DarKaron
DarKaron
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- DarKaron
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@DragonMasterDarren said:
It is useful in a Mad Grit build, but on it's own it really doesn't do you much over other perks
This.
Starstruck, Mad Grit, and Lightborn with maybe Iron Grasp or Agitation is the big brain carrying build.
Is it effective in general? Probably not.
Is it holarious? Hell yeah.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2062024#Comment_2062024
I'm in the denial stage if I'm being honest.
Sounds more like Bargaining to me.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2060675#Comment_2060675
No you don't. Killer follows your scratch marks and you're back in a short chase before you can do anything.
This is just as much as old DS did.
New DS just removes the potential for abusing the ######### out of 60 seconds of free immunity from being picked up once.
Nothing has changed for legitimate usage and hard-tunnelers. If they want to tunnel you ded, they will do it whether you have DS or not.
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@ManWithALemon said:
Plague: You just want to chill.
Bubba: You just want to chill, but get rewarded with wins for it.
Demogorgon: You're a form over function kinda guy.
Blight: You're the DBD equivalent of the guy who casually plays 4D chess with Einstein or the massively buff guy who doesn't talk to anyone at the gym ever. A silent god, if you will.
Twins: You hate being alive so you're gonna make everyone else hate it too.
Trickster: You want Trickster to spit in your mouth.
This Blight dezcription feels like a personal attack.
>...>
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@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/2024713#Comment_2024713
Alright, getting rid of an exit is ridiculous, I'll tell you that much. The totem is always lit, in my concept, but the only "fix" I could make this thing reasonable with is to make the hatch open automatically when the hex activates. Then you actually get a chance to escape, since the Killer either has to find hatch, taking them from the hex, or guard the hex, giving Survivors the hatch.
The Twins could capitalize on this better than most other Killers, but tha is no surprise to me.
Kind of the idea was that because hexes are so laughably easy to cleanse in 90% of scenarios, why not make one with an actually worthwhile threat to be worthy of cleansing within 10 seconds of the round starting?
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2023508#Comment_2023508
"This just confuses me. Why would I care about some rando in another trial?"
Because my posts was an hyperbole poking fun about the fact that people usually suggest ridiculously poorly tought overpowered perk/powers ideas followed by several posts suggesting even more overpowered changes to make the thing "ok at least", usually made by a bunch of mains who have little to no idea of the other side gameplay experience, usually goes like this "Hey guys I made PERK™ it gives you a free win!!" "Nah, make it so it gives you TWO free wins, now its perfectly balanced", this is very prevalent on Reddit.
Your perk idea is absurd beyond belief, its practically a free win in almost all scenarios, let me explain: equip perk, hook everyone at least once (not hard and if you cant at least hook everyone at least once in almost every trial you really need to git gud), go find a Dull Totem, camp it, wait for 5 gens to get done, if the Totem you are camping gets lit dont move and you won since it cant be cleansed with you nearby (cleansing takes 14 seconds, its impossible to do it if the Killer is camping it) if not go towards the totem that got lit and camp it, in both scenarios you won, Survivors HAVE to open the Gates, the Hex gets activated and they cant cleanse the totem.
The only exception to this is if someone has a Key but they are extremely rare on chests (~3% chance of getting a functional Key) and bringing them beforehand wouldnt be useful anyway because you only have to equip Franklins and camp the Key until it gets consumed then go towards a Dull Totem and proceed to camp it until 5 gens get done.
Also take on account you can open yourself the gates to force the perk activation, giving the Survivors 2 minutes to find the hatch if they manage to get a Key to the end game while avoiding Franklins.
P.D. this has to be the most OP suggestion Ive read in almost a year, the last one I remember was someone suggesting to get rid of one of the Exit Gates so Survivors could have only 1 escape route.
Alright, getting rid of an exit is ridiculous, I'll tell you that much. The totem is always lit, in my concept, but the only "fix" I could make this thing reasonable with is to make the hatch open automatically when the hex activates. Then you actually get a chance to escape, since the Killer either has to find hatch, taking them from the hex, or guard the hex, giving Survivors the hatch.
The Twins could capitalize on this better than most other Killers, but tha is no surprise to me.
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/comment/2021396#Comment_2021396
I am Rank 1 killer and 50% of my games with nurse or billy (my mains) are ending with 4-5 gens remaining, 90% of my games are ending with atleast 1 gen remaining. I dont use any totem perks and I dont use any Moris or NOED, I never dodge SWF teams. DO you think that it is fair that someone like me has this perk? Do you think its cool that if people who are playing against me forgot to bring a key will 100% lose? I see that you are trolling or if not you must be just 12(?) years old. I would like to tell you how wrong you are BUT on people like you its wasted time and Devs dont listen to good ideas they sure as hell will not listen to such bs.
Hey, no need to be rude, man. I did disclaim that the idea probably isn't fair or balanced in any regard.
@HectorBrando said:
Nah skip the block exit thing, for each token you have a Survivor gets insta sacrificed once the gens are completed, stacks up to 5 tokens, if there are not 5 Survivors in your trial a random Survivor in a random trial gets instantly sacrificed then MAYBE it may be slightly perfectly balanced. Also make the tokens carry over to your next trials.
The things that get posted in these forums sometimes...
This just confuses me. Why would I care about some rando in another trial?
@PotatoPlayer said:
Is this the hex version of blood warden? Idgi
This was inspired by Blood Warden, yes!
@gendoss said:
I feel like you've been bullied by keys one too many times...
You should never ever make the counter to a perk an item, especially one that rarely shows up in games anyway.
I mean, explain Hag traps being countered by a common item, then.
I think that's 'nuff said.
Not to bash on your comment, but that's literally the first thing that came to mind.
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/234769/perk-concept-hex-death-spiral
so if I hook 4 survivor in the match I can wait for them to open the gates because with 4 tokens I have 2 minutes which is exact Colapse timer so they cant win no matter what? Do you really thing it ok? Do you really want to use it? Or play agaisnt?
Do I think this is okay? ... A solid maybe.
Do I want to use it? Hell yeah.
Do I want to play against it? That's what Keys are for, yeah? Also, unless the Killer gets 4 unique hooks before EGC, it becomes almost useless.
Also consider how ######### totem spawns tend to be.
@TicTac said:
What happens with the EGC-Timer?
The timer functions as normal. Nothing is changed about the EGC timer.
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Sir, I wasn't expecting that.
Bait of the highest quality.
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I think this is an interesting idea.
Potentially a flawed one, but very interesting nonetheless.
It also may make certain perks moot without tweaking to fit, but still.
Very interesting. Well done!
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@Da_tater said:
https://forum.deadbydaylight.com/en/discussion/comment/2011620#Comment_2011620
There was never a problem with DS if you didn't want to grab lung attack it does not trigger a grab . I have used that method i couldn't tell you how many times and just left them laying getting nothing done .
Yes, this is true, but unlike some people, my brain isn't able to track hooks, gens, Perk timers AND DS all at the same time.
I run Dying Light in a lot of my builds, so those first 5 hooks mean everything.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2013977#Comment_2013977
fair enough... XD
That's what I thought.
>:P
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/233984/dbd-isnt-survivor-sided-its-swf-sided
Many killers complain how this game is survivor-sided. In reality it is. It’s just masked by bad matchmaking system.
if solos are getting good teammates (which they should have if matchmaking works properly), I’m sure you can escape like SWF.
And many killers do really want to buff solos instead of nerfing survivors in general, and then buff killers like you said. But I would be surprised if devs really do this.
This post is officially Killer Main approved, as I am a certified Blight main, and I approve this message.
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@Alice_pbg said:
Deathslinger, Demo, Pig, PP Head, Myers, Ghostface, Oni.
that's a hard choice. all of them are a lot of fun... besides demo...I think he's a tier of fun below the rest on this list.
I would check their perks to see which you rather have.
deathslingers perks are meh at best.
Demo's are bad with the exception of surge, which is half way decent.
Pig has 2 great perks, one of them being amazing paired with ruin, and also hangmans trick. which is absolute #########.
PP head has the most fun stealth perk in the game imo, trail of torment is so good. but the other 2 are meh.
Myers has STBFL, which is amazing. FWYF which can be good. and dying light...which is bad and only matters when you are already winning anyway.
Ghostface has I'm all ears, which is an amazing aura perk. thrilling tremors which is great for tracking. and furtive chase which no one has been able to find a use for besides michi on a very specific hag build.
Oni's perks are...there... nemesis being the one you'll probably find some use for.
So I would go ghostface.
Furtive Chase has a distinctive place in the Rancor Roulette meta, I'll have you know.
Not that anyone other than like, 3 people play Rancor Roulette, but still.
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@Ruse_Cruise said:
https://forum.deadbydaylight.com/en/discussion/comment/2013934#Comment_2013934
I asked for tips on how to enjoy playing killer again not a rant about how your last game went. Sorry you had to deal with that bubba but if you have any tips I’d be happy to hear them
I have a tip for this guy:
If the Killer is proxy-camping the hook, just pound out the gens. If he ain't goin' nowhere, don't bother saving.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2013446#Comment_2013446
It was you that suggested this on here a while ago right? I started doing it but then started from scratch when moving to steam so I'm prioritising unlocking the required perks so I can get back to some good old R&R 😅
I use those three perks then either MYC or dead man's switch
Make Your Choice is a decent pick, I use it on Pig for that reason, but on Ghostie, I run Insidious for the lulz.
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Well, one thing that helps me when I'm having a rough day is a nice match of Rancor Roulette.
Rancor, Furtive Chase, and Nemesis, ideally on stealth Killer like Ghostie, Pig, or Wraith.
The entire idea behind the build is to tunnel the crap out of the Obsession, who changes every hook.
If they survive to EGC, either hook them or mori them for extra style points.
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@gendoss said:
Most people agree that Hillbilly and Demogorgon are the most balanced killers in the game. I really would love it if BHVR made more killers like them because they're also extremely fun to go against, win or lose.
Uh... Hillbilly yes, Demo no. Demogorgon is, sadly, one of the weakest Killers on the roster.
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Frankly, the largest problem with DS is that, as @WeenieDog has already stated, with it on, you basically got up to 60 seconds of immunity for absolutely free AT LEAST once a match, provided the Killer doesn't pick you up the next time he downs you.
60 seconds of a gen is about 70-80% of its completion at base, excluding perks and toolboxes.
I'm glad DS is getting nerfed so that I can play the freakin' game without having to micromanage the Survivors for DS. If I see them being productive, then they have it. Simple as that.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2008167#Comment_2008167
Personally, the first thing in trying is Shadow Dance + The Serpent. Still a meme build but maybe slightly viable with his speed buffs
If you like that idea, try Shadow Dance Blood and White, and Bamboozle, Brutal Strength, and Fire Up.
It isn't very good, strategy-wise, but holy hell is it funny to just DELETE pallets and vault faster than you can walk.
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Blight is one of the Killers who can reliably 12-hook and win anyway. Blight mains can afford to be nice, and usually don't have to struggle too hard to win.
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Okay, Blight's flick is unintentional, just as Oni's flick is.
However, that doesn't mean that flicking hasn't become a feature.
Flicking is one of the reasons Blight is such an amazing Killer, and removing it would take something incredibly valuable from his kit.
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There is one Killer I know of whom can utilize BBQ's aura reading effectively just about every single time: Blight.
Most of the time, I run it to either:
A- Decide what the next step is and where I should go.
Or B- Them phat BPs.
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I would swap Bill and Ace, but Ace also fits where he is, since Ace players are usually just overly cocky.
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I've found that Neas and Fengs tend to be EXTREMELY toxic about 50% of the time, specifically if it's pink hair or paint suit Nea, or a Bunny Feng.
Whether or not they're good is up in the air, but I've made it a mantra to never let a Bunny Feng or Toxic Nea leave the match alive, if I can help it.
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I've found a shocking amount of success with Dying Light.
The trick with Dying Light is that it's a "Win More" perk, meaning that if you were already ahead, Dying Light just gives you that extra little boost to keep you ahead of the curve.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/907476#Comment_907476
I immediately thought of this song when I imagined that:
Personally, I'd either use Monitor and Abuse (Zero terror radius- I can be a stealth Killer while not actually playing a stealth Killer, then have a gigantic terror radius that confuses the hell out of survivors when the chase starts), Thanatophobia (16% slowdown for every injured Survivor would be nothing to scoff at), or Fire Up (16% increased action speed for every completed generator).
In the same vein as Thanatophobia, x4 Dying Light.
12% slower gen speeds per hook except to the Obsession.
At 5 hooks, that's 62% slower gen speeds. That's half the regular speed.
And then at 9 hooks, that's 108%. The game may be over, but repairs from then on actively *regress* generators.
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I mean, if you open the gates against an obvious Blood Warden Trap, and sit inside for 60 seconds to BM, that's your own stupid fault.
You should always just leave when you get out the gates. Don't stick around and let them trap you in until you die. You never know if someone has an ace, or a Blood Warden, in the hole.
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@Baby_Victor said:
This game brings the best and worst out of all of us and those who stick with or main the Killer go through transitions. Some examples.
New Killer - Amazing powers to try, maps to see and learn and people to learn to hunt. Some frustrations, sure, but he can stick with it because everything is still fresh.
Power Tripping Killer - Having fun because he controls your life and death and chooses who lives and dies. Usually 4k and chooses when to 3k. Things have been learned and now they are being capitalized and the climb to red ranks is finally here.
Frustrated Killer - the top wasn’t as magical as was promised. Red rank survivors are so much stronger then you could have realized. The build isn’t strong enough, looping has more tricks then previously experienced and paranoia starts setting in. EVERYONE IS SWF, THEY ARE ALL CHEATING!
Desperate/Troll Killer - If I can’t have fun then I’ll drag someone down to my level, that might be fun. Like I could face camp or I could slug until death. If I limit myself to just one person I could just tunnel and tunnel and ensure one person has a terrible time and if I’m lucky, maybe more if they are altruistic enough.
Enlightened Killer - No, but I’m being too selfish. I’ve got more experience, knowledge, and understanding of the game now, I know how unfun and frustrating I’m being for the other side. I need to put more effort into playing more fairly....but the survivors keep flashlight clicking and t-bagging me and mocking my efforts when I do so. That makes me mad, I’ll start punishing the survivors in the game after I get bullied, then I’ll try to go back to playing fair.
Zen Killer - What does it matter, why do I get so emotionally invested in a game with strangers who I shouldn’t let upset me. T-bagging is just a silly dance not a disrespectful gesture, flashlight clicking is no different then a toddler crying because nobody is paying them enough attention. Getting kills isn’t important, just focus on enjoying messing around with my killer power and trying to do something unexpected or cool. If they all escape, then they escape, what’s most important is that I get BP. All hail the BP.
Fun Killer - I dunno I’m not there yet.
This is a big mood. I mostly skipped the campy-tunnel bit, but the "fun" bit can be summed up in two words:
Rancor Roulette.
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Devour Soap is one of the best Hex perks out there, especially when paired with either Undying or Thrill of the Hunt, though Thrill was behaving weirdly for me the last time I tried to use it.
I started my Blight gameplay with Devour and Thrill, and holy balls, was it effective.
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So, I've noticed a lot of people point out counters to BBQ, which is one of Blight's best perks.
But the biggest strategy tha you can use is the one that takes effect the entire match:
Split up.
If you stay as far away from each other as physically possible, Blight has to run across the entire map to get you all.
That doesn't mean a lot when he basically has at-will map traversal, but that dies help.
As for when he does find you, you have to know how to loop him effectively. He will run you down if you flee, so looping is your only good strategy. Try to loop obstacles with small circumfrences and utilize pallets as much as possible, unless he has the Iridescent that lets him delete pallets for free. Try to hit him with the pallets, rather than drop them in front of him, since he can Rush them down either way.
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Wait, they made Windstorm basekit in the PTB?
HALLELUJAH! THE SAVIOR HAST COMMETH!
Wait... They also fixed Blight?
About damn time, but it's worth the wait. Now the good Blight mains should be even better in the M1 department than they had to get!
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1992827#Comment_1992827
The "very strong" is behind Oni.
https://forum.deadbydaylight.com/en/discussion/comment/1992850#Comment_1992850
Some people like to call strong Killers weaker as they are to fit their narrative. Blight is a strong contender for one of the Top 5 Killers (with Nurse and Spirit being Number 1 and 2).
I would personally say Blight can go toe-to-toe with Nurse, and Spirit is number 3 by a close margin.
Blight is the first Killer who, in my opinion, can actively contest Nurse for the #1 Killer slot.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1992537#Comment_1992537
Blight is strong against average survivors that make mistakes. A good survivor team will clean him up.
Uh... I don't know what game you've been playing, but a good Blight who knows what he's doing with an Alchemist Ring will wipe the floor with all but the highest-tier SWFs, dude.
This coming from a Blight main who is pretty damn decent.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1985608#Comment_1985608
Using 'triggered' as a way of saying 'annoyed'... Cut the ableism.
To everyone else:
vaulting etc are meant to annoy the player behind the killer to the point of DCing. people who do this rarely do anything worthwhile in the match, because they entered a lobby with the intent of 'winning' by getting the killer to DC.
So, they ought to pay for their hubris.
https://forum.deadbydaylight.com/en/discussion/comment/1985630#Comment_1985630
It wouldn't be overly hard to implement, interestingly:
The game can, as noted, tell where people are, who is doing what, etc. It could even, for example, tell apart 'friendly' or 'helpful' (to teammates) teabagging from malicious one, by seeing where people are in relation to each other. how often someone crouches, how the killer reacts etc.
The mechanics are there. It would still be tricky, sure.
Even more interestingly, BHVR has stats on the average number of crouches per T-Bag, and the average number of bags per match.
The answers are 3.2 and 1.2, if memory serves me right, which it doesn't.
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You know, if this actually made it into the game, I would not be upset.
Like, legitimately, these features, while dumb and ultimately pointless, are pretty silly and fun.
Rip in die p3 Claudies.
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Allow me to introduce you to Fast Feet Wraith(tm):
Shadow Dance Blood + Shadow Dance White.
Brutal Strength.
Bamboozle.
Fire Up optionally.
Save the Best for Last optionally.
You are now the master of Pallets and vaulting while cloaked, able to chase down Survivors with terrifying efficiency.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1947373#Comment_1947373
I thought they know that 360's do not work vs good killers. what. The survivor animations are really good. its UI that everyone complains about. Like red on red UI? UI that appears in 4 different places on the screen? whoever did the UI is complete amateur. same with Clown balance. Survivor animation is like only good thing that came out of this entire update.
To the Devs' credit, they're actually moving stuff to a more reasonable position.
So I'm willing to... Let it slide this time, given their prompt response and open-ness about it.
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Honestly, I've said this bfore, but the only part of the new UI tha actively annoys me is the hook state counter.
The current one we have in the game is actually useless, since a lot of perks track how many hooks you have already, such as Dying Light, Devour Hope, Huntress Lullaby, and others.
Once you cross that 5 hook threshold, it doesn't matter anymore, and what becomes more important is figuring out who is on death hook next, which I prefer to use to extend the game as long as possible.
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Okay, so here's something to know:
Not_Queen, insofar as I can tell, is NOT responsible for the changes going on.
That doesn't mean her words and statements mean nothing, but a majority of the devs who come out and speak on the forums or in Discord and such aren't in positions to make changes to game balance and graphics.
At the time of this post, there is an announcement on the forums where one of the Devs say that we've been heard, and while this doesn't mean we should break out the confetti yet, at least we can be sure that they've acknowledged our issues with the UI.
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In my own opinion, the thing that irritates me the mosy is the hook states counter, for Killer in particular.
Survivors get all the info they need to succeed, meanwhile, Killers are left hanging to try with this useless counter on the left.
Oh, I got 4 hooks so far! I wonder how I could have ever known- Oh, wait, I have Dying Light/ Huntress Lullaby/ Devour Hope on.
It literally serves no purpose for me, and with a dedicated per-player counter, I could at least figure out which Survivor is about to die so I can extend the game as long as possible.
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1929055#Comment_1929055
Yes I do genuinely think it was intentional.
They even used the same exact excuse that they are using to keep the HUD around.
That being it will easily allow us to change things in the future.
If you don't trust me try to find the q&a around that time.
If that awful mess was intentional, I will be pretty damn surprised.
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1929018#Comment_1929018
Do you actually believe the words that come out of their mouth anymore.
I would agree with you if the aura change that you're talking about didn't get pushed through the ptb it was on.
They did fix that like, a week or so after it came out.
Also, it looked jank as Hell. You think that was intentional?
Not only was it super dark, which was bad, but the models actually clipped into themselves and just generally looked awful.
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My thoughts were exactly this.
I've needed info on bow many hooks people have had multiple times, yet I never know.
Dying Light already does what this counter does, and a little more on top of it.
As a result, I'll NEVER use it for any reason whatsoever. It just doesn't mean anything to me.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1928899#Comment_1928899
I don’t think so a lot of people will stand up remember the aura changes they would probably listen but we need to stand up I hate this new UI they should change it
Except the Aura changes were actually by complete accident, so they fixed it and made it better, relatively speaking.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1927029#Comment_1927029
Doesn't ruin literally unrepair a generator, regardless of its ability to be removed?
Ruin regresses repair percentages.
He's saying Ruin doesn't break a Generator, forcing you to repair it again.
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@Madman_Abraham23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1924364#Comment_1924364
That's the thing, survivors don't fall asleep. It's microsleep, like they're hallucinating or having a manic episode. He can't outright kill survivors because they can run and fight back. Pennywise is on the same level as the Entity itself, how would a parasitic space god feed off another parasitic space god? Mr X and Nemesis are towering bioweapons that walk through walls, use anti tank weapons and eat grenades and bullets for diner. Even if the Entity got them in the realm, they wouldn't listen because they're programmed to attack specific people. There are rules, limits and logic in the structure and story of the game that limits who and what can be added to the roster even if you don't want to admit it. I'm simply asking you to think about this critically, analyze what makes the game work in a logical way and boil it down to the basics. All survivors are too stupid to escape, all killers are weak to allow survivors a fighting chance.
I mean, the rules and limits can be changed.
Take Pyramid Head, for example.
His lore states that his time was done, he was ready to fade into the Void whence he came, and was actually in the middle of doing that before the Entity was like:
"Hey, I got a job for you, if you want it."
And then Pyramid Head made it into DbD.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919989#Comment_1919989
I'm pretty sure not pressing anything also deactivates it. Since I assume not hitting the skillcheck counts as failing it and thus deactivates it.
From what I've seen, hitting it too early saves it, while hitting it too late cancels it out.
Neglecting it entirely functions like the former, from what I've seen as well.
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@Alphasoul05 said:
A lot of people coming out of the woodwork trying to pretend like DS isn't an anti-tunnel perk so it shouldn't be nerfed, eh?
To be fair, DS was originally supposed to be an anti-MOMENTUM perk, which should never exist in a game like this, particularly on the majority team, but I digress.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1920068#Comment_1920068
Exactly. The perk perfectly serves its purpose if tunneling actually occurs, and otherwise toxic survivors just waste their own time and accomplish nothing.
And for those who claim that it won't stop tunnelers, DS never stopped tunneling to begin with. It only bought you time to stall the tunneling before you died in a really sad and trafic way.