Avatar

Demogordon_Ramsay

Demogordon_Ramsay

About

Username
Demogordon_Ramsay
Joined
Visits
0
Last Active
—

Comments

  • Counters to Victor and his slugging:

    -Travelling in pairs and kicking Victor when one of you goes down

    -WGLF's whole entire existence

    -Healing items so Victor is forced to stay on someone's back

    -Running around objects

    -Pressing the space bar on a locker for total invulnerability


    What a strong Killer.

  • For winning or for fun?

    For fun: STBFL, Enduring, Pop, BBQ. BBQ and Enduring keeps the game pace high, Pop gives you stall, and if you manage to get high STBFL tokens, being able to M1 someone and then instantly launch into a Rush is, like, hot.

    For winning: Ruin, Thrill, Thana, Dying Light. You can go with any playstyle you want: Gen patrol, totem defense, snowball, instant hooks, et cetera. Blight can do them all. And as long as you're applying any kind of pressure, no matter how you play with that build, you get massive, and I mean MASSIVE stall.

  • Give it 4 tokens across all tiers, change the time needed to earn a token to 20/16/12 seconds.

  • Absolutely nothing. Survivors get boosted to red rank, so their ranks don't matter. Killers rank up by going against boosted Survivors, so their ranks don't matter much either.

  • No, you can still Rush, but if you want to hit them you basically have to swing the literal frame you enter your nest Rush.

  • I don't have a problem with slugging. I think most people here understand that there of plenty of counters to slugging. WGLF, Unbreakable, Soul Guard, other healing items, Tenacity, just plain old not losing the chase—hell, even No Mither counters slugging because it forces a Killer not to slug.

    I think all the recent threads about slugging are born not from slugging itself. They're born from the latest Killer, the Twins. The reason I say this is because if you want to use your power—that power, of course, being Victor—to hit injured Survivors, you have to slug. Not in a "the Killer is weak" kind of way, though they are very weak—Victor is completely incapable of picking up Survivors, so unless Charlotte is near—and if you're playing Victor, it's highly likely she isn't since part of Victor's strength is being separate from Charlotte as well as running far and fast—you literally have to slug as it is the only thing you can physically do.

    Countering it is still easy as hell, of course—stay with another Survivor so one of you can kick Victor when the other one goes down, heal so Victor is forced to pounce on your back, press the space bar on a locker and become invincible if Charlotte is more than a stone's throw away, et cetera—but the fact that it's all Victor can do means that, counterable or not, he's going to be doing it a lot in most matches. So if you spend a lot of time being slugged, that's a lot of time spent doing nothing except self-healing at half speed or crawling at a snail's pace; you're barely even playing the game at that point. It's like Legion—Deep Wound isn't strong at all, but it's really boring to go against. Only Victor is amplified to a considerable degree because Deep Wound gives you much more freedom of movement and player choice than being slugged does.

    To this extent, I agree that the Twins are very unfun to go against. I think a simple fix would be that if Victor is near a dying Survivor, pressing the alternate power button will not switch you to Charlotte, but rather call Charlotte over to Victor's location. Of course the person playing the Twins can still hardcore slug in this case, but so can any Killer; I can assure you 95% of Twins players slug out of necessity, not out of player choice (personally that is definitely why I slug as Twins; I don't like slugging which is a small part of why I play Pyramid Head a lot). Giving the option to call Charlotte to pick Survivors up—or just straight up giving Victor the ability to hook Survivors—would do wonders to solve that issue.

  • Gonna have to disagree hard on Built to Last. It's very heavily synergy-dependent, but when you run the right combo, it's insanely strong. I've done the math—if you stack it with Streetwise, items effectively last twice as long.

    Proof: Let's say you have an item with, for the sake of easy division, 21 charges. Each charge is good for one second of use of the item. Normally, the item lasts for 21 seconds.

    25% efficiency bonus with Streetwise = consumption rate of 0.75 charges per second

    21 / 0.75 = 28 seconds of use

    Built to Last regenerates half an item, so 28 / 2 = 14 extra seconds of use

    28 + 14 = 42 seconds of use, exactly twice the original item's lifespan.


    This is extremely useful. Even a brown medkit with no addons can get two full heals instead of one with this combo. Imagine running this combo with a super high-durability item.

    I think the best example by far is the Commodious Toolbox. Boosts your repair speed by a fat 50%, but doesn't even last for half a generator, with 32 charges as opposed to the generator's 80. Well, run Wire Spool and Scraps, and the charges have increased from 32 to 52. Add on the combo, and you now have 104 effective charges—more than an entire generator's worth of 50% faster repair speed. For a full generator and then some, you repair 50% faster. I dunno about you, but I think that's absolutely nuts.

    Commodious Toolboxes are the best example, but it works for other items as well. Use this Perk and addon combo on an Engineer's Toolbox for 72 charges, or 90% of a generator's worth of double repair speed. Run it with a purple medkit and duration addons for seven and a half full heals, not even including the efficiency bonus from Botany Knowledge (and Self Care if you want to use it for self-healing). My math is a little shaky on this one since I don't know how the two efficiencies stack, but run a purple flashlight with Long Life Battery and Low-Amp Filament for almost 32 full seconds of flashlight use—I don't know what you'd need 32 seconds of flashlight for, but it's there.

    Built to Last isn't too nice on its lonesome, this is true, but when you combo it with Streetwise and duration, it becomes an absolute monster of a Perk.

  • Agreed. This needs to go for two reasons:

    1. It's going on cooldown even though it didn't even activate.
    2. Without running Surveillance, I can't tell if any gens were affected unless I see a skill check go off.
  • Remove the reduction that co-op healing has on progress towards activating the Perk.

    Make the Perk heal you through Deep Wound instead of just auto-mending you.

    Pause or reset the timer when going down instead of just outright deactivating the Perk. When being picked back up or getting unhooked and then rescued again, resume the timer.

  • Okay, I changed my mind. There is one more counter to PH.

    If you have distance on him, loops are still perfectly viable. He's not going to be able to zone you unless he's already in melee range, so to deal with a loop outside of that he has to go with two options:

    1. Be an M1 Killer. We all know how well being an M1 Killer works out at most loops.
    2. Use his power to hit you through walls/at range. This is a strong strat, but because of how slow and stiff charging and aiming Punishment is, and because of how obviously it's telegraphed, the Survivor has the clear advantage in this situation. If you have LoS, it'll be incredibly easy to react to, and if you don't, it's not gonna be too hard to predict. If the Pyramid Head is really good with his shots, you'll have a tough time, but again, the PH has to be really good—like really good.

    So ultimately the counter in a chase is still just distance, but distance will enable you to use loops fairly effectively against him; the notion that PH is unloopable is 100% false.

  • If you have good intuition, Oppression also has a really easy counter.

    Normally the Killer will kick a gen after a hook. So when someone gets hooked, get off your gen and wait a couple of seconds. If you see it break, start repairing it again. You didn't get a skill check and the gen didn't regress at all.

    If you don't see it break... start repairing it again. lol

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809784#Comment_1809784

    As a Blight Main, I can attest to this.

    Even moreso, I've found that a Blight who is spot-on with his Rushing and with Alchemist's Ring is a TERRIFYING force to be reckoned with.

    Alchemist's Ring is the most broken addon in the game and I will not change my mind on this. The only thing that might be able to contest is Blight Tag + Shredded Notes because ez instadowns and fast power regen on BLIGHT is positively unreasonable.

  • Blight played at the optimal level is just shy of being a 115 5-blink Nurse. When you get good as him, he's genuinely busted. Even better than Spirit, assuming both are addonless.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809747#Comment_1809747

    If one survivor is hooked, then it’s not hard to go an pressure one of those two gens being worked on you treks about, like I said previously. Ruins regression is absolutely not slow, idek how you can think. If a survivor runs to a hook save and it takes say 15 seconds to run there, 16 seconds to heal and another 15 seconds to run back, that’s 45 seconds of ruin regress, which is 22.5 seconds worth of survivors progress down the drain, more than pop would take out of a gen. Sure you could say they don’t have to heal, but regression is still happening and now that survivor is vulnerable to being one shot by the killer and will have a much shorter chase.

    At the end of the day, survivors are naturally forced off of gens all the time, and if not, then the killer isn’t doing their job properly. By the sounds of things you want a gen perk which baseline makes gens 30% slower or something without not requirements or anything.

    ”Survivors using immersion to waste killers time,” so we need to play like blendettes to beat ruin undying do we? That’s boring for both sides.

    Reworked maps have a very limited number of safe places for survivors to run to, everything is fair game for the killer and can be mind games or played around. Plus there’s also half of the killer roster which completely counters looping or makes it a million times harder.

    How are they not effective? You may not see the active results of slowdown but play a trapless trapper or something and you’ll see just how much faster gens pop without a killer power providing secondary slowdown.

    This argument is full of cherry picking (only stealth counters Ruin and Undying), outright falsehoods (reworked maps not having a large number of very safe pallets, unless we're talking about Ormond this is just outright wrong), and once again ignoring the possibility of Survivors knowing how to loop. You act like all Killers are this unstoppable force in a chase but the truth is, all the above scenarios where the Killer can "apply pressure" relies on the Survivors making enough mistakes to give that pressure to the Killer unless they're playing one of the three ez win Killers I mentioned before.

    You can practically just sit at safe pallets and chuck them as soon as the Killer gets near and as long as other Survivors are on gens whenever this is happening, the gates will open in minutes. Or you can just hold W and most Killers have no chance of catching you. Wasting the time of most Killers isn't hard to do at all.

    Ruin and Undying takes effect when Killers apply heavy pressure. But most Killers are so weak that Survivors need to make continuous mistakes for that pressure to be applied.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809717#Comment_1809717

    You’re not taking into account any other things survivors have to do and other things killers can do. A hook/down immediately takes one survivor out of play. Then another survivor is forced to jump off their gen to go for the save, allowing the gen to regress TREMENDOUSLY. Then it’s not hard to go and chase/down one of the other two survivors or pressure them both. This isn’t even taking into account the slowdown which every killer power applies, Oni forces heals, stealth killers encourages heals and makes you jump of gens earlier and be more wary, nurse spirit and blight literally down survivors at insane rates that finding time to do gens is very hard, Freddy has insane passive slowdown, pig has head traps, trapper and hag require survivors to go out of their way to look for and pop traps etc etc. You see how much slowdown a killer has at base when they use their power correctly and you look at it?

    You're not taking into account the fact that just because one gen is regressing doesn't mean two more aren't being repaired, or how slow Ruin's regression actually is, or Survivors splitting up after an unhook, or Survivors wasting a Killer's time with immersion so the Killer gets nothing done, or Survivors actually knowing how to loop and use safe pallets and windows, or how none of the things you mentioned about heals or passive slowdowns are actually nearly that effective or true.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809302#Comment_1809302

    It’s not like half of the killers have some form of map mobility? Billy, Freddy, nurse, spirit, demo,wraith, hag, twins.

    Im using blight as an example because I’m showing you how lethal the combo can get on some killers. It’s still very strong on ur average killer because it negates a huge part of the game, gen regression. The perks literally do it all for you and you hardly need to worry about it.

    If it’s not strong on other killers when why does the majority of killer players use it on every killer?

    Multiple of the Killers you mentioned either have extremely mediocre mobility enhancements or their mobility requires time to set up/can be dismantled, making it still easy to cleanse their totem.

    Against Survivors who actually do gens, the Perks don't do anything for you unless you're playing a Killer who has high mobility AND high pressure intrinsic to their base kit. You can still only pressure one Survivor at a time with most Killers, and the other ones either doing bones or, better yet, just doing gens means your Perk combo is effectively useless. The counter to Ruin and Undying is literally just being an efficient team. If Survivors can get gens done without Ruin and Undying up, they can just as easily get them done with Ruin and Undying up.

    Most Killers run Ruin and Undying because stall is absolutely necessary even against mediocre Survivor players, and Ruin and Undying are the best option for most Killers. That doesn't mean it's good. It just means that everything else is worse.

  • Remove the ability to kick Victor after he's downed someone.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1807332#Comment_1807332

    I’ve ran ruin undying for a week straight on blight. Not one loss. Not one. Then used it in a tournament where survivor are meant to be some of the best, yet again won fairly comfortably.

    i hardly play solo anymore since the addition of undying, and when I do I come in with the mentality of I’m probsbly gonna loose this match anyway so it doesn’t matter. It’s just so boring.

    i will give you tracking is awful on ormand, but that is far less of an issue now considering most of the map is open with hardly any LoS blockers.

    You keep using Blight as an example of Ruin and Undying being OP as if Blight isn't practically a 115 Nurse with 5 blinks when played optimally.

    What about every single Killer who doesn't move at the speed of light and is countered by holding W? Yes, believe it or not, Ruin and Undying are next to useless on most Killers because, shocker, most Killers aren't Blight. They simply don't have the kit necessary to pressure gens and totems at the same time.

  • "Victor locker check was never approached as a sure grab, so its totally ok that the Survivor can still escape under certain conditions. If Survivor would know that its a 100% bad outcome, they would simply not use the locker."

    Survivors have been using lockers against Killers despite risking getting grabbed since the beginning of the game. Lockers were clearly designed to hardcore punish Survivors should they be grabbed in them. Survivors have attempted to juke a Killer in the middle of a chase by hopping into a locker for years despite knowing a mistake will get them grabbed. Why do they get a free pass when it's Victor?

  • My favorite example of Twins being absolutely broken and overpowered is when you down someone with Victor, and then another Survivor walks up and kicks you in the face and then picks up their friend before Charlotte ever gets there.

    What a top-tier Killer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806140#Comment_1806140

    That is extremely rare in public matches, even with SWF. When people bring keys against me, they usually don't get to use it. When I or a SWF-mate bring a key, we usually either die before we get to use it, or we use it in a game we were already going to win handily for some extra objective points.

    Even in a really sweaty game like that, though, the killer still has the opportunity to take the key out of the game. All you need to do is run Franklin's, down the person with the key, hook them near the key, and camp the key/hook until the key is gone. Then the survivors need to choose between feeding you free pressure and losing their key. If all four survivors bring a key then yeah good luck with that, but that's also going to be extremely rare given how rare keys already are in the bloodweb. I have personally never seen more than two keys in a game as killer or survivor in 1000+ hours. Still, agreed, in a game like that with a hatch offering your best case scenario is pretty much a 2k.

    It's not an automatic three gens in two minutes either, even against good teams, and especially against Ruin/Tinkerer or Pop. That assumes a slow first chase and that survivors spawn separately.

    So, Survivors being bad = Keys fine, nerf moris.

    Gotcha.

  • @Almo said:

    This requirement will stay. There are things we don't want, like someone going into dying state due to a Bear Trap with Honing Stone triggering stuff like Surge. The alternative to the basic attack requirement is making exceptions. For example we could say Surge works for Demo Shred, but not Trapper BT/HS. Now every time we add a new Killer, we potentially have to through and update every perk with these exceptions. It's just not a maintainable design with the vast amount of perk/addon/power combinations available.

    Since every Killer can basic attack, we can create the perk, and know exactly how it works with every Killer without having to check a ton of different interactions. If this means some perks don't work well given some Killers' powers, then that's just the way of it. Not every perk is exactly as useful on one Killer as it is on the others. Learning to choose your perks well to synergize with your chosen Killer is one of the important skills in DbD.

    I have heard it said that this answer means we're "lazy"... that we're not willing to "do things that take work". Whole programming languages and paradigms have been based around preventing the same thing in code as we're trying to prevent in design with this strategy. You don't want a ball of yarn of a design where tugging on any little thing pulls a whole ton of others.

    In a game as complex as DbD, there will necessarily be some of that. But minimizing it through smart design is still a worthwhile endeavor.

    BasicAttack = 1;

  • The one time a bug was GOOD for a Killer.

  • @Squirrel_Thicc said:

    For the love of ######### God pls stop saying "thanks for listening to my Ted talk". It's so annoying.

    But referring to what you said in your thread. It's fine if the dev's add an lgbt character if it's included in a good way, but knowing bhvr, they're probably gonna do a bad job and just pander to us.

    Youre’re mütter? lol

    Thanks for listening to my TED Talk.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804045#Comment_1804045

    Keep in mind survivors don't teleport out of lockers and into a random corner of the map. They have to leave the locker and either hide nearby and hope you can't find them, or leave in such a way that you won't see them.

    Yeah, and you’re gonna have to get them as Charlotte. A Killer with no power. And it’s a locker, so it’s probably right next to a loop.

    ”Oh, but Victor regenerates fast!” Well then they just run around the loop and Victor’s slow-ass pounce charge time is countered into the dirt.

    What a good Killer. Completely countered by lockers. Epic.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801428#Comment_1801428

    It's much harder to hear survivors with the music playing that the survivors would usually hear.

    Not really, but pop off.

  • And they're STILL losing?

    Jeez, that's some smooth brain gaming right there.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1802020#Comment_1802020

    Well... I tend to give the people I play against the benefit of the doubt. I also like to take some credit for good plays. Even so, perhaps you and I will face off at the Ormond sometime soon. Basically I've just been playing Spooky over and over without a map offering and taking whatever I draw. I want to see if I can get to the point where I can play him competitively not matter what map I'm on.

    Good luck. Spine Chill is a thing that exists.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801945#Comment_1801945

    Hrm. I disagree. The games I've had have been against Red Rank squads and they didn't do a lot of mistakes (some sure, but not many). In most cases I've fought them to a Draw (had a few losses) and a few wins. I just make good use of cutting the center and my wall hack to not waste a lot of time. Agreed, the only maps harder on Spooky are: Old West (whatever it is called), Rotten Fields, and McMillian Forest one where everything is spread out open, and they can loop me for days.

    The truth is I don't mind a big map as long as there is plenty of terrain to hide my approach. Big maps where they can see me coming a mile away... well... yeah... I'm swimming against the current 100%.

    I'm sorry, but Spooky Michael is a 105 Killer on a wide open snowy white map like Ormond is 100% a Survivor-determined win. If you're doing well as Spooky Michael on Ormond, the Survivors are making tons of mistakes, even if you aren't seeing it happen. Either not having eyes to see Myers, not doing gens, wasting pallets like mad, et cetera.

    And for the record, ranks literally don't matter. This has been a widely-known fact for a long time. Most red ranks are still bad.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/211758/new-ormond-is-not-that-much-better

    I've played on it with Spooky Myers (Scratched Mirror+Boyfriend's Memo) and I have had pretty good luck so far. Yes, it is a big map, but if Spooky can keep up pressure on it... ANYONE can.

    That's most likely less to do with Ormond being fine and more your Survivors making egregious mistakes. A 105 Killer on a wide open bright map? Yeah, 100% up to the Survivors whether or not you win.

  • Blight is like Nurse in the sense that ranging from new to ok players, he seems weak, with good players, he seems very strong, but at the top level of play? Blights who rarely if ever miss their Lethal Rushes? He's genuinely broken. You cannot beat the best Blights, especially if they have a stall Perk or two. You literally can't win.

    Also Blight Tag is one of his best addons, especially when combined with Shredded Notes.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801607#Comment_1801607

    I mean, your opinion adds nothing to any discussion whatsoever. There's no rebuttal to be had to a comment with no substance to begin with.

    You said representation is a reason to want Survivors, I said representation is a BAD reason to want Survivors.

    If that’s not contributing by directly refuting your point, I don’t know what is.

  • @OldHunterLight said:

    Meta and good isn't the same.

    Meta stands for most effective tactic available.

    Good is well just good.

    Basically they are using the best they have to win.

    As soon as one meta is outdated another one will come out.

    I’m aware. But it’s a very common belief here in the DBD community that the meta is the only good thing a given character has in this game.

    ”I only small pp/Ruindying because everything is trash” is something I hear a lot.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801585#Comment_1801585

    Who cares? Let people enjoy things for whatever reasons they have. I'll bet you anything you wouldn't hear those same arguments if every single character was LGBT.

    I’d probably a little bit concerned if minorities were the only characters to be killed violently for no explicable reason.

    @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801585#Comment_1801585

    Seems more odd to me to care that much what other people like in the games they play, friend.

    Ah yes, the good old “No u” without any actual rebuttal. A classic.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801575#Comment_1801575

    As I said I already use different perks on a daily basis because it gets boring running the same ones. And, as I also said, they are fun, but not game changing for me, so I don't think they are "very good".

    Well, that’s on you for not knowing how to get use out of them. I can understand running something that’s genuinely hot garbage like Camaraderie or Boil Over, but most Perks have genuinely powerful effects if you care enough to induce them. I’ve run entire builds centered around Perks most people consider bad and have saved time, pallets, myself, other players, et cetera with just a little bit of elbow grease.

  • @BattleCast said:

    New survivors bring much needed diversity to the game. Nothing is worse than looking at a roster of characters and thinking “none of these characters actually represent me”.

    If you care about being represented in a horror game as the survivor characters, that's you being odd.

    "Nice, they finally added a bi character! Now I can watch my fellow bi boys be brutally and mercilessly slaughtered! I feel so represented!"

  • @[Deleted User] said:

    Nah, as someone who did all adepts I can safely say most perks on both ends do no difference on the outcome of matches. On most of them I could probably be playing perkless and still achieve the same result. The meta perks are meta because they affect how a trial ends. The only reason I use different perks is because they're fun, but saying most are really good is an exaggeration imo.

    No, they're good. If you're doing adept, chances are you're completely ignoring things like synergy (which let's be real, even some meta Perks heavily rely on synergy, so don't make that argument), or even just what you need to do to get use out of them to begin with. I don't know about you, but most of the time when I'm doing adept, I act like I'm playing Perkless because I just want to do the gens and leave for the sake of the achievement, or tunnel and 3-gen like mad for the merciless. That's on me for not actually using my Perks.

    Doing "all adepts" doesn't say much. Try experimenting with the Perks and running new and different builds, then come back to me. If I found a good build for No Mither in solo queue, you can do it too.

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801504#Comment_1801504

    Not really, one is wishful thinking and the other is for definite.

    No, it's the same message with a more passive wording.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801449#Comment_1801449

    The point of my post wasn't trying to say "Wait for next week, it's going to be better" , but more "Maybe we should wait to see if the next weeks are better".

    I apologize if you assumed I was trying to hype up the next week's rewards, it wasn't my intention, once again it's not an information I have, so there is no way for me to know if the rewards will improve or not.

    "The point of my post wasn't trying to say 'Wait for next week, it's going to be better' , but more 'Maybe we should wait to see if the next weeks are better'."

    That's... literally the exact same message but worded more passively.

  • No, it was way more underwhelming and boring.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801428#Comment_1801428

    NO ITS NOT

    THEY CHANGED THE BEST POV CHASE THEME (DEMO) IN THE GAME

    No, that title belongs to Blight. Now that Demo's music is actually exhilarating, it might be able to compete.

  • @horrortale_sans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801426#Comment_1801426

    btw there free rewards why complain if your not paying for them

    I have a right to criticize sucky rewards.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801426#Comment_1801426

    No, they don't. Speaking of how things are now doesn't imply anything about how things will be in the future.

    If I say "We have electric cars today", I'm not saying "We'll have flying cars tomorrow". I'm just saying "We have electric cars today".

    Read the words that are written, don't try to extrapolate based on what you want to hear. The statement was perfectly clear.

    The OP made a thread complaining about how this week's rewards were mediocre.

    Talking about how this is "iust the first week" implies that there are better rewards coming in the following weeks, because if there weren't, then there would be no point in informing the OP of this fact, because the OP obviously wouldn't care.

  • The best chapter is definitely Cursed Legacy. Oni is a fantastic addition to the game, Yui is a great character with fun-oriented Perks, and Sanctum... well, it's not Midwich or Dead Dawg, so it gets a pass.

    Worst chapter is tough to decide. Shattered Bloodline gave us Spirit, it gave us Yamaoka, it gave us Deliverance, and it gave us the healing changes that pioneered the path towards the stalest meta in gaming history. Darkness Among Us gave us release Legion and Ormond, but it also gave us daddy Jeff. Silent Hill gave us one of the most controversial Killers in the game, the addition of money-hungry Legendary skins, Soul Guard, and Midwich, a map that most of the playerbase despises. A Binding Of Kin gave us problematic map reworks, a Killer that is forced to sweat to do well, a Perk combo that one-upped small pp build, dozens and dozens of bugs, several of which break the game, and is overall just unabashedly unfinished.

    ... We've had a lot of bad chapters.

  • Why the sad face? That's a good thing.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801411#Comment_1801411

    The words that were written do not imply that at all.

    Yes, they do. Why should we care about the rewards for the coming weeks if they're not better than the rewards we got the first week? Given the nature of the OP, it wouldn't be worth talking about if it weren't the case. Ergo, it's implied the coming weeks will have better rewards.

  • @Boddy604 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801364#Comment_1801364

    I run babysitter with distortion to make it do what I want and find it way more effective that way. So I disagree there.

    For Second Wind, i've made a thread about it before that the condition should be the same as Aftercare's. In that you only need to complete a heal. If someone has even started self care or a second survivor runs in to help, no perk. It hold back the perk too much for it to be consistently reliable.

    "I run babysitter with distortion to make it do what I want and find it way more effective that way. So I disagree there."

    Then you're not using the Perk for what it was designed to do. You're just making it into a worse Dark Sense at that point.

    Get better at looping. Then you'll get better at using Babysitter.


    "For Second Wind, i've made a thread about it before that the condition should be the same as Aftercare's. In that you only need to complete a heal. If someone has even started self care or a second survivor runs in to help, no perk. It hold back the perk too much for it to be consistently reliable."

    That I agree with. But healing people really isn't that hard. Didn't get the full heal? Go heal someone else. Easy.

1 2 3 4 … 26