allow them to counter everything and just hit you constantly without giving you any room to breathe.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766810#Comment_1766810

    If you check my profile and previous comments, especially concerning players asking for help, you'll likely find I'm a pretty nice guy. However, I don't put up with posters/players who just complain about perceived wrongs with DbD based upon inexperience or misunderstandings of the games mechanics. I Hate when someone comes in posting about how unfair the DC penalty is, how "x killer has no counter-play, plz nerf", or "x is unplayable because..." Those all rub me the wrong way, and I admit, I'm quick to berate someone over it.

    The way I see it though, if you can't put up with some negative criticism in a multiplayer environment, then why are you even playing? I don't mean to be toxic, but if you're not strong enough to put up, you're better off shutting up and leaving these forums for players with more pressing concerns. Nothing in your initial post showed any signs of you being bullied, that you were anxious, or depressed, and just came across to me as another post among the plethora of others that I hate: "x is unplayable because..."

    I may be an old time jaded player with a short fuse, but that doesn't make my stance against others who only come to these forums to whine/complain out of inexperience or entitlement any less relevant. To quote a previous comment I've made in another post, DbD is a:

    "School of hard knocks"... this is the creed of all multiplayer games. It's not pleasant, and often infuriating, but as long as you stick to it and do your best to adapt and power through all the BS until you get decent, you'll have fun again. Killers are difficult to get used to, but also highly rewarding, and the survivors know how vicious decent/pro players are with them, so when they encounter an inexperienced Killer and have an Easy time for once against them, they tend to gloat. Again, this is infuriating, but it's all part of the multiplayer experience, so try not to take any of their bullying or insults too seriously, because if you just persevere, you're gonna get good with the killers you play, and they're gonna fear going up against you.

    Up until then it's as I've said... "school of hard knocks" just take each loss as a learning experience, and adapt as best you can. Once you get decent, it'll feel well earned and you'll forget about posting this on the forums as it won't even matter anymore."

    Perhaps I should have led with that statement, but damn... your posts wording just rubbed me the wrong way.

    This pretty much sums up DBD, really. However, something I will note is that as a Killer, you rely on Survivor mistakes just as much as your own skill.

    If a team of Survivors never screw up ONCE, there's nothing you can do about that. Just work with what you got, really.

    It's more than likely you'll score a 2k if you're good, unless the Survivors in question are a SWF, in which case you're probably boned.

  • Additionally, BBQ is a must-have for Blight, simply due to the nature of his Power, allowing him to cross the 40+ meter distances to catch Survivors steering clear of the hooks in a fraction of the time it would normally require.

  • Personally, I've found great enjoyment in playing Blight.

    Some of the crazy things you can do, primarily involving Rushing across the map within seconds, is absolutely bonkers, especially paired with things like BBQ.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766786#Comment_1766786

    Well, imagine if you had someone who was bullied, or who was anxious and depressed, and you came up to them and started calling them weak, and to shut up or whatever else- that's not going to have any positive effect on like 99% of people.

    (That is NOT a comment on this scenario, only on that idea of thinking I want to stress that part. It's merely an ideation for the sake of explanation and is NOT me trying to draw parallels. )

    Anyways, while I don't agree with a lot of that, let's just focus on the last parts of what you said cause I feel it's a lot easier for us to get along then. I'm appreciative of the support and I'll try and update this thread tomorrow after some matches!

    https://forum.deadbydaylight.com/en/discussion/comment/1766796#Comment_1766796

    Yeah, I do something similar with Demogorgon sometimes; especially with deer lung. I'll give it a try if I ever get them unlocked for him. I have almost a mil BP, I'll dump them in and give it a try tomorrow if all goes well with the blood web.

    I highly recommend it.

    With the video Otzdarva just released as a result of him getting cucked by a Nancy in a match, I have a feeling Survivors are gonna focus a lot more on gens than totems because of the statement he made that goes:

    "If it glows, it goes untouched."

    This in reference to Ruin-Undying, where more often than not, just pounding out the gens will negate the effects of the totems anyway.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766752#Comment_1766752

    Yeah, I did sneak a second game in for the evening, but I need to head off now. The supportive and helpful comments from most of everyone here helped a lot. So did having a fairly lenient matchmaker this time around.

    It was a lot of fun that time, even if I had lost (and I almost did, they only slipped up at the very end) I still would have had a lot of fun.

    https://us.v-cdn.net/6030815/uploads/5HJ9LHS1KH10/image.png

    If you think you might enjoy Blight, I have a potential strategy for you: Thrill of the Hunt and Devour Hope make a killer combo on Blight, due to his ability to aggressively defend his totems. You don't really use Devour Hooe for the moris, but the Exposed status is deadly.

  • Hey, man, I tried Nurse once and sucked, so I put her on the backburner for matches where I just go "######### it", and play Nurse with no good perks for the lols.

    Blight, however, scored me a 2k with no perks on my first ever match, and I fell in love ever since. Blight is tricky, but if you've ever played as Oni, you get the hang of his ability very quickly.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764714#Comment_1764714

    It's actually a load off. Takes a lot of the stress away from the game. There are a lot of luck based elements on top of things too.

    Killer is pretty skill based depending on the killer's ability. The rest of their gameplay is based on luck and just memory/knowledge just like playing survivor is.

    Once you realize all that; it really does help a lot because you realize how silly getting THAT invested in the game really is; and you can have more fun just doing/playing how you want. (When I play demogorgon if someone uses distraction I will throw a game if it means chasing after it like a dog chases a ball)

    Im regards to that final comment, that is hilarious. I love doing memey, dumb, stupid stuff like that.

    That's on par with boop-snoot and Rancor Roulette.

  • @[Deleted User] said:

    I mean.....yes....that is literally the way the game is designed. I mean not much about what you do as survivor is based on direct skill, it's based on knowing things. Once you know all the things you need to know, if you have a team that also knows all these things, and learn the roles and what to do.... That's it, you're max efficient as survivor.

    You will win every match until you make a mistake. Period.

    There are a few groups with over 100+ consecutive everyone survived games for that reason.

    I mean, that's fair, but I'm kind of just like: "Dude... It's all making sense, now!"

  • Yeah, since Dedicated Srrvers came out, Killers have gotten the shaft for just about everything latency-wise. Hit Validation sometimes ######### up, too, because Survivors can trick it into thinking they dodged a hit by wiggling back and forth a lot as they run.

    I'm hoping grabs get fixed soon, though, because unless Survivors get jumpscared by your grab attempt and panic, they WILL escape, and you WILL be confused long enough for them to get away with it.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761569#Comment_1761569

    I know they made a slight Windstorm base - I think way back when Spirit was introduced? I legit think that's the last time they touched him aside from bug-fixes, but I've played Wraith alot and I haven't noticed any Shadow Dance at base. So it must be very, very slight, or they removed it for some reason. Or I'm just too stupid to notice.

    But seriously, I think the last time they touched him was when Spirit was introduced. The bing bong boi just wants some love :(

    The Shadow Dance Wraith has basekit NOW is what the original low-tier SD did. It's almost unnoticeable, but if you pay close attention, you'd notice that Wraith kicks generators about .2 seconds faster than normal.

    It's such a minute difference, it's like: "Why bother buffing him at all, then?"

  • I will note that they ALREADY made Windstorm and Shadow Dance basekit.

    Really mediocre versions of those addons, but still.


    That note aside, as a Wraith main starting out, I agree with all these buffs. Wraith has been neglected for far too long, and it's time he got his dues.

  • @NomiNomad said:

    Nah, I really like Blight. I think he's great fun, to play and go against. When I see a good one, I don't feel screwed over I feel impressed.

    And going up against a bad one (like me) is hilarious.

    Frankly, that's pretty much how it goes, yeah.

    Blight's power is so... Unpredictable that you can't really be mad when one takes you on a one-eay trip to Pain Town. Plus, his aesthetic is consistently Halloween-flavored in theme with the Hallowed Blight events.

    How can you be mad at someone who's permanently festive?

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760804#Comment_1760804

    Clown, Freddy, and Trapper all have very obvious ways to deal with cow tree. Wraith is a character you shouldn’t even be committing to chases with. Everyone else can simply not follow them to cow tree. I’m sure a huntress main knows their way around cow tree.

    Cow tree, regardless of who you're playing ass, except maybe Nurse, Doctor and Slingy, is a pain in the arse whichever way you slice it. Whenever I see that tree, I mentally go: "Oh GOD. You better not be doing this ######### during the match..."

  • @CrashMADDS13 said:

    It's not easy but you really gotta just ignore the BM and messages. Play how you want, and maybe have some happy pessimism? What I mean is when the game is not going your way, expect to lose and experiment with how you play.

    Blight makes that point especially, because he's really hard to learn well. So if you're getting stomped, imagine this is just blight practise. Try to learn how use blight chaotically and unexpectedly.

    Good luck!

    Pretty much this.

    A combo I've found when playing Blight that works surprisingly well is Thrill of the Hunt paired with Devour Hope, and BBQ.

    His map traversal is his primary upside. Use it to your advantage with BBQ, hooking and then running almost immediately towards people working on gens.

    Additionally, if Devour Hope starts taking hits, you can fight back before totems go down using Thrill.

  • Honestly, Blight is a lot like Nurse.

    They both have high skill ceilings, and have neat little tricks that make their game so much easier to manage.

    Out the gate, people hated Blight because they thought he was gonna be on par with Clown.

    A month later, everyone's turned tail, because his ability to traverse maps is perhaps greater than even Hillbilly, and he can pull some crazy bounces nobody expects, because not even Blight knows which way he's going half the time.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760202#Comment_1760202

    What killer are you playing where you lose a game solely because of cow tree. Also, no one is gonna play the PTB to test out the epic lack of bloodlust lol

    Trapper, Wraith, Hillbilly, Huntress, Myers, Bubba, Freddy, Clown...

    You underestimate the strength of that stupid freakin' tree.

  • So here's the thing:

    Yes, Survivors are not entitled to an escape.

    But conversely, I'm not entitled to my 4-man Blood Warden scheme that falls apart while Survivors muck about for ages before getting the guy I'm hunting out in one piece.

  • I personally run Dying Light on several Killers, vut the first I tried it on, to great success, was Wraith.

    Ideally, you'd be hooking and/or chasing down Survivors all over for it to work.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756638#Comment_1756638

    Sure, but do you know if Unrelenting does anything for you when you're carrying another survivor and you're also running Mad Grit? If yes, then I can see running it as a part of this build just so that you can spam M1 faster and make your Pyramid Head look even more like a windmill of death. If not, then it's just a bad perk that doesn't really fit in the build.


    Mad Grit reduces the cooldown to 0.

    If Unrelenting HAD done anything, it would somehow make the cooldown even more nonexistent.

    Unrelenting only works for basic attacks while NOT carrying Survivors.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756586#Comment_1756586

    Huh, yeah I'm not 100% about that; I'm just going off of the perk description. I actually only recently unlocked Legion so I haven't played around much with Mad Grit myself.

    Mad Grit makes the cooldown for missed basic attacks nonexistent short of the swinging animation, but ONLY while carrying a Survivor.

  • The reason is because MMR IS still working, it just isn't the thing deciding matchmaking at the moment.

  • What, because I use Devour Soap?

    On Blight?

    With Thrill of the Hunt and BBQ?

  • Ah, yes, because I see no BBQ auras to go for and earn Devour Soap stacks, so I'm supposed to just WALK AWAY like I don't see you Blendetting behind a bush like, 3 feet to my right.

    If I know people are being lurkers waiting to unhook in my face, damn straight I'm sticking around.

  • Yes, they DO expect players to kidnap Victor. It's a thing, as well as lockers locking Victor out of any play, that makes the Twins begin to falter power-wise.

  • @MadLordJack said:

    What? Are you trying to say that killers can go for 12 hooks, because that's not actually a thing that can happen unless the survivors are all potatoes. Snowballing is the only way for killers to get pressure on survivors that know what generators are and how to hit skillchecks.

    I see this comment quite often, but there is ONE situation when this can work.

    When you get 5+ stacks of Dying Light, the game slows to a crawl, and you could very easily get to 12 hooks if the Survivors realize what's up and opt to pseudo-farm and maximize BP before the game ends.

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729294#Comment_1729294

    Because the forums like to delete my edits...

    Interesting feedback! I'll go over my thoughts one-by-one:

    • The Rake's primary method for locating Survivors is based entirely on audio cues, and sort of the theme is that almost everything you do is called out to the Rake at all times, and he could come interrupt you at any time if he so chose. Removing or weakening his Killer Instinct effect kind of guts this idea, however, I am more than willing to tweak The Third Eye(Standing), which I will cover later in this post. I do note, however, the redundancy of Killer Instinct on failed skill checks!
    • In regards to The Third Eye, I think the idea was, indeed, to give the Rake two modes of gameplay. In hindsight, I would probably make The Third Eye(Standing) reduce the Rake's movement speed to 100%, maybe 95%, in order to encourage its usage solely for sniffing out Survivors, as well as reducing its range to 10 meters. This makes his standing stance much better suited toward hunting Blendettes and the like, though Blendette is no more effective on a blind man than any other Survivor hiding in a bush the Killer can't see.
    • In regards to his crawling stance, this is where I could see dropping his detection abilities' range in favor of his chase ability, primarily through giving a rather short channel to switching stances. This would(hopefully) give each stance a distinctive purpose. Standing stance is primarily for locating Survivors, crawling stance is for the chase.

    Hopefully this form is somewhat more balanced?

    Also note, this Killer is DEFINITELY chase-oriented, if his power says anything.

  • @NuclearBurrito said:

    Ok so mechanical evaluation time:

    First of all, the alternative detection methods:

    Long story short, they are OP AF

    Long story long:

    • Killer instinct doesn't have an implied range limit, this means that if someone is ever sprinting or repairing a gen then you will know where they are. This is a LOT of information.
    • The aura reading ability is also OP. You've said it yourself that it's a short channel and doesn't slow down the Killer. Now, thing is that 20 meters is a surprisingly large distance in this context. That's about as big as the Vanity mirror, which while not gigantic is still a decent distance.
    • Taken together these completely negate what is supposed to be the Killer's downside and then some, so instead of the interesting sound dynamic you are going for you instead have a practically omniscient Killer.

    Solutions (I am suggesting you do ALL of these):

    • Give a 20 meter range limit to KI on repairs and running and a 40 meter range limit for the other actions.
    • Completely remove skill checks Ki because redundancy , you already get their location from both the loud noise and if you're close enough for it to matter then the gen reapair Ki.
    • For the standing THIRD EYE effect, instead of continuous Aura reading, make it a pulse. Either with a large slowdown and no cooldown or a small slowdown and a short (10ish seconds) cooldown.

    Another thing, Crawling is sort of OP. Specifically, by having so much more MS permanently AND a chasing ability, a substantial downside is justified. As such, I think that while crawling the Killer should have the numbers for hearing cut in half, to encourage patrolling while standing, thus making their roles more distinct.

    Additionally, there needs to be a channel for transforming between states, so you can't just rapidly switch mid-chase for quick THIRD EYE pulses and then immediately start Crawling again.

    Because the forums like to delete my edits...

    Interesting feedback! I'll go over my thoughts one-by-one:


    • The Rake's primary method for locating Survivors is based entirely on audio cues, and sort of the theme is that almost everything you do is called out to the Rake at all times, and he could come interrupt you at any time if he so chose. Removing or weakening his Killer Instinct effect kind of guts this idea, however, I am more than willing to tweak The Third Eye(Standing), which I will cover later in this post. I do note, however, the redundancy of Killer Instinct on failed skill checks!
    • In regards to The Third Eye, I think the idea was, indeed, to give the Rake two modes of gameplay. In hindsight, I would probably make The Third Eye(Standing) reduce the Rake's movement speed to 100%, maybe 95%, in order to encourage its usage solely for sniffing out Survivors, as well as reducing its range to 10 meters. This makes his standing stance much better suited toward hunting Blendettes and the like, though Blendette is no more effective on a blind man than any other Survivor hiding in a bush the Killer can't see.
    • In regards to his crawling stance, this is where I could see dropping his detection abilities' range in favor of his chase ability, primarily through giving a rather short channel to switching stances. This would(hopefully) give each stance a distinctive purpose. Standing stance is primarily for locating Survivors, crawling stance is for the chase.

    Hopefully this form is somewhat more balanced?

  • @NuclearBurrito said:

    Ok so mechanical evaluation time:

    First of all, the alternative detection methods:

    Long story short, they are OP AF

    Long story long:

    • Killer instinct doesn't have an implied range limit, this means that if someone is ever sprinting or repairing a gen then you will know where they are. This is a LOT of information.
    • The aura reading ability is also OP. You've said it yourself that it's a short channel and doesn't slow down the Killer. Now, thing is that 20 meters is a surprisingly large distance in this context. That's about as big as the Vanity mirror, which while not gigantic is still a decent distance.
    • Taken together these completely negate what is supposed to be the Killer's downside and then some, so instead of the interesting sound dynamic you are going for you instead have a practically omniscient Killer.

    Solutions (I am suggesting you do ALL of these):

    • Give a 20 meter range limit to KI on repairs and running and a 40 meter range limit for the other actions.
    • Completely remove skill checks Ki because redundancy , you already get their location from both the loud noise and if you're close enough for it to matter then the gen reapair Ki.
    • For the standing THIRD EYE effect, instead of continuous Aura reading, make it a pulse. Either with a large slowdown and no cooldown or a small slowdown and a short (10ish seconds) cooldown.

    Another thing, Crawling is sort of OP. Specifically, by having so much more MS permanently AND a chasing ability, a substantial downside is justified. As such, I think that while crawling the Killer should have the numbers for hearing cut in half, to encourage patrolling while standing, thus making their roles more distinct.

    Additionally, there needs to be a channel for transforming between states, so you can't just rapidly switch mid-chase for quick THIRD EYE pulses and then immediately start Crawling again.

    Interesting feedback! I'll go over my particular thoughts one by one:

    Being able to hear Survivors doing just about anything at just about any distance is the Rake's primary perk to combat its blindness. Particularly because it A: Cannot see Survivors otherwise without using its channeled ability, and B, does not benefit from ANY aura reading outside of The Third Eye.0 If 20 meters is a bit much for standing Third Eye. What if we dropped it to... Say, 10?


    In regards to the changes:

    As mentioned above, the Rake's primary method for finding Survivors is by sniffing them out with audio cues. I do note the redundancy of failed skill checks, though!

    Perhaps to combat standing Third Eye being a powerful locating tool, it slows the Rake to 100%.


    In regards to crawling, you're probably right. My dream did have kind of the idea being that crawling was used to either get from point A to point B fast, or to chase, whih is why the Terror Radius is so massive when crawling. It's like a spooky, feral beast chasing you down, so obviously it's gonna be scary. A cooldown or channel to switch stances might be necessary, yes.

  • @lucid4444 said:

    I was coming into this thread expecting something stupid, but honestly this is pretty cool. I can see this being fitted onto a Vampire, that's gone more bat than man -> he uses echolocation and can screech to get a view of nearby objects/survivors.

    A killer like that flips the strategies on their head, as well as the graphics for that particular killer.. I'd love it!

    Awesome! The title is a little bit of bait-and-switch, but the concept was too cool to NOT share and have it receive some sort of recognition.

  • @DaKnight said:

    Isn't this basically the spirit? Almost totally blind but just listens for survivors?

    Spirit has a few distinctive differences:

    Firstly, she doesn't get Killer Instinct when Survivors make loud noises.

    Secondly, she can see scratch marks and blood trails.

    Third, her blindness is temporary.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1728776#Comment_1728776

    SCP-939 is my favorite in secret lab. Both to play as and against.

    "Yo open the door, I'm definitely not about to eat you"

    Yeah, though that aspect wouldn't be feasible due to the lack of adequate communication. However, the concept of a blind Killer who locates Survivors by sound is a neat concept.

  • The entire reason BMing is a thing isn't to put you in a bad position, it's to put you in a bad mood. That's the sole reason it exists.

  • Hahahah- No.

    The Basement exists for a key reason: To give Killers a territory they can defend easier than most other places across the map.

    Usually, when you hook someone on some random hook, you want to fire-and-forget. But the Basement hooks make things personal.

    When you hook someone in the Basement, they're your property, now. They won't be getting out scot-free without your say so.

    Now, if you were to, say, hit them on the hook WHILE they were in the basement, yeah. THAT'S BM.

  • @SCP_FOR_DBD said:

    I'd love a blind killer like SCP-939, this is an incredibly cool concept for a dream.

    Right? I woke up and was like:

    "How is this not a thing yet?"

  • Also of note, this concept was originally for the Demogorgon itself in my dream, so take all of this with a grain of salt.

  • @pepperoninipples said:

    This sounds too much like the creature from in silence. This killer already exists in another game. If bhvr was to do it, more than likely they get sued.

    Maybe, but in all fairness, I did preface the post with the fact that it was inspired by In Silence.

    I'm sure they'd come up with something more original for a blind Killer.

  • @NomiNomad said:

    This is actually really neat, but I can see stealth completely destroying him.

    Channel The Third Eye and he can see immersed Survivors easily.

  • @NuclearBurrito said:

    To be clear, is crawling 120% or 125%?

    Also what are the stats on standing 3rd eye's channel? How long does it take, how fast do they move during the channel ect.

    If I've said 120% somewhere, correct it to 125%.

    Third Eye takes about half a second to ready, and reduces no movement speed in concept.

    If the Rake can only see immersed Survivors within 20 meters at any given time, he needs to be able to haul butt.

  • @Chilli_man2400 said:

    This sounds interesting but a killer that can’t see at all I have to know if his screen is completely blinded or not.

    The Rake can see the geometry of things like walls, fences, rocks, and trees, as well as pallets, windows, and breakable walls.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718746#Comment_1718746

    I play again until I've gotten back the 2 pips I lost. You aren't facing depip squads every game. If you aren't pipping maybe you should attempt to change your playstyle into a more pip friendly one? In my red rank experience it's very easy to get double pips as Blight.

    Well, then you don't play in the same region/time/match types that I do.

    Getting to Rank 1 was a pain in the tuchus for me, not that I care about my rank anymore. I've mostly attempted to do it again to see just how hard it is, and holy balls, are red rankers the sweatiest motherhubbers out there. Stacked second chances, BNPs out the butthole, all sorts of ridiculous shenanigans.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718731#Comment_1718731

    I have... Afterwards I simply play to get back the single pip I lost

    And if you happen to encounter another, or a squad who just stomps you? That's probably an hour of time lost trying to GET BACK to where you started, rather than improving your rank.

    I'll tell you right now, depending on the circumstances, Rank 1 on Killer is far from easy to get to. The 2.5% of Steam players who have the achievement for it would probably agree.

  • I see someone hasn't endured a depip squad in his life, yet. Lucky you.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714236#Comment_1714236

    " It's very common knowledge in the entire community that Killers are incredibly weak in the current meta"

    Killer is the easiest its ever been.

    Yes, Killer is the easiest it has ever been. That foes not mean that SWF still curbstomps them, or that OoO doesn't just invalidate Trapper and Hag's existence.

  • @MargretAtWalmart said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707683#Comment_1707683

    Shouldn't they rework it BECAUSE they don't escape that often? Their excuse is kinda dumb.

    The reason it should be looked at is WHY they don't escape often, not necessarily that they don't often escape in and of itsel.

  • I don't know what it is, but my bread and butter, Freddy, just suddenly stopped working the last time I played, and my Blight build was stomped into dirt before I could even begin.

    Gens fly way too fast, even when I experimented sith Jump Rope-Swing Chains Forever Freddy, and I don't understand where all the Survivors are, where they're going, or why the hell I can't capture them.

    I have no clue what's going on anymore, but something happened.

  • @jerakal said:

    Whaddya think they'll nerf first? Myers rarest add-ons, or OoO?

    Funnily enough, there is a topic right now on the fact that OoO is NOT being looked into because "The Survivors who use it don't escape often".

    Jee, Ethan, I WONDER WHY THAT COULD BE...

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681602#Comment_1681602

    Killers should be able to hold Survivors by one of their ankles and swing their bodies around like a rag doll instead of using a weapon.

    You, sir, have just spoiled the next Killer's power for everyone.

    I hope you're happy with yourself.

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