Avatar

Deathstroke

Deathstroke

About

Username
Deathstroke
Joined
Visits
4,462
Last Active

Comments

  • @Akumakaji said:

    I started playing him a lot the last couple of days and I am having a blast with him.

    When I played him at his release, I totally slept on his short ranged teleport to shut down loops, because it was worded too complicated for me and got confused by his mortar and pestle add on. Now that I learned how to use that part of his kit effectively, I am having so much fun at loops. Most survivors seem to be totally surprised that he got this power and run into the most obvious laid traps, but a few know how to counterplay and even use it against yourself. Fun!

    And since the big update BBQ usage totally broke down, so survivors no longer counter play it by jumping into lockers or hiding behind gens. So I hook someone, teleport right next to another survivor, totally jump scare the poor soul and am back into my next chase within seconds.

    Dredge antiloop was reason why I dropped him. You look ramdom direction after you teleport to remnant and not the survivor like hag looks. Also good survivors know to hold W and Dredge moves so slowly while holding it.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213709#Comment_3213709

    How does that work? Is it a latency issue or a keyboard issue? I'm asking because I play with a controller on pc but via Geforce which I assume might influence the delay I get and I can never get instant dead hard. I'm sure I press it at the right time but it doesn't activate and I'm hit. I have to press it much earlier for it to work. It's really confusing.

    Also some pc players hack and have auto dh.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213709#Comment_3213709

    How does that work? Is it a latency issue or a keyboard issue? I'm asking because I play with a controller on pc but via Geforce which I assume might influence the delay I get and I can never get instant dead hard. I'm sure I press it at the right time but it doesn't activate and I'm hit. I have to press it much earlier for it to work. It's really confusing.

    Well it requires good pc but yeah they can use it after swinging animation starts. But on console if you press it before hit there is risk it will not activate. Sometimes it does and sometimes not. And you probably explained why you have bit more delay.

  • Just remove the I-frames from pc players and it will be fine. Pc players can use it after swing which is problematic but on console it does not always even work if you press it before hit. As long as pc players can't abuse it then it's fine. I have seen pc players even use it after they are hit.

  • @fake said:

    I agree to some extent. But my opinion is that, assuming that camping and tunneling also require skill, a killer who does them and does 4k and a killer who does not do them and does 4k, the one who does not do them is more skilled.

    1. superior results without camping and tunneling (3k, 4k and many hooks)

    2. excellent results doing them (hook count varies)

    3. poor results without doing them (0k, 1k & many hooks)

    4. poor results doing them (less than 1k and few hooks of course)

    I feel this order of skill.

    But I see a lot of dissatisfied survivors complaining about 1. and 2. and 4.

    I feel number 2 should 1 or 2 kills with 9-10 hooks. That is obviously still much more skillful than bubba getting 4K with 4 hooks... don't you think?

  • @MrPeanutbutter said:

    I’m probably in the minority here, but I think this change is bad and will make the game less fun. I play both sides and as much as flashlight clicking is annoying when playing killer, it’s fun and humorous on the survivor side and makes the game more enjoyable to play IMO.

    I also fully disagree with people who claim it’s not a nerf. I’ve had countless times where I’ve distracted the killer away from a chase using the repeated flashlight clicks. Now you can’t do that anymore.

    I understand that BHVR needs to take accessibility into consideration, but this is yet another example of a change that is probably going to impact a larger number of players negatively than the very small number of player that it will benefit.

    When making game changes for accessibility starts to infringe on other players’ enjoyment of the game, that’s when the devs need to step back and re-think these changes or at the very least come up with better solutions that don’t make the game less fun for people to play.

    I think it's good change but they made the gap between clicks way too long. Now you can click flaslight 100 times a second which is unacceptable and cause eye strain and headaches to normal people. But the change will make it that you can only click once per second which is overnerf. They should make the gap as 5-10 clicks per second more like you could still click but not like crazy.

  • Just no it would ruin the game.

  • Killers would use this to get 3 gens situations and them camp them and well if you did 1 minute chase you over commited at start. Gens are now fine though some killers just needs buffs to have better chase power.

  • @Lastchild said:

    Tunnel and camps are part of the gameplay of the game, you can't take that away from killers.

    Accept that it happens.

    Be better in loop, 360, mind game

    Do that to 70 prestigate level nurse with range add ons.

  • @Brimp said:

    Bp wont change anything. I don't know why a lot of people come up with the idea "well less bp".

    It would reduce it at least bit I mostly tunnel because it's earn me most likely more bp.

  • @Lekitzul said:

    You will def have to explain to me how standing in front of a hook not moving and waiting to just press a button to snatch someone is "skill".

    As for tunneling, how is going directly after a wounded surv right off a hook "skillful"? XD It's also just not fun, like, survs have objectives to and want to get at least SOME bloodpoints. Make it a little back and forth and more fun.

    Yeah I had prestigate 70 level nurse with range tunnel me out. Sucks that there were 2 cakes but she just wanted me out so badly that searched whole map to find me in basement. She did hook one while I was on hook and injured others but I was clearly the target once I was unhooked. She definetely was skilled enough to win without that tunnel she slugged remaining 3 once I died in under minute. At least I managed to buy little bit time for them. I would honestly be embrassed in her position to have to use tunneling with strongest killer with strongest add ons.

  • I haven't have this problem. But after latest update game throws me out of matches sometimes. Seen this happening to others in matches as well. It shows that killer and I dc:t in endgame screen.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212699#Comment_3212699

    Well if it provides that much of a disadvantage then why do you killers keep doing it???

    Because some teams will help the tunneled one and just throw the game under bus. I had game as wesker where I was tunneling claudette and her team came to all help so I got two slugged and hooked them and got third one soon after then took jeff out who was hooked once before and then just killed the other two. Claudette got hatch though and escaped. But however if they would just do gens they had 2 left 3 of them would got out but claudette would died. Other thing which makes tunneling effective is to tunnel weak link out who don't have ds or otr maybe not even dh. But tunneling is risky though and very unfun for survivors so I personally avoid it if I can. Tunneling 2 survivors out and ignoring other 2 however is better stragedy and lot harder for survivors to counter and you don't have to worry about otr or ds either.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212661#Comment_3212661

    Not an opinion really, more of a fact. If you have arguments to prove otherwise, please let me know.

    I tell you what camping is easiest thing in this game you don't actually have to look around that much either. I have played basement bubba without even playing and getting kills if that is not easy I don't know what it is. I can cook or chat whatever while I camp in basement. Skill check needs you to focus and no-one is hitting them well with 10 mins of playing time and stealth killers grap you if you don't pay attention to game. Streamers are different than your average gamer they play what 12 hours a day and they have them as muscle memory.

  • @LazyClown said:

    At the end of the day survivors camp and tunnel gens as much as a killer can do the same thing to a survivor. This is dbd and it is what it is.

    Bad comparision. Survivors can't tunnel gens and what your probably mean is gen rush but that almost always killer fault not applying enough pressure or not using any slow down.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/348952/why-is-camping-supported

    If a killer facecamps hooks all game and he gets a 4K because you all stupidly went for saves instead of doing gens, that's on you and your teammates. If a killer is facecamping, use Reassurance if you have it (just ignore it if you don't) and then go do gens.

    If you're on the hook and someone is facecamping you, you wait and do the skill checks, even if nobody is coming.

    Some people will say "But why should I have to stay in the game if I'm being facecamped and nobody can be bothered to go for the rescue? It's not fun." These people are shortsighted. It also won't be fun for the killer when all 5 gens pop before he can get a second or third hook, and he'll stop doing that eventually because he'll realize that it isn't fun. If you suicide on hook or DC, you're giving him what he wants by giving him a free kill and making the rest of the game easy for him, and he'll continue to camp.

    JUST ######### DO GENS.

    It's not rocket science, people.

    Bubba can still quarantee 2K at least with facecamping as long as he gets down quickly even if it's effient team on gens. If bubba has deadlock and noed that is basically 3K. Unless the team manages to make trade but bubba can still go through bt. But that just facecamping. The more viable camping is proxy camping quard 3 gen area and camp the hook.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/348952/why-is-camping-supported

    Grabbing should go away for sure, and certain killers with instadown capability shouldn't be able to use their power near a hooked survivor but beyond this...how exactly do you 'nerf' camping in a way that survivors wouldn't be able to abuse the hell out of?

    AFAIK, this has been the big hurdle for the devs. They don't like facecamping, but all the stuff they've prototyped internally has been exploitable.

    Hook timer should be bit longer 70s per hook state but bubba should keep his instadown you can still do trade. But the chainsaw should go on cooldown once you hit survivor with bt effect. One change could work too that survivor teleports to another hook if killer camps too long like executioner cages do currently.

  • Off the record is good for preventing tunneling or at least making it harder. Prove thyself is also good for doing gens faster and helps in 3 gen situations.

  • When this presitage catch up is coming? I had all my character level 50 at least before the update but I have prestigated now basically all my killers to at least P3. But many survivors are still P1.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209724#Comment_3209724

    I thought at lvl30 they would have gotten somewhat decent?I mean it's quite sometime played and I imagine they also have other survivors prestiged.

    I have had some lvl 30 survivors who went down in less than 10s but usually they are decent. But above 40 seems to be the very good ones. But I have seen good loopers even with no prestigate...

  • It's usually very high prestigate levels which tells about skill as they play a lot. But have seen some bad ones but usually above 40 prestigate survivors are good loopers and very effient on gens. Under 30 prestigate level survivors can be potatoes or good you never know.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208168#Comment_3208168

    It's not an issue of preference. It has more to do with most of the maps are very one sided for survivor. I lost every time I went to Thompson House, Gardeb of Joy, Eyrie of crows and Fractured Cow shed getting to rank 1 killer this month. Those maps are ridiculously busted when playing as killer.

    I won every time I was on The game, RPD and Lerys - even though those maps also favor the survivor. It's not a knowledge/awareness problem as some of the maps are almost a guaranteed loss if you are not playing the top 2 killers and you are playing against efficient survivors (with at least two people in a SWF).

    If you lose every time on those maps it's skill issue. Badham middle school is probably my weakness where I lose most games but at least I win some. But I have good success in eyric of crow and garden of joy winning majoroty of my games in those.

  • @Peanits said:

    We mentioned it in many places, but to make it abundantly clear: The Finishing Mori system is not going live in the Mid-Chapter. This is a preview of a feature that is not ready to go live yet, but we wanted to get feedback on it early. There will be bugs.

    Work in progress features have bugs, which is a big part of why this is absolutely not going live yet. Getting feedback earlier in the process is incredibly helpful, but there will be more bugs as a result.

    I hope you cancel the whole thing current mori system is perfect. I want to mori all survivors just not one and still have 100+ mori offerings on my killers.

  • The range should be buffed and also the timer or overall hook state timer should be just 70s without any perk. It would bit nerf camping but it would be still strong.

  • @OrangeBear said:

    The problem here is that the achievement asks players to do something that the opposition can make literally impossible if they want to, and they will, because it's what will make them survive.

    Left For Dead achievement has a similar problem and these two achievements are why i do not recommend anyone to go for 100% achievements in this game unless they already have them.

    Sole survivor perk is big help for left dead achiement but I got it anyway without it when Onryo farmed with me and second last survivor but decided to kill him before I did last gen. For myers achiement you have to hope the survivors are potatoes as survivors who know what you are doing will just hide in locker hours.

  • Yeah I don't know why it's still exist in the game it could cause seizures to more sensitive people. For me it can cause headache and I take break from the game. It should be reduced to just few clicks a seconds.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208313#Comment_3208313

    stats won't show the truth about how things are... always for stats then we should buff nurse and nerf pig... are you really sure that's worth to take them as absolute truth?

    Nurse has above average kill rate in recent stats in site which tracks them. Onryo has highest though.

  • @legacycolt said:

    This game has a 61% kill rate, there’s a reason survivors are constantly getting the 100% bloodpoints - because everyone plays killer now that they got a lot of buffs.

    The game is killer sided atm.

    Killer has 100% bonus at night sometime though when americans play I quess.

  • I got it done burned all my rpd offerings and I just went straight to exit once gens were done.

  • @adsads123123123123 said:

    1. run to a spot with no accessible hooks
    2. get downed
    3. recover
    4. repeat

    100% abusable on maps with poor hook distribution, e.g. Swamp and Midwich, or with SWFs that run Breakout, Sabo or try to block the killer.

    Those maps should get more hooks even now I struggle to get people on hooks in midwich in some part of maps and usually at least one or two can wiggle out every time I play there.

  • @Tony_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206657#Comment_3206657

    no, it rewards you for nothing and its pointless and its bad for the game health. If they want to play like that they should make every killer pink add-on op. Where is my pinky finger on clown? It was nerfed becouse it rewarded you for hitting bottles. I think if you should nerf him you should nerf every other add-on. If you disagree i dont care, he is too op, face the facts.

    That pinky finger is still OP and better than silent bell which you can easily counter by just paying attention most of the time. But there is no counter for pinky finger when the clown just really want to use it.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/348372/the-average-swf-group-has-little-to-no-discernable-difference-compared-to-solo-players

    The survivors that are really bad at the game, that are constantly complaining about solo q because they want their teammates to carry them to victory, won't get much benefit from voice comms because they're bad at the game.

    The survivors that are really good at the game will get way too much of a buff if solo q got buffs.

    That's why good survivors don't play soloQ they play swf and have all the information in the world. Killers who don't want soloq to get buffs want just easy wins.

  • @smartemarte said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207091#Comment_3207091

    i'm beyond sick of it

    solo survivor i'm constantly matched with bad players that can't stay up for more than 10 seconds vs m1 killers, 5 or 6 games in a row dead and the one game i'm about to escape I don't because of them adding "features" without actually stating that its a feature :./

    Did you tried to escape after the grap I have at least been able to make it out if wesker has grapped me while healthy at the gate. The block is only there for few secs and while he downs you with m1 you can get out.

  • In friday 13th you can kill jason pretty easily and fight back even outrun him so is he more of threat than killer who is faster than you and unkillable?

  • @DEMONANCE said:

    it seems ok, 45 seconds is a long enough time it'd very rarely have effect outside some slugging for the 4k situations but we'll have to wait and test it first to form opinions.

    however the 45 seconds being affected by unbreakable should not be a thing it's easily abusable they should definitely reconsider that change to unbreakable.

    How fast unbreakable is currently though? Is it that bad? 45s is pretry long but well if it's too short they can make it longer I think it's good change overall.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/348335/whats-the-highest-prestige-youve-seen

    I saw a P73 Nea earlier today.

    She was...surprisingly easy to catch.

    I saw that one too was you hag in swamp map?

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206444#Comment_3206444

    You're giving someone a hatch, which means that even now in the current system you're losing points by doing so as well.

    If I'm giving someone hatch in a game, what BP I'm getting out of it is not a concern.

    Im ok loosing 500 bp if I farm bit with last guy to get 1000+ bp. That usually means downing him few times before giving the hatch. And now you have to also be careful when farming with last 2 if you happen to down them both game ends and you can't have slug race at exit gate...

  • @tippy2k2 said:

    You can let people go still

    You just can't down them and carry them to the hatch anymore. There's still no reason why you can't just let them go find the hatch themselves or lead them to the hatch.

    No it's trade I down then and that gives me bp and they get the hatch or exit but now I have to just kill them as that gives bp unless I have maxed everything before.

  • @D4RK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201046#Comment_3201046

    So i know you think you're making a valid point by likening these things, but you're really not for a number of reasons. The first and foremost reason is that a Killer will eventually find and chase at least 1 Survivor throughout the course of the game and whether or not that Survivor goes down, the Killer is playing throughout the game. Technically speaking, the Killer is still "playing" while Facecamping and/or Tunneling. On the other hand, a Survivor that gets Tunneled out or Facecamped is in fact NOT playing anymore and their time has just been wasted for something they cannot control.

    On the subject of control, even if a full Survivor team is Genrushing/Gencamping the killer in fact has many options at their disposal. The first is to tighten their patrol path to easy to patrol Gens and keeping those from popping. There are several games as Killer where I've won because the Survivors decided they would do all the outer gens and leave the 3 easiest to patrol Gens for the end. There are also several games as Survivor where we're on 2 Gens and I 99 one of the easier Gens so that I can then finish one of the harder gens then pop it, but some other Survivor comes along and pops the 99'd gen and now the Killer has an easy time defending every one of the last 3 Gens at once.

    Also, what do you define as "winning" the game? 4 Kills? I mean after all can you call it a win if any ONE of your opponents leaves? In which case we should also remove Hatch because it's like catchup in a racing game, the Survivors are at a Disadvantage, but now suddenly they have an easy way to clutch the game! 3 Kills? Well that's a weird arbitrary number, how come it's a win when there are 4 Survivors total and you only got 3 of them? Shouldn't the Killer then be punished for letting any one of them live? Not to mention, the Survivors are in Co-Op and everything each Survivor does affects the whole team so all Survivors should benefit if ANY survivor survives, 'cause then the Survivors win! But in the end, if you believe 4k or 3k means you win, this doesn't affect any of that really. All it does is affect Blood Points and Stage progressions, so you can Tunnel and Camp all you want, you'll just get reduced BP and Stage Progression.

    https://forum.deadbydaylight.com/en/discussion/comment/3201124#Comment_3201124

    I can tell you haven't read the post at all. The point made here is that Killers who do minimal work (Facecamping and Tunneling from the beginning of the game) should not be rewarded for doing so. Is it effective? Questionably, depending on the Survivors you're facing, but my post isn't really about whether or not it's effective. It's about actually letting Survivors have fun and incentivizing it/compensating players who get Facecamped/Tunneled early on for no reason. Sorry but it's pretty ridiculous when a Wraith hunts down a random Steve for the entirety of the game despite all other players trying to body block even while injured for said Steve and the Wraith just ignores the other players they've downed for... viability I guess?

    3K is win that's all and 4K is blowout.

  • This would make the game super killer sided no thank's. This change would be only fine agains't seal swf teams but any team below that would lose every game if killer is half compete.

  • @Seraphor said:

    Nope. Never in favour of any discrete mechanic that separates solo or SWF players, because this is not an absolute dichotomy.

    SWF isn't a guarantee of higher skill or better coordination, it allows for the possibility of it, but SWF players can also be bad, or they can be in a party but not on voice comms. I regularly play with friends without voice comms, not everyone is comfortable with it.

    Solo players can learn to coordinate without use of voice comms, and IF (not too likely but still possible) they get paired up with similarly minded solo survivors, they can play in a way that is indistinguishable from a SWF from the killers POV. I've pulled off some incredible team plays using nothing but pointing and teabagging to communicate before, because generally if you know how to play survivor well and you know the usual strategies, it's fairly obvious what your team mates are trying to do.

    How about instead of implementing mechanics that favour one side over the other, they add mechanics that don't favour SWF over solo players in the first place?

    Yeah I actually do better in solo lot of times than in swf. My solo teammates usually are just more compete than my friends. My friends are pretry decent but my solo teammates just happen to be usually good and smart. Mostly I play 2 man or 3 man swf.

  • I saw 63 prestigate level nurse who was AFK the match though with insidious and lightborn. Highest survivor I've seen was 53 prestigate Dwight too.

  • I though he would have over 80% win rate but did I see right his win rate dropping below 70% after 6.2+ patch?

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205843#Comment_3205843

    i would say for most of the killers. they probably range about 1-3 hooks if its highest level but there is middle ground where it's a bit more balanced and survivor make more mistakes so the balance is closer to the ideal 5-6 hooks. more chances to 2k and sometime convert into 3k-4k. I would say dbd is closer to balanced then it has ever before base-game wise. killer power-wise? some killer could use a bit of helping hand on the micro elements on killer gameplay but its overall ok. I just kinda wish that killer's fast chases and hooks meant a little more over the whole tunneling gameplay and camping gameplay that will become even more dominate after the unlimited base-kit breakable change.

    3 hooks is very bad game for killer had one like that agains't 5K hours+ survivors when they brought 4 cakes I should tunneled harder and camped. Normally my worst are 5-6 hooks games. Probably usually I get 7-12 hooks.

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204711#Comment_3204711

    And? If u play solo, play killer.

    Solo = killer

    Friends = SWF

    Survivor has 100% bp bonus so I play soloQ so I can update my killers. I overall also like games where you have teammates more than solo games if they add 2 killer mode ever I probably play that like crazy.

  • @Hex_Maidenless said:

    Yeah the only hexes I run are ones that mess with people who cleanse them because the other ones are basically a blank perk spot way too often. I don't understand why killers can't respawn hexes somehow. Maybe a mechanic where if you get a kill, you get a hex respawn token? I don't know, just thowing that out there.

    That would encourage tunneling if you hook 4 different survivors that would be better.

  • @almofan1001 said:

    So let me get this straight...

    Survivors get free unbreakable every 45 seconds because in 1 in 20 games a Nurse might slug 4 people to end the game early (happens mostly against 4-man overly altruistic SWF which is good). First off, how does that even happen? Secondly, if you got slugged as 4 men, you probably deserved to lose...

    Meanwhile, killers literally have to run gen regression perks on every build to even to have a chance to win a game. That is irrespectively on how they play. It's so prelavant/needed for most of the killers that you might even call it base kit at this point.

    So why is gen regression/gen slowdown not part of the killer's base kit considering that it's basically a must nowadays to have a chance to win the game?

    I played just 3 matches with wraith without any gen perk just chase. I won all these games well one game was 2K with 10 hooks but I let last two go. But you can't win every game this way ofcourse but most you can.

  • @Kaitsja said:

    Really, instead of complaining about, they should be providing constructive criticism on why 45 seconds is too short. There has to be some give and take. Either the whole thing gets scrapped and everybody gets nothing, or both sides get something.

    Without the basekit UB, killers would say things like "Just bring Unbreakable", "Don't get found", "Git gud", just like they've done with other problems like camping and tunneling. Before BT became basekit, it was bring BT. With camping, it's "Bring reassurance", "Rush gens", "Don't get found", while refusing to acknowledge that these strategies, while valid, are not fun.

    I'm not saying all killers are like this, but it is a generalization, and if the shoe fits...

    Above all else, the game should be fun as it is just a game.

    Agreed both tunneling and camping needs to be made less viable and best stragedy should be going for chases which is most fun for both sides.

1 … 42 43 44 45 46 … 69