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EvilJoshy

EvilJoshy

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EvilJoshy
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  • @DeathsCrimsonMaiden said:

    Try more unique builds tbh.

    I play alot of trapper, I use Devour, Ruin, Bbq, and STBFL.

    The strat goes like this:

    • Trap the totems at the start of the game
    • If the survivors try to cleanse, contest those totems and they will spend the whole game trying to break them. No gens will get done.
    • If they try to ignore them and get through gens, they get to face the most dangerous killer perks in the game

    This is just one example, but running Spirit Fury+Enduring Bbq and Ruin/Corrupt every game will get old. It is kinda up to you to spice up your gameplay. Try a new killer! Try perks you don't use alot!

    Even if you don't 4k everytime, thats fine. The less seriously you take this game, the better. You're goal should be to have fun in the match.

    I hope this helps :)

    I do almost the same thing on my trapper. Except i switch out ruin and bbq for intervention and whispers. It is nice when your totem is in a V shaped alcove /kefka laugh

  • When they removed any skill to get a flashlight or pallet save. When that patched launched that was the moment I lost faith in this game. The scary part was the people who made this game were the ones who thought it was a QoL update. Anyone who has put a decent amount of time into this game could have told them that was a terrible idea. Thank the entity they reversed that one.

  • Licensed chars are whats pumping people into this game. Which is keeping it alive. So I'm certain they are working on getting someone in here. There's probably all sorts of red tape and hoops they have to jump through to do that so it takes time.

    I forget which youtuber said this but I think it describes dbd perfectly.

    "This game is a revolving door. With new players coming in and veteran players going out"

  • IMO don't use DH for baiting a swing. Especially on xbox because of crappy servers. Even on PC using DH to bait a swing is very risky. It's better to use it to give yourself that extra distance to get to a pallet or a vault.

  • If you could demo the licensed killers you would learn majority of them are weak and you won't buy them. They are mostly to draw in crowds at this rate. Very few are good at end game or fun to play.

    Mikey is good for jump scares but that's about it.

    Bubba is a weaker billy.

    Pig I find fun but very rng reliant with RBTs. Has some mind game potential with her dash but if you screw it up it extends the chase.

    Freddy was so bad at launch the F tier was named after him. Now he is pretty good.

    Ghost Face I enjoy playing as. I like his jump scares and I "can" do well with him at red ranks. Depends on how well they can reveal me.

    Demo is fun. Has some stealth and map pressure with his tunnels but an average killer.

  • I haven't tested anything cause I don't play the PTB. I don't play because they don't listen to our feedback anyway. I predict this sabo change might be broken when it gets here. Might. I've only watched one of Tr3's vids on it. It looks super fast, hardly consumes any charges on the toolbox. You can say if everyone is saboing they aren't doing gens. Well if the killer can't hook anyone they are just going to slug even more. Survivor's will all run unbreakable or the new survivor perk that insta heals a downed person. I feel like were going in circles here? I could be wrong. I think when GF was on the PTB he used to get kicked out of stalk insanely fast even through objects. Then they fixed it before he released. They could do the same here. That is the purpose of a PTB after all.

    Either way if it's anything like the flashlight/pallet stun QoL patch. We can hope they revert it shortly. When the patch drops and if sabo turns out to be broken I expect 2-3 weeks of "play something else" till they fix it.

  • Perks and new killers don't fix the core mechanics though. A new killer that can deal with loops and such doesn't help all the other killers. It just means you'll most likely see the new killer and no one else. Perks can always be countered or reworked. Ruin being the prime example.

  • Freddy was THE worst killer in the game for like 1 1/2 years. The F tier was named after Freddy. Now that he's viable you want to nerf him? Your the reason weak killers get weaker. I smell a bias survivor main. I'm going to tell you the same thing I told survivors when Freddy first came out, git gud.

  • I feel this killer was introduced to draw in the CoD crowd. I don't think he will be strong. He might be Huntress's version of Bubba. Either way I am certain the devs will nerf him before release or shortly after. They do that with every new killer even if they are weak.

  • @JacksonWise said:

    ^ Pretty much everything this guy said. I know it's hard to believe, but the devs do care about both sides.

    I have to object. The devs only care about killer when survivors can't find a match.

  • Does it feel like the devs made this killer to draw a new crowd?

    "Killers are leaving cause we cant balance our game. How can we get more? Let's give a killer a gun so we can siphon players from the CoD genre"

  • I haven't seen the new map yet but if there is a bar Id like the entity to be the bartender >.>

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1105058#Comment_1105058

    I draw the line at Ghostface.

    Ghostface himself needs a very small buff. Anyone stronger than him is fine. Anyone weaker than him needs buffs.

    Currently the Deathslinger and the new Doctor I haven't finished evaluating.

    Of those I have:

    Myers, Clown, bubba, pig, legion, trapper, wraith and Oni (not in that order) need buffs.

    Plague would be on that list but the buff I wanted is being implemented so she might be fine now.

    That means:

    Nurse

    Spirit

    Hag

    Demogorgon

    Freddy

    Huntress

    Billy

    Are fine.

    That's 6 fine Killers, 8 Killers that need buffs and 3 pending evaluation.

    I love how people complain GFs reveal is broken. When I play as him survivors have no trouble revealing me unless I block LoS.

    "GF can expose me when I'm looking right at him, BROKEN!"

    "Why are you out in the open, standing still looking at him?"

  • Notice the killer perks ALL revolve around gens and cleansing dull totems. It's like they are trying to make up for gutting ruin. At least there's a penalty for being the obsession now. Except for rancor there really wasn't any downside to it.

  • FT13 did that. It didn't work out so well.

  • @holywhitetrash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103753#Comment_1103753

    lol a solo survivor can already counter these, when you encounter traps that damage on disarm you heal your self to 99% and then just go disarm all the traps you know of and you just stay at 99% until you see the killer coming at you

    if you think they are rearming traps as well then you just come back and check on the really important ones

    these are lovely QOL changes for trapper they still need to address the issue of traps moving to survivors when they trigger

    Or the survivors having a smaller hit box than the trapper. I never understood how they can walk past some traps yet I get caught. No DH was not involved.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103713#Comment_1103713

    MoM was just a cheap way for the devs to milk cash, not really a balance issue

    The "QoL" patch for flashlight and stun times

    Old MoM was a serious balance issue. I agree it was a cash grab for them but before they nerfed it you couldn't go into a match without running into MoM+DS+BT+Adren.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101180#Comment_1101180

    A killer buff on first sight, but probably a nerf. Loops will buffed to justify breakable walls. But then you are forced to break them as killer asap. So now, you not only have to deal with breaking pallets but also breaking walls. Yeah, I can't see how this will end up good for killers or survivors.

    Now that you mention it that could happen. It sounds good on paper but it's one more thing for us to spend time breaking. Giving the survivor more time to get to another loop.

  • @Pok said:

    Wait and see before crying.

    I like the change so far, it makes it again a realisitc possibility to use sab build. I mean if you want to use half of your reworked toolbox to get rid of one hook, you can, you just have a choice to make here. And for the "toxic swf sab team" argument, it was already here, it's just that people needed to 99 every hook before, and they could instant sab, at least now you can see it coming.

    My only concern is about the saboteur perk, I hope the cooldown is long enough to prevent abuse, but still interesting to give the perk value.

    The thing is, there have been some things they announced that we said would break the game and they did it anyway. Then the game broke and they had to fix it. (Old MoM) I don't trust these devs to know what's best for their own game.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103688#Comment_1103688

    Now that you say it, it does seem kind of strong, but we will have to see how it plays out

    I'm not sure the breakable walls will be all that good either. The survivor's can't interact with it but it's another thing for us to break that gives them time to run to another pallet/vault. Hopefully it will help with some of the longer loops.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103675#Comment_1103675

    Yes, but you said it will be used as "a lubricant for the new sabo"

    I meant the new sabo sounds like it will break the game so the devs tossed us a minor buff to cushion the blow.

  • @Todgeweiht said:

    But sabo does not affect bear traps anymore?

    I got to r1 as my trapper and I very rarely saw someone sabo a bear trap. Disarm, oh hell yeah. All the time but hardly sabo. People at red ranks don't run sabo and if they have a toolbox they use it for gens.

  • I like the dc penalties. If you don't want to be penalized don't dc or "play something else"

  • rule 89: The killer has to respect the Kobe

    rule 137: Trapper is not allowed to place his traps :P

  • I have a feeling the breakable walls will be meh and the new sabo might be broken. I expect more killers to slug after this patch goes live or every killer is running agitation+Iron Grasp

  • I don't think the wall breaking will be huge. I'm predicting there might be 1-2 walls at very specific places. It all feels like a cover up to the horrible map design.

    I'm more concerned about the new sabo. If tweaked wrong it can be broken. I'm talking like the flashlight/pallet stun "QoL" patch. The one they reverted a week later. If I pick up a survivor and 3 hooks suddenly break I'm not going to play killer till they fix that #########.

  • @Steve0333 said:

    If your game is crashing all the time it is your PC. I watch hours and hours of streamers and almost never do I see a game suddenly crash. I play this game all the time and it has crashed only on one rare occasion when there was a known issue. Hasn't crashed in months. So either your pc isn't able to handle the game or you're making this up because you like to dc.

    I agree. If your crashing enough times that you need to wait 30 mins to get into another game maybe you should get a better pc, upgrade or you shouldn't be playing dbd. It's not the devs fault your PC can't handle it.

  • It's probably no worse than being able to sabo a hook in 2.5 seconds.

    I think the breakable walls "could" work on some of the longer loops but I get the feeling this whole mechanic is so they don't have to redo the maps. Corn maps will still be the bane of my killers.

  • If they think killers slug now, wait till the sabo change. Agitation will become mandatory.

  • I read the whole thing.

    One thing I disagree on is the survivors perks. The survivors have 16 perks vs the killers 4. Pretty much every killer perk I can think of has a solid counter to it. Some survivor perks have zero counters to them. Majority of survivor perks also reward failure. Whereas killer gets punished for making mistakes.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1092317#Comment_1092317

    I'm saying that those Survivors played far worse. Only 1 of them (David) shown skill in chases but the other 3 played rather poorly.

    There almost isnt a burden of skill on Survivors. As seen they can constantly be downed left and right without needing to be skilled and still escape. Mistake after mistake only to still have another chance after chance.

    Meanwhile if Killer makes 1-2 mistakes the game is almost over. Hyperbole, but close to the truth.

    The burden of skill should be on both Killer and Survivor. Having it only on Killer isnt exactly fair. Survivor mistakes should be costly, but that just isnt the case.

    David was the only one who actually adapted to the nurse. All the other survivors played as if they were fighting an M1 killer. All they did was loop pallets. David saw that wasn't working and tried stealth. He managed to actually lose the nurse twice. Which is significantly difficult compared to mindless looping no matter the killer. As a nurse player that is devastating to have happen. You fatigue after a hit then you lose sight of the person and ask "How the #@$% that happen?"

    It just piss's me off that those crappy survivors whine instead of gitting gud and get nursed nerfed. When David shows no nerfs are needed. Yet the Devs listen to the majority -.-

  • My opinion on the dc penalty

    Don't DC. If you feel it is your right to DC then play something else. I won't miss you.

  • I think hag and trapper.

    They get hurt early game because they need time to setup. Trapper more so than hag but intervention helps with that. Majority of trappers suck from what I've seen. Same with hag. When I join a match and I see the killer is trapper/hag there's always that fear they might be the 1 in 5 that are actually good with that killer. I main trapper and when I face a good one I'm paranoid about every vault and tall grass.

  • Unless the devs stated this stuff I wouldnt believe a word of it. If half of those came true so soon after the ruin nerf I think most if not all the killer community will launch an exodus to another game.

    If they want to remove perks ability to synergize they should start with all the 2nd chance perks survivors have. DS+BT+Adren. DH doesn't bother me really.

    Now that I think about it none of these perks truly bother me, except DS. It's when you combine them all together and all 4 survivors are using them, it becomes a problem.

  • @Waffleyumboy said:

    Youtube too. Usually get in a good 5-7 mins.

    +1

  • Now define camping? Was he standing in front of the hook, never leaving? That's face camping

    Did he leave, someone made a save and he came back? That's not camping.

    Did the killer see someone while carrying his prey to the hook and was wandering around looking for that person? Or did he suspect there was someone nearby and looked around? That's patrolling.

    The term camping is very wide and even so there is nothing bannable about it.

    If the killer camps one person to death odds are both of you aren't playing correctly. The killer wastes a lot of time camping. The survivors should be doing gens if a rescue if not possible. If this happens do gens and get out. It's really obvious. If the killer is face camping they aren't applying pressure. Run kindred if your solo. If your team mates are brain dead ask the devs to nerf them instead. That killer wont stand a chance playing like that against decent survivors.

    There is a simple solution to your problem. Git Gud. I know you dont want to hear it but that's what will fix this. Survivor has more tools for escaping then they know what to do with.

    And if you think Killer is easier you've been playing against some brain dead survivors.

  • The ghost of the best friend from "A Christmas Carol" :P

  • @Bunnie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089732#Comment_1089732

    Yea thats what i mean. Like we were just on coldwind farm and there was one and literally i could stand in front of one door and see the other. i can do that a lot actually but people are saying the doors are random so if thats the case then cool. at least some times they wont be by each other. for me most of the time they are though.

    There was one rare occasion where I did manage an escape. It was on The Game. Both gates were opposite of each other but in the middle you could roughly patrol each door with little walking. I was hiding at one door but I did not begin to open it yet. I saw the killer patrol and when he saw no red lights he left. As he did that I started to open it, then after 1 light I left. Sneaked to the other door and managed to open that one. The killer thought I was still around the first door and by the time they realized what I did I was gone. It's one more reason why I always run whispers when I play killer :P

    Those few times are rare but on coldwind you might as well try to find a chest with a key or give up.

  • It's the ghost of the best friend from "A Christmas Carol" :P

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089683#Comment_1089683

    This game is already hard enough for killer if ur a bot or not playing a good killer

    The only time it's unfair when both gates are on the same side is when your the last one left and the hatch was closed. At that point it's damn near impossible to open the gates. Some killers like billy and spirit, it might as well be impossible. But if the killer killed 3 people, you didn't finish the gens and he closed the hatch before you found it, they probably deserve it.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089666#Comment_1089666

    Giving the killer a goodbye and some points is being a douche? In what way?

    We all know people aren't doing it for that reason. They are teabagging at the exit, rubbing in the fact they got away.

  • I think it's called hook teching. It's a known issue and they are working on it but since it helps survivors, I don't expect a fix anytime soon. DS not working they fix that in a week. Stacking mend time add ons as legion resulted in a ban yet abusing fat shame spots and hook teching is allowed........?

    As for the sitting at the line, run blood warden. They wont do that ######### again lol Or maybe implement a system where sitting at the gates but failing to leave causes some sort of penalty? Like when a killer stays near the hook too long. Make survivors lose points or something for staying near the exit being a douche.

  • I don't know about hex perks in general but I would really like a change to huntress lullaby. It's powerful but by the time you get 5 hooks the gens are usually complete and that's if they don't find the totem. I would like the following

    Make it similar to devour hope. Remove the notification. Even if they don't spawn next to it, once they know it's on the map tit doesn't last long. DH doesn't get a notice until it gets 3 stacks and at that point it can be defended. You have a chance of getting 3 stacks because they have no idea it's in play. HL they know the moment they touch a gen.

    Make the no audio que at 3 stacks instead of 5. 5 is just too much work for too little pay off. DH at least lets you mori at 5 stacks. After 3 stacks increase the penalty for failing a skill check. Even if 5 stacks seems OP, it's a hex perk. It can be removed, sometimes even before it gets activated.

    As for exhaustion perks. I feel they are fine. I remember the dark days when you could recharge sb while running. Glad that's behind us.

  • @JacksonWise said:

    None of the above make you entitled to DC and ruin the game for other players.

    I think he was pointing out all the numerous issues with this game and they decided fixed dcing was the most important.

    Either way I'm glad there's penalties for dcing now. Too many times someone quits for some bullshit reason then the survivors whine I didn't go easy on them.

    He got found first

    He failed a mind game

    He doesn't like the killer

    The killer is running franklins

    He missed his ds

    Yell at the asshat that gave up on you. Not me. It's not my fault he left. If I dced every single time the other side did something I didn't like then Id never get to play killer, ever.

  • Short answer

    It just isn't fun anymore.

  • @JawsIsTheNextKiller said:

    Too many killers were disconnecting because their Ruin totem went within seconds.

    Fixed and Fixed.

    More like too many survivors lost a mind game, were found first, ruin wasn't cleansed in the first 20 seconds, it was a killer they hated or missed their ds and dc'ed.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085191#Comment_1085191

    Well, the main problem for GF is actually the PLAYER BASE of the killer. His detection mechanic is completely broken though. If and when I do the GF Problem, it'll all be in there. I'll probably also do it as a special double-issue, since Wraith shares the same core problem, just without a DLC pricetag.

    Every time I face competent survivors they never have trouble breaking me out of stealth. So I'm going to vote the majority of the player basis just doesn't know what to do.

  • @SL33PY said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087423#Comment_1087423

    Haunted grounds only lights 2 totems. I destroyed one of them and I destroyed 3 dull totems which is 4 total. The last totem should have been lit as the second haunted ground. So how does that work? Does that become noed or does it become noed plus haunted ground?

    Haunted Grounds isn't actually a hex perk. It disguises 2 dull totems to look like hex perks. They are both dull despite being lit up. If you cleanse one, the other just losses it's light. It is still a dull totem. So 1 totem of haunted and 3 dulls is 4 totems. That other half of HG can turn into NOED.

  • I compare the devs and us gamers to NASCAR drivers and mechanics.

    One builds the machine. They can take it apart and put it back together. They know more about it. But the one side is actually using it. They know how it handles and what it needs to be doing.

  • @Pulsar said:

    I would love to see a Terminator, but not a T-800. I would love to see a T-1000.

    It gets a little stealth by appearing like a Survivor until it is close enough to change to its "normal" form. Also, the whole liquid metal sword hand thing could be cool AF

    It would be like a variant of GFs power. It sucks that voice chat would ruin it. The idea of a shape shifting killer has been around for a long time but swf would make it impossible.

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